Welcome to Gaia! ::

Hivestuck

Back to Guilds

Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

Reply Offplanet RP
[META] The Scathing Greed of the Empress - TNS Goto Page: 1 2 3 4 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 9:20 am
Team; The Nurturer's Success


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 1d6 and advance through the ship:
If you have rolled on this and/or the alarms advance table 15 times, on the 16th 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 ...
16th 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 15 times, on the 16th 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. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
[b]Dice 2[/b]
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
[b]Dice 3[/b]
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
[size=18][b]MINIBOSS STARTING HP: 30/30[/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 or second 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 third 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 1d6 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.
 
Micillia rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sun Nov 19, 2017 9:41 am
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


The long hallway seemed to vibrate as their footsteps echoed around the abandoned ship. They had all done this before, but each time it felt like it was their first. Chiara had grown pretty confident. Heck, she was always confident, even when she wasn't. "Ready?" She said, grinning at her teammates, before turning around and leading the way.  

Micillia

Dapper Duck

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 19, 2017 10:56 am
Rutaca Spuode
(Keionx Rutace)

Ah, great, Chiara again. Not that Keionx didn't have to be careful all the time about her guise as Rutaca, but Chiara actually knew her, knew her twin. And also... And also, Vremea was here. In guise, as Hifumi, as awe-inspiring as ever.

Kei could not mess this up, not with her watching, not ever. She took great care too look over the door - no issues? She wasn't sure, but there was nothing she could do now.

Quote:

HP: 20/20

Damage taken: -
Damage dealt: -

Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---


The door is locked. LOL NOT FOR LONG.
 
PostPosted: Sun Nov 19, 2017 10:58 am
Rutaca Spuode
(Keionx Rutace)

Not that Kei had been, at any point, not good at opening doors... but after all the practice she was getting with these doors, she was getting better. And with a certain person watching...

She opened it flawlessly, the door intact but for a few things. On a whim, as the others went through, she pocketed a few small dislodged bits and pieces. Maybe the swamp could have use of them?

Then she followed behind, pulling out her sword... just in case.

"Rutaca" uses her jman strength to open that door
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
DraconicFeline rolled 3 4-sided dice: 1, 3, 1 Total: 5 (3-12)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 19, 2017 11:00 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 ...
Enraged Armored Cook


Dice 1
1. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
Dice 2
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
Dice 3
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
MINIBOSS STARTING HP: 30/30
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 or second 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 third 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: 4, 2 Total: 6 (2-12)
PostPosted: Sun Nov 19, 2017 11:03 am
Chiara Moteku
HP: 37;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


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

Damage Dealt: 3
Boss HP: 27/30
Advance 1

The large monster loomed over the party, just as grotesque as all the other ones that had come before. As with the hallway, they had all seen it before, walked down ones that were essentially the same, fought monsters that were essentially the same, but each fight drew their adrenaline out, and their attacks rained down upon the thing. Chiara finished her attack and stepped back. She smiled to those behind her. "Who wants to go next, huh?"  

Micillia

Dapper Duck

Micillia rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 11:04 am
Chiara Moteku
HP: 37;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


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

The blueblood didn't wait for an answer, shrugging at her party members and going in for another attack. She missed tho, merely hitting the monster's armor and not its decayed flesh. She spat on the ground and glared at the beast. She wasn't going to let this pass, it was on.  
quite uneventful rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)
PostPosted: Sun Nov 19, 2017 11:05 am
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 40 - 2 = 38/40
Attack: 1D6 +2(adult + military grade weapon)
Novice Healing Glow Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
1/16 advances
0/3 minibosses defeated


Quote:
4 - 1 + 2 = 5dmg
MINIBOSS HP: 22

      Vremea had initially planned on heading a ship filled with only other rebels out of fear of being found out. Her last ship had only served to scare her, especially with Kursha on it. It was more manageable with the cheerful Elidae on the ship, but Vremea didn't want to think back on it. Now she was heading a ship with a tealblooded girl who looked a little familiar, a blueblooded adult who also looked... A little familiar, and Keionx, although the orangeblood was here as Rutaca.
      Hifumi crossed her arms a little nervously, tucking a strand of hair behind the fake horn on her temple. "H-hello all..." She murmured softly, nervously, a facade she had perfected years ago because it was who she'd been-- "I-I'm, I'm Hifumi Libowy, I hope we'll u-um, get along..." She adjusted her glasses and followed after the others-- They seemed to already know what they were doing.

      Kei soon found a locked door, but bust it open immediately. The blueblood started to battle immediately, which left Hifumi to pull out her weapon in one fluid motion. She was ready.
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Hobo Pixi rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Sun Nov 19, 2017 11:07 am
Eilidh RĂ²sach
HP: 16
Attack: 1D6
Power: Heal
Novice Support - Style A: Heals another troll by half their maximum hp (1/1)
YTMA training Discipline

Eilidh sighed as she stepped onto the ship. Once again, she was with trolls she wasn't familiar with. She wondered if this ship was going to be like the last ship she went on.... filled with those lively undead jerks. The tealblood looked to the others then the ship. This ship was larger than the two she had been on already. Following her party into the hallways, she cautiously looked around. It wasn't long before they were all confronted by a beast.... what the... what was that!?  
DraconicFeline rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)
PostPosted: Sun Nov 19, 2017 11:10 am
Rutaca Spuode
(Keionx Rutace)


"I think we'll all get along just fine!" Keionx said cheerfully. It was getting easier to 'be' Rutaca with every ship, easier to supress her accent and to fake the persona she'd made for the floofy-haired orangeblood. "Don't worry." she smiled at 'Hifumi'.

Yes, she didn't have to worry at all, did she. Not with Vremea around.

She went at it with gusto, cutting into the decomposing flesh with ease. She almost didn't need her sword.
Quote:

HP: 16/20

Damage taken: 4
Damage dealt: 6

Boss hp: 16/30


Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Micillia rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 11:13 am
Chiara Moteku
HP: 34;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


1 Ongoing damage

Damage Dealt: 5
Boss HP: 11/30
Advance 1

There she goes. Chiara grinned as she managed to deal a bigger blow to the thing. She nodded to her companions. She may not exactly like them all, but she was happy to have the backup. In a battle trolls often forgot who held what grudge and simply went for what they could. A common enemy made even the worst of enemies come together. Probably. You never knew when a good backstabbing opportunity came along.  
quite uneventful rolled 2 6-sided dice: 3, 2 Total: 5 (2-12)
PostPosted: Sun Nov 19, 2017 11:16 am
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 38 - 3 = 35/40
Attack: 1D6 +2(adult + military grade weapon)
Novice Healing Glow Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
1/16 advances
0/3 minibosses defeated


Quote:
2 + 2 -1 = 3
MINIBOSS HP: 8

      Slashing at the creature with a deft slash, the yellowblood stumbled backwards slightly before regaining her footing and flexing her wrist. It was a tough one, wasn't it...? She glanced around at the others and if she caught their eye, offered them a hesitant smile before continuing to power through.
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Hobo Pixi rolled 2 6-sided dice: 3, 2 Total: 5 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Sun Nov 19, 2017 11:17 am
Eilidh RĂ²sach
HP: 13
Attack: 1D6
Power: Heal
Novice Support - Style A: Heals another troll by half their maximum hp (1/1)
YTMA training Discipline

This... thing hit hard. Eilidh looked to her party, concerned for the other trolls even if two of them were older. The tealblood clenched her weapon tightly, moving up to the hideous creature and whacking it with her 'friendship.' At least she made contact.. though it hardly looked like it did anything.  
DraconicFeline rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Sun Nov 19, 2017 11:19 am
Rutaca Spuode
(Keionx Rutace)

The thing - for that was what it was, a thing - flailed at her and Keionx let it do so. She moed with the punch, taking the opening it gave her and slashing into it wish an oddly satisfying attack.

That was what could be said about these foes - they were... oddly satisfying to destroy. She moved aside to let her allies strike it, happy to be right in her element;

Battle.

Quote:

HP: 13/20

Damage taken: 2
Damage dealt: 3


Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
quite uneventful rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Sun Nov 19, 2017 11:21 am
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 33/40
Attack: 1D6 +2(adult + military grade weapon)
Novice Healing Glow Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
1/16 advances
1/3 minibosses defeated


Quote:
6 +2 - 1 = 7
MINIBOSS HP: 0

      Keionx seemed fairly cheerful to be on the ship with her. Honestly, the yellowblood was thankful to have a familiar face with them! Eilidh was friendly as well, but the blueblood was shifty and Vremea was certain she'd seen her beforehand at some point. When...? Hmm...
 
Reply
Offplanet RP

Goto Page: 1 2 3 4 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum