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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 10:11 am
Swarming Class Exploration [copy-paste all this!!]

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.

Published by Google Drive–Report Abuse–Updated automatically every 5 minutes  
Micillia rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Wed Nov 15, 2017 10:18 am
Static Charge
HP: 20;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Static turned to his team and saluted them. A shiver or nervousness went through his body. He felt so... inexperienced for all this, but he wanted to imporve! So, that was something, right? The blueblood looked over his team, his eyes widened as he saw the big, strong looking woman. She looked like she should be leading. "As your captain ill, um... lead... the way... " Static managed.  

Micillia

Dapper Duck

Micillia rolled 1 4-sided dice: 2 Total: 2 (1-4)

Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 10:19 am
Static Charge
HP: 20;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


"So, um, yeah, lets...go!" Static said, turning around and sorta marching down through the ship. It wasnt a very far march, there was a door right there. It was kind of a relief? Last ship had been... well, the long long long hallway had been... stress inducing. So many zombies, just, so many.  
Micillia rolled 1 8-sided dice: 2 Total: 2 (1-8)
PostPosted: Wed Nov 15, 2017 10:21 am
Static Charge
HP: 20;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Static gave the door a nice long look. Well, it was a door all right. He made some thinking noises and took a quick glance over his shoulder. Well, they were looking at him sure, but they were fairly unthreatening looks, so the blueblood tried to calm his beating plumbiscuit and unlock the door. He looked at the door again, hoping someone else might know what they were doing.  

Micillia

Dapper Duck


leon_a_darkangel

Dedicated Supporter

PostPosted: Wed Nov 15, 2017 10:30 am
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

The younger blueblood seemed so nervous. "Well met." He greeted. Stryke remembered a time when speaking to a group had been painful...he couldn't help but smile encouragingly. Inclining his head to the younger, he stepped forward towards the locked door.

Studying the mechanism. Pursuing his lips as he studied the system he nodded thoughtfully. "I can assist us..my name is Forger by the way." He added quietly as he went to work. Before long, Stryke had disarmed the door within a matter of a few minutes. It came with ease, he had studied a variety of systems from his childhood until now it was almost like second nature.

"There we are." He added rubbing his neck sheepishly.
 
nepsah rolled 3 4-sided dice: 4, 1, 3 Total: 8 (3-12)
PostPosted: Wed Nov 15, 2017 10:33 am
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

Malevolent Mage

Micillia rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)

Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 10:35 am
Static Charge
HP: 18;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength

50 words here

Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.

4 damage dealt

Not bad, Static thought to himself, as he felt the energy start to collect in his body, yelling to be let out. He preformed one more "regular" attack, letting the charge inside his body store up a little more. It helped to hold back a little, to make himself wait. The anticipation was what made it all the better.  
Micillia rolled 4 6-sided dice: 1, 4, 6, 5 Total: 16 (4-24)
PostPosted: Wed Nov 15, 2017 10:36 am
Static Charge
HP: 18;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength

50 words here

Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.

5 damage dealt

Aaaand there. He let it go, watching the sparks dance down his arm and into some zombies, smashing them apart. He could feel it too, feel it flow, like some sort of powerful life force, from himself and out, to attack those around him. He felt a little empty when it was over, but it was a good empty, it was an accomplished empty.  

Micillia

Dapper Duck

leon_a_darkangel rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)

leon_a_darkangel

Dedicated Supporter

PostPosted: Wed Nov 15, 2017 10:39 am
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance
DAMAGE NULLED
6 + 1 = 7 dmg done! 2/20


Having no time to actually attack the armored skeletal daywalker, Stryke wrinkled his nose at the creature. He supposed it made sense that trolls had died on this ship..but it was disheartening to see one up close. The last few he had seen were bloated from the swamp water..so seeing one in such a state was strangely a nice change of pace somehow.

The fact it had been sealed behind this door for an untold amount of time made his pumpbiscuit thud. Seeing the blueblood use his powers, he moved in to try and attack the creature. As he tried to attack it, it began to swing at him as if to hit him. Throwing up his hands in defense his body began glowing..shimering with energy as a clock manifested, protecting him from the creatures attack by stopping it's action in time briefly.
 
nepsah rolled 2 6-sided dice: 4, 4 Total: 8 (2-12)
PostPosted: Wed Nov 15, 2017 10:45 am
Deimos attacks!

HP: 17/20


Deimos had given their commander a skeptical appraisal before the group moved on. He seemed... timid, and in over his head. Forera would obviously make a better commander for the mission, and he was pretty sure this kid knew it. Oh well, he'd just do whatever Forera wanted to do.

It seemed like they'd only taken three steps into the ship before they encountered the first problem fight of the night. At least it wasn't slime. Or gerbils. At least the timid commander was a decent fighter- he readied his mace, waiting for the prime opportunity to launch an attack. After Static and Forger had their go at it, he bludgeoned the mutated daywalker's head as soon as it came within range. Oh that felt good.

He looked to Forera, grinning wide. He'd done a good, right?

Advancement: 1/11
Minibosses: 1/2



Quote:

Training Pins:
Novice Agility [Cooldown 0/6]
Tactics (training now)

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

 

nepsah

Malevolent Mage

quite uneventful rolled 1 4-sided dice: 4 Total: 4 (1-4)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Wed Nov 15, 2017 10:47 am
FORERA SERPEN
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 2/2
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
2/11 advances
1/2 minibosses defeated

Quote:
RERA RUSHES IN

      Forera had only agreed to this ship because Deimos offered it. She had not expected a familiar yellowblood she'd threatened to punch to be there as well. With a half wave at the blueblood she did not recognize and a nervous laugh at the sight of Stryke there, Forera was glad she at least had Deimos there to talk to. They'd already began to pick up stream, too. All in all, they seemed pretty capable. "Good hit, kiddo," Forera murmured, ruffling his hair and offering a wide grin. Onward!
 
nepsah rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Wed Nov 15, 2017 10:50 am
Deimos looks around

HP: 17/20


Invigorated by a successful fight, Deimos continued on down the hallway that Forera had found. It seemed that it was empty... Like, really empty. Not even the shuffling sounds of zombies reached his ears. "There's nothin' down here. Not even dead crew or anythin'." He sighed, almost a little bummed out by that. He wanted to see more of Forera in action! "Think we'll see anythin' cool here? My last ships got these stupid slime monsters on 'em. Gross s**t."


Advancement: 2/11
Minibosses: 1/2



Quote:

Training Pins:
Novice Agility [Cooldown 0/6]
Tactics (training now)

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

 

nepsah

Malevolent Mage

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

nepsah

Malevolent Mage

PostPosted: Wed Nov 15, 2017 10:51 am
Deimos scouts ahead

HP: 17/20


Maybe he was getting a bit ahead of himself, or maybe it was just the excitement from being up in space AGAIN (seriously it'd never get old) Deimos trotted on down the hall ahead of the group, checking to see if there was anything interesting to investigate. Unfortunately he hit a dead end. "There's nothin' down this way!" He called back to the group before turning to trot on back to them. While he should probably be looking to Static for the next move, he ended up looking to Forera instead. "What next?"

Advancement: 2/11
Minibosses: 1/2



Quote:

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

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

 
Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Wed Nov 15, 2017 10:56 am
Static Charge
HP: 18;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength

50 words here

Static felt the loss of the energy from his last big, showy, attack. It didnt make him sluggish, so to say, but he could definitely feel its loss. It made him wonder how he could fix that, or at least make it so it didnt seem to push him back so he landed on his butt. I guess practice, really, was the way to do it.  

Micillia

Dapper Duck

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

Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 10:57 am
Static Charge
HP: 18;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength

50 words here

Static came back to himself as the tealblood boy asked what was next. Static came back to himself, and remembered where he was, what he was. He was a captain. Static cleared his throat, and stood up straight, ignoring the feeling that using his powers left him with. "Right, lets go down this way."  
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