| What Are Armaments? | |
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| Tweet Topic Started: Oct 20 2011, 07:31 AM (54 Views) | |
| EndlessDreamers | Oct 20 2011, 07:31 AM Post #1 |
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Armaments are a strange living metal that bonds with your blood and possibly even more, though the extent is unknown. When infected, the human will have armaments that appear on various parts of their body. The armaments end up fusing with the blood of their host, meaning that the armament will only materialize and work for them. Internally, depending on their personality, the armament will take a different form, however the major component is that they can't be removed. They are somehow attached in some way, shape or form to their host. While they can be attached to or hovering over the skin, the distance will always remain the same. They cannot be removed. Each armament usually covers the area of a single limb: A single arm, a single leg, the torso, the back or the head. When activated, no two armaments on a single person can be touching. That means that you can't have five armaments active on a single arm. You could possibly have five armaments and all of them on a single arm, but if they were all on the skin, only one could be active at a time. However, as stated before, floating armaments that 'hover' away from the skin are quite possible. All armaments stay at rest in their stage of dormancy, which is also referred to as level one. These forms are the least intrusive and tend to be just a bracelet, a watch, a collar, a pair of earrings, a necklace, even possibly a ring. They tend not to stand out other than that they tend to be very well crafted regardless of what they are. When activated, they grow depending on the level of activation. They grow linearly depending on the level of activation up to covering an entire limb. So a level five activation will have it covering around half of the limb. The design depends on the subconscious of the wearer, so they can become more intricate as they get larger or they can stay at the same level of intricacy. Material wise, when thrown up against anything that is not another armament, they have the strength of a diamond with the ductility and elasticity of steel. So, it can take hits and it won't shatter. Most bullets, even anti-armor rounds, will be stopped or repelled. However, against other armaments, they have a resonance which makes them much more vulnerable. Against another armament (whether directly or through a power of the armament), it just has the properties of normal steel. That means a strong enough hit can bend, break or even destroy it. So while a useful shield against normal humans, other armament users can do some serious damage. This, of course, can only be bypassed by defensive armaments who's major focus is to increase their defensive capacity. If an armament breaks, its powers dissipate until it can reform. It does this from the blood of its user over the time period of a week with the user still able to function. This can be sped up to 24 hours if the user is willing to feel like they've been hit by an enormous truck for that time period due to blood loss. This can only be the user's blood, as it has bonded with the blood of that person. The only way to destroy an armament is kill the user. Once the user dies, the armament will dissolve in to a liquid form and disappear. FAQ How does one gain an armament? An armament comes from surviving an attack from one of the mysterious armored creatures that is now lurking in our world. It seems that they infect human blood and allow for them to be able to bring out armaments. What are armaments called popularly? It depends on the person. OOC we call them armaments. IC they are called whatever people in the area call them. Edited by EndlessDreamers, Oct 24 2011, 01:29 AM.
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| EndlessDreamers | Oct 21 2011, 05:13 PM Post #2 |
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Possible Leveling Schema: Level | Total XP required 1 | 1 2 | 3 3 | 6 4 | 10 5 | 15 6 | 21 7 | 28 8 | 36 9 | 45 10 | 55 You can also buy sub powers for X experience each if you just want to refine the control. The major thing about buying sub powers is that this does NOT count towards the total experience required to reach a higher level. So, if you buy 10 sub powers, you will end up using 50 experience but if you were originally at level 3, it will not raise you from 6 to 56. Edited by EndlessDreamers, Oct 21 2011, 06:14 PM.
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| Legacy | Oct 23 2011, 09:03 AM Post #3 |
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Armaments are manifested/repaired using the user's blood, correct? Is it any blood, any human blood, any user's blood or only the owner's blood? This, I think, could be a very important distinction, and may explain parts of your backstory. Your experience curve implies that, if you were to focus solely on one power, it would take a little over a year and a half to gain a single level 10 Power. There are obvious pros and cons to this. Obviously you want this to take time, and you don't want people running around with city-leveling power within the first few weeks. On the other hand, it's doubtful people will be focusing all their efforts on one solitary thing. Especially not without adding some level of control. As a result, you may want to consider changing the power curve a bit. Or you may not. It's hard to say this early in the game. The nice thing about a simple, low digit experience system is that it's fairly easy to fix things down the road if you change your mind without much hassle. Are all armaments the same in regards to durability? Is it possible to reinforce them? |
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| EndlessDreamers | Oct 23 2011, 11:06 PM Post #4 |
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The blood of the owner is the catalyst. Other human blood can't really do it because, in a sense, the owner's blood has been modified to that specific armament. And durability will stay the same, thus the actual necessity for defense oriented armaments. Defense oriented ones that can only defend will be really important in that sense. As for the curve, ya I'm thinking on it. That'd be a year and a half without any stories though. You're right. Lower digit system so we'll see. |
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| Legacy | Oct 24 2011, 12:33 AM Post #5 |
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I see. So then armament repair and restoration is a static timeframe. Well, that would certainly make defeats decisive. Ah, yes, that's what I was referring to. Defense oriented armaments. |
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