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Carhop Cavalier

Familiar Teenager

PostPosted: Thu Sep 13, 2012 8:36 pm
User Image
>> ALEXEI JAMIL <<
- Life Hunter -

Currently In:The Midst of Puberty

[ Soundtrack to my Life ]
 
PostPosted: Thu Sep 13, 2012 8:54 pm
//Deus Ex Machina Entry Form 09. 8 .12

//Name:Alexei Jamil
//Gender: Male
// Entry level: Trainee
//Status: Sleeping Ruggedly
//Clearance: Approved for entry


Preferred Name: Lex
Age: 15
Place of Origin: United States, Las Vegas, Nevada





>> Flirtatious
>> Self-Assured
>> Caring
>> Petty
>> Mild Mannered
>> Self-Sufficient
 

Carhop Cavalier

Familiar Teenager


Carhop Cavalier

Familiar Teenager

PostPosted: Thu Sep 13, 2012 8:55 pm
THE WEAPON

Name: Regal
Nicknames: Reggie
Type of Weapon: Flintlock Pistol
Unsummoned Form: A plain gold stud, on his left earlobes
Former species of weapon: Gryphon
Gender: Male

A high-strung, prideful, and aggressive boy. He took the Hunters' deal, in so much as they could give more power. Regal feels no regrets in his decision, and is always eager to make another submit. Regal can be overbearing at times, and truly wants his Hunter to be their best, so long as he approves.

FEAR Charges:

Perish Song - Y2 Battle Cry
The wings on Regal's stock glow and grow larger, and Lex cocks them like a normal pistol's hammer. Upon firing, a large blast of energy shoots from the barrel, accompanied by a griffin's roar.

Tier Two: BC2
Dice: 7d4
First Dice:
xxxxx 1: Miss
xxxxx 2-4: Full Damage
Damage: Add up remaining dice. This total is the damage dealt to your opponent.
Average Damage: 15
 
PostPosted: Thu Sep 13, 2012 9:02 pm
THE LIFE AND TIMES OF ALEXEI JAMIL

LIKES

» Myths and Legends
» Track & Field
» ATV'ing / Mudding
» Girls
» Classic Rock / 90's Rock / Modern Rap
» Raspberries
» Dr. Pepper

DISLIKES



» Beer
» Chocolate
» Prudes
» Anime
» New Disney Channel
» The Dark

Hobbies

» Reading poems and short stories
» House Parties
» Rock Climbing / Hiking

Physical Details

» Height: 5'10"
» Weight: 130
» Eye Color: Gray
» Hair Color: Chesnut[, styled as such.

FAMILY INFO:
Mother: Olivia Sokolov-Jamil
Father: Alexander "AJ" Jamil (Deceased)

Step Sister: Claudia

Daughter: Rosalyn "Rose" Beaumont // Age: 15 // Mothered by: Vanessa Beaumont (Deceased) // French // Current Location: Nice, France

A very bright and energetic ball of flower crowns, makeup, and social media, Rose's philosophy is to live life the way she wants and experience all she can. When her mother passed due to a brain tumor, and with no known relatives of her mother still alive, Rose was sent to live with her paternal grandmother in Las Vegas. Olivia couldn't stand the girl, however, and sent her to a private school in Nice.

Eyes: Bottle Green
Hair: Black with blonde highlights, straight, often put in a french braid that reaches her collar bone.
Skin: Olive, plenty of freckles. Thanks, mom and dad.
Height: 5'7"
Weight: 125 lbs
Build: Lean, slender, Ballerina

Daughter: Bethany Anne Fowler // Age: 12 // Mothered by: Lilly Brier Hampton // American (Southern)// Current Location: Townsend, TN

Polar opposite of her hippie mother, Bethany is quite stoic and serious for a 12 year old. She excels in school and studies, as well as her junior volleyball league. Bethany took on the last name of her assumed paternal grandparents, as they raised her while her mother and 'father' roam across the country in a VW van on a journey of self discovery.

Eyes: Hazel
Hair: Dirty Blonde, wavy, reaches her lower back. Often pulled into a tight bun.
Skin: Pale AF
Height: 4'9"
Weight: 85 lbs
Build: Petite, broad shoulders, Boxer

Son: Arash "Alder" Eldridge // Age: 8 // Mothered by: Esfir Eldridge // English/Persian // Current Location: Bristol, England

Arash is your typical little boy, playful and full of energy, and loved by his parents, especially his father, Blake, who gladly adopted him upon marrying Esfir. His favorite thing to do is cuddle with his two rabbits, Hector and Lorenzo, especially after a night full of seeing strange shapes in the dark corners of his room.

Eyes: Amber
Hair: Brunette, curly, kept short.
Skin: Olive, blemish free.
Height: 3'6"
Weight: 50 lbs
Build: Broad, barrel chested, Sailor.

???: ???? // Age: 8 Months in Utero // Mothered By: Talia Aaron // Israeli // Current Location: Tel Aviv, Israel

Lex got really drunk one night in Tel Aviv, and forgot a condom...
 

Carhop Cavalier

Familiar Teenager


Carhop Cavalier

Familiar Teenager

PostPosted: Thu Sep 13, 2012 9:23 pm
ALEXEI: A BRIEF HISTORY


Lex grew up with the shadows constantly teasing him from the corners of vision, playing nasty games of chase with him until he made it to his bed. Mother refused to acknowledge his stories, while Dad paid close attention, told him that his fears were valid, and taught him how to ignore the shadows. Dad left soon after Mother had an affair, never to be heard of again..
 
PostPosted: Thu Sep 13, 2012 9:34 pm
ACQUAINTANCES

N / A  

Carhop Cavalier

Familiar Teenager


Carhop Cavalier

Familiar Teenager

PostPosted: Thu Sep 13, 2012 9:38 pm
WORLDLY POSSESSIONS

.


Clothes: [P.E.][DIrt Bike / Exploring] [Everyday]

Arrowhead of Artemis - fashioned into a small knife, strapped to his inner thigh.

Standard Bandages, Trapping Gun
 
PostPosted: Thu Sep 13, 2012 9:43 pm
ESCAPADES

First Impressions Ami/Lex +1
A Touch of Class Otto/Lex +1
(Shoot and a Miss) Solia/Lex +1
(Pancakes and Legality) Solia/Lex +1
(Dude...no) Dakota/Lex +1
Fright Night/Inverted Haunted House +14
Winter Winds Ami/Lex +1
Fashion Disaster Ami/Lex +4
Amazing Grace Solia/Lex +2
Gut Check Ofie/Lex +1
(Click) Sasha/Lex +1
Shove off, Marcus Ami/Lex +1
(Ain't No Reason) Lex +1
(Getting to Know You) Lex/Ofie +1
(Bed in a Field of Fog Lex/Nevada +1
(In the Morning) Lex/Wilson +1
(Her Voice Resounds) Lex/Marcus +1
(Questionable Content) ORP + 0
No Place Like Home ORP + 0
You'll Shoot Your Eye Out Lex/Kat +1
(From the Mouth) Lex/Nevada +1
Mad Man Lex/Eva/Ami +1
(The Batter Witch) Lex/Eva +1
(Balls to the Wall) Lex/Ofie +2
(Outbursts) Lex/ Roland +2
Offer to the Gods Lex/Nevada +1
Offer to the Gods Pt. Dues) Lex/Nevada +2
Underwater Scavenger Ro/Lex/Nevada +1
Under Strange Seas Ro/Lex/Nevada +2
Fear is Obsolete ORP +1
Fear is Absolute ORP +3
Mortality ORP+5
Homeward Bound Lex/Ami +1
Baby, it's Cold Outside Lex/Kat +1
It's Personal Lex/Ami +1
(Dirty Paws) Lex +1
(The Lowering) +2
Seven Kings Event + 12
Chestnuts Lex/Eva +1
Feel the Tide Lex/Ami +1
Carrion Solo
Tick Tock Lex/Ami +1


User Image
------

INTERMEDIATE

Heart Log for 2013 Summer Meta +14
Bermuda Rim +3
Amongst The Rubble +1
Unfriendly Fire + 2
Sempai's Locks + 1
Blackfish + 1
Farther Along + 1
Rock-a-bye Baby... + 1
The Purge Hunter's Story + 1
Stuff In Sand + 2
Scavenging Team Sentai Heroes Go! + 2
Solo Scavenge + 2
Prep Team Sentai Heroes + 2
Sentai Heroes Dispatch Force + 2
Corridor of Time + 2
Corridor of Madness + 2
Corridor of Dreams + 2
Corridor of Ancients + 2
Never Okay + 2
FITE ME BRAH + 2
Not Squid Wrangling +1
Preparing for Battle + 1
Collecting Samples + 1
Doctor Patient Confidentiality + 5
Moist Cakes + 5
Collectin Samples (again) +1
Use Your Fist and Not Your Mouth +2
Oh There You Are +1
No Frats +1
Skill+ +1
Fake That +2
Fresh Air Redux +2
Jaegerbombs + 1
A Date With Danger +5
Sour Patch Kids +1
Barbershop + 2
Something About a Beanstalk +2
Must I always be Playing the Fool +1
dont need nobody +1
Lyssa +1
Erato +1
Skittles +1
Doppelgangers +1
Mall Invasion + 3

Knights Meta 2k15 - Black Ticket Vendor +5
2015 Spring Meta + 9


Undying (GM ORP) +3
Leave My Body +1
Father's Day +1
Pretty People Pain +2 +1 (x)
Glass +2
I Told You To Be Balanced +1
Malignant +1
Justified +1
To Valhala +1
Coyote +1
Undertow + 1
Promises Kept +`

Day Zero + 16
Brimstone +1
A Day In The Life + 2

Drabble Week - +2

Nomad + 2 +1 (x)
Somewhere To Hide + 2 (Flashback RP)

High Hrothgar - Promo


Hunter

Redo + 2
Heres not Here + 1
Little Bear + 2
7 Months + 1


Born Again Teen ( Solo ) +2
Lexington and Conquered ( Lex x Marcus ) +2
A Little Help ( Seren x Lex ) +2
Welcome to the Lab ( Zeke x Lex ) +2
New Kid on Campus ( Henry x Lex ) +4
The Cabin +10
C is for Cookie ( Seren x Lex ) +1
Tailor Made ( Fred x Lex ) +1
Student and Teacher ( Gale x Lex ) +1
Smol!Lex ( Noemi x Lex ) +1
Points: 28/75  

Carhop Cavalier

Familiar Teenager


Carhop Cavalier

Familiar Teenager

PostPosted: Thu Sep 13, 2012 9:46 pm
TO DO: External Missions

Quote:

User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 4A
Location: Prypiat
Images:: x, x, x.
General debriefing: Commonly known amongst most Hunters as one of the largest Halloween-Human portal hotspots, a strange influx of Fear and Insanity has grabbed a hold of the location, especially underground. The area is now covered in a thick fog, and what few tourists make it through are rarely seen back. The entire area has been covered off by local authorities, though the fog radius and Insanity seems to be spreading...
* B class difficulty level (must have a team of three, at least one of them must be a Full Hunter. This is considered a DANGEROUS mission. )

MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to Survey Mission AA. Once there, roll a 100-sided dice and match the roleplay to the results below, as well as any reactions. Players can continue rolling until any of the players roll an INSANITY ENCOUNTER, in which case the BATTLE PHASE begins. See below for battle phase mechanics.
1- 20: You can't see through the thick layer of fog. At some points you hear someone call you, whether or teammate or another voice entirely. At other points you see a shadow of someone, as you reach towards them they disappear entirely. You trip over something - a body rotting, thick dark blood still blossoming on the ground in crystal-like fragments. They are smiling with eyes wide open at you.
21 - 40: As you walk deeper, you hit an old, rusted ferris wheel. There are people hanging inside each pod, some half-draped out, others nestled in. Their bodies seem to be showing light signs of decay, unmoving. All of them are smiling, widely, perfect teeth showing.
41 - 60: You manage to navigate through the fog into a segment of thick concrete. The area is extremely dangerous and radiates high levels of Fear and Insanity. You hear a voice mocking you, and laughing at the same time, words nonsensical. For a second you feel as if someone is watching you from behind you, tugging at you. As you walk past the pavement you realize all the cracks on the sidewalk are shaped in a large, wrinkled grin.
61 - 80: You see something from the corner of your eyes, a greyed out version of yourself. They wave at you and smile, grin splitting their face....
81- 100: BOSS ENCOUNTER:
- As you continue walking down the sidewalk you hear a large crack, followed by another. A strange gas explodes from underneath, making you extremely dizzy, as you cough to figure out what is going on, fighting for air now. You have exposed your entire team to a hallucinogen, making everything more terrifying than ever as your vision swims and hops uncontrollably and your hearing becomes muted. Something creaks, groans, lurches underneath you, but is that your imagination?

- BOSS MECHANICS: This boss is a mob that has collective 100 HP. Every time you attack it (following the general battle rules), you TAKE 8 damage. AS you can't really see the boss, most of it will have to be dependent on what you can see, if anything at all, from strange faceless figures lurching, half-hopping towards you to the smiling dead coming back and swiping at you. Make sure to tally the boss's total HP (the damage you did to it) at the bottom of your post as well as your total HP and the damage you did that round. If the boss's HP hits 0, you have defeated it, and your team can now take the portal back.

* 3 mission reward points for completing this successfully



User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 4B
Location: The Abandoned Takakonuma Greenland Park
Images:: x, x, x.
General debriefing: Recently, the park opened itself up for a different type of tourist crowd, making itself a fun tourist set for locals, until unexplained deaths began happening to those on-site. Falling beams, uneven flooring, and occasionally, witnesses have claimed that they hear voices, oddly enough of themselves through the fog.
* C class difficulty level (must have a team of three, at least one of them must be an intermediate trainee)

MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to Survey Mission 4B. Once there, roll a 100-sided dice and match the roleplay to the results below, as well as any reactions. Players can continue rolling until any of the players roll a INSANITY ENCOUNTER, in which case the BATTLE PHASE begins. See below for battle phase mechanics.
1- 20: You have a hard time getting past the fog, everything thick and desolate. Finally you see something, a flash of something, colour in the fog. You run over to it to discover that it is a mutilated corpse. Its face has been torn clean off its head, maggots crawling out of the skull.
21 - 40: You notice that some of the rides are moving on their own, from the roller coaster - still taped off with DANGER DO NOT ENTER - to the excuse of a ferris wheel. A body slumps to one side of the ticket booth, dried out. You turn around as you hear a strange hissing noise. As you turn back, the body standing, still, in front of the ticket booth.
41 - 60: You stumble for a second, as if someone, one of your teammates have shoved you, but when you look around, you notice that there is noone else in sight.
61 - 80: You see a mirror maze, and walk into it, your reflection eerie in each broken mirror fragment. Everything suddenly turns an oblique white and as you regain your vision seconds later, all your reflections have been replaced with your body melting, face and skin melting right off your face's reflection. Your reflection continues to copy everything you do.
81- 100: BOSS ENCOUNTER:
- As you continue walking down the sidewalk you hear a large crack, followed by another. A strange gas explodes from underneath, making you extremely dizzy, as you cough to figure out what is going on, fighting for air now. You have exposed your entire team to a hallucinogen, making everything more terrifying than ever as your vision swims and hops uncontrollably and your hearing becomes muted. Something creaks, groans, lurches underneath you, but is that your imagination?

- BOSS MECHANICS: This boss is a mob that has collective 100 HP. Every time you attack it (following the general battle rules), you TAKE 8 damage. AS you can't really see the boss, most of it will have to be dependent on what you can see, if anything at all, from strange faceless figures lurching, half-hopping towards you to the smiling dead coming back and swiping at you. Make sure to tally the boss's total HP (the damage you did to it) at the bottom of your post as well as your total HP and the damage you did that round. If the boss's HP hits 0, you have defeated it, and your team can now take the portal back.

* 3 mission reward points for completing this successfully


User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 4D
Location: Isla de las Munecas
Images:: x, x, x.
General debriefing: A team of dedicated individuals looking to write a magazine article about the island visited the area two weeks ago. Despite search and rescue attempts, none of them have made it back alive. They have noticed however, odd dolls shaped like the team hanging from the tree branches...
* C class difficulty level (must have a team of three, at least one of them must be an intermediate trainee)


MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to Survey Mission 4D. Once there, roll a 100-sided dice and match the roleplay to the results below, as well as any reactions. Players can continue rolling until any of the players roll a INSANITY ENCOUNTER, in which case the BATTLE PHASE begins. See below for battle phase mechanics.
1- 20: The island is extremely foggy, the ground uneven and moist. You take a few steps in the soft soil until you hear a sudden crunch. You just stepped on the glass eye of a doll.
21 - 40: You notice that the dolls look to be in varying conditions, some with maggots curling out of them while others still look oddly new and untouched. All of the new ones are missing their eyes.
41 - 60: You notice a cabin deeper on the island. Inside is a small den, a few rooms, and a statue of a wolf head, creepily enough. The trap door in the center will not open but you can hear a music coming from underneath...
61 - 80: The wind begins to pick up, as the dolls begin to stir and move, as if with a life of their own. All seems okay until - you see a new addition to the lineup of dolls. Is that a doll of YOU? It is also missing its eyes.
81- 100: BOSS ENCOUNTER:
- As you continue walking down you hear a large crack, followed by another. A strange gas explodes from underneath, making you extremely dizzy, as you cough to figure out what is going on, fighting for air now. You have exposed your entire team to a hallucinogen, making everything more terrifying than ever as your vision swims and hops uncontrollably and your hearing becomes muted. Something creaks, groans, lurches underneath you, but is that your imagination?

- BOSS MECHANICS: This boss is a mob that has collective 100 HP. Every time you attack it (following the general battle rules), you TAKE 8 damage. AS you can't really see the boss, most of it will have to be dependent on what you can see, if anything at all, from strange faceless figures lurching, half-hopping towards you to the smiling dead coming back and swiping at you. Make sure to tally the boss's total HP (the damage you did to it) at the bottom of your post as well as your total HP and the damage you did that round. If the boss's HP hits 0, you have defeated it, and your team can now take the portal back.

* 4 mission reward points for completing this successfully




Quote:

User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 6A
Location: Paris, France
Images:: x, x
General debriefing: There are some 185 miles of tunnels beneath Paris. Most are empty, some are occupied by ancient catacombs housing remains, and some have been repurposed by humans, both the wandering homeless and those engaging in (literally) underground activity.

Recent excursions by urban explorers and gossip among tight-knit homeless communities suggest strange activity in a private, closed-off area of the catacombs, including notably bizarre behavior among the thriving populations of resident rats and some rumored disappearances. Reports have grown frequent enough to warrant an investigation.
* C class difficulty level (must have a team of three, at least one of them must be an Intermediate Hunter. This is considered a DANGEROUS mission. )


MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to Survey Mission 6A. Once there, roll a 100-sided dice and match the roleplay to the results below, as well as any reactions. Players can continue rolling until any of the players roll a BOSS ENCOUNTER, in which case the BATTLE PHASE begins. See below for battle phase mechanics.

1- 20: You find a pile of blankets and a bag of worn belongings suggesting that you've stumbled on a vagrant's sleeping place. There is a large quantity of dried, reddish brown stains, including a clearly-marked but streaked footprint and handprint on the floor, that lead to the edge of one of the underground canals, then disappear. Many of the smaller spatters are clearly the tiny pawprints of rats.
21 - 30: A rat scuttles out of a crossing in front of you. Its shadow seems... strange, in ways that you cannot explain. Should you choose for some reason to pursue it, you will find that it evades you entirely, and that your flashlight beam seems strangely less effective at penetrating the darkness in the tunnels where the rat flees.
31 - 40: A long, long line of French graffiti in black ink stretches along this corridor at shoulder height. If your character can speak French, they will find that it starts out with the lyrics to a tune currently popular on French radio, before taking a turn for the bizarre in the middle with random words (often "légion") inserted incorrectly, and then disintegrating into complete gibberish and random strings of letters before stopping suddenly mid-tunnel.
41 - 60: A bag of dried fruit and stale bread lies in a corner alongside an abandoned backpack that turns out, if examined, to contain supplies for impromptu urban exploration, but no identification. The dust is studded with dozens and dozens of rats' pawprints, but the food is entirely untouched.
61 - 80: You enter an area with a high, vaulted ceiling, full of a strange squishing, echoing sound. Something falls to the ground in the beam of your flashlight. It is a maggot. Should you decide to point your beam upwards, you will find the ceiling completely crawling with the same, all apparently hellbent on reaching small cocoon-like objects, roughly the size of a softball, strung thickly across the ceiling.
81- 100: BOSS ENCOUNTER:
- The sound of scrabbling paws is faint at first, but soon grows into a din punctuated with the chatter of many, many oversized teeth. The beast that manifests is a King Rat: a writhing mass of rodents joined by the tails, so that the teeth all face outwards. This is clearly a creature of FEAR, not of nature: each rat is substantially larger than the average dog, their beady eyes gleam bloodthirsty and manic, and the entire unit moves with a cohesiveness that suggests a hivemind at work. They (or it) fully block the tunnel ahead.

- BOSS MECHANICS: This boss is a mob that has collective 100 HP. Every time you attack it (following the general battle rules), you TAKE 8 damage. Make sure to tally the boss's total HP (the damage you did to it) at the bottom of your post as well as your total HP and the damage you did that round. If the boss's HP hits 0, you have defeated it, and your team can now take the portal back.

After Boss defeat:
When the final rat is slain, all the carcasses melt away. They leave, however, a scrap of evidence for you to take back to the labs for further research. Roll 1d4 to determine what is dropped
    1. A single, normal-sized rat skeleton, bound together with striped baker's twine and sealed with a Belgian postage stamp.
    2. A plastic baggie containing cigarette butts and bottlecaps. Shift the contents a bit and you will find that in the center of the litter is what appears to be a dead baby rat, hairless and pink--and still fresh.
    3. What appears to be a bit of fur but on closer examination turns out to be a dessicated rat head (normal sized). Someone or something has nailed a bit of yellow legal paper to it, but all that remains is a shred.
    4. A bundle of freshly-severed, normal-seeming rats' tails, bound together with what looks like an elastic baby's headband of pink lace.


* 2 mission reward points for completing this successfully


Quote:

User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 6B
Location: Elkmont, TN (United States)
Images:: x, x, x
General debriefing: In the rural outskirts of Elkmont, among the Smoky Mountains, there is a swath of land occupied by abandoned frontier cabins as well as some more modern abandoned homes. Local lover's lane legend of "The Goat Man" has recently spiked and been accompanied by some isolated substantial reports of suspicious activity after nightfall. This would ordinarily be deprioritized, but the recent decision of the National Park Service to catalog the abandoned cabins and decide which will be destroyed and which preserved necessitates expedited investigations.

Due to the distance between cabins and the wooded terrain, two civilian ATVs will be supplied. Although the area is abandoned, the possibility of the ATVs drawing attention necessitates civilian clothing. Interference is unlikely, but if you are caught by local authorities, have a cover story of being tourists exploring out of bounds due to the local ghost stories.
* C class difficulty level (must have a team of three, at least one of them must be an intermediate trainee)


MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to Survey Mission 6B. Once there, roll a 100-sided dice and match the roleplay to the results below, as well as any reactions. Players can continue rolling until any of the players roll a BOSS ENCOUNTER, in which case the BATTLE PHASE begins. See below for battle phase mechanics.
1- 10: The dilapidated one-room cabin you investigate appears to be empty of anything of interest. You turn to go through the single door, and when you step back into the darkness outside--you find yourself in the room you just left, as though you'd just stepped through the door in the other direction. A second attempt to leave is uneventful, and puts you outside as expected.
11 - 20: A cabin is already occupied by a skinny stray dog. It is not vicious but it is cringing and terrified, and if you attempt to catch it it will run outside and disappear into the trees. The windows and doors of the cabin were all closed when you approached.
21 - 40: The cabin here is reduced to a chimney and some foundation stones, but a rickety barn still stands. Should you choose to investigate, see below.
The barn appears, despite the general disrepair, to have been used recently for something. You find the following things in a row: an empty plastic container of the kind used to transport small animals, a small plastic kennel, a large crate of the sort used to house a dog (there is a very worn leather collar hanging on the corner), a pen with a dirt floor covered in the hoofprints of a goat or sheep, a stall full of fresh hay and the droppings of either a cow or a horse, and finally, a stall with an old farmer's jacket hung from the corner and a coil of rope in the center, cut cleanly through. There is, in the back of the barn, an old, crumbling table tilted slightly upwards, scored with a deep groove that is stained a dark reddish-brown.

41 - 50: You pass through a clearing. The distant trees silhouetted against the sky toss gently back and forth. It's quite lovely, really, until you realize that there is no wind.
51 - 60: A cabin with broken-in windows yields a plethora of graffiti. Most of it is unremarkable, but you find a heart with an arrow through it carved onto a crumbling mantlepiece and realize that the names inside of it are yours and your mission partners'.
61 - 70: You see very distinctly, passing through a close cluster of trees, the white shape of what at first appears to be a dog. Drawing up closer, it appears to be a stray goat, walking in a purposeful straight line directly away from you. Should you attempt to follow it, you will find that it always somehow manages to remain approximately twenty feet ahead of you despite never changing its speed, before it enters a copse and disappears entirely. It leaves no footprints.
71 - 80: You find what appears to be the remains of some squatters' party: empty beer bottles, cigarette butts, a cluster of dusty blankets, and some blurry, badly-exposed polaroids of partying twenty-somethings in a loose stack. In the background of about a third of these is the face of a handsome, bearded, but inexplicably strange-looking man that is always perfectly in focus and always staring at the camera. The final photo at the bottom of the stack was taken from the front door of the cabin: it depicts you, examining the photos.
81- 100: BOSS ENCOUNTER:
- You load up onto the ATV to set off to the next cabin, but its engine sputters and dies in classic horror movie fashion halfway to the next destination, near a small tree.
The tree shifts in a wind that you do not feel, and you realize that it is no tree at all, but a writhing shape something like a tree and something like the thrashing legs of a dozen goats. It immediately attacks. Occasionally you see in your peripheral vision the stock-still shape of a handsome, bearded, but inexplicably odd-looking man dressed in jeans and flannel, his hands in his pockets. As soon as you attempt to focus on him you find that he is no longer there.

- BOSS MECHANICS: This boss has 100 HP. Every time you attack it (following the general battle rules), you TAKE 8 damage. It appears by turns to bite you with heavily-toothed mouths on the ends of branches and to assault you with thrashing hooves. If no team member is defending you, you may feel a blow to your FEAR shield from behind or off to the side--only to find nothing there. Make sure to tally the boss's total HP (the damage you did to it) at the bottom of your post as well as your total HP and the damage you did that round. If the boss's HP hits 0, you have defeated it, and your team can now take the portal back.

* 2 mission reward points for completing this successfully


Quote:

User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 6C
Location: Centralia, PA (United States)
Images:: x, x, x
General debriefing: A mine fire has been burning underneath Centralia, PA since 1962. The town is now a ghost town, and FEAR monitoring at the site has spiked. You are being dispatched to investigate a possible source of the disturbance.

There are still five to ten living human residents of Centralia, but they have been deemed a non-issue. Civilian clothing recommended but not enforced.
* C class difficulty level (must have a team of three, at least one of them must be an intermediate trainee)


MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to Survey Mission 6C. Once there, roll a 100-sided dice and match the roleplay to the results below, as well as any reactions. Players can continue rolling until any of the players roll a BOSS ENCOUNTER, in which case the BATTLE PHASE begins. See below for battle phase mechanics.
1 - 20: While investigating a fissure in the concrete that is emitting a steady stream of smoke (although it has no smell, making it seem more like fog), you realize you are being watched by a skinny old woman on the sidewalk, in bare feet and wearing a bathrobe. She stares at you, retrieves mail from a mailbox, and then crosses the street to enter a ramshackle home you'd taken to be abandoned, all the while muttering something about "damn trespassing tourists." If you choose to pursue the matter:
The stretch of tarmac she walked across is scorching, blistering hot. If you knock on the door of the house you receive no answer. A quick glance through the windows reveals nothing but scattered debris.

21 - 40: You find one of the town's many enormous sinkholes, clouded with smoke and smelling noxious. From the corner of your eye you see a black shape scuttling across the rim, but by the time you turn to see what it is it has disappeared down into the hole.
41 - 60: The town is in a haze of mist or fog or perhaps low-lying smoke. A mangy feral dog half-lopes, half-limps down the street before disappearing into the rubble of an overgrown lot. If you follow it, you find that it has left charred pawprints that smoke where they pass through the brittle grass.
61 - 70: You find a smoking fissure in the earth, and inadvertently inhale a lungful. You are immediately beset by painful, terrifying hallucinations of twisted faces and the sensation that your skin or internal organs are on fire, burning abruptly and uncontrollably. The illusion is utterly realistic but fortunately short-lived: it passes within five or ten seconds.
71 - 80: Jokesters leave ominous graffiti all over Centralia--"HELP" and "I've Fallen In" next to deep crevices in old roadways--and so it is easy to ignore it. A particular neon green patch of it, however, is scored through again and again (straight through concrete) until it has been almost entirely defaced, and a shredded spray paint can lies nearby. A large streak of neon green paint runs from the ruined graffiti to the lip of a particularly dangerous-looking fissure.
81- 100: BOSS ENCOUNTER:
- You spy what appears to be an explorer or perhaps a resident: a young man of perhaps twenty in hipster glasses, smoking a cigarette and gazing down into a sinkhole. He looks up at you and smiles as the earth crumbles beneath his feet, sending him plunging down. You see him take a calm drag before he's swallowed up.
Barely a second passes before a great crawling shape heaves itself out of the sinkhole: a charred black being perhaps ten feet tall with a fiery gleam in the cracks of its joints, accompanied by little skittering, emberlike shapes that immediately launch themselves in your direction. It opens its glowing red mouth to roar at you, belching smoke and steam and the smell of sulfur.

- BOSS MECHANICS: This boss is a mob with a collective 100 HP. Every time you attack it (following the general battle rules), you TAKE 8 damage. You will need to deal with both the main monster and also the smaller living embers flanking it, although the latter can actually be stomped out as though they were cigarette butts, if they're in reach. Make sure to tally the boss's total HP (the damage you did to it) at the bottom of your post as well as your total HP and the damage you did that round. If the boss's HP hits 0, you have defeated it, and your team can now take the portal back.

* 2 mission reward points for completing this successfully


Quote:

User Image - Blocked by "Display Image" Settings. Click to show.Reconnaissance Mission S86
Location: The Sahara Desert (North Africa)
Images:: x, x, xx
General debriefing: The Sahara has been a strong hold of the Horseman Clans for millenia. Current events have created a demand for more widespread observation of the area, as well as a need for greater experience with the region among Hunters and trainees.

Duties include: Upkeep of base. Acclimatization. Regular patrols. Observe and record any aberrations found within the area. Capture specimens. Destroy threats to the human populace. Flagging A and S class threats for special dispatch.

Bring supplies for at least a three day stay as a base. Modified desert uniforms and gear are available from the Quartermaster. Extra charged runes are recommended.

* C class difficulty level (must have a team of three to five, at least one of them must be an intermediate trainee)


MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse for Reconnaissance Mission S86. You will roll at least 1 daily prompt for each of the hunters on the team, unless the mission ends early due to injury or further enemy interference.

Daily Prompts:
roll 1 d100

1: The ground shakes beneath your feet and cracks begin to appear in the distance when out of the sand a massive sand worm the size of the Empire State Building bursts out. Between its many segments you see tiny flashes of light that upon (dangerously) closer inspection appear to be suits of armour and weapons. Weapons with glowing runic marks. It towers above you and then smashes down upon the camp, destroying it easily. Roll 2d20 to determine your injuries. Your options are to either portal home and report, or stay and fight the creature known as The Armoury (HP: 9999)

2 - 10: Nothing happens.

11 - 20: An unusually large swarm of insects pass by the camp. They seem to pause and hover, blanketing the camp for several moments before moving on.

21 - 30: You find a stone stairway that leads to vine-covered underground temple, red flowers blooming all along its walls. You begin to hear voices, both strange and familiar. Should you get injured at any point during this, the vines will enter your body and begin growing inside your hunter. They will grow more paranoid as the days pass as well as hallucinating, the vines becoming visible under their skin after one day, and then blooming the next. Bringing them back to Deus will end their part in the mission, as they will need a two day day infirmary stay to be rid of the plants. A flower or vine-like scar will remain on their person.


31 - 60: Horsemen appear and attack your camp or patrol group.
((These can be either player character horseman you invite to battle (which will make your base RP points PVP points and worth 2 instead of 1 rp point) or you can battle against an automob who you will be able to possibly capture.))
Horseman AutoMob
(clan/appearance/name are your choice, though do follow the horseman guidelines for such)
HP: 60
Auto Damage: 5
Special: Should you bring their HP to either 0 exactly or 1, then you may viably capture them and bring them back to Deus. (Bonus Pay: $3000) otherwise they simply escape or dissipate.

61 - 70: Nothing happens

71 - 80: You discover an underground oasis. It's very enjoyable.

81 - 90: You fall through the sand into a stone room. Along the floor are piles of body parts. One of the piles begins to move, then several more. Roll 1d20 to escape back up the way you came or destroy a wall with your weapon. You must roll 11 or higher to succeed. Failure causes you to be mobbed by the creatures. Before you pass out, you notice their features changing to match your own. When you wake up, you are naked and alone except for your weapon's totem. You either escape under your own power or are rescued by your teammates.

91: Nothing happens.

92: You're attacked by figures of bone and rotting flesh, they move both mindlessly and as a unit, as it they were puppets.
Corpse Mob:
HP:30
Auto Damage: 3
Special: Every time you miss the auto damage is 6 instead of 3. When they are defeated they simply collapse into parts.

93: Nothing happens.

94 - 99: A sandstorm locks you into the base for the rest of the day. No more prompts may be rolled for that day.

100: Moths shot through with silvery veins begin to form a female figure. (post quote lizbot)

* 3 mission reward points for completing this successfully


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---
PORTRAITS

Y1 Cer
Y1 Uncert
Chimarii +1 (Int - Full)
Leereraum +1 (Int - Full)
LividPeas +1 (Int- Full)
Synnovu +1 (Int - Full)
Battle Card
Nerpin +1 (Int -> Full)
Chimarii
Chiickadee


Camp Lucy Portrait (By PyroGoth) +1 Trainee -> Intermediate
 
PostPosted: Thu Sep 13, 2012 9:49 pm
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Credits
Art @ Respective Artists
TiH and Deus Ex @ zoobey, Lizbot, and Marushii
Lex @ Me
 

Carhop Cavalier

Familiar Teenager

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