Note: Room is shared with Dwight The A.V. Guy THE BACHELOR LIFE BEGINS
Posted: Sat Sep 20, 2014 11:55 pm
The Hunter Name: Felicia Annabel Shepherd Nicknames: Leesha, but generally reserved for family Gender: Female Age:23 24 Category: Life
Personality:
Traits:
- studious, devoted, workaholic (...bachelorette frog) - little bit of a romantic, but would rather flirt by trading barbs rather than normal flirtation (but she knows she's not, you know, exactly a catch.) - self esteem isn't low, just appropriately cynical
Trade:
- software engineer, entirely self taught with a focus on indie game development - languages: c++/java, lua, ruby - basic electrical engineering knowledge, self taught
Hobbies:
- too busy making games to play them consistently, goes through binges where she indulges in the likes of dwarf fortress, minecraft, and other moddable things (fallout, mass effect, etc) -- plays things way after their release date. - fun fact: has participated in 8 ludum dares to date - interest in augmented and virtual realities, (owns both an ouculus rift as well as a pair of google glass) - SUPER INTO the internet (bae you don't even know she's perf af #gpoy) - Cosplayer; big on working with LEDs and worbla armor! - used to ride a motorcycle named mister anubis. still has her hud helmet.
Style:
- frumpy: sweatshirts, ratty con swag shirts, sweatpants, house shoes (not slippers) - owns cute things, just wears beneath comfortable clothes, or in the confines of her own room - has a resting b***h face if not engaged; extremely animated otherwise
Oddities:
- stutters nervously/furiously, but she's not super hateful of it - scarred from acid-burn, and she IS super resentful of it - has magnet implanted in her finger: http://stevehaworth.com/main/?page_id=871 - used to be completely not that into people beyond a passing fancy, boning included, but people are a lot more interseting now
Relations:
- one twin, estranged - cousins with Dwight and, as she affectionately refers to them, 'the gaggle'
Why did your human character choose to become a Hunter?
Name: Scrawling Star - but Sam is his appropriated human name. Nicknames: Scrawl Type of Weapon: oversized gauntlets (SORRY LIZ ) - heavy class Former species of weapon: Ghost - Nightwalker Gender: Male
Personality:
- melodious, soothing speech pattern - joined peacefully to further bridge the gap between species - optimist - big on nature - despite mild ways; has stubborn streak miles wide. never compromises or apologises, although he is often kind.
Weapon Ability
Galactic Strike - Double Take - Felicia smashes her target, once with each gauntlet. They glow and look like a starry night when active.
All non-runic, and therefore, non-functioning: - 1 oculus rift DK2 - 1 set google glass, most recent firmware - 1 skully helmet - 1 high-end laptop - 1 magnet (embedded into skin of left ring finger)
Runic: - Boombox - stolen, ELECTROCUTING AND ONLY HALF FUNCTIONAL 3ds
Other: 10. Perfume Bottle A fragrant perfume bottle. Great for a gift as well!
My cuz, Dwight! Super tech genius, has a ******** jarvis!? I'm so mad at him. I hate him. Maybe because he's like, old and cool now, how dare that happen. Does his mother know about that? Anyway, he's being a bro and letting me split his room! He spends forever in the AV room anyway so it's w/e.
Obadiah:
Gosh, he's cranky in text, but not so bad in person! Heart in the right place, or else he wouldn't do that newbie guide, right? oh well. Needs toothpaste for christmas. And maybe a retainer. And that parkinson's spoon for shaky hands.
Ripley:
What a somber bae! Y so srs? But he's got a good heart, I think. Takes a lot of notes, my kinda boo. Officially adorkable, but not in the I wanna hit it way.
Rep:
GOSH HE'S MAD AT LIFE. Big, eternal feud between him and Dwight. Kinda ship it. Good thing he's married. Don't ever wanna hear that hatesex. Like...ever.
Lydia:
What a cute bae! Little bit dreamy, every bit adorable. Her whips hurt, not even in a fun way. I mean, maybe in a fun way? But not on me.
Mimsy:
Level 9000 Alice in Wonderland Otaku, has a freaky deaky obsession with Nancy. But does want him to wear the dress, so. Can't be that bad?
2 months solid work - mockup (2 hrs) - complete 3/4/15 - design doc (2 days) - complete 3/6/15 - secure eclipse, objective c ($?) - complete 3/7/15 - secure server (free) - Complete for now, running locally on a machine in the labs, 3/12/15 - data storage (2 wks) - complete earlier than expected, 3/16/15 - user accounts (2 wks) - complete, 3/30/15 - server logic (1 wk) - complete, eta 4/6/15 - match logic (1 wk) - complete, 4/13/15 - location logic (1 wk) - complete, 4/20/15 - UI development (1 wk) - complete, 4/27/15 - formal server ($?) - COMPLETE, awaiting mechanic write up by me lol ********: Sew the Things
Planned start date: 8/1/15 Long term: indefinite, really shitty for 6 months Goal: MAKE SO MANY UGLY PLUSHIES Timeline:
- get idea - 1 day - GATHER SUPPLIES - 2 days of leave - many failures - 1 week - lumpy plushie - 2 weeks
Operation: Drop the Bass
Planned start date: 7/1/15 Long term: indefinite, 2 months to establish first one, shorter after that [confirm w/liz] Goal: re-establish abandoned, un-infested bases that need lifelines back to the places that be. AKA: linking it back into deus civilization Group: need a moon every time, a sun/mist to keep any errants things off her back, more proficient lifers to go with her? groups ranging 2-4 depending Timeline:
- runic portal drop - establish power source(s) - runic pendant hookup - radio coverage - cell signal piggybacking - intranet setup - establishing perimeter, if necessary - establishing security and alarms, if necessary
BEFORE THAT, Prep to get her there ICly: - consult dwight on her rut woes - felicia needs to understand the how it came to be to grok something - he says; get out in the ******** field - she says; thou hast forsaken me and ******** off to review records - ask for field experience with runics - she finds info on velda's advancements in broad strokes - goes to an oldass base: [03:01] Lizboo: maybe somewhere put in a really really ancient base like maybe [sic: one of] the oldest known active one outside of deus ~ and coded runics dont work there, it's all off grid and cruder but more powerful runesets - tl;dr OPEN HER EYES on actual, practical needs/wants to get her out of the land of frivolity
*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! ))
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 ))
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 ))
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 ))
EXTERMINATION MISSION: CLASSIFIED *NEW 06/06/15*
ZOMBIE Missions
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
RESUPPLY MISSION ALPHA
Resupply Missions
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.
Posted: Tue Jul 14, 2015 5:03 pm
EXTERNAL MISSIONS:
Quote:
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
Quote:
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 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 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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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 mission, as they will need a two day day infirmary stay to be rid of the plants. A flower or vine-like scar will remain on their person.
31 - 60: Horsemen appear and attack your camp or patrol group. ((These can be either player character horseman you invite to battle (which will make your base RP points PVP points and worth 2 instead of 1 rp point) or you can battle against an automob who you will be able to possibly capture.)) Horseman AutoMob (clan/appearance/name are your choice, though do follow the horseman guidelines for such) HP: 60 Auto Damage: 5 Special: Should you bring their HP to either 0 exactly or 1, then you may viably capture them and bring them back to Deus. (Bonus Pay: $3000) otherwise they simply escape or dissipate.
61 - 70: Nothing happens
71 - 80: You discover an underground oasis. It's very enjoyable.
81 - 90: You fall through the sand into a stone room. Along the floor are piles of body parts. One of the piles begins to move, then several more. Roll 1d20 to escape back up the way you came or destroy a wall with your weapon. You must roll 11 or higher to succeed. Failure causes you to be mobbed by the creatures. Before you pass out, you notice their features changing to match your own. When you wake up, you are naked and alone except for your weapon's totem. You either escape under your own power or are rescued by your teammates.
91: Nothing happens.
92: You're attacked by figures of bone and rotting flesh, they move both mindlessly and as a unit, as it they were puppets. Corpse Mob: HP:30 Auto Damage: 3 Special: Every time you miss the auto damage is 6 instead of 3. When they are defeated they simply collapse into parts.
93: Nothing happens.
94 - 99: A sandstorm locks you into the base for the rest of the day. No more prompts may be rolled for that day.
100: Moths shot through with silvery veins begin to form a female figure. (post quote lizbot)
* 3 mission reward points for completing this successfully