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its me debz
Crew

Wicked Shadow

PostPosted: Thu Jan 16, 2014 6:14 pm


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growth
He’d once seen a frantic dog breaking its teeth on the bars of its cage.

[ b47 - leslie's dorm, formerly a storage room
177 - formerly stormy's room ]
PostPosted: Thu Jan 16, 2014 6:19 pm


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The Hunter
Name: Leslie King Miller
Nicknames: Leslie
Gender: M
Birthday: January 14th
Age: 17 18 19 20

Category: Mist

Personality:
You've seen his kind before, and you know him without knowing him at all. Egger of houses, keyer of cars, loiterer around stores. Leslie ditches class whenever he can get away with it, s**t talks teachers, and spends a lot of time in detention when he cannot.

In his free time, he smokes pot behind the school bleachers and sells it to the younger sisters of his friends. He is dyslexic with no patience for learning, with a small like for books but no patience for the actual act of reading. Instead, he likes the movies, especially ones with lots of action and blood and people getting to take down their tormentors in ways that just aren't possible in real life. He plays pranks in grocery stores and deliberately leaves self service slurpie machine a wreck. He tag team shoplifts with his buddies, the stolen goods range from cheap ramen to spray paint to video games: he steals both for fun and for profit, and to stick it to the man... whoever the man might be.

He's a deadbeat in the making and more than a little bit bigoted, because everyone's a jew and could stand to be less of a f**. It runs in the family: his brother and dad as the source, and Leslie was young and impressionable long enough for him to pick up those bad habits. Bigotry isn't the only family flaw; his dad is also a junkie in search for his next fix, a state of affairs that have steadily declined over the last ten years: becoming a methhead is far from an attractive decline.

As his father slipped into addiction further, his mother lost the ability to keep their house running in an efficient manner, or any manner at all. Keeping 5 kids clothed, fed, and entertained is as hard as it sounds. It gave him a bit of a complex: Leslie doesn't waste. If it can be saved, it gets squirrelled away for a rainy day. He hides his money in weird corners and his treasured belongings in safe spots beneath floorboards and in vents.

Beyond the traits borne from his home life-- which he has never talked about and likely never will-- Leslie is an obnoxious little s**t who can't control his tendency to lash out against, well, everyone. He is rarely kind, because 'today you, tomorrow me' never seemed to happen. It was today you three hundred and sixty five days a year, and tomorrow never came. He is sharp around the edges, and both uncouth and uncultured. He'd gladly kick a dog if it meant seeing someone else unhappy, too.

Over the years, Leslie's bad habits have steadily grown in size and quantity: being escorted out of shopping malls for suspicion of shoplifting, almost getting caught tagging, hanging out with his horrible little posse of teen guys that also think they're the most badass little shits anyone's ever seen.

He has a nautical star tattoo that he got on a punk's living room table. It's lopsided over one forearm and the ink is bleeding. He's got a smile and crooked canines and a once-broken nose. He mostly drinks the easiest kind of alcohol you can get, be it cheap and terrible beer, box wine, or ten dollar vodka in a plastic bottle chased with gatorade.

There are creatures that lurk in the corners of his eyes, and-- well. They're best ignored. He isn't some p***y. And when he chose to leave a bad life behind for a worse one, no one would really remark upon his absence, save for a quietly grieving mother. When one punkass teen in a gaggle of them goes missing...who notices? Who cares?

Despite the prickly outside, he's got a soft and weak underbelly. He doesn't know how to handle affection or fondness, and so furiously pushes it away unless it is received by force. Decent with kids, but only from a distance. ...A long one. Snarly but desires warmth, but will likely spurn it at every opportunity. He trusts no one, but will talk to anyone. He'd deny any softness, should someone detect it. Vehemently. Violently. While calling them a slur.

This portion of his personality is sorely underdeveloped -- it's the sort of thing he actively withholds: weakness, sorrow, comfort, kindness. Leslie refrains from any sort of introspection or self evaluation as a defence mechanism. They're facets of his personality that now lay buried beneath his desire to watch the world burn. Or, well, get tagged or stolen from -- he's just your run of the mill hooligan, not the sociopath he thinks he could be.


Why did your human character choose to become a Hunter? When the powerless are presented with power, it is altogether too tempting to take it.

He could run away, they said. He could run away and never have to come back, and they would make him stronger than anyone. They would set him free, in ways that simple petty humanity couldn't.

Leslie weighed his choices: he'd dropped out of school, and his future held minimum wage jobs (or so his momma told him, every day), or eventually land in jail (as his brother told him, every day).

He didn't think about it. Perhaps he would regret it, in the future, but he was an impulsive, restless teenager.

Weapon Ability Fleeting Frost - T3 Chill - Aleria covers Leslie's body in spiked hoarfrost to heal them with cool, soothing fear.
Sub Zero - T2 Eye - Aleria cools the body temperature of the target, slowing any frenetic thoughts to help them focus.

its me debz
Crew

Wicked Shadow


its me debz
Crew

Wicked Shadow

PostPosted: Thu Jan 16, 2014 6:25 pm


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The Weapon
Name: Aleria
Nicknames:
Type of Weapon: Spiked Staff
Former species of weapon: Arctic Flora Demon
Gender: Genderfluid, They/Them




Personality:
While intensely curious to the point of futility as a student, Aleria has become more even-tempered as a weapon. They have no real strong opinions of most subjects, save for classical music, meat served blue, ensuring Leslie's unfortunate survival, and fine clothing.

As a student, Aleria shared a mind with their vascular system, sentient vines that were always hungry. As a result, the demon has taken on this personality trait, as their minds have become steadfastly one. They distinctly find humans appetizing food, and often presses forth imagery of flayed flesh as a tasty snack. In all honesty, Leslie will think of Aleria is completely terrifying, but will probably brag about how 'metal' they are.

Before Deus, Aleria opted to becoming a weapon due to a lack of belonging at Amityville, and grew to quietly resent the solitude. When promised that they would be both useful as well as strong, Aleria willingly embraced their weaponization.

It helps that the only real friends they made during their entire two year stay at Amityville were all acquired while on the path leading up to the conversion. No one had any interest in who Aleria originally was until that decision was on the table. The hunters took an interest in them because of their choice to become a weapon, or to during their trip to Deus, which reassured them that their own hunter would be kind enough to take interest in them, too. Their Amityville acquaintances were two: Amrita, who devoted herself to saving Aleria from their own choices, only after the choice had been made, and Thackery, who honestly did not seem so opposed to hunters either.

They were led to believe that they would retain their memories and become happier and more whole as a weapon: well, at least two out of there wasn't bad.

As a stave, Aleria has found that they are content to serve a purpose, even if their means to do so-- a connection to this dreadfully rude hunter-- were not the most ideal. As long as they are used efficiently, and to their full potential, so they may become a stronger team, Aleria will generally suffer through whatever Leslie wishes to inflict. (Namely, a lot of bad decisions leading to their endangerment that they will attempt to reason him through. Ineffectually.)


Passive Ability: Resistance to Heat - Aleria insulates Leslie from heat, so that he prefers it a few degrees warmer than most to stay warm. However, he was cold as hell all the time anyway before, so the change is negligible. Either way, he's often in a big hoodie and as many layers as he can manage.
PostPosted: Thu Jan 16, 2014 6:27 pm


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115/150

Click Me ******** class="spoiler-wrapper spoiler-hidden">

Resupply Missions


User Image - Blocked by "Display Image" Settings. Click to show.Resupply Mission 5B
Location: Shopping Mall; Specific Location Unknown
Images::
x, x, x.
General debriefing: With the holiday season fast approaching, the division leaders have a very important tasks for hunters willing to step up to the challenge: brave the holiday season crowds and get some things for them. In addition, hunters are also tasked with escorting a golem fashioned after the division leader they're shopping for. Hunters will then task this golem with trying on clothes to ensure a good fit.
Mission Budget: Hunters will be issued a prepaid debit card to use. All unspent funds will be returned to Deus Ex. Any additional clothes a hunter purchases for either their division lead or themselves will come out of their own pocket.
* E class difficulty level (anyone may attempt; all hunters regardless of rank will be monitored])

MECHANICS

* MECHANICS:
- As you enter to pick up the mission, the Hunter at the lighthouse portal stops you. "Sorry, we're doing luck of the draw here." He points to a six-sided dice. A literal, six sided dungeons and dragons dice that they probably stole from Mark.
- RP rolling the dice for luck. There is an actual IC list of what the dices match up to:
1 = Allan, 2 = Aria, 3= Caelius, 4 = H, 5 = Edith, 6 = you choose, lucky you.
- After you take the gamble, the Hunter on portal duty will activate a princess golem and a shopping list. The princess golem is because the division leads hate mistakes, so any clothing you get for them better be a perfect fit and match. Once there, your hunter (and golem) will be dropped off at a mall. Roll 5d20 to determine what shops you get (see below). Visit the online site/catalogue of these sites to do your shopping, and try to get stuff which you think best matches who you have to shop for.
- Remember to refer to the request list to ensure that you're getting everything you need for that person
- If you go with more than one person, each person needs a golem (duplicates are up to you, otherwise you may reroll if you feel the RP would benefit better from different golems). Every golem will come with a separate budget. The only thing you and your group will share are the stores you get.
- * Golem Reactions: Occasionally the golem will spout a random phrase, as well as react positively/negatively to what you have selected. See list of predisposed dialogue, which you can use further down. All golems use the same dialogue, they are princess golems after all!

Budget*
- Using the stores you rolled for below, you must try to get all the items while staying in budget. Budget will depend on the golem; each golem has a different prepaid card/budget amount. Simply browse the online catalogs provided, or improvise with items you think could be found in those stores. If you don't, any additional items must come out of your own paycheck, ouch. Good luck getting something as close as possible to the contents on the list (if you can't find anything, improvise!). Also the lighthouse sentries aren't letting you back until you actually fulfill the list, out of respect and a healthy dose of fear.
- You can buy more than one item from the store.
- You can buy your own hunter additional items or purchase additional items for the lead golems out of pocket. Who knows? It might pay off in the long run...

Allan's List:

    Budget: $500
  • Kohu Plushie hat ?*:.?. o(???)o .?.:*?
  • Ichigo Kurosaki Bankai form shinigami outfit O(???)O
  • Naruto Kyuubi nine-tailed fox form T-shirt ?( ???)?
  • Pikachu T-shirt ?(@^?^@)?
  • Pikachu and friends T-shirt *??*???(??????)?*??*??
  • Pikachu socks ?(?>?<)y ?
  • Laser pointer



Aria's List:

    Budget: $2000
  • Tunic shirt
  • Miniskirt
  • Jeans, bootcut
  • Feminine Outfit w/matching accessories, muted colors preferred
  • Sleepwear
  • Winter coat
  • Scarves



Caelius' List:

    Budget: $1250.35
  • Moleskine Classic Notebook, Pocket, Ruled, Black, Hard Cover (3.5 x 5.5).
  • Dunhill Sentryman Ballpoint Pen Black With Gold Trim.
  • Shirt.
  • Pants.
  • Black tie.
  • Nair Hair Remover



H's List:

    Budget: $5000
  • Pick up suit @ Tailor's (Madame Paulette's Only)
  • Dom Pérignon, 1967
  • Scotch
  • Fancy Tie
  • Surgical Gloves
  • Pregnancy Test Strip



Edith's List:

    Budget: $1000
  • Sports bra.
  • Baseball bat.
  • Sports Paraphernalia
  • Running Shoes
  • Spandex Shorts
  • Push-up padded bra.



...Something tells you that some of the items on the list aren't like the other ones...

Stores:


  1. Madame Paulette - SPECIAL by going here you can have them create anything; this is essentially a wild card.
    Price range: $500 - $3000 per item.
  2. Lush - Women's soap and shampoo products
    Price range: $10 - $50 per item.
  3. Coach - Accessories (handbags mostly)
    Price range: $300 - $800 per item.
  4. Pandora - Jewelry
    Price range: $50 - $200 per item.
  5. Sweet Factory - Candy
    Price range: $2 - $20 for a grossly huge bag of candy
  6. Disney Store - Specialized Disney Merchandise
    Price range: $20 - $50 for a full princess costume with frilly wings
  7. Louis Vuitton - Expensive Clothing and Handbags
    Price range: $500 - $10, 000
  8. Radio Shack - Electronics & Accessories
    Price range: $50 - $200
  9. Spencers - "Stoner" Culture
    Price range: $20 - $80
  10. Hot Topic - "Pop" Culture
    Price range: $20 - $50
  11. JCPenney - Clothing, Furniture
    Price range: $20 - $100
  12. H&M - Clothing
    Price range: $20 - $100
  13. Foot Locker - Sneakers/Athletic Shoes
    Price range: $20 - $200
  14. Champs Sports - Sports Apparel
    Price range: $20 - $200
  15. West 49 - Sk8ter clothing
    Price range: $30 - $150
  16. Pac Sun - Clothing, Sports Apparel
    Price range: $20 - $100
  17. Valentino - Expensive clothing
    Price range: $5000+
  18. Victoria's Secret - AS IT SOUNDS
    Price range: $20 - $100
  19. Sephora - Women's makeup
    Price range: $10 - $100
  20. American Eagle - Hipster clothing
    Price range: $20 - $100



Golem phrases:

Roll when entering a store/trying on a new piece of clothing. Improvise when needed, ie "I'm not wearing that" when entering a store can be tweaked to "I'm not wearing anything from here."

  1. "Not bad."
    Effect: Golem approves of your choice.
  2. "We're not going in there."
    Effect: Reroll a store.
  3. "I'm not wearing that."
    Effect: Pick a new item.
  4. "My star barrettes are fabulous!"
    Effect: None.
  5. "I want that one instead."
    Effect: Look at the item you're viewing on the page. Move two items left. Your golem wants that item instead.
  6. "Let's go over here!"
    Effect: Your golem drags you to another store. Reroll if entering, roll again if you just purchased something.
  7. "Wait. I forgot something! We're going back."
    Effect: Return to a previous store. If you get this on the first roll, visit the first store twice. Due to a very fussy golem, if you receive this three times you can ignore it from the fourth roll onward. The golem will be very sulky afterwards and may act like a giant wo/man-child but hey, thems the lil breaks. You also don't need to roll again, provided you haven't bought nothing yet.
  8. "Let's take a break. My treat."
    Effect: "My treat" is a filthy lie. You spend 15 min at a cafe being watched uncomfortably by the golem as it attempts small chatter. Lose -$5 from your paycheck. At least the golem didn't blow its own cover by trying to eat something. If entering a store, you're pulled away before you can go in. If purchasing something, you're dragged to one immediately after.
  9. "Aren't you missing something?"
    Effect: Lose something you've purchased. If you've purchased nothing, you lose the list.
  10. "Hey, nice job!"
    Effect: The golem is pretty happy.
  11. "...You're joking."
    Effect: The golem is sulking.
  12. "Does this make my butt look big?"
    Effect: The golem is insecure and is looking for a compliment.
  13. "So, what are your plans?"
    Effect: Is the golem attempting to hit on you, or is it sincerely asking you what you want to do as a hunter?!
  14. "Can you suggest something for me?"
    Effect: Pick something out. Roll 1d4. Even, the golem is happy and accepts the suggestion. Buy it. Odd, the golem rejects it.
  15. "What do you think of this?"
    Effect: The golem randomly picks something out. Roll 1d4. Even, the golem is happy and buys it. Odd, the golem looks disappointed and puts it back.
  16. "Hey. You try this on too."
    Effect: The golem forces you to wear the latest outfit/clothing item you purchased.
  17. "You should change your outfit too."
    Effect: The golem forces you into purchasing a whole new outfit and wear it for the duration of the mission.
  18. "ERROR QUERY: LOCATION? INPUT NEEDED."
    Effect: The golem looks at you blankly as shoppers around at you give you an odd look as they begin to whisper among themselves. Choose a store, any store.
  19. "..."
    Effect: The golem is giving you a heavy, cold stare. You feel shamed.
  20. "I want two of these."
    Effect: Double the next item on the list, ie you need two now.



* 3 mission reward points for completing this successfully. If you do not get all of the items, 1 mission reward point + look of pity from the Lighthouse Hunters, plus three days of toilet cleaning.

In addition, for going on this mission you may also choose to shop FOR YOURSELF and update your hunter's wardrobe/things. It'll come out of your own pay check however.

If you lose the list: -$25 is deducted from your paycheck before a Hunter pulls you aside and teaches you how to back the list up on your phone. If the list was on your phone to start with, -$200 to purchase a replacement phone.

Tips/Suggestions:

To move at a faster rate, roll 3d20: first roll represents what store you're going into, the second the golem's opinion of the store, and the last is the golem's reaction to buying an item. Not recommended if you're doing it in groups since doing this pretty much means you're soloing the entire time.

Can I choose which store to enter first?
That's fine. Think of the stores you roll = the least crowded. Assume you have only 2 IC hours to do this, so the stores that are open/least crowded = best chance to get everything done.

Can I buy more than one item at a store?
Yes, but be sure to roll a golem response for each item purchased!



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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




Quote:
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



Quote:
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 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.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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its me debz
Crew

Wicked Shadow


its me debz
Crew

Wicked Shadow

PostPosted: Thu Jan 16, 2014 6:28 pm


User Image


Person
    Leslie
    Aleria




Abbi: Moon Hunter
    My best friend, or whatever. I guess. wish she hadn't gone
    He treasures her. he's lonely


America: Moon Hunter
    Crazy and psychotic red-headed b***h. Been through a lot, some of which I know. I like wrecking s**t with her. sister
    Vivacious. Bull-headed, but for a good cause, usually. We are fond of her.


Caroline: Life Hunter
    is this what having a mom is like
    She hurts, too.


Jack: Life Hunter
    All right, I guess. Showed me the ropes in the infirmary and we've been okay since. I dunno. a**. it ain't right what he did to stormy
    To put it delicately: his feelings on Jack are muddled. disapproval


Lex: Life Hunter
    Ego the size of ******** mars.
    Confidence is not always a con, Leslie.


Oliver: ??? Hunter
    What a pansy little b***h. No spine at all. idiot
    Leslie sees a young self, in him. No wonder he disapproves.


Peyton: Sun Hunter
    Pushy, obnoxious, thinks she's all that.
    A strong young woman. We don't mind her; she can hold her own, at least in text.


Reese: Ghost Student
    Met her in a golem. We agree about things, and how other people just don't appreciate the s**t they got.
    We are surprised they got along. Pleasantly so.


Rep: Death Hunter
    Giant ******** f*****t a*****e.
    He terrifies Leslie.


Sasha: Life Hunter
    Scary as ********. Abort.


Shu: Death Hunter
    I don't ******** get this girl. Sweet and stupid, but also kind of gets that scary look in her eye like she might choke the life out of you. Really weirdly obsessed with Caelius. And glasses. And my relationships.
    Leslie is fairly fond of her, despite the quirks. We're unsure as to why.


Stormy: Mist Hunter
    A big nerd. Gave me her old room. Kind of owe her. I should write her a letter, it's been a while. friend and sister
    Encourages him to read and write. very good influence


Sunny: Life Hunter
    Scary huge b***h boss. But she knows what she's doing. Or something.
    Rules the infirmary with an iron fist.


Thompson: Moon Hunter
    Thought he was a junkie at first. But the guy's got his heart in the right place, or whatever. Always tried to get me to work hard until I did it on my own. (Are his clones really that bad and s**t?) sorry
    Leslie thinks of him as an older brother, almost. But we know things have been... complicated, since Russia. Nonetheless, a good influence. he's missed


Tink: Ghost Student
    Met in golem. Really sweet. Dumb. But sweet.
    Prey.


Zeke: ??? Hunter
    Too many faggots on this island.
    Leslie is afraid of him, although not to the same extent as say, Rep.


PostPosted: Thu Jan 16, 2014 6:30 pm


User Image


Runes:
failures: 11
regular:15
superior: 9

September 14 Clothes:
x
x
x

2 Antiviral Vials: 9/17


Quote:
Non battle Abilities:
Reverse Gravity - 3 points per use
Gender Swap - 5 points per use
Communication - 1 point per use

DORMANT STATE APPEARANCE A sleek silver shield that straps to his arm, mostly to be a small arm guard.

BATTLE (INVOKED STAGE ART) IC APPEARANCE:

Leslie's weapon shifts into a thorned vine whip, a cat o' nine tails to be precise, six feet in length from handle to tip. It is green and dull in nature, with a few flowers sprouting at random around it.

Around him form small vine accessories; mostly around the wrist, ankle, neck and head in a small crown. They never show up as more than 2 accessories at once. IE: one sort of anklet, one bracelet, or one crown, one necklace.

His tattoo, normally on his left lower arm, spreads up his entire left arm and up his chest and neck about halfway.

In the place of his scarf is a bundle of vines and thorns, that are sort of a messy collection without rhyme or reason.

BATTLE (INVOKED STAGE ART) ART CUSTOM FORM:
- Link to existing character's art:
    Appearance at y2: http://i.imgur.com/abgGggk.png


- Does it have a powered (Hunter) weapon? Yes
    Weapon: Cat o' nine tails whip made of thorny vines with red flowers interspersed. About six feet long.


- Does it have any additional smaller accessory/minor changes?

    - Thorny vines start to form small accessories, like bracelets, necklace, crown etc around him.
    - His tattoo on his left arm, that looks like this, spreads up his arm and chest.
    - On top of his coat is a neck pauldron made of leaves and thorny vines, that mostly replace the scarf, and drape a little down his back with a few flowers.


invoked art

Quote:

2. The High Priestess' Circlet: A silven chained headdress, with a singular black pearl hanging from its center.
Status Effect: Once per 72 OoC hours, you may use this artifact to gain incredibly good vision, even in the dark, for 15 minutes.


SAVED ATTACK: Eye 3 Roll

its me debz
Crew

Wicked Shadow


its me debz
Crew

Wicked Shadow

PostPosted: Wed Feb 26, 2014 12:23 pm


User Image


User Image
PostPosted: Mon Apr 07, 2014 8:22 pm



its me debz
Crew

Wicked Shadow


its me debz
Crew

Wicked Shadow

PostPosted: Tue Jul 01, 2014 12:05 pm


[tbd]
Reply
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