
The creature continued to lumber, slowly. It continued to move without conscious decision, simply following its longing, following a collective need for something incomplete. It was simply moving because it had been told to.
Those few hapless residents dwelling in the Abandoned Towns or even patrolling the area would hear it first. The ground, shaking heavily. The roofs, shaking, cement and wood panels clattering. Objects clattering. It was dark, and yet turned darker skill as a shadow obscured the vicinity. There was a low rumble, and then a lower growl as a series of slitted eyes peered through abandoned and occupied windows, before shrieking, spreading its wings, as venom splattered everywhere, easily corroding roofs, walls, pipes and floorboards, anything it touched. The portal set in the towns was the first to go, as the colossal creature stared at the glowing concoction and then snapped at it with its tail, picking it up. The light from the portal disappeared, and so did the creature's curiousity as it threw the entire mutilated portal into a nearby house.
A moment later, just a heartbeat later, the sirens went off, along with the alarms.
"CLASS A HOSTILE DETECTED IN ABANDONED TOWNS. CLASS A HOSTILE DETECTED IN ABANDONED TOWNS. "
The noise continued to blare as the lights, amber, started to flash all around the vicinity. This only pissed the creature off more as it continued its blind rampage, no longer able to distinguish Hunters from the cluttered landscape. It attacked arbitrarily, a house, a door, anything nearby. It was a tantruming child at a toy store, it was an uncontrolled hurricane of pure and condensed Insanity, and slowly, it plunged through towns, through the main circular center, and eyed in the distance, the main headquarters, the main facilities of Deus, where the lights shone even brighter.
"ATTENTION ALL HUNTERS. RETURN TO THE MAIN GATES. YOUR ATTENTION IS NEEDED. ATTENTION ALL HUNTERS- "
The noise continued to blare even as tiny ants, Hunters, scurried out from the mostly destroyed towns, even as those who arrived too late on the scene escaped with barely their lives and headed to their final line of defense-
- The main gates of Deus Ex. If the gates fell, so did the rest of the facility.
Right at the gates were groups of Hunters. They were being expedited, it was hard to tell who this figure was in the darkness, it didn't matter. Everyone needed to work together. The creature was steadily making progress up the hill.
"Life Hunters! Follow the Hunters waving the green construction lights! Moon Hunters, yellow. Sun Hunters, red, Mist Hunters, white, Death Hunters, blue. Move."
They didn't need to be told twice. Even though it was dark, even though there was no way of visually discerning where the creature was, other than the row of neon markings slowly, steadily heading their direction, they could feel it visibly. The earth, the hill shook. The walls quavered, and threatened to give it. It was approaching.
And then a terrible shriek filled the air, a flapping noise. The creature was taking to the skies. Several Hunters inhaled, sharply-
- Only to be interrupted by loud electric crackle and then -
-"LOOK AWAY-"
- The sky erupted in a bright, impossible white. It left thick vision spots, blots in its wake. It temporarily blinded many who reacted too slowly.
The shriek as the creature plummeted and fell onto the ground, pieces of it charred and smoking was far more terrible. It ground its torn wings, digging them into the hills to get its bearings and then suddenly paused, opening its gaping, neon blue mouth. However, instead of spewing venom, it suddenly hacked, coughed, and then heaved, regurgitating a giant mess of congealed neon blue. Within it were a few Hunters it had greedily swallowed but could not quite digest. Unphased, it shook it head, buying just enough time for those not-quite-deceased to start running up the hill, literally.
Each station, each group of Hunters had started shouting orders. It was time to move. The gates opened, just enough to bring the last of the straggling Hunters within temporary safety. There was very little time to consider anything but the immediate threat ahead.
OOC
PHASE 1: DEFENDING THE WALLS
BOSS HP: 10, 000 / 10, 000
- All Hunters and we mean ALL must defend the walls from immediate and sudden invasion. If the creature gets PAST the walls to the headquarters, it will spell automatic defeat for Deus Ex. If it gets past the walls, there IS a small period of buffer time for players to try to stop it. It will destroy the training fields first, then the dorms, then infirmary and lastly, the main HQ. If you were prior swallowed by the creature, it has kindly regurgitated you, and you are covered in mostly harmless glowing blue muck. You better make your way into the HQ, as even while swallowed, you managed to hear bits and pieces of what was going on outside.
- Each division must use the walls and equipment on the walls either on the ramparts themselves or below, at the base outside, to slow down the creature, until it is weak enough to confront at ground level. For now, it is still way too dangerous to approach - and will still eat any that come nearby, quite permanently.
- QUOTE players you are interacting with as this can get messy! Post in OOC AT THE TOP of your post which DIVISION your character is in so people don't get too confused.
- You ONLY need to post your damage done. No need to calculate the boss's HP, I will do that! DON'T FORGET TO RP OUT YOUR POSTS, BUT ONLY after you have calculated all charges/ damage necessary in OOC AND EDITED YOUR POST WITH THAT FIRST.
gaia_crown [ DEATH HUNTERS: ]

gaia_crown DEATH HUNTERS: RUNIC TURRET: A small, quick and accurate machine that fires rounds. It is enough to weaken the creature, but not enough to stop it.
- Impromptu turrets, slightly unstable, have been situated on the top ramparts. They have no charge time and can be used repeatedly, but they will CRUMBLE after a period of time
- There is a what looks like a Hobo the Death Division assistant, notable only if you knew who he was attempting to explain the turrets in a whiny and slightly annoying voice. It comes out something like, step 1) grab a turret. Step 2) hold the handles. Step 3) press the freaking button. Only with more Jedi and Sith Lord connotations.
- Any Death Hunter may man a turret. Trainees roll 3d10. Intermediates 4d10. Full Hunters 5d10.
- If you roll more than 3 (trainee)/ 4( intermediate)/ 5( full hunter) times, your turret is DESTROYED. It CRUMBLES. Your role is over for now (for this phase) but you may continue to RP with others.
- Post in OOC your DAMAGE DONE on that turn. So If you are a full hunter, you will roll 5d10 5 times, posting the individual damage done on that turn per post you make in OOC. Please post final damage done in BOLD RED..
gaia_crown [ LIFE HUNTERS: ]

gaia_crown LIFE HUNTERS: RUNIC PLASMA RAY: A rather sleek looking machine that looks surprisingly modern compared to the other items. It is labeled "PLASMA RAY V 10.23123". It is stationed right in front of the gates.
- A tiny man is dabbing away sweat at his forehead. He nervously tries to tell people to stop touching the runes and that they need them to charge the ray, and to please stop stealing them for other projects, please, seriously now.
- There are only ONE plasma ray in action so make sure to post in OOC how much of a charge it has so other Life Hunters know. It requires a Life Hunters to charge it, by matching runes. Life Hunters must grab the runes in stashes of boxes around them, and match runes together. Roll 3d6 for trainee, 4d6 for intermediate, 5d6 for full Hunter. Do this in one post each and rp it out. Each 1 or 6 you roll is a success. That gives the Plasma Ray +1 charge. So if you roll 3d6 and you get 1, 5, 1, that's +2 of a charge. Add this to the current ongoing value by looking at the last charge value of the last Hunter and editing your OOC.
- When a ray has reached +20 charge, it is ready. Simply have the person who hit it to the +20 charge "FIRE" the ray. Roll 4d100 and post in OOC the damage done. Please post actual damage done in BOLD RED EACH TIME you charge it. Then edit your OOC to reflect that the charge is back to +0 again.
- Life Hunters can only rune match 3 times for trainees, 4 for intermediate, 5 for full hunters before they run out. You are free to RP however, for the rest of the duration.
gaia_crown [ SUN HUNTERS: ]

gaia_crown SUN HUNTERS : RUNIC HARPOON: These are large, extremely hefty and quite archaic devices. They are stationed at the BASE of the walls, close to the gates.
- Runic Harpoons have been placed at the base of the walls. They can only be used ONCE each. Once used, there are literally no more harpoons to man them with, as the geniuses who had designed them had created them more for show than anything else.
- A guy with cropped blonde hair wearing a three piece suit is talking in a monotone voice, something about aiming carefully and finesse and something, half of it is lost to the sounds of explosions going on. You get the general idea, and he stares at you menacingly, brandishing the dual guns he is holding.
- Any Sun Hunter should man a harpoon. These can be used individually. A harpoon is VERY clunky and requires a lot of finesse. You need to aim and then give it a very, very good kick to launch the harpoon.
- Roll 2d6 to aim. If you roll a 1 your aim is terrible. If you roll higher your aim is very good. Intermediates may roll 2d8, full hunters 2d10. This determines your damage multiplier.
- Then, give the harpoon a good whack to launch it. It needs to take 25 damage. Simply keep on hitting the harpoon - literally, as many turns as needed with your melee dice, until it finally relents and launches. If you are a trainee hunter, as it launches, you do 6 damage x your multiplier. If you are an intermediate, you do 8 damage x your multiplier. If you are a full hunter you do 10 x your multiplier (ie: aiming).
- Post in OOC your DAMAGE DONE on that turn. So If you are a full hunter, you will roll the 2d10 first as your multiplier, attack your harpoon until it has taken 25 damage, and when it has finally launched, multiply it by 10. Post the individual damage done on that turn per post you make in OOC. Please post final damage done in BOLD RED.
gaia_crown [ MOON HUNTERS: ]

gaia_crown MOON HUNTERS: RUNIC NETS: At the sides, corners of each walls, at the base, are a mounds of impromptu runic nets. Each of the nets glow and sparkle with electricity. Like the Runic Harpoons, each of them is one use.
- A Moon Hunter with long, wavy blonde hair is being carried by two other Moon Hunters, who are trying to explain that all you need to do is aim and fire carefully.
- Any Moon Hunter can launch a Runic Net. These can be used individually. A net is VERY clunky and requires a lot of finesse. You need to charge the net, and then release it!
- The net can take 2 charges for regular trainees, 3 for intermediate, and 4 for full Hunters. Each time, charge, roll 1d20 to fumble for the charge. Intermediates should roll 2d20, Full Hunters 3d20. Add up your charges, and then tally them into your final post for the total damage done. Once charged, it will automatically release. You can only do this once, but you may rp as much as you want afterwards with your division.
- Post in OOC your DAMAGE DONE on that turn. So If you are a full hunter, you will roll 3d20 to charge it and do this 4 times. Calculate the damage charged. Post the individual damage done on that turn per post you make in OOC. Please post final damage done in BOLD RED.
gaia_crown [ MIST HUNTERS: ]

gaia_crown MIST HUNTERS: RUNIC MISSILE LAUNCHER: Not wanting to be outdone in flashiness by Life, Mist Hunters have pulled out a Runic Missile Launcher. Runic. Missile. Launcher. That seems really safe.
- Runic Missile Launchers are situated a little further away from the walls of Deus, off on both sides of the hill. They require a LOT of finesse to use. There is a man in a wheelchair telling people to watch the launchers carefully. He is about as frustrated with how finicky it is to handle as you are.
- Any Mist Hunter can man one of three Missile Launchers. It is pretty simple: the Missile Launcher will not activate unless you set the exact specified settings, the problem is that the runes are all extremely random. That means any combination can either destroy it, do nothing, or give it minor damage. Roll 1d6 for trainees, 1d8 for intermediates, 1d10 for full hunters. You may do this 3 times for trainees, 4 for intermediates, 5 for full hunters. They need to be rolled individually. At the very end, tally up your result.
- If there is a 1 in your roll, your combination does nothing. This counts as a MISS. Tally up the result of your successes so far, and then post them as damage done.
- Otherwise, you do your dice roll x 10 damage. So if you roll a 3, you do 30 damage. Add them all up.
- Post in OOC your DAMAGE DONE on that turn for your own benefit. So if you are a Full Hunter, roll 1d10 5 times in seperate posts, each measuring a level of success. If you roll 2, 5, 3, 10 1, you will have done 20+ 50 + 30 + 100 damage. Post the individual damage done on that turn per post you make in OOC. Please post final damage done in BOLD RED. ** Please note for mist Hunters I will be auto halving their damage, you do not need to divide it I will at the very end during tallies*
gaia_crown MATHEMATICALLY CHALLENGED: IF you are mathematically challenged, you may find a PROXY of any Hunter in your division that will use up your turns too. They can proxy for you using the stats of YOUR class (ie if you are a trainee, they will be doing trainee rolls). Barring that, feel free to just rp out handling one of the machines, I will not calculate the damage, but at least you get the RP experience in.
DAMAGE CALCULATION:
- If LESS than 3, 000 damage is done, the WALLS WILL CRUMBLE as the creature as not slowed down at all! This will be calculated at the end of 48 hours.
- If LESS than 2, 000 damage is done, the TRAINING FIELDS WILL FALL. Hunters will not be able to RP in any sparring or training period.
- If LESS than 1, 000 damage is done, the DORMS WILL FALL. Hunters will literally have to hide to the emergency bunkers, where there will be no power and stock on emergency rations. RPs will be limited only to bunkers for a prolonged period of time. Curfew is implemented.
- If LESS than 500 damage is done, all Hunter power is nerfed and they must hide in their emergency bunkers. Hunters HP will be halved. They will have no charged attacks. RPs will be limited only to bunkers for a prolonged period of time. They will be under martial law, with a curfew in check, no parties, no leisure, nothing but struggling to train and survive in order to reclaim what was taken outside. Each Hunter will have a strict set of rules and be closely monitored to fulfill their closeted rules.