Welcome to Gaia! ::

Hivestuck

Back to Guilds

Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

Reply Offplanet RP
=>[META] The Spiteful Vexation of the Empress (Team Rocket) Goto Page: 1 2 3 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Taki-di

PostPosted: Fri Nov 17, 2017 4:23 pm


Team:
Leader - Sarcel Cincil
Rutaca Spuode (Keinox Rutace)
Buffel Obille
Nictor Sabbat

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.
Melancholies rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Nov 17, 2017 4:27 pm


Quote:
4 - You advance through the ship ...


    She wondered if the unsettling sensation of rocketing through space would ever get old. Maybe in time as she advanced her career.

    Sarcel took the time to assess her group again; Obille was a familiar and welcomed face. The other two were lowbloods, but she had faith they would keep up. Hopefully. The lot of them were volunteers, but they wouldn't volunteer without due cause and resolve, right? Right.

    "It's good to be working alongside you again Obille." She addressed him personally. "You two, since we're not familiar, I'm Lieutenant Cincil. I would prefer it if you addressed me as such." Her tone was calm, relaxed, ready. "Sir works just as well. I understand none of you are enrolled in the military, but I appreciate the formalities. I'm not anticipating any trouble on this ship, but remain cautious all the same."

    The doors opened up to a familiar setting.

    "Let's go."

    Quote:
    HP: 40/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Leadership training...

Melancholies

Springtime Teenager

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Fri Nov 17, 2017 4:33 pm


Rutaca Spuode
(Keionx Rutace)

Keionx knew only the young yellowblood - and he was a source of concern? Why was he on this ship? Was he going to be all right?

Well, of course he would - she was here - but she was still very aware of how she may well need to protect him...

She listened to the blueblood, feeling an odd pang of nostalgia. And something that wasn't quite regret -- answering the call of a commander had almost been her life. Her 'commander' was at least still a part of her story (the thought lightened her mood a little) but all the same...

This is how things could have been.

"Understood. Sir." she said carefully, "Rutaca Spuode at your service."

I must appear innoccuous. she reminded herself, I must build up Rutaca's story...

But she also needed to survive -- and there was movement ahead.

Quote:

HP: 20/20

Damage taken: -
Damage dealt: -

Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---
tenaciousgadabout rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Fri Nov 17, 2017 4:40 pm


Quote:
HP: 20/20
Training in Discipline

Buffel counts for Zombies!!

9 Zombies

1/10 advances
0/2 minibosses defeated



”Happy to be working alongside you as well, Sir.”

Buffel was genuinely excited to be back under Sarcel's command. The blueblood had fast become a hero of his with her ruthless slaughtering of the undead. He hoped now that Flydra had upgraded his arm a bit he could prove himself to her more than he had last time.

Looking over at the other volunteers, he took steps to introduce himself. ”Howdy folks, I'm Buffel Obille. I've worked with our fearless leader here before, and y'all are in for a treat." He boasted his praises loudly over his mic. ”The Lieutenant just happens to be the scrappiest fighter this side o' the atmosphere, you'll see soon enough!”

He moved forward, taking in his new squadmates. The orangeblood seemed more than capable, and the fellow yellowblood reminded him of Nahori in some ways. He had a good feeling about this squad.

tenaciousgadabout

Melancholies rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)

Melancholies

Springtime Teenager

PostPosted: Fri Nov 17, 2017 4:46 pm


Quote:
1/9 Day Walkers
Leadership training -1 zombie per turn auto
1/10 advances...


    Sarcel offered a small, but wry smile. "Well, if you're going to be setting expectations for myself, I suppose I need to make sure I live up to them."

    The smile faded quickly as the sound of movement.

    "Doesn't take long." Her hand slammed two bullets into the chamber of her wrist-mounted shotgun, "Spuode, cover me!" The orangeblood looked like a capable fighter, and Sarcel was anxious to test the mettle of her two unfamiliar teammates. Rushing forward, her fist connected quickly with the mob of undead, her arm ricocheting backwards from the force of the shot.

    Well, it wouldn't be much of a test for the orangeblood. There wasn't a whole lot of undead left.

    Quote:
    HP: 39/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Discipline Novice
    Leadership training...
DraconicFeline rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)
PostPosted: Fri Nov 17, 2017 4:50 pm


Rutaca Spuode
(Keionx Rutace)

Cover her? Of course - Kei was dedicated to doing a good job... and this was a very easy job to do. These were nothing compared to what lurked in the swamp. They fell apart, practically, at a touch.

She shook some of the undeath-goop off of her sword and looked over -- and around. For terminals, of course, her true mission.

"Moving on."



Quote:

HP: 19/20

Damage taken: 1
Damage dealt: THEY ALL DED

0/9 Zombies

Military Grade Weapon: 1d6+1 + 1 auto

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Taki-di rolled 1 4-sided dice: 3 Total: 3 (1-4)

Taki-di

PostPosted: Fri Nov 17, 2017 4:53 pm


Nictor Sabbat
HP: 19/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

Quote:
3 - You advance through the ship ...


Nictor bit the inside of lips, trying very hard to be calm. This was the third launch up and he was still nervous. These were mostly new trolls on a different ship but with the same troubles. He knew what to expect but it didn’t make it a whole lot better. Or it did? No, it didn’t but, but the expectation, the knowledge that he can get out, that they can make it okay, it kept the worst of the anxious buzzing under his skin at bay. So he stared out at the stars and breathed.

What passed for a tentative calm for Nictor broke when they disembarked. His hands shook and his lip was tender from worrying teeth, but he tried oh so hard to keep his breathing calm.

“I, ahhh, uh, I-I’m N-Nictor S----abbat. Uhm, s-sir?” Nictor stuttered, following the example of first and last names. Formal address, oh boy, okay, just, just remember to do that. Yeah, that’s fine. Nictor wasn’t really formal himself, what if he messed up? Somehow that worry was both distracting in the forefront of him mind and seemingly insignificant in the face of everything else he had to worry about right now. The anxious grimace remained on his face but the words of Buffel were somewhat settling. E’d been out ehre before and with this troll as his commander too and they made it back.

And then Lieutenant Cincil and Rutaca tore through the undead. Ah yes. Worries like that. Much much more pertinent. Nictor felt himself shrink, wincing as he walked past the bloody messy bits of bodies strewn over the hall.
Taki-di rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Nov 17, 2017 4:54 pm


Nictor Sabbat
HP: 19/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

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


Nictor’s hands clenched and unclenched, rubbed on his pants, fidgeted. He was all nervous energy being poorly restrained, but when was it not. These ships were so stressful and he wished he didn’t have to worry about horros around every corner but he did like this corner and the monsters around it.

Wait.

Nictor yelped, recoiling when he blinked and found himself face to face with the terrifying maw of the undead crew that once worked the ship.

Monster, too close, too close!

His limbs jerked uselessly in panic as his feet caught on themselves and he crashed backwards to the ground, quickly scrambling out of immediate grab range as the monster tried to follow him down. But it was still coming and there were more behind it he couldn’t afford to be on the ground right now!

Taki-di

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Fri Nov 17, 2017 4:57 pm


Rutaca Spuode
(Keionx Rutace)

Keionx heard the yell and her reaction was instantaneous, as primal as instinct.

"Art thou all right?" she asked, her accent slipping out in her urgency. He seemed to be - she offered him a hand to pull him upright... but then, seeing the monsters, decided to pull him back as well.

"MAAAAH." she bleated belatedly - her new verbal tic, and a passable warcry. She would claim, if asked, that it was something picked up from her 'long dead' lusus. "Dead." she said, drawing her sword, "Lets take care of this now." she growled.

There are 6 Daywalkers - 6, AhHaHa!
tenaciousgadabout rolled 2 6-sided dice: 2, 2 Total: 4 (2-12)
PostPosted: Fri Nov 17, 2017 4:58 pm


Quote:
HP: 18/20
Training in Discipline

Buffel attacks the shamblin' horde!

Miscreants Wrangled: 0
Miscreants Left: 6

2/10 advances
0/2 minibosses defeated



Buffel rushed forward to attack the horde, but stopped. He'd had his finger gun fail on two ships now, and if it happened here he might just have to get the arm re-done. He checked the chamber. No abnormalities, but he didn't want to risk it just yet. He loaded the chamber slowly and decided he'd stick to punching unless it came down to it. He jumped at the orangeblood's war-cry, but she'd been a fairly imposing figure so far. He caught a hint of an accent, one he quite enjoyed, before she went back to her normal voice. The gunslinger second-guessed himself at this, Yer just hearin' things now, focus up Obille.


Seeing Nictor flail backwards away from them, he decided to side-step the skirmish and play defense for the poor yellowblood instead. He felt bad for the guy, but also hoped that wouldn't become a pattern up here.

tenaciousgadabout

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Fri Nov 17, 2017 4:59 pm


Rutaca Spuode
(Keionx Rutace)

She ripped through the hoarde, again, like butter, with ease. The exercise was good, beautiful and smooth - and that was all it was. Exercise. These were barely even that, but they were something anyway.

Her sword was an extension of herself - she cut down the last of them and, swiftly, nodded to the lieutenant.

No terminal here. she thought, disappointed.

But soon, perhaps?

Quote:

HP: 18/20

Damage taken: 1
Damage dealt: 4+1=5 +1 Auto = 6

0/6


Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---
Melancholies rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Fri Nov 17, 2017 5:01 pm


Quote:
2 - You find a closed door.
3/10 advances...
0/2 minibosses...


    This... was a very interesting group dynamic.

    Sarcel tried not to show her disappointment at the stuttering yellowblood. Though Obille was silent about it, she shared in his sentiments that it was vaguely Nahori-like, but more so that it reminded her of how she used to be; scared, stuttering, nervous as hell. Thankfully, Spuode and Obille were more than capable to dispatch the undead threat

    "Excellent work you two." She gave the two teens a once over, then looked to Nictor. It looked like she very much wanted to say something, but whatever words were on the tip of her tongue stayed there. She was silent, instead opting to turn forward and advance through the ship.

    Quote:
    HP: 38/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Discipline Novice
    Leadership training...

Melancholies

Springtime Teenager

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

Melancholies

Springtime Teenager

PostPosted: Fri Nov 17, 2017 5:02 pm


Quote:
2 - Hmm, the door might be ... trapped!
3/10 advances...
0/2 minibosses...


    "Tch." She tutted, "The door isn't locked, I can tell that much. I'm wary about opening it though..." Last time it had been trapped. She had a feeling this one might be the same story.

    "Obille." She called up the yellowblood, if only because she trusted in his capabilities and she was familiar with him, "What do you think?" The lieutenant carefully inspected the parameter of the door. Even if it wasn't trapped, she was wary on what might be on the other end. She knew the hoard they had just encountered was only a taste of things to come.

    Quote:
    HP: 38/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Discipline Novice
    Leadership training...
tenaciousgadabout rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Fri Nov 17, 2017 5:04 pm


Quote:
HP: 18/20
Training in Discipline

Buffster checks 4 traps

3/10 advances
0/2 minibosses defeated




Buffel stepped forward, eyeing up the door. It certain seemed similar to the ones on the other ships that had some sort of mechanism attached to them. It was probably for the best that he go before anyone else, now that he thought about it. He put his metal arm up to the Lieutenant.

”Seems trapped alright. Why don't we let the metal arm go first, then any organic bodies can follow behind, sound good?”

He gave a wave with the robotic appendage and stepped forward, opening the door.

tenaciousgadabout

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

tenaciousgadabout

PostPosted: Fri Nov 17, 2017 5:06 pm


Quote:
HP: 16/20
Training in Discipline

Buffel is hit for 2 DMG

3/10 advances
0/2 minibosses defeated



He walked through, and for a moment, he thought he'd been overly cautious about it. The door seemed to be the victim of a weakened structural integrity, but as he-

-THUD-

He quickly abandoned those thoughts as he was set upon by the collapsing ceiling. Holding his jacket up over his head with his robot arm as a makeshift umbrella against the cascading chunks of metal and other hard materials, he turned around to look back at the group. Giving a soft thumbs up to the squad from underneath the jacket he coughed out over his mic, ”It's uh...it's all clear. Step quickly maybe.”
Reply
Offplanet RP

Goto Page: 1 2 3 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum