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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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=>[META] The Cutting Spite of the Empress (SUPREME BEINGS) Goto Page: 1 2 3 4 [>] [»|]

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Green Minuet

Greedy Trickster

PostPosted: Sun Nov 19, 2017 9:19 pm
DAGBF aka SUPREME BEINGS
Commanding Officer: Kursha Vidari
Team: Tamiya Aiguma, Sinter Heilig, Elidae Bonbon

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.
 
Green Minuet rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 19, 2017 9:47 pm
      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

Kursha could not have been more excited. After several sweeps, he finally got the chance to work with a clown again. Not just any clown either; this was Lieutenant Tamiya Aiguma, the mysterious and delightful jack-in-the-box, who promised hours of entertainment. Kursha did not even have to needle her to provoke a reaction. He could simply sit back, relax, and enjoy the show. Maybe miracles did exist after all.

With her, Tamiya elected to bring a frou-frou redblood. Kursha had never seen the troll before, but the juxtaposition between him and Tamiya left him with more than a few questions. He seemed more than a little out of place with the clown's capricious shenanigans. Kursha made a note to keep an eye on him and riddle out their relationship.

“Everyone have a pleasant trip?” Kursha asked his team as they stretched out their limbs. Tamiya had folded herself even tighter than he had. “You all right there, Glam Tam? And how about you Sergeant Jingles?” If the redblood had mentioned his name, Kursha had already forgotten it.

“So who's ready to kick some ******** nook?”

[ Kursha scouts ahead. ]
 

Green Minuet

Greedy Trickster

seekingCylem rolled 1 4-sided dice: 4 Total: 4 (1-4)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 19, 2017 9:50 pm
Sinter scouts ahead... and finds nothing of interest!


HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (3 advances left on scouting cool down)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.

Sinter's nerves had calmed significantly since his last trip to space. He'd done this before, and he'd do it again. This class of ship was far smaller than The Spiteful Fury of the Empress. Not to mention their party consisted of quite the spread of resumes.

Sinter had heard of Kursha Vidari. He'd seen the greenblood at a distance prior to the siege on the rebel base at least a sweep ago. This was his first time meeting the man in person. He was... taller than expected. Tamiya had given Sinter her own recount of Kursha. The ill-fated mansion party. The pursuit of the rebels. She liked him, which said a lot in of itself. She and him were of "similar minds," according to Tamiya. It was perhaps the highest praise she could bestow, if not vague and with the potential to be wholly inaccurate.

Sinter could see what she was getting at though, with the way Kursha carried himself and interacted with people. Direct and unrelenting, but only when there weren't more entertaining alternatives. Sinter held sincere professional respect for Kursha's military background and dedication to his work. However, he knew better than to let his guard down. He may not have been as nervous as he was before, but he was no less a cautious troll.

On the other end of the rigid, militaristic spectrum was their fourth team member, Elidae Bonbon. She was a sergeant and a lowblood, just like Sinter. She was another troll Sinter had never met personally, but unlike Kursha, had no preceding reputation.

That was perhaps an unfair assessment, considering the purple and green powerhouses they were partied with. Elidae held rank. She had a military background. She seemed friendly and chipper even in spite of their situation and company. Sinter knew from experience how important of a skill that was for a lowblood to possess. He had yet to master it himself.

Sinter offered the group what he hoped was a pleasant smile and proceeded down the hall. "Here here," he... agreed with Kursha's rallying cry. He supposed "kicking nook," was indeed part of their job description.

Mini-bosses Slain: 0/2
Ship Advancements: 1/11  
Sypon rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 19, 2017 9:51 pm
HP: 40/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle.
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

"Let us kick some ******** nook." Tamiya announced. As soon as she stepped onto the swarming ship, the juggalo had taken an air of confidence unlike any other. In comparison to a culler, this would be wiggler's play.

It was a slight misfortune that she, Tamiya Aiguma, would be taking orders. But, she rather liked Kursha Vidari. He was spunky. And Bonbon? Delightful. Since her young, seer days, her vivaciousness filled her with delight.

And of course, Sinter was here. Yes, this would be a confectionary trot.

"Ahead!"

They were simply not finding anything. Tamiya stood, somewhat perplexed in front of a vending machine which seemed to be perfectly preserved. Her bilesack rumbled.  

Sypon
Vice Captain

blackbird cake rolled 1 4-sided dice: 4 Total: 4 (1-4)

blackbird cake

Adorable Gekko

PostPosted: Sun Nov 19, 2017 9:53 pm
Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


"YEEEAAAH!" Throwing her hands up, Elidae cheered in response to Kursha and bounced off the pod ship and onto The Cutting Spit of The Empress. She wobbled momentarily, before hopping forward. Despite her last ship turning her into a nervous wreck and revealing a plethora of harrowing information and imagery, Elidae felt confident in this ship's turn out! Of course, the yellowblood always felt safe in the presence of her moirail. She never felt alone with him by her side. But having another troll she greatly looked up to with her made this experience extra special.

Lieutenant Tamiya Aiguma, a devoted purpleblood juggalo who once saved her life as a wriggler in the rebel caves. Elidae felt a certain kind of fondness for her. The redblood's name Sinter Heilig didn't ring any bells (hah), but Elidae could tell just by his face he was trustworthy. Besides, he held the same rank! Overall, what a great team! What a tall team! Everyone stood so much taller than her. She was so short.

Using her short little legs, Elidae jogged up beside the redblood and gave him a bright, toothy smile. "I don't believe we've met!! Sinter, isn't it? So nice to meet you!" She would have extended her hand, but she held it pretty steadfast on her scissors. Never let your guard down, she's learned. However, it seemed as if there... wasn't much to really keep an eye out. Just a long, lonely corridor. And a vending machine?

"Ooohh! Are there any fruity flavored taffy bites?"

Quote:
{ elidae scouts ahead! }


advances: 0/10
minibosses: 0/2
 
Green Minuet rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Sun Nov 19, 2017 9:55 pm
      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

Hands on his hips, Kursha leaned from side to investigate the vending machine. Truth be told, he had seen nothing like it on any of the other ships. It perplexed him. Curling his fist, he gave a sharp rap on the case. From within the machine, there came a thunk of moving parts and a second later the screen buzzed to life. It beeped twice, indicating that it was prepared to take their order.

“Anyone got a few spare beetles?”

[ Kursha finds an open door. ]
 

Green Minuet

Greedy Trickster

seekingCylem generated a random number between 2 and 14 ... 8!

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 19, 2017 9:58 pm
Sinter looks for loot... and finds an industrial strength band-aid!


HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (3 advances left on scouting cool down)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.
1/1 Industrial Strength Band-Aid: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely. For use in this dungeon only.

Sinter looked over to Elidae who was looking up at him with a bright grin. Sinter returned the smile, albeit far more subdued. "Yes, Sinter Heilig. And you're Elidae Bonbon, correct? It's a pleasure to be working with you."

The two walked along until they joined their commanding officers... and a vending machine. Sinter supposed it wasn't entirely out of place. With only mild trepidation, Sinter too examined the selection. "Oh, bandages!" Sinter punched in the associated number on the machine and tossed in a couple of beetles. The prices hadn't been changed in sweeps. What a steal!

"Never too prepared," Sinter explained as he retrieved his purchase from the base of the machine.

Mini-bosses Slain: 0/2
Ship Advancements: 1/11  
Sypon rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 19, 2017 10:01 pm
HP: 40/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle.
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

"Yes, very good," Tamiya nodded. It was odd that they didn't run into any bandages on the much larger ship, but perhaps this was more personnel oriented. Swarming ships were much more compact, after all. She watched as Sinter took care of their supplies and turned to Kursha.

For a moment, she considered waiting for his word to continue on, and then threw that consideration out the window.

"This way appears to be another hallway."  

Sypon
Vice Captain

blackbird cake rolled 1 6-sided dice: 4 Total: 4 (1-6)

blackbird cake

Adorable Gekko

PostPosted: Sun Nov 19, 2017 10:04 pm
Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


"Good ideaaa!" Elidae clapped thrice, commending her fellow sergeant on his thoughtful preparedness. Elidae threw a shining look at the greenblood commanding officer. "Right, Kursha?!!"

Elidae proceeded down the hall, following Tamiya. After noticing an open room, she shuffled over to the doorway and placed her back on it, then dramatically turned in a swift motion, ready to engage. There was nothing.

"All clear!" Elidae gave them a big thumbs up before entering the room. Dark, dismal, dusty... like every other open room. "Huh... I'm surprised we haven't ran into some friends!" Elidae laughed, picking up an old relic and squinting at it with mild interest.

Quote:
{ elidae finds an open door! }


advances: 1/10
minibosses: 0/2
 
Green Minuet generated a random number between 2 and 14 ... 2!
PostPosted: Sun Nov 19, 2017 10:09 pm
      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

Kursha fell back as Tamiya took the lead, not particularly minding her decision to take charge. He had nothing to prove, and from the back of party he could keep a better eye on his companions. “Yeah. Anyone else think it's kind of eerily quiet?” He asked. He followed Elidae into the room and kicked aside the skeletal remains of a troll. “Seriously, did the crew fall out of the airlock?”

Between the bone meal he spotted the gleam of something shiny. Bending over, Kursha reached down between the ribcage. He pulled an antique metal disk, coated with... dust from the remains. He regarded it for a moment before tossing it over his shoulder. “Garbage. Catch, Jingles.”

[ Kursha finds a photon shield. ]
 

Green Minuet

Greedy Trickster

seekingCylem rolled 1 4-sided dice: 3 Total: 3 (1-4)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 19, 2017 10:12 pm
Sinter advances down the hall...


HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (2 advances left on cool down)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.
1/1 Industrial Strength Band-Aid: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely. For use in this dungeon only.

Sinter followed the others into the next room. He knew this ship wouldn't be nearly as harrowing as the last, but this was--dare he say it--too easy. It didn't look like much of anybody had been through this ship, much less daywalkers or the variety of other monstrosities they'd witnessed before. Not even a gerbil!

Sinter watched Kursha pick through the residue of the deceased crew, only to find a perfectly good photon shield among the rubbish. What was with this place?

"Agreed. I'm starting to find this silence rather unsettling... Agh!" Sinter caught the shield, but not without knocking it against his head. "Ow..." He examined the object. This was one dated piece of equipment. Sinter supposed it had its uses. Once. He grimaced at the tackiness as much as the pain in his forehead. "Thanks. Sir."

Mini-bosses Slain: 0/2
Ship Advancements: 3/11  
Sypon rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sun Nov 19, 2017 10:15 pm
HP: 40/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle.
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

"I suppose not every ship must have been manned by ******** trolls." Tamiya grumbled. "Perhaps some of these were abandoned prior to the Vast Glub."

She supposed some sort of emergency airlock situation could have been in place for ease of reclaiming lost Alternian ships - having to fight through swaths of zombies should an accident occur seemed like an actual Alternian concern. Granted, she hadn't thought of this until now, but she would keep it in mind for later.  

Sypon
Vice Captain

blackbird cake rolled 1 4-sided dice: 4 Total: 4 (1-4)

blackbird cake

Adorable Gekko

PostPosted: Sun Nov 19, 2017 10:18 pm
Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


"It does seem kind of quiet..." Elidae mumbled in agreement, echoing the others in the room. Moving on, she scanned down the corridor, keeping her lookstubs open. No daywalkers? Not even one? It was a ghosttown. "It's almost creepier without any daywalkers stumbling around." Elidae held her arms as she observed an old bulletin board, namely a flier related to everyone's favorite frozen dessert.

"What's your guys' favorite flavor of ice cream?" She chirped, trying to bring life to the conversation. And this ship. The ship was so dead.

Quote:
{ elidae advances }


advances: 3/10
minibosses: 0/2
 
Green Minuet rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Sun Nov 19, 2017 10:43 pm
      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

“Mayonnaise and corn,” Kursha answered briskly. With no sign of further elaboration, he brushed past Elidae to take point. He unslung the rifle from his shoulder and flipped the safety. A second later, there was a loud bang. “Hellooooo! Anybody in here?” he drawled, heedless of the conversation happening behind him. Several more shots went off.

[ Kursha finds another ******** open door. ]
 

Green Minuet

Greedy Trickster

seekingCylem generated a random number between 2 and 14 ... 14!

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 19, 2017 10:45 pm
Sinter looks for loot... and finds Ship Log #8!


HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (Ready to scout ahead)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.
1/1 Industrial Strength Band-Aid: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely. For use in this dungeon only.

Sinter hummed in agreement with his companions. At least they were all on the same page... about the silence, if nothing else.

He cast a blank look in Elidae's direction, immediately believing he'd misheard her. No? Perhaps they had more in common than he'd initially believed. That sounded like a Tamiya topic if he'd heard one, though perhaps with less swearing. And inference of important character traits and potential destiny based on flavor preference.

"Ah... I almost hate to say it, but I've got a soft spot for good vanilla ice cream. You know, the homemade stuff? With sprinkles and in a sundae is good too," Sinter continued to look a little sheepish for his plain answer. "And peppermint. If I were to pick a second, that is."

Sinter looked around the room, unsure of how to continue the conversation. The glint of a tablet screen tucked among some boxes caught his eye. Sinter edged over to the curious object. A ship's log, he realized with a frown. He'd rather not be faced with anymore reminders the zombies aboard this ship--if any--were once people. Still... Sinter tucked the object into his suit to review later.

Mini-bosses Slain: 0/2
Ship Advancements: 4/11  
Reply
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