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THIS IS HALLOWEEN: Deus Ex Machina

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WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Nov 02, 2011 9:25 pm


Administration Text


After a certain point in a trainee's career as a Hunter, they will have either been on the island long enough, or gone through an ordeal dangerous enough, to merit an increase in their clearance level. And congratulations! If you are reading this, you now have level 2 access to the Island and it's facilities! We hope you enjoy the new and exotic locales, and find personal growth through our training facilities. Of course, with great responsibilities come actual responsibilities. This means duties, trainees. Chores. You can pretend they're missions if that makes you feel more important, but this s**t needs to get done, trainee, and your time leeching off the operation's dollar is now over.

Of course you'll get paid. Not much, but as a trainee? All you have to spend it on is crap snacks from the vending machines. Certain divisions will be getting certain duties more often than others, but expect to be rotated through everything at some point.

The training courses are not so much a duty as an expectation. Like reading up on monster lore in the library, we expect you to do this sort of thing on your own time. Don't want to bother? Then don't, and see where that gets you on the field.

Spoiler: It gets you dead, trainee.

Attached to this message you'll find a number of maps and portal codes to reach various areas. Please do your best to remember these, as they will be wiped from your hiPhone within 24 hours of this message.

Once again, congratulations on your psuedo-advancement!

And have a nice day.
PostPosted: Wed Nov 02, 2011 9:26 pm


The OOC


Intro:
This is a list and description of canon locations, duties, and training courses your hunter has access to. They are meant to be used as tools and RP fodder, for solos, prps, and orps. They are not OOCly mandatory, we just want to help RP along by expanding the information available to both you and your characters.

Duties:
these can be assigned to either individuals or a large group, but certain areas don't really merit a group of 6 or 7 trainees. If you'd like a large group in one of these areas, feel free to give a portion of the players alternative assignments, such as repairs, janitorial duties, and the like.

Training Courses:
these courses mainly competitive, rather than team-building. Like duties, they can be played by either an individual or a group. But not everyone has to take part in the course, as each one has it's own observation deck that can fit a nice-sized popcorn gallery. ICly, these courses are a where a great deal of betting and peen measuring is done among established hunters. Courses have division and rank bonuses (ICly these are simply an advantage of personal skill) so while not impossible to complete without these bonuses, divisions do have something of an edge in their training courses.

Notes: you can choose whether or not to c/p the course info and graphics into your RP thread, and adjust forms to however you feel most convenient. Please don't feel the need to focus training course RP on just dice rolls, the mini games are meant as an extra "for fun" type addition. There's nothing to earn through doing them beyond the context and situations they present, regular RP points, and character bragging rights.

Princesses:
Several of the courses include P-Type Golems. These are "princess" golems, they aren't terrifically durable or intelligent and are generally used for guard/defense simulations. They are controlled through a computer program rather than through another hunter. An interesting aspect of these golems is that their appearance can be that of any living hunter (not candidates, though.) Another interesting fact is that this is completely random. An even more interesting fact is that they always appear in a princess dress and hat. It is entirely possible that you may have to rescue Princess Caelius at some point. Or a princess version of any other hunter you know. The P-type golems often walk the line between amusing and just plain creepy. Princesses are also capable of speech and melodramatic reactions, but the labs have yet to make them anything approaching intelligent.


WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Nov 02, 2011 9:27 pm


DUTIES + the Quartermaster

Duties with the quartermaster--a position staffed by a rotating roster of NPCs-- are so varied that you'll often be flitting around the whole day. They oversees a small warehouse of both basic necessities, furniture, and standard issue uniforms. As such, they are grumpy, tired, and over tasked... so you better move fast.

Uniform Care: Sorting, washing, folding, storage and repair of standard issue coats and scarves. They come from "retired" hunters, good will, and other off-island shipments. Are they bloodstained and in need of care? (Some paler scarves may need to be dyed, after all...) Are coats perfectly serviceable besides a few loose stitches? Not to mention that not all coats come with the appropriate division embellishments-- someone has to do them. The logistical nightmare never ends.

Room Furnishings: Every new hunter that wakes up means that there's a need for a mattress, bed frame, nightstand, dresser and more. Do you need to re-seal the wood on an older dresser? Do you need to suffer by putting together IKEA furniture? Are the shipments of mattresses arriving in a timely manner, or are they late? Are you alone as you have to move furniture to and from the warehouse to rooms?

The Basic Supplies: While Deus expects hunters to supply themselves with many basic toiletries and supplies once they're established, they still help out the newly awoken trainees. They're given a set of sheets, basic toothbrushes and toothpaste, shampoo and conditioner, body wash, etc. These supplies come in from shipments, and taking inventory of them is not uncommon-- hunters love to pilfer whatever they can, after all.


The Cafeteria

The cafeteria is bland, its food is bland, and working in it is more of the same.

Food Handling: Not all food comes prepackaged... but a lot does. This duty is a lot of dealing with boxes and walk in fridges/freezers. The food arrives on pallets: giant bags of rice and dry beans, massive boxes of pasta, mountains of canned tomatoes, stacks of MREs, plus anything else that was on sale in bulk. Oh, and coffee. Lots and lots of bad, cheap instant coffee. On occasion, fresh fish comes in from hunters that have caught it themselves for a bonus-- but even then, it gets frozen and stuck into a horrifying frozen fish walk in freezer, and near everyone draws straws to avoid cleaning it. Once it's stored, inventory needs to be taken, and "best by" dates need looking at and treated like a suggestion rather than a guideline.

Food Prep: Not fun, but hey, at least you're not alone. Giant rice cookers, veritable vats of beans, tall stockpots of various (bland) soups, and heaps of overcooked pasta fill the sad, sad kitchen. Enough suckers don't want to pay for food, so cafeteria food is abundant. A small crew work it, and there's enough downtime to talk as you putter and wait-- well. And do the dishes. There are a lot of them.

Food Serving: Someone has to slop the food onto the trays, refill the giant serving platters, and start fresh (ish) coffee. Cleaning up the inevitably gross mess that hunters leave behind is part of this, as foot traffic is rarely high outside of peak meal hours. Cleaning off trays, wiping down tables, and tossing out the trash that others were too lazy to. Feel free to chat with your friends that come by, so long as they don't distract you for too long.


Other Clearance Duties

  • Dormant Pod Observation
  • Care and Feeding of Minor FEAR Manifestations
  • Culinary Preparations and Sanitation
  • Portal Observation and Defense (various)
  • Renovation of Local Landmarks
  • Training
PostPosted: Wed Nov 02, 2011 9:29 pm


The Sleepers

Accessed via hidden lab entrance, the first thing you'll see is a giant console full of monitors, each holding several video feeds and numeric readouts. This is where the sleepers are kept. Hunter Candidates that are either unable to wake up yet or have yet to make the necessary choices. The feeds contain dozens, possibly hundreds of faces. At first glance, they may appear to be simply sleeping sleeping, but after several minutes of total stillness they are closer to resembling dolls. Behind the monitors lay row after row of pod, each neatly marked with a name, entrance date, and serial number.

The instructions that come with this area explain that attempting to wake one of these candidates on your own will likely result in them dying, waking up a vegetable, or waking up insane. Parts have also been known to react badly to the trauma of waking up. If you are in need of personal counseling on this subject, please contact Division Leader H, Division Leader Caelius, or their respective assistants.

The Minipet Labs

A growing section in the Life wing, it's marked by a hand written sign...

Lab Sign
The Petting Zoo
Handlers must have prior approval for walkies.



Behind it's door are several large, well-lit rooms filled from floor to ceiling with glass tanks. In nearly every tank was a minipet, staring out with any number of expressions, from welcoming curiosity to vicious anger. The techs have been trying to make the tanks more comfortable or at least entertaining for the creatures. A scareon bats a small ball about, a floresce circles a tiny plastic castle, a burning wish sets a blanket on fire. Some attempts are obviously more successful than others.

The minipets are studies in various ways, two of which trainees participate in. First is feeding. The hunter labs have been stocking up on FEAR candies a great deal recently, and most of the minipets are on a set feeding schedule, which is adjust every so often. The second way is through interacting with the minipets. Basically just taking them out and playing with them inside the lab area. Minipets cannot be outside of their tanks for more than an hour at time, per day. Otherwise they begin to lose shape, eventually returning to unformed FEAR.

Losing a minipet due to negligence would be ill-advised.

The Kitchens

Accessed via cafeteria back door, the facility boasts an industrial size kitchen. Trainees are mainly given prep work: cleaning this, cutting that, stirring this, and clean up after. Nothing too spectacular, however...

In one corner of the room there is a plump little woman who is likely taking cookies out of the oven. In her crisp white ruffled apron, her snowy hair piled on top of her hair in a large bun, and cheerful blue eyes peeking out behind a small pair of spectacles, she is the envisioned ideal of grandmothers everywhere. Plus...cookies.

But everyone entering the kitchen is given a warning: that woman is not human.

She's not from Halloween either. Though tainted with FEAR, her physical make-up is something else entirely. She just appeared out of the blue one day, all wide sparkling eyes and vacant smiles, and creeping the hell out of a couple of Hunters. Doctor H had her stay in the labs while they tried to determine her threat level. After awhile, he let her go just to see what she would do. And so she came to the kitchens and started baking cookies. Constantly. She doesn't seem to sleep, or speak, and so far has only been seen eating her own cookies.

The cookies themselves, may be eaten in moderation. They've been tested for drugs, and so far nothing recognizable shows up, but they have proven to be mood altering. Test participants described them as causing giddiness and strong feelings of happiness in short bursts, often followed by problems sleeping due to "expecting something really amazing any second now."


She gone.

School Gym/Town Area

Guard: The school gym hardly looks like the site of a massacre, save for a few remaining bloodstains the clean-up crew missed the first, second, and third time. The portal sits on an elevated platform in the center of the gym, surrounded by wooden floors, bleachers, and even a ball cage. This is one of the more popular guard areas, as besides basketballs, there's also a large cache of sports equipment stored in the basement.

Construction Work: Outside the gym lies what remains of the abandoned town, now undergoing renovations. While the horsemen had been stuck on the Island, they destroyed much of the town, and lived in the remains. Now that they're locked out, instead of in, the council has decided to rebuild once again.

The Lighthouse

Guard: Only the top of the lighthouse is accessible, and the room is pretty bare except for a small table and bookshelf. The view, however, in one of the best on the island, and a perfect spot for ranged hunters to keep an eye out for flyers. There are no visible booby traps in the room, but those guarding the location are given a special emergency portal code to use only when and enemy has invaded the room.

Those curious about as to why the rest of the lighthouse is unusable may open the chamber door. Looking down they'll see what remains of the stone steps floating in mid air, slowly circling inside the tower. A parting gift and reminder.

The Underground Labs

Only the basement and first level are currently accessible, making this duty one of the most demanding, as the assignment includes both guarding the portal and clearing out the debris from various explosions that had taken place. Fairly dangerous and unpleasant work, may be done through C-type golems.

Jungle Outpost

What's a mysterious island without a jungle? This one is fairly thick with vegetation, unfriendly creatures, and fog. This outpost is one of the more dangerous ones, as creatures tend to run to ground here. Halloween creatures. The outpost itself is a sturdy, walled, high hide up in the trees, a rope ladder hangs down for those who need to investigate.

Underwater Observation Post

Not for the claustrophobic, this is a station submerged underneath the island that floats along with it. Shaped like a giant metal pill, one side is metal, and houses the portal, readout equipment, a console full of observation monitors, and a few pieces of comfort such as a table, chairs, and books. The other half is made of thick, clear plastic, allowing a full and unobstructed view of the local underwater life.

In the distance, it's not unusual to notice massive shapes moving in the distance, and it's the purpose of this station to keep an eye for any of these, or anything else unusual, coming too close to the island. The Island of Deus Ex Machina floats quietly along the edges between this world and that of Halloween, and with that comes certain, calculated, risks.

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Nov 02, 2011 9:30 pm


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Sun Hunter
SHADOW RUN



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General Information
The Shadow Run is both the simplest and most dangerous training course that can be run without a golem. A flurry of continuous attacks is what the Sun Division holds in highest respect, and the course reflects that. The course itself is a simple tunnel, reached via portal. Within the tunnel await hundreds of weak, hungry shadowlings. Nothing to worry about on their own, but capable of overwhelming a Hunter through sheer numbers at the first moment of weakness. At the other end of the tunnel is another portal, leading back to the course observation booth.

If you fail: your character is KO'd, but there's always a senior hunter in the observation booth with enhanced bandages at the ready. They should reach you in time. Really. Trained and trusty professionals on-hand 24/7.

If you win: peen points and bragging rights to those who take out the greatest number of shadowlings and go the most turns without needing to attempt a recovery maneuver.

    Mechanics
  • You must get through 5 waves of attacks to make it through the tunnel.
  • Simply roll for attack as you would in battle.
  • If you miss, your character falters in their attacking and is overwhelmed by shadowlings.
  • After 3 successful hits, you may use your weapon's charge attack.

    Bonus Mechanics
  • This bonus is consumable.
  • The bonus in this course is in the form of "recoveries" ~ these are would-be missed attacks that are quickly recovered and turned into a successful hit. Basically, they can miss once and roll again for an extra try. If you keep consecutively missing, though, and run out of recoveries, it's lights out. These do not equal an automatic pass for a round, you still have to land a successful hit to proceed.

  • Trainees: 0 recovery
  • Sun Trainees: 1 recovery
  • Hunters: 1 recovery
  • Sun Hunters: 2 recoveries




Status

Wave: (current wave number)

Attack Dmg:
Total Shadowlings taken out:
Recoveries left:


[quote="Status"]
[size=14][color=#00BFFF][b]Wave: (current wave number)[/b][/color][/size]

[b]Attack Dmg:[/b]
[b]Total Shadowlings taken out:[/b]
[b]Recoveries left:[/b]
[/quote]
PostPosted: Wed Nov 02, 2011 9:32 pm


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Moon Hunter
PRINCESS ISLAND



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General Information
Maintaining a superior defense is the pride of the Moon Division, defending even at the expense of attacking. However, this can be hard, especially for trainees who just got new magic weapons full of glowing and powers. Thus the Princess Island. At the center of the island sits a princess who will do absolutely nothing to protect herself, and it's up to you to build defenses that will withstand shadowling attacks so she she doesn't die in a horribly realistic manner.

There's four main paths for shadowling's to travel through, and you have 3 types of building materials to create your defenses from: straw bales, wood, and bricks. The sturdier the material, the sturdier the barrier, but the fewer you can build in the allotted time. After a set amount of time, the princess will crush a pumpkin pill, attracting varying amounts of lurking shadowlings. You get to watch helplessly from the observation station, without getting to attack yourself.

These creature are extremely weak and ill formed, coming up against a solid defense they will disperse, but in turn they also weaken said defense. When a defense goes down, they go right to the princess and attack her. Should she survive the wave, you get to go back down, rebuild, and do it again.

If you fail: the princess has died, horribly, and you've wasted a lot of time on this only to look fairly incapable. All things considered? Most pleasant course to fail.

If you win: peen points and bragging rights go to those with the healthiest princess and lasted through the most attack waves.
If you choose to go beyond 5 rounds, switch the enemy dice roll to 4 d20s.


    Mechanics
  • Your princess has 20 hp
  • First, roll the strength of you defense, using the dice for whichever building type you choose.

    Brick: 4 d12
    Wood: 8 d6
    Hay bales: 12 d4

    The order of the die determine the HP for each barrier location. For example, with bricks, rolling 5/6/8/1, would mean that path 1 has 5 HP, path 2 has 6 HP and so on. With a wood roll of 3/3/3/1/2/5/5/2, the first 2 dice would equal the amount of the first path. Brick would be the least math-y of the building materials (you lazy asses.)
  • Roll 4 d12 for the attacking forces. Once again the order of the dice correspond with the path being affected. Then do the math to determine the status of your defenses and princess.
    Example:
    My defenses are 5/6/8/10
    The attackers are 3/7/3/8

    The result defenses are 2/-1/5/2
    Negative numbers are taken off the princesses HP, leaving her at 19 HP.
  • Go back and rebuild your defenses in the same manner as before, you'll be building on top of old defenses so you add the new defense HP to the remaining defense HP. Negative numbers = 0 HP for the defense, not negative HP.
  • Minimum rounds to complete the course is 3

    Bonus Mechanics
  • Their defense expertise allows them to build slightly sturdier barriers. This applies to all paths that start at 0 hp. They do not stack. So if you are re-building on a barrier that lasted from an existing round, this bonus does not apply, as it is already still in effect.

  • Trainees: 0 hp bonus
  • Moon Trainees: +1 hp bonus to each path
  • Hunters: +1 hp to each path
  • Moon Hunters: + 2 hp to each path




Status

Wave: (current wave number)

Path 1 HP:
Path 2 HP:
Path 3 HP:
Path 4 HP:

Princess HP: /20


[quote="Status"]
[size=14][color=#00BFFF][b]Wave: (current wave number)[/b][/color][/size]

[b]Path 1 HP:[/b]
[b]Path 2 HP:[/b]
[b]Path 3 HP:[/b]
[b]Path 4 HP:[/b]

[b]Princess HP:[/b] /20
[/quote]

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Nov 02, 2011 9:33 pm


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Mist Hunter
The Miss Taken Tower



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General Information
As the general, jack-of-all trades division, the Mist Hunter training course is a combination of the other divisions' training challenges and also one of the more complicated. The goal of this course is to rescue the princess in the tower. Below her, you'll find yourself confronted with a number of shadowling attackers, and beyond them, a room of only slightly deadly traps. But even should you reach her location, you still need to pick the lock on the manacles holding her in place. Unskilled fiddling with the locks will prove unhealthy for both the princess and yourself. And once that's done, you need to make your way back down through the traps and shadowlings, defending the princess the whole way.

The Miss Taken Tower is one of the most challenging and frustrating courses available.

If you fail: your princess dies, and you are quite possibly KO'd. Senior hunters are observing and will make with a timely rescue as needed.

If you win: the princess will adore you for the rest of her exceedingly brief existence. Peen points for 100% health for you and the Princess, shadowlings fought, going for consecutive rescues.








  • Part 1
    Mechanics
    - roll your regular attack
    - roll your regular attack again
    - if you miss an attack, you lose 50% of your full HP
    - if you have an available recovery bonus, you may try to use that to avoid HP loss

    Bonus Mechanics
    - This bonus is consumable.
    - for the Mist Course, it is recommended you review the mechanics of the other division courses, as the division bonuses carry over.

    - Trainees: 0 recoveries
    - Mist/Sun Trainees: 1 recovery
    - Hunters: 1 recovery
    - Mist/Sun Hunters: 2 recoveries


  • Part 2
    Mechanics
    - there are two steps worth of traps in this room, so you'll be rolling twice

    - roll 1 d10 to determine what your character is about to step into
    - use your bonus mechanic to adjust as you can
    - adjust your HP and bonus count accordingly
    - roll 1 d10 to determine what your character is about to step into
    - use your bonus mechanic to adjust as you can
    - adjust your HP and bonus count accordingly
    - roll list: (feel free to get creative about what the traps actually were)
    (-50% HP is off your full HP, so if you hit -50% twice, then you are 100% KO'd)

    01. horrible death
    02. - 50% HP
    03. - 50% HP
    04. live
    05. live
    06. - 50% HP
    07. horrible death
    08. - 50% HP
    09. horrible death
    10. live


    Bonus Mechanics
    - This bonus is consumable.

    - Trainees: 1 flag
    - Mist/Death Trainees: 1 flag and one instinctive move
    - Hunters: 1 flag and one instinctive move
    - Mist/Death Hunters: 1 flag and two instinctive moves


  • Part 3
    Mechanics
    - use the given roll for your hunter to try and open the lock on her right manacle. Rolling a 1 means you fumbled, and the cuff exploded causing both you and the princess to lose 50% of your full HP.
    - roll to repeat the process on the left manacle.

    Bonus Mechanics

    - Trainees: roll 1d4
    - Mist/Life Trainees: roll 1d6
    - Hunters: roll 1d6
    - Mist/Life Hunters: roll 1d8


  • Part 4
    Mechanics
    - roll 2 d8 to determine your defense against the trap area.
    - roll 2 d8 to determine how much trap damage targets the princess.
    - adjust her HP accordingly
    - roll 2 d8 to determine your defense against the shadowling area.
    - roll 2 d8 to determine how much shadow damage targets the princess.
    - adjust her HP accordingly
    - leftover defense does not stack

    Bonus Mechanics

    - Trainees: +0 defense
    - Mist/Moon Trainees: + 2 defense
    - Hunters: + 2 defense
    - Mist/Moon Hunters: + 3 defense




Status

Stage: (current stage number)

Your HP:
Princess HP: /20

Stage 1 Recoveries:
Stage 2 Flags and Instincts:
Stage 4 Bonus HP:


[quote="Status"]
[size=14][color=#00BFFF][b]Stage: (current wave number)[/b][/color][/size]

Your HP:
Princess HP: /20

Stage 1 Recoveries:
Stage 2 Flags and Instincts:
Stage 4 Bonus HP:
[/quote]
PostPosted: Wed Nov 02, 2011 9:45 pm


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Life Hunter
BATTLE ARENA



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General Information
The portal opens up into an observation room, and down the stairs, an odd chamber for something like hunter training. At the center of a piranha-filled pool stands a solid stone table and several chairs. The Life Arena was built underneath the demolitions and ballistics testing areas, and the chamber rumbles with the occasional explosions above. Pinpoint red lasers sweep across the room regularly, as if hidden snipers are searching for a nice target. In the center of the table sits a wooden tower, made up of smaller wooden blocks. Yes. That's right. The Life Hunters prefer to train via Jenga.

Note: Distraction techniques and Yo Momma jokes are considered viable weapons when playing competitively.

If you fail: you have knocked down the tower! A small dart hits the back of your neck. You come to several hours later, and hope Dr. H didn't do anything to your body while you were unconscious. When you look into the mirror...

If you win: you have reached 50 points! You get a sharpie marker to do with as you please. peen points go to those with the highest scores.

Group Play
Playing in a group on any course means certain things can be shifted to make it a better experience for multiple people without holding anyone back.
An approved group play alteration for the life arena goes as follows:
When someone knocks the tower down, they are shot with a weaker dart. They will wake up 5 minutes later, the game can be reset back to the point before it fell by placing their hands on the table and saying the word, constructum. This allows them to start again where they left off instead of the beginning. They can take up to three of these darts before passing out for an hour, the game will not reset for them and they will need to try again from the beginning.


    Mechanics
    - by carefully removing pieces of the tower, you earn points and advance to the next round. As the rounds continue, the odds grow steadily against you. Rolling a 1 at any point means you have knocked down the tower. Please do enjoy your mystery dart. Anything after reaching 50 points is purely for peen.

    - you may roll pieces individually (suggested for group play) or in batches of 5 (basically, a full round.)

  • Round 1

    Pieces: 5
    Points per piece: 1
    Trainee Roll: 1d10
    Life Trainee Roll: 1d12
    Hunter Roll: 1d12
    Life Hunter Roll: 1d20

  • Round 2

    Pieces: 5
    Points per piece: 3
    Trainee Roll: 1d8
    Life Trainee Roll: 1d10
    Hunter Roll: 1d10
    Life Hunter Roll: 1d12

  • Round 3

    Pieces: 5
    Points per piece: 4
    Trainee Roll: 1d6
    Life Trainee Roll: 1d8
    Hunter Roll: 1d8
    Life Hunter Roll: 1d10

  • Round 4

    Pieces: 5
    Points per piece: 10
    Trainee Roll: 1d4
    Life Trainee Roll: 1d6
    Hunter Roll: 1d6
    Life Hunter Roll: 1d8

    Bonus Mechanics
  • Life Hunters train for precise hand eye coordination and exceptional judgement, thus they have a slightly lower chance of knocking down the tower.






Status

Round: (current round number)

Pieces Taken:
Total Points:



[quote="Status"]
[size=14][color=#00BFFF][b]Round: (current round number)[/b][/color][/size]

[b]Pieces Taken:[/b]
[b]Total Points:[/b]

[/quote]

WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Nov 02, 2011 9:48 pm


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Death Hunter
DEATHSWEEPER



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General Information
The large stone cavern with the tiled floor and large yellow smiley face is likely familiar to at least several trainees, and may even feature in a few nightmares from time to time. Welcome to Deathsweeper, the training course that may only be attempted via c-type golem, and often acts as a testing ground for the Life Division's more painful creations. Stealth and detecting imminent danger are vital for Death Hunters and anyone who has to spend extended amounts of time near Caelius. The Deathsweeper chamber is full of hidden traps that only the finest of survival instincts can survive unscathed.

If you fail: you get to once again relive the sensation of dying. Painfully and sometimes quite strangely.

If you win: you have survived stepping 5 tiles into the room. Anything further is purely for peen and bragging rights.


    Mechanics
  • roll 1 d10
  • check for hp loss and death
  • decide whether or not to use your bonuses
  • if you survive, repeat.
  • roll list: the traps are ICly constantly changing, so feel free to get creative as to what exactly those traps are!
  • -50% HP is off your full HP, so if you hit -50% twice, then you are 100% KO'd

    01. horrible death
    02. - 50% HP
    03. live
    04. live
    05. - 50% HP
    06. - 50% HP
    07. horrible death
    08. - 50% HP
    09. live
    10. horrible death

    Bonus Mechanics
  • This bonus is consumable.
  • All participants get a flag, this flag will allow your character to notice something about the area they're stepping into. OOCly this means you can adjust your rolled number, up or down, by one point. Instinctive moves are used in the same manner as flags. These are stackable, so if you have 1 flag + 1 instinctive move, you can use them up in order to adjust your roll by two.

    (If you roll a 1, you may not move your number down to 0, -1, or 10. And 10 cannot be adjusted to 1 or 11.)

  • Trainees: 1 flag
  • Death Trainees: 1 flag + 1 instinctive move
  • Hunters: 1 flag + 1 instinctive move
  • Death Hunters: 1 flag + 2 instinctive moves




Status

Step: (current step number)

HP:
Flags:
Instinctive moves:


[quote="Status"]
[size=14][color=#00BFFF][b]Step: (current step number)[/b][/color][/size]

[b]HP:[/b]
[b]Flags:[/b]
[b]Instinctive moves:[/b]
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PostPosted: Wed Nov 02, 2011 9:49 pm


External Outposts

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gaia_crown Amazon Outpost #4 - A low technology base, with two dilapidated buildings: one for the offices, and the other for bunking. All filing is done by hand initially, as are all experiment results. One person inputs them into a computer, which has somehow survived the 80s because runic power saves everything. It focuses on plants from Halloween and how they take root in the human world, and a few other vague things. Expect a lot of manual labour in the gardens, and careful data recording in ink on clipboards.


gaia_crown Antarctic Outpost #12 - A tiny outpost that consists of three tents. Led by a gruff older woman, it's more plagued by penguins and seals than anything else. Most of it is spent monitoring fear with some handheld devices, walking long perimeters, and being very cold.


gaia_crown NEW 10/22/17: Hongkong Main Branch (Outpost #1) : Posing as a very sizeable restaurant and casino, this place is bustling with international travelers. Why so many civilians? - the better to keep an eye on them. While the first floor serves as a front for the casino and restaurant, where mahjong is a casino specialty, there lie 4 floors underneath the operation, each floor representing a different tier of work. All those who work at the branch are fluent in English.
  • Floor 1: Public intel: a series of banquet and more private casino rooms. Each one is closed off, perfect for some one-on-one talking and work.
  • Floor 2: Meeting rooms and living space. Large hotel-like living quarters and majestic meeting rooms describe this floor. With personal showers, fantastic electricity and plumbing, this place makes even the main island perhaps reconsider itself sometimes. However, it follows the same rules as regular Deus in which only "intranet" can be used, to communicate with any other Deus bases/locations.
  • Floor 3: Research. The HongKong main branch specializes in creating a runic system based off pictograms instead of "letters", similar to chinese characters versus the traditional alphabet. Research is put into how these runes interact differently from the main HQ, and the results given.
  • Floor 4: Prisoners: Like any good base, a place needs to be kept for prisoners. This is where they secure Horsemen, errant Ourboros followers, and even Hunters that abandon their duty. Cells are tiny and crammed, but the food is still surprisingly good.



gaia_crown NEW 10/22/17: Toronto Main Branch (Outpost #6):
After the Delta madness, more Hunters were asked to assemble to Canada to combat any other emergencies. A direct portal line goes from Toronto to Delta (where Day Zero happened, and also, had to be covered up). They are responsible for the disposal and clean-up of any other "Creation virus" infected individuals, and have to consistently battle the undying as well as deal with possible threats from Ourboros and even human agencies. Highest alert and discretion is advised.
The Toronto Main branch is located at an abandoned ski lodged roughly 3 hours north of the actual city.


NEW 10/22/17 exclaim gaia_crown CHECK OUT MORE HERE exclaim (all these listed are good to rp, unless stated otherwise!)

WE ARE HALLOWEEN
Captain

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WE ARE HALLOWEEN
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Blessed Member

PostPosted: Wed Nov 02, 2011 9:54 pm


RUNIC WEAPONS PRACTICAL EXAM

Runic weapons were originally intended for the purpose of a single use, due to the expenses and short resources of runes. However, due to what is being filed under emergency situations, the need for runic weapons in combat scenarios other than a single time use has arose.

While it may be great and wonderful to give everyone multiple use Runic Weapons, it is imperative that Hunters must know how to use them first. This is the practical exam to receive your license to actually use a Runic weapon outside of it's one time use. You only need to complete the test ONCE PER WEAPON and you are good. Please note the prerequisites:

gaia_crown [ Runic Weapon Practical Exam Prerequisite:]

gaia_star Must have one advanced runic weapon (the one you want to upgrade
gaia_star Must not be a Hunter on probation ICly at the time of taking exam
gaia_star Must take this exam solo!

gaia_crown [ The Practical Exam:]

gaia_star Start an [ EXAM PRP ] This exam has three stages. There will be a Hunter monitoring your exam progress (Sun OR Moon OR Mist). You can NPC their critical gaze at you. Score yourself for each part. If you score over 60 points, that is a pass. Otherwise, you have to do this again. You will need to rp out each part

gaia_star [ PART ONE ] In the first post, have your character demonstrate they know how to use the runic weapon. They will have to fight a mob, and use the runic weapon on the mob. The mob has unlimited HP:

- If they FAIL using the runic weapon on the mob (ie: miss), their score is 10 for this part. The Hunter doing your exam judges you greatly.
- If they PASS using the runic weapon on this mob, their score is 20.

gaia_star [ PART TWO ] In the next post, have your character use it in battle. You are given a test unlocked runic weapon. It does 2d10-8 damage at any point in time. You cannot use your actual weapon for this part. You must defeat a training dummy with 30 HP with the given runic weapon. You cannot activate any special abilities other than the 2d10-8 roll.

- If you take 3 turns or LESS to defeat it, you score a perfect 30 for this part. The judge is impressed
- If you take 4-6 turns to defeat it, the judge is neutral. You score 20 points.
- If you take 7 or more turns to defeat it, the judge is not impressed. You score 10 points.

gaia_star [ PART THREE ] You need to craft customized runes for your weapon. There are a bunch of runes, but only a few match for the weapon.

- Roll 10d4. Look at every single "1" roll in your post. Those are the runes that are usable.
- If you have 5 or more runes, you get a full 30. Remarkable! The examiner is surprised.
- If you have 3-5 runes, it is acceptable. You get a pass. 20 points.
- If you have less than 3 runes. Well... it could have been better. 10 points.

gaia_star [ PART FOUR ] This is the last and most important part. This is where you get to show the examiner everything you've learned by dissembling and reassembling your weapon.

- Roll 1d10. If odd, you are able to take it apart and assemble it. You get the full 20 points. If even, you kind of forget how to. You get NO POINTS for this part.

gaia_star [ FINALE ] That's it! You are complete! Go ahead and add together your points tally. Remember you need 60 points to pass. If you do pass, the Hunter begrudgingly takes your runic weapon. It will take around 3-5 working days for it to be upgraded. If you fail, they tell you to come again when you're actually ready. Now, please see below if you PASS on what the practical weapons unlock do:


ALL UNLOCKED RUNIC WEAPONS

[ Unlocked Advanced Runic Dagger:
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- The weapon has been beautifully polished, upgraded from its original advanced form. The runes you assembled seem to work well on it. It reminds to your signature only, meaning anyone else trying to use it will get a nasty shock! This weapon can now be used for practical combat purposes.
- Roll 2d10-8 to use it. This replaces your weapon roll. You can pick one, or two daggers for rp effect (they do the same effect/damage).
- You can also still use its original use as an advanced runic weapon. This means it is both your advanced runic weapon and an alternate use weapon for emergency situations (just in case your actual weapon goes a little quiet!).
- You can only use one advanced/ basic runic weapon just as a reminder per battle, and this one counts as well!
- You cannot upgrade this weapon further.

[ Unlocked Advanced Trapping gun:
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- The weapon has been beautifully polished, upgraded from its original advanced form. The runes you assembled seem to work well on it. It reminds to your signature only, meaning anyone else trying to use it will get a nasty shock! This weapon can now be used for practical combat purposes.
- Roll 2d10-8 to use it. This replaces your weapon roll. It shoots out runic bullets when you use it, and acts like a handgun.
- You can also still use its original use as an advanced runic weapon. This means it is both your advanced runic weapon and an alternate use weapon for emergency situations (just in case your actual weapon goes a little quiet!).
- You can only use one advanced/ basic runic weapon just as a reminder per battle, and this one counts as well!
- You cannot upgrade this weapon further.

[ Unlocked Advanced Runic Torch:
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- The weapon has been beautifully polished, upgraded from its original advanced form. The runes you assembled seem to work well on it. It reminds to your signature only, meaning anyone else trying to use it will get a nasty shock! This weapon can now be used for practical combat purposes.
- Roll 2d10-8 to use it. This replaces your weapon roll. It works like an impromptu flamethrower when used this way.
- You can also still use its original use as an advanced runic weapon. This means it is both your advanced runic weapon and an alternate use weapon for emergency situations (just in case your actual weapon goes a little quiet!).
- You can only use one advanced/ basic runic weapon just as a reminder per battle, and this one counts as well!
- You cannot upgrade this weapon further.

[ Unlocked Advanced Runic Chains:
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- The weapon has been beautifully polished, upgraded from its original advanced form. The runes you assembled seem to work well on it. It reminds to your signature only, meaning anyone else trying to use it will get a nasty shock! This weapon can now be used for practical combat purposes.
- Roll 2d10-8 to use it. This replaces your weapon roll. It works like a weighted chain when used.
- You can also still use its original use as an advanced runic weapon. This means it is both your advanced runic weapon and an alternate use weapon for emergency situations (just in case your actual weapon goes a little quiet!).
- You can only use one advanced/ basic runic weapon just as a reminder per battle, and this one counts as well!
- You cannot upgrade this weapon further.

PostPosted: Wed Nov 02, 2011 9:55 pm


S.P.E.C.T.R.E, a practical watch application.

After much testing, it seems like Project Spectre has finally launched live for all Deus applicants. A small test however, to certify that you are not stupid is required to obtain one. Project Spectre is a collaborative project between all divisions to bring as much information as possible in a concise format during exact missions. The Life Division provides the fancy tech, the Death Division begrudgingly gives otherwise impossible to obtain mission data, the Sun Division provides combat details, the Moon Division outlines civilians and how to treat them properly, and the Mist Division provides additional side mission information.

The goal: a unified interest in what is going on.

gaia_crown [ What can SPECTRE do? ]
Spectre has several built in functions. This however, does not double as a cellphone meaning, it cannot tweet, it cannot send texts, you cannot call people with it. Once attached to your wrist, it will not be removed by any amount of force, unless you enter the correct access code onto the watch itself.

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The interface is SPECTRE is sleek and easy to understand, for those who may possibly be very terrible with technology. It endures pretty much everything including potential apocalypses, and is waterproof, weaponproof, and mostly stupidproof. Some functions of SPECTRE are locked, and cannot be opened until a Hunter has obtained clearance. It comes with these base functions:

- Voice recognition and command to access UI options (see below)
- Passcode encrypted
- Fingerprint encrypted
- Waterproof/damageproof/shockproof/portal proof
- Lifetime battery
- Self destruct sequence


gaia_crown [ TO OBTAIN THIS WATCH ]: You will need

gaia_star [ 25 rp points or more for this character ]: This is NOT used up, this is just a base threshhold check that your Hunter has 25 points of RP or more.
gaia_star [ 1000 dollars deposit fee ]: See bottom post for earning rates for Hunters
gaia_star [Weapon Obtained ]: Have obviously, obtained their weapon in the weapons cove




ALL SPECTRE FUNCTIONS


gaia_crown [ OPEN WORLD MAP SPECTRE comes with an open world map feature. It will simultaneously record map data that you are pinging from its signal, and project all obtained data. SPECTRE cannot project map data of places that have not been visited, or areas that have not been recorded with it. There are also areas of top security that it will not project, such as Deus Ex itself.

OOC: You can now see the map data for all EM missions. This does not mean your Hunter immediately knows what it is, but s/he can see the building shapes and road shapes around them in more detail (such as the insides of them/ any civilian life/ potential foes/ etc). This is just purely for RP flavour text.

For GM ORP missions, a GM will specify if the watch works or not. If it is a new location, chances are it will not work. Old locations will work. An RP specified that location is recognized means your Hunter will have an easier time navigating, and a map will be drawn/put up of the location of what your Hunter can see.

For PRPs you can apply this to self run missions as you please.

GM Bonus: If you are a Sun Hunter the open world map will also detail hostiles and their weaknesses (rp flavour text). You will get an addition critical damage bonus. In any EM, when you roll two dice that are identical (ie: 8, cool , do NOT apply the damage modifier. This obviously applies only to hostiles, and not in any sparring situations.

gaia_crown [ CIVILIAN INFORMATION ]: SPECTRE now provides detailed information on civilians, including a quick name scan, background scan, and scan of any injuries, fatal or otherwise, and a quick synopsis of how to deal with these injuries until experienced help comes.

OOC: In any RP if you see a civilian, you can make a name/background for them, as long as it is within reason (as long as it is not a GM ORP). You can apply extremely basic first aid to civilians injured.

Division Bonus: If anyone in Moon Division carry Runic Bandages, the watch will recharge their bandage one additional time. Once again you can obtain runic bandages here. This can be used in an PRP/ORP/Mission ORP/ GM ORP, once again once PER thread.

gaia_crown [ Radio Broadcast : This is the most important and powerful application to SPECTRE. It will broadcast you to all members within a 10 mile radius. It is a secure radio communications line. As long as no external interference is blocking communications, you will be able to quickly broadcast to each other simply by hitting the channel and communicating. This is an open broadcast, meaning everyone can hear you across the channel. This feature is used for missions only.

Division Bonus: Anyone within Mist Division has a private division communication line. That means that they can communicate to anyone within Mist Division without broadcasting openly to other divisions.

gaia_crown [ Hunter Data ]: This is a locked ability. To obtain this, your character must have gone on at least one EM successfully at any point in time AND be an Intermediate Hunter. Your character will immediately be able to see information the name of who you are talking to. It will also display their division, specialization, rank, and where they are residing. It will also show the location of Hunters on island, as long as they are within the Life Labs, Lighthouse, Pod Rooms, Training Fields, or Main HQ and are on duty (OOC: Please use the last part only as RP text, so if you are looking to locate a Hunter and you have their IC permission, you can just find them).

Division Bonus: Due to the nature of the division, anyone in Death Division intermediate or higher is immediately not listed in the data record (save leads/assistants/division specialists since they are shining beacons of hope or whatever).

gaia_crown [ Runic Pulse ]: This is a locked ability. To obtain this, you must be a Rune Master AND an Intermediate Hunter or higher. When in combat, you can emit a runic pulse, which will temporarily shockwave and stun everything hostile around you. This will let you escape from combat. This is only applicable to NON GM rps. This only applies to FEAR creatures.

OOC: This means in an EM if you encounter a boss, you can escape one boss by using the runic pulse. This is a one time use. Cannot be used in ORPs.

Division Bonus: Anyone in Life Division when you use this pulse, you also broadcast to all Hunters your location. This allows you to summon an additional Hunter to the party (exceeding the max EM limit). The summoning is done through the additional party entering the portal, assuming portals are open.

gaia_crown [ Runic Video Stream ] This is a locked ability. This is only for people who have done scavenging and obtained a Runic Tablet. Any information or images gained on the watch will be streamed to their tablet, for anyone looking at it. This does not work for areas with poor communication (GM rps). In addition, only video works, there is no audio.


WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Nov 02, 2011 9:56 pm


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PostPosted: Wed Nov 02, 2011 9:57 pm


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WE ARE HALLOWEEN
Captain

Blessed Member


WE ARE HALLOWEEN
Captain

Blessed Member

PostPosted: Wed Nov 02, 2011 9:58 pm


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THIS IS HALLOWEEN: Deus Ex Machina Training Facilities

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