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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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=>[META] The Cutting Brutality of the Empress (⭐domination Goto Page: 1 2 3 ... 4 5 6 [>] [»|]

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Yamashii

PostPosted: Fri Nov 17, 2017 9:52 pm


stardomination
Squad Commander: Frossa Fyrste
Squad Members: Sascha Diasis, Scorpa Devile, Flydra Dromen
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.
melona-pan rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Nov 17, 2017 9:55 pm


During the ride in the travel pod, Frossa was nothing but chatter. "It's so lovely to finally meet you all!" Grabbing each of her squad member's hands, she took a turn shaking them each with vibrating fervor. "My full name is Frossa Fyrste- like first and fierce, but with a 'y'!" She giggled, flashing a little wink. "I'll be your commanding officer, but there's no need for such formalities. Such a shame we never got to properly meet during the competition. I'm so glad for this chance for collaboration tonight! Such a fan of you guys~!" Beaming, Frossa unpacked a video camera from a padded bag and passed it over to Flydra, who seemed the most interested in it. "This is going to be such a great opportunity for us all, don't you think? Let's put on a spectacular show for everyone!" Frossa clapped her hands together.

---

Once they reached the docking bay, Frossa took a moment to adjust her hair and uniform. She turned to the others. "We rolling? Oh- silly me, I see the light. Teehe! Welcome viewers, to a special episode of Superstar Authority~!" Frossa did a spin on one heel, throwing her arms out wide.

"It's me, Fross☆~! Here to deliver a smile!" She gave the camera a cheeky kiss, point and wink. "Tonight, I'm joined by my super star super squad on behalf of the Alternian Military and Chittentown's very own Space Research And Developmental Pioneering Science Laboratories! Yaaay! Follow us on a super duper important mission through one of the pincer sized ships orbiting our beloved planet, so you too at home can catch glimpse of the adventure and glory. Gasp!" She hopped over to the left, pulling Sasha and Scorpa in frame. She flourished wildly at Sascha. "Here we have the brutal NOVA! I know I'll be safe with him around," she reached up, on her tip toes, to pat him on the shoulder. "So broad!" Frossa turned to the other yellowblood, giggling her comment off. "And the dazzling Discorp! All gold here! I'll definitely be safe, you guys."

"And who could forget the rap genius Flygirl and her cutting lyrics? Turn that camera around, girl!" Frossa waved her hands around, gesturing for Flydra to take a shot of herself.

"Okay, team! Now that we're all introduced, let's clear this ship smoothly, like the super stars we are~!" Frossa pointed with gutso down a hall, and led them forward.


Frossa rolls to advance.

Quote:
HP: 20/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Training Troll Relations

2/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
2/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)

Advances: 1/16

melona-pan
Crew

Cute Cultist

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

Yamashii

PostPosted: Fri Nov 17, 2017 9:58 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 looking around and notices some zombies
1/16 advances
0/3 minibosses defeated


Flydra took great care to capture the trolls on the camera in the order Frossa introduced them in. She could not help but smile at the introductions the purpleblood gave. What a natural performer the girl was! The tealblood turned the camera to herself as prompted and gave the lens a wink before aiming it back at Frossa as they pushed forward.

"It's important to be prepared on missions like these. Notice how she keeps her weapon ready at all times." Flydra followed a few steps behind the other girl, making sure to line up a good shot of the short purpleblood leading the charge down the hall. It always made her excited to work with highbloods and Frossa was basically every stereotype rolled up into a super highblood. She shared an excited look with Scorpa as they caught up. Some sounds caught her attention and she shifted to film whatever it was, swinging and almost hitting Sascha with the recorder, oops.

"Ah, incoming daywalkers already. Perfect. We'll show you how to dispatch of them properly." She nodded to the others to kick some a** as she caught some actions shots. Unfortunately, some of them were pretty blurry from her excitement zooming from zombie to zombie. She just wanted to study them so bad!
Doutei rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Fri Nov 17, 2017 9:59 pm


Quote:
HP: 20/20
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)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max 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.

"Yes, it's important to always be on guard in these ships! You never know what might jump out at you!" Scorpa chattered next to Flydra, moving into frame. She'd been incredibly excited to go on this mission and act as a representative of how to behave. Her hair and make up were primped to perfection and her uniform had been freshly pressed! The yellowblood had made sure to stretch before coming aboard and even gone so far as to practice some vocal exercises and tongue twisters to be warmed up. She wanted to be completely ready for the camera.

She didn't seem to find the actual mission a concern. She'd kick a** just fine. Flydra's super soldier regimen had trained her well so there was no chance of failure.

Doutei

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

Doutei

PostPosted: Fri Nov 17, 2017 10:01 pm


Quote:
HP: 20/20
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)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max 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 leaned around the corner, seeming to have heard something. She brightened at the sight and came back to face the camera.

"You'll probably be seeing lots of these!" The yellowblood gestured grandly, trying to make the segment FUN! EXCITING! WOW! They had to really sell this! Working for the military had been her lifelong dream! She wanted to inspire many more to also dream of these battles and adventure! Daywalkers weren't scary! They were opportunities!

"So what do we do when we find them? Fross☆ here will show you!" As much as Scorpa itched to jump into battle first, she recognized that Frossa should show off a little first. She was Alternia's dazzling sweetheart, the ultimate Superstar! Might as well pander early so they could then start to inch their way into some shots after.
melona-pan rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)
PostPosted: Fri Nov 17, 2017 10:03 pm


Only three daywalkers? Frossa was a little bit disappointed; she'd hoped for a bigger hoarde their first encounter. Three felt like nothing compared to the dozens at a time her squad had faced on her previous ship.

Better up the showmanship to compensate, then!

"Hey, hey! Look alive, guys~!" Twirling out her mace, Frossa raised it above her head with solemn focus. "Beaming..." She drew it down and towards her chest, eyes sharpened in focus. "...pichi pichi... beamu..." Both hands clasped the handle of her weapon, thrusting her arms out with sudden force. A sharp inhale. "...attack beam!!!"

Upon her cry, she clicked a button under her thumb. Whipping her arm outward, the ball of her mace flung toward the daywalkers, slicing through the air with an audible whoosh. The three zombies tumbled to the ground, entrails spilling out onto the ship floor.

"Nyah~~!" Frossa spun around, stuck her tongue out, and flashed the camera with a victory sign.

Frossa attacks the 3 zombies!
4 dmg + 1 + 5 autokill + 2 bonus = ded zombos

Quote:
HP: 19/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Training Troll Relations
automatically kill five daywalkers a turn.

2/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
2/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)

melona-pan
Crew

Cute Cultist

seekingCylem rolled 1 6-sided dice: 5 Total: 5 (1-6)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Fri Nov 17, 2017 10:04 pm


Sascha advances down the halls... And finds a door!


HP: 19/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

This scenario was entirely dreamlike. Sascha was still in the process of getting used to celebrity-dom and military life and actual helmsman duties at any given moment. Now all three were actively surrounding him in one shuttle ride.

Literally and metaphorically. The girls he was traveling with had big personalities to say the least. He was among like-minded trolls. At least on paper--the purpleblood of the group was intense even by Sascha's standards. He couldn't say he disliked it, but they had only just docked. He couldn't help but feel some level of relief there was a highblood aboard to take responsibility once the zombies started showing up. It left more time for Sascha's more beloved pastimes, punching stuff and mugging for the camera.

Sascha smirked into the handheld and flashed a long-horns gesture as Frossa pulled him and Scorpa into frame.

It didn't take long for the zombies to be summoned by their (especially loud and dramatic) presence. Sascha figured the small shambling group would be confused by their party, if they were capable of such emotions still.

Either that or the spiked ball that just pinned the unfortunate husks to the opposite wall. Sascha whistled and clapped his hands together.

"And to your left you'll see here... a door!" Sascha gestured with both hands, wiggling his fingers with faux dramatics.

Minibosses Slain: 0/3
Ship Advancements: 2/16
Yamashii rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Fri Nov 17, 2017 10:05 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 checkin out the door and discovers it's trapped
2/16 advances
0/3 minibosses defeated


"Be sure to check doors for traps before entering. Some doors might be locked as well." Flydra brought the camera close to the locking mechanism for emphasis. Stupid machine, focus already! She gave the machine a smack to the side of it. Ah, there, perfect. Upon close inspection, there was something rigged to the door. Thankfully, the door didn't appear to be locked at least. The others waited patiently (enough) as Flydra assessed what tools she might need to crack this thing open.

Yamashii

Yamashii rolled 1 8-sided dice: 2 Total: 2 (1-8)

Yamashii

PostPosted: Fri Nov 17, 2017 10:07 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 trying to disarm the trap
2/16 advances
0/3 minibosses defeated


"With some basic tools, you should be able to disarm the traps." Flydra pulled some out of her pack and began tinkering with the door. She probably should have put the camera down or at least given it to someone else instead of fussing with the door one-handed. It was incredibly difficult this way and she frowned as there was the faint sound of something snapping. Well, that was that. At least she had determined what kind of trap it was and awkwardly stood up and stepped aside. She really didn't want to go first through this and so she feigned ignorance.

"How about our golden duo goes through first?" She could not subject the highblood to this embarrassment on camera. Might as well use the lowbloods for such a stunt. Scorpa had been built to take be able to take a hit and Sascha was probably sturdy. He'd done that crazy death dancing stuff back at the finale.
Doutei rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Fri Nov 17, 2017 10:09 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)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max 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.

"Uh- First let's look at what kinds of traps you might encounter!" Scorpa didn't really want to go first and get sprayed in the face by the mystery nozzle.

"For instance, see this nozzle? This trap is going to spray poison! Don't worry, in small doses it shouldn't kill you!" They had to avoid making guaranteed claims in this video for legal reasons. Flydra had spent the previous night going over the kind of language and phrases she should avoid using. It was hard though. As she stalled, she scooted over to the side to let the other yellowblood be closer to the door.

"Watch as NOVA demonstrates!" Scorpa beamed, acting heart bloodpusher out as a game show host!

Doutei

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

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Fri Nov 17, 2017 10:10 pm


Sascha gets hit with the corrosive mist!


HP: 13/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Three zombies and a fritzy door. They weren't off to the most spectacular start. Sascha's mouth twisted. Well, they weren't going to accomplish anything more interesting just standing out here. He made to follow Scorpa over the threshold and-

"AUGH, <********> Sascha yowled as stinging mist poured across this face. The wrong action to take as the miasma immediately took up residence in his mouth and nose. Sputtering, Sascha folded in half, curled protectively over his already-damaged features. He swore and spat best he could with the painful tingling.

Some frantic wiping later, Sascha returned to standing position, bleary-eyed and yellow-faced. "Schip'sh enchineer'sh luggy they're already dead..." he slurred over his numb tongue.

Minibosses Slain: 0/3
Ship Advancements: 2/16
melona-pan rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Fri Nov 17, 2017 10:10 pm


Perhaps she had been a little too wrapped up in her desire to find some good camera fodder. Been a little too hasty in pushing forewards ahead through the door along with Sascha.

"A-ack--" Frossa choked, recoiling as she dropped her weapon. It cluttered to the floor. Throwing her hands over her throat, she clawed and gagged, struggling to find breath.

One of the nozzles had popped out at her diminutive face level, and effectively sprayed mist right into Frossa's mouth. She'd eaten a lot of things in her life, some more recommendable than others- but nothing could have prepared her for this moment. Not even Cerise's Bloodfest challenges.

Frossa spit rather ungracefully, drooling onto the floor. She kept just enough composure not to hit her own shoes. The taste was stinging and bitter, as one would expect, but rapidly disappeared and was replaced by a numbness throughout her face.

She smiled, lopsidedly.

"A-all good..." The wheeze in her voice indicated otherwise.

Frossa gets hit with the corrosive mist! Takes 6 dmg.


Quote:
HP: 13/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Training Troll Relations

2/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
2/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)

melona-pan
Crew

Cute Cultist

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

Doutei

PostPosted: Fri Nov 17, 2017 10:11 pm


Quote:
HP: 17/20
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)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max 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.

Holy s**t. It'd been a good thing she'd waited. Watching the first two go through made her reallllllly hesitant to even bother following but she didn't want to get recorded as a coward!

"And now my turn!" Scorpa walked into the mist after it'd mostly dissipated. She sneezed as she went through the door. Ugh now she had to blow her nose. The yellow blood opened her mouth to complain before glancing at the others and deciding to shut up. Nodding at Flydra to follow along through, the warrior began to immediately look for more cool things to film. She wanted this to be the best training video ever!
Yamashii rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Nov 17, 2017 10:12 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 getting hit by poison mist
2/16 advances
0/3 minibosses defeated


"If you fail to shut off the trap, you will encounter horrible hazards." Flydra let the others go first so she could film their reactions to the awful mist that sprayed in the air. Several of them took it straight to the face and she giggled at Sascha's slurred speech. It was unfortunate that Frossa had gotten sprayed with such a thing however and Flydra tugged a hankerchief out and offered it to the highblood. Yikes, she was sure glad she made the others go first. all part of her genius plan.

"Are you alright, Fross☆? The viewers at home can't bear the thought of your cute face getting messy." Unless it was like frosting or something. She'd noticed the cutesy sweet theme the girl had. Every lieutenant on the same floor as her had to deal with whatever that smell was that drifted out of her office as they passed through the hallways to their own.

Yamashii

seekingCylem rolled 3 4-sided dice: 2, 4, 2 Total: 8 (3-12)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Fri Nov 17, 2017 10:14 pm


This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
You have encountered a ...

Dice 1
1. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
Dice 2
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
Dice 3
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
MINIBOSS STARTING HP: 30/30
If you rolled a 1, take 4 dmg.
If you rolled a 2, take 4 dmg.
If you rolled a 3, take 3 dmg.
If you rolled a 4, take 3 dmg.
If you rolled a 5, take 2 dmg.
If you rolled a 6, take 2 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!

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

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

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

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

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

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


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

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