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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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

Doutei

PostPosted: Sat Nov 18, 2017 2:55 pm


Quote:
HP: 15/20
Damage: N/A
Military grade weapon: +1

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"time for the music video!" Scorpa declared, having noticed a microphone. They must've found the PA system. She didn't know how to work the lights in the room so she just smashed some buttons and watched them go crazy! Okay good enough. Now it was time for the actual music!

Slipping a flash drive into the system, she made Flydra come help her work it out and soon PONPONPON was blasting in the room!
Yamashii rolled 1 8-sided dice: 6 Total: 6 (1-8)
PostPosted: Sat Nov 18, 2017 2:57 pm


Quote:
HP: 19/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style A (0/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra wants to gas more teammates but breaks the trap instead
9/16 advances
2/3 minibosses defeated


"Hmm, that doesn't seem rig-AHHH-" Flydra honestly kind of wanted more footage of the traps on the promo to show recruits how dangerous these missions were going to be. But in her haste to rig the spray trap to go off again, something went weirdly wrong. Instead of a poisonous mist, the entire thing started spewing a heavy cloud of non-toxic fog! It was atmospheric and honestly... kind of looked amazing in the control room?! They had to film something incredible here for the grand finale!

Yamashii


melona-pan
Crew

Cute Cultist

PostPosted: Sat Nov 18, 2017 3:01 pm


Bopping around on beat, Frossa danced around in a small circle while Flydra worked her trap disarming magic. She wiggled her hands around the tealblood in a decorative display, emphasizing the song with 'Oohs!' and 'Aahs!' at the appropriate times.

Then Frossa broke it down. She burst out into a small choreographed bit from one of her songs- it matched the beat and the mood was right!

Then Frossa literally broke it down. The door, that was.

If you are a Journeytroll or higher in your skill: You can get the door open with your eyes shut!
seekingCylem rolled 3 4-sided dice: 1, 2, 3 Total: 6 (3-12)
PostPosted: Sat Nov 18, 2017 3:02 pm


This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
You have encountered a ...

Dice 1
1. ... 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!

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
melona-pan rolled 2 6-sided dice: 5, 2 Total: 7 (2 -12)

melona-pan
Crew

Cute Cultist

PostPosted: Sat Nov 18, 2017 3:05 pm


Their song filled her body. She sang, energized. It filled her head, her veins, pumping to the tip of each extremeity. It fueled her. This was how she wanted to make everyone feel, always! Well, her persona did, anyway. Like you were singing with a bunch of celebrities, on a space ship, fighting of zombies! Yeah!

Working with the momentum of her surge of adreneline, Frossa launched herself at the second gerbil pack to unleash her own unique brand of murder-stomp-dance.



Frossa dealt 2 dmg.
Boss HP: 28/30


Quote:
HP: 11/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Training Troll Relations

1/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
1/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)


Minibosses Slain: 2/3
Ship Advancements: 9/16
melona-pan rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)
PostPosted: Sat Nov 18, 2017 3:15 pm


Frossa threw conventional battle methods out the window. Her weapon was practically useless against the tiny swarm of terror anyway- but the power of dance wasn't!

Kicking off into the dance routine of Pon Pon Pon, Frossa landed her steps with extreme aggression. The music covered any sounds of crunching and squeals.

using Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)

-1 to all attacks


Frossa dealt 3 dmg.
Boss HP: 25/30


Quote:
HP: 11/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Training Troll Relations

1/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
1/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)


Minibosses Slain: 2/3
Ship Advancements: 9/16

melona-pan
Crew

Cute Cultist

Doutei rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)

Doutei

PostPosted: Sat Nov 18, 2017 3:15 pm


Quote:
HP: 9/20
Damage: 6 + 1 - 1 = 6
Military grade weapon: +1

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"Oh perfect! We can toss them around like confetti! Or they can be cutesy prop stuffed animals!" Scorpa decided, not taking the zombie gerbil pack very seriously. She had a music video to direct right now! The yellowblood was determined to get in the shots and dance behind Frossa. Tossing the animals around, she didn't care where they landed or if it killed them. It wasn't like she needed to bring home more for her prank on Kursha anyway. She already had plenty for that!

So Scorpa kicked and thrashed around, trying to recreate 99 red balloons with gerbil corpses. Maybe someone out there would consider it art.
Yamashii rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)
PostPosted: Sat Nov 18, 2017 3:21 pm


Quote:
HP: 13/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style A (0/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra punches the boss
Damage: 4
Boss HP: 15

9/16 advances
2/3 minibosses defeated


The music was grooving and everyone was moving. Even the gerbils! Flydra was not the strongest dancer but she sang little "haaay"s and "oooo"s in the background as Frossa did her song. Scorpa and Flydra knew enough synchronized choreography to fill in as backup dancers until it was time for the rap section.

"Everybody dance!" She started a complicated section of footwork, stomping some gerbils out of existence and throwing vials of chemicals down on the ground to create some colorful explosions of gas. It was a magical moment when the best of Alternia had all come together in one place and she got to be a part of it!

Yamashii

seekingCylem rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sat Nov 18, 2017 3:22 pm


Sascha attacks the enraged, bellicose, zombie gerbil pack!


HP: 15/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
0/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 0/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Fighting to music was Sascha's home turf. Chiara would have his head if he failed now. The music may not have been his usual style, but damn if it wasn't catchy. Sascha followed the girls into the room with a flourish, only to find... yet more gerbils.

What they lacked in smell, they made up for in pure fury. Sascha felt a small pang of pity for his placid little zombie companion. It was a dusty little outlier among all these brightmare creatures. Kudos to him for rescuing the niblet.

Hopefully it had lost enough brain cells to be unconcerned with the carnage Sascha was wreaking over its kin. Sascha dropped to the floor, using the position to sweep his leg across the field of gerbils, tossing them across the room. Sascha hoped he didn't just hear his skirt tear.

Sascha does 5 damage!


Miniboss HP: 12/30
Minibosses Slain: 2/3
Ship Advancements: 10/16
Undead Gerbils: 1
Doutei rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Sat Nov 18, 2017 3:26 pm


Quote:
HP: 9/20
Damage: 3 x 2 = 6 + 1 - 1 = 6
Military grade weapon: +1
Offensive Artifact Adept Style B (1/2) USING
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"Yes! It's working! IT'S WORKING!" Scorpa exclaimed as she saw the footage on the camera playback. She'd prefer to CGI some glitter confetti in post later but they'd handle that at another time. Now they just had to finishing cleaning these gerbils out and bring this baby home! She didn't have an ending message ready but they could record once they were done. Smashing the remaining gerbils, she laughed with glee at a job well done!

Doutei

Yamashii rolled 2 6-sided dice: 4, 5 Total: 9 (2-12)

Yamashii

PostPosted: Sat Nov 18, 2017 3:35 pm


Quote:
HP: 13/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style A (0/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra punches the boss with her bonus attack artifact thing
Offensive Artifact Adept Style B (0/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.

Damage: 10
Boss HP: 0

9/16 advances
3/3 minibosses defeated


"Never give up. Never die." Flydra looked to the camera for her close up and final solo shot. She was going to be immortalized in history for this in the history of Alternian pop culture. Maybe it would not matter to some but glamour and glory would always rise to the top over apathy and mediocrity. She sent some needles flying to take out the rest of the gerbils and accidentally some of the lights.

It all went black as the music ended.
seekingCylem rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sat Nov 18, 2017 3:37 pm


Sascha determines the state of the ship... It's unsalvageable.


HP: 15/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
0/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 0/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

They did it! They made it through the several hundred zombies--a not terribly inaccurate number if one was considering each gerbil individually. They were standing on the bridge of the ship. Sascha marched up to the console and started fiddling with the controls.

Nothing. Again.

Sascha banged his fists against the keyboard. The surface cracked from the force, but nothing else happened. The ship was dead. "Useless," he snarled.

"Tch. Hope they can fix this in post."

Minibosses Slain: 3/3
Ship Advancements: 10/16
Undead Gerbils: 1

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
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