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Reply {The Cove } ------------------- Weapons Initiation Solos Here
{ WEAPONS INITIATION CEREMONY } Getting started with weapons

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Zoobey
Artist

Magical Incubator

PostPosted: Sat Jun 18, 2011 1:57 pm


Weapons Initiation Ceremony: Your Hunter's Weapon and You!


All trainees start off weaponless, while they have the weapon art OOCLY, they must ICLY prove themselves in "The Cove" subforum with a weapon bonding rp before their trainee art becomes "official".


What are the Weapons?

Quick Summary

Hunter weapons are TiHers that have been transformed into weapons. They still retain most of their personality, some of their memory, some of their abilities, and their name. Their free will, however, is very much absent. They are both companions and necessary tools for hunters to use. As weapons, they are still very much alive. They age. They gain experience. They can still die/be destroyed.

The majority of weapons at the moment are first and second year students lured away from various schools around Halloween for the last several years. Several of the more veteran hunters on the island carry weapons that have been passed down through the generations of their families or training masters.




- Weapons: Are considered sentient creatures, they have a mind of their own, but often obey their trainee "master". Weapons that have been discarded or misused may become mistrusting, but they cannot directly disobey their master's requests.
- Weapons are sentient beings that have been handed down from the generations, that means they remember the legacies (or failures) of their predecessors. It is the weapon that chooses the Hunter, not vice versa, and they do it through an internal link, mental contact with each other. Weapons cannot "talk" to other Hunters, and can only break their contact on two conditions: if their current master dies or if they are "passed on" to another master from their existing one
- No two weapons have the same name, so be careful when choosing a name for your trainees weapon. Names of famous weapons from history and myth are not allowed.
- Weapons can have unique personalities
- Weapons remember their experience in fights, how to use them properly, etc. For beginner Hunters, if the wielder cannot properly use the weapon or "sync" with it, then they cannot use their power to their full potential. They also retain vague recall of their previous life, prior to being a weapon. Seeing as how this previous life was most likely as a Halloween student (excepting certain special snowflake weapons) their knowledge of the regular human world tends to be pretty limited.
- All weapons operate such as normal weapons, the only difference being they can slice through Fear. Much like a TiHer can harm another using a FEAR attack, a Hunter's weapon is able to do the same. However, once again, newbie Hunters cannot use this ability very well, and are on the same par as first year students in Amityville.
- When a creature has been considerably weakened in Fear, a weapon can also "absorb" a portion of their Fear. This powers the weapon for stronger attacks in the future. With the proper Fear absorbed, weapons have a "charged" attack, such as for example, a scythe that creates an energy shockwave, a gun that blasts bolts of lightning for ranged damage. Please reasonably explain how your Hunter's charged weapon might potentially work, weapons special ability will work like Halloween Fear, beginner Hunters will have a reasonably weaker attack.
- In addition weapons can "disappear" and "reappear" when mentally summoned or desummoned. They usually have a more compact form when desummoned, such as an orb, or an equivalent small object.
PostPosted: Sat Jun 25, 2011 11:42 am


That's great, I want to start my weapons initiation solo!

Your solo must be at LEAST 600 words to qualify as the weapons initiation solo.

- When you are ready you can start your solo post! Please include your character entering "The Cove" where they have only been briefed to "find their weapon"


The Cove Setting

Upon descending the stairs, the cove now seems like a small room, only ten feet across each direction. Except for a single torch against one side of the "room", there is no other source of lighting, everything is dark. However, the wall in itself is unique: scattered in every direction of the wall are tiny stone tablets, only as large as an average adult hand. In fact these glowing, runic tablets consist of the wall itself. Each tablet has a unique rune with what looks like a different weapon shape, brushing an experimental hand with them yields strange feelings, bare whispers, and sometimes an odd humming.


A Hunter's compatible weapon will make a strange noise, a loud humming sound, a whisper, a beckoning, to ask it to choose that tablet rune. Upon deciding on the rune, the Hunter must simply pull it out of the wall, and it will materialize into its true form for the trainee.
- The rest of the RP is up to the solo, but be sure to introduce the Hunter to their weapon for the first time in said solo
- Be SURE to include the setting above and read it CAREFULLY, otherwise you will be asked to rewrite your initiation solo

Zoobey
Artist

Magical Incubator

Reply
{The Cove } ------------------- Weapons Initiation Solos Here

 
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