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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Yamashii

PostPosted: Wed Nov 15, 2017 12:57 pm


Tomb Raiders
Squad Commander: Flydra Dromen
Squad Members: Scorpa Devile, Lorata Gorgos, Buffel Obille
Ship Class: Pincer


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.
Yamashii rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Wed Nov 15, 2017 1:12 pm


Quote:
HP: 20/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is advancing down a hallway
1/16 advances
0/3 minibosses defeated


"Now, Scorpa, don't let this come off." The ride up to the ship had been mostly uneventful. Flydra exited the pod and did a final check over her teammates. All perfectly healthy looking and she hoped to keep it that way. Pulling some sensors out of her pack, she opened part of Scorpa's suit to stick them on the other girl's upper arms and chest. This would be a great chance to get some readings on her darling super soldier in an actual battle. Once that was complete, she nodded to Lorata and Buffel that they were ready to go.

"This way looks promising." By promising, she meant it looked the cleanest of the available options.

Yamashii

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

tenaciousgadabout

PostPosted: Wed Nov 15, 2017 1:16 pm


Quote:
HP: 20/20
Training in Discipline

Buffel came across some shuffling bodies!
1/16 advances
0/3 minibosses defeated


Buffel had almost considered deserting his pod after he saw who his team was. A siren on their own was fine (except Austri,) but three of them?! Still, he had a job to do and consarn it, he was gonna do it. Scorpa was always on better behavior when there was a goal in mind, and the rest of them seemed to be civil on the surface most of the time (except Austri.)

So Buffel had landed on this derelict ship, just him and the Sirens (except Austri.) He had been getting better at this job, and began taking point as Flydra attended to Scorpa, Prepping his finger-gun. It had malfunctioned on his last ship, but hopefully that wasn't going to be an issue anymore.

Just ahead, he saw faintly in the darkness some familiar shuffling silhouettes. He put his arm up at a right angle, a balled fist raised to signify a held position.

”Hold, we got company up ahead.”
KitsuneAura rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Wed Nov 15, 2017 1:19 pm


How many zombies are there? 12

As Flydra went to work putting sensors on Scorpa, Lorata took the moment to stretch, only idly glancing around the cargo bay. Honestly, they really didn't seem to account for her height in these pods. She'd have to have words with someone about that. She followed along behind as the others moved on, content to let Flydra lead her mission, and was completely unsurprised when undead made their first appearance. "Twelve this time. Scorpa?"


KitsuneAura


Magical Detective

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

Doutei

PostPosted: Wed Nov 15, 2017 1:21 pm


Quote:
HP: 20/20
Damage: 6 + 1 = 7
Military grade weapon: +1

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style B (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"Okay Flydra!" Scorpa nodded, holding still until her moirail was finished. She didn't mind the extra hassle, it was nice to be fussed over. Plus it was fun to think of what metrics she'd hit! The yellowblood couldn't wait to show her stuff and hear how great she'd been when they returned! Following the group, Scorpa let Flydra lead. Her chest swelled with pride at the tealblood leading a mission. Soon everyone else would see how great the scientists was. Lorata stopped and turned to her and the yellowblood perked up at her words.

"On it!" Scorpa grinned from behind Lorata. Stepping forth she unsheathed her blade and unleashed hell!
Yamashii rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Wed Nov 15, 2017 1:25 pm


Quote:
HP: 19/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is punching zombos
using novice leadership to auto hit 3

zombies left: 1
zombies destroyed: 4
1/16 advances
0/3 minibosses defeated


"Fascinating..." The daywalkers shuffled about like trolls in a daze, chasing after the band of heroes. She took note of which ones were more decayed and broken than others. At what point did they completely die and go motionless? How much damaged did it take? She wanted to take samples and even bring a subject back with her but unfortunately she was not prepared to do so. The tealblood opted instead to follow up Scorpa's attack and unleashed a series of thrown knives and needles to stab zombies to the wall or cut some of them down. Her usual methods of toxins would have little effect on a creature already dead but she had come in knowing this and planning for it.

"One left. Buffel, please-" She glanced to the yellowblood. Lorata could easily dispatch of the creature but she wanted to see this new gun arm in action.

Yamashii

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

tenaciousgadabout

PostPosted: Wed Nov 15, 2017 1:39 pm


Quote:
HP: 19/20
Training in Discipline

Buffel fires his finger-gun and hits!
Miscreants left: 0
Miscreants wrangled: 1
1/16 advances
0/3 minibosses defeated


”Already on it, Ms. Dromen.”

Buffel's confident voice did nothing to betray how desperately he hoped his arm wouldn't mess up this time. Firing off two shots in quick succession, both hitting the final corpse, stopping it in its tracks. He chuckled and pantomimed blowing the smoke from his finger confidently. Figuring this was probably the best luck he'd have all mission, he chose the moment to present himself in the best light he could to Lorata, as she was the one Siren he'd never formally met before. He extended his organic hand towards her.

”Also I don't believe we've exchanged pleasantries, Ms. Gorgos. The sirens have said many a fine thing about ya, it's certainly a pleasure.”

KitsuneAura rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Wed Nov 15, 2017 1:40 pm


Lorata clapped delightedly as the last of the zombies fell. She always did love to see the other Sirens in action, and they just seemed to get better with every fight! Buffel hadn't done too bad a job either, she decided with a curious glance at his arm. Maybe her attention had been obvious, because the yellowblood took that moment to turn and extend his real hand towards her.

"Of course," she said pleasantly, reaching out to shake his hand. "I've heard so much about you as well." There was a hint of amusement to her smile that left it a little uncertain what exactly she'd heard. "Let's move along, shall we?"


Lorata picks the next corridor!


KitsuneAura


Magical Detective

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

Doutei

PostPosted: Wed Nov 15, 2017 1:54 pm


Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style B (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

Scorpa sweated a little. As the others talked about what they'd heard about each other she realized she wasn't sure what she'd said about Buffel versus Garand to Lorata. She knew she'd said loads of stuff about Pan. Say where was Pan? Wait if Pan wasn't here that made him... Garand, right? Ooooh it was so confusing!

"Oh! More zombs!" The Lieutenant brightened. It was a welcome break from the headache brewing. It didn't take much thought to swing into action and kick some a**!
Yamashii rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Wed Nov 15, 2017 1:57 pm


Quote:
HP: 19/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is counting zombs
18 zombs!
2/16 advances
0/3 minibosses defeated


"There are so many specimens, this is wonderful." Flydra clapped her hands to her mouth in excitement, although her voice was soft as usual. She looked to Buffel and pointed at the massive horde of daywalkers approaching. His finger guns had been great last time, it was time to see how well they performed at rapid fire across several enemies. If they failed, perhaps she could use that as reason to replace some of the technology with her own brand...

"Show me again. How many can you hit?" If he failed to take them all out, Lorata and Scorpa could smash through several of the zombies together. Flydra praised her friends but also expected a lot from them. She knew they were capable of miracles.

Yamashii

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

tenaciousgadabout

PostPosted: Wed Nov 15, 2017 1:59 pm


Quote:
HP: 18/20
Training in Discipline

Buffel fires his finger-gun and misses!
Miscreants left: 18
Miscreants wrangled: 0
2/16 advances
0/3 minibosses defeated


Buffel nodded toward Flydra and pointed again at the oncoming horde. He fired and heard a loud familiar sound, but not the noe he was hoping for.

~k-tchnk!~

”Aw hell, not again! C'mon ya damn nag! Work for me will ya please!?”
He looked down the barrel of his pointer finger and found the same issue as last time had occured. The bullet was lodged halfway into the chamber and refused to budge. He smacked it with his space-suit covered hand as hard as he could muster, but it wasn't coming loose. Fly's gonna cut this thing right off the second we're back on land, ain't she...


KitsuneAura rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)
PostPosted: Wed Nov 15, 2017 2:02 pm


Quote:
Lorata HP: 19/20
Military Weapon
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Def B (2/2)


Lorata watched just as expectantly, waiting to see just what Buffel was capable of with that arm. He pointed and...click. The seadweller's eyebrows lifted. She shook her head as he tried to unjam it. Honestly. "You may want to invest in a back-up. Heroes have to be prepared!" Thankfully, this corridor was more than wide enough for her to show off a little with her partisan. Inspiring lowbloods to do better was a necessity, after all.

Damage: 6
using novice leadership to autokill 3+2 for Scorpa and Flydra

Killed 11 zombies! 7 remain!


KitsuneAura


Magical Detective

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

Doutei

PostPosted: Wed Nov 15, 2017 2:06 pm


Quote:
HP: 18/20
Damage: 0
Military grade weapon: +1

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style B (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

He raised his mighty finger with such vigor and strength! Only for a pathetic crunching sound followed by a flushed face.

"Ahaha! Omgog!" Scorpa cracked up, clutching her bilesack it hurt from laughing so hard. She raised her own pointer finger at the zombies to mimic him.

"Bang." Scorpa said with a serious face before dissolving into more giggles, completely distracted from the battle before them.
Yamashii rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Wed Nov 15, 2017 2:11 pm


Quote:
HP: 18/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is punching zoomies
Remaining zomb: 3
Destroyed zomb: 4
2/16 advances
0/3 minibosses defeated


Flydra shifted from side to side, trying to line up a good shot from the back lines. She knew Scorpa could survive a hit if she accidentally grazed the yellowblood as she had been built tough. But she still wanted to avoid it if possible. Buffel struggled with his prosthetic and started slapping it and Flydra frowned. If it kept jamming, it probably needed a proper cleaning. Or removal.

"Get serious, you two! Watch Lorata!" Scorpa's joking was cute but they needed to focus. Too much was riding on them performing well. If they handled enough ships, it might catch the attention of the upper officers and help promote the Sirens further up the chain. Flydra huffed, falling into formation with her dearest princess. The seadweller was grace, strength and discipline all in one. The tealblood covered the girl's blind spots, shooting down monsters in the way. It was always a treat to fight with Lorata. She felt like she learned so much from her!

Yamashii

tenaciousgadabout rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)

tenaciousgadabout

PostPosted: Wed Nov 15, 2017 2:15 pm


Quote:
HP: 18/20
Training in Discipline

Buffel fires his finger-gun and misses!
Miscreants left: 18
Miscreants wrangled: 0
2/16 advances
0/3 minibosses defeated


Buffel continued smacking his arm, trying to dislodge the bullet. He sneered at Scorpa's mockery as he bent his finger this way and that trying to dislodge it.

”Not helping, Scorpa! You've hit as many as I have so far!”

He held up just his robotic pointer finger before pulling it, disconnecting it from the ball joint that maneuvered it so it fell and hung limply, with a firm count of "0" showing on his hand for both of their absent kills. That'll learn 'er.
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