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THIS IS HALLOWEEN: Deus Ex Machina

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Welcome to Deus Ex Machina, a humble training facility located on a remote island. 

 

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Zoobey
Artist

Magical Incubator

PostPosted: Sat Apr 30, 2011 1:11 pm


SETTING UP YOUR DORM ROOM

Your hunter trainee must be APPROVED for enrollment HERE before they can start up their dorm room. Hunter dorms are minimal and only used to carry their essentials as well as a few personal touches. All Hunter dorms are occupied in the same building, all trainee Hunters live on the first floor (beginner and intermediate), with the senior members occupying the much more spacious second and third floors. Public washrooms are shared on the first floor, two in the hallway.

- Hunters are free to decorate their room with MINIMAL decorations, though it is recommended to hide too much of their more indulgent activities as it is frowned upon by the staff to consume too much time in other unnecessary activities.
- Hunters are always "on the call" and may be asked to be assigned to different missions. That means while they may be at home base some times of the year, at other times, they will be away for an extended period of time. That means they are always packed "to go" just in case they get the emergency on call mission.
- While all Hunters have their own cell phone, there is no other technology readily available, though it is said that some of the senior members smuggle things such as ipods...
- All Hunters are required to carry their own journal to chronicle their own events and progress
- Minipets are not allowed, as they represent the taint of Halloween. Occasionally it is said that Hunters have smuggled pets from the other side, but this tends to not end up well, especially if they are discovered.
- Full hunters may opt to have a house in the town instead of a room on the second floor. However, these are generally in pretty bad shape. Repairing and improving them can be done through room upgrades and by using thousands of dollars in savings to buy the services of hunters skilled hunters and materials.



LOGGING YOUR RPS AND EVENTS:

All rps should be logged in the journal, in whatever manner you wish, for future reference when doing growths. This goes the same for any 'missions' you partake, your character can write solos in the form of Journal logs, or just use the Journal to chronicle or update events.


Promotion:


After a certain amount of collected rp points, your Hunter can be considered for a promotion, to a more intermediate level. They will take intermediate level quests, but there is no visible reward other than being respected .

- Hunters have a one stage art contract, but if you insist on updating their look for their promotion, you are allowed to commission/custom in OR bribe an artist to do so. The coat must always remain visible.

The default word requirement for points is 800. GMs may require either more or less in their classes and events, and may also award growth points differently, so always read the first and last GM posts thoroughly.


1 point can be:

- One playlist created, by you, for anything related to the shop. This can be your character, events, and other people's characters as well. Each must have a different theme. (max 5 points per year this way)
- One piece of fanart drawn by you for anything related to shop (max 5 points this way)
- One complete regular rp
- One full solo rp
- One gm-modded event with point prizes (to be linked), where you included your character
- One complete classroom/mission rp
- One complete homework assignment
- One complete battle, with just rolls

2 points:

- One complete 'battle' roleplay with filled out roleplay actions
- Character 'plot assistance' (ie for events)





GROWTH REQUIREMENTS:

Intermediate:


75 points + a private mission assigned by their senior

Intermediate and advanced students are allowed more leeway with missions, and also gain harder assignments and roles.


Full Fledged Hunter/ Advanced Hunter:

150 points + a private mission assigned by their senior

Advanced Hunters missions might also include helping train or oversee beginner trainees. They are assigned or choose individual missions and can even oversee groups. Advanced Hunters, as they no longer have the "Trainee" title, are responsible for their own actions, and may choose to join missions or are assigned to them, but no longer take part in classes or learning sessions/lessons.
PostPosted: Sat Jan 21, 2012 11:22 pm


TRAINEE DORM LAYOUT


NEW: Dorm Room Gdoc

Please Remember that Trainees & Intermediates are Limited to the First Floor and Basement.
Once your hunter starts getting pay, they have the option of renting shared living space in town (contact Baneful).

This doc is the most current, provided players update their characters room numbers whenever they move. The old room set up is under the spoiler tag and will no longer be updated, but provides a good visual and extra information about the dorms!



Due to the trainee dorms filling up, the dorm basement has been once again opened for trainees to room in.


  • basement rooms mirror the trainee floor, room numbers going b01-b99
  • basement walls, ceilings, and floors are plain cement
  • basement rooms do not have windows
  • some aspects of the basement floor indicate it may have once been a medieval dungeon that was refurbished a long time ago. Random iron rings attached to walls, the occasional barred door, possible instruments of torture, and suspicious bloodstains are things than may sometimes be found in the basement.
  • the shared bathrooms of the basement are barely functional, full of rust, and the water runs like something out of a horror movie (roll 1d100 for suffering, if they roll under 80, something unpleasant occurs)






User Image - Blocked by "Display Image" Settings. Click to show.
(Floor 1 Dorm rooms are in one long hallway, with common rooms at either end).

User Image - Blocked by "Display Image" Settings. Click to show.

Certain basement rooms have special features:

b01: America Jones
b02: konstantin bashmet
b03: Pandora Tzavaras
b04: Normal (mutant fly has been killed)
b05: Edgar Percival McStuffins
b06: Milo Hale
b08: Zelda Grier
b18: Normal (mutant fly has been killed)
b19: Empty
b20: An iron maiden sits in the center of the room. (corpse inside)
b21: A torture rack and iron manacles. There's dark stains all over the room.
b22: Dusty boxes, this room looks like a normal storage room.
b23: Dusty boxes, this room looks like a normal storage room.
b24: Dusty boxes, this room looks like a normal storage room.
b25: Dusty boxes, this room looks like a normal storage room.
b26: A pile of bones sit in the center of the room.
b27: Robert Morris
b28: Dusty boxes, this room looks like a normal storage room.
b29: burn damage from main Nest
b30: empty
b31: Dusty boxes, this room looks like a normal storage room.
b32: Dusty boxes, this room looks like a normal storage room.
b33: An oubliette sits at the center of the room.
b34: Dusty boxes, this room looks like a normal storage room.
b35: Empty
b36: Empty
b37: An oubliette sits at the center of the room.
b38: There's movement inside the room, but you can't find the source.
b39: Empty
b40: Empty
b42: Empty
b43: An oubliette sits at the center of the room.
b44: Empty
b45: A torture rack and iron manacles. There's dark stains all over the room.
b46: A torture rack and iron manacles. There's dark stains all over the room.
b47: Dusty boxes, this room looks like a normal storage room.
b48: Normal (mutant fly has been killed)
b49: The room is full of large dolls, dressed in hunter clothes and coats. Some of them you may recognize as belonging to dead hunters. A tea party has been set up.
b50: Empty
b51: Empty
b52: There's movement inside the room, but you can't find the source.
b53: An oubliette sits at the center of the room.
b55: Empty
b56: Normal (mutant fly has been killed)
b57: Empty
b58: Normal (mutant fly has been killed)
b59: Dusty boxes, this room looks like a normal storage room.
b60: Empty
b61: A torture rack and iron manacles. There's dark stains all over the room.
b62: An iron maiden sits in the center of the room.
b63: Empty
b64: A torture rack and iron manacles. There's dark stains all over the room.
b65: Normal (mutant fly has been killed)
b67: The room is empty, but you notice an infinity symbol has been carved into a wall. Closer inspection shows the huge symbol was formed by thousands upon thousands of tiny knife marks. It must have taken years.
b68: damaged from smaller nest fight
b69: A strangely large room, the shaped structure of the other rooms is not found here, instead it appears to be an actual cave. In the distance you notice a throne sitting upon a dais, closer inspection reveals that it's made of bones. You feel drawn to sit on it with a growing need that becomes a compulsion. As you see yourself, a dark whisper touches your mind, silencing your weapon. You find yourself triumphant on top of a writhing sea of dying mortal bodies. Moments later you find yourself outside the room. You do not remember what was inside it. For a week, you have strange nightmares that you cannot recall.





FULL HUNTER DORM LAYOUT
User Image - Blocked by "Display Image" Settings. Click to show.
(Floor 2 Dorm rooms are in one long hallway, with common rooms at either end).

User Image - Blocked by "Display Image" Settings. Click to show.
(These Hunters have households in town)


Zoobey
Artist

Magical Incubator

Reply
{ Dorms } ----------------------- Personal Profiles/Journals Here

 
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