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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Nov 18, 2017 9:52 am


Squad leader: Hemera
Team: Nucleo, Amonee, Nictor

Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.
"Four, three, two, one."
With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.
"Target locked on. Engaging auto-pilot."
The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.
"Arrived at target. Attempting access."
Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.
"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."

You are now in the cargo bay.
Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!

Quote:
Ship exploration instructions:
To progress through the ship, follow the instructions below, from top to bottom. You must then follow the bolded instructions relevant to your squad's current situation, and resolve everything related to it before you can roll again.
Ship battle rules:
Players can use healing items/artifacts/powers at any point during ship exploration. For the entire thread, all abilities uses per battle counts the entire ship thread as one battle. The rules for how many trinkets/artifacts can be used per battle also count the entire ship thread as one battle.
=>Refresh your memory on trinkets, artifacts and abilities.

If a member of your team is a trained Agility or Covert-ops specialist OR registered as in-training for either:
You can scout ahead in the ship.
The user who owns the character must roll. If they like the result, the rest of the team can join them and continue rolling on door/advance tables. If they don't like the result, they can return back to the team and the team can roll again (in character, you are taking a different path through the ship).
You cannot roll on a closed door/advance table then take that back, only on the base movement table below. Your character must wait for X advances through the ship (start counting at 1 on the current advance) before scouting ahead again.
If you are a Journeytroll or higher in your skill: X = 4.
If you are a Novice in your skill: X = 6.
If you are training your skill: X = 10.
If multiple trolls can do this, they each have their own reset timer for the X rolls. Only one character can scout ahead per turn.

Roll 1d4 and advance through the ship:
If you have rolled on this and/or the alarms advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler below.
If an alarm is going off, you must use the table for it further down, NOT this table.
1 - You advance through the ship ...
2 - You find a closed door.
3 - You advance through the ship ...
4 - You advance through the ship ...
11th time advancing:
You come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!

If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:
If you have rolled on this and/or the regular advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler under the regular advance table.

1 - You come across some shuffling bodies...!
2 - You come across some shuffling bodies...!
3 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
4 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
5 - You come across some shuffling bodies...!
6 - You come across some shuffling bodies...!

If you find a door, roll 1d4 and use this table to determine what kind of door it is:
1 - The door seems to be ... locked!
2 - Hmm, the door might be ... trapped!
3 - Uh oh, the door might be ... trapped and locked!
4 - The door seems to be ... locked!
If the door is locked:

If a member of your team is a trained Academic or Strength specialist OR registered as in-training for either:
You think you can get this door open!
Academic: You've read up on how the old ships used to function, and think you know where to damage the door for the lock to deactivate.
Strength: RAAAAHHHH SMAAAASSSHHHHHHH!!!
If you are a Journeytroll or higher in your skill: You can get the door open with your eyes shut!
If you are a Novice in your skill: Roll 1d4 to try and unlock it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and unlock it. Succeed on a five six seven or eight.
Otherwise, a troll can choose to break it down in exchange for a loss of 5hp, or you can continue to advance in the ship.

AND OR If the door is trapped, roll 1d4 and look below:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d6 damage!
2 - The room beyond is filled with a laser sensitive grid, dealing 1 damage per post to all trolls who enter, until they exit the room (roll again on the first table)!
3 - The door is lined with miniscule nozzles that will shoot a corrosive, poisonous mist as the door opens, dealing 1d4(rolled individually) damage to all party members!
4- A loud alarm will start to sound through the ship as the door is opened!
If a member of your team is a trained Academic or Covert Ops specialist OR registered as in-training for either:
Your trained eyes spot something suspicious with this door!
Academic: You've read up on how these old ships used to function, and can remember how to set and disable the traps they set for boarding invaders.
Covert Ops: Your eye for the suspicious is tingling, the door doesn't look quite like others. If you pry off a wall panel you should be able to disable anything suspicious looking.
If you are a Journeytroll or higher in your skill: You can disarm the trap without looking!
If you are a Novice in your skill: Roll 1d4 to try and disarm it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and disarm it. Succeed on a five six seven or eight.
Otherwise, the trap will only be discovered when it is triggered by entering the room.

If you have successfully unlocked and entered the door, and/or survived any/all traps attached:
Roll 3d4 and post the following code into the resulting post.
[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
[size=18][b]You have encountered a ... [/b]
[/size]
[b]Dice 1[/b]
1. ... Shambling... (+1 on accuracy rolls)
2. ... Grotesque... (-1 to all attacks)
3. ... Rotting... (+1 to all attacks)
4. ... Skeletal... (-1 on all accuracy rolls)
[b]Dice 2[/b]
1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)
2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)
3. ... Disemboweled... (-5 miniboss HP)
4. ... Swift... (players take 2x the amount of damage on their first turn)
[b]Dice 3[/b]
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
[size=18][b]MINIBOSS STARTING HP: 20/20[/b][/size]
[b]If you rolled a 1, take 4 dmg.[/b]
[b]If you rolled a 2, take 4 dmg.[/b]
[b]If you rolled a 3, take 3 dmg.[/b]
[b]If you rolled a 4, take 3 dmg.[/b]
[b]If you rolled a 5, take 2 dmg.[/b]
[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]
[b]If all party members reach 0hp, look below:[/b]
[spoiler]You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]
[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]
[b]If this is your first mini-boss fight look below:[/b]
[spoiler]
[b]If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:[/b]
[spoiler]
You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.
[/spoiler]
[b]If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:[/b]
[spoiler]
You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.
[/spoiler]
[/spoiler]
[b]If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:
1 - You come across some shuffling bodies...!
2 - You find an open door.
3 - You come across some shuffling bodies...!
4 - You find an open door.
5 - You keep walking down the corridor. Nothing here.
6 - You come across some shuffling bodies...!

If you encounter shuffling bodies, roll 1d4 and look below:

You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.
If a member of your team is a trained Tactics or Leadership specialist OR registered as in-training for either:
You spring into action, fully equipped to deal with the surprise mob!
Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.
Leadership: You can keep your team focused and working together to dispatch the undead.
If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!
If you are a Novice in your skill: You automatically kill three daywalkers a turn!
If you are training in your skill: You automatically kill one daywalker a turn!
The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.


If you encounter an open room, check the spoiler below:
This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!
Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.
Your team has found an item! To see more details on it, including how many people can use it, read the full description.
Gl!tch~ rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sat Nov 18, 2017 10:12 am


Despite her numerous misgivings, Hemera was back at it again. This time, with a full Lightseeker brigade under her command. Familiar faces were calming right now, and at least she didn't have to walk on egg shells regarding the side mission.

"Okay. We have all done this before, so we all know what to expect at this point. Just keep sharp, look out for each other, and stay close." Now that her obligatory leader stuff was out of the way, she signaled to start moving and relaxed her shoulders a little.

"Amonee, Nucleo. I look forward to working with you to clear this ship. It's the first time we get to work on the field together, isn't it? And Nictor, I...hope this time will be better." But she couldn't promise anything.

The most she could do was 'scan' with the bracelet Malory had given her. As they came upon a closed door, it beeped. Mera was starting to notice a pattern between closed off areas and undead activity... "Okay. Something will be behind this. I want everyone to be prepared for what we might find. If we're lucky, we might have found the control room already."


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

Gl!tch~

Fashionable Genius

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

Yamashii

PostPosted: Sat Nov 18, 2017 10:15 am


Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee is checking the door! And it's locked!
1/11 advances
0/2 minibosses defeated


"Oof, it won't open." Amonee tried the door that Hemera had found but it wouldn't budge. He gave it another push with no progress. He was starting to worry, only bad things were ever behind locked doors. Things like crazed mutant gerbils or zombies on fire. But Panili's words echoed in his head. This was too important to back down on and he reforged his resolve stronger.

"I think it's locked. Do you want to give it a shot, Nictor?" He would've asked Hemera but he was curious to see what the yellowblood was capable of. He didn't know Nictor that well yet. How lucky that they could learn more about each other on a mission together!

Even if there were the unfortunate additional zombie guests.
PostPosted: Sat Nov 18, 2017 10:20 am


Nictor Sabbat
HP: 20-5=15/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 0

Quote:
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.


Nictor gently worked his hands, now wrapped tightly in bandages that went up his arms, the straps of his arm guards dully biting into the edges of tears through the layers. He blinked and brought his attention back to Hemera and the other two with them, Amonee and Nucleo. He’d seen them before, though he had just a bit of difficulty placing the distant familiarity. They didn’t have any particular reactions to his person though so he could at least assume they hadn’t had any, ah, disastrous encounters with im which was a relief at least.

Nictor gave a helpless grimace when Hemera at the mention of their last ship, his skin crawling at the residual panic and other gross feelings that went along with it.

Another closed door. Nictor felt his stomach churn.

He shot Hemra a spooked look when she confirmed the niggling fears of something behind the door, which at this point, was a very justified fear. He swallowed thickly, moving to rub his hands on his pants, only to have to stop immediately. Hand injuries, right.

He started a bit when addressed and bit teh inside of his lip which also happened to be quite tender he probably needed to stop. Still, he couldn’t do much more that breath a silent sigh and nod sheepishly to the suggestion. Yup, that was Nictor, breaker of things. Again, at least it was useful right?

Just as he had on his last ship wither Hemera where this had been necessary, he patted the door a little to test it, just to be sure. Yup, locked. Okay. Okay, break it. Break it.

Euuuuagh, that train of that just made him quail, he didn’t want to break things! But now they were watching him and expecting it. He’d basically agreed. Nictor shut his eyes tight, swallowed, and braced himself.

Fun thing about getting his arms torn up on his last ship, they were still wounded so smashing himself into the door with his arm first?

Bad idea.

He choked on a small noise as pain immediately shot up his palms and arms and oh that warm sensation meant they were bleeding again probably whoops. Shoulda gone with the shoulder method again, even if that lost him his breath.

Taki-di

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

Taki-di

PostPosted: Sat Nov 18, 2017 10:30 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 Skeletal Oozing Zombie Gerbil Pack!

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!
Doutei rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Sat Nov 18, 2017 10:32 am


Quote:
HP: 16/20
Damage: 7
Military grade weapon: +1
Novice Agility Style B: 1/1
Boss HP: 13/20

Nucleo attacks the boss
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


"You're right." Nucleo smiled at Hemera's realization. He hadn't thought of that but it was true. Hopefully he'd give her a good impression and they'd be able to handle this ship without too much trouble. He didn't know Nictor very well but remembered seeing him at the meeting. It would be good to talk to him and get to know the other Lightseekers better. The greenblood could admit he'd been bad about keeping up with everyone. It'd taken him a while to get back into the swing of life after a lot of things had gone bad for him. He followed the others and waited while they sorted out how to open the door. Eventually it was decided that the yellowblood would handle it.

"Whoa are you okay?" Nucleo's eyes widened after Nictor broke down the door. There wasn't time to talk, however, as a pack of zombie gerbils swirled around them. The greenblood grit his teeth and started his assault into the room, attempting to clear a path through.

Doutei

Doutei rolled 4 6-sided dice: 2, 5, 5, 3 Total: 15 (4-24)

Doutei

PostPosted: Sat Nov 18, 2017 10:35 am


Quote:
HP: 16/20
Damage: 3
Military grade weapon: +1
Novice Agility Style B: 0/1
Boss HP: 10/20

Nucleo attacks the boss using his powers
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


"Hang on!" He was getting nowhere quick! It seemed like he'd better call for back up so they could get this under control and keep moving. Nucleo wasn't sure how Hemera felt about gerbils and even less sure how worried she was about her military reputation. Two of his commanders prior to her had been very duty-driven to the point of causing him emotional distress.

But it was going to be okay. Hemera seemed a nice girl even if a little distant at times. They'd had some problems in the past but he felt like he could trust her. So he did.

"Hemera!" The greenblood called over to her, having rounded up a bunch of zombie gerbils. They bit at him as he slammed them into the ground.

"Finish them off!" They were all in one place and would be easy to kill! He just needed someone with a weapon a little more lethal!
Gl!tch~ rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)
PostPosted: Sat Nov 18, 2017 10:39 am


Mera watched in horror while they were swarmed. She'd heard rumors about zombie gerbils, but she didn't want to believe them. Clearly, denial was a setback she needed to work on. After the undead lusus, perhaps she should have been prepared for anything to turn up like this.

As the pack knocked her over, she iced up and let them rush over her. Fortunately forgotten, she could get back up again and let the ice flake off in pieces.

However, despite the lingering shock, she was not about to stand around in surprise, dealing with conflicting morals about this whole affair. As non-threatening as gerbils were, for the most part, having them n** at their heels wasn't optimal. Or knocking them over.

And Nictor was starting out incredibly injured...

"Nictor, thank you for taking down the door. We'll take care of it from here!"

She turned in time to see Nucleo with...so many gerbils. And they all smacked into the floor in one spot. Very tactical. But violent. They're not alive. Mera had to remember that.

"I'm on it. Keep some distance." After a quick, hard exhale, she threw her boomerang, arcing it in a way that the sharp ends would slice through most of the stunned potatoes. Admittedly, she didn't want to go over and kill them up close. "If there are any left, end them immediately. Maybe then the poor things can finally rest."


DMG: 3 +1 = 4
Boss HP: 2

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

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Yamashii rolled 2 6-sided dice: 6, 4 Total: 10 (2-12)

Yamashii

PostPosted: Sat Nov 18, 2017 10:43 am


Quote:
HP: 18/20
Military Grade Weapon
Training Troll Relations

Amonee is punching the boss!
Damage: 9
Boss HP: 0/20

1/11 advances
0/2 minibosses defeated


Gerbils, why were there so many gerbils in space? Amonee took a step back after entering the room to give himself some distance from the rolling critters of death. He didn't like how fast they were. It was hard to kill them too because they were so small! He glanced towards Hemera and Nictor with a worried feeling in his chest. Hemera had been uncomfortable with violence if he remembered correctly. Hopefully she was doing okay on these ships. And Nictor seemed nervous and uncomfortable, probably also in pain after smashing that door down.

"On your right!" The jadeblood called out, passing by Nucleo and bringing his club down to wipe out the last of them. Hopefully that was all of them anyways. They should probably leave the room before more popped out of the cracks or something.
Taki-di rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Sat Nov 18, 2017 10:49 am


Nictor Sabbat
HP: 15+2+1=18/20 (SKILL USED)
Damage: 0
In Training: Endurance 0/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 1

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


Nictor tried to keep out of the way as the others moved past him, caught between wanting to shake out his hands to try to dissipate the stinging and well, the fact that that would literally make this so much worse.

He almost made a start for Hemera when she went down except that ice appeared again, coating her totally and he felt something in him plummet. Did, did she just-

Oh. Hemera emerged fine from the horde with ice chipping off and melting on the ground behind her as she moved on, Nictor nodding numbly to her praise and excuse from the battle. Ice that appeared to protect her. Well. At least she hadn't spontaneously frozen to death somehow. He'd, he'd think about this later.

Nictor eyed the fight nervously, trying to keep his arms idle as he watched. He wanted to look away but found he couldn’t, couldn't for risk of not knowing what was happening when I might be rather important that he did. He’s caught off guard often enough already, he didn’t need to willingly blind himself to what was happening.

Somehow, that didn’t make him feel better at all as he watched them kill the normally harmless creatures.

He really wasn’t sure how he was supposed to feel as the last of the bloodthirsty space critters were snuffed out. Little bodies that were writhing and snapping that would crawl up limbs and attempt to burrow into skin with claws and teeth were silent and still like the rest of the ship. Gross viscous liquid that had coated them in the first place now blended with blood on the floor and Nictor, he couldn’t muster up much of a response than to stare sadly at the mess.

They’d taken care of it and thankfully left him out. He breathed out and his chest shuttered for a second as his eyes fluttered shut, expression on the verge of crumbling as his eyes teared up. No, no not right now. He pushed the despaired feeling back. Later. He could do that later.

Taki-di


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PostPosted: Sat Nov 18, 2017 10:56 am


Hemera's boomerang returned to her. The rest of the ice flaked off at her movement. She looked the room over. Everyone in a semblance of one piece. Dead gerbil bodies littering the ground. And the room itself clearly was not a control room, and it didn't appear to have any information to try to download.

Mera sighed and pinched the bridge of her nose. "Okay. That was not terribly pleasant. But everyone did great work, for what it's worth. Nictor, thank you for helping with the door. Amonee and Nucleo, that was fast and efficient. We're doing well. 'Well' in relative terms. I don't relish the thought of having to sweep through, killing everything I find. I'm sure you don't, either. But the best we can do is make it as fast and painless as possible. And, as much as I hate it, personally," she took a breath. "Something is very, very wrong on these ships. Daywalkers are one thing, but the other undead should not be happening like this. While I don't think the military considers it this way, I believe it is our task to put them down for good. They are not obstacles, they are not a nuisance. They are bodies left behind that deserve to rest. The way we do it now can only be better than however else it might happen in other hands."

A lot of this was still rationalizing for her own self. "You're all very brave to have come with knowing the sorts of things we have to face. Soon, we will be back planetside and this affair will be one ship closer to being over and done with. For good. In the meantime, stay vigilant." They still had their Lightseeker task to do.


Mera inspires the team! 1d4+1!

Quote:
HP:20/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (0/1)
Yamashii rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Nov 18, 2017 11:06 am


Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee is inspired by Hemera and heals up!
1/11 advances
1/2 minibosses defeated


"Hemera, are you oka-" Amonee turned towards the girl but quieted as the tealblood began to speak about a serious topic. His face softened from the initial surprise and he slowly nodded in response. He had been struggling with the things he'd seen in the videos and logs. Initially, he'd told himself that these daywalkers weren't trolls anymore and it made it easier to pick up a weapon against them. But the more he had learned and uncovered had reminded him of the fact that once upon a time, they had been trolls. It'd become incredibly difficult to attack the zombies after the original people inside them had been through so much. Her words helped change his viewpoint on the matter and his shoulders shook a bit as he turned to the side, sniffling.

"Thank you. It's been hard but... I agree. This is the best we can do for them." He hadn't been able to will away the watery emotions at the corners of his eyes but he looked at Hemera and sincerely smiled.

"I feel silly now, crying over such a thing. But I do feel much better, don't you?" Amonee glanced towards Nictor, the ever anxious yellowblood. Was the other boy holding up okay? He reached to squeeze his shoulder in hopes of comforting him, though he did not know if such a thing would startle Nictor or not. Physical contact had always helped Amonee anyways!

Yamashii

Taki-di rolled 1 4-sided dice: 3 Total: 3 (1-4)

Taki-di

PostPosted: Sat Nov 18, 2017 11:07 am


Nictor Sabbat
HP: 18+3+1=20/20
Damage: 0
In Training: Endurance 0/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 1

Quote:
Hemera Leadership - If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.


“O-oh, uh, y-y-yeah, i-it’s f---ine,” He mumbled in response to Hemera’s address, glancing at the other two in the party to see if they appeared as okay as Hemera did, which was a small releif at least.

Nictor had mostly refocused from the dead gerbils that littered the room to her words. The ache in his arms was ebbing, thankfully, though he hoped no one noticed the spots of yellow that were staining through some of his suit. It was fine, he’d be fine, it just. This was a thing right now.

A thing that every time he’d go to defend himself because there were monsters in these ships and he couldn’t just run from them would cause him problems. Ah.

Right. Because to defend himself he’d be using his arm guards. And his hands to sue his bo staff.

This. He’d really poorly thought this out. Well, like, it wasn’t like he could control that his arms got chewed on. Or that he was going to continue getting shipped out on these teams despite the fact he’s pretty sure some one should have reported him as a liability and gotten him reassigned. So. Yeah. Yikes.

He pressed his lips into a line, trying not to bite through them on the inside. Dead or not, Nictor didn’t want to do this.

There really wasn’t much of a choice when it was kill or be killed. Nictor shuddered and tried to pay attention to the rest of what Hemera was saying as he tamped down the emotional outburst waiting to happen. He hadn’t thought on it being any different that daywalkers, hadn’t questioned that there were mutated and undead creatures here, just understood that there were. He concern though began the train of thought. What had happened up here to cause this.

He really didn’t want to think about that either, especially not right now.

Something alighted on his shoulder and Nictor startled, arms automatically jerking a little. Was one of them left, had it managed to jump on him unnoticed and small teeth that could pinch through skin were now going for his jugular-

Ah. Nictor blinked owlishly at Amonee, still tense for a second before he wilted a bit and offered a weak smile.

"S-sorry," He said, glancing away sheepishly before looking back. Hemera seemed to trust and like these two well enough, they were probably good trolls, he jsut. He's jumpy. He's always jumpy. Nictor winced slightly as he set his arms back down by his side, fingers fidgety but trying not to upset the wounds more. So much for being careful.
PostPosted: Sat Nov 18, 2017 11:07 am


Quote:
HP: 16/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 0/1

A clone putters around back at the Space Tower (VOID forgot to roll)
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


"still filling"

Doutei

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

Doutei

PostPosted: Sat Nov 18, 2017 11:08 am


Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 0/1

Nucleo heals up through Hemera's leadership
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


"Yes, they... they were trolls once too." Nucleo nodded in response to Hemera's speech. His eyes looked tinted like he was about to cry. Amonee and him had watched at least two different logs now from different viewpoints of the massacre that had robbed these trolls of life. It wasn't a good feeling to kill them again. He knew, though, that they had to protect themselves. That was the only reason.

Still it felt good to hear Hemera state her opinion and to find out she was sympathetic too. Even if they couldn't do anything to help these daywalkers by now, they could end their suffering swiftly and without torment. He felt rejuvenated by her words and followed her as they moved.

"I agree. We'll do what we can for them. And once we're back down there we'll tell Panili what we've seen." Nucleo added grimly with determined eyes.
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