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Zoobey
Artist

Magical Incubator

PostPosted: Tue Nov 08, 2011 9:00 pm
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Hunter External Missions and Reports

Taking an External Mission:

Any and all Hunters, whether trainees or advanced Hunters can opt to take spare missions outside of their assigned ones (External Missions). These not only build up their reputation, but also their experience and ultimately, is a great means for promotion. It is recommended that each Hunter takes at least a few of these external missions during their assigned ranking before they decide to file for promotion. These missions usually only last for a small duration of time, at the most a few days.
- All Hunters must also file a report their mission once it is completed. This is important to update the archives as well as keep Deus Ex Machina aware of all Hunter progress.

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Available Missions

  • gaia_star Listed on each Hunter's cell phone is a full list of all the missions available to take at the time. If a Hunter is looking for more challenging External Missions, they may contact their division head, at their own risk. Once again to complete an External Mission successfully, the Hunter must file a report of the mission.

  • gaia_star All missions listed are considered available and open to any one or two or groups of Hunters to take until they removed from the list. However, in the event of an emergency mission assigned from Council leaders, these missions are to be aborted immediately and can be continued at a later and more convenient date.

  • gaia_star Missions are ranked by their difficulty level, some missions are more beneficial to certain divisions.

  • gaia_star Mission reward points are a simple tally that Deus Ex keeps in regards to the experience of the Hunter. This is also convenient data to retrieve when Hunters request for a promotion.

  • gaia_star ((OOC: Basically these are PRPS, ORPS, or Solos detailing certain scenarios that you can involve your Hunter, or a group of Hunters in. By completing these scenarios and then filling in a "Mission Report", you can claim the bonus RP points, aka: "mission reward points" from the listing below. Make sure you also link to the RP in your mission report, or the RP you were involved in, and full in the report after it is done.

  • gaia_star You can only do EACH external mission available ONCE for your Hunter. You can choose to do these events again to help other players, such as for example, sparring with another player, but you cannot count it again as an External Mission for bonus rp points.

  • gaia_star These are additional points on top of the usual point tally (600 words, etc) but once again to qualify you must fill in a mission report and submit it below.




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DEFAULT ISLAND MISSIONS:
Island Missions


User Image - Blocked by "Display Image" Settings. Click to show.*NEW* Rebuild Existing Deus Interior:
* Trainee class difficulty
* Start an RP where Hunters are helping with rebuilding (as they please), this can be from the outer walls, the dorm rooms, hallways, abandoned down areas, so on so forth, sky's the limit.
* 1 mission reward point for attempting these courses
((OOC REFERENCE: Pretty Much Everything That Has Happened Recently))

User Image - Blocked by "Display Image" Settings. Click to show.*NEW* Haunted House Post-Investigations:
* Trainee class difficulty
* Hunters now have access to the portal to revisit the Haunted House, locate creates within, and write mission reports on their finds.
* 1 mission reward point for attempting this
((OOC REFERENCE: here ))

User Image - Blocked by "Display Image" Settings. Click to show.*NEW* Neutralize Four Clans intruders :
* Intermediate Class Difficulty only
* Locate any Horsemen and attempt to neutralize the threat
* 1 mission reward point for attempting this
((OOC REFERENCE: This is an open battle zone for both factions! ))

User Image - Blocked by "Display Image" Settings. Click to show.Follow up on Halloween:
* E class difficulty level (anyone)
* Follow up on the activities on Halloween, mostly regarding the suspects involved in the last mission incident. Anyone interested in their mission will board their Golems and pose as a student in Amityville Academy to follow up on the suspicious activities of the faculty members and students. A small time investment is required in order to gain any sort of possibly useful information, but Hunters should not exceed the time limit of their Golems (one week maximum). Mission time is at their own discretion.
* 2 mission reward points for completing this successfully
((OOC REFERENCE: HERE ))

User Image - Blocked by "Display Image" Settings. Click to show.Personal Sparring:
* Trainee level difficulty only
* Trainees can choose to spar with another trainee. This encourages more awareness in future combat and defensive situations.
* 1 mission reward point for completing this successfully
((OOC REFERENCE: HERE ))

User Image - Blocked by "Display Image" Settings. Click to show.Lighthouse Sentry Duty:
* E class difficulty (anyone)
* Hunters must watch over the Lighthouse outpost, and spot for any potential signs of Fear-infested life close to the portal connecting to Halloween.
* 1 mission reward point for completing this successfully
((OOC REFERENCE: HERE ))

User Image - Blocked by "Display Image" Settings. Click to show.Practice Division Training Course:
* Trainee class difficulty
* Any, or a group of trainees can practice their specific division training courses (Shadow Run, Island, Tower, Battle Arena, or Deathsweeper).
* 1 mission reward point for attempting these courses
((OOC REFERENCE: HERE ))

User Image - Blocked by "Display Image" Settings. Click to show.Request extra division duties:
* D class difficulty level (any)
* Hunters may request additional or specific duties pertaining to their division from their division leaders, if they are available. In the case they are not available, they may ask any division leader or division leader assistant to substitute.
* 3 mission reward points for completing a duty successfully
((OOC REFERENCE: HERE ))



NEW + HIGHEST PRIORITY MISSIONS: (UPDATED 10/22/17):

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MISSION 4N - 1M3, LOS ANGELES

Quote:
User Image - Blocked by "Display Image" Settings. Click to show. Retrieval Mission 4N-1M3
Location: Los Angeles, CA
Images:: x, x
General debriefing: A very valuable artifact has somehow made its way into the wild. The good news is that it blends right into the paraphernalia of its new resting place. The bad news?

That resting place is currently in an anime convention's Dealer's Alley. Yikes.

Sun Division needs you to go fetch it, as it is one of theirs. And since you're going for the undercover look... they insist on one thing.

YOU MUST GO IN COSPLAY.

* C class difficulty level (must have a team of three, and at least one of them must be an Intermediate Trainee.)



MECHANICS

* MECHANICS: RP assembling a team (and their cosplays), as necessary, before heading towards the main portal to request a portal to Retrieval Mission 4N-1M3.

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- 20: You can't make it to the Dealer's Alley at all. In fact, you get mistaken for a participant in a cosplay contest, and have to convince the very determined volunteer that you are not. It takes some work.

21 - 30: You get lost on your way and instead make your way to the Artist's Alley instead on accident. You are awash in a sea of tables and fanartists, and somehow get roped into helping a stranger pick out which artist to get a commission from. They trust your artistic judgment, based on your outfit.

31 - 40: You give up for a time, and seek out overpriced snacks. If the number you roll is odd, they're in stock with what you want for twice the reasonable price. If the number you roll is even, they're out. If you're hungry, you must brave the outside world-- and the inevitable crowd that you have to fight to get back inside. Fun.

41 - 60: An adorable child approaches you and declares, in some fashion, that they are lost. You try to find their parent or guardian. ...Try.

61 - 80: Someone is following you. Someone is following you, and you cannot shake them. Someone is approaching you and-- they just wanted a picture with you. Huh, go figure.

81- 100: RETRIEVAL MECHANICS:
- You've found the artifact! But, unfortunately, you need to negotiate with the dealer to acquire it. There's something about their appearance that shimmers for just a second, and you can tell they're not quite human.

"Let's make a deal, human," it says, and its voice rings like three in one. Somehow, no one can hear you. Somehow, no one is nearby. The world is devoid of colour. The convention hall is silent, decrepit. Is this a dream? "Defeat me, and it's yours."

- BOSS MECHANICS: This boss is a vague ghost dressed as an anime character of your choosing, semi-translucent and floating. Miserable. It has 100 HP.

Every time you attack the boss (following the general battle rules), you TAKE 8 damage. 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.

After Boss defeat:
Upon its defeat, the convention hall snaps back into view. All the damage you've done is erased, and the dealer looks at you with wariness.

"Fine," it says. "Take the dumb thing. I didn't want it anyway." It huffs, turning up its nose at you. "But rest assured, the boogeymen will hear about this."

(They do not.)

You take the artifact and go, ready to return it to Sun Division.

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






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SURVEY MISSION 6969-B

Survey Mission 6969-B
Location: Northern Canada
Images: x, x
General Debriefing: You're told about a semi-remote part of the Northern Canadian Wilderness which, after someone wrote a book about finding themselves after hiking the area, has become popular with young adventurers. A few different groups have gone missing - thought by local authorities to simply be unlucky in the wilderness. Absurd stories by survivors and other groups, however, have led to the need for an investigation.

**This is pretty far north, please dress accordingly and keep an eye on the weather and season!

**This is a class C mission, meaning you need at least 3 team members and at least one must be an Intermediate Trainee or higher!
Quote:
Mechanics: RP assembling a team as needed, and head to the lighthouse.

The portal drops you on what can only be described as a tundra. There are rolling hills, large boulders left by glaciers after the last ice age, and the tallest trees, barely taller than you, are huddled in small groups few and far between. Most of the plant life is small shrubs clinging to life around rocks, and small grasses that are low to the ground to avoid the freezing wind. The ground itself is soft in parts, and wet and muddy nearly all over.

Roll 1 d100
and match your roll to the result below. RP accordingly. Complete 3 rolls per person on your team. (Each can roll individually, or one person can roll for the group - as long as you end up with at least 3 rolls per person, with RP, you can consider the mission complete!)

Your Roll:
1-10 -
Rising Temperatures have begun to melt the permafrost that has been frozen for hundreds if not thousands of years. You step in a very, very soft spot of earth - sinking down to your thighs into the ground. The air you've released smells moldy and stale, and cold water begins to seep into your shoes and clothing - and the small mice whose house you just ruined run up your back.

11-20 - What appears to be a gently rolling hill actually turns out to be a rolling hill a surprise cliff. You fall into a hole about 10 feet deep, and only about 4 feet wide on either side. The floor is littered with bones - human and animal alike. You'll need help to get out of the hole.

21-30 - You see a campsite. It's deserted, the small tent in tatters. Further investigation reveals 3 sleeping bags, a pack of MREs, some granola bars, and a broken compass inside. Near what was once a fire is a small cook stove and a rusting pot. There is a single left boot on the edge of the camp, but no other sign of whoever built the camp.

31-40 - You stumble and look down, only to see that you've stepped in a rather large animal track. At first glance if looks like it might be a dog or cat track - except it's a bit too long, a bit too large, and it very clearly has very huge claws. From heel to toe it's at least a foot long, the claws easily add another 6 inches of length. Whatever made the track was heavy.

41-50 - You come over a small rise to find dead caribou. In life it was enormous - in death it still is. If you feel like examining the body you'll see the kill is fresh. The caribou had it's throat ripped out - but the only meat missing is the liver and the heart. Aside from the neck wound and a hole in the torso the beast looks untouched.

51-60 - The wind picks up suddenly. It's biting cold, too cold, and you consider calling it a day before you freeze to death out here. On the wind, you hear and eerie howl, accompanied by an even eerier laughter.

61-70 - A large boulder looms in front of you. As you start to go around it, something catches your eye. A huge stick is shoved in the ground next to the boulder. A top the stick is a human skull - bleached white underneath the dark red paint that has been applied to it. Various other bones are arranged in front of the stick - in a pattern that has no meaning to you. Images of humans and animals have been painted on the boulder behind the strange altar.
Some of the bones are fresher than others.

71-80 - A pile of clothing sits on the ground. A shard of obsidian sits tangled up in what was once a shirt - and the whole thing reeks of death. Scattered around the pile are other pieces of stone weaponry.

81-90 - A creature - you can't tell what type because it appears to be an amalgamation of many seems to rise up out of the ground in front of you. It stinks of death, decay, and mold. It looks like several small animal corpses have merged into one corpse the size of a fox. Borrowed bones stick out at odd angles, and while it has no much you can see you have the odd feeling it DOES want to eat you.
The Amalgamation has 10 hp and does -1hp damage to you per attack. It will dissipate when it reaches 0. Attack rolls do not count towards the three you need to finish the mission.

91-99 - A barrage of caws makes you look up. A murder of crows circles overhead, cawing and cackling, seeming at you and your party, before whirling off to head even farther north.

100
- You've awoken a boss! It oozes up out of the ground - made of earth and skeletons. The stench of death and decay wafts at you from it - it's many, many eyes from dozens of skulls glow faintly in the light. It has claws, teeth, and jaws from various creatures. It's a huge monstrosity - a giant Amalgamation intent on absorbing you, too. The Amalgamation Boss has 100hp and does 10hp in damage per attack.
(If you roll the boss and choose to run you can consider the mission done no matter how many rolls you've done!)



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MISSION 22Z00 - BELL ISLE ZOO, DETROIT MICHIGAN
Quote:
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    Retrieval Mission 22Z00

    Location: Bell Isle Zoo, Detroit, Michigan

    Images:: xxx and xxx

    General debriefing: There have been reports that people are hearing animal sounds coming from the Belle Isle Zoo late at night. Considering that the zoo was shut down and abandoned over a decade prior, it seems to be something that should probably be looked into...

    Find out what is happening at the zoo and remember: don't get caught. Or eaten.

    * C class difficulty level (must have a team of three to four people, and at least one of them must be an Intermediate Trainee or higher.)

    * Please remember that hunters can carry a maximum of two Runic items on them at all times.

    * THIS IS AN OVERNIGHT MISSION. Please pack accordingly!



STAGE ONE
You arrive at the zoo.

It is dark here, and eerie. Most of the park is overgrown and lapsing back into nature, with heavy branches and thick vines and giant leaves beginning to slowly drag everything into the depths of creation. In spite of it being an open space, everything feels strangely cold, brittle leaves and the faint smell of smoke in the air.

Your instructions are to observe and to find out what is making those animal noises that everyone nearby seems to keep hearing.

All players roll 1d6.

  • 1 - In your wanderings, you come across a pile of what seem to be zoo maps that are by the front gates. The maps are in relatively good condition for a zoo that closed over a decade ago...

  • 2 - You hear, a little garbled sounding, what might possibly be a lion's roar. But when you go to check out the lion's enclosure, all you find is a dirty stuffed plush lion and nothing else.

  • 3 - In the elephant house you discover fresh hay laid out across the ground. There are no animals, however. And it stinks.

  • 4 - The gift shop is mostly boarded up, but you force your way in through the front door anyway. There are still shelves filled with various knickknacks and decayed looking merchandise, although if you look closely enough, you might find yourself a souvenir to take back with you that isn't totally worthless.

  • 5 - The bat house makes you feel too enclosed, everything dark. There is no source of light that works anywhere inside of the building, and at night time, it is pitch black. Looks like you better have your own source of light, or you might stumble across a pile of rotting fruit left out for - what?

  • 6 - A dilapidated old ice cream cart stands outside of one of the run down resting areas. When you open it up, you discover the inside is not only perfectly clean, but there's actual ice cram in there. The question is whether you should eat it or not...


STAGE TWO
It's time to regroup.

You have been instructed to stay the night in order to observe the goings on at the zoo. It is time to find a place to make your camp, so that you can at least get some rest in between watching shifts.

One player rolls 1d4.


  • 1 - Your group decides to lodge in the gift shop. There are so many things here that are staring at you - one eyed stuffed animals long past their prime, grimy posters, broken mugs with zebra faces on them...but on the bonus side, it's a large building, with attached restrooms (however old and out of service they might be), and it has a series of windows that make for easy observation. Hopefully.

  • 2 - Your team winds up at the polar bear enclosure. It's not entirely closed off, but you take refuge in the above ground observational area, rather than the below ground one. There are doorless entryways on both sides, and not much space, but at least you have two outs should things get dire.

  • 3 - You and your fellow hunters wind up at one of the zoo's many abandoned restaurants. It's not a very big one, but it's spacious enough that you can lay down sleeping bags or supplies without bumping too much into each other. Better yet, there's a kitchen - a very old and unused kitchen teeming with bacteria and a decade's worth of mold and moss, but still.

  • 4 - All of you take a trip to the top of the climbing structure that was once a kids area. It is mostly a ropes course, with a large net beneath to catch any who fall, but the place you decide to wait is a square platform meant for any waiting groups at the top of a flight of wooden stairs. The ropes course leads across to another platform and another flight of stairs. There's not much space here; it seems time to get cozy with one another, but at least you're up high, with a better vantage point.


STAGE THREE
You hear something.

It's late at night - some absurd hour when normal people are asleep, several hours after you've taken camp for the evening. One person is on watch, while the rest take a small rest to preserve strength and not be tired should they be needed.

And you hear something.

It sounds like an animal cry, some distorted, twisted version of it. You're not sure what it is, but all of you hear it, and eventually all of you are awake and alert, prepared - or not - for whatever might come your way.

And come they do.

One player rolls 1d6.

  • 1 - The creature looks like a mutated giraffe.

  • 2 - The creature looks like a mutated panda bear.

  • 3 - The creature looks like a mutated black panther.

  • 4 - The creature looks like a mutated markhor.

  • 5 - The creature looks like a mutated - and giant sized - black widow spider.

  • 6 - The creature looks like a mutated - and giant sized - andean condor.


It looks like there's some sort of artifact gone wild, or maybe it's just an excess of FEAR built up over the years that has taken physical form. Regardless of how and what it is, you have to get rid of it.

  • The creature has 105 HP.

  • -3 HP auto damage

  • If you lose: It would be wise to pendant out before you get critically injured beyond repair. Perhaps you should come back and try again another day, when all of you aren't so tired and wounded...

  • If you succeed: The creature explodes into dust.


STAGE FOUR
Upon your successful fight against the creature that has been roaming the zoo, you discover that the reason for it is an unruly artifact that has been making things difficult. Now it is time to collect that artifact and get the hell out of dodge before something else comes to try and eat you...

All players roll 1d100.

  • The person who rolls the highest number has retrieved the artifact. There is more than one of each artifact, which means that multiple people over time can acquire the same one - however you do need to complete the mission again if you fail the first time.



  • 1 - If you rolled the giraffe:

      You are now in possession of the Long Neck artifact in the shape of a thin gold necklace. Effects: For one hour per 24 hours you have the ability to extend or diminish your height by no more or less than six inches. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.


  • 2 - If you rolled the panda bear:

      You are now in possession of the Pandamonium artifact in the shape of a short piece of bamboo. Effects: For one hour per 24 hours you have become impervious to contact. People who try to touch you find that they can't get their hands - or any part of themselves - any closer than about six inches away. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.


  • 3 - If you rolled the black panther:

      You are now in possession of the Shadow Stalker artifact in the shape of a short black capelet. Effects: For one hour per 24 hours you can disappear completely in the darkness. If you step into a shadowy area or a darkened room, you simply fade away. You are not invisible; if you move at all, you can be seen as a shadowy shift of something. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.


  • 4 - If you rolled the markhor:

      You are now in possession of the Feeling Horny artifact in the shape of a matching pair of brown leather bracelets. Effects: For one hour per 24 hours you are suddenly very durable. This isn't to say you can't feel pain, but you seem to be much more sturdy and strong than you were before. Also you can headbutt people particularly well. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.


  • 5 - If you rolled the black widow spider:

      You are now in possession of the Many Eyed artifact in the shape of a pair of red goggles. Effects: For one hour per 24 hours you can see perfectly clear in the dark. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.


  • 6 - If you rolled the andeon condor:

      You are now in possession of the Condorminium artifact in the shape of a small keychain in the shape of black wings. Effects: For one hour per 24 hours you can float a few inches off the ground. You cannot go higher than six inches, but you still feel pretty floaty. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.


OOC

  • This mission is worth +3 growth points.

  • Only one artifact may be found per mission by one person.

  • These are Class C Artifacts, which means you may only own two TOTAL per character.
 
PostPosted: Tue Nov 08, 2011 9:09 pm
EXTERNAL MISSIONS (OLDER, STILL AVAILABLE)


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EXTERMINATION MISSION: CLASSIFIED
ZOMBIE Missions


User Image - Blocked by "Display Image" Settings. Click to show.EXTERMINATION MISSION: CLASSIFIED
Location: Anywhere in North America.
Images:: x, x
General debriefing: This is an emergency broadcast. All Hunters are needed to help with extermination of terminally infected civilians. We are being overwhelmed.
* C class difficulty level (must have a team of five, at least one of them must be an intermediate trainee, must have 3 Hunters of different divisions if attempting 4-5 people)


MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to EXTERMINATION MISSION: CLASSIFIED. Your goal is to take out as many of the infected as possible. Once you have worn your HP as close as possible to zero, you may return back to base, and call it a job well done.

- The total mob has ??? HP. There are basically infected everywhere. It is pretty much like cleaning an impossible mess. Again, your goal is to simply attack as much as you can and run the goals given to you (see dice rolls below) until your HP reaches zero. Roll the usual attack dice. Every time you make any post in this RP, you take -5 damage from mobs. Tally up how much damage done total, as at the end you may get a small reward for your efforts.

- Feel free for this mission to make up the zombie massacre scenario. All infected no longer resemble humans, and are black shrunken corpses that walk. They move rather quickly, and have incredible speed despite their rotting flesh, making their origin seem like that of FEAR. If you are using SPECTRE, feel free to use Google Maps or some other application to specify where your characters are. Again, the setting is in your control, within reason. Buildings should be abandoned, but not heavily damaged, roads are mostly in tact. Again, almost all the city is abandoned except for these surges of infected. You can see in the distance closed off fences. You are in the QUARANTINED areas. Please do not get too close to the fences as this is relatively covert, and a Hunter does not want their face plastered all over mass media.

- At the beginning of your post, roll 3d10. Match your dice roll to the prompts below. These are things that you need to INCORPORATE into your RP at any point. When in the RP is your choice, but it must be done otherwise this does not count as "complete". When the last of these prompts have been completed, and your character has reached 0 HP, you are good to go home and this mission is marked as "complete". If your character reaches 0 HP before you complete these four prompts, then they still get the RP points but did not "complete" the mission.

1: Assignment A. Your character must also rescue two civilians during this mission. For two posts, you cannot attack, and instead, must use those posts to rescue civilians. You have to rp out two separate posts of rescuing them. If you are a Moon Hunter, you can consolidate your posts into one post (and only take the damage of one post).

2: Assignment B: Your character must also salvage for supplies. For two posts, you cannot attack, you must run around salvaging supplies from deceased Hunters. You have to rp out these two separate posts for salvaging. If you are a Mist Hunter, you can consolidate your posts into one post (and only take the damage of one post).

3: Assignment C: Your character must collect data for further use. For two posts, you cannot attack, you must instead use the handheld radio given to you to ping data. You need to stand very still while doing this. If you are a Death Hunter, you can consolidate your posts into one post (and only take the damage of one post).

4: Assignment D: Your character must administer to vaccines to infected Hunters. They have some vaccines at hand. For two posts, you cannot attack, you must simply administer the vaccine to infected Hunters. This only works on Hunters infected with this current strain of virus. If you are a Life Hunter, you can consolidate your posts into one post (and only take the damage of one post).

5: Assignment E: Your character must heal two nearby Hunters. They are given bandages. For two posts, you will need to heal two Hunters with bandages instead of attack. These need to be rped out as two separate posts. If you are a Life Hunter, you can consolidate your posts into one post (and only take the damage of one post).

6: Assignment F: Your character must help clear the mobs for nearby Hunters in need. For two posts, you take double damage (-10 per post). These need to be rped out as two separate posts. If you are a Sun Hunter, you can consolidate your posts into one post (and only take the damage of one post).

7: Assignment G: Supply run. Your character needs to pick up supplies at a far off base. For two posts, your character must run to the far off base for supplies and bring them to the base portal area. These need to be rped out as two separate posts. If you are a Mist Hunter, you can consolidate your posts into one post (and only take the damage of one post).

8: Assignment H: Your character must help defend the mobs for nearby Hunters in need. For two posts, you take double damage (-10 per post). These need to be rped out as two separate posts. If you are a Moon Hunter, you can consolidate your posts into one post (and only take the damage of one post).

9: Assignment I: Your character must capture a ??? person. The target is a figure wearing a grey outfit. Their goal is to capture them, in whatever means possible. For two turns, instead of rolling attack dice, roll 1d6. This is your character chasing them. If you roll a 1 or 6 in any of those posts, you successfully capture them, if not, they get away. These need to be rped out as two separate posts. If you are a Death Hunter, you can consolidate your posts into one post (and only take the damage of one post).

10: Assignment J: Your character is highly unlucky. They have found a MUTATED HIGHER BEING. This is a creature that has merged with other infected around them, to form an extremely grotesque mass. They usually stand at around 20 - 30 feet tall. They are extremely destructive (shape is up to you, as it is made out of tens or twenties of smaller once human bodies joined together horrifically). This mob has 30 HP. You must eliminate it before going any further. Use the usual attack dice to do so. As you attack this mob, you take an additional -2 auto damage. If you are a Sun Hunter, you only take -1 additional auto damage.

gaia_crown [ Mission complete! ] If your character has finished the 3d10 prompt rolls above AND is at 0 HP (they must finish the prompts before the 0 HP), they have completed the mission. Tally the total damage they did in this fight:

1-10 damage: +$0 to their pay.
11- 20 damage: +20 to their pay
20 - 30 damage: +50 to their pay
30-50 damage +100 to their pay
50+ damage: +200 to their pay






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RESUPPLY MISSION ALPHA
Resupply Missions


User Image - Blocked by "Display Image" Settings. Click to show.Resupply Mission 5A
Location: General Groceries
Images:: x, x, x.
General debriefing: With portals more or less back up and running, Deus Ex is in sore need of supplies. As the island is currently unable to sustain life and not all hunters know how to hunt or fish AND with the holiday season coming up, it has been decided to have hunters scavenge food from a place they're familiar with: a grocery store. Care has been taken to ensure that hunters do not visit a General Groceries in or near their home towns; civilian outfits requested, leave your coats on the island. Hunters have also been granted a $300 budget. To share.
* E 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 Resupply Mission 5A. Once there, roll a 100-sided dice and match the roleplay to the results below, as well as any reactions.
* Shopping Cart: The mission starts with an empty cart: 0/100 units. When you roll a dice, you will either gain or lose units OR items. Keep track of what items you've picked up AND how many units they're worth. The team shares the same budget, however it is up to you and your group whether you want to share a shopping cart. Sharing means you're unlikely to go over the budget, but you're also not going to bring as much back...
* Players can continue rolling until any of the players roll a CASHIER, in which case the CHECK OUT begins. See below for check out mechanics. Your cart can also hold 100 units of food. When you reach this (or go over) proceed directly to the CASHIER.

1 - 5: The produce section of the store is pretty decent. And hunters do need a balanced diet. Pick up 5 units of produce.

6 - 10: This store has a section of barrels. It's not too surprising at first until a chorus of screaming kids alert you to the presence of candy. There are clear plastic bags nearby and scoops, so why not satisfy your inner child and add five units to your cart. As in five fully filled bags.

11 - 20: The cart you pick suddenly loses its wheel! Your cart tips over and spills everything out. After grabbing another cart and loading it up with your pile of goods, it seems to be a bit... lighter. Lose the FIRST three items you picked up.

21 - 25: Somehow you "accidentally" wind up in the soda pop aisle. While making your way through it, your inner teenager gives into the colorful labels and you somehow wind up with five cases of canned soda. Add them to your cart, you soda junkie.

26 - 30: You discover the health and beauty section of the store. Shamelessly you pick up some non-Beach soap and shampoo, and other health and beauty products. Add five units to your cart.

31 - 35: It looks like you're in one of those fancy supermarkets. Or the state you're in possibly legalized it, but it looks like a large section of the store has turned into a mini brewery which offers a vast array of alcohol. You add 5 units to your cart.

As you're purchasing the alcohol, a clearly underaged teenager slides up to you and asks if it wouldn't be too much trouble to purchase some for them, too. Do you agree?

Yes:
Roll 1d10.
If Even:
Nothing special happens. If you make it out of the store WITH alcohol, -1 unit however you gain + $20 for your pocket.

In addition, when you return a hunter of a higher rank compliments you on your sneaky ways and gives you a bonus of $50. They also seem to help themselves to one of your booze units, but they're long gone before you realize it.

If Odd:
Turns out it was part of a sting operation! You're arrested on the spot, and your division lead has to come bail you out of jail. You are now banned from doing this EM for two IRL weeks. You also are deducted $100 from your personal paycheck.


36 - 40: As you turn to grab an item and maybe debate with your teammates on what to get next, someone helps themselves to the cart. Lose the last three items you picked up.

41 - 50: Another turn in the store leads you to the pasta aisle. You can't go wrong with ramen, right? Add 20 boxes of pasta to your cart.

51 - 60: A group of rambunctious children races by, some in the cart and others pushing it. They narrowly avoid slamming into you. However, they don't seem to avoid the rather large display of promotional pet food that comes raining down onto you! Unintentionally add 10 cans of pet food to your cart; you thought you got them all too...

61 - 65: You know what every kitchen needs? A giant cheese wheel! Too bad it takes up 10 units by its sheer size alone.

66 - 70: You know what else the Deus Kitchen needs? A non-runic Happy Hot Dog Man. Add one to your cart. It would've come with a free catsup critter and mustard monster, but as soon as you pick it up a kid yells "IT'S KETCHUP!" and runs off with it.

71 - 75: You hear the cackling of teenagers with too much time on their hands while in the dairy aisle. Before you can do anything, one of them happens to chuck a giant milk carton at you before running off. Your character is now dripping milk and will start to reek badly. Though if you haven't been taking advantage of the beach soap, the smell of milk manages to make you smell more like a decent human being. Not to mention you've just lost three units of each of your last three items due to gross milkage.

76 - 80: As you move to compare two items, a frustrated mother trying to wrangle several kids accidentally walks off with your cart! By the time you track them down and return their cart to them, you realize that some of your items are missing. Lose two units of all of your acquired things.

81 - 85: At the meat counter, you spend some time considering what to get. Given the popularity of meat on the island, you decide to stock up. Add 10 units to your cart.

86 - 90: You know what's next to the meat? Seafood. You know what's part of seafood? Crab legs and lobsters. Someone's going to be eating fancy tonight on someone else's budget! Add 5 units to your cart.

91 - 100: CASHIER; CUE CHECK-OUT:
- Either your cart has hit 100/100 capacity or you've had enough of the holiday rush, but you're now in line for check-out. After a bit of waiting (and being tempted by the gum -- +1 unit of gum if your cart isn't at max capacity).

- In addition, if you have room in your cart, you have the choice to purchase cigarettes. Not only is smoking a bad habit, but it's one you can easily exploit back on Deus... You can choose to add 5 units to your cart.

- If your team is still shopping, let them shop -- you're just going to check out early and wait by the register. First one to the register just so happens to have the money...

- You pile the items onto the conveyer belt and wait in anticipation as the cashier starts to ring your items up...

- FINDING THE TOTAL:
This is why you keep a list of WHAT you have and HOW MUCH of it you have. Match up what you have to its price, and multiply it by how many you have. Everything is priced per unit:

Produce - 3.49
Candy - .99
A Case of Soda Pop (Contains 12 cans) - 5.99
Health & Beauty Supples - 6.99
Alcohol - 13.99
Pasta - .49
Premium Quality Promotional Pet Food - 4.99 per can
Giant Cheese Wheel - 99.99
A Happy Hotdog Man - 10.99
Meat - 4.49
Crab Legs - 14.99
Cigarettes - 9.89

Multiply the units you have to the price. If you have five units of crab legs, you're now shelling out 14.99*5=74.95 for fancy eating.

Once you have your total, subtract it from the budget of $300.

- Remember, you're SHARING this budget with your team!

- If you go over the budget, you can either pay with your island allowance OR attempt to run.
If you run:
Roll 1d10
1 - 5: You're caught and escorted off the premises. You're banned from doing this EM for two IRL weeks.

6 - 10: You manage to run off with the last THREE items on your shopping list. In addition, they have a picture of you on camera so you're banned from doing this EM for two IRL weeks.


Maru's Suggestion for this EM:

Keep a running tally of what you have in your post. No need to keep track of prices, but keep track of your cart and what's IN your cart. That way at the end, you'll know exactly what you have and what you can add to your RP inventory (if you're that kind of person).

I'd personally arrange my post like this:

Quote:

* RP HERE*

Cart: -/100
Contents:
Pasta (ramen & alfredo mix) - 20 units
Candy (mostly hard fruit candy) - 10 units
Giant wheel of cheese (swiss) - 1 unit


etc. The brackets are more for me know what KIND of thing I have. Then at the end, just need to multiply the prices with how many units I have~

If you have questions/are confused, please ping me!



* 2 mission reward points for completing this successfully

In addition, for successfully completing this you may choose to keep FIVE UNITS of whatever you brought back. If you want more, you'll need to pay for it. But at least you're paying Deus itself and not some over-priced hoarder.




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SURVEY MISSION 13H - LAS VEGAS
Quote:

User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 13H
Location: Las Vegas, Nevada
Images:: x, x
General debriefing: There's rumours going around that something big is going down at a costume party in Nevada. It's not a black tie affair by any means; most people will be attending in outfits ranging from store bought to custom-made; which will make it easy for any hunters to slip in undercover.

While the whole thing is simply an excuse to get together to celebrate the spirit of All Hallow's Eve, something is rotten in the state of Denmark. There's too much money and bluster going on to not be covering something up, and the tips we've been given only confirm more of the same.

Find out what they're doing, and stop the deal from going down, by any means necessary-- and remember: don't get caught.

* C class difficulty level (must have a team of three, and at least one of them must be an Intermediate Trainee.)


MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the main portal to request a portal to Survey Mission 13H.

This mission requires a disguise! Pick out a costume for your hunter, with a way to cover at least half their face! (Makeup and wigs are acceptable!) You can assume the quartermaster has some to borrow, within reason, or they can acquire their own.

Everyone on this mission will have a radio earpiece, super-spy like, so even if you get separated, you'll be able to talk to each other.

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- 20: The ballroom is packed to the brim, and noisy to boot. You manage to listen in to a series of conversations that seem suspicious between two shady figures in a corner. But they catch sight of you, though, and scatter into the crowd, talking into their wrists. Stay alert.

21 - 30: You decide to check out the basement, which takes a bit of lock picking (or breaking). Worry not about security: it looks like someone else has already taken care of that, a glowing red device attached to it, probably feeding it an empty loop. A level down, you find a bunch of crates, filled with familiar runics tinged in red. But you hear someone coming down the hall-- better get back to the party.

31 - 40: Something brushes you as the hors d'oeuvre go by, and it takes a few minutes to realize that a bug has been planted on you. It stays on you until your next roll. After that, you crush it, but... if you said anything, assume it's been compromised. Eyes seem to focus on the back of your neck, but it's impossible to find the source.

41 - 60: It looks like action is about to get started. People start filtering towards the doors, all of them discreet, but you are on the lookout, after all. But tailing one leads you nowhere; a diversionary tactic. Better get back to the hall and try again.

61 - 80: Someone mistakes you for a server, and you get hustled back into the kitchen and loaded up with a plate of food or drinks, and then shoved right back out of the kitchens. To not blow your cover, you need to, well. Serve. Roll 1d10 and get a 7 or above to offload them all. It wasn't for naught, though: you managed to confirm there's a huge deal going down at the stroke of midnight, down in the basement. You better be there, or be square. Or, you know. Fail your mission.

81- 100: BOSS ENCOUNTER:
- It's time. You've managed to tail someone to the levels far below the party, enough that the din has dulled to a low roar. You can hear yourself think, but you can also hear low murmurings as you approach the site of the deal you've been looking for all night.

It's not creatures of FEAR, you find, but several men and women. And they are armed to the teeth with weapons that glow blood red. The other half of the bargaining party decide that discretion is the better part of valor, and slip out the door, taking only as many goods as they can carry.

The armed figures block off every exit, and every camera has been shorted. There's no one that can hear you scream, and that's fine. You are a hunter, and now, it's time to prove your worth.

- BOSS MECHANICS: This boss is a number of humans that have a collective 100 HP. They use red runic weapons, but have no shield. It's numbers they have on their side, and in great excess.

Every time you attack the boss (following the general battle rules), you TAKE 8 damage. 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.

After Boss defeat:
Upon the death of the final enemy-- the rest having fled-- you realize they've activated a self destruct button on the crates of supplies they were trying to sell. They'd rather they be destroyed than return to Deus' hands, especially in the wake of the failures of the Delta Event.

The weapons have crumbled to dust in their crates-- but there's still some laying around by the dead bodies. Better take some back to the island.

(Note: You cannot keep these. They will be confiscated upon arrival.)

Roll 1d4 to determine what is dropped
    1. Red runic weighted chains, several links loose.
    2. Red runic daggers, one of them cracked.
    3. A box of red runic bandages, half empty.
    4. A red runic trap gun, with both the trigger and barrel busted.


* 2 mission reward points for completing this successfully




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SURVEY MISSION 66H -NEW YORK

Quote:

User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 66H
Location: Sleepy Hollow, New York
Images:: x, x
General debriefing: The season of scaring is upon us, and it seems that some old legends hold kernels of truth.

...Or, at least, attract frenzied creatures that want to take advantage of all that residual fear lingering around.

* C class difficulty level (must have a team of three, and at least one of them must be an Intermediate Trainee.)


MECHANICS

* MECHANICS: RP assembling a team, as necessary, before heading towards the main portal to request a portal to Survey Mission 66H.

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- 20: IN the woods, you hear a wheezing sort of laughter, ringing in your ears. Amidst the fog, yellow-orange lights bob in the distance, steadily growing closer no matter where you go. Your vision blacks out for a few seconds, and when it returns, a singular jack o lantern is resting atop a branch, its candle snuffing out abruptly.

21 - 30: A rickety wooden bridge is ahead, obscured by fog that's the sort of cold that runs all the way down to your bones. In the distance, you hear the steady beat of hooves against dirt, but they never seem to get any closer. A plank snaps underfoot, and one of your feet slips beneath, touching the water-- and something grabs your ankle for just a moment.

31 - 40: Black shadows swirl around your feet, slowing your movement down to a crawl, until you can't walk any further at all. Paranoia filters into your thoughts before vanishing abruptly with a loud, sudden noise sharper than any gunshot. The shadows have disappeared.

41 - 60: You see an old man, stooped over as he makes his way down a path. His head is ducked down, focusing intently on watching where he steps, a candle in his hand. Trying to get his attention to ask him about anything at all results in his head turning all the way around, his eye sockets completely empty. In the blink of an eye, he's gone, leaving behind only his candlestick holder, still smoking.

61 - 80: You come upon a grove with a crumbling mausoleum, looted and rotting. Trying to go around it, somehow, pulls you right back to its entrance. Upon going in, you have a vision of your own death, however fantastical it might be. As soon as it's over, you snap back to reality, and the mausoleum is gone, leaving behind an open grave, a number of skeletons piled high in the dirt.

81- 100: BOSS ENCOUNTER:
- The hoofbeats grow closer and closer until they're thunderous in volume. Atop a black horse as gargantuan as itself, the dullahan roars out of the fog, streaks of grey along its shadowy form revealing its Insanity. The horse rears high, forelegs kicking high, and shadows form around the dullahan in wispy shapes. It laughs, deep and wild, and every mocking bark echoes through the woods.

Holding its its fiery pumpkin head high leads to the worst possible outcome. Sparks fly, jumping to the detritus littered around the forest, and before long, trees are set aflame. As every minute passes, it spreads further and further, until you are surrounded in a blaze.

You better hurry.

- BOSS MECHANICS: This boss is gigantic headless horseman that has 100 HP.

Every time you attack the boss (following the general battle rules), you TAKE 8 damage. 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.

After Boss defeat:
Upon its defeat, the fire abruptly goes out as if doused by rain. A ghostly wail shrieks and races towards the sky, and the pumpkin head lays charred and smashed on the ground.

It's over, for now.

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




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SURVEY MISSION 4A - Prypiat

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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





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SURVEY MISSION 4B - LAS VEGAS

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 4C
Location: San Zhi Resort
Images:: x, x, x.
General debriefing: There has been the stirring of something that scares even the locals: a rumour has it that in the evening, the lights turn on several of the odd pod-like buildings. Music can be heard from within before the light flickers off. This investigation must happen, due to this claim, in the evening after dark.
* 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 4C. 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 darkness combined with the fog make it extremely difficult to navigate. As you move your flashlight against the ground all you see is the crackled pavement, the pods obscured from sight -

- As a skeletal face carved right into the cement leers at you -

- And disappears. It was just your imagination... right?
21 - 40: Tattered pieces of fabric seem to be hanging from a few smashed windows. Upon further investigation you realize it is actually strips of skin peeled off some hapless creature.
41 - 60: You take a look at the pods again. They look normal enough, though none of them have the odd flickering light. Well that's a relief. A strange jarring noise interrupts you and as you look back, the order of the pods have changed, from location to colour.
61 - 80: You hear music playing in the background, a sort of wailing, foreign music. It seems to be coming from right above you, but nothing is there. Only you can hear it.
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.

* 4 mission reward points for completing this successfully



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SURVEY MISSION 4D - ISLA DE LAS MUNECAS

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




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SURVEY MISSION 6A - PARIS

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User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 6A
Location: Paris, France
Images:: x, x
General debriefing: There are some 185 miles of tunnels beneath Paris. Most are empty, some are occupied by ancient catacombs housing remains, and some have been repurposed by humans, both the wandering homeless and those engaging in (literally) underground activity.

Recent excursions by urban explorers and gossip among tight-knit homeless communities suggest strange activity in a private, closed-off area of the catacombs, including notably bizarre behavior among the thriving populations of resident rats and some rumored disappearances. Reports have grown frequent enough to warrant an investigation.
* C class difficulty level (must have a team of three, at least one of them must be an Intermediate 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 6A. 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- 20: You find a pile of blankets and a bag of worn belongings suggesting that you've stumbled on a vagrant's sleeping place. There is a large quantity of dried, reddish brown stains, including a clearly-marked but streaked footprint and handprint on the floor, that lead to the edge of one of the underground canals, then disappear. Many of the smaller spatters are clearly the tiny pawprints of rats.
21 - 30: A rat scuttles out of a crossing in front of you. Its shadow seems... strange, in ways that you cannot explain. Should you choose for some reason to pursue it, you will find that it evades you entirely, and that your flashlight beam seems strangely less effective at penetrating the darkness in the tunnels where the rat flees.
31 - 40: A long, long line of French graffiti in black ink stretches along this corridor at shoulder height. If your character can speak French, they will find that it starts out with the lyrics to a tune currently popular on French radio, before taking a turn for the bizarre in the middle with random words (often "légion") inserted incorrectly, and then disintegrating into complete gibberish and random strings of letters before stopping suddenly mid-tunnel.
41 - 60: A bag of dried fruit and stale bread lies in a corner alongside an abandoned backpack that turns out, if examined, to contain supplies for impromptu urban exploration, but no identification. The dust is studded with dozens and dozens of rats' pawprints, but the food is entirely untouched.
61 - 80: You enter an area with a high, vaulted ceiling, full of a strange squishing, echoing sound. Something falls to the ground in the beam of your flashlight. It is a maggot. Should you decide to point your beam upwards, you will find the ceiling completely crawling with the same, all apparently hellbent on reaching small cocoon-like objects, roughly the size of a softball, strung thickly across the ceiling.
81- 100: BOSS ENCOUNTER:
- The sound of scrabbling paws is faint at first, but soon grows into a din punctuated with the chatter of many, many oversized teeth. The beast that manifests is a King Rat: a writhing mass of rodents joined by the tails, so that the teeth all face outwards. This is clearly a creature of FEAR, not of nature: each rat is substantially larger than the average dog, their beady eyes gleam bloodthirsty and manic, and the entire unit moves with a cohesiveness that suggests a hivemind at work. They (or it) fully block the tunnel ahead.

- 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. 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.

After Boss defeat:
When the final rat is slain, all the carcasses melt away. They leave, however, a scrap of evidence for you to take back to the labs for further research. Roll 1d4 to determine what is dropped
    1. A single, normal-sized rat skeleton, bound together with striped baker's twine and sealed with a Belgian postage stamp.
    2. A plastic baggie containing cigarette butts and bottlecaps. Shift the contents a bit and you will find that in the center of the litter is what appears to be a dead baby rat, hairless and pink--and still fresh.
    3. What appears to be a bit of fur but on closer examination turns out to be a dessicated rat head (normal sized). Someone or something has nailed a bit of yellow legal paper to it, but all that remains is a shred.
    4. A bundle of freshly-severed, normal-seeming rats' tails, bound together with what looks like an elastic baby's headband of pink lace.


* 2 mission reward points for completing this successfully




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SURVEY MISSION 6B- ELKMONT, TN

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




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SURVEY MISSION 6C - CENTRALIA, PA

Quote:

User Image - Blocked by "Display Image" Settings. Click to show.Survey Mission 6C
Location: Centralia, PA (United States)
Images:: x, x, x
General debriefing: A mine fire has been burning underneath Centralia, PA since 1962. The town is now a ghost town, and FEAR monitoring at the site has spiked. You are being dispatched to investigate a possible source of the disturbance.

There are still five to ten living human residents of Centralia, but they have been deemed a non-issue. Civilian clothing recommended but not enforced.
* 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 6C. 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 - 20: While investigating a fissure in the concrete that is emitting a steady stream of smoke (although it has no smell, making it seem more like fog), you realize you are being watched by a skinny old woman on the sidewalk, in bare feet and wearing a bathrobe. She stares at you, retrieves mail from a mailbox, and then crosses the street to enter a ramshackle home you'd taken to be abandoned, all the while muttering something about "damn trespassing tourists." If you choose to pursue the matter:
The stretch of tarmac she walked across is scorching, blistering hot. If you knock on the door of the house you receive no answer. A quick glance through the windows reveals nothing but scattered debris.

21 - 40: You find one of the town's many enormous sinkholes, clouded with smoke and smelling noxious. From the corner of your eye you see a black shape scuttling across the rim, but by the time you turn to see what it is it has disappeared down into the hole.
41 - 60: The town is in a haze of mist or fog or perhaps low-lying smoke. A mangy feral dog half-lopes, half-limps down the street before disappearing into the rubble of an overgrown lot. If you follow it, you find that it has left charred pawprints that smoke where they pass through the brittle grass.
61 - 70: You find a smoking fissure in the earth, and inadvertently inhale a lungful. You are immediately beset by painful, terrifying hallucinations of twisted faces and the sensation that your skin or internal organs are on fire, burning abruptly and uncontrollably. The illusion is utterly realistic but fortunately short-lived: it passes within five or ten seconds.
71 - 80: Jokesters leave ominous graffiti all over Centralia--"HELP" and "I've Fallen In" next to deep crevices in old roadways--and so it is easy to ignore it. A particular neon green patch of it, however, is scored through again and again (straight through concrete) until it has been almost entirely defaced, and a shredded spray paint can lies nearby. A large streak of neon green paint runs from the ruined graffiti to the lip of a particularly dangerous-looking fissure.
81- 100: BOSS ENCOUNTER:
- You spy what appears to be an explorer or perhaps a resident: a young man of perhaps twenty in hipster glasses, smoking a cigarette and gazing down into a sinkhole. He looks up at you and smiles as the earth crumbles beneath his feet, sending him plunging down. You see him take a calm drag before he's swallowed up.
Barely a second passes before a great crawling shape heaves itself out of the sinkhole: a charred black being perhaps ten feet tall with a fiery gleam in the cracks of its joints, accompanied by little skittering, emberlike shapes that immediately launch themselves in your direction. It opens its glowing red mouth to roar at you, belching smoke and steam and the smell of sulfur.

- BOSS MECHANICS: This boss is a mob with a collective 100 HP. Every time you attack it (following the general battle rules), you TAKE 8 damage. You will need to deal with both the main monster and also the smaller living embers flanking it, although the latter can actually be stomped out as though they were cigarette butts, if they're in reach. 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




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SURVEY MISSION S86 - SAHARA

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 missio
 

Zoobey
Artist

Magical Incubator


kuropeco

Dramatic Marshmallow

PostPosted: Wed Nov 09, 2011 12:06 am
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Mission Report Submission

gaia_crown [ Submitting a Report: ]

  • gaia_star Any and all missions must have a report submitted, whether it is one from the division leaders or an external training mission. Please specify what class of mission this is (simply look at the form below for guidance).

  • gaia_star Mission reports should be submitted immediately after the given mission.

  • gaia_star One form must be submitted for each Hunter involved in the mission.

  • gaia_star ((OOC: Basically any "missions" given by the division leaders OR missions that your char chooses to take needs to have a mock report. You get extra bonus rp points for external missions (see post above to match up to how many you get for that mission), but bonus rp points for regular missions will be distributed after the mission is completed ie: post meta, etc. For meta missions they are considered ICly "mandatory".
    - These do not need to be extremely long, a couple of hundred words max, unless it is a metaplot mission report, then it is at your discretion.
    - For metaplot "missions", please simply link the LAST RP your character did prior to mission exit. You do not need to fill in report forms for old metas other than the Haunted House one, as per requested by GMs.))

  • gaia_star NOTE:
    exclaim Missions available in this thread are worth 1 RP point if the 600 word minimum is met, unless the mission text states otherwise.
    exclaim Bonus mission RP points (the extra 2, 3, or 4 RP points) can only be collected if the 600 word minimum is met.
    exclaim Bonus mission RP points can only be collected once a mission report is turned in, which can be done by posting in this thread.
    exclaim Bonus mission RP points cannot be collected more than once per mission.



[b][color=#00CCEE][size=16]Deus Ex Machina Mission Report Form[/b][/size][/color][size=10]
((OOC: PLEASE LINK YOUR RP HERE))
[b]Name:[/b] Name of Hunter here
[b]Division:[/b] Division of Hunter here
[b]Status:[/b] Ranking
[b]Mission ranking:[/b]
- Full Term for missions that require immediate dispatch/ division leader immediate request for longer than a week
- Part Term for missions that require immediate dispatch by division leaders for only a couple of days
- External Mission for external missions
[b]Status of mission:[/b] Relay here if the mission was a success/failure, a full summary of what happened, and details of importance, and anything that could possibly be used as information in the future.
[b]Additional points of extreme importance[/b]: Extremely important details go here
[b]Commendations or warnings:[/b] Commendation or warning regarding Hunters involved in the missions goes here, if applicable. Please stop posting about Dr. H or Caelius, the mission assessment team is aware of their...actions. Unfortunately we can do nothing about this.
[b]I agree that by signing this, all information above is accurate and can be used for or against me:[/b] Sign here. [/size]


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PostPosted: Wed Nov 09, 2011 7:50 am
(moved from above because we need that post)
Deus Ex Machina Mission Report Form
((OOC: Domain of Space))

Name:
Gale Gentry.

Division:
Death.

Status:
Trainee.

Mission ranking:
External Mission (?) [ Meta ]

Status of mission:
Success(?). The Hunters were sent to a "haunted house" and ordered to find and eliminate any potential threats - namely the Halloween creatures. During said mission, several creatures were caught and held in cages by Doctor H, including a sloth demon by the name of Bartholomew. Several of the creatures were submitted for testing, but none were compatible for weaponization. The demon Bartholomew was given to the team of myself, Ferdinand, Milton, Ariane, and Tikaanis as bait to lure other creatures into the room. It worked relatively well, and all of the creatures were captured at the end. However, Caelius trapped something known as the Soul Harvester. Its exact concept is unknown to me. While fighting it, we were sent to separate rooms with unknown hosts and then sent to a battlefield, where it was discovered that our own Aria was, in fact a traitor, by the name of Professor Red. The FEAR contained within her body went berserk and Red/Aria turned into a horrible, great beast. She fought with Caelius, killed several Halloween creatures and Hunters alike, and then let herself die to "protect" her students. It was then that we returned home.

Additional points of extreme importance:
Post-mission meeting with Caelius revealed the existence of a twin weapon that belonged to Aria, which means Aria's location and existence is unknown.

Commendations or warnings:
I was reprimanding by Caelius for asking a simple question.

I agree that by signing this, all information above is accurate and can be used for or against me:

User Image



Deus Ex Machina Mission Report Form
((OOC:]http://www.gaiaonline.com/guilds/viewtopic.php?t=22286597&page=1] Meta Finale ))
Name: Marcus Hasan
Division: Moon
Status: Trainee
Mission ranking: External Mission
Status of mission: Failure to capture the Soul Harvester and dispatch and or capture ‘Halloween’ beings. A few were apparently changed into weapons prior to the destruction of the tent and equipment although many subjects were incompatible with the weaponization process. Many subjects captured were lost and escaped into the house, and we were not able to retrieve them. Sent in individual groups we attempted to find the creatures and dispatch them or capture them. When called back from our teams we launched an assault on the creatures but found an impostor Aria had snuck into our ranks, taking with it a weapon. As the battle went on the impostor, ‘Red’, seemed to have difficulty with the weapon and eventually seemed to have been taken into the weapon itself. The weapon was dismissed by Caelius and knocked over a ledge and many of us seemed to think nothing of it. Later however, a grotesque figure made it’s way up out of the pit, a mix of both the creature known to the Halloween beings and ‘Red’ and what can be assumed to have been the lingering being of the weapon.

Those we had managed to capture prior to the abominations arrival were freed by a mean of fire, perhaps a fire fuels by FEAR, set from the abomination. The abomination seemed to think all present were it’s enemies, and attacked both us and the Halloween creatures. Sometimes after this began, those from Halloween attempted to appeal to the abomination’s memories, triggering an occasional outburst and even at points, responses beyond more violence. Aside from the abomination attack us, many halloweeners, including a horsewoman with red wings, were assaulting us as well, eventually even our leader at the time, Caelius, taking significant damage. When it seemed we were making progress, the abomination gave itself to what appeared to be a true death, leaving behind bones, while ‘saving’ those from Halloween. One of the last things it said was that ‘Halloween cannot die’. At that point we left, unable to continue our mission without risking more of a significant loss and returned under orders.
Additional points of extreme importance: Many of those captured were incompatible with the weaponizer, and perhaps this is because those captured were not yet ‘mature’. The Soul Harvester was extremely dangerous, and we ended up suffering for perhaps underestimating it’s power.
Commendations or warnings: Trainees, Gale, Bix, Jerry and Cassandra were vital in the later stages of the battle with the abomination as it was out of reach for many of us and our weapons due to it’s flying. Without them we would have perhaps been even more at risk in the fight.
The presence of a ‘horseman’ seemed to have gotten a reaction from Caelius and the creature was noticeable more dangerous than it’s fellow beings. An explanation of just what a ‘horseman’ is might better arm us for future encounters.

I agree that by signing this, all information above is accurate and can be used for or against me:

Marcus Hasan  

iStoleYurVamps

Trash Husband


Bloodlust Dante

Fortunate Hellraiser

PostPosted: Wed Nov 09, 2011 8:00 am
Deus Ex Machina Mission Report Form
((OOC: Domain of Space))
Name: Leon Stone
Division: Life
Status: Trainee
Mission ranking:
External Mission for external missions (For Meta)

Status of mission: Inconclusive,

The main task of the mission in the haunted house was to recover an artifact. there were also the side tasks of capturing live specimens for weapon convergence and/or elimination and also to launch a critical sneak capture attack on the remaining invading Halloween forces. However, the items for recovery which I assume was the contained item in the gauntlet, was destroyed due to friendly fire and the specimens that were not rescued was also eliminated.

In the case of Aria, we are unsure what happened to her due to a spy that turned sides by the title of Red, a supposed authority figure to the Halloween creatures. The Hunter weapon she used had a malfunction and the result was a strange sort of transformation that we had to dispatch with Caelius as the main combatant. The resulting battle ended with the spy's death and heavy casualties on both sides. With Red's death, the pendants began to work again and allowed us the chance for a tactical retreat.

Additional points of extreme importance: The post meeting was informative and allowed those who were affected by something called "The Chill" to be cured, and that Aria's weapon was a twin weapon, which we can presume that Aria is alive, but her whereabouts are unknown.

Commendations or warnings: Reprimanded for speaking out of turn in the post mission, punishment will be done at 0700 hours.

I agree that by signing this, all information above is accurate and can be used for or against me: User Image - Blocked by "Display Image" Settings. Click to show.
 
PostPosted: Wed Nov 09, 2011 8:29 am
Deus Ex Machina Mission Report Form
((OOC: Domain of Space ))
Name: Bix
Division: Sun
Status: Trainee
Mission ranking: External Mission
Status of mission: Unsure. We did not capture the particular Halloween being that we hoped to (Soul Harvester), though we did discover and take out a traitor. Upon arriving my team (Before, Ariane, Gale, Tika and myself) entered the house only to find it provided rooms, similar to puzzles, for the occupants. Caelius provided us with experimental capture guns and we found and captured a few of their students. We then were transported to a battle where we held off most of the Halloween students and attempted to capture the 'Soul Harvester'. Following this we re-entered the house with more trapping mechanisms as well as a pendant controlled demon named Barth. We battled and trapped more Halloween students who were attempting to rescue him. Upon leaving that room we were back on the battlefield. It was rather like deja-vu except the people involved seemed to be different. In the middle of this battle we were called by Caelius to join him in an ambush. Aria appeared, revealed herself to be a traitor and she transformed into a monstrous creature which we then defeated.
Additional points of extreme importance: Aria was a traitor, a teacher of theirs named Red. She somehow had Aria's weapon (or one exactly like it) and the weapon seemed to also have questionable allegiances but both had seemed to have gone mad by the end of the fight. I was suffering from The Chill after the battle and have since been treated.
Commendations or warnings: Several hunters involved in the mission were less than secretive about our visiting Halloween on Floresctival. I think a few Halloween students are now fully aware that at least some of the hunters were present and mingling among them at that time. Some of the trainees seem to lack self control in this regard. I was not reprimanded for anything that was not presented to the whole group.
I agree that by signing this, all information above is accurate and can be used for or against me:


BIX  

iloveyouDIE

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200

demon_pachabel

Beloved Werewolf

PostPosted: Wed Nov 09, 2011 9:15 am
Deus Ex Machina Mission Report Form
((OOC: Domain of Space))
Name: Cassandra Norris
Division: Mist
Status: Trainee
Mission ranking:External Mission
Status of mission: Inconclusive.

There are parts of this mission that may have been successful such as the destruction of a mighty foe, the reveal of a traitor, and the destruction of the morale of the abominatios after the situation arose. Being provided with capture guns, we were asked to capture younger specimens of the enemy, which was going successfully until Aria arrived. At least, what seemed to be Aria until Caelius revealed her as an enemy who was apparently named 'Red' based on what was yelled in both hope, and then quickly hopelessness. The 'Red' one attempted to use one of our weapons against us, but Caelius broke part of it and the two fused together. The situation seemed to be resolved until a massive creature - a supposed fusion of FEAR and Insanity - rose from the cliff and began spewing fire and swinging everywhere. The creature stood at at least 30 feet tall with a massive wingspan and its attacks hit both friend and foe alike, attacking indiscriminately. However, it seemed that her only target was Caelius, everybody else was just caught in the shockwave of things. Everybody participated in the chaos that ensued, but Caelius dealt the final blow.
Additional points of extreme importance: The Aria we've been seeing for an undisclosed amount of time was a Traitor named 'Red'. FEAR and Insanity mixed together can cause weapon malfunctions, but also cause problems to the abominations as some of them flickered in and out of existence repeatedly. The creature's presence seemed to have varying effects which ranged from a leeching of color, the theft of energy from weapons, and even death to some.

Four beings appeared at differing times in the battle who seemed to be stronger than most of the other creatures. They called themselves 'Horsemen'. Is this a biblical reference?
Commendations or warnings: Caelius dealt the most damage to the creature. Jerry, Bix, and Gale were helpful in attacking the creature when it took to the sky, however Leon and Marcus took up the mantle of keeping them safe when they became targeted for this.
I agree that by signing this, all information above is accurate and can be used for or against me:
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PostPosted: Wed Nov 09, 2011 4:48 pm
Deus Ex Machina Mission Report Form
((OOC: The Domain of Space))

Name: Madison McKenzie
Division: Life
Status: Trainee
Mission ranking: External Mission

Status of mission: I'm not sure if it was a success because nobody really told us what the overall goal was? But we took down a big horrible monster and I think we downed it for good and it won't be coming back - it was giant, at least thirty feet tall. The monster also revealed a trick. She was actually Aria or had been posing as Aria and had stolen the twin to Aria's weapon (that's what Caelius said). So she knows a lot about us, I guess, but she's also really dead. I climbed up on her head and stabbed her which seemed to hurt her pretty bad, so I guess next time try stabbing them in the glowy bits first or something?

Also I guess we got to see what happened when a monster fuses with a weapon? It was creepy, like they'd forcibly become one monster only not quite. It was way way worse than what happens with us and our weapons I think.

I think we lost all the monsters we tried to catch though. That was definitely a fail, but I'm proud that I managed to capture a few beasts even if it was just temporary. My squad also fought with some monsters in an unplanned fight and did pretty well.

Additional points of extreme importance: One of the horse-things from the candidate training was there!! And she's got a giant grudge against the people from my squad (and me, she burned off my hair!!!!) and Caelius too. They aren't under Hunter control? How/why did they get to Halloween??

Also I think there's something in there that can make time go all screwy or rewind or something. Some kind of monster floating ghost thing. It sent us all back in time to redo something again and I don't think any of the superiors realized. But it happened, it really did happen!

Oh and I also got knocked out or... died or something, but Caelius got us medicine that drove off the Chill or whatever. I wish he'd explained why it made something in my brain that wasn't my weapon all angry though.

Commendations or warnings: Bix did a really good job rallying the troops and stuff. Also the people with ranged weapons did a great job (Bix, Jerry, Gale, Cassandra) and were super important since the monster started flying away and stuff.

I agree that by signing this, all information above is accurate and can be used for or against me:

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Sosiqui

Enduring Muse


Huni Pi

Questionable Garbage

16,950 Points
  • Timid 100
  • Gaian 50
  • Clambake 200
PostPosted: Wed Nov 09, 2011 10:27 pm
Deus Ex Machina Mission Report Form
((OOC: Domain of Space))
Name: Before
Division: Life
Status: Trainee
Mission ranking:
External Mission for external missions
Status of mission: Incomplete
No, really, we were supposed to go in and retrieve something that was never explained to us what exactly. We went in, got hypothermia, got burned, kicked, punched, bitten, squashed, trampled, and a whole ******** other mess of things happen to us. We got ourselves a couple of new weapons, thanks to those things that got caught but... Aria wasn't Aria and then the not-Aria tried to kill us all. So uh, we never did get to retrieve that... whatever it was.

Additional points of extreme importance:
Our bandages? The most ******** amazing things ever, I don't even know what they're made of but they brought people back to life holy wow!

Oh and not-Aria died. But she, it, they(?) said something or other about not being able to die. Her huge-a** corpse was left behind. Not sure where exactly but... Boss-Dude-Caelius ain't answering anything.

Commendations or warnings:
Clarice is awesome heart Just enough smarts and kick-a** without being all-up-in-your-face about it. Her weapon's awesome too!

OH oh oh oh!!!! My team? My team is made of amazing! Bix and Ariane totes showed a lot of leadership potential and just. Wow. Yeah. And I wouldn't have survived this mission if it weren't for Tika and Gale either.

And um... no more command pendants please? Unless they're 100% sure-fire-no-fail-I-will-not-turn-on-you.

I agree that by signing this, all information above is accurate and can be used for or against me:
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PostPosted: Wed Nov 09, 2011 10:40 pm
Deus Ex Machina Mission Report Form
((OOC: DOMAIN OF SPACE))
Name: Jude Hargrave
Division: Death
Status: Trainee
Mission ranking: External Mission
Status of mission: Relay here if the mission was a success/failure, a full summary of what happened, and details of importance, and anything that could possibly be used as information in the future.
Additional points of extreme importance: On one hand the mission to try and capture the target known as Soul Harvester was a complete and utter FAILURE because I believe we were a bit underprepared for something of that immense power or so I believe. There was nothing to be done for it though Caelius felt otherwise and promptly began to let us know how much we have failed him.

The mission to capture other creatures for study was a success until they escaped so then it turned into FAILURE. It was a sad thing when the little Bird I caught fluttered off and began to help her friends.

The only thing we honestly had SUCCESS in was neutralizing the monster Aria had turned into after the initial altercation with Caelius. The battle was difficult and we did have some assistance from the creatures who were likely concerned for their own hides more than anything else. Some of them did turn and attack us (mostly Caelius) but otherwise it was mostly focused on the Beast until eventually she went down.

Commendations or warnings: Cass helped put me out when I was on fire adversely Leon decided it was time to laugh and joke about my sexuality granted he did come to help after a few moments, still that was a bit unappreciated. Thanks Leon. Harrison was also adequately concerned and came to my aid rather than chortling at me.
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Pales

Demonic Gatekeeper


Chobi_Chocobo

Distinct Lunatic

PostPosted: Fri Nov 11, 2011 7:44 pm
Deus Ex Machina Mission Report Form
Space Jail
Name: Takannis Frost
Division: Mist
Status: Trainee
Mission ranking: External Mission

Status of mission:
Incomplete - We were to retrieve something but never got far enough. Our captives (Yes we came across subjects and captured quite a few of them) were all released. The subjects presumed leader caused our opporation to come to a halt. The subject was neutralized but at a great cost. It is still unclear what we were there for.

Additional points of extreme importance:
We were not prepared or well informed to go in to this mission. One of our 'allies', Aria, ended up being one of the subjects. I think it is extremely important to know who is who if one of the subjects was able to best us with ease. Even though we were able to neutralize the subject, we weren't able to complete our mission.

What ever our mission was.

Commendations or warnings:
I think that our entire team did their best despite going into a mission we were not prepared for.

I agree that by signing this, all information above is accurate and can be used for or against me:

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PostPosted: Fri Nov 11, 2011 8:06 pm
Deus Ex Machina Mission Report Form
((OOC: 001 002 003))

Name:
Gale Gentry

Division:
Death.

Status:
Trainee.

Mission ranking:
External Mission to Amityville High (Followup on recent events).

Status of mission:
Mission was a success. I was sent to Amityville in order to find out more information following the events that occurred within the past few weeks surrounding Aria and the teacher known as Professor Red. I occupied Amityville for a total of four days. The first day was spent walking around Amityville's campus and getting my bearings. I ran into a werewolf by the name of LW, who told me, quite bluntly, to "not believe everything I read." Clearly Amityville's staff is not revealing the truth of the incident that happened 15 days ago; details were not revealed to me, but it is clear that a good majority of the students do not agree with the way the school is handling things.

The second day I found a creature by the name of Tybalt; I recognized him from the creatures we captured and held in the cages in the tent over the previous mission. He is both hotheaded and unhelpful; he did not give me any useful information, except to realize that that temper and sarcasm of his will get him into trouble someday.

The third day I spent asking around subtly for the creature whom Caelius stabbed during the mission. She was not hard to find; she is a demon by the name of Xiu. Pretending I had an issue sleeping (her species deals with dreams), I went to her and asked for advice. She was by far the most useful subject out of the rest - very naive and open to giving information freely.

My fourth day I spent putting together my notes, and organizing my information, and then I returned to Deus Ex Headquarters.

Additional points of extreme importance:
Amityville is being torn apart - the students do not agree with the way that the staff is handling things, and it appears that the staff are attempting to cover up any sort of information regarding the death of the creature, Professor Red. I heard tale that she is being referred to as having "retired," rather than the real facts. The students are angry - this was clearly evident with regard to both the werewolf (LW), and the baku demon (Xiu). Both expressed, in different ways, their dislike and hatred of the way things are being handled. Rumors are being flown everywhere, and the truth is distorted so that the students who did not go on the field trip do not understand what is real and what is a lie.

They are breaking apart from the inside out.

Also this "You are Halloween - you cannot die" seems to be a mantra for those students who attended the field trip. During my stay, it seemed to circulate quite a bit.


Commendations or warnings:
None. It was a solo mission.

I agree that by signing this, all information above is accurate and can be used for or against me:

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kuropeco

Dramatic Marshmallow


kuropeco

Dramatic Marshmallow

PostPosted: Tue Nov 15, 2011 11:05 pm
Deus Ex Machina Mission Report Form
((OOC: Spiritus Mundi))

Name:
Gale Gentry

Division:
Death.

Status:
Trainee.

Mission ranking:
D.

Status of mission:
Mission was a failure. Was sent to the Sahara Desert in order to locate the missing Aria and the elimination of the detected FEAR in the area. Earlier reports acknowledged that golems were unable to move close to the area, and therefore a team of five Death Hunters were sent out.

Upon arrival, barrier daggers were used to create an entrance into the ground where the FEAR was detected. However, it was a trap - hundreds of human bodies were located, all decayed and rotting, and the five of us were nearly trapped there entirely. Due to a grappling gun, however, we were able to be pulled free.

It was then that we were accosted by a creature which we could not identify. It weakened us, although many of us tried to defend ourselves. It was then that a sixth person arrived - this person being the missing Aria. She put up a fire barrier and we all proceeded to escape in the helicopter, Aria included.

All of us except for one.

Additional points of extreme importance:
The temporary squad leader of the Death Hunters has been killed in action. Ben (last name unknown) was attacked by the unknown creature as he attempted to climb into the helicopter, but he chose to let go and fight to the death.

Also Aria has returned to Deus Ex.


Commendations or warnings:
Unknown. I attacked the creature without Ben's prior instructions, but the leader was incapacitated at the time. On the return flight home, Aria reprimanded all of us, stating we had "botched three months of hard work," though what she is referring to is unclear.

I agree that by signing this, all information above is accurate and can be used for or against me:

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PostPosted: Thu Nov 17, 2011 9:17 am
Deus Ex Machina Mission Report Form
((OOC: Last post here; exit not posted because hunters were forced out before I could get to a computer to tag. xD))

Name: Ariane Brown
Division: Death
Status: Trainee
Mission ranking: External Mission

Status of mission:
The original goal of the mission, to retrieve the creature known as the 'Soul Harvester', was not met. However, during the course of the mission, several happenings, such as the revealing of Aria as a traitor and spy as well as the destruction of a giant creature that was possibly named "Red", lead me to believe that the mission might not be a complete failure after all.

Additional points of extreme importance:
Command Pendents used on the sloth demon 'Barth' seemed to have a 50% chance of failure. The bombs provided to my team by one of the hunters worked really well, and caused the Halloween creatures to dissipate upon activating one.

Commendations or warnings:
Trainees should be warned to not allow the Halloween creatures to know about the golems; I believe that some trainees let it slip by addressing the Halloween creatures by name or even dropping hints about mingling with them.

Furthermore, I believe that Bix had shown remarkable leadership skills during our time in the rooms.

I agree that by signing this, all information above is accurate and can be used for or against me:


Ariane  

Dragain

Wealthy Lover


Blade Kuroda

Militant Raider

PostPosted: Sun Nov 20, 2011 1:13 pm
Deus Ex Machina Mission Report Form
((Rise and Shine))
Name: Deryk Bond
Division: Death
Status: Trainee
Mission ranking: Part term

Status of mission: Went to the Sahara Desert to retrieve samples and to find any survivors of a fear infestation. There were hundreds of bodies. After moving a few bodies back, a big undead creature monster thing attacked. Cael called for a cease fire after awhile in which a half dead hunter was found... literally.

Additional points of extreme importance: The dying hunter was inside the creature.

Commendations or warnings: I think someone attacked after Cael called for the cease fire.

I agree that by signing this, all information above is accurate and can be used for or against me:
Deryk Bond  
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