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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Yamashii

PostPosted: Sat Nov 18, 2017 7:35 am


Man of War
Squad Commander: Lorata Gorgos
Squad Members: Forera Serpen, Cerpin Sugall, Tevini Euruft
Ship Class: Culling


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 1d8 and advance through the ship:
If you have rolled on this and/or the alarms advance table 20 times, on the 21th 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 ...
5 - You find a closed door.
6 - You advance through the ship ...
7 - You advance through the ship ...
8 - You find a closed door.
21th 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 20 times, on the 21th 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 ... trapped and 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 1d8 damage!
2 - The room beyond is filled with a laser sensitive grid, dealing 2 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 1d6(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. ... Voracious ... (-1 to all attacks)
2. ... Emaciated ... (+1 on accuracy rolls)
3. ... Bloodthirsty ... (-1 on all accuracy rolls)
4. ... Imposing ... (+1 on all attacks)
[b]Dice 2[/b]
1. ... Armoured ... (only 1 player per turn may use a special artifact/ability/item)
2. ... Virulent ... (2 extra dmg taken for each round in battle)
3. ... Burning ... (take an extra 2 dmg each time you deal max damage (highest roll possible))
4. ... Wall Climbing... (players take 2x the amount of damage on their first turn, as well as each time you deal max damage(highest roll possible))
[b]Dice 3[/b]
1. ...Undead Three-Headed Woofbeast Lusus!
2. ... Reanimated Helmsman!
3. ... Zombie Gerbil Horde!
4. ... Amalgamite Abomination!
[size=18][b]MINIBOSS STARTING HP: 40/40[/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, second or third 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 fourth 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 1d8 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 1d8 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.
KitsuneAura rolled 1 8-sided dice: 2 Total: 2 (1-8)
PostPosted: Sat Nov 18, 2017 11:06 am


Quote:
Lorata HP: 20/20
Military Weapon
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Def B (2/2)


"Now," Lorata began immediately as she pulled herself out of the pod. As usual she needed to stretch a little. She'd forgotten to have words with the engineers about the size of the vessels, but she really needed to get on that. "I know you're all only volunteers," it was clear how she felt about that, "but I'm sure I don't need to remind you how crucial this mission is. Keep up." She turned to lead the way, pep talk officially done, and felt a measure of pride at how quickly she spotted an important looking door.


KitsuneAura


Magical Detective

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

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Sat Nov 18, 2017 11:18 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: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/21 advances
0/4 minibosses defeated

Quote:
1 - The door seems to be ... trapped and locked! ( sad )

      Forera can't believe she was roped into a ship with some prissy little military girl. Thankfully Cerpin and Tevini were with her, which was, really, all that mattered. "Y'doors lookin' pretty hard t'unlock. Any of ya'll think y'can unlock it?" The tealblood asked, gesturing at the extremely secure door. It was worth a shot.
KitsuneAura rolled 1 8-sided dice: 3 Total: 3 (1-8)
PostPosted: Sat Nov 18, 2017 11:22 am


Quote:
Lorata HP: 20/20
Military Weapon
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Def B (2/2)


Lorata stepped forward to take a closer look at the door. It was likely trapped, she knew that even before actually seeing the mechanism responsible for it, but was it something she'd read about? She fiddled with the thing a moment, then took a step back with a little hmph. Her eyes found Tevini. "Actually, you try this one. You should all get some experience."


KitsuneAura


Magical Detective

Doutei rolled 1 8-sided dice: 7 Total: 7 (1-8)

Doutei

PostPosted: Sat Nov 18, 2017 11:25 am


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

Tevini tries to disarm the trap
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.


The moment they'd entered the pod Tevini had gone pale. She remembered this troll. Did they remember her? Oh gog she hoped not! Thankfully she was wearing her disguise glasses but maybe they wouldn't be enough. Though she'd been wearing a disguise back then as well. She looked nothing like the purpleblooded map troll she'd presented herself as many sweeps ago. Okay, calm down Tevini. It was going to be okay. Besides, Forera was here so if anything went really wrong she could smash the commander's face in her armpit while they ran.

"Yes, commander." The redblood gulped and bent forward to fuss with the trap. She'd watched Lorata fiddle with it and completely miss the right pin but felt too nervous to point it out. She didn't want to do anything to embarrass her and get sent back to the pod. Two clicks later and she'd dismantled it.

"It's off now."
quite uneventful rolled 3 4-sided dice: 2, 2, 2 Total: 6 (3-12)
PostPosted: Sat Nov 18, 2017 11:29 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: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/21 advances
0/4 minibosses defeated

Quote:
RERA SMASH! (Master STRENGTH door take down)

      Tevini got it! The tealblood avoided looking at the purpleblood with a shiteating grin. Instead, she looked at Cerpin with a s**t eating grin. "Ya did good, Curly!" The tealblood exclaimed, rolling her shoulders and bouncing from toe to toe before slamming into the door, easily ramming it open. "Heads up, kiddos, it'sa hefty one!"


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. ... Voracious ... (-1 to all attacks)
2. ... Emaciated ... (+1 on accuracy rolls)
3. ... Bloodthirsty ... (-1 on all accuracy rolls)
4. ... Imposing ... (+1 on all attacks)
Dice 2
1. ... Armoured ... (only 1 player per turn may use a special artifact/ability/item)
2. ... Virulent ... (2 extra dmg taken for each round in battle)
3. ... Burning ... (take an extra 2 dmg each time you deal max damage (highest roll possible))
4. ... Wall Climbing... (players take 2x the amount of damage on their first turn, as well as each time you deal max damage(highest roll possible))
Dice 3
1. ...Undead Three-Headed Woofbeast Lusus!
2. ... Reanimated Helmsman!
3. ... Zombie Gerbil Horde!
4. ... Amalgamite Abomination!
MINIBOSS STARTING HP: 40/40
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, second or third 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 fourth 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!

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Yamashii rolled 2 6-sided dice: 4, 2 Total: 6 (2-12)

Yamashii

PostPosted: Sat Nov 18, 2017 11:49 am


Quote:
HP: 16/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is punching the boss!
Damage: 3
Boss HP: 37/40
1/11 advances
0/2 minibosses defeated


"Well aren't you an ugly sight." Cerpin laughed at the rotting helmsman, falling into stance with his blade prepared. He was excited to jump into the fray again and get some more fighting experience. Especially with such pretty ladies watching him. He shot Lorata a wink before catching Tevini's eye and giving her a crooked smile.

"Perore, let's go!" He charged forward, cutting at the creature's arm as it clawed at them. It was exhilarating to have his Forera fighting beside him and he felt invincible in that moment. The tealblood lunged past him like a train on a collision course and he hopped back out of the way to watch her work. What a dazzling destruction it was.
KitsuneAura rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Sat Nov 18, 2017 11:50 am


Quote:
Lorata HP: 16/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Def B (2/2)

Damage Done: 7
Boss HP: 30

(using artifact)

Lorata her approval as the redblood worked through the trap. She could have done it herself of course, but knowing when to delegate was part of being a great leader. Which she obviously was. She stepped back with a tilt of her head to let Perore take the door down, because those muscles had to be good for something, and found her expectations met a second time. Good! Now for the fight at hand.

As she whirled her partisan around, narrowly avoiding Perore and Cerpin as they moved through punches, her eyes narrowed. "Is that...a helmsman?"


KitsuneAura


Magical Detective

quite uneventful rolled 2 6-sided dice: 6, 6 Total: 12 (2-12)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Sat Nov 18, 2017 12:03 pm


FORERA SERPEN
HP: 36/40
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: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/21 advances
0/4 minibosses defeated

Quote:
6 +1 = 7 x2 = 14 + 1 = 15 dmg
DOING A BONUS ATTACK

      Forera cracks her knuckles. "Heh. Ya'll are cute." She cackled, stretching and smirking, stomping over toward the diapidated Helmsman and giving him a quick one two punch before finishing off said combo with a harsh uppercut to the jaw. She rubbed her neck a little, taking a few steps back for her next hit. "Stand back, y'all!"
KitsuneAura rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sat Nov 18, 2017 12:09 pm


(1d6+1 auto damage + military weapon, damage: 3)

Lorata pulled on her goggles and pressed in the little button on the side. If that truly was a helmsman, she couldn't discount the possibility that it had psychic powers still. Who knew how things like that even worked after death? The only thing to do then was to kill it as soon as possible.


KitsuneAura


Magical Detective

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

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Sat Nov 18, 2017 12:17 pm


FORERA SERPEN
HP: 36/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 1/2
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: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/21 advances
0/4 minibosses defeated

Quote:
6 +1 = 7 x 2 = 14 + 1 = 15 dmg
BONUS ATTACK HOLY ******** class="clear">

      Slipping her missle launcher from her hip, the tealblood slapped an explosive cartridge into it, snapped it back, and aimed it at the Helmsman. She shut an eye for accuracy, holding it steadily before her lips curled into a mischievous snarl. "EAT THIS!" Forera exclaimed before pulling the trigger. The explosion was humongous, landing in its chest and exploding the Helmsman to pieces, leaving them a pile of ash. Forera twirled her weapon and slipped it back onto her hip. "And that's all she wrote."
Yamashii rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Nov 18, 2017 12:36 pm


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

Cerpin is using leadership to heal up!
Each team member restores 1d4+1 (rolled separately) hp.

1/21 advances
1/4 minibosses defeated


"Nice work, team. You always know how to get it done quick." He wrapped an arm around Tevini's shoulders and extended a hand out to Forera for a highfive. He knew it would hurt, it always did, but he enjoyed it anyways. The way she barely held back her strength was kind of refreshing in a way. He relaxed for a moment, taking a breather before following Lorata's next orders.

Yamashii

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


KitsuneAura


Magical Detective

PostPosted: Sat Nov 18, 2017 12:37 pm


1d4+1 heal

"Of course," Lorata said brightly. "I'm glad to see you all stepping up for the mission." She gave them all one of her prettiest smiles and a continued with a distinctly wheedling tone. "Are you sure you don't want to enlist? It's not too late. As an officer, I can see to it."
quite uneventful rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sat Nov 18, 2017 12:48 pm


FORERA SERPEN
HP: 36 + 3= 39/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 1/2
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: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/21 advances
1/4 minibosses defeated

Quote:
healing! +3HP

      Forera slapped Cerpin's hand, still feeling the thrill of the battle. She was thankful for his cheering-- It always made her hype for another battle, even rejuvenated her. Though, when the seadweller-- Lorata, yeah? Lorata asked them to enlist again, but the tealblood only snickered, lifting a hand and using it to ruffle the others hair lightly. "I'm just a passin' merc, kiddo, but thankya fer the offer. Now, lets move!"

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Doutei rolled 1 8-sided dice: 3 Total: 3 (1-8)

Doutei

PostPosted: Sat Nov 18, 2017 1:10 pm


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

Tevini is advancing
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.


"Oh what's that?" Tevini nervously exclaimed to draw attention away from Forera. She didn't want Lorata to pressure her too hard and the tealblood to end up in hot water! Or for her to get mad and lose her temper at the sea dweller. This wasn't just any military troll, that badge on her chest declared her a sergeant. They had to stay on her good side.

Leading the way down the hall she didn't care what they ran into, just something to change the topic before anything bad happened! It occurred to her that it was a little sad zombies were the least of her concerns right not. Talk about desensitized! She'd better fix that before she got too overconfident.
Reply
Offplanet RP

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