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Posted: Tue Jun 13, 2017 10:27 pm
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Posted: Tue Jun 13, 2017 10:31 pm
Welcome to Deus Ex Machina  Deus Ex Machina, often called 'Deus' or 'Deus Ex' for short, is an island base that houses Hunters from all ranks. Inaccessible to the outside world, the Island inhabits the Bermuda triangle.
Deus is home to a cluster of offices for fully-ranked Hunters, a library of work-relevant material (including horror movies, etc., as these constitute valid research material), a fully-outfitted infirmary and an extensive suite of laboratories and testing facilities of all kinds, as well as a cafeteria where free food of variable quality can be had.
The Main HQ:
The main building at the center of the complex. Full of various offices, rooms, hidden hallways, and high clearance areas, the main building is where most meetings are held, missions given, and paper work shuffled.
The cafeteria is also housed here.
The Dorms:
The dorms themselves are in self-contained building consisting of a single very long hallway (all rooms have a window). The first floor houses trainees and intermediate trainees, and the second floor has slightly larger, nicer suites for full Hunters. The building was repurposed from a very old one, and so it’s become a sort of mishmash of styles. Dormitory rooms are small and spartan, and while Hunters are permitted to put their personal touches on them, large renovations, particularly of downstairs rooms, are generally not permitted. Washrooms are public by floor, though dorms are co-gendered and do not depend on any sort of status other than convenience of being there.
The Training Fields:
Crucial to life on the Island is the training field, which is outfitted with FEAR-responsive dummies for recruits to test out their skills, including charges, on. Here recruits can also spar one another. The training field is outfitted with special wards that prevent Hunters from becoming injured once their shields are broken.
The Labs:
The combination of technology and runic magics proves to be a theme within the Life Labs. Lab techs and medics can often be found in the hallways, in various states of amusement, idle speculation, and sheer panic. This is where the majority of Deus technology is built and stored, including the pods and many of the portals used by hunters to travel.
Minipets are valuable resources for learning about FEAR, and should be treated humanely and with care. These are creatures kept in the laboratory and should be considered specimens, although some treat them as pets.
The Infirmary:
The infirmary is where you go to receive professional attention and major healing for wounds receive on missions and on the training grounds. If you have an injury, be sure to get it checked it out right away.
Regarding injuries treated in the infirmary: light injuries to Hunters--small scrapes, bruises, etc.--heal very fast; bruises might be gone in a day or less. Other injuries are correspondingly sped up. Grievous damage sustained in combat might land a Hunter in the infirmary, but they will be there for a lot shorter length of time than a human would be hospitalized for an equivalent injury.
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Posted: Tue Jun 13, 2017 10:37 pm
Hunters and Weapons:
The Hunters:
Hunters are voluntarily recruited from civilians who exhibit a sensitivity to FEAR. Growing up, your Hunter would have been subjected to strange experiences. They may have written them off as hallucinations, sought out other people who experienced the same, or reacted in some other way, but they knew that they were different.
On the island, all trainees (and generally Hunters as well) have general tasks to complete. Most of these are janitorial, but they can also include kitchen duty, lookout duty, external missions, etc. Hunters are also expected to undergo training courses, particularly those for their own division.
Information is available to Hunters concerning Halloween-side creatures, including FEAR entities active in civilian areas. Your Hunter will largely be responsible for educating herself independently. However, Hunter intelligence is not flawless, and it is often not shared freely. Therefore some misconceptions do exist. It is safe to assume that with minimal education your Hunter will be apprised of different types of FEAR creatures (minipets, ghosts, monsters, demons, reapers, and undead), and also of the basic differences between the four Horsemen clans.
Hunters are aware that as a rule of thumb Horsemen are more substantial threats than students.
Hunters and Weapons:
All trainees AND higher ranked members of this faction have unique weapons. Bonded weapons talk telepathically with their owners, though not with anyone or anything else. Weapons on Deus can take the form of almost any real weapon imaginable. This does mean, however, real weapon: toys, gag weapons, and non-combat objects are not permitted.
A Hunter has no choice in their weapon. The weapon chooses, and the bonding process has already begun as soon as the Hunter awakens. Afterward, weapons can be summoned and unsummoned at will. When unsummoned and not in use, the weapon also has a totem form. The most common totem form is jewelry, but it can be almost any small object.
Aside from obvious benefits in combat, weapons have an additional benefit: a shield made of solid FEAR that deflects damage and speeds healing. If a Hunter sustains bodily harm, the FEAR shield will mitigate it--gunshots hurt about as much as a punch, for example--by soaking damage (HP) until the FEAR shield breaks (the Hunter’s HP hits zero).
The Weapons:
Weapons live inside their Hunter’s head, but what exactly that means can vary from Hunter to Hunter. While some weapons are not necessarily entirely benevolent, weapons do not tend to actively threaten their Hunters or otherwise lead them into harm, unless it’s as a consequence of craving FEAR from combat and use--which weapons do, constantly, although the degree to which they are slave to this FEAR varies from weapon to weapon. Weapons have senses only inasmuch as their wielder does: they see what their Hunter sees, smell what their Hunter smells, etc.
Weapons do not remember their existence as a student. They may remember vague, broad generalities--a distaste for Undead, a love of Spookies, and Amity slang such as a tendency to refer to boys and girls as boils and ghouls--but they do not remember who they were or anyone they were in contact with.
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Posted: Tue Jun 13, 2017 10:40 pm
Divisions: Deus Ex Machina has five standard divisions, each one specifying in specified roles or tasks. That means that while Hunters AND Trainees share the workload when it comes to missions, there are times when the division leader OR assistant division leader will request a specific task required of that division only. Hunters are expected to commit to their division tasks, and to be responsible and ready to take action for tasks of Deus Ex Machina as a whole.
All Hunter coats are marked on the back/sides with an embroidered gold divisional symbol--a crescent for Moon, a sun for Sun, a branching tree for Life, mist for Mist, and crossed scythes for Death.

Death Division Hunters Death Hunters are members of the 'pre-mission' or intelligence division. They are the group that does the investigation prior to a large-scale mission, or even smaller mission queries. In addition to gathering information, they are expected to be updated themselves as to the current resources and events. Often this comes in the form on on-the-spot analysis, or putting the puzzle pieces together from prior missions and requests. They are responsible for accurately debriefing all Hunters during missions with the intel and resources provided. It is said that Death Hunters know the most about the current status of Halloween and Horsemen, almost to a meticulous level, as they are given the most clearance for on-site investigation. This also includes interrogation, suppression (when needed), and weapons candidacy analysis. Information also includes both intel and potential samples for analysis. Death and Life Hunters work in unison, as some information, samples, and video feeds go to the Life Hunters for further examination and detailed results.

Life Division Hunters Life Hunters belong to the research, analysis, and experimentation division. Life Hunters not only do research on the samples and information given by the Death Division but also help develop, maintain, reinforce, and often patch up security on Deus itself, as well as new Hunter equipment. Life Hunters are the experimental division. Their pride comes from their scientific approach to missions and even day-to-day Deus Ex Machina operations. Their research and experimentation includes (but is not limited to) the subject Halloween, its specimens, Fear, and the abilities of Fear and Hunters. While not entirely necessary, many Life Hunters are trained in equipment maintenance, research, as well as helping with large projects. In addition, it is said that the Life Hunter division also plays a large role in the medical aspect of Deus Ex Machina, focusing more on healing over first aid maintenance, though it is usually recommended as a last resort.

Moon Division Hunters Moon Hunters are considered both a defensive and healing division. They are often brought to the front line because of their abilities, protecting other Hunters, and engaging to their full extent of their abilities in saving them pre, during, and post mission. While Moon and Life Hunters share in hospital and healing duties, Moon Hunters do a lot more of the follow up maintenance, making sure patients are regularly cared for, making sure to change bandages, get supplies, so on so forth. Moon Hunters are in general well-versed in First Aid, as well as how to operate healing-based Hunter tech. In addition, Moon Hunters have the highest resistance to Fear through years and years of working on the line. That means not only can they protect themselves against larger Halloween threats, they have the ability to protect others too. They often work side-by-side often with Sun Hunters on mission, one in charge of defense, the other working on offense.

Sun Division Hunters Sun Hunters are the offensive team, often dispatched on large scale missions and mission outposts. They serve to eliminate and destroy large infestations of Fear, but may also be assigned to small missions to help out with resources in terms of attack. Sun Hunters may be trained in all the weapon arts because of this. They cannot simply excel in their own weapon, but must understand the nuances of using all their abilities to turn the tide of the battle in their favour. That means Sun Hunters often learn how to use Runic Weapons (Hunter Tech weapons), offensive traps, and large scale barriers to the best of their abilities. They may also take additional weapons training. Sun Hunters are sent in to overwhelm and often, unfortunately, distract. That means it is essential that they know how to take care of themselves and leave no room for weaknesses. While Sun Hunters are often protected by Moon Hunters, this is not the case in solo missions where a mistake or a distraction may mean their demise. Unfortunately, Sun Hunters have the highest death toll among all the Hunters due to their risky and dangerous roles as they move among the front lines.

Mist Division Hunters Mist Division does not have one specified role, but fills in for everyone. A 'jack of all trades, master of none' division, they are usually asked to take missions from all four division categories. They are expected to continuously update themselves with all the other division duties, though to a lesser extent. For example, if working with the Death Division, they would also be expected to gather intel - but perhaps not know why they are gathering this intelligence as well as a Death Division Hunter might. Mist Hunters are expected to be extremely flexible in their schedules. They are the division that the other divisions call in when one member in their dispatch team is missing, or for missions that are viable as solo missions. While fast learning and adaptability is often an asset for their division, several Mist Hunters often begin to focus a little more on a couple of divisions. Mist Hunters are often proud of their adaptability and resilience: because of this, they are also known as the special-ops division.
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