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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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artificial bones

Sexy Goat

PostPosted: Sun Nov 12, 2017 5:50 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.




TEAM TCTN (Three Capable Trolls + Nictor):
Zeylla; Team Lead
Nictor
Keionx
Chiara  
artificial bones rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sun Nov 12, 2017 5:55 pm
Alibii Vesmin (Zeylla Crypsi)
HP 20/20
YTMA Strengh in Training
ATTACK N/A

Zeylla, better known on the ships as Alibii(or only as Alibii, actually), was leading a team this time. And there were no unpleasant purplebloods involved this round! This alone but the smallest of smiles on her masked face. The smile might be invisible to her team mates, who included Chiara, her charming and sneaky companion from the last exploration, Nictor- the finest honey maker but also destroyer of cakes and bringer of misfortune- and Rutaca- a lowblood unknown, but who looked quite capable, but her confidence was radiating.

She quickly lead them down a hall with an assertive, "This way, I'm sure of it."

doors complete: 0/10  

artificial bones

Sexy Goat

artificial bones rolled 1 4-sided dice: 1 Total: 1 (1-4)

artificial bones

Sexy Goat

PostPosted: Sun Nov 12, 2017 6:05 pm
Alibii Vesmin (Zeylla Crypsi)
HP 20/20
YTMA Strengh in Training
ATTACK N/A

Zeylla paused as they came to...a locked door. Her face flushed as she realized she had brought them to a dead end. The greyblood eyed the door for any areas she might be able to grab at, but this door seemed to strong for her. She stepped back and grumbled a little, before glancing at her teammates.

"Anyone want to give it a try?" she queried, though secretly she hoped no one would show her up and they could just walk away from this mistake she had made.

doors complete: 0/10  
PostPosted: Sun Nov 12, 2017 6:11 pm
Rutaca Spuode
(Keionx Rutace)
Keionx... Rutaca, rather... was surprisingly happy with following along. Time was, not being the leader would have been a little bit grating... but since the whole... rescue... adventure, and the Hunt, and joining the Initiative, she had gotten used to not being the lead. It was, in fact, fine.

Especially since she was feeling just a little woozy from the whole... space thing. Did it, she wondered, have to be so awful?

Still, they were here now, suited up, and she would now be heroic.

In a stealthy way.

"Right behind thee... Ah." Oh, damn, there was her accent. "... Baaa." she adeed quickly, her disguises's cute little speech quirk. It had a story behind it and everything.

Upon coming to a shut door, Keionx didn't even think twice before she shoved it open with annoying ease. It wasn't even an issue - just a door. She'd lived with heavier.

"After. You." she said, carefully anunciating her words.

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


Kei opens the door without trouble aww yeah
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Taki-di rolled 3 4-sided dice: 3, 1, 3 Total: 7 (3-12)

Taki-di

PostPosted: Sun Nov 12, 2017 6:19 pm
Nictor Sabbat
HP: 20/20
Damage: 0
In Training: Endurance
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Doors Opened: 0
Minibosses Defeated: 0

Nictor hadn’t been this jittery in a long time.

Everything felt just a little off kilter, like he was outside his body and slightly to the left. Through the whole process of being geared up, loaded onto ships, and blasting off, his hands never stopped shaking. He barely noticed it at this point. That cloying dark dread and panic that had been mounting since signing up to go to space. He didn’t even mean to, he got confused and then he wasn’t sure how to fix it and just. Somehow, someway, some part of his cursed mess of a think pan was taken by the thought. Not the ships and the teams and the cold endless vacuum of death, having nowhere to run to get away. But the possibility of the unknown, that little spark of wonder that existed beyond the fear that often drowned it out until it died. But fascination of the stars, seeing them so close, it made him hesitate to back out.

And now he was here and his eyes were wide and darting and breath rattling and nothing had happened yet, he knew that, he knew that, but he was terrified. He was so terrified. He was on a pod with three strangers, one of them that blueblood Hemera had warned him of, and he was so so scared.

So it really shouldn’t be any different than any other day should it. The thought came with more hysteria than usual, but the appropriate amount of resignation at least.

It did manage to push the panic back some until it was just choking him instead of blinding. Wrapped around his skin like a familiar blanket instead of crushing in like rocks and rubble.

He, he could do this. Maybe. Sort of. Well, it didn’t matter if he thought he could or not because it was happening either way.

Nictor followed behind their squad leader dutifully, biting the inside of his mouth hard enough to make it bleed but too wound up to care. He only stumbled a few times as he followed along, but his eyes darted every which way, caught between interest and fear. He had never seen anything like the inside of this ship, and ah, ah right he was supposed to be keeping an eye out for terminals to help the Lightseekers too. Just another thing to worry about. He was concerningly distracted, but for now it wasn’t that big of a problem.

Until Alibii, their leader, the troll that made a very apt but incriminating team name that made Nictor squirm guiltily because it was true, shooed him towards the door that had just been opened. And unthinkingly he moved.



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 Rotting Armoured Mutated Daywalker!

Dice 1
1. ... Shambling... (+1 on accuracy rolls)
2. ... Grotesque... (-1 to all attacks)
3. ... Rotting... (+1 to all attacks)
4. ... Skeletal... (-1 on all accuracy rolls)
Dice 2
1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)
2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)
3. ... Disemboweled... (-5 miniboss HP)
4. ... Swift... (players take 2x the amount of damage on their first turn)
Dice 3
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
MINIBOSS STARTING HP: 20/20
If you rolled a 1, take 4 dmg.
If you rolled a 2, take 4 dmg.
If you rolled a 3, take 3 dmg.
If you rolled a 4, take 3 dmg.
If you rolled a 5, take 2 dmg.
If you rolled a 6, take 2 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!

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

If this is your first mini-boss fight look below:

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

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

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

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


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

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



Nictor’s danger senses, which were part of the only thing that kept such a klutzy mess alive, began blaring. He caught a glimpse of, of, something and finally made his first audible noise since boarding the pod.

It was an unholy screech of terror as he recoiled away.
 
DraconicFeline rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)
PostPosted: Sun Nov 12, 2017 6:22 pm
Rutaca Spuode
(Keionx Rutace)
"Watch out!" She said and, true to form, ran ahead of the young yellowblood, sword out and shield ready. She hadn't fought daywalkers in sweeps. She'd forgotten how they oozed unspeakable things, and how oddly they walked in the cursed daylight... ugh.

She cut off some of its rotting gibbits and watched a certain blueblood out of the corner of her eye... when opportunity presented itself, of course.

She would never trust Chiara, and she didn't want her to unravel her disguise - it was a good one, untained by that troll. Kei wanted to keep it that way.

Quote:

HP: 17/20

Damage taken: 3
Damage dealt: 4

Miniboss: 16/20

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
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Micillia rolled 2 6-sided dice: 4, 4 Total: 8 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 6:50 pm
Chiara Moteku
HP: 36;
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
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


Dealing 6 damage!

"Awww!" Chiara said as she walked up behind the girl. She had been lagging behind, but was part of the party now! "See you need me dont you?" The blueblood blew a kiss to the other girl, in her silly disguise. She looked at the other two members of the party and squinted at the other girl. She looked.... like someone Chiara hated.... But the blueblood could not tell exactly who. Well, it was fine, terrorize the girl anyway!  
Taki-di rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)
PostPosted: Sun Nov 12, 2017 6:51 pm
Nictor Sabbat
HP: 18/20 (DEFENSE ARTIFACT USED)
Damage: 1+1=2
In Training: Endurance
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 3/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Doors Opened: 0
Minibosses Defeated: 0

If he thought he’d fought down any degree of his panic and fear and dread then it came rushing to the forefront of his mind in that split second. As a matter of fact, that might have been the second that reality finally clicked into place.

He had gotten onto a pod and been launched into space and he was now on an abandoned ship with three trolls he didn’t know at all and there were monsters. Actual monsters. The monsters Beehemoth always warned him of, terrifying trolls out for blood and flesh. This wasn’t like the crazy scientist that had attacked Nictor while jumping over tables last he was helping the military with this space business. This wasn’t a blueblood “helping” him learn to defend himself and trying to pulverize his bones and muscles like a beast. This was.

This was real.

Too real.

The limbs were rotting and parts of the skin sloughed off where the shambling husk wasn’t equipped with some kind of armor. Nictor couldn’t imagine the smell, it was terrible enough to look at. That was a monster plain and simple. And it was a troll too. His scream had petered off quickly but he was starting to keen slightly now as his thoughts began to rattle around. That was a troll. That used to be a troll, still is, but couldn’t think or speak or be the same ever again but it’s still a troll. No, no no no nooo.

Nictor was half frozen, staring in abject horror, not even noticing the noise he was making until he choked on it when the troll moved, lunged towards him and he yelped like an animal set upon by death, stumbling back and a way but it kept coming, already bleeding from damages done but that made it worse, so much worse.

It was a redblood.

He choked on another scream when it finally grabbed him, getting in close, close, too close before he finally shoved it back and away. His back had hit the wall and there was nowhere to go as he pushed and grappled with the thing, trying to fend it off with his forearms, those precious guards that were keeping the mouth at bay as hands dug in get it off get it off gET IT OFF.

Nictor fumbled for his bo staff, extending the weapon and despite the awkward angle, driving the staff up and into it’s gut until he could push it off, scrambling away the first moment he could, breathing sounding more like sobs than anything else now.
 

Taki-di

artificial bones rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)

artificial bones

Sexy Goat

PostPosted: Sun Nov 12, 2017 6:58 pm
Alibii Vesmin (Zeylla Crypsi)
HP 20/20 - 4 = 16/20
YTMA Strengh in Training
ATTACK 3

She should have jumped in, but Zeylla only stood and watched the way Nictor fumbled through his struggle with the creature. She watched and waited, prepared to jump in before the thing offed her teammate (it would do none of them good to lose a member so quickly when they were such a small group to begin with). When he was slammed against the wall, Zeylla began her move towards the daywalker, though her actions were less then frantic, more calculated and patient, like she was waiting for the yellowblood to do something besides panic. Panic did no one any good, and it did not benefit the team at all, and she was glad to see him finally grab his staff and push the monstrosity that was once a troll off of himself.

As the thing stumbled back in recoil, Zeylla grabbed it by one flailing, decaying arm and slammed the undead redblood onto the ground, ignoring the way it's claw-like hands raked at her arms as she did so, using her boot to smash the decaying flesh and brittle bone of it's upper arm until there was a distinctive crack. She raised her foot to smash it again, this time aiming for the things face, but she miscalculated the undeads strength as it swung out with its good arm and knocked her incoming attack away. She stumbled back, trying hard not to lose her balance and fall on her rump(she did not want to look the part of the fool) as the daywalker got back on its feet, useless arm dangling by sinews.

damage to miniboss: 3
miniboss HP after attack: 5/20 left


doors complete: 0/10  
DraconicFeline rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)
PostPosted: Sun Nov 12, 2017 7:00 pm
Rutaca Spuode
(Keionx Rutace)

Keionx moved in to slam the undead monster with her shield, pushing it away from the group - a good strategy for getting a little breathing room.

She was still going strong, perfectly in her element... even if the space suit was cumbersome and unpleasant.

Still, this is the field of battle in this age. she reminded herself. It would do well to remember that... and, also, to remember her true mission. Information.

Now if only she could do that without being seen by Chiara...


Quote:

HP: 15/20

Damage taken: 2
Damage dealt: 1+1 = 2

Miniboss: 3/20

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: 2, 1 Total: 3 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 7:05 pm
Chiara Moteku
HP: 33;
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
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


Did 3 Damage

Chiara grunted, this thing miiight be a little more than she had antisaped, but that was fine! it was all fine! The thing was dead! The wicked thing was dead! Chiara frowned at the things lifeless corpse, poking it with a stick. She just wanted to make surely sure that it was dead. Nice and dead and not going to do something like sneak up on their team later.  
DraconicFeline rolled 1 8-sided dice: 5 Total: 5 (1-8)
PostPosted: Sun Nov 12, 2017 7:49 pm
VOID  

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Taki-di rolled 1 6-sided dice: 6 Total: 6 (1-6)

Taki-di

PostPosted: Sun Nov 12, 2017 7:52 pm
Nictor Sabbat
HP: 19+6+1=20/20
Damage: 0
In Training: Endurance 0/1 (skill used)
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 3/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 1

Nictor winced away from the rest of his party, watching as they mercilessly slew the creature while he, he hung back. Watched. Felt his hands keep jittering as his face crumpled in distress. He didn’t like this. Any of this. This wasn’t the wonder of the stars or the curiosity and adventure of rediscovering something old and lost. And he knew that wasn’t the main thing he’d be facing, he knew there would be something about this trip that was bad.

He just. He really hadn’t expected it to be murder.

Well he did, at the height of his paranoid musings, but realistically, he’d thought the biggest trouble would be the random teammates and unknown space threats. Which. Was true. It just. This was real and happening and he really wished it wasn’t.

So while the party wiped down their weapons and kicked the corpse to the side, Nictor tried not to think too hand. Breath deep, breath steady, and as the adrenaline dropped, he felt the ache of his body from tension, them remanent tingle from teeth wrapped around arm guards trying to get to flesh. It wasn’t, it wasn’t any worse than every other day, every other time he got himself tangled up in danger. It was the same song and dance and he was alive still.

That would have to be good enough for now.

Breath deep and follow. And he did.
 
Micillia rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 7:59 pm
Chiara Moteku
HP: 33;
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
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


More halls, more walks, more feet shuffling. Yep, the sound of feet. Chiara had metal toes on her shoes, so the tip tap of her walking was almost like a song to the blueblood. It sang, so to speak, like a walk on sunshine, like a nice night, just ripe and waiting for Chiara to kick it with her metal tipped shoes. Now she just needed some zombies to kick, then, well, then life would be just perfect.  

Micillia

Dapper Duck

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

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 8:00 pm
Chiara Moteku
HP: 33;
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
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


6 - You come across some shuffling bodies...!

Chiara cursed and lept back, zombies! Who would have guessed! The drat things were just everywhere! It was awful! She growled and then barked back at her other party members. "God more of the.. the THINGS!" She spat with disgust. Thank god she had helpers to kill these things. To be honest she would rather they just take care of them all, but she had to show Zeylla not Zellya how cool she was.  
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