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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Doutei

PostPosted: Sun Nov 19, 2017 5:14 pm
Battle Babes
Squad Commander: Scorpa Devile
Squad Members: Flydra Dromen, Psykgi Mentha, Chiara Moteku
Ship Class: Swarming


Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.
"Four, three, two, one."
With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.
"Target locked on. Engaging auto-pilot."
The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.
"Arrived at target. Attempting access."
Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.
"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."

You are now in the cargo bay.
Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!

Quote:
Ship exploration instructions:
To progress through the ship, follow the instructions below, from top to bottom. You must then follow the bolded instructions relevant to your squad's current situation, and resolve everything related to it before you can roll again.
Ship battle rules:
Players can use healing items/artifacts/powers at any point during ship exploration. For the entire thread, all abilities uses per battle counts the entire ship thread as one battle. The rules for how many trinkets/artifacts can be used per battle also count the entire ship thread as one battle.
=>Refresh your memory on trinkets, artifacts and abilities.

If a member of your team is a trained Agility or Covert-ops specialist OR registered as in-training for either:
You can scout ahead in the ship.
The user who owns the character must roll. If they like the result, the rest of the team can join them and continue rolling on door/advance tables. If they don't like the result, they can return back to the team and the team can roll again (in character, you are taking a different path through the ship).
You cannot roll on a closed door/advance table then take that back, only on the base movement table below. Your character must wait for X advances through the ship (start counting at 1 on the current advance) before scouting ahead again.
If you are a Journeytroll or higher in your skill: X = 4.
If you are a Novice in your skill: X = 6.
If you are training your skill: X = 10.
If multiple trolls can do this, they each have their own reset timer for the X rolls. Only one character can scout ahead per turn.

Roll 1d4 and advance through the ship:
If you have rolled on this and/or the alarms advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler below.
If an alarm is going off, you must use the table for it further down, NOT this table.
1 - You advance through the ship ...
2 - You find a closed door.
3 - You advance through the ship ...
4 - You advance through the ship ...
11th time advancing:
You come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!

If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:
If you have rolled on this and/or the regular advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler under the regular advance table.

1 - You come across some shuffling bodies...!
2 - You come across some shuffling bodies...!
3 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
4 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
5 - You come across some shuffling bodies...!
6 - You come across some shuffling bodies...!

If you find a door, roll 1d4 and use this table to determine what kind of door it is:
1 - The door seems to be ... locked!
2 - Hmm, the door might be ... trapped!
3 - Uh oh, the door might be ... trapped and locked!
4 - The door seems to be ... locked!
If the door is locked:

If a member of your team is a trained Academic or Strength specialist OR registered as in-training for either:
You think you can get this door open!
Academic: You've read up on how the old ships used to function, and think you know where to damage the door for the lock to deactivate.
Strength: RAAAAHHHH SMAAAASSSHHHHHHH!!!
If you are a Journeytroll or higher in your skill: You can get the door open with your eyes shut!
If you are a Novice in your skill: Roll 1d4 to try and unlock it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and unlock it. Succeed on a five six seven or eight.
Otherwise, a troll can choose to break it down in exchange for a loss of 5hp, or you can continue to advance in the ship.

AND OR If the door is trapped, roll 1d4 and look below:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d6 damage!
2 - The room beyond is filled with a laser sensitive grid, dealing 1 damage per post to all trolls who enter, until they exit the room (roll again on the first table)!
3 - The door is lined with miniscule nozzles that will shoot a corrosive, poisonous mist as the door opens, dealing 1d4(rolled individually) damage to all party members!
4- A loud alarm will start to sound through the ship as the door is opened!
If a member of your team is a trained Academic or Covert Ops specialist OR registered as in-training for either:
Your trained eyes spot something suspicious with this door!
Academic: You've read up on how these old ships used to function, and can remember how to set and disable the traps they set for boarding invaders.
Covert Ops: Your eye for the suspicious is tingling, the door doesn't look quite like others. If you pry off a wall panel you should be able to disable anything suspicious looking.
If you are a Journeytroll or higher in your skill: You can disarm the trap without looking!
If you are a Novice in your skill: Roll 1d4 to try and disarm it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and disarm it. Succeed on a five six seven or eight.
Otherwise, the trap will only be discovered when it is triggered by entering the room.

If you have successfully unlocked and entered the door, and/or survived any/all traps attached:
Roll 3d4 and post the following code into the resulting post.
[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
[size=18][b]You have encountered a ... [/b]
[/size]
[b]Dice 1[/b]
1. ... Shambling... (+1 on accuracy rolls)
2. ... Grotesque... (-1 to all attacks)
3. ... Rotting... (+1 to all attacks)
4. ... Skeletal... (-1 on all accuracy rolls)
[b]Dice 2[/b]
1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)
2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)
3. ... Disemboweled... (-5 miniboss HP)
4. ... Swift... (players take 2x the amount of damage on their first turn)
[b]Dice 3[/b]
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
[size=18][b]MINIBOSS STARTING HP: 20/20[/b][/size]
[b]If you rolled a 1, take 4 dmg.[/b]
[b]If you rolled a 2, take 4 dmg.[/b]
[b]If you rolled a 3, take 3 dmg.[/b]
[b]If you rolled a 4, take 3 dmg.[/b]
[b]If you rolled a 5, take 2 dmg.[/b]
[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]
[b]If all party members reach 0hp, look below:[/b]
[spoiler]You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]
[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]
[b]If this is your first mini-boss fight look below:[/b]
[spoiler]
[b]If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:[/b]
[spoiler]
You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.
[/spoiler]
[b]If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:[/b]
[spoiler]
You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.
[/spoiler]
[/spoiler]
[b]If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:
1 - You come across some shuffling bodies...!
2 - You find an open door.
3 - You come across some shuffling bodies...!
4 - You find an open door.
5 - You keep walking down the corridor. Nothing here.
6 - You come across some shuffling bodies...!

If you encounter shuffling bodies, roll 1d4 and look below:

You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.
If a member of your team is a trained Tactics or Leadership specialist OR registered as in-training for either:
You spring into action, fully equipped to deal with the surprise mob!
Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.
Leadership: You can keep your team focused and working together to dispatch the undead.
If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!
If you are a Novice in your skill: You automatically kill three daywalkers a turn!
If you are training in your skill: You automatically kill one daywalker a turn!
The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.


If you encounter an open room, check the spoiler below:
This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!
Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.
Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
Doutei rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 19, 2017 5:26 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1

Scorpa is advancing

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"Finally, we're here!" A long leg kicked open the pod door for a dramatic entrance. Scorpa was raring to go and lead her team to greatness once more! She'd assembled a super squad of brains and brawn- they were going to take this ship home one way or another! Psykgi and Flydra were the smartest trolls she knew (minus Lorata of course who was just amazing) so Scorpa felt she could count on them to take care of any weird mechanical mishaps or computers for her! Chiara was also very intelligent in a cool and calculating way- and super strong! The blueblood gave the impression that she could handle anything you threw at her.

"I don't think there's much I gotta say, you all know the drill! Let's get out there and bring this baby home!" The yellowblood grinned as they emerged after her. She raised a fist high and let out a war cry before leading them down the hall!
 

Doutei

Micillia rolled 1 6-sided dice: 3 Total: 3 (1-6)

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 5:28 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Chiara rolled her eyes and nodded to the yellowblood. Yep, go out there, take all the junk down, and bring it back. One track mind. "You sure?" Chiara said sarcastically. "We could go out there, set up a nice picknick instead." They were probably gonna blow up the ship anyway, why bother with the work of getting there.  
DraconicFeline rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 19, 2017 5:29 pm
Cpl. Psykgi Mentha

"Oh my gosh, I have to say, I've been looking forward to this one!" Psykgi said, completely... ... ... psyched to be here with some of the most interesting ladies in the galaxy.

Ohh? A warcry? Oh heck yes, she was game for this. "Well, gosh, look what we have here...!" Psykgi said, testing her axe's weight in her hands, "These won't be much of a problem, will they?"

Quote:

20/20 hp

Damage Dealt: +1 to damage
Damage Taken:

Military Weapon: +1 to damage

Roach Brooch (Adept Artifact Defense B) (2/2 Uses, nullify the damage from the last hit)
Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)

In training: Troll Relations



12 wild zombies appear!
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Micillia rolled 2 6-sided dice: 3, 1 Total: 4 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 5:32 pm
Chiara Moteku
HP: 39;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Chiara frowned at Psykgi, being all cheery and chipper. The girl had been pretty sassy on their last mission, and now she was all "yes ms highblood" and "of course lieutenant!" Chiara almost wished she had signed up for the military just so she could get that kind of loyalty.

Advance 1  
Yamashii rolled 2 6-sided dice: 4, 5 Total: 9 (2-12)
PostPosted: Sun Nov 19, 2017 5:33 pm
Quote:
HP: 19/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is punching zombos
zombies left: 2
zombos destroyed: 6

1/11 advances
0/2 minibosses defeated


"Let's see if this works." Flydra sized up the zombies staggering towards them and drew out a set of darts per usual. This time, they were filled with something very special. She had been working in her office to come up with an acid that would eat through the zombies that would be easy to replenish while she was away from her lab. It was unfortunate that her duties kept her from her usual experimentation but she would simply have to research new leads right now. At least these zombies made for good test subjects. She let the darts fly and rolled out of the way of the attacks from the rest of her companions.
 

Yamashii

DraconicFeline rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 19, 2017 5:34 pm
Cpl. Psykgi Mentha
Psykgi was maybe a little too excited to be taking on more of the zombie hoardes. Or, maybe, she was just excited enough. It was hard to say, but it was certainly fun... perhaps a little repressed agression? Psykgi honestly couldn't be sure - she had no idea what lurked within herself - she supposed that would be a final frontier for her.

She whistled and watched the aftermath of Flydra's very interesting weapon, intrigued by the damage it was doing. It seemed that her patient was doing well so far - and so far so good. Psy was very optimistic, especially after their last encounter.

Quote:

19/20 hp

Damage Dealt: 6+1 to damage = 7
Damage Taken: 1

0/12 Zombies left

Military Weapon: +1 to damage

Roach Brooch (Adept Artifact Defense B) (2/2 Uses, nullify the damage from the last hit)
Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)

In training: Troll Relations
 
Doutei rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 19, 2017 5:36 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1

Scorpa is advancing

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"Holy s**t! I didn't know you were so badass, Psykgi!" Scorpa gasped, amazed by how swift and smoothly her teammates had taken down the zombies. The redblood had managed to down the most and Scorpa beamed, clearly impressed. Add Psykgi to the 'Brains AND Brawn' list! She was definitely going to try and request the girl to come along on more missions with performances like that! Ah who was she kidding, she liked all of the trolls on board and would love to bring them along to any future missions. Sure Chiara could be a bit scary with all of her ambitions but Scorpa respected that gritty climb to the top she was making. It inspired her to try harder too!

"Great job everyone, though! We'll clear this place out in no time!" The yellowblood laughed and gestured for them to follow her once more!
 

Doutei

Micillia rolled 1 6-sided dice: 1 Total: 1 (1-6)

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 5:37 pm
Chiara Moteku
HP: 39;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Advance 2

Chiara stalked ahead of the group, determined to find the correct way. To be fair, she was pretty impressed with Psykgi too, but she also wanted to one-up her. Thats when it got fun, when there was a game in it. All these missions had been so life and death, the blueblood had hoped that if she went on some with Psykgi she could get some sort of silly game.  
Yamashii rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sun Nov 19, 2017 5:38 pm
Quote:
HP: 19/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is counting zombos
how many zombos? 6!
2/11 advances
0/2 minibosses defeated


"There's so many of them..." Flydra frowned and glanced to her team mates. They were all capable fighters but she was honestly very interested in seeing Chiara work. After all, wasn't she the one running some kind of dance battle business? Lorata had instructed them to keep the blueblood safe long ago so she wanted to know what Chiara was capable of.

"Would you show us some of your dance moves?" She said with a coy smile, motioning to the daywalkers with a flourish. It would probably greatly entertain Scorpa to see this too. She liked flashy stuff like that.
 

Yamashii

Micillia rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 5:40 pm
Chiara Moteku
HP: 39;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Advance 2

The blueblood bowed to the tealblood. "I would be honored to." It was a sarcastic bow, by the way. "Cant own a dance battle club for nothing!" She had actually been practicing, ever since she had started the thing with Zindel. He had to have had someone to practice with, and his lusus was not exactly helpful with that.  
DraconicFeline rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 19, 2017 5:41 pm
Cpl. Psykgi Mentha

Psykgi saluted pluckily, pleased at the praise.

Brain and brawn - that was definitely Psykgi, her hidden strength. She really only bothered to use it when she wanted to impress people -- usually, it surprised them. Sometimes it infuriated them. Often, it inspired them. Usually, though, she was content to let them think she was all cute and intellect.

She admired Chiara's battle dance moves (She'd forgotten about that - dang, that was impressive!) and happily took a look down the hallway. "Looks clear so far, Lieutenant!" she said cheerily through the coms.

Quote:

19/20 hp

Damage Dealt: +1 to damage
Damage Taken:

Military Weapon: +1 to damage

Roach Brooch (Adept Artifact Defense B) (2/2 Uses, nullify the damage from the last hit)
Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)

In training: Troll Relations
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Doutei rolled 1 6-sided dice: 5 Total: 5 (1-6)

Doutei

PostPosted: Sun Nov 19, 2017 5:43 pm
Quote:
HP: 18/20
Damage: N/A
Military grade weapon: +1

Scorpa is looking for an open door

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"Have any of you met any interesting trolls on these missions?" Scorpa asked the group, making small talk as they walked. This hallway seemed empty and free of daywalkers so she didn't feel nervous about making a little noise. The yellowblood was bummed that she'd spent most of her time at her desk instead of out in the field! She felt super happy to be out free and jumping into action out here. Scorpa was happy to group up with trolls that she already knew too- she was curious to find out who they knew! Or didn't know! Life was all about who you knew~

And she felt a strong connection would be built here tonight!
 
Yamashii rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 19, 2017 5:44 pm
Quote:
HP: 18/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is advancing down a hallway
4/11 advances
0/2 minibosses defeated


Flydra listened to the answers the others shared in response to Scorpa before stopping and looking at Psykgi.

"Oh, that reminds me. I was wondering if you would be willing to check on a troll for me." She wasn't sure how Buffel would take an unannounced visit from a mental health specialist but she didn't care. "I ran into an old friend who might benefit from your services." The group resumed walking down a hallway again as Flydra explained the situation to her dear fellow doctor.

"He had to install a prosthetic on himself. I can't tell if he's struggling with that or not. Emotionally anyways." The tealblood was not equipped to handle such problems. She could heal a body but not a mind.
 

Yamashii

DraconicFeline rolled 1 6-sided dice: 3 Total: 3 (1-6)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 19, 2017 5:45 pm
Cpl. Psykgi Mentha

Psykgi would have loved to mention the hemoanon she'd met with Chiara on one of the missions - she'd been hearing a good bit about them, but there wasn't much on them in the database. At least, not that she could access, of course. But, she left that up to Chiara. Apparently, Chiara had been on several missions with that one -- she'd be better qualified to make an assessment. And Psy wouldn't mind picking her thinkpan about it later.

"Oh gosh, well, my first ship I went with Seargent Hellig, Lieutenant Aiguma and my Moirail Leeroi... I'll say that was very interesting!" Theoretically, they would have encountered her moirail in person or by reputation... and the purpleblood juggalo was very hard to miss.

Psykgi considered Flydra's suggestion. Obviously, she was always open to referrals, especially from such intelligent trolls as Flydra. Oh my goodness, on himself? Well, so had Leeroi, but not every troll had the strength of will or the technical knowhow of her moirail. And limbs were very key to ones identity.

"Sure -- I'd be happy to evaluate him." It couldn't hurt. "And if he needs more, I'll offer more. Should I approach as a professional or, ah... as a friend of a friend?"
Quote:

19/20 hp

Damage Dealt: +1 to damage
Damage Taken:

Military Weapon: +1 to damage

Roach Brooch (Adept Artifact Defense B) (2/2 Uses, nullify the damage from the last hit)
Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)

In training: Troll Relations
 
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