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Forums: Index > Counsellor Challenges > Gracie Summers - Melinoe Head (Emmaline keeps position)


Swampland Arena

Swamp
  • The arena is a swamp with some forested land surrounding it.
  • The arena is very muddy and watery, with water depth ranging from 3 to 9 feet.
  • Trees grow around the perimeter of the arena, as well as other plants such as ferns and reeds.
  • The area has some forest animals and some water creatures that range in sizes.
  • The arena is rounded with tall trees lining the very perimeter.
  • The arena has some 6 foot tall Greek style statues scattered near the perimeter which can be uses for cover. Some are even sticking out of the water.
  • The arena is open to the sky and elements.
  • The water in the arena changes temperature based on the seasons.

Banter

Gracie Elisabeth Summers
Melinoe Camper
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Gracie walks into the arena wearing her full set of armor. "Sheathed" at her sides are her two daggers, and axes. She also has two quivers, each of which are filled with 50 arrows, and to accompany the two quivers she has one bow in hand. She has a light leather shield for "extra protection". Armed with her equipment, Gracie realizes she's standing nearly in the middle of the arena. Gracie immediately heads for the muddy ground, a mere distance of 20 feet from where she was standing. Gracie jumps up onto some mangrove roots and treks on and over 40 feet of mangrove roots in an attempt to get away from the center of the arena. When she reaches a tree that seems suitable to hide in, she climbs it. The tree she has chosen is rotting, which makes it easy for her to climb up to the top of the tree. The top of the tree, is actually the middle of the tree, as the top half has fallen off because of the rotting, has bark protruding up around the top like a castle's crenelations. This allows Gracie to see down below her fairly well.

  "I care nothing for you, yet at the same time, I know that I need you to be quiet, or neither of us will make it out of this."

Character's Powers

 Has 3/6/9 Month Powers:

Offensive

  1. Children of Melinoe can create weapons made of solid ectoplasm in order to aid them in combat. Only one weapon may exist at a time ,the longer the weapons are maintained, the more energy is drained. They can also coat their existing weapons in ectoplasm in order to temporarily strengthen them.
  2. Children of Melinoe can send shockwave-like blasts made of solid ectoplasmic energy which feel like a very powerful punch on contact, also momentarily stunning whoever it contacts.

Defensive

  1. Children of Melinoe have the ability to become intangible for short periods; making them immune to attacks but also unable to attack naturally.
  2. Children of Melinoe are able to manipulate the tangibility of ghosts around them to form a shield, that is no larger than the user, to protect themselves.

Passive

  1. Children of Melinoe are innately able to talk to and command ghosts, they can also help ghosts with any unfinished business that is keeping them tethered. They can also use this ghost to spy for them, or gather information.
  2. Children of Melinoe make the people around them uneasy and sometimes fearful as a result of their ghostly aura; they can turn this off for a long time if they desire.

Supplementary

  1. Children of Melinoe have the ability to summon a single poltergeist which will fight for them for a short time.
  2. Children of Melinoe have the ability to summon a banshee, which will instantly begin wailing and stun anyone who is not intangible for a short time before vanishing.
  3. Children of Melinoe, while intangible, can travel in this manner as a ghost would, disappearing and appearing in another location, however the longer the travel the more it drains the user.
  4. Children of Melinoe have the ability to transform a weapon into an intangible state for a short time, making it so no one can touch it. They also have the ability to possess an object for a short time and then attack or defend with it. If the object is struck, they are expelled from it.


3 Months After Character is Made

  1. Children of Melinoe have the ability to cause ghosts (up to 4) to attempt to possess a single other person’s body. The ghosts can then be commanded to temporarily control the body if it is an ally, or for an opponent the ghosts will only be able to hinder the possessed person from what they are doing. This only lasts for a short time, and the more ghosts that are summoned, the greater drain the user feels.

6 Months After Character is Made

  1. Children of Melinoe have the ability to shed their human nature and appear as either a demon or angel, as their mother has dual chthonian and heavenly aspects. As a demon, the user has the ability to strike fear and despair into the heart of the enemy and emit a scream similar to that of a banshee's. As an angel, the user is granted flight (as angels are often depicted as having wings), and have the ability to instil respect and peace into whomever they come in contact with. The use of this power is extremely draining, and the user can only chose to be either angel or demon, never a combination of the two. After use, the user cannot use the power again for 24 hours.

9 Months After Character is Made

  1. Children of Melinoe have the ability to enter a intangible ghostly apparition, in this state, they are immune to attacks, and can control up to 15 ghosts at a time. In this state they are also able to use ghostly power to lift, throw, move, teleport, or possess objects; They are also able to command another ghosts to possess an object, and control the movements of that object through the ghost possessing it. This ghostly state only lasts for a short time, and after exiting it, the user will be drained and unable to move, or possibly faint. However, the amount of ghosts the user controlled in this state, will attempt to protect the user for a small portion of the time that the user is incapacitated.

Traits

  1. Children of Melinoe usually enjoy talking to ghosts, preferring their company over the living.
  2. Children of Melinoe often have two sided personalities, one angelic and bright. The other demonic and dark.
  3. Children of Melinoe typically enjoy scaring people and are not easily frightened themselves
  4. Children of Melinoe sometimes grow up to be paranormal investigators.

Owned by: Slay ~ Avin
Posted on: 00:46, June 18, 2014 (UTC)



Emmaline Oliver ~ Daughter of Melinoe
EmmaW14

“The people you love become ghosts inside of you, and like this you keep them alive.”
Emmaline steps into the arena, wearing her dark green hunting cloak and boots. The hood of her cloak is down, and she walks to an area of the arena where the sun's rays reach the ground, signalling a time close to midday. She carries her bow at her side and her quiver is slung across her back. Her hunting knives are strapped to her thigh under the folds of her cloak and she is also carrying a short sword (also concealed by her cloak). For armour she's wearing a long-sleeved leather shirt with CB shoulder guards and stiff leather arm guards as well as a CB chestplate. Luckily for her, she had water-proofed her boots and clothing (except her cape) for a mission back when she was a huntress, so was ready for the challenge the swampy water presented. Thinking she should wait for Gracie in an obvious position so they can greet each other formally, she begins heading towards one of the 6-foot Greek statues in the distance, positioned close to the western edge of the arena.
Character's Bio


 Age: 18 (biologically 89)  Height: 5'7"  Weight: 112lbs
 Sexuality: Heterosexual  Relationship Status: Interested
 Birth Place: London, England  Main Weapon: Bow and arrows
 Accent: Londoner
 – “So many people are shut up tight inside themselves like boxes, yet they would open up, unfolding quite wonderfully, if only you were interested in them.”

Character's Powers

 Powers of Child of Melinoe (3/6/9 month powers unlocked):

  1. Children of Melinoe, while intangible, have the ability to possess an object for a short time and then attack with it; if the object is struck, they are expelled from it.
  2. Children of Melinoe have the ability to become intangible for short periods; making them immune to attacks but also unable to attack naturally.
  3. Children of Melinoe have the ability to transform a weapon into an intangible state for a short time, making it so no one can touch it, this can also work on other small, non combative objects, like books, etc.
  4. Children of Melinoe are innately able to talk to and command ghosts, they can also help ghosts with any unfinished business that is keeping them tethered. They can also use this ghost to spy for them, or gather information.
  5. Children of Melinoe have the ability to summon a single poltergeist which will fight for them for a short time.
  6. Children of Melinoe have the ability to summon a banshee, which will instantly begin wailing and stun anyone who is not intangible for a short time before vanishing.
  7. Children of Melinoe, while intangible, can travel in this manner as a ghost would, disappearing and appearing in another location, however the travel drains the user considerably.
  8. Children of Melinoe, while intangible, have the ability to possess others and in doing so, they gain temporarily control over their body and can cause them to attack others nearby, however, the person being controlled has the ability to resist if they are forced to attack themselves, for a very short time; the child of Melinoe is then extremely drained of energy and will not be able to fight or even move for a moderate time.
  9. Children of Melinoe have the ability to summon a host of ghosts (up to 10) which will fight for them for a short time and is immune to all attacks. Though the ghost is intangible, they can use their ghostly powers to throw stuff. They can also use this ghost to spy for them, or gather information.

Owned by: Birdie ~ Posted on: 01:17, June 18, 2014 (UTC)

The Fight (10x10)

Gracie: Gracie climbs down the tree, and manages to find a ghost at the base of the tree. She sends the ghost to go look for Emmaline with explicit instructions not to be seen or noticed. Gracie immediately begins the trek towards Emmaline, and after she can visibly see Emmaline from cover. Gracie makes sure that the ghost approaches Emmaline from behind, and when the ghost reaches a distance of 20 feet behind Emmaline, it speaks in it's watery and wavy tone, "Emmaline, welcome, now, you have one chance to find where I am, and if you're wrong, I'm moving closer to you, or father away from you. Guess wisely."

Emmaline:Why do I have to find you? She thinks. She turns towards the voice of the ghost but cannot see it, even though she feels its presence. She frowns. The ghost must be taking orders from Gracie, it wouldn't have said that of it's own free will. Perhaps it knows where she is. Emmaline shakes away that thought, not wanting to be pulled into Gracie's game. "Moving farther away from me would not help your objective here, Gracie. I'd suggest you come out and fight." She calls out in a booming voice, hoping Gracie can here her wherever she is in the arena. She leans against the trunk of a nearby tree, waiting for some kind of response. She notches an arrow in her bow as she waits.

Gracie: Gracie quietly notches an arrow, fires the arrow, and sends it sailing, thoroughly embedding itself in the tree a mere foot above Emmaline's head. Gracie now moves away from Emmaline, and then right, to a patch of extremely tall grass that is being blown around by the wind, at this point, Gracie notches another arrow. The ghost speaks to Emmaline again, having stayed near her while Gracie was moving, "Try not to fail, it could mean your life, Or it could mean that you're too scared to actually fight, Praytell, where am I now?"

Emmaline:She smiles. "Why, that's simple! You're hiding like a coward. You're fighting like a coward, and you dare call me scared to fight? Remember sister dear, I am the one who is out in the open, baring myself to you. You, sister, are the one who is scared." Emmaline reaches above as she speaks and pulls Gracie's arrow out of the bark with some difficulty, but eventually it pulls free. She snaps the arrow over her knee and throws away the fletched end, tucking the tipped end in her sword's scabbard. Frowning in the direction Gracie's arrow shot from, she summons a poltergeist and commands it to find Gracie and fight her, instructing it to obey only her orders. She watches the poltergeist go, and then jogs away in the other direction towards the swamp waters, aware that Gracie's ghost could be watching her.

Gracie: Gracie's ghost follows Emmaline, and then it begins to scream and wail, allowing Gracie to move towards the ghost's screaming. Gracie wades through the water in the tall grass, moving towards the screaming of the ghost. Gracie sees the poltergeist go by, and hopes that it doesn't notice her as she tries to quietly slough out of the last little bit of water. Gracie now runs towards the wailing of the ghost, she puts her bow on her back and pulls out both of her axes, hoping to be able to catch Emmaline off guard and start some hand to hand combat. Gracie finally nears Emmaline, and screams at her, to almost warn her that she was approaching.

Emmaline: Unfortunately, Gracie's attempts of evading her poltergeist failed, and it managed to track her movements and move back towards Emmaline in a timely manner, giving her some warning of the attack. She slung her bow across her back and tucked one arm into the folds of her cape, her hand grabbing the hilt of her short sword. Her other arm hangs by her side lazily. At the time the screaming starts, Emmaline had reached thigh-deep swamp water. The sound arrests her ears and she spins to view Gracie.  Seeing the axes in Gracie's hands she assumes her bow will be useless for the main part of the fight and adjusts it with her spare hand so it is more secure on her back.Smiling, she beckons to Gracie with her hand, hoping to coax her into the deeper water. 


The challenger, Gracie/Slay, has not replied within 7 days of the post made by the current Head Counselor, Emmaline/Bird. Therefore the current Head Counselor, Emmaline, keeps her position and no changes are needed to be made.

|-|-|-|-|-|-|-|-|-|-|-|-|---~Kevin---GrieverEven if you end up as the world's enemy, I'll be your knight.Griever

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