Welcome to Gaia! ::

Hivestuck

Back to Guilds

Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

Reply Offplanet RP
=>[META]The Spiteful Fury of the Empress (Diamond^2) Goto Page: 1 2 3 ... 4 5 6 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Sypon
Vice Captain

PostPosted: Sun Nov 12, 2017 10:01 am
Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.
"Four, three, two, one."
With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.
"Target locked on. Engaging auto-pilot."
The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.
"Arrived at target. Attempting access."
Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.
"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."

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

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

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

Roll 1d8 and advance through the ship:
If you have rolled on this and/or the alarms advance table 20 times, on the 21th time DO NOT ROLL, instead look at the spoiler below.
If an alarm is going off, you must use the table for it further down, NOT this table.
1 - You advance through the ship ...
2 - You find a closed door.
3 - You advance through the ship ...
4 - You advance through the ship ...
5 - You find a closed door.
6 - You advance through the ship ...
7 - You advance through the ship ...
8 - You find a closed door.
21th time advancing:
You come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!

If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:
If you have rolled on this and/or the regular advance table 20 times, on the 21th time DO NOT ROLL, instead look at the spoiler under the regular advance table.

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

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

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

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

If you have successfully unlocked and entered the door, and/or survived any/all traps attached:
Roll 3d4 and post the following code into the resulting post.
[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
[size=18][b]You have encountered a ... [/b]
[/size]
[b]Dice 1[/b]
1. ... Voracious ... (-1 to all attacks)
2. ... Emaciated ... (+1 on accuracy rolls)
3. ... Bloodthirsty ... (-1 on all accuracy rolls)
4. ... Imposing ... (+1 on all attacks)
[b]Dice 2[/b]
1. ... Armoured ... (only 1 player per turn may use a special artifact/ability/item)
2. ... Virulent ... (2 extra dmg taken for each round in battle)
3. ... Burning ... (take an extra 2 dmg each time you deal max damage (highest roll possible))
4. ... Wall Climbing... (players take 2x the amount of damage on their first turn, as well as each time you deal max damage(highest roll possible))
[b]Dice 3[/b]
1. ...Undead Three-Headed Woofbeast Lusus!
2. ... Reanimated Helmsman!
3. ... Zombie Gerbil Horde!
4. ... Amalgamite Abomination!
[size=18][b]MINIBOSS STARTING HP: 40/40[/b][/size]
[b]If you rolled a 1, take 4 dmg.[/b]
[b]If you rolled a 2, take 4 dmg.[/b]
[b]If you rolled a 3, take 3 dmg.[/b]
[b]If you rolled a 4, take 3 dmg.[/b]
[b]If you rolled a 5, take 2 dmg.[/b]
[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]
[b]If all party members reach 0hp, look below:[/b]
[spoiler]You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]
[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]
[b]If this is your first, second or third mini-boss fight look below:[/b]
[spoiler]
[b]If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:[/b]
[spoiler]
You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.
[/spoiler]
[b]If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:[/b]
[spoiler]
You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.
[/spoiler]
[/spoiler]
[b]If this is your fourth mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

If you do not find a door, roll 1d8 and advance through the ship, use this table to determine what you find:
1 - You come across some shuffling bodies...!
2 - You find an open door.
3 - You come across some shuffling bodies...!
4 - You find an open door.
5 - You keep walking down the corridor. Nothing here.
6 - You come across some shuffling bodies...!

If you encounter shuffling bodies, roll 1d8 and look below:

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


If you encounter an open room, check the spoiler below:
This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!
Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.
Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
seekingCylem rolled 1 8-sided dice: 8 Total: 8 (1-8)
PostPosted: Sun Nov 12, 2017 10:14 am
Sinter is using his Journeytroll Covert-Ops to scout ahead....


HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (3 advances left on cooldown.)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.

It shouldn't have surprised Sinter that he ended up on one of the largest and most impressive ships on his first night in space. Did it even count as night anymore this far above Alternia's atmosphere? He could see the sun among thousands of other stars through the heavily tinted shields of the shuttle.

Simple, irrelevant questions helped occupy Sinter's mind from more alarming thoughts. Thoughts such as, "I'm in space on a derelict ship with several dozen waking daywalkers and two strangers."

If nothing else, Sinter had put some distance between all parties as he scouted the halls ahead. It was almost peaceful. Eventually he came upon a door. Sinter thought better of trying the lock before the rest of his party joined him.

"Heilig, radioing in. I found a closed door. Group up with me and we can tackle this properly."  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Sypon rolled 1 4-sided dice: 4 Total: 4 (1-4)

Sypon
Vice Captain

PostPosted: Sun Nov 12, 2017 10:42 am
Quote:
HP: 40/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle.
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

Advances: 1


Tamiya had prepared for this all her life - well, in between her faith-based preparations. Tonight was the night she would prove herself, and Sinter would prove himself, and also Leeroi and his worm friend were here.

Fortunately, Tamiya had opted to take precautions to help her handle the flight into space. Normally she wouldn’t rely so heavily on such things as ‘prescription medicine’, but having never left Alternia’s atmosphere she wanted to be safe. Safe, sane, and with as few unneccessary chucklevoodoos as possible.

Aboard the ship, things were surprisingly calm and quiet. Space was quiet. She nodded to Sinter as he scouted ahead (talented as he was), and when he made his report she quickly joined him.

“Ah yes, an obstacle. Let me see. Ah. The door is locked. Meat boy. You are a hulking ********. Destroy this decrepit precipice.”  
zeflamigo rolled 1 8-sided dice: 1 Total: 1 (1-8)
PostPosted: Sun Nov 12, 2017 10:51 am
Leeroi is using his Strength training to try and break down the locked door...


Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Strength
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Go big or go home right? Leeroi joined the first available mission to space, careless about who was on his team as long as his moirail was joining him.

When Leeroi realized he would be working with the one and only Tamiya Aiguma, he was certainly disappointed. His opinion of the juggalo was not a high one, after she made him lose a few teeth that one time in Chittentown. Weirdly enough, she seemed indifferent about him now. Leeroi didn't know how to process that, so instead he focused on the mission at hand.

An order to break down the door. Simple enough. "Don't have to tell me twice," Leeroi laughed, approaching the door. With little preparation, he threw all of his weight into the door, and promptly fell to the ground with no progress. Not even a dent in the ********!" That hurt. That was not at all as easy as they made it look in the movies.  

zeflamigo

Interstellar Astronaut

DraconicFeline rolled 3 4-sided dice: 3, 3, 4 Total: 10 (3-12)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 12, 2017 11:11 am
Psykgi opens the door with her body

Cpl. Psykgi Mentha


Psykgi was so happy to be on a mission with Leeroi - and so nostalgic too! Vaguely, she remembered that Tamiya and the redblood had been at Chittentown when she'd first met him... Hopefully, nobody would be getting kicked in the face this time. And, also, hopefully this wasn't some sort of end to their story arc, even if it would be very fitting.

She stood aside to let Leeroi do his thing, fully expecting it to happen because... well, gosh, it was Leeroi. But when it didn't, she was faced with a quandry. If the door didn't budge for Leeroi, what chance did she - not equipped with a robot arm - have? At the same time... What was behind that door?!

She had to know!

"Oh my gosh, I think you got it, Lee!" she said cheerfully as she shoved against the door. "Just... a little... more... ah!" she nearly tumbled through it as it opened, stumbling over the threshold.

She realized that this might not have been the best idea ever, but there it was, a room, possibly full of things. Oh gog what if there was a trap there, what if...

Quote:

15/20 hp

Damage Dealt: +1 to damage
Damage Taken:

Military Weapon: +1 to damage

Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)
Zap Drone grenade things (Adept Trinket Offense B)(Uses: 2/2 Charges: 3/3, 2d6 Deal double damage on this attack, 1 ongoing damage for all turns after. The ongoing damage from these stack.)


In training: Troll Relations







------


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 ...
Bloodthirsty Burning Amalgam Abomination!!!!!


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

MINIBOSS STARTING HP: 40/40
If you rolled a 1, take 4 dmg.
If you rolled a 2, take 4 dmg.
If you rolled a 3, take 3 dmg.
If you rolled a 4, take 3 dmg.
If you rolled a 5, take 2 dmg.
If you rolled a 6, take 2 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!

If the mini-boss reaches 0hp, look below:

If this is your first, second or third mini-boss fight look below:

If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:

You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.

If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:

You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.


If this is your fourth mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!





But she couldn't think about that, because oh my glob there was something in there, it was angry, and it was on fire.

"Ohshit!" she scrambled back to the relative safety of the group.
 
seekingCylem rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Sun Nov 12, 2017 11:27 am
Sinter attacks the Bloodthirsty Burning Amalgamate Abomination


HP: 16/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (3 advances left on cooldown.)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.

Sinter withheld a snicker into his headset as Leeroi bounced off the door. The snort still came through as static over the headsets. The noise only intensified as Psykgi was the one to bust down the offending portal.

The laughter died in Sinter's throat as soon as he saw what was on the other side, however. "Oh... Oh my god..." he whispered.

Psykgi scrambled backwards away from the beast, which was quick to follow. The movement jarred Sinter from his frozen horror. "We gotta move!" Sinter splintered from the threshold into the room. He tumbled past the monster. He burned himself from the proximity, but landed the faintest scratch on one of its many arms. At least, he thought he did. It was hard to tell with all the fire. And arms.

Sinter does 2 damage!

Miniboss HP: 38/40
Minibosses Slain: 0/4
Ship Advancements: 1/20  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Sypon rolled 1 6-sided dice: 1 Total: 1 (1-6)

Sypon
Vice Captain

PostPosted: Sun Nov 12, 2017 11:39 am
Quote:
HP: 40/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle. (used 1)
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

MB HP: 35 (1 + adult 1 + voodoos 1)

Minibosses: 0
Advances: 1



The door opened and Tamiya immediately blanched. Undead. Flaming. Fire... Fire!

She screamed, shouting an expletive-filled prayer. She had trained for this. Face your fears... Use your fears, Tamiya! Powering up a sharp chucklevoodoo attack, Tamiya redirected her horror towards the monster in front of her. It didn't look like it had the processing power to understand the pain or fear that came with her abilities, but for her own sake it was necessary.

Tamiya does 3 damage!

((Whoops, rolled bonus attack first. rolling regular attack now))  
Sypon rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)
PostPosted: Sun Nov 12, 2017 11:46 am
Quote:
HP: 36/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle. (used 1)
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

MB HP: 30

Minibosses: 0
Advances: 1


Recovering from her stupor, Tamiya sped forward. Her kiseru could not fail her now. Getting closer to the beast meant heading off the flames, but with her 'prescribed medicines' and now the purging of her own fears, Tamiya could do this. Sinter had her back!

Tamiya does 5 damage! (3 + weap + adult)
 

Sypon
Vice Captain

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

zeflamigo

Interstellar Astronaut

PostPosted: Sun Nov 12, 2017 11:51 am
Quote:
HP: 16/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Strength
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


"What the hell is that?" Leeroi looked at the monster in shock and awe. A boss fight right out the starting gates? Leeroi wasn't mentally prepared for this. Immediately, he was back on his feet, firing his shotgun in some attempt deter the monstrosity.

Something reached out to Leeroi's leg, pulling him to the ground and reeling him closer to the burning creature. The wind was knocked out of Leeroi as he made contact with the ground again. His yelling picked up in volume the closer he got pulled in.

Leeroi deals 6 damage.
 
zeflamigo rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)
PostPosted: Sun Nov 12, 2017 12:04 pm
Quote:
HP: 16/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Strength
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
1/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Leeroi scrambled to get out of this monster's hold. Thinking quick, he held out his robot fist towards the creature, flicking his thumb outward. His hand detached, hanging off the rest of his arm by a metal cord. A sudden, large blast burst out of Leeroi's wrist, pelting the monster with a bright blue flame.

Sufficient enough to deter the beast, Leeroi scrambled backwards towards the rest of his team. He smiled at his moirail, letting her know he was alright. "Fight fire with fire, huh?" He joked, falling back into line.

Leeroi used Adept Artifact, Offense B
Leeroi deals 7 damage.
 

zeflamigo

Interstellar Astronaut

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 12, 2017 12:15 pm
Cpl. Psykgi Mentha

Was she afraid? Of course she was - it was a multi-limbed, half-rotten monstrousity that was on fire. They were far away from the planet, her lusus, and on their own. And Gog did it look unpleasant.

But Psykgi searched out fear in her spare time - a good adrenaline rush, a good jump into the unknown - and right now this was at about the same level. She was not alone. Leeroi was there.

The brief grimace of unease on her face soon turned into a grin. She took out her axe and chopped at a reaching appendage that, presumably, wanted revenge for being set on even more fire. Detached, it flopped around before being consumed by its own flames.

Fire with fire? She laughed - Good one!

"Lets make it wish it was ash!"

Quote:

12/20 hp

Damage Dealt: 5+1 = 6
Damage Taken: 3

Miniboss HP: 11/40

Military Weapon: +1 to damage

Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)
Zap Drone grenade things (Adept Trinket Offense B)(Uses: 2/2 Charges: 3/3, 2d6 Deal double damage on this attack, 1 ongoing damage for all turns after. The ongoing damage from these stack.)


In training: Troll Relations
 
seekingCylem rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Sun Nov 12, 2017 12:23 pm
Sinter attacks the Bloodthirsty Burning Amalgamate Abomination


HP: 12/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (3 advances left on cooldown.)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.

Sinter was doing his best to hack away at the limbs of the creature. The fire, close quarters, and sheer number of limbs was proving the task quite difficult. Sinter yelped and switched his saber to his off hand as the metal heated up through his gloves.

"How," Hack, "Many trolls," Slash, "Is this thing made out of!?" Sinter used both hands to land a vertical strike down the middle of the monster--or at least approximately. Sinter's target made an awful crinkle-splorching noise as he hit it, whatever it might have been. What happened to fire safety protocols on these old ships?

Sinter does 5 damage!

Miniboss HP: 6/40
Minibosses Slain: 0/4
Ship Advancements: 1/20  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Sypon rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)

Sypon
Vice Captain

PostPosted: Sun Nov 12, 2017 12:31 pm
Quote:
HP: 30/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle. (used 1)
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

MB HP: 0!

Minibosses: 1!
Advances: 1


A weakened foe was no challenge for the emboldened purpleblood. "Die!" She roared, a final crack of her weapon swinging down on the many heads(?) of the creature. It fizzled to a crisp, mutated, sludgy ash. Horrible.  
DraconicFeline rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 1:04 pm
Cpl. Psykgi Mentha

"Woohoo!" Psykgi cheered through the speakers as the thing disintegrated, holding a hand to Leeroi to hi-five, "Great job, everyone, lets keep going - this ship will be ours in no time!"

That had been fun!

And motivating.


Psykgi heals the team.
Herself for 5



Quote:

17/20 hp

Damage Dealt: +1 to damage
Damage Taken:

Military Weapon: +1 to damage

Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)
Zap Drone grenade things (Adept Trinket Offense B)(Uses: 2/2 Charges: 3/3, 2d6 Deal double damage on this attack, 1 ongoing damage for all turns after. The ongoing damage from these stack.)


In training: Troll Relations
 

DraconicFeline

Hilarious Genius

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

Sypon
Vice Captain

PostPosted: Sun Nov 12, 2017 1:07 pm
Quote:
HP: 32/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle. (used 1)
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.


Minibosses: 1!
Advances: 1


"We destroyed it." Tamiya agreed. She slid her weapon away and went to straighten her pleats before she realized she was wearing a space suit. Her nerves were still a jumble.

"Yes, Corporal Mentha, I believe you are correct. Let us move forward! There should be more horrid creatures here that need purging."

This was to be a very satisfying hands-on, no-strings-attached, blowback free, "for the Messiahs" murder spree.  
Reply
Offplanet RP

Goto Page: 1 2 3 ... 4 5 6 [>] [»|]
 
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