Hunters

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Existing in every human being is the ability to fight back. To prey on others. To hunt. Most never get a chance to realize this, as ground down by their burdens as they are.

When a Foraine manifests, it slowly lures in Bystanders that have some personal connection with the victim. Inevitably, they will be hunted by the Quarry of this place, left to their own devices with a predator out to trap them into this sweet place of overwhelming nostalgia. For most, there's no escape, and forced to play their own part in the victim's desires or nostalgia, they will fall into Apathy Syndrome when the Foraine collapses if not saved.

Hunters are those who have been made into prey as a Bystander in this way -- and decided, instead, to turn the tables and become predators themselves. This Ordeal involves being actively lured in by the Quarry of another person's Foraine. This act causes one's Shadow to become separate and start hunting them in a life-or-death situation within the Foraine; survival requires one to look deep inside and decide that they do wish to shatter the falsehoods presented before them and actively accept in the hardships of one's life, achieving synthesis with one's Shadow.

When one crosses the threshold to become a Hunter, they cognitively manifest an Impetus Ampoule, represented by some substance that is symbolically opposed in nature to the user, a Silver Bullet they fire at themselves, driving the quarry within in the form of their Persona. By injecting, consuming, or breaking these vials, they can release that bestial hunter, driving it out temporarily. Quicksilver, blood, and poison are all examples of options, though these are cognitive in nature and do not truly harm the user.

These aesthetics are for the most part, symbolic, to represent one's commitment to unleashing the Hunter inside of one's self. Use of these ampoules however is little different from say manifesting a card, or putting an Evoker to your head and pulling the trigger. The act of summoning them and taking them into one's self places the Hunter into a heightened state that allows them to use their weapons and Persona for the duration of the conflict.

A Hunter manifests initially with no garb, but does have a fairly complex melee weapon and ranged weapon pair that fits best with their personality, something that represents them and can be summoned to hand instantly. Whip swords, transforming canes, and gunblades are all viable examples of a Hunter weapon, but they can also be more simple.

However, this does not mean that they have no cognitive outfit at all. By creating their own 'Hunter's Garb' in the mundane world, the first time they wear it in a cognitive space, it will match to their inner self and be summonable in future excursions. These outfits are often in the aesthetic of an eighteenth or nineteenth century European hunter, and do not provide any identity protection in the same way as the Will of Rebellion.

The Persona of a Hunter is often indeed a hunter from myth, history, or folklore, though monster slayers and similar people are also valid, as are bestial monsters themselves. The vibe is more or less 'predator or hunter', though ultimately anything can work.

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