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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Yamashii

PostPosted: Sun Nov 12, 2017 6:15 pm


Squad: Starburst
Commander: Sascha
Members: Cerpin, Tevini, Deimos

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.
nepsah rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 12, 2017 6:20 pm


Deimos has scouted ahead

HP: 20/20

Finally. It had taken long enough to get to this point but he was finally off the planet and actually exploring a real space ship. Granted he was doing it with one stranger and an acquaintance but at least he knew one of the other trolls in his group. Once they were all on board and ready to set off, he looked around the abandoned ship. Seemed to be in pretty good shape for something abandoned for so long...

"I think I see a path up there." He pointed up ahead, only waiting to see that they'd be following before setting off himself. Excitement made him forget that maybe he should've waited for their 'commander' to give permission first. Whoops.

Advancement: 1/11



Quote:

Training Pins:
Novice Agility [Cooldown 6/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 3/3 uses


nepsah

Malevolent Mage

Doutei rolled 1 6-sided dice: 4 Total: 4 (1-6)

Doutei

PostPosted: Sun Nov 12, 2017 6:27 pm


Quote:
Found an open room!

Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Offensive Style B: 1/1
Tevini is using her telekinesis!
novice offensive style B 2d6 Deal double damage on this attack, 1x per battle. Add age and weapon multipliers after. 1 ongoing damage for all turns after.

”This door...” Tevini had simply followed Deimos as he lead them down a path. They reached a door and she paused, nervous about what could be inside it. Glancing over at the other trolls she wanted to make a good impression and so instead of wimping out like usual and letting Cerpin open it, the redblood reached to try it herself. Surprisingly it opened without any difficulty! Carefully she pulled it open a little further, until it seemed safe without anything falling or springing out at them.

"Seems clear." She pointed out the obvious and stepped inside.
Yamashii generated a random number between 2 and 20 ... 5!
PostPosted: Sun Nov 12, 2017 6:30 pm


Quote:
HP: 20/20
Found: Moldy Protective Gear
Military Grade Weapon


He wasn't particularly happy to be under Sascha's command but they'd had to deal with filling in squads at random. He followed after Deimos and Tevini with one hand on the hilt of his sword. Who knew what horrors lurked behind each door? Cerpin visibly brightened at the sight of an empty room with a box labeled protective gear abandoned on a table. Score, free stuff! This mission was starting off awesome despite his initial moodiness.

"I don't know what I was expecting, to be honest." Once pulled out of the container, it was clear for all to see that it was covered in mold. It felt slimey and cold to the touch but he could already see the hoarder inside Tevini flaring up. Fine, he'd ******** carry the damn mold encrusted armor.

Yamashii

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

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 12, 2017 6:35 pm


Sascha advances down the halls.


HP: 20/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Space. Sascha was actually in space. On a spaceship. He wasn't even relegated to a helmsman station like he would have expected. The situation was ludicrous to begin with. He hadn't even seen a zombie yet.

It was true he'd joked about lording his status over Cerpin, but he hadn't anticipated Cerpin actually taking him up on the offer. Well... that perhaps wasn't the intent, but the two of them had certainly ended up in such a position. Sascha was just slightly too distracted by his very important mission to hold it over the purpleblood. Just slightly.

Tevini was there too. He still wasn't sure how he was supposed to feel about her. Sascha figured if he knew anything, as little as it was, it was that she had a deep appreciation for space travel. He'd trust her not to pull any stunts as long as they were all on the same probably-haunted space craft.

And... this other guy. Sascha had no idea who this person was. He was walking up front where all the traps and zombies would probably be, though, so Sascha couldn't bring himself to be concerned about the stranger. Day... Dayman?

Minibosses Slain: 0/2
Ship Advancements: 2/11
nepsah rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Sun Nov 12, 2017 6:39 pm


Deimos finds an open room

HP: 20/20

At least the path he'd chosen worked out well. Tevini found an open room with lots of stuff to look through. Figured that out of all that potential, Cerpin would find some moldy gear. He scrunched his nose at it, edging away from the other troll. Their commander was already on the move again, so he turned to follow after the yellowblood. This was... one of Cerpin's friends, right? What was his name again?

He paused at a door that looked similar to the one Tevini had found. "Hey, look at this." He tried the knob - carefully - and found it unlocked. He pushed it open to reveal another open room. "Nice... This one looks good."

Advancement: 3/11



Quote:

Training Pins:
Novice Agility [Cooldown 6/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 3/3 uses


nepsah

Malevolent Mage

Doutei generated a random number between 2 and 20 ... 15!

Doutei

PostPosted: Sun Nov 12, 2017 6:43 pm


Hivestuck
Found Ship Log 6!

Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Offensive Style B: 1/1
Tevini is using her telekinesis!
novice offensive style B 2d6 Deal double damage on this attack, 1x per battle. Add age and weapon multipliers after. 1 ongoing damage for all turns after.

It looked good indeed. A quick glance around the room and Tevini could tell this room was more than just a storage bay. Slinking around to search for anything useful, she skimmed the place until something caught her eye.

”What's this?” The redblood murmured to herself. Scanning it over she was grateful to have Cerpin around to distract his playmates if she needed any extra time to discern what she'd just found. It appeared to be a log of some kind. She'd better take a look in case it pertained to any of the old rebellion before they showed it to Sascha.
Yamashii rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sun Nov 12, 2017 6:45 pm


Quote:
HP: 20/20
Item: Moldy Protective Gear
Military Grade Weapon

Cerpin advances down the halls
3/11 advances


Deimos and the others were making it look so easy to prance around the crumbling spaceship. Maybe this was actually going to be way more pleasant and easier than he'd thought. He noticed Tevini trying to look over a log entry and decided to help her out by distracting the others.

"Look, I found something cool too!" The purpleblood smugly sauntered over to a door down one of the corridors. Maybe behind this one, he'd find a vintage guitar even. The ships was full of old random junk after all.

Something was wrong. It was difficult to open. He flushed a slight violet in embarrassment.

Yamashii

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

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 12, 2017 7:31 pm


Sascha examines the door.


HP: 20/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

This ship was pretty empty, save for what felt like a billion storage rooms. It was almost a little anticlimactic. The most interesting thing Sascha had seen so far was the bizarre color of space mold growing on Cerpin's new protective gear.

Speak of, it appeared the group had hit some kind of dead end. Sascha pushed his way to the front of the party. He joined Cerpin in tugging on the metal door. No such luck.

"Ugh. Looks like it's locked." He supposed, albeit reluctantly, it was probably for the best spaceship doors didn't open quite that easily. Like as a rule.

Minibosses Slain: 0/2
Ship Advancements: 3/11
Doutei rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Sun Nov 12, 2017 7:39 pm


Quote:
Tevini unlocks the door.

Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Offensive Style B: 1/1
Tevini is using her telekinesis!
novice offensive style B 2d6 Deal double damage on this attack, 1x per battle. Add age and weapon multipliers after. 1 ongoing damage for all turns after.

”Just- move over.” Tevini mumbled, pushing her way in to get a look at the door. Cerpin was going to hurt himself trying to open that thing if she didn't intervene. She wasn't as knowledgeable of Deimos and Sascha's skill sets yet but was going to find out on this excursion. Later. First she was going to just take care of this door and show them all what you could do if you actually applied yourself to studying.

”There!” The redblood nodded as she heard the click and her lockpicking opened the door. Her pride evaporated instantly at the sight of what awaited them on the other side. Really? Really?

Doutei

nepsah rolled 3 4-sided dice: 1, 4, 3 Total: 8 (3-12)

nepsah

Malevolent Mage

PostPosted: Sun Nov 12, 2017 7:47 pm


This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
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!
You have encountered a ...

Dice 1
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)
Dice 2
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)
Dice 3
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
MINIBOSS STARTING HP: 20/20
If you rolled a 1, take 4 dmg.
If you rolled a 2, take 4 dmg.
If you rolled a 3, take 3 dmg.
If you rolled a 4, take 3 dmg.
If you rolled a 5, take 2 dmg.
If you rolled a 6, take 2 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!

If the mini-boss reaches 0hp, look below:

If this is your first mini-boss fight look below:

If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:

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.

If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:

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.


If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:

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.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
nepsah rolled 2 6-sided dice: 4, 4 Total: 8 (2-12)
PostPosted: Sun Nov 12, 2017 7:53 pm


Deimos fights the Shambling Swift Mutated Daywalker!

HP: 16/20
Damage dealt: 5hp

Boss HP: 15/20


A door that was locked probably had some nice stuff behind it... Thankfully Tevini knew how to open it. Or, well, it was good until he spotted the daywalker in the room. "Daywalker!" He attempted to move to the side, but wasn't fast enough to totally dodge the incoming attack. That thing was fast! He swung the mace he'd brought along with him at the creature as it passed by, managing to land a solid hit on its side.


Advancement: 3/11



Quote:

Training Pins:
Novice Agility [Cooldown 3/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses


nepsah

Malevolent Mage

Yamashii rolled 2 6-sided dice: 3, 1 Total: 4 (2-12)

Yamashii

PostPosted: Sun Nov 12, 2017 8:06 pm


Quote:
HP: 14/20
Damage: 2
Item: Moldy Protective Gear
Military Grade Weapon

Boss HP: 13/20
3/11 advances


"Thanks, Tevini." Cerpin said in the most mockingly disappointed tone he could muster. Of course she had to unleash a gross nasty a** daywalker on them. He ignored the fact that he had selected the room himself and unsheathed his sword. Before he could strike, the daywalker lashed out and hit him hard, sending Cerpin crashing into some of the room's furniture. Why was it possible to build a chair that didn't mold but the armor...?

"Oh ******** you." He growled as he pulled himself upwards and chased after the monster, slashing at its legs. It was quicker than he anticipated and he only managed to slice away at the daywalker's sides rather than his intended targets.
seekingCylem rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Sun Nov 12, 2017 8:17 pm


Sascha attacks the shambling, swift, mutated daywalker!


HP: 12/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

"There we go," Sascha said, half sarcastically, half out of relief. It was still pretty moldy, but it was a hell of a lot more interesting than some old gear.

Sascha ran after the monster, trying to head it off as it bobbed and weaved around Cerpin and Deimos. Unfortunately he underestimated the sheer force of it as it hit him like a train. "Hgghk!" Sascha was tossed sideways, but not without leaving a neat slice across the creature's misshapen torso.

Sascha does 5 damage!


Miniboss HP: 8/20
Minibosses Slain: 0/2
Ship Advancements: 3/11

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
seekingCylem rolled 2 6-sided dice: 4, 5 Total: 9 (2-12)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 12, 2017 8:22 pm


Sascha attacks the shambling, swift, mutated daywalker with telekinesis!


HP: 12/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 1/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

"Not so fast!" Sascha yowled from where he'd skidded across the floor. His first zombie fight--his first space mission, in a position of power, no less--was not about to end with him embarrassing himself. Sascha swiped his arm and nearby crates wrenched themselves free of their lashings. They slid and tumbled over each other and ultimately the zombie.

The zombie didn't get up. Sascha stared the immobile mess down a good long while before finally peeling himself off the floor. "Well, victory," was all he had to say on the matter as he wobbled in place.

Sascha does 11 damage!


Miniboss HP: -3/20
Minibosses Slain: 0/2
Ship Advancements: 3/11
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