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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Green Minuet

Greedy Trickster

PostPosted: Tue Nov 14, 2017 8:11 pm


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.
Green Minuet rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Nov 14, 2017 8:21 pm


      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops

Swinging out from the confined quarters of the pod, Kursha rolled to his feet and stretched to his full height. The greenblood had been curled up like a pillbug for the duration of the journey. He reached his arms over his head, and, with a distinct expression of pleasure, leaned from side to side. A cracking sound came from his spine. Much better.

He turned to the others, who were in a similar state of literal decompression. Or not. His gaze flitted to Leeroi. The blueblood could not have been any more eager to get a move on. Kursha coughed into his fist to clear his throat. He placed his hands on his hips. “All right! Listen up, losers.” That got their attention. “This ship is ours. Failure is not an option, so we're gonna move fast. If you don't think you can keep up, let me know right now; I'll book you an express pass back to Alternia.” His gaze temporarily landed on Hifumi. His lips quirked with a smile.

“That's it from me. Take it away, Sergeant!” He gave Elidae a secretive wink.

[ Kursha scouts ahead but not really. ]

Green Minuet

Greedy Trickster

blackbird cake rolled 1 4-sided dice: 2 Total: 2 (1-4)

blackbird cake

Adorable Gekko

PostPosted: Tue Nov 14, 2017 8:42 pm


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


Giving Kursha a big thumbs up, Elidae then puts her hands on her hips and mimics Kursha's stance. "We got this, team! We're the best squad there ever was!!" Elidae smiles and claps her hands together. "Let's stick together and keep an eye out! If we're going to reclaim this ship, gotta work together! This way! :D" Elidae excitedly bounces down the corridor before she finds a closed door. She signals to the others to come follow.
Quote:
{ elidae finds a closed door! }


advances: 1/10
minibosses: 0
zeflamigo rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 14, 2017 8:49 pm


Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
1/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
1/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


If Leeroi wasn't excited to start his last adventure with Tamiya, he definitely wasn't excited to work with Kursha. Elidae, of course, was a different matter. But even her cheerful demeanor wasn't enough to really put any pep in Leeroi's step.

The other woman was interesting. A volunteer adult? Leeroi knew nothing about her. Still, she looked smart enough to help out with this closed door. "Hey, you're a smart type, right?" Leeroi asked, shuffling aside to let the other troll see. "The door looks jammed, but it might be trapped too. Take a look?"

zeflamigo

Interstellar Astronaut

quite uneventful rolled 1 8-sided dice: 5 Total: 5 (1-8)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Tue Nov 14, 2017 9:09 pm


VREMEA EVERAI (HIFUMI LIBOWY)
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Novice Healing Glow Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
1/11 advances
0/2 minibosses defeated


Quote:
popped that lock open, eyyy

      Vremea was unsure as to why she was up here. She had come because she wanted to try her best, to help out, but it was moments like these when she wondered exactly why she had accepted this. Seeing Kursha confirmed just how uncomfortable she was going to be, and the minute she found out she'd be on a team with him? She just about died on the inside. Great. This was perfect. This was basically screaming "find me, I'm a dirty rebel". Thankfully there was the friendly yellowblood she'd met before-- Elidae, was it? Yes, Elidae, from the grating way Kursha said it. Her lips quirked into a nervous, uncomfortable smile. She nodded stiffly, disregarding the greenblood and focusing on the mission. She shuffled behind them, following them to the door--
      Smart type, huh? She hadn't thought of herself that way. The blueblood was someone she'd never seen before-- Interesting. "Well, I c-could try..."

      Could try, yeah right. Vremea knew exactly where to hit. With a flick of her wrist, the yellowblooded adult hit the door in the exact spot needed to unlock it before pursing her lips. "I'm, um, n-not sure about, a-ah, traps though..." She trailed off, crossing her arms and trying focus on looking at Elidae instead her frustration at the very sight of Kursha.
Green Minuet rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Nov 14, 2017 9:16 pm


      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops

“I've got it,” Kursha said near Hifumi's spongeclots. Sometime during the time the yellowblood examined the door, Kursha had crept up behind her. Gently guiding her to one side, he crouched down by the base of the door. He nudged it open a crack, just enough for maybe a finger to slip through. Then he pulled his knife from his belt. Back to the group, he worked at the trap. After a moment, a faint snap resounded from the other side. Nothing happened.

Kursha rose to his feet. “Good catch,” he remarked to Leeroi. However, even as he spoke, he locked eyes with Hifumi. He gave her an all-too-knowing grin. Then he swung back to Elidae. “Ladies first.” Watching the yellowbloods with amusement, he leaned against the wall beside Leeroi.

[ Kursha disarms the trap. ]

Green Minuet

Greedy Trickster

blackbird cake rolled 3 4-sided dice: 1, 1, 3 Total: 5 (3-12)

blackbird cake

Adorable Gekko

PostPosted: Tue Nov 14, 2017 9:27 pm


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


"Wow!!" Elidae said with glittery eyes, watching the two adults work on the door. So Hifumi was super smart! She knew it! Kursha's trapping skills came as little surprise, but it always impressed her. Once it was safe to open, Elidae stepped forward.

"Aww! You're so sweet!" Elidae gave Kursha a bright smile. So considerate! She waited for the doors to slide open. "C'mon, Fumi! I wonder if there's treasURRRAAAHHHH!" Jutting out her arm across Vremea to hold her back, Elidae reached behind to grab her shears and readied herself immediately once the doors opened and revealed the creature inside.

Quote:
{ elidae finds a miniboss! }


advances: 1/10


- - - - - - - - - - - -


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 SHAMBLING, ARMOURED, MUTATED DAYWALKER!!

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

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

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

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

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

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

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


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

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
zeflamigo rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Tue Nov 14, 2017 9:31 pm


Quote:
HP: 17/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Leeroi sneered at Kursha. Didn't he know these places were infested with monsters? Didn't he know that Leeroi was supposed to be the tank? Elidae seemed positive nonetheless. It almost made Leeroi think things wouldn't turn out so bad.

Until, well, they did. Leeroi shoved his way into the room, cocking back his shotgun. Once he cleared his view of Elidae and Vremea, he fired off a powerful shot, knocking the daywalker back. A smile crossed his face. This was way more fun when it wasn't killing gerbils.

DMG: 7
Miniboss HP: 13/20

zeflamigo

Interstellar Astronaut

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

zeflamigo

Interstellar Astronaut

PostPosted: Tue Nov 14, 2017 9:39 pm


Quote:
HP: 17/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
1/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


No way Leeroi was stopping there. He gave a curt warning to the rest of his team. "Stand back." He said, forming a fist and flicking his thumb outward. The hand collapsed off his arm, hanging by a cord. A bright blue light charged inside.

Leeroi fired off the charge, an impressive blast that coated the daywalker in flames. He couldn't help but laugh. The poor thing didn't stand a chance. "Llllladies," He said, stepping to the side and offering to let one of the other trolls finish the job.

Throwing his head over his shoulder with a smarmy smile, Leeroi watched Kursha for a reaction.

DMG: 11hp
Miniboss HP: 2/20
quite uneventful rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)
PostPosted: Tue Nov 14, 2017 9:53 pm


VREMEA EVERAI (HIFUMI LIBOWY)
HP: 40-2 = 38/40
Attack: 1D6 +2(adult + military grade weapon)
Novice Healing Glow Support Style A: 0/1
Heals another troll by half their maximum hp, 1x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
1/11 advances
0/2 minibosses defeated


Quote:
3+1 x2(bc 6 accuracy) = 8 +1 = 9 dmg!
HEALING LEEROI

      This just kept getting creepier and creepier. Vremea was very not okay with Kursha staring at her so intently, and was glad she was choosing not to focus on him. Elidae was so nice, after all. When offered to walk ahead, Vremea knew she could handle whatever was on the other side of that door. A slight feeling of indignant irritation pricked at her. And then Elidae was just okay with it. She followed after the younger yellowblood, mostly out of worry-- But was thankful when the teen held back and watched out for her, stopping and growing tense the minute she heard Elidae's yell. She held back out of courtesy, but her eyebrows lifted the moment she saw Leeroi push past them and begin shooting the shambling creature. He was a good shot.

      And... Part robot? Vremea's eyes widened as the others hand fell off leaving her to stare in shock as the fire engulfed the daywalker and it definitely getting wrecked. The adult blinked, composing herself. "T-that was amazing...!" She exclaimed, patting his shoulder lightly, one of her hands spending a little too long on his shoulder before beginning to glow. A small part of her hoped Kursha was not looking and as an extra precaution, Vremea shifted her body so as to block her healing him from view. She offered him a soft smile. "Y-you did awesome, I-I, I'll try to f-finish up!"

      And with that, Vremea readied her weapon.

      It was a simple scythe, military grade, but Vremea was ready to attack, adjusting her trained wrist and easily slicing at the monster with deadly accuracy. The adult was trained, that much was shown. With a twirl of her scythe, the adult finished off the daywalker before placing the edge of the scythe on the ground and looking back to the others, smiling brightly. "Shall we m-move on?"

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175

Green Minuet

Greedy Trickster

PostPosted: Tue Nov 14, 2017 10:01 pm


      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops

Not having moved from the doorway, Kursha regarded the team's tactics; essentially the two yellowbloods stood back while Leeroi blast the daywalker with an arm cannon. The rifle remained strapped to his back, and his combat knife belted back at his waist. He would make no move to step in unless they needed it. And from the looks of things, the blueblood had it covered. A little reckless though, he noted, taking in the black scorch marks that seared the floor and wall.

All thoughts of Leeroi vanished when Hifumi raised her scythe. The sight sparked a distant memory, a flash of something painted in fire and artillery. So many of his memories slept in warzones. The yellowblood swung. Then just like that the vision disappeared. For a moment, Kursha tangled with his thoughts, trying to chase down the uncanny feeling of familiarity. It had gone without a trace however. He shrugged off the sensation.

“You done?” he asked. Leeroi seemed to expect praise, and whether or not she was aware, Hifumi's compliments only fed into his ego. “We've got plenty left to do. You can celebrate when we take the ship.”

[ Kursha does nothing. ]
blackbird cake rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Nov 14, 2017 10:07 pm


Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: 10)
trinkets: has some, don't remember what they are!


It was a rare moment when Elidae felt envious, and it seemed to catch her somewhat off-guard. Before she could step in herself, Hifumi took lead and finished off the daywalker with a surprising amount of skill for someone who appeared so studious. Not that she made quick judgements like that, but... Elidae kept a tight grip on her scissors, ready to go. Yet she was unneeded. Elidae struggled internally. Wasn't she technically second in command? Though Kursha's method of standing back only suggested he knew the three of them were capable, she couldn't help but to feel a bit useless.

"N-Nice work!" She called to both of them, offering a smile specifically to Leeroi. Leeroi's performance did spark a new kind of interest and she found him very impressive, despite Kursha's clear disinterest. The moment his arm turned into a canon, her eyes lit up in amazement.

"Hm! I'll scout ahead!" She said, noticeably having less pep to her walk and a more serious gait as she stepped around the mutated daywalker to search ahead in the following corridor. She seemed a bit hasty to do something.

Quote:
{ elidae scouts ahead! }


advances: 2/10
minibosses: 1/2

blackbird cake

Adorable Gekko

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

zeflamigo

Interstellar Astronaut

PostPosted: Tue Nov 14, 2017 10:12 pm


Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
1/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


A soft laugh escaped Leeroi. The praise from the yellowbloods was sweet. "Thanks, guys," Leeroi couldn't help but blush at all of the affection. If his head wasn't covered by his spacesuit, he'd probably cover his face.

Kursha, on the other hand, could get ******** for all he cared. With the press of a button, Leeroi's fist retracted to his arm. Sneering at Kursha, he twisted the robot hand, securing it into place. "Some leader," Leeroi mumbled, following after Elidae.

When she returned from scouting, Leeroi was quick to question her. "You doin' okay, Elidae?" Oh, that rhymed. He laughed under his breath.
quite uneventful rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Tue Nov 14, 2017 10:23 pm


VREMEA EVERAI (HIFUMI LIBOWY)
HP: 38/40
Attack: 1D6 +2(adult + military grade weapon)
Novice Healing Glow Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
2/11 advances
1/2 minibosses defeated


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

      The more Kursha put the team down, the less Vremea wanted to be there. Not that she wanted to be there all that much in the first place-- The only thing keeping her around was Elidae. She looks away and rolls her eyes at a time no one was watching, thinking it extremely funny he thought himself so important now. Technically, he was, as an-- What, a Captain? Vremea resisted wrinkling her nose. That just proved the queen was just as smarmy as Kursha was. Not that she doubted it. A quick glance in his direction, and the yellowblooded adult crossed her arms, studying him. He'd definitely grown since she'd last seen him. His eyes had filled out, and he was taller. More scarred. She didn't know if he'd changed, but he didn't seem like he had. She wasn't interested in sticking around long enough to find out, anyways.

      Her attention shifted towards the friendly Leeori and the cheerful Elidae, smile spreading across her face as she shuffled on and followed after her-- In the distance, she saw several shambling figures. She reached out for Elidae, grabbing her arm, almost as if returning the favor. "B-be careful. I see, u-um, several f-figures up ahead."

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Green Minuet rolled 1 4-sided dice: 3 Total: 3 (1-4)

Green Minuet

Greedy Trickster

PostPosted: Tue Nov 14, 2017 10:26 pm


      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops

Taking the rear, Kursha watched the develop between Hifumi and Elidae with interest. He opened his mouth as though to say something, then paused. After a second he closed it again, silent. Hifumi announced the approach of a large throng of daywalkers. From further down the hall, Kursha could hear their groans.

“Alright kiddos, you're up.” Kursha said. “Nine enemies. Go ahead and show me what you got. I have your back.” Despite saying that, the greenblood made no motion to retrieve his gun. Instead, folding his arms stood back and regarded them all with a smug expression.

[ 9 daywalkers appear. ]
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