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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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KitsuneAura


Magical Detective

PostPosted: Tue Nov 14, 2017 5:28 pm
Hero Academy
Squad Commander: Lorata Gorgos
Squad Members: Nucleo Glatte, Amonee Brycer, Static Charge


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  
KitsuneAura rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Tue Nov 14, 2017 5:50 pm
Lorata stepped out of the docking pod first, smiling as she took a look around the cargo bay. Now this was a ship! Much bigger than the swarming vessels and thus much more impressive to work through. The perfect place to test her new squadron against! She looked over at the three of them again, considering. "Make sure to keep up, you three. I'm going to be watching your progress very closely!"

Message sent, she turned and marched onwards through the corridor, stopping only at the sight of a closed door up ahead. She glanced expectantly at the boys.

Quote:
Advance 1: Found a closed door!
 


KitsuneAura


Magical Detective

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

Yamashii

PostPosted: Tue Nov 14, 2017 5:55 pm
Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee inspects the door and discovers it's trapped!
0/16 advances
0/3 minibosses defeated


"Yes, ma'am!" Amonee nodded and trotted behind Lorata. She was just as glamorous as Nucleo had described her to be. It was nice to meet the other trolls that his friend knew. The painter loved to make new connections and what better than meeting through mutual friends? The blueblood with them was a new face and he wondered what kind of person Static would be.

"Something about the door doesn't seem right..." He frowned, noticing it wasn't centered in the frame correctly.
 
Doutei rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Tue Nov 14, 2017 6:02 pm
Quote:
Nucleo is checking what kind of traps

HP:
20/20
Damage:
Military grade weapon: +1
Novice Agility Style B: 1/1
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.

"Whoa hold up! The ceiling's rigged!" Nucleo stuck an arm out to block Amonee from getting any closer to the door. The greenblood wasn't sure how to take care of the problem but wasn't about to let anyone wander blindly into danger! Peering up at the trap he considered sending a clone in to trigger it and continue on but couldn't bring himself to do it. Newcleo deserved better than that.  

Doutei

KitsuneAura rolled 1 8-sided dice: 7 Total: 7 (1-8)


KitsuneAura


Magical Detective

PostPosted: Tue Nov 14, 2017 6:02 pm
"A trap in the ceiling? Let me see." The seadweller moved up alongside Nucleo, following his gaze up to where the better part of the mechanism was visible. She'd been hoping it wasn't trapped at all, but it was clear the greenblood was right. Now all she had to do was remember what her books had said about...Ah, right, she could see it. Going up on her tiptoes, just a bit, she reached up and very carefully removed a pin. Another glance at the whole thing, then she pushed the door open. "I'll teach you that later."

(training academics)
 
Micillia rolled 3 4-sided dice: 1, 4, 4 Total: 9 (3-12)
PostPosted: Tue Nov 14, 2017 6:04 pm
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 ...

Dice 1
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)
Dice 2
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))
Dice 3
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
MINIBOSS STARTING HP: 30/30
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 or second 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 third 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!
 

Micillia

Dapper Duck

Micillia rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)

Micillia

Dapper Duck

PostPosted: Tue Nov 14, 2017 6:09 pm
Static Charge
HP: 18;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


4 Damage Dealt
Boss HP: 26/30

When the jadeblood said that something wasn't right, well, Static definitely had to agree with that. "Talk about not right!" This amagirathium of yuck and gross was definitely not right. Can you disarm that?" The blueblood tried to punch it, and he did make some contact. But he also got a fist full of slime..

It was better than a face full of slime tho.  
Yamashii rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)
PostPosted: Tue Nov 14, 2017 6:15 pm
Quote:
HP: 17/20
Damage: 6
Boss HP: 20/30
Military Grade Weapon
Training Troll Relations

Amonee attacks!
1/16 advances
0/3 minibosses defeated


Amonee couldn't help but shriek in panic at the sight of the angry daywalker running around on fire. That was so dangerous! Not to mention, truly terrifying to watch! He stuck to trashy TV shows and romantic comedies on his screen, not horror movies so he was not prepared for this. Static jumped in and bravely pummeled part of the beast. What a fighter!

"Me too!" The jadeblood held onto his weapon tightly before chasing after the monster and bringing his club down on its neck. Unfortunately, Amonee was too close and some of the fire caught on his suit! He yelped and retreated to try and beat it out.
 

Yamashii

Doutei rolled 2 6-sided dice: 6, 1 Total: 7 (2-12)

Doutei

PostPosted: Tue Nov 14, 2017 6:17 pm
Quote:
HP: 18/20
Damage: 2
Military grade weapon: +1
Novice Agility Style B: 1/1

Boss HP: 18
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.

"Amonee!" Nucleo's eyes widened as his friend caught fire! He wasn't sure how to approach the flaming daywalker but wanted to buy the jadeblood some time to go beat his uniform out. Diving into battle, the greenblood was careful to close in with Static and flank the creature for better maneuverability. Swinging with his fist, the barista found he wasn't afraid with an ally also in close quarters with him. In fact, it was actually kind of fun!  
KitsuneAura rolled 2 6-sided dice: 3, 2 Total: 5 (2-12)
PostPosted: Tue Nov 14, 2017 6:23 pm
Quote:
HP: 17/20
Damage: 2
Military Weapon
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A, Adept Trinket - Def B


Almost immediately after the door slid open, there was a flash of fire. Lorata had expected a fight, of course she had, but she hadn't expected the daywalker to be on fire. Her partisan snapped out to push it back and away as Amonee caught fire, but he seemed to have it more or less under control for the moment so she let him deal with that as she reached up to click a button on her visor.

Quote:
Using Adept Artifact, Offensive A
Boss HP: 16
 


KitsuneAura


Magical Detective

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


KitsuneAura


Magical Detective

PostPosted: Tue Nov 14, 2017 6:27 pm
As soon as the button pressed in, the world lit up with lines of numbers and code. Lorata hadn't had many chances to use her goggles since they'd been upgraded to artifact status, but she was in awe of their computing ability every time. It had only taken a second, and she could already see an opening in the zombie's movement to attack.

using artifact: style A 1d6+1 auto hit on this attack, also removing from max hp count, 3x per battle

Damage: 4-1=3
Boss HP: 13
 
Doutei rolled 4 6-sided dice: 6, 3, 6, 3 Total: 18 (4-24)
PostPosted: Tue Nov 14, 2017 6:28 pm
Quote:
HP: 18/20
Damage: 6 + 3 = 9 - 1 = 8 + 1 = 9
Military grade weapon: +1
Novice Agility Style B: 0/1

Boss HP: 4/30
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.

It was hard for anyone to hit the flaming zombie with it running around like crazy. Perhaps if they had more numbers they could corral it and let someone line up a hit. It seemed a solid enough plan. Summoning up energy from inside himself, Nucleo called forth two clones with a puff of green smoke and hollered.

"Surround it! We'll flank it into position!" The barista shouted loud and clear so the rest of his teammates would understand his intention. Briefly he wondered if the daywalker could still understand him from somewhere deep inside.
 

Doutei

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

Micillia

Dapper Duck

PostPosted: Tue Nov 14, 2017 6:42 pm
Static Charge
HP: 15;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


The two greenbloods were really looking out for each other. It made Static felt a longing for Mahmud. Well, he was gonna watch out for his squad too! The blueblood ran up to the monster, who just at that moment opened his mouth and let out the most foul breath oder Static had ever smelt. He fell back and landed on his butt.  
Yamashii rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Tue Nov 14, 2017 6:45 pm
Quote:
HP: 13/20
Damage: 1
Boss HP: 3/30
Military Grade Weapon
Training Troll Relations

Amonee attacks!
1/16 advances
0/3 minibosses defeated


"No- stay back!" Amonee did not like the flaming monster of pain coming towards him again. He swung his club a few times but failed to land a solid hit on it. On his last and final swing, he managed to smack it off course into a wall and took this opportunity to run and hide behind Nucleo.

"This is a terrifying start!" The jadeblood whimpered into his friend's back.
 

Yamashii

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


KitsuneAura


Magical Detective

PostPosted: Tue Nov 14, 2017 6:53 pm
Quote:
Lorata HP: 14/20
Military Weapon
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (2/3), Adept Trinket - Def B


"Heroes don't run from a fight," Lorata chided, catching a glimpse of Amonee fleeing behind Nucleo. She guessed she could let it slide this time, considering the whole fire thing. Sliding back into a more comfortable stance, she let the zombie come within range again and began a practiced volley of stabs with the point of her partisan, until at last it fell defeated.

Boss HP: DEAD
 
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