The mission report gives you the location of a high school, a class schedule, and a profile. For those who look young enough, they get the opportunity to pose as a student. More mature hunters have to pose as substitute teachers. Instructions detail odd occurrences and at least one missing persons report. It's up to you to blend, investigate, and remove whatever is preying on the school.
Quote:
Day 1 : Blending
The school is mostly empty, except for those who are attending summer school classes. There's a certain eeriness to the empty halls that make the one's filled with students all the more jarring.
Roll 1 d4:
1. You're cornered by an aggressively inquisitive student: they want to know who you are, why you're showing up out of the blue, where you're from. You can accept them as an ally of sorts, to use in investigating the school. If you don't, they will continue to appear the rest of the mission anyway. 2. The principal calls you into his office and gives you a speech about how recently there have problems at the school, but that there is no need to worry. It becomes clear he suspects you are an undercover reporter. You see him periodically throughout the rest of your mission, nervously checking on you. 3. A teacher grabs your arm as you pass them in the hallway, pulling you into an empty room. They give you a hushed ultimatum: if you're here to make things worse or are just indulging morbid curiosity, then you can just leave. You can either play innocent and they will be constantly nearby and watching you for the rest of the mission, or you can give them some variation of the truth that will have them helping you. 4. Within the first few hours, you find a love note in your pocket. You being to feel watched and followed the rest of your mission, and other small notes and even gifts appear. They may be simply cute and innocent, but they may also have a sinister quality. This presence may help or hinder you.
Quote:
Day 2: Investigation
Roll 1 d4
1. Shady Deals
Select one or several or all from these prompts: - You overhear mention of the stuff from several students who don't notice you. - You find someone frightened and shaking in the bathroom, but they won't tell you what's wrong or what scared them. - You see a group huddled together, and glimpse money changing hands. Later you recognize one of them, hiding in a janitor's closet.
2. Potential
Select one or several or all from these prompts: - You notice a student covered in bruises that weren't there earlier in the day. - There's a notice on the bulletin boards about reporting any bug nests, as summer infestations continue to be a problem. - In the basement, you find several areas covered in rat traps. - A student who's standoffish is pointed out to you. They're considered weird/spooky/crazy and most people give them a wide berth.
3. The Exchange Student
Select one or several or all from these prompts: - You notice a student who's seems a bit "off." - In the locker rooms you find the remnants of something likely not human, be it hair, scales, slime, or some other substance. - Several students leave giggling during lunch. When you seem them in class later, they appear pale and spooked.
4. Wild Card Select your choice of the above prompts.
Quote:
Day 3: Removal
Shady Deals Your investigations lead you to a student selling small candies you may recognize as similar to FEAR candies to students.
Encounter
Roll 1 d4
1. The Dealer is a normal human student. They can be convinced to lead you to the one who gave them the drugs to sell. The person you find is someone who looks similar to a hunter you used to see around in person or in photos. They disappeared in late summer of 2015, when the Life labs exploded. Mob: Renegade Hunter HP: 60 Auto Damage: 6 Special: If their HP hits from 0-7 range, their eyes turn black and a pair of doors appear for them to escape through. Going through those doors to pursue feels like an incredibly bad idea.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
2. The Dealer is a creature of Halloween in disguise. Upon seeing you they try to run. Roll 1d20 to keep them from escaping, 13-20 is success. Mob: Dealer Creature (species/race is your choice) HP: 40 Auto Damage: 3 Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
3. The Dealer is a human student. They seem a bit older than most, and when confronted, draw a knife bearing electric yellow runes. Mob: Human Dealer HP: 25 Auto Damage: 8 Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they die, but you will still be able to retrieve their weapon.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
4. Wild Card Select your choice of the above prompts.
Potential Your investigations lead you to believe one of the students is a potential hunter who is attracting dangerous attention.
Encounter
Roll 1 d4
1. The student doesn't come to school today. After checking their records, you find out where they live and go to check on them. What you find is a very quiet house, filled only with the buzz of flies as they gather around the bodies of the family within. After several minutes, several of the bodies being to move, and then stagger to their feet. Beetles crawl out their mouths and wounds, and you see small shapes moving underneath their skin. They move toward you. Mob Bug Puppets HP: 10 x 3 attackers Auto Damage: 2 per remaining attacker. Special: If you miss twice in a row, you feel something enter your body, either through your eyes, ears, nose, mouth, or an open wound. Add 1 to your modifier every time this happens. (-7 instead of -6 and so on.) This does not affect charge attacks.
2. The student doesn't come to school today. After checking their records, you find out where they live and go to check on them. The house looks normal at first, but when you pass through the gate, you're faced with a family under attack. They have barricaded themselves within the house as a massive swarm of beetles tries to break in. You hear the warning sound of glass windows beginning to crack. Mob Bug Swarm HP: 30 Auto Damage: 5 Special: If you miss twice in a row, a window breaks open and they begin to attack the family. For every three rolls you make after this, a family member dies.
Should your HP drop to 0, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
Should the potential hunter survive, you have the option of recruiting them. If they refuse you need to call for a memory blank for all surviving members of the family. A security watch will placed on the family, and their records will be sifted through for bloodline information, but your job there is done.
3. The student shows up at school, and with some encouragements, begins to talk about the things they see that other people don't. You have the option to either recruit them then and there, or leave if for another hunter to do later. If they refuse the offer, you need to call in to have the memory of this day erased. A security watch will placed on the family, and their records will be sifted through for bloodline information, but your job there is done.
4. Wild Card Select your choice of the above prompts.
The Exchange Student Your investigations lead you to believe one of the students is not human at all.
Encounter
Roll 1 d4
1. The student is actually human, with an intense interest in costuming, makeup, and special effects. You find out that most of the odd occurrences were in fact, a small theatre group of students, trying to create their own "found footage" movie within the school. The case has been debunked.
2. The student is a creature of Halloween. They are friendly toward you and mention that they are a member of DETH and ask many questions, some of them possibly of a moral nature. You can choose to try to fight them, but they will not fight back, instead either running away, or taking your attacks until they dissipate. If you want to convince them to be voluntarily weaponized, roll 1d20. 10 and higher means they come to Deus with you.
3. The student is a creature of Halloween and they ******** hate you. They attack as soon as they realize what you are. Mob: Creature Student (your choice of species/race) HP: 40 Auto Damage: 3 Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, the person you encountered on Day 1 will rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
Quote:
Day 3: Resolution
The person who you encountered or Day 1 (should they still be alive) has witnessed you do some possibly questionable, illegal, or logically impossible things. It's up to you how you explain things and part ways with them.
Posted: Fri Jul 18, 2014 1:13 am
It's sun, surf, and skin at the beach, along with enough odd occurrences to raise flags at Deus HQ. Your orders are to investigate a certain beach while posing undercover as a lifeguard. In your red swimsuit, with a whistle, bullhorn, and really tall chair at your disposal, there's every chance you look like someone ready to run attractively down the coat in order to save lives in a really glamorous way.
Quote:
Morning
Roll 2d8 for two prompts
1. Someone falls in love with you and tries to spend most of the morning either hitting on you or drowning to catch your attention. (And get mouth to mouth) 2. You catch a couple of teenagers doing something the shouldn't in the showers. It's up to you whether you just turn a blind eye or yell at them. 3. A child on a floaty drifts far out into the water. They're crying loudly and people are panicking and it's your chance to be a hero of the people! 4. You step down and the squishes to reveal something brown stuck to your foot. It's poop. 5. Your sunblock was not actually sunblock. You smell like bacon for the rest of the day. 6. You think you see a sea monster, but it's just some kids having a water noodle fight. 7. A fight breaks out nearby, a dance fight. Someone challenges you! 8. A mob of adorable and adoring children surround your high and mighty lifeguard throne. They seem impressionable and willing to start a cult for you, if only out of boredom while their moms participate in their beachside bookclub.
Quote:
Afternoon
Roll 1d4
1. Illegal Substances
Select one or several or all from these prompts: - A group of people are acting oddly, they appear jumpy and nervous, even in the light of day. - You notice groups forming and breaking up regularly, and people acting secretive nearby. You glimpse money changing hands at least once. - Someone has what looks at first like a seizure on the beach. They cough up what looks like a half eaten candy onto the sand. Touching it, you realize it's something very like the FEAR candies that get fed to minipets. - Several times you're called out to rescue people stranded on rocks in shallow water, who refuse to swim back themselves out of fear that they will drown.
2. The Temple
Select one or several or all from these prompts: - A parent notices their child has gone missing and a search is called. - You notice several birds seem to disappear into thin air around a section of the cliffs. - You notice a patch of plants that are not native to this part of the world, growing near a section of the cliffs.
You eventually approach the cliffs, and with your weapon's help, see beyond the illusion to reveal an intricately carved opening that leads into a temple.
3. Terror of the Deep
Select one or several or all from these prompts: - Beach goers begin to complain they something is pulling them down into the water. - Several people complain (and several more are all praise) concerning "the topless girl on the rock". Every time you go to look, though, the place they referred to is empty. - You hear a strange song that pulls to you. A man walks into the water without trying to swim as his family shouts for help.
4. Wild Card
Select your choice of the above prompts.
Quote:
Evening
Illegal Substances Your investigations lead you to a someone selling small candies you may recognize as similar to FEAR candies.
Encounter
Roll 1 d4
1. You find the source at an evening bonfire. Partygoers are strange and manic as they dance, or huddle, or even cry to themselves, shivering all the while. One person seems to be unaffected, and as you approach them you may recognize them as another hunter, one who hasn't been seen since the Life Labs exploded in 2015. They summon their weapon. Mob: Renegade Hunter HP: 60 Auto Damage: 6 Special: If their HP hits from 0-7 range, their eyes turn black and a pair of doors appear for them to escape through. Going through those doors to pursue feels like an incredibly bad idea.
Should you fail, a stranger tries to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
2. You notice something off about one of the people you kept seeing in groups. Following them later, you notice they don't go to the parking lot or any of the small parties. instead they go into the showers after everyone is gone, despite not being dressed for swimming or showing any interest in the water all day. You enter the shower just in time to see them removing their face. The illusion drops, and you find a creature slowly removing a suit made of actual human skin. The Dealer is a creature of Halloween in disguise. Upon seeing you they try to run. Roll 1d20 to keep them from escaping, 13-20 is success. Mob: Dealer Creature (species/race is your choice) HP: 40 Auto Damage: 3 Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, a stranger will try to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
3. You notice people going in a strange direction, and follow a group to what looks like an abandoned warehouse. Sneaking past security, you discover what seems to be an underground fight club of sorts. Blending in, you notice a large number of audience members appear affluent. Many of them seem to be wearing special glasses, and you overhead someone complaining about them while admitting they were necessary to see the whole show. Your eyes catch sight of a number of people acting much the same as those on the beach had, and witness several of them putting candies in their mouth. In the center of the building is a cage, and within it there is a human with a regular weapon trying to fend off some sort of monster as the crowd cheers on the bloodshed. Take your time to investigate, then sneak back out again. (Roll 1d20 to escape, 10 and over is success. If you fail, security shoots you with a runic handgun for 10dmg. Continue trying to escape.)
Should you fail, a stranger will try to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
4. Wild Card
Select your choice of the above prompts.
The Temple You enter the temple, and the air of it is different from the beach. Turning around you notice the exit is now gone. Horseman runes are carved along stone walls, alongside the intricate patterns carved by a vast multitude of insects through the ages.
Encounter
Roll 2 d8, for two prompts. You may roll more if you'd like.
1. You enter an empty room, full of dust. 2. You enter a room filled with vines that seem to shift and move in the corner of your eyes. There's a patch of red blooms in one corner, and closer inspection leads to the realization that they are growing through a human body. If you have any open wounds, you'll soon begin to have audio hallucinations and even feel something crawling under your skin. When you get back to Deus, the infirmary will give you something to purge the vines growing within you, and you may end up with a vine-like or even floral scar from the experience. 3. You find a room filled with clothes and accessories. If you are on for looting bodies, you'll find several expensive watches, jewelry, and even some wallets. You end up with about a thousand dollars worth of finds you can comfortably carry. 4. You find a room filled with neat piles of body parts. At your presence, they begin to shift and move. If you choose to run, roll 1d20. Anything over 13 means you successfully escape and close the room's door to keep whatever was in there, inside. Fail, and you find yourself overwhelmed by humanoids with shifting features that settle quickly into your features. Clone Mob HP: ??? Auto Damage: none Special: You must land an attack four consecutive times to escape them. If you miss even once, they overwhelm you. You wake up later, naked and alone except for your weapon totem. 5. You find a room full of old scrolls and dried herbs. 6. You find a beautiful underground orchard with a fountain at the center. 7. You encounter a passageway full of traps, roll 1d20 to determine how much damage it does to you. 8. There is a click as you step down, and a section of wall slides up to reveal a massive beetle. It barrels toward you all pincers and shell. Beetle Mob HP: 30 Auto damage: 3 Special: Whenever you miss, it blocks your next attack for 3 on top of its auto damage!
Terror of the Deep Eventually you catch the mysterious girl, and there is no doubt at all she's a mermaid.
Encounter
Roll 1 d4
1. They try to run away. To them from escaping, roll 1d20, 10 and over is a success. The mermaid is extremely frightened of you, and tries to explain that it was juts fun, and nobody had gotten hurt, and that she'd stay away from then on. You can choose to let her go or fight her. Mermaid Mob: HP: 30 Auto Damage: 3 Special: Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
2. She is friendly and just wants to talk for awhile. She doesn't understand what's the problem with teasing a few humans at all. It's very lonely and boring where she lives. If you try to convince her to be weaponized, she will agree very easily.
3. What seemed like one mermaid was actually two, they don't run away or talk, they just attack you. HP: 25 x 2 Auto Damage: 2 per mermaid left Special: Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
4. Wild Card
Select your choice of the above prompts.
lizbot Vice Captain
No Faun
Offline
lizbot Vice Captain
No Faun
Offline
Posted: Fri Jul 18, 2014 3:04 am
You arrive some distance away from the area outlined as potentially having a natural portal, and being to scout things out.
Location:
Roll 1d8 until you gain 10 SP (scouting points) which lead you to the portal area.
1. You notice a group of strange birds. As they fly past, most seem to have two heads. (1 SP) 2. A tree lifts out of the ground, its roots forms two legs as it walks away. (2 SP) 3. There is a flickering in the corner of your eye, as if the channel had briefly been changed on reality. (3 SP) 4. You see your reflection in a mirror. Upon closer inspection you realize there is no mirror, only another you looking back. You blink and they're gone. (3 SP) 5. You find a section of dead grass with odd shaped footprints burned into it. (1 SP) 6. There is something that looks very much like a unicorn in the distance. (2 SP) 7. You feel a sudden, terrible heat, as if lava surround you. (2 SP) 8. Air is suddenly difficult to breath, as if you're very, very high up. (2SP)
You've been given a set of four runic knives to create a barrier around the portal and close it. They must be planted very precisely, one for each of the four cardinal directions. As you plant them, the words to awaken the runes are: borealis (north) australis (south) occidentalis (west) and orientalis (east). When all four are activated, speak the phrase, "A caelo usque ad centrum," in order to finish the process and seal the portal.
Closure:
For each dagger and the closure, the person doing it will need to roll, for a collective 5 rolls.
Roll 2d20
The first die is the prompt you receive. The second die is the damage done to you while your shield comes into contact with the unstable portal.
1-3: You step into the shoes of someone else in your life, either in your past, present, or even future. You are a passive but aware presence in their mind as a memory of your own plays out. You see yourself and your actions through their eyes. When the vision clears, you're able to speak the activation.
4-7: You find yourself reliving the worst moment of your life. You are not a passive presence, but an active one. You're able to make things go differently, though the results may not be what you hoped for. When the vision clears, you're able to speak the activation.
8-10: You are a future you, a very likely you, and you are dying. You are a passive presence, forced to watch the scene play out but not interfere. When the vision clears, you're able to speak the activation.
11-14. You wake up a different you. In the mirror you see changes, small and large, the ones you'd always wanted. The place you wake up in is the sort you'd always dreamed of. The people you wake up to are your ideals, and everything about them is exactly as you'd like them to be. If there was a checklist of everything you'd ever equated to an ideal life, this is it. When the vision clears, you're able to speak the activation.
15-18: You wake up a different you. In the mirror you see changes, small and large, and it's as if every single flaw has been increased, made more obvious. The place you wake up in is the sort you'd always feared you'd have to live in. The people there are those who make you miserable, and everything about them is now worse. Like you, every flaw has been exposed and inflated to make existence unbearable. If there was a checklist for your worst living nightmare of existence in general, this is it.
19-20: Wildcard - you can pick any of the above, or create your own vision prompt. When the vision clears, you're able to speak the activation.
The portal seals and there is a sudden air of rightness that exudes the area. Areas that had once housed strange phenomena are back to normal. The air is crisp and clean, and you stand a little taller, as if an oppressive force was no longer weighing you down.
Posted: Fri Jul 18, 2014 4:21 am
You arrive at the site of the former base appropriately equipped for that particular region. You enter the base and try to piece together what happened, and what you should do next.
Roll 1 d4
1. Abandoned
The base is abandoned. There is no sign of violence, and from open books and half eaten meals, it seems as if the leave-taking was sudden.
As evening falls, you hear someone walking around the outside of the base, and then walk away. You exit to find no one there, but in the darkness, you find a set of tracks. Following them leads you to a small camp of hunters, all dead from what looks like a bloody, violent battle. Their weapons lay in tablets beside them. As you enter the area, you may notice red eyes gleaming from the darkness, but soon it's your eyes that gleam red.
If you are on this mission with another hunter: hot, mindlessly rage overwhelms you both, causing you to summon weapons and attack one another. Only once your HP drops to 10 or below does your mind begin to clear and become your own again. If you are alone: you return to deus, mission done, the red-violent rage settling calmly into you. At some point it will trigger, and you will attack another character or even an NPC.
2. Infested
At first the base seems empty. It's quiet as you explore its corridors, signs of violence apparent on its walls, in its broken bits and pieces. Eventually you find the first body, and upon inspection, you notice a bee crawling upon them. Then a second. Then a sixth. The corpse rocks slightly, and the motion causes their chest cavity to open with a wet, sickly sound. Within them is a honeycomb structure of gore and viscera, crawling with hundreds of small bodies, busy at work. They pay you no mind and other "hives" are soon found, until you find one hunter, still freshly dead, holding what looks like a runic flamethrower, still glowing with an unused charge. As you approach it, the buzzing of the bees grows deafening as they emerge from their nests to attack you.
Bee Mob: HP: 80 Auto Damage: 5 Special: One person may use the flame thrower, using this allows you to add another die to your rolls, however, doing so increases the auto damage to 10, and does not allow you to charge your weapon. Special: If you miss twice in a row, you feel something crawl inside of you. Once you return to Deus, the infirmary will be able to remove the hive that has begun within you, possibly leaving you with a honey-comb shaped scar.
3. Taken
The base is no longer there at all. No signs of it having existed remain. The longer and further you search, the less you seem to find. The hours wear on, until the sun is finally setting and it seems like time to call it a day. When you return to the location where the base should have been, you find another hunter standing, waiting for you. It is yourself, but something's off about them. It takes a moment to realize that their flipped, scars and tattoos and clothing, everything is on the wrong side. They draw a weapon, again a mirror of your own.
Mob: Mirrorself HP: Your current HP Auto Damage: your current dice level (ie: trainee would be cool Special: If their HP hits 7, all of the damage they've received gets transferred to your hunter as well.
Upon success: A door appears on the ground, leading down through the roof of the base that had somehow sunk underneath. Within are half a dozen hunters, all comatose but alive.
4. Wildcard! You make pick any of the above prompts or create your own!