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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Mon Nov 13, 2017 3:57 pm
Pincer 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 1d6 and advance through the ship:
If you have rolled on this and/or the alarms advance table 15 times, on the 16th time DO NOT ROLL, instead look at the spoiler below.
If an alarm is going off, you must use the table for it further down, NOT this table.
1 - You advance through the ship ...
2 - You find a closed door.
3 - You advance through the ship ...
4 - You advance through the ship ...
5 - You find a closed door.
6 - You advance through the ship ...
16th 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 15 times, on the 16th time DO NOT ROLL, instead look at the spoiler under the regular advance table.

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

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

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

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

If you have successfully unlocked and entered the door, and/or survived any/all traps attached:
Roll 3d4 and post the following code into the resulting post.
[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
[size=18][b]You have encountered a ... [/b]
[/size]
[b]Dice 1[/b]
1. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
[b]Dice 2[/b]
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
[b]Dice 3[/b]
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
[size=18][b]MINIBOSS STARTING HP: 30/30[/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 or second 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 third 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 1d6 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  
DraconicFeline rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Mon Nov 13, 2017 4:00 pm
Cpl. Psykgi Mentha

When she'd put herself up for another mission, she had been hoping to go with Leeroi again - Lets win more, together... - but she knew she was very likely to get a bunch of volunteers.

Redblood and all.

But, it turned out, one of those volunteers was Chiara of all people! What luck - still that meant she would have to restrain herself from bossing the blueblood around (she outranked them, imagine that!) But the other one...

Fair game.

"Hello, hello! Lets get going, shall we? Don't want to linger too long, haha!" she said, starting on ahead...

Quote:

20/20 hp

Damage Dealt: +1 to damage
Damage Taken:

Military Weapon: +1 to damage

Roach Brooch (Adept Artifact Defense B) (2/2 Uses, nullify the damage from the last hit)
Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)
Zap Grenade/Drones (Adept Trinket Offense B)(Uses: 2/2 Charges: 2/3, 2d6 Deal double damage on this attack, 1 ongoing damage for all turns after. The ongoing damage from these stack.)

In training: Troll Relations
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
DraconicFeline rolled 1 6-sided dice: 4 Total: 4 (1-6)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Mon Nov 13, 2017 4:03 pm
Cpl. Psykgi Mentha

"Looks like we have a straight shot here!" she commented, pleased, "And... Oh my gosh, come on in, I don't think anyone wants to miss this!"

Treasure?

Already?

Oh heck yes!

And there was probably plenty to share (though it was technically all the queen's) so why not wait for them? In case, of course, there were traps...  
artificial bones generated a random number between 2 and 19 ... 19!
PostPosted: Mon Nov 13, 2017 4:06 pm
Alibii Vesmin (Zeylla Crypsi)
HP 20/20
YTMA Strengh in Training
ATTACK N/A

Zeylla shuffled through the junk the room, her eyes straining as she searched for anything of use. She could hear the other two trolls digging their their own piles of random clutter, but in the end it was Zeylla herself who found something of use.

Maybe, she wasn't sure, since it looked to be nothing but a tape with 'security footage' written across its front. Still, it might be something. Hopefully interesting at least.

"I think I found something," she called out, waving the tape above her head.

doors complete: 0/15  

artificial bones

Sexy Goat

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

Micillia

Dapper Duck

PostPosted: Mon Nov 13, 2017 4:19 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
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


Chiara had her eyebrows raised, and her plumpbiscuit stopped. Psy was being, well, a really cool leader. Chiara had lead trolls right into zombie hordes, and here was Psykgi just leading the way smooth and easy, no zombies, no trouble at all. "Psykgi," Chiara started, catching up with their team leader. "Nice." The blueblood said simply, and gave her a thumbs up. It was a little hard to see in a space suit.  
Micillia rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Mon Nov 13, 2017 4:19 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
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


Chiara grinned at Zeylla. "Nice going there!" She said, patting the girl on the back somewhat hard. "Hey, whats your name again?" Chiara asked, a mischievous grin on her face. She shrugged hopelessly, "Sorry im just not one of those trolls that are good with names!" The blueblood leaned in and grabbed the girl in a half hug, "I wolnt forget this time, promise!"  

Micillia

Dapper Duck

Micillia rolled 1 6-sided dice: 3 Total: 3 (1-6)

Micillia

Dapper Duck

PostPosted: Mon Nov 13, 2017 4:20 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
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


9 zombies!
If you are training in your skill: You automatically kill one daywalker a turn!

Chiara was busy doing her best to make Zeylla uncomfortable, and at the same time try to impress Psykgi. This was a good group, in the bluebloods opinion. All was going just dandy and well, Chiara almost forgot that the place was dangerous, when, of course, they fell upon a bunch of zombies...  
artificial bones rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Mon Nov 13, 2017 4:22 pm
Alibii Vesmin (Zeylla Crypsi)
HP 20/20
YTMA Strengh in Training
ATTACK MISS

Zombies killed: 0
Number of Zombies left: 9


"Are all bluebloods so forgetful? It's Alibii, and I won't repeat myself again," Zeylla replied with a roll of her eyes, before giving Chiara a look that said 'not funny'. She would have said more, because snarking was a hobby of hers, but they had run into some undead, which stopped her sass in it's tracks.

Also she would have probably actually hit a zombie if she wasn't still giving the blueblood looks that said 'do not blow this for me'. She didn't know their redblood leader, but she was military, and if she found out Zeylla was in disguise(which was unlikely, but STILL) it would not bode well for the greyblood.

Which would mean it wouldn't bode well for Chiara either, she would make sure of that.

doors complete: 0/15  

artificial bones

Sexy Goat

DraconicFeline rolled 2 6-sided dice: 4, 4 Total: 8 (2-12)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Mon Nov 13, 2017 4:24 pm
Cpl. Psykgi Mentha

Always nice to get approval from Chiara and... oooo, what did they get? Something Interesting... a video?

"Lets get this copied - Gog knows whether it'll still work, but we don't want to break it on the first go!"

Of course not.

Volunteers weren't supposed to handle the military equipment, but Psykgi would have made an exception... if she hadn't learned a thing or two about tech from being around Leeroi.

"I'll get that started. Chiara - could you look down the next hallway?" she gave her a smirk and a slight nod - it was probably hard to tell in the space suit, but she was sort of hoping for a... private preview of whatever was there.

It was information. It could be something. And she knew they both liked that.

...

Daywalkers. Chiara had found daywalkers. Well, that wasn't too bad.

"At least its not a hoarde of undead gerbils, hmm?" she said cheerily, hacking away with her axe... and immediately regretting it. Had she just jinxed them?

Quote:

19/20 hp

Damage Dealt: 4+1 = 5
Damage Taken: 1

4/9 Zombies

Military Weapon: +1 to damage

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

In training: Troll Relations

Advancement: 2/16
Minibosses: 0/3
 
Micillia rolled 2 6-sided dice: 1, 2 Total: 3 (2-12)
PostPosted: Mon Nov 13, 2017 4:25 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
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


Chiara blamed it on Psykgi, all Psykgi's fault. She had obviously missed because the redblood had been being awesome. She tried to hide it. Zeylla was cool, smooth, and Chiara had to up-smooth the other girl. Blushing all over the place, even with completely rational redblood girls being amazing, was not exactly aloof and smooth. The blueblood tried to compose herself enough to swing her weapon. Tried.

3 daywalkers remain  

Micillia

Dapper Duck

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

artificial bones

Sexy Goat

PostPosted: Mon Nov 13, 2017 4:53 pm
Alibii Vesmin (Zeylla Crypsi)
HP 19/20 - 1 = 18/20
YTMA Strengh in Training
ATTACK N/A

Zeylla couldn't help but chuckle as Chiara managed to miss most of her targets. The flush of blue across the adults face pleased Zeylla, as it was usually Chiara who made her flustered. It was nice to see the rolls reversed, even if Zeylla wasn't the reason for her blush.

Of course, her own face soon turned a soft shade of blue(which wasn't visible too well in the dim lighting and through her helmet) as she completely missed the zombies she had charged at.

How? She would later blame that on Chiara distracting her, if anyone asked.

doors complete: 0/15  
DraconicFeline rolled 2 6-sided dice: 3, 6 Total: 9 (2-12)
PostPosted: Mon Nov 13, 2017 4:55 pm
Psy wasn't intending to be impressive, honestly. It was just - this wasn't much at all, not compared to the culling class. These were just daywalkers.

Chiara was doing all right, but the other one... The target is the other way... she thought, as she chopped daywalkers into bits.

"Well." she said, considering her options. She decided to smile and be an a**.

"Maybe temper your enthusiasm, volunteer...?" she gave them space to offer up their name. "Put it into scouting ahead, would you?"

And that meant they'd be the first to get nommed - great leadership.

Quote:

18/20 hp

Damage Dealt: 6+1 = 7
Damage Taken: 1

0/9 Zombies

Military Weapon: +1 to damage

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

In training: Troll Relations

Advancement: 2/16
Minibosses: 0/3
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
artificial bones rolled 1 6-sided dice: 5 Total: 5 (1-6)

artificial bones

Sexy Goat

PostPosted: Mon Nov 13, 2017 4:59 pm
Alibii Vesmin (Zeylla Crypsi)
HP 18/20
YTMA Strengh in Training
ATTACK N/A

Zeylla wanted to shoot a nasty glare at the redblood, but stopped herself because it would do no good to upset a military troll. Instead she grumbled to herself and replied with a curt, "It's Alibii," and a slightly sarcastic, "Yes ma'am," before leading them down a hall.

Down a hall....to a closed door.

Damn it.

doors complete: 2/15  
artificial bones rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Mon Nov 13, 2017 5:01 pm
Alibii Vesmin (Zeylla Crypsi)
HP 18/20
YTMA Strengh in Training
ATTACK N/A

Zeylla stared at the door. She glared at the door, and then she went to open it and got the worst sense of 'something bads going to happen' and stopped. She wasn't confident about this at all, but she also didn't want to ask someone else to open it.

Maybe if she just stood there, one of the other two would take action. She really just didn't feel good about what was behind that door.

doors complete: 2/15  

artificial bones

Sexy Goat

Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)

Micillia

Dapper Duck

PostPosted: Mon Nov 13, 2017 5:05 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
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


- The door is lined with miniscule nozzles that will shoot a corrosive, poisonous mist as the door opens, dealing 1d6(rolled individually) damage to all party members!

Chiara put a hand on her hip as Zeylla hesitated and took her time opening the door. She was getting annoyed, obviously this was Zeylla's way of screaming for help. She stepped forward and put a soft hand on the other girl's shoulder. "Hey, its okay Alibii, ill get this one." Chiara said, her voice soft and friendly. Her eyes were daggers tho, daggers of superiority. Then the blueblood took her shoulder and shoved.

Of course the room was trapped tho.  
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Offplanet RP

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