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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Yamashii

PostPosted: Fri Nov 17, 2017 12:56 am


NEON
Squad Commander: Cerpin Sugall
Squad Members: Tevini Euruft, Caiden Banksy, Engrav Setlar
Ship Class: Swaming


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.
Buzzwulf rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Nov 17, 2017 12:58 am


Engrav scouts ahead!


Engrav looked aside at his team. Caiden, Tevini, and Cerpin. He was very, very interested in seeing how this ship played out. Would Tevini and Cerpin reveal aspects of their plans unintentionally? Would Caiden blurt out information gormlessly? Of course he would, Engrav didn't even know why he'd asked himself that question. He held up a hand, signalling a stop to the group as they left the pod. The yellowblood had noticed a security station.

The yellowblood pulled up a display on the terminal, and quickly surveyed the camera feeds. Looks like several of the nearby passages were choked with the shambling bodies of daywalkers. He pointed to one of the nearby clear passages. "There. That one's clear."

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


Engrav does NOT accept the scout!

Buzzwulf

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

Micillia

Dapper Duck

PostPosted: Fri Nov 17, 2017 1:01 am


Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to dodge roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden was all smiles and joy as he entered the abandoned ship. "ENGRAV!" Caiden practically yelled as he almost threw his arms around the yellowblood. He paused, and retracted his arms, but still grinned wise at the other boy. "TEVINI!" Caiden yelled again, throwing his arms around the redblood and lifting her up in a hug. ""CERPIN!" Caiden finally yelled, also, surprisingly, draping himself over the boy and hugging him even more.
Yamashii rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Nov 17, 2017 1:04 am


Quote:
HP: 20/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is looking around
1/11 advances
0/2 minibosses defeated


"Caiden! This is awesome, right?" The brownblood launched himself at Cerpin and the purpleblood grabbed him and spun the two of them around. He was always happy to see the boy's cheerful smile. It looked like the mysterious Engrav was with them too. He gave the yellowblood a grin and a nod. The two of them had a deal worked out and it was finally time to make good on it.

"So, it looks like we can go that way. Vee, check around the corner." He nominated his partner to investigate. The redblood was typically nervous about that sort of thing but she was getting better. He knew she was tough enough to handle this.

Yamashii

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

Doutei

PostPosted: Fri Nov 17, 2017 1:05 am


Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

9 zombies approach!
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Caiden!" Tevini didn't know what to say so she settled on saying his name back to him. She squeaked as he hugged her and picked her up! Flushing, as she was not usually faced with such aggressive and happy affection, Tevini wiggled her arms back around him until he let her go. She nodded to Engrave in acknowledgement too. The yellowblood was still a mystery to her, in that she wasn't sure what he was thinking but not in a bad way. He was a very crafy intelligent troll, she'd learned, and so she wanted to keep an eye on his during this mission to try and get a feel for what he was up to.

As for Cerpin, she just hoped he wouldn't break anything.

"Alright..." Tevini bit her lip at Cerpin's request. She made her way around only to return in a scurry with a shout. "Zombies!"
Micillia rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)
PostPosted: Fri Nov 17, 2017 1:06 am


Caiden Banksy Acrlic Brushe
HP: 19;
Attack: 1D6+1;
Power Adept Agility A, +2 to dodge roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Damage: 6

Caiden's bright cheery smile turned immediately into a frown as the undead husks ambled their way over to the group of totally happy trolls who were just minding their own having fun. He made a high pitched squeal and threw whatever was at hand at the zombies. He looked apologetically over at Cerpin, who's belt buckle he had managed to throw. How was it, that the belt ended up, once again, in Caiden's hands.

Micillia

Dapper Duck

Buzzwulf rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)

Buzzwulf

PostPosted: Fri Nov 17, 2017 1:07 am


Engrav attacks the zombies!


Engrav leapt forward to clear the remaining zombies after Caiden's AWESOME attack. Only three? He dispatched two of the remaining daywalkers with quick 1-2 punches, then grabbed the last and slammed it against bulkhead. It dissolved under his assault, splattered into so much ichor on the wall of the ship. The yellowblood looked around for the rest of his team, and was reassured when he realized that none of them was seriously injured.

Quote:

Engrav Setlar
HP: 19/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops


There are 0 zombies remaining
Yamashii rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Fri Nov 17, 2017 1:09 am


Quote:
HP: 20/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is advancing
2/11 advances
0/2 minibosses defeated


"Oi, Caiden, you're crazy!" Caiden grabbed at Cerpin's belt and unleashed some kind of crazy mega attack with it. He laughed and hurried to grab at his pants before they could slip down. Tevini would scold him if he flashed the others. Though her flustered angry face was cute to watch.

"I'm gonna have to start charging you for those. One free mural for every belt stolen or destroyed." He shook his head and chuckled. They had to keep moving so he pressed forward, admittedly at a slower pace due to his pants problem. Maybe he'd let the others handle the fighting for now.

Yamashii

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

Buzzwulf

PostPosted: Fri Nov 17, 2017 1:13 am


Engrav examines the door!


The door that they'd come to was old and dilapidated, barely hanging on it's hinges yet still managing to hold the small group from passing to the next room. It looked as though it were held mostly in place by rust and stubbornness. Engrav gave it a quick tug, but all that he managed to accomplish was a few flickering lights and a low hum. "Anyone have any clues how to open this? Tevini?" he asked to the assembled group.

Quote:

Engrav Setlar
HP: 19/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops


The door is LOCKED.
Doutei rolled 1 8-sided dice: 5 Total: 5 (1-8)
PostPosted: Fri Nov 17, 2017 1:15 am


Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini using academics in training to unlock the door!
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Yes, actually! I saw one of these on another ship." Tevini brightened, coming to take a look at Engrav's words. She reached over to start picking the lock carefully. As she worked, she moved to the side to let Engrav watch, figuring he'd be interested in seeing what she was doing. Maybe if he saw what she did, he'd be able to pick it up and try it himself on the next lock of that model they came across.

"And we're in!" The redblood stated, when she finished. She pushed open the door and hoped for the best but really, with her luck... expected the worst.

Doutei

Yamashii rolled 3 4-sided dice: 3, 1, 3 Total: 7 (3-12)

Yamashii

PostPosted: Fri Nov 17, 2017 1:18 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!
Micillia rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Fri Nov 17, 2017 1:21 am


Caiden Banksy Acrlic Brushe
HP: 16;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Power Adept Agility A, +2 to dodge roll Damage: 6

The large ugly creature seemed to pull itself along. It slogged towards them, and Caiden gave it his most fierce glare. "NO!" Caiden bellowed, standing in front of his friends, glaring the monster down. The brownblood dramatically pointed at the thing, a swarm of butterflies appeared behind him and they rushed at the boss, surrounding it.

Micillia

Dapper Duck


Buzzwulf

PostPosted: Fri Nov 17, 2017 1:23 am


VOID POST

What the hell? Butterflies? Engrav stood dumbfounded as color erupted in front of Caiden in a riot, too dazzling to look directly at. Was Caiden doing that? His... Well, his loudmouth friend? How hadn't he known about this? Engrav wasn't able to keep a look of amazement off his face, ignorant of whatever his other companions might be seeing.
Buzzwulf rolled 2 6-sided dice: 4, 5 Total: 9 (2-12)
PostPosted: Fri Nov 17, 2017 1:24 am


Engrav attacks the [Mutated Daywalker]!


The daywalker strode forward through the flood of butterflies to attack his friend, and Engrav ran to meet it before it could get to him. The colors died down slowly, letting him finally get a glimpse of the thing. Misshapen and bloated. And smelly. Very, very smelly. Engrav slammed into it's side, pushing it into a nearby table and throwing a punch with his reinforced metal arm. The thing toppled with a screech, but managed to get itself back up, flailing wildly.

Quote:

Engrav Setlar
HP: 16/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops


Engrav takes 3 damage! The boss has 8/20 HP!

Buzzwulf

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

Doutei

PostPosted: Fri Nov 17, 2017 1:26 am


Quote:
HP: 17/20
Damage: 3 * 2 = 6 + 1 = 7 + 1 = 8
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini finishes off the Mutated Daywalker!
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Why are these... ?" Tevini had raised her gun and started shooting at the mutated daywalker, ready to destroy and move on when suddenly the room was full of butterflies. Confused and amazed and maybe a little bit scared, she looked around frantically to try and figure out where they were coming from. There were mutant gerbils on these ships, who was to say the butterflies weren't evil too? Yet they didn't seem to be attacking them...

"Caiden, are you doing that?" The redblood asked in wonder as she realized he was in front pointing at the boss. She didn't understand the power fully yet but perhaps the boy had a surprise he hadn't unveiled to her yet. She swallowed, wondering why not. Then again it wasn't like she'd formally stopped and explained her own to him. Perhaps they ought to talk after they got back.

Eager to get a move on, she lined her sights on the daywalker's head and fired one last shot, killing it.
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