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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Doutei

PostPosted: Sun Nov 12, 2017 7:34 pm


Squad Commander: Frossa Fyrste, Squad Members: Nucleo Glatte, Amonee Brycer, Mahmud Seshat

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.
melona-pan rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sun Nov 12, 2017 7:52 pm


Frossa hadn't particularly planned on actually going into space- she was more of the influential, motivational type. She was here to inspire, not perspire.

Still, she found herself unable to reject an request from Amonee to take on a ship with him and Nucleo. The draw of being able to dangle her status over Nucleo, still raw from her Superstar title, was far too tantalizing.

There was a fourth in their squad, Mahmud. Judgement yet to be passed. Frossa kept him in the corner of her eyes.

"This should be a breeze~" Frossa stretched her arms into the air, weapon in hand. "With me here, you've got nothing to worry about!" Smile breaking out into her face as they turned a corner and came to an abrupt stop at a locked door, she struck a pose. "See! Look. We already found something interesting~!"


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

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

melona-pan
Crew

Cute Cultist

Yamashii rolled 1 4-sided dice: 2 Total: 2 (1-4)

Yamashii

PostPosted: Sun Nov 12, 2017 7:59 pm


Quote:
HP: 20/20
Military Grade Weapon

Amonee checks the door out to discover it's trapped!


He couldn't be happier! Amonee was on an expedition with his idol to travel the stars together. He also had his dear friend Nucleo and a cute fluffy newcomer with him as well. It was a little scary to explore ships crawling with daywalkers but at the same time, he dealt with such creatures on a daily basis really. It was the fact that he couldn't run for the hills like normal that bothered him. But Frossa's enthusiasm had his mood high and his anxiety low.

"I'll get it for you!" She was a lady. It was his job to open doors and wait on her every desire. Amonee pulled at the knob and frowned as there was an audible click. Something wasn't right. What was going on? He looked over his shoulder nervously at the rest of the group.

"Umm..."
penemueIntuition rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 8:38 pm


        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!



        Mahmud was nervous. Okay a little more than nervous; Anxious was more like it, Not only was he in the presence of a gogdamned celebrity, there were two other strangers that seemed to know each other well. Truly, he was trying not to allow his awkward self shine through... but it was so hard. Instead, he tried hard to take in his environment to tell his friends who may need it, looking around the spaceship in awe and annoyance.

        Great. He was in space, and couldn't even get over his nerves enough to acknowledge how freaking cool this was.

        For the most part, Mahmud remained quiet during Frossa's showboating, giving a little nod of acknowledgement while rubbing his arm. Mahmud watched another, smaller troll go to the door and try it out. Little guy seemed very eager to please, this would be good to note... and to be honest, given how Frossa acted so far... he was a little worried for... Amonee, was it?

        "Mmm?" he hummed when Amonee hesitated at the door. "Oh. Um..." Well... uh... someone had to do something here, right? Scratching at his arm, Mahmud walked up to the door, looked to Frossa, then Nucleo, then finally Amonee.

        "Step back, please."

        As his brain screamed about whether or not that was polite enough, his hand instinctively grabbed the handle and opened the door a crack, just a crack,
        and a piercing siren cut through the otherwise stillness of the ship, causing Mahmud to quickly let go of the handle and cover the sides of his head. "Ack!" A foot still propped open the door, and he looked to the others,
        a combination of annoyed and afraid. "Welp, Any thoughts, suggestions?
        Would be appreciated."


        Yes he was in space, and couldn't even get over his nerves enough to be chill for a gogdamn moment.


penemueIntuition


Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
Doutei rolled 1 6-sided dice: 2 Total: 2 (1-6)

Doutei

PostPosted: Sun Nov 12, 2017 9:31 pm


Quote:
HP: 20/20
Military Grade Weapon

"I suggest we run!" An alarm meant only one thing. Someone, or something, was bound to come check what had triggered it. If what he'd been told was true, there really were zombies out here, then they needed to try and put some distance between them fast. Grabbing Amonee and Frossa's hands, the greenblood tried to drag them down the hallways with him, assuming the orangeblood would follow along. He didn't want anything to happen to these people!

If he left her alone she was only bound to get into more trouble. One day it might be too much for the purpleblood... she had too much pride to admit it herself so he'd be the one to drag her out of it!
melona-pan rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 9:51 pm


It didn't go unnoticed that it seemed to be Nucleo's instinct to grab her as well as Amonee. Interesting.

"And where exactly do you think we're retreating to?" At first Frossa allowed herself to be dragged along by Nucleo, stifling a giggle as they fled. So jumpy! Where was that confidence?

"We could be running towards a threat," she said pointedly, throwing a glance over her shoulder to check their flank. And that Madmud was following, she supposed. It wouldn't look very good on her record if someone died under her watch.

As the group turned a corner, they screeched to a halt- met by a dozen rotting daywalkers.

"See!?" Frossa wrenched herself away from Nucleo in order to make a giant, arcing point towards the lumbering zombies.

melona-pan
Crew

Cute Cultist

melona-pan rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)

melona-pan
Crew

Cute Cultist

PostPosted: Sun Nov 12, 2017 9:53 pm


Frossa's arm dropped to her side. With an audible click, a button was pressed on the handle of her flail. The spiked ball dropped to the floor with a heavy thunk, before Frossa reeled in the chain enough to give it some tension. She plucked at the chain, smiling.

"You ought to take orders from your lieutenant instead acting on instinct like some animal, Nucleo! There's a purpose for a chain of command." The zombies continued to lumber towards the group. "But I suppose, this is a learning experience for all of us. Now please, stand back to give me some room. And that's an order!"

Frossa whipped around in a flurry of motion, smashing her flail into the sides of each hall. The spikes made quick work of the daywalkers rotting limbs, but more crucially, the chains tripped up the first wave of bodies. The proceeding waves tumbled over them, making critical hits that much more easier.

"I told you, with me here you've got nothing to worry about~!"

ZOMBIES: 12
Frossa kills 11 Zomboos (5dmg + 1dmg + 5 autokill)
Zombers left over: 1

Quote:
HP: 19/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Novice Troll Relations

2/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
2/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)
Yamashii rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Sun Nov 12, 2017 10:27 pm


Quote:
HP: 19/20
Military Grade Weapon

Amonee kills the last zombie


"Frossa, you're amazing!" As soon as the daywalkers had appeared, the purpleblooded princess had destroyed all but one of them. Amonee held Nucleo's hand as they watched in amazement. She was strong. She was glory. She was perfect. He actually shed a tear at the spectacle. The jadeblood was not supposed to support violence as part of his participation in the Lightseekers but he didn't think it applied to raging zombies that were out to kill them.

"Frossa, look out!" The last daywalker shuffled towards the short girl and reached towards her springy curls. Amonee shrieked and brought his club down on the filthy monster's head, bonking it down to the floor where it lay motionless.

"Phew. Where's Mahmud?" Now that they were all safe again, he had to make sure nobody had been left behind!

Yamashii

penemueIntuition rolled 1 6-sided dice: 2 Total: 2 (1-6)


penemueIntuition


Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Sun Nov 12, 2017 11:05 pm


        Mahmud Seshat: 19/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!



        Loud sirens continued to pierce the ship as the other three-- HEY.

        "WAIT!" Mahmud stammered out, in a bit too much shock from being left behind to respond right away. What the hell?! Nucleo just grabbed the other two and RAN LEAVING HIM BEHIND, OH GOG DAMN THIS GROUP...

        "Wait up!" Confidence truly in the toilet now, he ran after the other three trolls, who had pulled up far ahead of him. By the time he reached them, he was a panting mess, hand on his knees. "Guys come on... That... woah." Holy s**t. There was a huge pile of dead bodies surrounding them, and if Mahmud had so much as eaten earlier that night he would have likely lost his lunch. Fighting. Nobody said nothing about fighting folks, did they? ********, he was screwed. "Thats... a lot of... hey!"

        Out of the corner of his eye, he saw a slowly shambling shape approach. Instinctively, Mahmud pulled closer to the group again and pointed at them. "You guys... I'm not seeing things, right?"
Doutei rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 11:08 pm


Quote:
HP: 19/20
Military Grade Weapon

With her around he had more reason to worry, Nucleo grumbled internally. He was annoyed at the scolding but glad no one had gotten seriously injured. Following the purpleblood as she all but skipped down the hall, the greenblood tried not to stew out loud. He knew she would love the chance to scold him again for whining.

"Alright, time to prove it. Twelve o' clock." The greenblood slowed as more zombies came into view before them. Irritated at her behavior before, he couldn't help but let a little snark through as he made no move to draw his fists up to fight. If she wanted him to believe it she'd have to prove it.

Again.

Doutei

melona-pan rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)

melona-pan
Crew

Cute Cultist

PostPosted: Sun Nov 12, 2017 11:13 pm



"Prove it? No no, darling, wrong attitude. This is educational for you! Please do take notes!" Frossa giggled, stretching up to give Nucleo a pap on the nose. "Any chance to help strengthen my squadron is simply one I must take."

And again, as the next wave of zombies shambled towards them, she was good on her word. Using the balled head of her flai las an anchor, she repeating the same tactic of tripping up the vacuous daywalkers with her weapon's extendable chain. Frossa darted in towards the tumbled corpses, retracting her flail, delivering decisive blows to their skulls.

She drew back, wiping a spray of coagulated blood from her cheek. Her nose scrunched in disgust. "Ick."


ZOMBIES: 12
Frossa kills 11 Zomboos (5dmg + 1dmg + 5 autokill)
Zombers left over: 1

Quote:
HP: 18/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Novice Troll Relations

2/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
2/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)
Yamashii rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)
PostPosted: Sun Nov 12, 2017 11:29 pm


Quote:
HP: 18/20
Military Grade Weapon

Amonee kills last zomb again


This was starting to be a lot more zombies than Amonee had anticipated. When Hemera had told them they'd be encountering daywalkers on the ships, he had thought they'd find five or six at a time. But a whole dozen of them around every corner was incredibly concerning. Just how many more of them were on such a small ship?!

"Yeeek! Stay away!" One zombie remained after Frossa's latest performance slaying the horde. He swung his club at the creature and basically scored a home run.

He took a moment to breath and glanced to see if Mahmud was alright. Nucleo was clearly in a foul mood and likely needed some time to brood.

"Are you holding up okay?"

Yamashii

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


penemueIntuition


Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Sun Nov 12, 2017 11:36 pm


        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!



        Was there off this crazy ship? Because at this rate Mahmud was about three thousand percent done with everything. Apparently the celebrity and the pretty boy were freaking slaughter machines, and it was obvious that he would have to use brains instead of brawn to make it in this group.

        "I'm gonna find the off switch!" on that note he began to shuffle around the area, trying desperately to find something, anything, that would stop the assault.
Doutei rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 12, 2017 11:46 pm


Quote:
3 zombies approach!

Quote:
HP: 18/20
Military Grade Weapon

"Oh look more zombies." Nucleo sighed. Frossa's little jabs and remarks were doing wonders for his mood. Amonee was trying to keep the mood light and Nucleo appreciated the effort but... the way the jadeblood was fawning over her was making him mad. He knew he shouldn't be, Amonee was very obvious about his adoration of the purpleblood and normally it was something he could handle. But they were in a dangerous mission right now, it wasn't the time for this!

The greenblood had been so worried about protecting his friends and was already finding himself desensitized to the zombies now. Maybe that was the point Frossa was trying to make. He stepped out of the way to let her do her magic again so he could 'take notes' or whatever it was she wanted.

As he watched with the alarm blaring in his ears, he wondered if it was warning him about the zombies... or her.

Doutei

melona-pan rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)

melona-pan
Crew

Cute Cultist

PostPosted: Sun Nov 12, 2017 11:51 pm


A few scraggler zombies left over. What a breeze!

"Oh, stop over reacting~" Frossa sang over to Nucleo, stepping past him. The more his mood soured, the more she seemed to glow. Especially under Amonee's unabashed praise. Raising her weapon, she swiftly made waste of the daywalkers.

Frossa was a little irritated no one had offered her a handkerchief. The low hatched could be so uncultured.


3 zombos? haha
autokill 5
(zombie wave 3)

Quote:
HP: 17/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Novice Troll Relations

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

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