The Gypsie Herd(Restarted character in High Fields)
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The Gypsie Herd(Restarted character in High Fields)
I am restarted my old horse character, Olasis, and making a herd with him as well. You can make your bio or choose one below. I will post the skeleton and make sure you follow Hi rules, as long as the rules below.
-* Ranks can be earned/taken by a fair duel with the opposing mare/stud. If more then one horse wants to take the position, that hose must take the current spot and then fight the challenger. Higher ranks will decide the fight.
-* Any rank besides gender specific ranks can be taken by a mare. For example, Lead mare can only be taken by a mare, but a Seeker can be chosen as a mare or stud.
-* Fights must be realistic to some point. The horse cannot stand on the other horse's back and break it, but the horse can rear and land on the other horse's back. The other horse must be taller to do this, otherwise its a no-go.
-* With the rule above, please make sure your broken bones, wounds, and injures are realistic to some point. You can break a bone, yes, but you can't go for a kill and try to kick there head. They will dodge this, and a kick to the neck isn't going to suffocate them.
-* Dodges are allowed, and try to be light with your 'sharp hooves muscled hit". Suggest the injury, and not every buck to the body is a broken bone or torn muscle. If you don't know the degree of injury, just put some blood came out. If you hit it again and again, it may break but not likely.
-* There can be up to 6 hits in a post about a fight. This only applies to moderated fights, not skirmishes or unofficial fights. Rules above still apply to these as well. Do not go crazy with "super speed, blurred hits, and paralyzing toxins." Horses in the herd do have magical/mental/physical abilities, but to some extent. Jade spells are not allowed in physical fights, mental, or magical fights(only counts for official fights). Any attempt to kill another herd member in these fights(or any, if you are caught) will result in a ban or lost ranks or skill(s).
-* You can have up to 4 characters, but only two may govern high positions. High positions have a + by there names. All characters must be active, or semi-active if they don't have a strong position(i.e the [name] sat there at watched the official fight). If you don't like the character, give up the rank or kill it. Situation must be reasonable and please ask me if you want it. Reasonable being that a shadow can't come up and slice it in half.
-* Magical abilities in the herd are(there is no Fire element because the herd isn't on the coast or by water, and there would be forest fires.)
-Wind
-Water
-Air(different from wind)
-Nature
-----* Wind is a magical power affecting both warm and cool airs, and can only be used if there is a breeze, even the slightest. The skilled casters of Winds can even take Tornado speeds and cool them down to a light breeze, or disperse the winds higher. Novice's have to take every chance they can because they cannot take winds from higher altitudes. Every magical skill is hard to master, wind being the hardest to control. Like all magical users, the affects are decreased by half when used against kin or in a misleading way. The mastery of Wind goes by Novice, Forecaster, and Cloudcast.
These ranks and powers are given by the herd leader and sometimes the lead mare. Each rank is earned under the watch of the supervisor of that element. Ranks given unlock powers, but the final rank can only be learned, only the herd leader can give you the Jade spell. The Jade spell is the move you get with the rank, and can be learned or given. Jade spells often are powerful, and you can learn more then one. For the final rank and second rank, Jade spells are often deadly powerful moves that take time and power, and cause destruction.
Wind users are given the following abilities
`Novice Winds`
- Control over moving winds and clouds, usable at near forecaster levels
- Winds can be used to levitate objects or the user. You can do this at early Novice level, and this is a Jade spell.
- Wind users can pull pranks by forcing air out of other things mouths. For example, if you breath in, air might go out in instead of in or rumble around a little, and vice versa. This is a easy spell that is not deadly under normal circumstances.
- Novices can make winds go up to 5 mph. A light breeze.
`Forcaster`
- The user has an increased control over winds. They can make winds stronger and weaker to an extent of 45 mph.
- Forcasters can use there winds and move clouds to create certain weather. The weather is depends on the season and the skill of the user.
- Users at this skill level can affect non moving air, but it is difficult and is easily affect by the tiniest bumps or even sunlight. This is a common Jade spell.
- Forcasters can also move air inside others bodies, as long as it is moving. This skill is harmless and only provides discomfort. It can be painful since the upgrade is a Jade spell, but it cannot rupture or severely damage anything internal, it can provide painful pockets of air.
- Forecasters can affect how much air something takes in, as long as it is something small. This is not useful on any animal bigger then a mouse.
- Forecasters of a almost Cloudcast level can make brief moments of severe winds, these may lasts up to 5 seconds at be no more then 100 mph. The winds can be changed in directions, but may backfire and engulf the user in the winds.
- Forcasters can create pockets of air underwater, and can even survive in there bubbles for 12 hours.
'Cloudcast`
- Cloudcast users are masters of winds, and may even have Novice Airs and Breather skills. However, only certain skills can be learned and they are very weak.
- Cloudcasts can make winds 150 mph around them, and up to 200 mph up in higher altitudes. This is a Jade spell.
- Cloudcasts can make tornadoes that last up to a minute. These can be F2 and F3 tornadoes, bigger ones being Jade spells.
- Cloudcasts can lift up to 5 tons with there wind abilities, but this requires practice and is no useful then picking things and moving them if there are 400 pounds or higher.
- Cloudcasts can severely distort the air you take in, and even cause severe lung damege with there wind skills. This is a Jade spell only given by herd leader,
- Cloudcasts can affect oxygen in the water and can survive for months if they are skilled enough. They can take at least 30 living things in there bubbles, but no more then 25 feet high or 15 feet across. Here the occupants can survive for 30 days.
- Cloudcasts can help with fluid internally. They can push fluid out of the lungs, body, and even help a choking victim. If it is used in a harmful intent, it is a Jade spell given by the leader.
---------*Water is a skill that can affect(of course) water, and at higher levels mist/fog, ice, and steam. The users often like to take swims and even stay wet like an amphibian. Water users can be spotted early swimming and playing in water at a very young age, and may even begin to experiment with moving water. Novice Waters can levitate the water a few feet off the ground, usually to head level. They can splatter it on there herd members for a prank, or clean off there belly if they get mud on it. Aquas can be seen propelling themselves through water at speeds of 10 miles per hour, and can spray water too. Submergers can dive up to 500 feet, can have temporary gills, and spray water fast enough to tear skin and erode tree's and rocks. Water users are unhappy without a dip in water every few days, and can sometimes make there own pools of water.
`Novice Waters`
- Novice waters must exert fine control and dexterity when levitating water. Novice's may hold up to 3 pounds of water.
- Novices may levitate water to head level.
- Novices may shape water into a shape from their mind. This is a Jade spell.
- Water Users may move still water up to 3 mph, and can control the flow for a few feet.
- Novices may force water under the ground, and press water onto other things. They can only apply 3 pounds per square inch max.
'Aquas'
- Aquas not only have to be older, but have to spend more time in the water to try any of these skills. Aqua skills aren't locked, but are achieved with enough time in the water.(Note: If you a Water skilled horse, you must have them play in the water at least once a day. You can unlock Aquas skills at 8 months if you swim everyday)
- Aquas can develop gills underwater for up to 2 hours. This means they can take naps under the water and can even play with marine animals.
- Aquas can shoot water from the ground up to 50 feet. The water can also be propelled at another thing, causing painful stings.
- Users can develop 4 foot waves from a pool of water. The wave height and speed depend on how much water the user is drawing in. This is a Jade skill.
- Aquas can apply up to 80 pounds on any object. This is a Jade skill.
- Aquas can convert a small amount of ice, mist, fog, and steam into water. Depending on what it melted from, it can be hot or cold.
- Aquas can make small bubbles of water, and can carry things in them. The bubble is 3 feet wide and 2 feet deep, and can hold up to 15 pounds. A Jade skill.
'Submergers`
- These skilled users have spent plenty of time in the water and controlling it. They feel content at the bottom of a lake and enjoy controlling water while playing with other water users. They can lift water up to 100 feet in the air.
- Submergers can create life-like sculptures of other things out of water.
- These users can also make water packs, bigger and carry more weight. They are 20 feet across and 15 feet deep, and vary in size. They can hold, when off the ground, up to 2 tons. This is a Jade skill.
- Submergers can use there water as a second sense, hearing, seeing, feeling, smelling, and tasting can all be done with a certain amount of water.
- Submergers can apply 500 pounds of force on any object. This is a Jade skill given only by leader.
- Submergers can have gills for up to 2 months. During slow or hot days, they may stay underwater almost 24 hours a day.
----------------------* Air users share many qualities with wind users, and may even act the same, but there are slight differences. Even though Air and Wind users can master eachothers skills only up to a certain point, many skills that may do the same as wind have stronger or more powerful affects. Some Air users can even put things into the air, and can move the air with ease, while wind users have to wait till Forcaster rank. Wind and Air users usually mate together and form children gifted in both wind and air, while partnering up can produce magical effects while stripping the land and leaving lakes miles long empty. Breathers have powerful skills, and many horses are not capable of advancing to the most powerful rank of them all, Stratos.
`Novice Airs`
- Novice Airs are hard to recognize, and don't show there powers until 4 months of age. They might say they prefer being in free fall, or jumping up and down and running constantly. Novice Airs are hard to train, and are even harder to discipline. They sometimes cause havoc in the herd, but the saddest part about all the power is that it turns them corrupt. If any sign of corruption is seen, they are quickly stripped of all jade skills. Some have learned to avoid this, and certain horses mastering air have caused the herd destruction, and sometimes many deaths.
- Novice Airs can cause silent ripples in the air, often being heard as loud Umpfs in the air. These ripples are harmless, but can be used to annoy others.
- Novice Airs can deflect sunlight to a slight extent, often exhausting themselves out trying to heat something up or blind something.
- Novice's can shape objects by shaping the air around them. They can shape a cup of water or a clump of dirt into shapes. Jade skill.
- Novice can make barriers using the wind around them. The barriers are weak and require great concentration, and can easily be penetrated by any level 1 or 2 user.
'Breathers`
- Alot of breathers stay breathers, not capable of advancing on. Some even go mad, and forced to leave the herd and stripped of all powers. But most try to become Stratos, but end up crippled or dead in the first 15 seconds of trying. Most are content with Breathers, daring not to waste their life's just to achieve ultimate power. Over hundreds of horses tried during the herd history, and only 3 have succeeded. They live happy lives, given respect and sometimes, held a ceremony over.
- Breathers can control the amount of air goes when, how, and at what speed. They constrict breathing, though are too weak too kill any living thing bigger then a frog with it.
- Breathers have a stronger shield, and can often hold people in place in mid air. This is a Jade skill.
- Breathers can create a barrier around them that repels things that touch it. The user can choose to throw it up to 25 mph on any side.
- Breathers can often use air as a ride to 'fly' to one place and another. They can 'fly' for up to 5 miles at around 15 mph. Is a Jade skill.
- Breathers can suck in air, and expel it at 40 mph if they wish to. They can hold up to 25 pounds when they suck in air around them. This is a skill given only by leader due to its destructive force.
- Breathers can now shape heavier things. They can hold up to 400 pounds of Martial and shape it, or just carry it.
`Stratos`
- Stratos is the most feared and powerful of the 4, but being rarely spoken of. Statos users are helpful and usually defend the herd. Their abilities aren't like any other, and can sometimes pose a threat big enough to wipe out the entire herd.
- Stratoses can starve living things of oxygen up to 2 tons. This is a Jade skill and unteachable unless you are taught from a Stratos.
- Stratos users can 'fly' up to the Stratosphere for miles, giving them their name.
- Stratoses can shape up to a ton of martial and lift it off the ground.
- Stratoses can create Impeccable shields, only breakable if several masters used powerful skills at once. Jade skill.
- Stratoses can kill you from the inside out, pushing on organs and bone. This is a very painful death and kills you in seconds. A Jade skill that has never been taught.
Nature users have no ranks, but call upon plants and certain animals to help them. Most of them can grow food, plants, and even water. They are very kind, but are late bloomers. They can shape the land with there minds, almost like they were Earth users. They can grow fruits and vegetables for the herd and other herbivores alike. They are often able to speak to other species and make loyal, caring friends.
Mental abilities are wide in the herd. Almost every horse has one, those who don't make up for it with strong magical powers. There are a few types of mental abilities.
-* There is telekinesis, those who are able to move objects with there minds. Almost every magic has it, but those who have this mental power can lift 300+ pounds to the max.
-* There are also some that can send mental attacks, paralyzing or clouding the senses. These are powerful, skilled fighters and are good at attack and defending those who are being attacked mentally.
-* Some can sense others feelings and emotions, and skilled ones can make out what their thinking just from there emotions.
The skeleton is what you need as a basis, your free to add anything extra.
For example of the skeleton, I would do
Olasis
7
Male
The ranks are in order of
-+-Leader-+- Leader of the herd as well of master of 2 magics(Olasis is leader)
-+-Lead Mare -+- Leaders mate, may/may not be master of 2 magics(Open)
=+= Supervisors=+= Teaches young lings magics and watches over the herd.(3 spots open, Wind, Water, Air)
=+=Seeker=+= Normal herd members, most of them have magic powers, other have strong mental powers. They are most of the herd and can sometimes take the roll of Supervisors(though for proper level 3 training they go to the supervisors)
Seekers are what the herd most needs, and there can only be 2 airs. I will maybe need 3, but please only put your horses in level 1 or level 2 magic level. If you want a level 3, you have to at least have 1-2 more horses in so it balances it out. We need alot fo seekers since they are normal horses, and if the supervisor spots are filled, you can just be a seeker and do kinda the same thing. You need to be in a superviosers training to be level 3. If you are being trained by a supervisor(10 month age limite) please state the name
-* Ranks can be earned/taken by a fair duel with the opposing mare/stud. If more then one horse wants to take the position, that hose must take the current spot and then fight the challenger. Higher ranks will decide the fight.
-* Any rank besides gender specific ranks can be taken by a mare. For example, Lead mare can only be taken by a mare, but a Seeker can be chosen as a mare or stud.
-* Fights must be realistic to some point. The horse cannot stand on the other horse's back and break it, but the horse can rear and land on the other horse's back. The other horse must be taller to do this, otherwise its a no-go.
-* With the rule above, please make sure your broken bones, wounds, and injures are realistic to some point. You can break a bone, yes, but you can't go for a kill and try to kick there head. They will dodge this, and a kick to the neck isn't going to suffocate them.
-* Dodges are allowed, and try to be light with your 'sharp hooves muscled hit". Suggest the injury, and not every buck to the body is a broken bone or torn muscle. If you don't know the degree of injury, just put some blood came out. If you hit it again and again, it may break but not likely.
-* There can be up to 6 hits in a post about a fight. This only applies to moderated fights, not skirmishes or unofficial fights. Rules above still apply to these as well. Do not go crazy with "super speed, blurred hits, and paralyzing toxins." Horses in the herd do have magical/mental/physical abilities, but to some extent. Jade spells are not allowed in physical fights, mental, or magical fights(only counts for official fights). Any attempt to kill another herd member in these fights(or any, if you are caught) will result in a ban or lost ranks or skill(s).
-* You can have up to 4 characters, but only two may govern high positions. High positions have a + by there names. All characters must be active, or semi-active if they don't have a strong position(i.e the [name] sat there at watched the official fight). If you don't like the character, give up the rank or kill it. Situation must be reasonable and please ask me if you want it. Reasonable being that a shadow can't come up and slice it in half.
-* Magical abilities in the herd are(there is no Fire element because the herd isn't on the coast or by water, and there would be forest fires.)
-Wind
-Water
-Air(different from wind)
-Nature
-----* Wind is a magical power affecting both warm and cool airs, and can only be used if there is a breeze, even the slightest. The skilled casters of Winds can even take Tornado speeds and cool them down to a light breeze, or disperse the winds higher. Novice's have to take every chance they can because they cannot take winds from higher altitudes. Every magical skill is hard to master, wind being the hardest to control. Like all magical users, the affects are decreased by half when used against kin or in a misleading way. The mastery of Wind goes by Novice, Forecaster, and Cloudcast.
These ranks and powers are given by the herd leader and sometimes the lead mare. Each rank is earned under the watch of the supervisor of that element. Ranks given unlock powers, but the final rank can only be learned, only the herd leader can give you the Jade spell. The Jade spell is the move you get with the rank, and can be learned or given. Jade spells often are powerful, and you can learn more then one. For the final rank and second rank, Jade spells are often deadly powerful moves that take time and power, and cause destruction.
Wind users are given the following abilities
`Novice Winds`
- Control over moving winds and clouds, usable at near forecaster levels
- Winds can be used to levitate objects or the user. You can do this at early Novice level, and this is a Jade spell.
- Wind users can pull pranks by forcing air out of other things mouths. For example, if you breath in, air might go out in instead of in or rumble around a little, and vice versa. This is a easy spell that is not deadly under normal circumstances.
- Novices can make winds go up to 5 mph. A light breeze.
`Forcaster`
- The user has an increased control over winds. They can make winds stronger and weaker to an extent of 45 mph.
- Forcasters can use there winds and move clouds to create certain weather. The weather is depends on the season and the skill of the user.
- Users at this skill level can affect non moving air, but it is difficult and is easily affect by the tiniest bumps or even sunlight. This is a common Jade spell.
- Forcasters can also move air inside others bodies, as long as it is moving. This skill is harmless and only provides discomfort. It can be painful since the upgrade is a Jade spell, but it cannot rupture or severely damage anything internal, it can provide painful pockets of air.
- Forecasters can affect how much air something takes in, as long as it is something small. This is not useful on any animal bigger then a mouse.
- Forecasters of a almost Cloudcast level can make brief moments of severe winds, these may lasts up to 5 seconds at be no more then 100 mph. The winds can be changed in directions, but may backfire and engulf the user in the winds.
- Forcasters can create pockets of air underwater, and can even survive in there bubbles for 12 hours.
'Cloudcast`
- Cloudcast users are masters of winds, and may even have Novice Airs and Breather skills. However, only certain skills can be learned and they are very weak.
- Cloudcasts can make winds 150 mph around them, and up to 200 mph up in higher altitudes. This is a Jade spell.
- Cloudcasts can make tornadoes that last up to a minute. These can be F2 and F3 tornadoes, bigger ones being Jade spells.
- Cloudcasts can lift up to 5 tons with there wind abilities, but this requires practice and is no useful then picking things and moving them if there are 400 pounds or higher.
- Cloudcasts can severely distort the air you take in, and even cause severe lung damege with there wind skills. This is a Jade spell only given by herd leader,
- Cloudcasts can affect oxygen in the water and can survive for months if they are skilled enough. They can take at least 30 living things in there bubbles, but no more then 25 feet high or 15 feet across. Here the occupants can survive for 30 days.
- Cloudcasts can help with fluid internally. They can push fluid out of the lungs, body, and even help a choking victim. If it is used in a harmful intent, it is a Jade spell given by the leader.
---------*Water is a skill that can affect(of course) water, and at higher levels mist/fog, ice, and steam. The users often like to take swims and even stay wet like an amphibian. Water users can be spotted early swimming and playing in water at a very young age, and may even begin to experiment with moving water. Novice Waters can levitate the water a few feet off the ground, usually to head level. They can splatter it on there herd members for a prank, or clean off there belly if they get mud on it. Aquas can be seen propelling themselves through water at speeds of 10 miles per hour, and can spray water too. Submergers can dive up to 500 feet, can have temporary gills, and spray water fast enough to tear skin and erode tree's and rocks. Water users are unhappy without a dip in water every few days, and can sometimes make there own pools of water.
`Novice Waters`
- Novice waters must exert fine control and dexterity when levitating water. Novice's may hold up to 3 pounds of water.
- Novices may levitate water to head level.
- Novices may shape water into a shape from their mind. This is a Jade spell.
- Water Users may move still water up to 3 mph, and can control the flow for a few feet.
- Novices may force water under the ground, and press water onto other things. They can only apply 3 pounds per square inch max.
'Aquas'
- Aquas not only have to be older, but have to spend more time in the water to try any of these skills. Aqua skills aren't locked, but are achieved with enough time in the water.(Note: If you a Water skilled horse, you must have them play in the water at least once a day. You can unlock Aquas skills at 8 months if you swim everyday)
- Aquas can develop gills underwater for up to 2 hours. This means they can take naps under the water and can even play with marine animals.
- Aquas can shoot water from the ground up to 50 feet. The water can also be propelled at another thing, causing painful stings.
- Users can develop 4 foot waves from a pool of water. The wave height and speed depend on how much water the user is drawing in. This is a Jade skill.
- Aquas can apply up to 80 pounds on any object. This is a Jade skill.
- Aquas can convert a small amount of ice, mist, fog, and steam into water. Depending on what it melted from, it can be hot or cold.
- Aquas can make small bubbles of water, and can carry things in them. The bubble is 3 feet wide and 2 feet deep, and can hold up to 15 pounds. A Jade skill.
'Submergers`
- These skilled users have spent plenty of time in the water and controlling it. They feel content at the bottom of a lake and enjoy controlling water while playing with other water users. They can lift water up to 100 feet in the air.
- Submergers can create life-like sculptures of other things out of water.
- These users can also make water packs, bigger and carry more weight. They are 20 feet across and 15 feet deep, and vary in size. They can hold, when off the ground, up to 2 tons. This is a Jade skill.
- Submergers can use there water as a second sense, hearing, seeing, feeling, smelling, and tasting can all be done with a certain amount of water.
- Submergers can apply 500 pounds of force on any object. This is a Jade skill given only by leader.
- Submergers can have gills for up to 2 months. During slow or hot days, they may stay underwater almost 24 hours a day.
----------------------* Air users share many qualities with wind users, and may even act the same, but there are slight differences. Even though Air and Wind users can master eachothers skills only up to a certain point, many skills that may do the same as wind have stronger or more powerful affects. Some Air users can even put things into the air, and can move the air with ease, while wind users have to wait till Forcaster rank. Wind and Air users usually mate together and form children gifted in both wind and air, while partnering up can produce magical effects while stripping the land and leaving lakes miles long empty. Breathers have powerful skills, and many horses are not capable of advancing to the most powerful rank of them all, Stratos.
`Novice Airs`
- Novice Airs are hard to recognize, and don't show there powers until 4 months of age. They might say they prefer being in free fall, or jumping up and down and running constantly. Novice Airs are hard to train, and are even harder to discipline. They sometimes cause havoc in the herd, but the saddest part about all the power is that it turns them corrupt. If any sign of corruption is seen, they are quickly stripped of all jade skills. Some have learned to avoid this, and certain horses mastering air have caused the herd destruction, and sometimes many deaths.
- Novice Airs can cause silent ripples in the air, often being heard as loud Umpfs in the air. These ripples are harmless, but can be used to annoy others.
- Novice Airs can deflect sunlight to a slight extent, often exhausting themselves out trying to heat something up or blind something.
- Novice's can shape objects by shaping the air around them. They can shape a cup of water or a clump of dirt into shapes. Jade skill.
- Novice can make barriers using the wind around them. The barriers are weak and require great concentration, and can easily be penetrated by any level 1 or 2 user.
'Breathers`
- Alot of breathers stay breathers, not capable of advancing on. Some even go mad, and forced to leave the herd and stripped of all powers. But most try to become Stratos, but end up crippled or dead in the first 15 seconds of trying. Most are content with Breathers, daring not to waste their life's just to achieve ultimate power. Over hundreds of horses tried during the herd history, and only 3 have succeeded. They live happy lives, given respect and sometimes, held a ceremony over.
- Breathers can control the amount of air goes when, how, and at what speed. They constrict breathing, though are too weak too kill any living thing bigger then a frog with it.
- Breathers have a stronger shield, and can often hold people in place in mid air. This is a Jade skill.
- Breathers can create a barrier around them that repels things that touch it. The user can choose to throw it up to 25 mph on any side.
- Breathers can often use air as a ride to 'fly' to one place and another. They can 'fly' for up to 5 miles at around 15 mph. Is a Jade skill.
- Breathers can suck in air, and expel it at 40 mph if they wish to. They can hold up to 25 pounds when they suck in air around them. This is a skill given only by leader due to its destructive force.
- Breathers can now shape heavier things. They can hold up to 400 pounds of Martial and shape it, or just carry it.
`Stratos`
- Stratos is the most feared and powerful of the 4, but being rarely spoken of. Statos users are helpful and usually defend the herd. Their abilities aren't like any other, and can sometimes pose a threat big enough to wipe out the entire herd.
- Stratoses can starve living things of oxygen up to 2 tons. This is a Jade skill and unteachable unless you are taught from a Stratos.
- Stratos users can 'fly' up to the Stratosphere for miles, giving them their name.
- Stratoses can shape up to a ton of martial and lift it off the ground.
- Stratoses can create Impeccable shields, only breakable if several masters used powerful skills at once. Jade skill.
- Stratoses can kill you from the inside out, pushing on organs and bone. This is a very painful death and kills you in seconds. A Jade skill that has never been taught.
Nature users have no ranks, but call upon plants and certain animals to help them. Most of them can grow food, plants, and even water. They are very kind, but are late bloomers. They can shape the land with there minds, almost like they were Earth users. They can grow fruits and vegetables for the herd and other herbivores alike. They are often able to speak to other species and make loyal, caring friends.
Mental abilities are wide in the herd. Almost every horse has one, those who don't make up for it with strong magical powers. There are a few types of mental abilities.
-* There is telekinesis, those who are able to move objects with there minds. Almost every magic has it, but those who have this mental power can lift 300+ pounds to the max.
-* There are also some that can send mental attacks, paralyzing or clouding the senses. These are powerful, skilled fighters and are good at attack and defending those who are being attacked mentally.
-* Some can sense others feelings and emotions, and skilled ones can make out what their thinking just from there emotions.
The skeleton is what you need as a basis, your free to add anything extra.
[name here]
[age here]
[gender here]
[Description here](make sure you follow the age rules for certain magics)
[Personality here](Personalities are affected by which magic you choose. i.e. Airs are misunderstood and like to cause trouble.)
[History here](No history is perfect, nor is any personality and you have some downfalls if you come from any of the magics, i,e, There have been few natures)
[rank here](Leader, Lead Mare, Supervisor, Seeker)
[Magic ability](If you are Supervisor or higher, you can have two magics, only one of them can be mastered.)
[Mental](Mental ability listed above)
[age here]
[gender here]
[Description here](make sure you follow the age rules for certain magics)
[Personality here](Personalities are affected by which magic you choose. i.e. Airs are misunderstood and like to cause trouble.)
[History here](No history is perfect, nor is any personality and you have some downfalls if you come from any of the magics, i,e, There have been few natures)
[rank here](Leader, Lead Mare, Supervisor, Seeker)
[Magic ability](If you are Supervisor or higher, you can have two magics, only one of them can be mastered.)
[Mental](Mental ability listed above)
For example of the skeleton, I would do
Olasis
7
Male
The ranks are in order of
-+-Leader-+- Leader of the herd as well of master of 2 magics(Olasis is leader)
-+-Lead Mare -+- Leaders mate, may/may not be master of 2 magics(Open)
=+= Supervisors=+= Teaches young lings magics and watches over the herd.(3 spots open, Wind, Water, Air)
=+=Seeker=+= Normal herd members, most of them have magic powers, other have strong mental powers. They are most of the herd and can sometimes take the roll of Supervisors(though for proper level 3 training they go to the supervisors)
Seekers are what the herd most needs, and there can only be 2 airs. I will maybe need 3, but please only put your horses in level 1 or level 2 magic level. If you want a level 3, you have to at least have 1-2 more horses in so it balances it out. We need alot fo seekers since they are normal horses, and if the supervisor spots are filled, you can just be a seeker and do kinda the same thing. You need to be in a superviosers training to be level 3. If you are being trained by a supervisor(10 month age limite) please state the name
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Join date : 2009-03-28
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Re: The Gypsie Herd(Restarted character in High Fields)
-Shimmering-Jade (Jade for short)
-7
-mare
-Submerger
-Jade is a gentle mare but she will become bad-tempered out of water. Once she becomes a horse's mate, she is very devoted to them.
- Jade had been playing in the water since birth. Her parents died and since then, the water has been her parents. That is how she became a Submerger. After that, she found a herd and fell in love with the Leader, Olasis. Since then she has been devoted to her mate and tries to forget the gruesome death of her parents.
-Lead Mare??
-Can create life-like creations out of water (not mastered)
Can use water as a sixth-sense (mastered)
- Can sense one's feelings (about to the point where she can figure out what they are thinking)
Pic: http://www.horseforum.com/attachments/59016d1300862157-find-me-picture-blue-velvet-two.jpg
-7
-mare
-Submerger
-Jade is a gentle mare but she will become bad-tempered out of water. Once she becomes a horse's mate, she is very devoted to them.
- Jade had been playing in the water since birth. Her parents died and since then, the water has been her parents. That is how she became a Submerger. After that, she found a herd and fell in love with the Leader, Olasis. Since then she has been devoted to her mate and tries to forget the gruesome death of her parents.
-Lead Mare??
-Can create life-like creations out of water (not mastered)
Can use water as a sixth-sense (mastered)
- Can sense one's feelings (about to the point where she can figure out what they are thinking)
Pic: http://www.horseforum.com/attachments/59016d1300862157-find-me-picture-blue-velvet-two.jpg
Dark**Light- Advanced Player
- Posts : 1034
Join date : 2010-11-18
Age : 24
Location : Curled up in a hole ready for the cold embrace of death
Re: The Gypsie Herd(Restarted character in High Fields)
Good bio , You can be lead mare and pick another skill to master, or master water. I'll put up Olasis's bio tomorrow.
Emoticon- Big Star Player
- Posts : 3060
Join date : 2009-03-28
Age : 24
Location : Giving out (。-_-。)ノ☆・゚:*:゚∟□∨Ε
Re: The Gypsie Herd(Restarted character in High Fields)
She can master water. And also, possibly be an unmatered air?
Dark**Light- Advanced Player
- Posts : 1034
Join date : 2010-11-18
Age : 24
Location : Curled up in a hole ready for the cold embrace of death
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