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Tags: homestuck, troll, breedables, mspa, alternia 

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penemueIntuition


Magical Bro

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PostPosted: Mon Nov 13, 2017 7:46 pm


Team Galaxy Quest:
Leader: Hemera Moachm
Crew: Nictor Sabbat, Polair Rision, Mahmud Seshat



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.
Gl!tch~ rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Mon Nov 13, 2017 8:08 pm


Good luck, and stay safe. Luck? Perhaps necessary. Safety? That one was all on her. Her squad, her Lightseekers. This Polair was a relatively new face, but welcomed into the fold as far as she was concerned. And Mahmud, a good troll. Whether or not he was a Lightseeker or would become one didn't matter. Whether or not they knew each other or were on good terms didn't matter. Fortune graced her with trolls she felt at ease working with (despite Nictor being Nictor), but her responsibility was her responsibility.

A heavy weight on her, really. But also...exhilirating? She would prove herself competent of leading, of keeping those around her safe. Again, despite Nictor's balance issues.

She didn't look forward to the likely daywalker part, but the team came first. If the dead couldn't be reasoned with, well. It was what it was.

Mera took a breath and stepped out. "We have movement. Keep alert, and stay with the group." She looked around. Dark...empty. Lifeless. An unexpected feeling. She knew what to expect, but it was really starting to sink in. They were in the carcass of the previous empire. Alone.

She got her bracelet going. So far, no immediate signs of un-life. "Okay, let's go down this first corridor. Everyone ready to head out?"


Quote:
HP:20/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (1/1)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Taki-di rolled 1 6-sided dice: 5 Total: 5 (1-6)

Taki-di

PostPosted: Tue Nov 14, 2017 8:46 am


Nictor Sabbat
HP: 20/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 0

Quote:
5 - You keep walking down the corridor. Nothing here.


The trip was no less nerve wracking than before, somehow. He had come back from the previous ship and managed to get some time to rest and try to, to wrap his head around it but not for too long before he was assigned a new team and suited up and bac in a pod again. It was still terrifying. Those were. Those creatures, those zombies, those trolls. They killed them, in the last ship. They killed them without a thought and Nictor had watched.

No, no, not right now, not right now.

But while the terror of the empty void, of being trapped, oh nightmares clung to him like tar and made it hard to move and think, he was with trolls he knew this time. Hemera tried to keep an eye on him when she could and was encouraging. In her own way. Mahmud was his newest friend of them, and, and, and he liked Mahmud. He was nice to Nictor, even after that disaster of an introduction. And Polair. Nic felt a gross squirming in his guts, a terrible sort of melancholy. She was his friend too. They met last time they were at the space tower and they looked at the stars. She loved them so much. And now she couldn’t see them at all.

He didn’t like the feeling he got when he thought about that, but. But just because he didn’t like it meant it’d change. She was still blind. She was here, but she’d never get to see the stars again.

Nictor gave a watery frown to himself. He didn’t he didn’t want any of them getting hurt. He liked them, they were his friends and the thought of those zombies getting them, it set him on edge.

No more time for that though, they were disembarking. As they got off, Nictor took another look out into space and found the small coil of wonder at it, weighed on by sadness at not being able to share that right now. No, now he was looking down the hall of the ship and nodding along to Hemera, feeling his skin prickle in unease. He made it out alive last time, he and all his team, even if they scared him. They could do it again, right? Right. Right?

Nictor’s breathing wasn’t so uncontrolled as last time, but he was still terribly jittery. But he had trolls he knew and trusted at his back this time so, so it was better. Yeah. Better. He was still on a ship filled with monsters.He really wished he could think about the adventure, think more about the ship, the discovery, the exploration, but the monster were really sorta getting to him still.

He’d wish kolako was here but also, he didn’t want her in danger either.

In his distraction nictor pulled ahead a little, mindlessly following the corridor with his team, looking mostly at the walls. Nothin ahead, nothing happening. He stalled after a few seconds, staring ahead at the shadows. What was in her with them.

A shadow shifted at the edge of his vision, sliding up the wall.

Nictor jolted violently, stumbling away with a cut off yelp voice cracking at the pitch. His limbs drew in as close to himself as he could until he smacked into the wall and found himself staring at Mahmud, heaving for breath. He really wasn’t any more settled than the first time, but he was comfortable enough to get lost in thought. Great. Oh man this did not bode well.

“Sorry! S-s-sorry, I’m s---orry,” Nictor said, wringing his hands a little and trying to breath deep. Him being so jumpy would not help, they didn’t need this stress, they would have been so much better without him here oh man. “S-sorry.”
penemueIntuition rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Tue Nov 14, 2017 9:01 am


        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!




        Maybe this time around will be less... nerve-wracking. After all, he was surrounded by friends. There was Hemera, and Polair, and Nictor too... compared to the last group he had been in, Mahmud was in really good company...

        So why was he so anxious still?

        The whole ride up on the shuttle, he said nothing, did nothing, except stare out the window at the eerie blankness of space. At one point this had been magical... at this point, it was haunting. They were going up into another floating gravesite. Would there be more zombies, shambling figures that used to be troll? Would they find more of those haunting log clips, that had made sleeping that day near impossible? ********, he was tired. ********, he should say something. Polair probably wouldn't be interested, but ol' Trusci, Slick, she'd be able to use this info somehow right?

        As he trailed behind everyone in the corridor, his eyes darting from corner to corner, Mahmud murmured to the others "Ready just uh... be careful". He was quiet, which wouldn't be uncharacteristic if it hadn't been for his pleasant company. So far, nothing was wrong... so why did it feel like...

        A shriek caused Mahmud to jump, to draw a fist back and hold his other hand out to... Nictor? "Nic!" Apparently something had spooked him. "Nic oh my GOG don't scare me like that!" There was no anger in his voice, just fear, as he slowly lowered his hands again to rub at his own arms. "Sorry..." Trying to shove past the deep pit of guilt he felt, Mahmud walked past the others in an almost trance-like shuffle, lost deep in his own thought. Once in a while, a little "I really am sorry" came out of him, and did so until he came across...


penemueIntuition


Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
penemueIntuition rolled 1 4-sided dice: 2 Total: 2 (1-4)


penemueIntuition


Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Tue Nov 14, 2017 9:15 am


        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        Another door... Even now, he could feel everyone's eyes on... well, hopefully the door and not him, who was standing in front of it. But it still felt like everyone was staring at him. Were they staring at him? Oh man, he hoped not.

        Taking a deep breath, he reached for the handle and held it for a moment, just a moment... before quickly pulling back. Last time they opened a door like this... the alarms went off. Last time, there was a hoarde of zombies. Last time...

        Shivvering, Mahmud looked to the others and nervously sputtered "Something doesn't seem right here..." Yeah. Yeah maybe if he played this off as something off, and not his own nerves... they wouldn't suspect a thing.
ImaginationsParadise rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Tue Nov 14, 2017 1:41 pm


Polair had been trying not to think of it, tried hard not to think of her eyes while she was on her way to one of the abandoned ships with the rest of the team. The feeling was bad and she couldn't find words to describe what she felt. Breathe in... Breathe out... She thought as she tried her best to seem okay. Thank god she had her bracelets on for this. Even if it still reminded her of the past... Nothing had happened, from what she had heard but this amount of tranquility was unnerving.

A locked door was found and she felt even more uneasy. "I agree..." Polair said trying to find the slightest clue of what could possibly give her such a sinking feeling... A fact, she needed one now. Her echolocation bracelets seemed to register something near the walls. Without hesitation, the seadweller approach the wall and pressed her fin against it. A faint sound... Hm. A loud chime was emitted from her bracelets, registering if something was hidden behind the panel and not a product of her imagination. Registering the weird device by it's sound gave her the fact that she needed. Using her staff, Polair managed to get the panel off-- revealing the trap.

"No wonder you were getting a strange feeling Mahmud..."
It was a good thing she was training for this sort of thing, Claud was starting to have a point with his paranoia. Wow. Impressive.

"I can try disarming this so we can see what could possibly be inside." Her curiosity was killing her. The seadweller's hands grazed the surface lightly, trying to find a button or anything really. She found a button somewhat hidden in the whole mechanism and pressed on it. Luckily, it was disarmed. Eyes flutters behind bangs. Honestly, she was impressed with what she had learned. "Done, I can go ahead to check what's inside."

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
ImaginationsParadise rolled 3 4-sided dice: 4, 1, 3 Total: 8 (3-12)

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Tue Nov 14, 2017 2:08 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 ... Skeletal Armoured Mutated Daywalker!

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!
Taki-di rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)
PostPosted: Tue Nov 14, 2017 2:21 pm


Nictor Sabbat
HP: 18/20
Damage: 2+1=3
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

Quote:
6-1=5 - If you rolled a 5, take 2 dmg.


Nictor felt his body seize up at the raised fist, cohesive thoughts fuzzing out for a second. Not again, not Mahmud. And then it was over and the fist was lowered and Nictor felt bad, he felt so bad his isn’t what he wanted. Again, his startling led to Mahmud startling and he wished he wasn’t so wound up be he couldn’t seem to push it away.

His hands were still shaking.

“No, I, a-ah, s-sorry, I-” Nictor tried, but trailed off helplessly as Mahmud pulled ahead.

Nictor wilted as he quietly shuffled after, face scrunched in distress. What a great start. Wow. He freaked out at nothing and now Mahmud was, he, he didn’t even know but he didn’t seem okay either. He hung back as Mahmud went for the door, feeling unease settle over him as he stared at the unforgiving metal slab. These ships were dangerous. And that danger seemed to lurk behind the doors like this.

Nictor’s jaw clenched. His hands still shook.

The mentions of bad feelings did nothing to calm Nictor down.

The tension in his shoulders kicked up another notch when Polair stepped up and began fiddling with the panel. Okay now, now two of them were in the direct path of the door opening and something horrible spilling out this was. This was uh.

This was not fine.

Nictor watched as the door slid open, the shadows beyond it, the flickering light. He watched Polair shift to go through and as she did, his breathing stuttered. There. There, shifting into view, something lunging, lured by the noise or something else, it didn’t matter, what mattered is it was going right for Polair.

The monster was going to get her.

“Pol-!” The second syllable was lost to a strangled noise

Nictor moved without thinking. Or well, he was thinking, he was thinking one thing. No.

No. His motions were jerky, a little off, but he moved fast. He grabbed for Polair with one hand, his other automatically reaching to keep the thing off.

No. He pulled he back, trying to get her away, away, away from the reaching jaggedy fingers and the broken sharp teeth.

No. No. No. Please no.

Trying to put himself forward, trying to get Polair away, he put his arm out to ward it off just enough and the claws caught on his arm as it stumbled forwards. Nictor backpedaled, thoughts fuzzy and unhelpful but his hand released his friend and grabbed for his bo staff, getting it faster than he had the first time a zombie had nearly chewed on him and extending it. The creature straightened up, and Nictor whined when he stared into those empty empty dead eyes but it was looking at him, it was looking at him. Emaciated, sunken in teeth, black gaping mouth and uneven teeth, he froze.

But then it moved and so did Nictor, jamming his bo staff into the things stomach and pushing it away. Away away away get away!

Taki-di

Gl!tch~ rolled 2 6-sided dice: 3, 1 Total: 4 (2-12)

Gl!tch~

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PostPosted: Tue Nov 14, 2017 3:47 pm


The team fell on a closed door pretty quick, and curiosity pulled them into checking it out. Mera watched with satisfaction the contributions they were quick to make. But the boys were so jumpy. She would prefer that they weren't. She'd have to find a way to fix that, somehow. Couldn't be going to space and freaking out at the smallest thing...

Their seadweller disabled an unexpected trap, but having someone of high rank able to do so was completely unsurprising. It was still rather amazing that a seadweller of all things was into the Lightseekers. And...Hemera had no idea how to talk to her.

Quickly, none of that mattered as...as...something emerged from the locked room. Right for Polair. Mera had little time to react as Nictor went to shield her. Nictor took a moment to fight back, but those pauses could be dire.

Mera rushed in, stabbing the daywalker through the chest, and hooking with her boomerang to pull it back. She tossed it off and looked back at her crew.

"I need you get it together and fight," she ordered. Was it terrifying? Yes. Was there time to let it take hold? No.

As she turned back, it was coming at her again. The daywalker shoved her to the wall, sharp and fast. Barely did she have any time to ice up so it wouldn't crack her spine. Ice covered her and her suit, but quickly shattered on impact.

With a grunt, she held up her boomerang to fend it off as it tried to get at her face, then with a shove, sent it backwards.


DMG: 1 +1 = 2
Boss HP: 15

Quote:
HP:20/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (0/1)
penemueIntuition rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)
PostPosted: Tue Nov 14, 2017 3:58 pm


        Mahmud Seshat: 20/20 HP - 3 =17/20
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .


        "I need you to get it together and fight"

        Fight? Him? Oh no. No no no, not again. Mahmud whimpered a little bit at the directions given, and flinched. They made this seem so easy... even Nictor rushed in to help Polair out, and what was he doing? Being a little grub about it.

        It was only when the... the THING approached Hemera again did Mahmud react. Again, just like the ship before this one, he felt his legs carry him forward. "HEY." Distraction... he had to be a distraction! "HEY, BULGEBITE." The closer the got, the more he ran. Hemera did... woah, wait. What DID Hemera do? Did... did she have powers as well? How many people would he meet with powers this time around? Gog, he had to do something. If she was up throwing... was it crystal? Ice? If she was throwing up her powers, then she must have really been in danger...

        "OVER HERE, NOOKSTAIN!"

        Instinct took over, again he acted before thinking. His hand reached towards his hair first, towards his hair clips. Yet last minute he drew back, realized what he was doing. He was going to do the same thing again?! Was going to slash something with clips again?! Just like he bashed that Daywalker back on the first ship...

        Because he was drawing his hand away, Mahmud's first blow was bare fist making contact, sending a jolt of pain up his arm. "FUC-- OW!" All that need to react, and he didn't even think of what he was doing. It was ARMORED, skeletal. Naturally, it wasn't going to budge from a fist, what was he doing?!

        Weapon... he needed some sort of weapon....

        Grabbing at his belt desperately, Mahmud managed to pull out a screwdriver and plunged it into an arm and yanked down, pulling as hard as he could. If he could rip bone from bone, maybe he'd deter the monster from attacking further.

        Quote:
        DMG: 4 + 0 = 4
        Boss HP: 11 HP


penemueIntuition


Magical Bro

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ImaginationsParadise rolled 2 6-sided dice: 3, 6 Total: 9 (2-12)

ImaginationsParadise

Alien Garbage

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PostPosted: Tue Nov 14, 2017 5:10 pm


Quote:
HP: 17/20
Superstar Authority Military Grade Long Staff (+1 DMG)
Novice Agility Artifact, style B!2 2d6. hits with +1 to accuracy to each on this attack. 1/1
Novice Trinket Offensive style A 3/3
*roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done.


Polair was drawn to whatever tried to reach out for her slowly. She couldn't take her interest away from it, completely ignoring the danger in front of her. She was pulled back by Nictor and also pulled right back to reality. They were dealing with daywalkers not having a lovely walk in the park to observe their surroundings. Though something she didn't appreciate, was Nictor getting himself in danger because of her. Her flight or flight system took over, as she recalled the events with Buffel and the huge creature tormenting the shores. No, she wasn't allowing anyone else to get hurt. She wasn't worth it. So Polair yanked her arm away from Nictor and went right towards the daywalker, hoping to get an aim at that thing that was attacking them.

With her staff, she aimed at its head, smacking her weapon over his cranium over and over and over again. Eventually, it took hold of the staff and later a hold of her and clawed her arm. Was that a scratch or a bite? Polair didn't know, but managed to pull back just before it got worst for her.
Taki-di rolled 2 6-sided dice: 2, 2 Total: 4 (2-12)
PostPosted: Tue Nov 14, 2017 5:18 pm


Nictor Sabbat
HP: 17/20 (ARTIFACT USED)
Damage: 2+1=3
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 3/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

Quote:
2-1=1 - If you rolled a 1, take 4 dmg.


Nictor couldn’t think right now. He was a jumble of feelings and adrenaline and making a low whining sort of hum unconsciously. It, that thing, the troll monster, went for Hemera which had him make a faltering start but she, she was suddenly encased in ice then it broke and she pushed free and Mahmud was screaming and stabbing and Polair was going in too. And they all, they all were getting hurt.

Nictor didn’t know what to do. He was breathing heavy and shaky and he didn’t know what to do with himself, didn’t want to get in the way and make it worse but but he could feel the urge to do something but he wasn’t sure if it was to scream cry run, or fight. And that last possibility, that made his insides twist, like he was caving into himself.

He didn’t want any of this.

The monster heaved and swayed towards him and he reacted, jabbing it to halt the momentum, then bringing the staff around in a swing at the knees. The crack was sickening. He did that. He did that. He keened and recoiled away, barely keeping his staff from clattering to the ground, barely keeping himself from throwing it out of his hands.

Taki-di

Gl!tch~ rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)

Gl!tch~

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PostPosted: Tue Nov 14, 2017 5:24 pm


"That's it, Nictor!"

As the daywalker's knees buckled, Mera swung back in. In one motion, she brought her boomerang up, then stabbed it down through the head. The jaw cracked, and in her efforts to remove her weapon, the head dislodged, too. The body fell, Mera standing over it with technicolor blood on her clothing, her gloves, her boomerang. She looked down at her hands. Stained with bodily fluids clearly not her own. Oh. Oh god. Mera felt a little woozy.

She had to swallow the bile in her throat. She had to be the strong one. Still, her hands shook.

Mera looked back up at her team. What ice was left flaked off in various-sized pieces.


DMG: 2 +1 = 3
Boss HP: 0

Quote:
HP: 17/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (0/1)
Taki-di rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Tue Nov 14, 2017 5:27 pm


Nictor Sabbat
HP: 17+2+1=20/20
Damage: 0
In Training: Endurance 0/1 (SKILL USED)
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 3/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 1

Quote:
If you are training your skill: Restore 1d6+1 hp.


Nictor wasn’t thinking, was barely listening, but he heard the praise and he, he couldn’t anymore.

That’s it. As though what he’d done was good.

Nictor wasn’t looking when the final blow was struck. but he heard it. He winced, back pressed flat against the wall, trying not to be sick. It was over, it was done. And he helped. He really needed to not think about that unless he wanted to throw up. Shakily, he collapsed his bo staff down and clumsily attached hit back to his belt loop.

He pressed his palms hard into his thighs and just, breathed. For just a minute. The adrenaline would drain out in a minute and he was sure to feel the ache of tension across his body but for now he needed to get some kind of order back. But the anxiety wouldn’t quite settle. He was still worried, were they okay? Were they all okay?

He stifled a whine and glanced over present company. They were, they were alive and standing at least but they’d all gotten hit. Hemera had been covered in ice and Mahmud and Polair had throw themselves at the monster and oh yeah the body was just laying there. Twisted and broken, bony and horrifying and leaking a rotten sort of blue black.

Okay no no no he needed to stop looking and breath. He wished he could cover his face but this was not the place for that. Instead, he tried to just, just calm down and stare at this one particular spot on the wall and it would eventually be okay. Yeah.

Taki-di

Gl!tch~ rolled 1 4-sided dice: 4 Total: 4 (1-4)

Gl!tch~

Fashionable Genius

4,475 Points
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PostPosted: Tue Nov 14, 2017 5:30 pm


A palpable melancholy fell over the room. It washed over Hemera, like water off a quackbeast. But she knew not everyone else could handle it so well. At the same time, she could sympathize. Heavily. But it created a tar pit, that sympathy, and it wasn't the time or the place to give in to the absolute horror.

She started out in a soft tone. "I understand that this is not the first thing one wants to greet them on a derelict ship. I believe none of us here relish the concept of having to end another life. It is a cruel, heavy thing that I hope none of us end up committing. However. Such a thing was not committed tonight. Nictor, Mahmud. You have previous experience in space, yes? You know what's lurking up here better than I. And you will keep needing to come back, again and again, to face that fresh horror. We all will."

She swallowed, her voice rising to be firm and commanding. "But this is what we must face. Our mortality, and what lies on the other end of it. An empty husk that once had friends, love, a life. But what was once in there, what could feel pain or joy, it's gone now. These are the rare daywalkers that can be put to rest. Alternia's dead face no such luck. It's a somber task, but we must push forward. We have a mission. We must reclaim this ship, and keep each other in one piece. That takes priority. You must not give in to your fear, to the terror of facing these things. They are but a molted form. End them quickly so they cannot harm anyone else."

The tealblood went quiet for a moment.

"I know this is hard. Limited resources, only four of us total, and the inability to talk to anything we may find. But we must find strength in each other. We are all that we have right now, and we have to cherish it. I want to thank you all for entrusting me to lead you, especially those of you who had every reason to never want to return to space. I promise I will guide you through these dark times as best I can. We are in this together, and we can get through this together as well."


Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (0/1)
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