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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Green Minuet

Greedy Trickster

PostPosted: Wed Nov 15, 2017 9:25 pm
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.
 
PostPosted: Wed Nov 15, 2017 9:33 pm
      [+] Captain Kursha Vidari

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

“Welcome aboard!” Kursha greeted each of his companions. Not like they had not already been stuck in a tiny travel pod for an hour already. “Each of you has been carefully selected to fulfill a certain role, blah blah blah. Let's get this show on the road. Cyclops boy, go scout ahead. Or is that gonna be too hard with only one lookstub.”

[ Kursha does nothing. ]
 

Green Minuet

Greedy Trickster

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

Buzzwulf

PostPosted: Wed Nov 15, 2017 9:36 pm
Engrav Scouts ahead!


Engrav wasn't sure about this group. Chiara was a troll he was already worried about, and this was the first ship he'd set out to complete with military trolls. He didn't know quite how to feel about the commanding officer being a jackass to him either. "Er. Uh. If you say so?" He shook his head. Wow. That was pretty asinine. Whatever.

Engrav set out, doing his damnedest to be on top of his scouting game. Left passage didn't look interesting. He wracked his thinksponge for the layouts of the last few ships he'd been in. If there was a bulkhead here... then there should be a door... here! On the opposite wall!

"Ah HA!"
the yellowblood exclaimed, proudly. "Think I've got something interesting over here!"

Quote:


Engrav Setlar
HP: 20/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops (Cooldown 0/10)



Engrav discovers a door. The scout is accepted!
 
blackbird cake rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Wed Nov 15, 2017 9:43 pm
Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


The yellowblood stood somewhat further away from the others, offering only but a polite, if not overboard, smile. As the other yellowblood went ahead and scouted, Elidae followed behind carefully, waiting for a signal. When he found the door, Elidae hopped over.

"Nice! Let's seeeeee~..." She examined the door carefully.


Quote:
{ elidae determines the door is locked! }


advances: 0/10
minibosses: 0/2
 

blackbird cake

Adorable Gekko

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

Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 9:43 pm
Day 247,
Space is infinite and vast. that must be why i feel so alone here...
Frankk went zombie today, don't know how much longer I can go.
Only 2 cans of beans left.  
Green Minuet rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Wed Nov 15, 2017 9:49 pm
      [+] Captain Kursha Vidari

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

“Locked?” Kursha asked Elidae. He gently nudged the yellowblood aside with his rifle. He glanced back over his shoulder towards the others. “Head's up, ya'll might wanna cover your spongeclots.” There was no time for anyone to object. Kursha fired off a shot at the security panel. The display sparked for a few seconds, as smoke drifted out through the fresh hole in it's centre. Then with a kind of resignation the doors slid open.

[ Kursha unlocks the door. ]
 

Green Minuet

Greedy Trickster

Micillia rolled 3 4-sided dice: 2, 4, 2 Total: 8 (3-12)

Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 9:50 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!
 
Green Minuet rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Wed Nov 15, 2017 9:52 pm
      [+] Captain Kursha Vidari

Health: 36
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

Gerbils. Relentless obnoxious pests, made even more annoying by their commercialisation. Kursha was not sure if the undead variants were an improvement or not. At least this way though, no one would burst into tears when he started murdering them all.

Using his rifle as a bludgeon, Kursha knocked the gerbils around like golf balls. There was no way he was wasting valuable ammunition on something that he could crush under his heel.

[ Kursha does 7 damage. ]
[ Boss Health: 13 ]
 

Green Minuet

Greedy Trickster

Green Minuet rolled 1 6-sided dice: 4 Total: 4 (1-6)

Green Minuet

Greedy Trickster

PostPosted: Wed Nov 15, 2017 9:55 pm
      [+] Captain Kursha Vidari

Health: 36
Military Weapon +1
Eagle Eyes: ACTIVE
Grandmaster Leadership, Novice Covert Ops, Training Academics

No matter how many he took out, more seemed to take their place. God. At least when they were still alive they had the sense to flee a fight they knew they could not win. This was a waste of time. His eyes darted about the hallway, trying to locate where they were coming from. At last he noticed a loose panel in the ceiling. Grabbing a grenade from his belt, Kursha hurled it up through the hole. After a few seconds there was a sharp zapping sound and the smell of burning fur. “That takes care of the nest. Clean up the rest of them!” he called out.

[ Kursha does 6 damage. ]
[ Boss Health: 6 ]
 
blackbird cake rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)
PostPosted: Wed Nov 15, 2017 9:56 pm
Elidae Bonbon
hp: 18
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


She glanced at the greenblood for a moment, catching his gaze. Now he was willing to jump in the fight? Looking straight ahead again, she then yelped slightly and braced herself for an incoming attack from a sneaky daywalker. Putting the blunt side of her blade between her and the creature, Elidae pushed them off.

"Oof!" She staggered backwards, then regained her composure.

Quote:
{ elidae does no damage! }


advances: 0/10
minibosses: 0/2
 

blackbird cake

Adorable Gekko

Micillia rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 9:57 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x

Damage: 5 damage +1 ongoing = 6 damage

Chiara had been kinda hanging out in the back, she... didn't know what to think about concerning Kursha. And then Elidae was there to boot. Oh gosh, and then Engrav was there. Chiara had her smile on, and you know, was acting like it was all good, but still, the group makeup was, well, something.

When the large monster appeared and Kursha, Kursha went and used his fancy power on it, well, Chiara couldn't let that lie how it was. She jumped around Elidae, making sure to give her a wink, and attacked. She couldn't really give off a big flashy performance, but she could punch the lights out on this thing.  
Micillia rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)
PostPosted: Wed Nov 15, 2017 9:58 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x

Damage: 6 damage + 1 ongoing = 7 Damage

With monster goop splattering all around, Chiara turned to Elidae and grinned, making sure to flex. She winked at the yellowblood girl.

Chiara walked back to the party leader, and saluted. "All finished here, Captain." Chiara said, giving him a brilliant smile. "Pleasure to be a part of this team."  

Micillia

Dapper Duck

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

blackbird cake

Adorable Gekko

PostPosted: Wed Nov 15, 2017 9:59 pm
Elidae Bonbon
hp: 18
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


As she watched Chiara make a show of herself in front of her, Elidae could only gawk in return, finding her ridiculous. She was kind of stupid, but it also was a little attractive. In a really stupid way.

"Daywalker guts is a good look for you!" Elidae teased, calling behind her to Chiara and eyeing her with the corner of her lookstub. She gave a slight smile on her profile. As she then swiftly made her way down the hall, she kept her eyes open for any sign of other passages or doors. However, as she leaned her back against the corner and carefully looked around, another horde of daywalkers went along their business down the other side. Turning back around, Elidae nodded to herself.

"Daywalkers that way- I didn't see any other passages. We should probably head a different way!" Despite Chiara's presence and the awkwardness she felt between her and the Captain, she was doing pretty alright at her job so far.

Quote:
{ elidae scouts ahead and comes back bc no thank you! }


advances: 2/10
minibosses: 0/2
 
Green Minuet rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Wed Nov 15, 2017 10:01 pm
      [+] Captain Kursha Vidari

Health: 36
Military Weapon +1
Eagle Eyes: 2/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

Kursha studied the blueblood a moment, trying to decide if she was being patronising or not. He had recognised her right away when he had been picking members for the expedition and very nearly passed her over as a result. Something had made him change his mind though. Why not?

So far, the blueblood had given him nothing to take issue with, but he would have to keep an eye on her. Still... His mouth tugged into a grin. “Oh yeah? A little more fun than a dinner party, huh? Nice work by the way.” He had not missed the blueblood's sudden display of strength. Interesting. Very interesting.

[ Kursha scouts ahead. ]
 

Green Minuet

Greedy Trickster

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

Buzzwulf

PostPosted: Wed Nov 15, 2017 10:02 pm
Engrav paused at the door. Looked like a fairly standard seal. The yellowblood looked at the portal quizzically, trying to puzzle out exactly how the damn thing worked. Didn't look trapped, but some sort of maglock was keeping the hatch in place. Nothing on the panel suggested a release, so Engrav was a bit at a loss as to how to proceed. He turned to the other yellowblood, the only one that didn't scare the crap out of him.

"Um, any of you know anything about maglock cancellation or lowering security alerts? This is a bit confusing."

Quote:


Engrav Setlar
HP: 20/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops (Cooldown 0/10)



The door is locked!
 
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