|
|
|
|
|
|
Posted: Tue Oct 30, 2012 9:15 pm
|
|
|
|
SPECIALIZATION AND YOU:
The death of the Council means that the Division Leaders are spread thin and will be looking for hunters to take on leadership roles within their division. A new branching system has been created, with SPECIALISTS. Information on this will ICly reach your character via their phone several days after council's bodies are discovered.
Unlike Division Lead assistants, who's role can be best equated to "secretary of the Division Leader," Hunter Specialists are positions of power that allow Hunters to pick up a certain field of training or study and not only train others in that field but also support their division in that role. They will be expected to make their own missions, execute, follow up, read mission reports, and support other Specialists or their Division Lead (when requested) with their specialization role.
Things to know know: - Specialists need to be full hunters. - Specialists roles do need to get an OOC go-ahead (just write up a proposal in OOC plotting and prod an admin to look it over, preferably whoever plays that division lead, but any will do.) An RP is not necessary, though we do suggest bringing your character to a point where it's ICly a logical step for them. - Specialists should focus on projects or tasks that suit their division, fortunately divisions are multi-faceted and we can work with you to help a Specialist role fit into a division. - Specialists are expected to fulfill a quota in order for their branch to continue working: they do not need a full team, but a one-man specialist team is required to pull the same workload as a full team. Basically try to make your character's Specialist role relevant via training others, creating missions, and offering support. - Specialist created missions can be open to everyone or private, that is up to the player. However if you choose to join a Specialist created mission, you are placing your character under their authority ICly. If you choose to wank over this anyway, expect consequences. - During a mission, a Specialist is responsible for the actions of those under their authority. - Specialist is not an official growth stage, but rather something you can choose for advancing your own character within the Deus context, and it can be revoked. It is an opportunity to create a leadership role. Think of it as a mini division within a division. Of course, you are still expected to follow the orders of any higher ups, but you can also execute reasonable requests and commands to those under your authority. - You can also collaborate with other specialist divisions in certain tasks. Collaboration between two Specialist teams is greatly encouraged. - Specialists do not replace division leaders, there will still be admin-created missions and tasks.
Tl;dr:
- If you would like your Hunter to be a mini leader in your division and take on special roles, PM the mule with your special role proposal. This is both an IC and OOC responsibility, think of it as you are helping and collaborating with others too/ get to think of your own specialist tasks/ orps/ missions, very similarly to student clubs.
Example: - I am Mist Hunter A. I have reached full Hunter status, and understand Deus. As a Mist Hunter, my role is to fill in and be a "jack of all trades" sort of role in terms of diversity and flexibility. Without infringing on the other division's roles too much, I decide as a Mist Hunter, I am going to, because it has been lead through rps, to specialize in Communication. That means I will take on additional roles and try to create a special branch that will work on helping facilitate Hunter to Hunter communications, such as creating better cell phone (a better network), a better information system between Hunters, and create an announcement/ board/ billboard system. This is my Specialist Role, and when I am sure my Hunter is working that direction, I will propose what my specialist role will be like to the mule. - I will also includes samples of where I can use this for example SAMPLE MISSIONS: Ie: as a Communication Specialist, I will go on missions to recover scraps and Halloween Fear samples to try and create better communication items/ headsets/ etc for future missions. I can also create missions where we test our communications gear that we make. I can also create a public messaging service where people can upgrade their phones (again this all needs gm permission)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Oct 30, 2012 9:24 pm
|
|
|
|
SPECIALIST DIRECTORY:
Once your hunter has been approved as a Specialist within their division, make their emblem, fill out the form below, and post it in this thread. There should only be one post per player. Please be sure to update that post concerning activity and content changes. Emblems DO ICly show up on the SHOULDER of a Specialist Hunter (the one leading it) as a symbol of their role.
[u]Basic Info[/u] [b]Name:[/b] [b]Division:[/b] [b]Specialist Role:[/b] [b]Link to Specialist Emblem:[/b] [b]Description of duties and goals:[/b]
[u]Status[/u] [b]Currently working on:[/b] [b]Currently in need of:[/b]
SPECIALIST EMBLEM SPECIALIST EMBLEMS:- Once my Specialist division is approved, I am now allowed to create a personlized emblem for it. Make sure the emblem RELATES DIRECTLY TO THE SPECIALIZATION - DO NOT ALTER ANY COLOURS THANK YOU. - You can download the .psd HERE and read the instructions
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Oct 30, 2012 9:25 pm
|
|
|
|
SPECIALIZATION SUGGESTIONS:
A compiled list of specializations attached to each division, though the options are endless, we wanted to help people who might be having a hard time thinking of what and how they want their character to specialize. These ideas can be broken down even further to be come more specific. The more specific a specialization the better it is actually, as general, broad categories are often confusing and a little difficult to understand.
Death Division - External (singular) investigations: These have to deal with hotspots in the Human World, of C or lower severity level. These are incidents that have already happened (ie: mysterious death of a family! or Haunted House incident kills 2!) kind of thing, that are investigated and then either debunked as fake/ or the problem is eliminated sort of deal. OOCly this means you would create your own EMs all the time for teams to run and have fun with those and submit a report when done - External pre-emptive investigations: These have to do with investigating things that have not actually happened. This is related a BIT to cartography, which areas are secured/ Deus keep tracks of Fear "hotspots", and those hotspots are investigated time and time again to make sure that nothing odd pops up/ no portals/ etc anything that could potentially lead to danger. It's like detecting an earthquake before it happens. One would have to have heavy experience with missions and understanding Fear signals in order to predict, expect, or escape from a problem if it persists. - External post-emptive investigations: Those are people who have gotten the reports from others, compile them all, and then figure out if there is a larger picture ahead. If there is, then they would compile a larger team/ assemble other divisions etc to go and take care of this event. Death Hunters would also provide most of the information leading to this event, what is happening during it, and what is needed after it. They would also tie these events to information that has happened in the past. - External Insanity investigation: There is little known about Insanity, one would find hotspots, and figure out what is going on, trying to fix the source of the problem before it got out of hand AND figure out what exactly Insanity is/ how it affects others/ how to deal with it, sort of like researching first-hand Insanity. - INTERNAL: Internal is a whole new field that has a bajillion sub-stations itself. Internal refers to investigating Halloween, from coaxing potential weapons candidates (yes, that can be a Specialization on its own so much), to working with teams in Halloween (such as Bogeymen to make sure everything is okay), to researching and mingling with locals to keep updated with information about Halloween, anticipating events in the future, "targeting" certain opponents or hotspots in Halloween, etc etc. Interrogation: As the name suggests, it often involves either on-site or off-site (capturing targets, etc) certain targets and interrogating for information. Sometimes the methods aren't exactly orthodox. Information and database management: Keeping track of Hunters/ current events/ filing information/ obtaining information, mission reports and giving appropriate information to those who request it, much like a librarian, all done digitally (or sometimes traditionally). This is also the Hunter that would suggest what objects/ objectives/ Runic Weapons / teams to be dispatched during missions, what hotspots are noted, so on so forth. Weapons conversion: Traditionally done by Death Hunters, though also in the past offered to all divisions, this deals primarily with recruiting certain prominent E class or lower Halloween creatures and foreseeing their process into becoming a weapon. It is required that a specialist attempts to guarantee conversion process percentage over the number they take in. Item retrieval: A specialty shared by all divisions in retrieval of items around the world, such as artifacts, weapons, so on so forth. Hunter recruiting/ Hunter personality profiling: : A specialty shared by all divisions in retrieval of items around the world, such as artifacts, weapons, so on so forth.
Life Division Runic technology development: This is for those who want to create their own Runic technology. As this is the non-weapons branch, a lot of these creations are entirely confusing and nonsensical, such as the Runic Revolving Toothbrush. However, this is also where items such as Runic explosives, capture devices, portal development and examination, and even field equipment such as flashlights, scanners, so on so forth is developed and perfectly. Runic technology development: weaponry Dealing specific with Runic weapons, their uses, and even requests that other divisions may have regarding Runic weapons and how they are used. To prevent mass confusion, it is recommended that one Specialist develop one Runic weapon at a time to be created, tested, and then distributed to everyone when the process is ready. Runic technology development: weapons conversion: Involving all technology dealing with weapons conversion, tablet examination, the development of stronger weapons, and hopefully over time, examination and development of current Halloween creatures and their susceptibility to weapons conversion. Also because a lot of Life techs are kind of very annoyed that the conversion rate is so low and requires all that weird psychological Death BS look this can totally be solved with Runic science....eventually. Runic technology development: healing arts: Dealing with any sort of manufacturing, usage, or creation of objects such as enhanced Runic bandages, burn salve, scar treatment/ removal, all your vanity things here and so on so forth. Contrary to Moon Division, Life Division is more in charge of healing on the extremely Runic and experimental branch meaning their work is at best unreliable until tested hundreds and thousands of times. Not everyone is a doctor okay. Fear examination: Technical examination of aspects of Fear from Halloween itself, to students, to even things such as minipets, how Halloween creatures survive in the Human World, Fear gathering, so on so forth. Usually a few experimental projects are brought in, and tested, results gathered there, less field work and more cooping up in bright rooms testing things over and over...and over. Insanity examination: Same as Fear examination, but less information is known about Insanity. The biggest question now is if there is a "cure" or really a "weakness" to this issue. Item retrieval: A specialty shared by all divisions in retrieval of items around the world, such as artifacts, weapons, so on so forth. Hunter recruiting/ Hunter personality profiling: : A specialty shared by all divisions in retrieval of items around the world, such as artifacts, weapons, so on so forth.
Moon Division Healing arts: First aid: Moon Division is strongly advised when it comes to practical healing and first aid. They are the ones that know how to use all emergency supplies, Runic and non, and how to deal with a situation when their teammates are down, as this is part of defensive strategies. First aid can be divided further, from treating teammates, to extensive knowledge of Runic gear, to handling and spotting a problem instantly and moving in to help an injured Hunter Healing arts: Long term: These are Hunters that are often assigned to this on top of regular missions they may take. Moon Hunters can be found in the hospital (Life Labs) assisting fallen Hunters, checking in on their progress, giving them advice as to their current condition, and making sure to expedite the healing process. They are pretty much the nurse in this situation again not everyone is a doctor on this island okay. Defensive arts: close range: Dealing with defense on the first and most immediate basis, these are Moon Hunters that have perfected short-term defense. They are considered often "barrier" or "wall" Moon Hunters, because they rely on their weapon and their Runic weapons/ items to assist them to defend their allies while they are in targetable range of their opponents. This means they have to be very careful in both keeping themselves safe and protecting those around them. This can be divided into even further divisions included, the teaching of close range defensive tactics, learning Runic Weapons to help further their abilities, honing defensive skills, acquiring trades and techniques by learning with others, and most of all experience on the field, as immediate close range defensive dispatch for given missions. The defining trait in close range defensive arts is their "burst" longevity, meaning they act fact but also fade quickly. Defensive arts: long range: Moon Hunters that act as either the defensive powers of an important base (while most often other Hunters are dispatched offensively) or Hunters that for example set up defensive bases and portals away from a distress situation. They are also the ones that set up larger barriers, ones that usually will help the situation for a long period of time. The setup takes much longer, delaying is required while for instance, Moon Hunters set up a large barrier that will absorb large amounts of damage to help relieve others, but the effects are a little more long term. Defensive arts: search and rescue: Shared with Mist Hunters, this involves Moon Hunters who are dispatched to help recover a fallen teammate or assist in any way possible to expedite this process. They often are paired in this situation with Hunters who are dispatched on recovery missions, though their priority is to recover those who have potentially fallen in battle and return them safely back to Deus Ex. In some rare cases, Moon Hunters have been asked to protect and escort creatures of Halloween that are considered important. Defensive arts: construction: Well, someone has to do it, from fixing parts of Deus, to making sure everything is in running, operational order, no walls are broken, the training fields look okay, all safety failsafes are on, so on so forth. Oh, and also what to do in case of emergency. Training: defensive and healing arts: This specifically deals with training ALL DIVISIONS in what to do in situations where defense or healing is required as well as how to work with Moon Hunters in general. This is so other Hunters have a strong awareness of what defense and healing means and how this affects them, especially in battle. This could be from training Hunters in training courses to sparring and even verbal lectures held time to time. Insanity and Fear repression: Moon Hunters had an odd quirk that they are in average, considered the most immune to both Insanity and Fear, and often have various techniques to help hone these abilities, even with prolonged exposure to the two elements. Most of this involves strengthening their weapon defensively, and seeking to understand on a fundamental level how Fear operates, what to expect when being attacked, so on so forth. Preparation is key to success! Item retrieval: A specialty shared by all divisions in retrieval of items around the world, such as artifacts, weapons, so on so forth. Hunter recruiting/ Hunter personality profiling: : A specialty shared by all divisions in retrieval of items around the world, such as artifacts, weapons, so on so forth.
Sun Division Offensive arts: Weapons Fear technique: This deals SPECIFICALLY with any branches of offensive arts directly related to Fear charging/ Fear techniques, using Fear for a weapon and knowing how to use your weapon optimally in battle. Hunters who specialize in this will also train other Hunters as well as discover themselves how to better their own abilities to use them when they are dispatched in battle. A Hunter with strong offensive arts is more sought after as they can dent the opponent in burst attacks and potentially save the day. One of the most important topics in offensive arts is of course control. This category can be further divided into ranged, close-up, heavy weapons, chain weapons etc etc. Offensive arts: Weapons passive abilities: Weapons share a multitude of passive abilities, and Sun Hunters are actually in tune the most with weapons, regardless of which passive abilities, from immunity to an element, to healing, to even speed bursts. Hunters help others hone in on those abilities and better understand how these work, how to use them, and how to communicate and train further to bring out these abilities. Offensive arts: Runic weapons: Runic weapons require certain ways to handle and use them, from testing all the way to actually using the weapon optimally in battle. As there are various types of Runic weapons, it is required that a specialization focuses on 1-2 at a time before picking up on another. Training others on Runic weapons is also a skill that is highly sought after. Enemy awareness: Fear Understanding the opponent, different classes of opponents and their specific weaknesses. A fire demon is probably more weak to water and water-elemental attacks as well as any Runic weapons that are able to unleash cold spells, so on so forth. Very acute awareness of the situation is will help a Sun Hunter infinitely. Enemy awareness: Insanity: While not much is known about Insanity, dealing with the situation and experience fighting with specifically, Insanity, is a branch that is much sought after, as many Hunters charge into battle and are never seen again.... Item retrieval: A specialty shared by all divisions in retrieval of items around the world, such as artifacts, weapons, so on so forth. Hunter recruiting/ Hunter personality profiling: : A specialty shared by all divisions in retrieval of items around the world, such as artifacts, weapons, so on so forth.
Mist Hunters Choose any of the above within reason! You are a Mist Hunter you can do anything.
Extra just in case because ******** you
I APPRECIATE IT LIZ - ZOO
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun May 19, 2013 7:00 pm
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed May 14, 2014 4:48 pm
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu May 22, 2014 8:54 pm
|
|
|
|
|
|
|
Posted: Sat May 24, 2014 12:32 pm
|
|
|
|
|
|
|
|
|
Posted: Tue Jul 08, 2014 9:51 pm
|
|
|
|
|
|
|
Posted: Thu Jul 31, 2014 5:46 am
|
|
|
|
|
|
|
|
|
Posted: Fri Aug 01, 2014 10:42 am
|
|
|
|
|
|
|
|
|
|
|