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THIS IS HALLOWEEN: Deus Ex Machina

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Welcome to Deus Ex Machina, a humble training facility located on a remote island. 

 

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Baneful
Crew

Dramatic Hunter

PostPosted: Tue Nov 01, 2016 6:14 am


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There will be AT LEAST 4 hunters up for grabs from this event.
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Second note - For those of you who do not have a horseman character, for this event only, QUEST HORSEMEN are permitted! Please post their forms up and you are good to go.


OOC Intro
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This is a Horseman/Hunter mission with conflict at its heart, combat is encouraged, do not fear the reaper (at least from a permadeath standpoint). The dice are fickle masters and might land any which way. There are two possible endings depending on who wins out and I will do what I can to keep things as balanced as possible by compensating the quieter faction or encouraging random events to help people out. Be good sports, have fun and TAKE RISKS biggrin

The first two stages will primarily be separate, designed to allow time to build up camp HP. This is important, this HP will be what is absolutely open game in the last stage and will define who will win.

Timelines
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First up, timelines. This mission will run for several weeks which means that if you let it it could eat up a sizeable amount of time you could spend on twitter or rping on island. I’m just laying it out here that I will not be offended if you relegate this mission to wherever on your character’s personal timeline you feel like.Twitter access can be assumed limited throughout if you want, and once it’s wrapped everyone can talk about it. No one should die, so rp can continue more or less as usual. This is entirely down to personal preference of course, just making it clear that my intention is not to trap you, simply to make a long mission paced in time with my hectic work schedule and hopefully that of other people.

Warning
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This mission is a mission run and organised by Rep. This is warning enough to most that trouble probably awaits. If you don’t want to be involved with potentially traumatising things or for your character’s morals to be challenged or questioned by situations they find themselves in this might not be the mission for you. If you are happy to have them get stuck in regardless and rummage around and see what they find in themselves hop right in, but things are typically less silly and more dark when Rep (and I) are involved. Injuries, danger and trauma are a very serious possibility.


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Announcements
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http://www.gaiaonline.com/guilds/viewtopic.php?page=8&t=25036891#378565607

Update Pages
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Horsemen have x2 bonus from missions along with x2 damage and +20 hp. Imba > biggrin  
PostPosted: Tue Nov 01, 2016 6:15 am


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....Why we are here.


Intro
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That morning, whatever morning it might well be, two sets of very different individuals found themselves called forth for very different reasons.

Deus
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On Deus, it was the same sort of day as always until the phones of most of the eligible hunters on the island buzzed with a mass text notification from Rep, calling for support from whoever was interested helping out at a base where Horseman activity had been reported and where further activity was expected based on intel. It provided coordinates, information on the terrain (thick jungle) and said to come prepared as the camp was spartan and the portal would bar the vital escape pendant be one way for a while.

The Tower
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Within the horseman tower things were more quiet and word moved more slowly, but it moved nonetheless. War had found something in the human world and needed help bringing it back to the tower and further turning the tables against the hunters and humans.

Admittedly the warband who had set up camp were a little ..unconventional and their leader a little abrasive but the spoils of victory were there for the taken and any of the mighty clans were invited and challenged to attend.


Both
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The veil between worlds is a little thinner in the jungle, the stirring of something old and powerful seeming to ripple through the world to those who can feel it. Everywhere jutting from the trees and in ancient stone is a language written in pictographic script describing things lost and best left forgotten.

Artax and his warband have been looking for the heart of Itzam for a long, long time and finally they can all but taste their prize, the only issue is that where the Horsemen go, all too often their white-coated friends follow and on a hunch Death division ran some recon in the area.

Now its just a race to see who gets what they are after.


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Stats
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....For the combat to come.


Sun Hunters + War Horsemen

►►►►►►►►►
Trainee - +2 atk
►►►►►►►►►►►►►►Intermediate + Normal Horsemen +3 atk
►►►►►►►►►►►►►►►►►►►Full Hunter + Elder Horsemen +4 atk

Strong. Can be added to fear rolls also.

Moon Hunters + Death Horsemen


►►►►►►►►►Trainee - +1 def + 5 extra HP
►►►►►►►►►►►►►►Intermediate + Normal Horsemen +2 def + 10 extra HP
►►►►►►►►►►►►►►►►►►►Full Hunter + Elder Horsemen +3 def + 20 extra HP

Sturdy. The HP boost is a permanent increase to the cap of your health (at least for the duration of this mission), in other words if you use a healing fear it will bring you up to this additional limit.

The defence bonus is always added to your normally rolled defence dice to give a consistent bonus.

Death Hunters + Conquest Horsemen

►►►►►►►►►Trainee - -1 from damage modifier (usable 10 times)
►►►►►►►►►►►►►►Intermediate + Normal Horsemen - -2 from damage modifier (usable 15 times)
►►►►►►►►►►►►►►►►►►►Full Hunter + Elder Horsemen - -3 from damage modifier (usable unlimited times)

Accurate. If you’d roll -6 for accuracy then you’d roll -5 etc

Life Hunters + Famine Horsemen


►►►►►►►►►Trainee - 1 extra use of a runic - In addition to your own, cleared for all level 1 runics for this mission. (whether you’ve unlocked them or not)
For horsemen, you receive one 1d6 heal to use twice.
►►►►►►►►►►►►►►Intermediate + Normal Horsemen - 3 extra uses of a runic - In addition to your own, cleared for all level 1 runics for this mission. (whether you’ve unlocked them or not)
For horsemen, you receive one 1d8 heal to use three times.
►►►►►►►►►►►►►►►►►►►Full Hunter + Elder Horsemen - Unlimited extra uses of a runic - Cleared for all runics for this mission. (whether you’ve unlocked them or not)
For horsemen, you receive one 1d10 heal to use unlimited times.

Healing, either with bugs or bandages


Mist Hunters

►►►►►►►►►Trainee -Choose any of the above for your rank and roll a 1d10 to see if you get it, if you roll over 5, you fail (so 6, 7, 8, 9 or 10) you fail
►►►►►►►►►►►►►►Intermediate - Choose any of the above for your rank and roll a 1d10 to see if you get it, if you roll over 6, (so 7, 8, 9 or 10) you fail
►►►►►►►►►►►►►►►►►►►Hunter - Choose any of the above for your rank and roll a 1d10 to see if you get it, if you roll over 8 (so a 9 or 10), you fail

Whatever you choose stick with for the duration of the mission.  

Baneful
Crew

Dramatic Hunter


Baneful
Crew

Dramatic Hunter

PostPosted: Tue Nov 01, 2016 6:15 am


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Quote:
Location - Yucatán Peaninsula
Weather - Damp and Sweltering
Description - The camp is essentially just a small gap in the looming jungle not far from an unfamiliar Mayan ruin, newly discovered in an area of the forest which had long deterred humans from entering it via its own mysterious means. The interference of the horsemen brought it to the attention of the hunters. For the most part the camp initially is staffed with Death hunters but room is quickly made for any and all new arrivals.



....I hope you like mosquitoes



Sleeping Quarters
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Sleeping facilities are by way of rows of bunks inside a large tent within a felled and cleared area. Regardless of rank everyone has to share these since it’s all there is, possessions get stored in lockers.

Food
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Food is rationed slop provided generously from the island and cooked by whoever gets roped into doing it.

Phones
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Twitter main feed has no reception on this mission. DMs can work but keep up with status of things as we go along.

Medical Bay
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The medical facilities at the hunter camp are spartan and simple, capable of little more than stitching people back together in a pinch or supplying with bandages for as long as these last.

It is possible to heal oneself here by rolling a 1d10.

Full Life hunters and Moon hunters can use 2d10 to mend the wounded should they choose and every individual healed up in this way from less than 10 HP is worth 1 HP point for the camp.

Life and Moon trainees can use 2d6 to mend the wounded should they choose and every individual healed up in this way from less than 10 HP is worth 1 HP point for the camp.

Runic Weapons
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Runic weapons can be charged at a rather busy station linked to a power source brought from the island, doing so however like anything else takes a bit of luck.

If you roll odd on a 1d10 you succeed in recharging your runic weapon of choice, if you roll even you fail and can’t try again until the next stage of the mission.

Runic Masters can instantly charge their runics without making a mess of it (without rolling any dice)



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....Stage 1

Missions are completable once per day, resetting at midnight GMT (because I can keep track of this most easily, though I trust people not to take advantage)

Patrolling the Perimeter - Gathering - 1 point per completion
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A simple mission completed on one’s own or in a group, it involves patrolling the perimeter of the camp, if you do it together with someone else both of you can still claim your points separately This mission consists entirely of rolling a 1d10 until the total rolled altogether is 15. In groups this rolling can be taken in turns along with the normal rhythm of rp.

Finding Fruit - Gathering - High stakes low return - 5 point per completion
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Lets face it, the food is terrible at the camp and people will do almost anything to get some alternative to it, even if this means heading out into the jungle.

Roll a 1d12 and if you get either 2, 4 or 6 the fruit you found is edible and delicious! You get 5 points.
If you roll anything else, the result is a bout of brief bowel distress, minor hallucination or simply feeling a little off for a while.

If you are a full Death Hunter, you just need to roll even to succeed, your natural instincts making you more predisposed to finding where certain misfortune lies. Death trainees can roll 1,2,4 or 6 to succeed.


Fortifications - Gathering - 1 point per completion
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
Just as it sounds, do you like building walls fences and other things to get in the way? This is the job for you.

Simply roll a 5d8 and if you get two numbers the same you succeed.

If you hail from Mist or Moon, you can roll 6d8 regardless of rank


Joint Missions
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Trawling the Ruins - Stand-Off Mission - 10 points per completion
Each day at a random time, a post will be made regarding some newly uncovered treasure within the ruins, the first person to roll the number on the 1d10 to match the one rolled in conjunction with the post gets the points.
 
PostPosted: Tue Nov 01, 2016 6:16 am


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Quote:
Location - Yucatán Peninsula
Weather - Damp and Sweltering - homey for War, soggy for Famine
Description - The camp is less a camp and more a canopy treetop village created by those who were born to build them. The area is accessed via ladders and platforms which might well prove dizzying to those from clans unused to the height but once up there it is hard to tell how high it is, clever enclosed platforms leading from one place to another. For those not inclined to climb at all there are some small guard huts by tree bases and the like, but they are far from as comfortable as the main base. However, one feature of the Horseman camp which differs from conventional tower fare is the various technology strewn throughout, technology which appears somewhat human in nature.

....not a problem

Artax and his band
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I feel it is pertinent at this point to describe Artax and his band of horsemen. Breakaway militants from the tower they are still allied closely with their kin but believe in extending their reach and power via whatever means necessary. This means having horsemen dedicated to studying the technology of the humans and hunters, this means accepting aid from students willing to take the risks of helping them back in Halloween, it means accepting aid from any exiled horsemen of a similar mindset.

No one is turned away who is set on the cause and they have even been known to accept help from traitorous hunters. The band’s motto is “At whatever cost” and they stick to this rigidly. It does not make them popular with the elders nor the councils back on the tower.

Everyone joining them on this mission is issued a walky talky capable of reaching individual channels and a public one. (Twitter main feed is off-limits, DMs are not)

Students and Horseman Exiles
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For the above reason students and those Horsemen who stayed behind in Halloween are welcome to join, however students will find life harder here, the human word is not friendly and they will not benefit from many buffs.

Stats
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All Elder Horsemen for the duration of this mission wield 2d12, to make it more fair when combating hunters directly.

Sleeping Quarters
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Sleeping facilities range from rooms strewn with soft pillows to hammocks strung between balconies, overall a relaxed atmosphere for recuperation.

Food
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Food is fairly palatable fare harvested from the jungle itself along with fear rich spices brought from home.

Medical Hut
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
The medical facilities at the horseman base are very well adapted to their function, maintained by those most versed in their care, on hand with elaborate fear treatments and often strange smelling salves and ointments.

It is possible to heal oneself here by rolling a 1d10.

Elder Famine Horsemen and Elder Death Horsemen can use 2d10 to mend the wounded should they choose and every individual healed up in this way from less than 10 HP is worth 1 HP point for the camp.

Regular Famine and Death Horsemen can use 2d6 to mend the wounded should they choose and every individual healed up in this way from less than 10 HP is worth 1 HP point for the camp.


Trance/Fear Reset Hut
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
Within a small treehouse draped in fabrics and heavy with the smell of incense and wispy mist is one of the more potent rituals at the disposal of the horsemen, here the very spirit can be revitalised.

If you roll odd on a 1d10 you succeed in setting your used fear abilities via a guided meditation at the hands of the resident priestess, if you roll even you fail and can’t try again until the next stage of the mission.

Death Priestesses can instantly charge their fears here one time without making a mess of it (without rolling any dice)

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....Stage 1

Missions are completable once per day, resetting at midnight GMT (because I can keep track of this most easily, though I trust people not to take advantage)

Patrolling the Perimeter - Gathering - 1 point per completion
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
A simple mission completed on one’s own or in a group, it involves patrolling the perimeter of the camp, if you do it together with someone else both of you can still claim your points separately This mission consists entirely of rolling a 1d10 until the total rolled altogether is 15. In groups this rolling can be taken in turns along with the normal rhythm of rp.

Finding Fruit - Gathering - High stakes low return - 5 point per completion
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
Gathering is an important task within the camp and often new and interesting things are found along the way. Not everyone is cut out for the task though and the jungle harbours some very strange things.

Roll a 1d12 and if you get either 2, 4 or 6 the fruit you found is edible and delicious! You get 5 points.
If you roll anything else, the result is a bout of brief bowel distress, minor hallucination or simply feeling a little off for a while. The human world is strange.

If you are a War Elder, you just need to roll even to succeed, your natural instincts within the jungle making you more predisposed to finding where certain misfortune lies. Normal War Horsemen can roll 1,2,4 or 6 to succeed.

Fortifications - Gathering - 1 point per completion
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
Just as it sounds, do you like building walls fences and other things to get in the way? This is the job for you.

Simply roll a 5d8 and if you get two numbers the same you succeed.

If you hail from Death or Conquest, you can roll 6d8 regardless of rank

Joint Missions

Trawling the Ruins - Stand-Off Mission - 10 points per completion
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
Each day at a random time, a post will be made regarding some newly uncovered treasure within the ruins, the first person to roll the number on the 1d10 to match the one rolled in conjunction with the post gets the points.
 

Baneful
Crew

Dramatic Hunter


Baneful
Crew

Dramatic Hunter

PostPosted: Tue Nov 01, 2016 6:17 am


STAGE 2


Battle Stage

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Off in the distance, the looming temple seems to lurch with a shunt of energy that ripples out through the wider jungle, sending birds scattering in fear and monkeys into hooting frenzy. Creatures stir within, not truly living but fear infused into ancient statues and armours turned hostile by the threat to their charge.


They pay no heed to the differences between Horseman and Hunter and their component parts are both valuable and solid building materials for hunters and steeped in useful fear for the horsemen.



Repeatable missions can continue in this stage but during patrol missions if you roll a 7 at any point during the patrol mission, you spawn a mob of your choice, this does not count towards the daily limit but is worth an additional set of points


If you “die” in this stage (hit 0 HP) you are brought back to your respective camp to recover in the medical facilities. However, it will cost your total -1 point


Mobs
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The creatures (and enemies from other factions) wandering the temple are now available to fight however, there are some limitations to foster collaboration -


Only 3 new mobs can be spawned per character per stage of the event
Despite this limitation, one character can help unlimited people fight their spawned mobs.



Hunter Mobs
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Totem Statue - 1 point
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IMAGE PENDING
HP:15
DMG: 3 auto damage (even to defenders)


Sentient Armour - 2 points
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
IMAGE PENDING
HP: 30
DMG: 4 auto damage


NPC Horseman - 3 points
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(Defeating these does not kill them, they retreat at 0 HP frustratingly)
IMAGE PENDING
HP: 30
DMG: 6 auto damage (even to defenders)


NPC Elder Horseman - 6 points
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(Defeating these does not kill them, they retreat at 0 HP frustratingly)
IMAGE PENDING
HP: 60
DMG: 8 auto damage (even to defenders)


Horsemen Mobs

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Totem Statue - 1 point
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
IMAGE PENDING
HP:15
DMG: 3 auto damage (even to defenders)


Sentient Armour - 2 points
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
IMAGE PENDING
HP: 30
DMG: 4 auto damage


NPC Trainee Hunter - 3 points
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
(Defeating these does not kill them, they retreat at 0 HP frustratingly)
IMAGE PENDING
HP: 30
DMG: 6 auto damage (even to defenders)


NPC Full Hunter - 6 points
₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪₪
(Defeating these does not kill them, they retreat at 0 HP frustratingly)
IMAGE PENDING
HP: 60
DMG: 8 auto damage (even to defenders)



More about the Temple
Some new missions will unlock during this stage, simple rolling missions exploring the temple further.
PostPosted: Tue Nov 01, 2016 6:18 am


Reserved

Baneful
Crew

Dramatic Hunter


Baneful
Crew

Dramatic Hunter

PostPosted: Tue Nov 01, 2016 6:36 am


Open for posting
PostPosted: Tue Nov 01, 2016 7:18 am




Rep wasn't an archaeologist, anyone could have told you that much, but he was part of the recon division and this whole find was recon. He didn't question too much what was actually happening or what the nerds were up to, he was for the most part there to be muscle if it all went south.

It was only the first few days but already he was completely ******** sure of one thing - he hated the jungle. The food was s**t, the weather was s**t, the bugs were s**t and the beds were s**t. But he was off the island and that was something, out in the human world where there were birds in the trees and life in the forest itself. If they walked far enough, there were tourists, and he'd watched them for a bit through the trees as if he was at a zoo, forgetting sometimes what it felt like to be a normal person rather than whatever they all were on deus.

That morning he was sitting with a tin bowl of what was supposed to be oatmeal and grimly eating it while Tracey told him how good it really was for him. He'd slept very little the previous night thanks to nightmares about snakes and really felt the sleep deprivation, but there was things to do, if anyone was coming over from the island they'd need space to sleep and that meant chopping down a few more trees.


Baneful
Crew

Dramatic Hunter


Baneful
Crew

Dramatic Hunter

PostPosted: Tue Nov 01, 2016 8:41 am




Lawrence didn't normally go on missions at all, it was all effort he wasn't interested in expending. However, of late the island itself had been a little...testing to be on, constantly running at conflict with Melvin due to his issues with libido. His house was furnished and settled and he did enjoy a more controlled home life than he had ever experienced. Still. A break was certainly in order and if it was spend stitching up maimed hunters then so much the better, it would take his mind off things he'd rather not be thinking about.

He arrived with a small case of possessions and a lot of DEET and set up his bunk and locker. It was warm, which was a mercy for someone who was always cold.

He didn't look too pleased that the one in charge of the camp was a psychopathic lunatic but assured himself that Harrison would be in tow to mitigate anything too ridiculous in due course. For the time being he got settled in, scoping out the camp itself and waiting for the others to arrive, if they didn't change their mind.

PostPosted: Tue Nov 01, 2016 12:38 pm


Joy couldn't remember the last mission she'd been on. Time seemed to move at a really weird, incredibly slowed down pace on the Island. Whether or not it really did was too cerebral a concept for the moon trainee to dwell on. Instead, she focused her thoughts on bringing what she considered necessities for survival. Dry rations, extra bottles of water, towels that could double as emergency bandages, an extra first-aid kit that moon trainees ought to start out with, and absolutely no personal effects. The reminder that their destination was a jungle had Joy wishing she had the chance to buy some bottles of anti-mosquito lotion. She only hoped the FEAR shields could block out malaria and dengue.

Arriving at camp, the humidity of the jungle was incredibly nostalgic. Also uncomfortable as ******** but mostly nostalgic of her old home. Man, how long has it been since she signed her life away to live from one island to another? Homesickness seemed to be the order of the day and it was only thanks to Kubyerto grunting in disapproval that forced Joy to reevaluate her priorities.

"I should go do. Something. Yeah." she muttered beneath her breath.

Huni Pi

Questionable Garbage

16,950 Points
  • Timid 100
  • Gaian 50
  • Clambake 200

nessy

Cuddly Hunter

PostPosted: Tue Nov 01, 2016 4:44 pm


Leaving the island wasn't something that Camille really did anymore. Taym's abrupt departure from this plane of existence (which was how she thought of it or else she'd probably go insane) had placed her at the forefront of a project they had both been ardently dedicated to: educating new recruits on the dangers of being 'one of us'. She'd even begun to be a kind of therapist to a few hunters here and there, someone to go to in the middle of the night when the nightmares got too bad, always good for a cup of hot tea and a listening ear.

She also gave great hugs.

Great hugs, however, weren't going to do s**t about the fact that she was still a Sun Hunter and still required to be The Muscle. Every day she was out on the practice fields, honing her skills, keeping her wits and reflexes sharp, but she never really went on missions if she could help it. Today was one of those days that it couldn't be helped; apparently Rep had found something in a backwater jungle that needed as many bodies as could be thrown at it so, here she was.

Pausing eight feet back from the ginger giant in question she stuffed hands in the pockets of her coat. "Feels weird to be back in the field. What kind've ponies did you find?" Oddly to-the-point for Cami but, as she said, it was weird to be off the island. She would like to go back. Immediately.

Baneful
She lives to bug Rep, I guess.
PostPosted: Tue Nov 01, 2016 4:47 pm




Liang had been quick to sign up for the excursion with the other horsemen, he'd met Artax through a conversation with one of his warband in a tearoom on the conquest floor of the tower. He agreed with the motto "at whatever cost" when it came to defeating the hunters and by extension subjugating the humans and he had never forgotten what was done to his kind.

The forest wasn't friendly to long flowing robes but he wore them anyway out of a stubborn sense of pride, climbing up into the treehouses with just a little bit of unsteadiness. He was not the arboreal sort but it was comfortable, with plenty of room for them to move through the forest without ever needing to move down to the forest floor.

He was going to help out a bit, because it had been a long time since he'd really done anything in the human world, but first he had to find his bearings.

Baneful
Crew

Dramatic Hunter


Baneful
Crew

Dramatic Hunter

PostPosted: Tue Nov 01, 2016 5:00 pm


nesshime


"War, I think." Rep said, opening a box of rations. Cami got a grin though which was as toothy as ever but perhaps a little pleased to see the help. He was always glad to see more Sun hunters around and always would be. "But you know how that ******** goes, where there's smoke there's a whole nest of the bastards. They were here looking for something, we want to get it first."

He looked over the camp. "It's really shitty right now and this is their domain. I think we really need to get defences up as soon as possible. I don't know how many there are, they are really, really ******** sneaky. I'm more arctic s**t." He'd even taken off his coat as if to state just how hot it was. He almost never took his coat off.

"Hopefully we just get in and out, we just need to figure out where we are getting in and out of and for /what/. I hate all this indiana jones s**t."
PostPosted: Tue Nov 01, 2016 5:15 pm


Eyes brightened a moment before the laugh filled the space between the two Hunters at Rep's admission that he was more for the cold than the warm. "Guerilla warfare not your thing? Hopefully we pick up more archers and gunners then." Fingers reached down to brush across Kidana's totem form, feeling the revenant's quiet sigh inside of her mind. Ki wanted to fight about as badly as Cami herself did but, if it came down to it, they were both capable.

"Reminds me of home. Roughly the same latitude to boot." Nostalgia touched her voice for a moment before it was pushed away, almost physically, her pose shifting to remind the young woman that she was a Hunter now. Home was Deus. Not Antigua. "So what we need is to go digging through the jungle until we stumble upon a bunch of Horsemen who all want to kill us on site." The feeling was mutual. "Then, once we kill them all, we take whatever it was they wanted and hope we know how to use it..." She snorted.

"Piece of cake." The eye roll completed the action as she leaned over to pluck a small pack of peanuts from inside the rations pack.

Baneful

nessy

Cuddly Hunter

Toshihiko Two rolled 6 8-sided dice: 7, 7, 8, 6, 1, 2 Total: 31 (6-48)

Toshihiko Two

Sugary Marshmallow

PostPosted: Tue Nov 01, 2016 6:11 pm


Harrison was up bright and early, but there wasn't much safe space for a jog. He was working on there being a safe place to stand instead. He was less adverse to the jungle than the desert, but he still had a glowing, chemical sheen to his tan and smelled like he had emptied an entire can of DEET on himself.

He added a little more healthy padding to the fence.

Fortification: Success!
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