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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 12:50 pm
Swarming Class Exploration

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.

Published by Google Drive–Report Abuse–Updated automatically every 5 minutes

Crew: Team Friend-SHIP
      Captain; Eridia
      Elidae
      Zeylla
      Chiara
 
Micillia rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 12:55 pm
Chiara Moteku
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Novice Power Attack b, Declare and use the attack in your bonus attack post. Ongoing damage you calculate on each subsequent new round attack
Artifaces: 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


Step 1; Roll 1D4
4 - You advance through the ship ... so i go to the "If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:" Table and roll 1D6 next

Chiara was a little confused on how this team got put together, but she was more than happy with it. It was a good environment for mischief. If she could have had her way with teams, well, this would sure have been a good one. "Me first, huh?" Chiara said, winking. "Get a good look guys, its all chaos from here, right?" The blueblood wiggled her butt before continuing down the corridor.  

Micillia

Dapper Duck

Micillia rolled 1 6-sided dice: 5 Total: 5 (1-6)

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 12:56 pm
Chiara Moteku
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Novice Power Attack b, Declare and use the attack in your bonus attack post. Ongoing damage you calculate on each subsequent new round attack
Artifaces: 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


5 - You keep walking down the corridor. Nothing here.

Chiara was kinda... disappointed. It was just a boring corridor, what a bust! She wanted chaos, she wanted action! She wanted to be a hero in front of everyone, really. Sure, she was a villain, but she could be a bad a** villan too, right? Protect Elidae, show her black feelings there, hopefully make Zeylla uncomfortable, a favorite of hers, and Eridia... well, make up with her? Chiara wanted to, but, at the same time, well, it was complicated.

Doors Complete: 1/10  
blackbird cake rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 12, 2017 1:09 pm
Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


Elidae's first mission and she already had the pleasure of being paired up with a troll she hate kissed previously. She stayed back for the time being, but still jovial. Awkwardness aside, Elidae still felt the thrill! When Chiara wiggled her butt, she simply rolled her eyes but had a hard time not to smile.

doors complete: 1/10
 

blackbird cake

Adorable Gekko

blackbird cake rolled 1 6-sided dice: 3 Total: 3 (1-6)

blackbird cake

Adorable Gekko

PostPosted: Sun Nov 12, 2017 1:12 pm
Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


"We got this, guys!" Elidae cheered, giving the other two a quick fist bump before proceeding after Chiara. As she walked, she peered curiously around at the ship's design and technology.

"Hey, why don't we go down here?" The yellowblood suggested cheerfully, bouncing over and around the corner. She suddenly heard an eerie shuffling in the distance...

doors complete: 1/10
 
blackbird cake rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 12, 2017 1:13 pm
Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


As she turned the corner, Elidae's lighted expression quickly fell into horror at the sight of a small horde of daywalkers, easily outnumbering them. Elidae squeaked to alarm the others, drawing her scissor blades swiftly and readied herself for a fight. Her pusher pounded in her chest. Something felt even more eerie knowing they've been dead and trapped up here in space, wearing the same uniforms as they were...

"Daywalkers!!"

doors complete: 1/10
 

blackbird cake

Adorable Gekko

Micillia rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 1:17 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Novice Power Attack b, Declare and use the attack in your bonus attack post. Ongoing damage you calculate on each subsequent new round attack
Artifaces: 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


ATTACKING! -miss-
39/40 HP
Zombie HP: 8/9

Chiara scrunched her nose. Zombies? Zombies?! Gross! Who even left these things here?! How did they even get here? From what Chiara knew, which wasn't much, to be honest, "Elidae!" Chiara said in fake annoyance. She got in front of the yellowblood, and gave the girl a cocky smile. biggrin ont worry, i got this." Chiara said, winking, as she completely missed all the zombies.  
ImaginationsParadise rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)
PostPosted: Sun Nov 12, 2017 1:18 pm
Eridia Stats

HP: 19/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3
Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


Captain Eridia Tsifer was taking her roll seriously. No, not like the first time she was on a group but actually serious. Even if she seemed like she was relaxed by the whole thing, deep inside she wasn't. Was it because of the trolls in her group? No, but the fact that she was under Frossa's order made her stress out. The highblood clearly didn't want to look bad in the eyes of her commanding officer, thus she'd do anything to succeed. It was a good thing no one objected at the fact that she could lead.

Eridia stared at the Daywalkers and couldn't help but smirk. "Well, well, well... What doooo we have here?" She chuckled out, spinning her daggers almost playfully. "This will be fun."  

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
artificial bones rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)

artificial bones

Sexy Goat

PostPosted: Sun Nov 12, 2017 1:20 pm
Alibii Vesmin (Zeylla Crypsi)
HP 20
YTMA training in strength
ATTACK MISSED
Zeylla, currently known to all(besides her sneaky companion Chiara) as Alibii, followed slightly behind her team. She was not going to put herself out on the front lines just yet and take unnecessary damage. Instead she followed along silently, though it was difficult seeing as that purpleblood, Eridia was technically her team leader. The last thing she wanted to do was be on a team-let alone be led by- with her, but there was nothing to be done about it, since she didn't want her blow her disguise by taking aim at the other troll with sharp remarks and snide comments.

When the undead shuffled into view, Zeylla quickly decided to...

Take a step back and let everyone else deal damage first. She would wait to strike when they were weaker. Let them think less of her, she didn't care. She was determined to come out of this expedition as unscathed as possible.


doors complete: 1/10  
blackbird cake rolled 2 6-sided dice: 6, 1 Total: 7 (2-12)
PostPosted: Sun Nov 12, 2017 1:23 pm
Elidae Bonbon
hp: 20 - 1dmg = 19
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


Frustrated, Elidae blew air in her cheeks. The yellowblood was fully capable of holding her own in a fight and of course Chiara had to interfere and try to show her up- or maybe show off? Elidae squinted as Chiara tried and failed to dispose of some daywalkers.

Grunting, Elidae whipped out two scissor blades from her trusty leg pouch and threw them in the direction of the daywalkers- hitting two of them directly in their foreheads. She smiled in satisfaction as they slumped over to the ground.

daywalkers killed: 2
daywalkers hp: 1/9


doors completed: 1/10
 

blackbird cake

Adorable Gekko

Micillia rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 1:24 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Novice Power Attack b, Declare and use the attack in your bonus attack post. Ongoing damage you calculate on each subsequent new round attack
Artifaces: 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


ATTACKING! 4 damage
38/40 HP
ALL ZOMBIES KILLED
2/10 doors complete

That other attack? The one that missed? Yeah totally just warming up and getting into the groove of it all. See now she was all warmed up and ready. She was ready for these darn zombies. They were going DOWN! It was kinda nice being the troll that got to take down the last of them. Last kills were cool.  
artificial bones rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 12, 2017 1:31 pm
Alibii Vesmin (Zeylla Crypsi)
HP 19/20
YTMA training in strength
ATTACK N/A

After that mishap running into zombies (which Zeylla was happy to say she came out of barely touched, besides ramming her elbow into a extruding pipe while staying away from the zombies) the greyblood decided to take the lead for a moment, the smallest of smug smiles crossing her mask-covered lips as she stalked past Eridia and pointed out a direction.

"This way." she said as gruffly as possible, to mask her usual voice, before leading them down a hall...



doors complete: 2/10  

artificial bones

Sexy Goat

artificial bones rolled 1 6-sided dice: 2 Total: 2 (1-6)

artificial bones

Sexy Goat

PostPosted: Sun Nov 12, 2017 1:33 pm
Alibii Vesmin (Zeylla Crypsi)
HP 19/20
YTMA training in strength
ATTACK N/A

Some might call it luck, but Zeylla preferred to call it skill as she lead them safely down a hall and into an open room filled with a variety of junk and odds and ends. She gave Eridia a small look of 'HA' that she couldn't resist doing, before announcing, "Let's take a look around here, there might be something of use," which if her skills continued to benefit her, there would most definitely be something here for them to use...



doors complete: 2/10  
artificial bones generated a random number between 2 and 22 ... 6!
PostPosted: Sun Nov 12, 2017 1:36 pm
Alibii Vesmin (Zeylla Crypsi)
HP 19/20
YTMA training in strength
ATTACK N/A

...After digging about in the junk and boxes piled around the vast room, Zeylla began to wonder if they would find anything. It was all junk, not a single thing they found works. The greyblood grumbled unhappily, kicking a random gadget on the ground in her disappointment, only to be rewarded with a pathetic half-dead beeping noise coming from the previously kicked piece of junk. Zeylla raised a brow and picked up the item. It looked to be a scanner of some sort, perhaps for detecting dangers on the other side of large metal doors. At least thats what she got from the little label on the side of a stick figure holding a little gadget on one side of a thick line with a skull on the other side.

"This might come in handy," she announced, mostly to herself, but loud enough for the others to hear.



doors complete: 3/10  

artificial bones

Sexy Goat

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

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sun Nov 12, 2017 1:40 pm
Eridia Stats

HP: 19/20
Military Grade Daggers +1 DMG

Novice Trinket, Defensive style B 3/3

Novice trinket, Offensive style A 3/3

Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


Doors Completed: 3/10

Killing off the dead was actually a hilarious concept for Eridia. Shaking off the dirt and grime off her suit, the highblood found a hallway. Where would it take them? Her gut told her they should take the risk and find out. With a sly smile, she looked at the other girls. "Let's keep on moving, we shall not be defeated by something as lowly as a daywalker."  
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