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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 19, 2017 4:04 pm


STARRING
Sascha Diasis as Commanding Officer
Aprife Invasi as Adult Supervision
Trusci Modsat as Telekinkohai
and Nictor Sabbat as Team Member #4


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.
seekingCylem rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sun Nov 19, 2017 4:11 pm


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


HP: 20/20
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.

They hadn't docked at the most impressive ship by any stretch of the imagination. Sascha's disappointment radiated off of him in waves. If he was being honest, it was perhaps for the best considering he knew next to nothing about the team he'd been assigned. No military recruits here. Yellowbloods didn't garner much in the way of reputation either. Mostly. Sascha's frustration eased at the thought. He could always get behind some good lowblood publicity. It was almost like Bloodfest with this team.

"Looks like we lucked out," Sascha said. They weren't hardly ten steps off the shuttle and they'd already come across a rather important-looking door. Sascha waved to one of his crew to come investigate. Hopefully their luck would hold. The least they could do with such a small ship would be to get through it quickly.

Minibosses Slain: 0/2
Ship Advancements: 1/11

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Melancholies rolled 1 4-sided dice: 4 Total: 4 (1-4)

Melancholies

Springtime Teenager

PostPosted: Sun Nov 19, 2017 4:16 pm


Quote:
4 - The door seems to be ... locked!
0/11 advancements
0/2 minibosses

    Trusci was squinting really hard. Not because she needed glasses or anything, but because their fearless leader seemed really familiar, and she was having a moment trying to place it.

    "Maybe." She hummed as she trotted out in front of the group, her hands tentatively feeling the surface of the door. After a moment, she pushed on it. Nope. Wiggled the handle? Nothing. Open seseme? Okay, she didn't say that one aloud, but it still had no effect. "Seems locked, doc. Hey, Sents--" She looked over at the tallest member of the group, "Do us a solid and break out your killer door-busters like you did last time!"

    Quote:
    HP: 20/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance
PostPosted: Sun Nov 19, 2017 4:20 pm


Quote:
breaking down the door -5 hp

"I'm definitely not complaining," Aprife responded to Sascha, trademark smile in place. The faster they found the good stuff, the more likely he'd get something of worth for the Initiative out of this. "Alright, maybe a little. Haven't we had this conversation before, kid?" Now he was looking at Trusci. "You know, the whole retirement thing? Ah well, whatever, stand back."

It honestly was a good thing Aprife wasn't as old as he played at. Breaking down the door was simple enough if not a bit uncomfortable.

--

Bombee Nifera (Aprife Invasi)
HP: 35/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics

saedusk
Crew

Dedicated Bunny

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

saedusk
Crew

Dedicated Bunny

PostPosted: Sun Nov 19, 2017 4:22 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 Shambling Oozing Mutated Daywalker!

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

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

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

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

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

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

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


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

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
Taki-di rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)
PostPosted: Sun Nov 19, 2017 4:24 pm


Nictor Sabbat
HP: 20-2=18/20
Damage: 6+1=7
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: 1
Minibosses Defeated: 0

Quote:
Miniboss: 20-7=13/20
4+1=5 - If you rolled a 5, take 2 dmg.


Hemera made sure Nictor got tended to after his last ship, a lot better than what he wound up doing on his own. She also made sure the medical staff got full details of his injuries, not the shy stuttering skim over the details he’d done. He got nervous about holding them up, they seemed busy and he didn’t think it was that bad? Except yeah it was kinda that bad when the wounds were on his hands and arms and were gonna get torn open again. So Hemera made sure he got them bandaged real good, with some of their chemical blend salves and other stuff to put on and wrapped tight tight. So, probably not gonna start bleeding again, which, good. Also a short break from ships, better. Until it wasn’t a break and he was back on a pod out to space.

Back in space, back in mortal danger. Nictor really wanted this to stop. It was a little late for that though. A few shaky breaths as they disembarked and nictor braced to try to keep himself better together this ship. Back with strangers this time. All yellowbloods, so, not, not worrying about offending a highblood, for whatever that was worth. They could still decide they were fed up with him and, and, ditch him for the zombie horde. Knock him out and stuff him in a closet. Use him as a meat shield.

Wow this was not helping his nerves at all he had no reason to think things would go south with these guys he’s just, very wound up. At all times.

Nictor found himself fleetingly grateful not to be the battering ram this time, though cringed sympathetically when the older troll broke it down. He knew it wasn’t a fun job.

As they shuffled through, it seemed okay, which was really odd given Nictor’s previous experience with locked doors. Something was wrong, he could feel the back of his neck tingling, something was here. Even if he was just working himself up, Nictor got out his bo staff, extending it and just as he did, he felt something brush his back.

All his team members were in front of him. Nictor made a strangled noise of pure panic because the alarms in his head were totally right this time.

Nictor jumped, ignoring the sting down his lower back, and swung around with all his might at whatever was behind him. The staff made contact, a resounding and sickening crack sounding from the broken jaw the not so sneaky daywalker just received.

Taki-di

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

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 19, 2017 4:27 pm


Sascha attacks the shambling, oozing, mutated daywalker!


HP: 16/20
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.

Sascha whistled in appreciation as his team made quick work of the door. He leaned around the corner to get a peek at what was on the other side.

"Huh. At least it's only one." Sascha was already worn out on regular hordes of zombies, particularly after his last go-around, and particularly of the rodent variety. This one was at least interesting to look at, if not terribly disgusting.

Nictor took the first hit, seemingly by accident. The zombie stumbled into Sascha, who yelped as ooze coated his clothes and clung to his hair. "Gross, gross, gross!" Sascha punched the zombie away with an awful squelching noise.

Sascha does 6 damage!


Miniboss HP: 7/20
Minibosses Slain: 0/2
Ship Advancements: 1/11
seekingCylem rolled 2 6-sided dice: 3, 1 Total: 4 (2-12)
PostPosted: Sun Nov 19, 2017 4:29 pm


Sascha attacks the shambling, oozing, mutated daywalker with telekinesis!


HP: 16/20
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: 1/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Sascha stood in place as though holding still would prevent the cold, putrid slime from seeping into his clothes. How was that creature even generating this much muck!?

Not keen on getting any closer to that zombie than he needed to, Sascha resorted to his ever-handy telekinesis. He unceremoniously pulled the undead's legs out from underneath it. It hit the ground with a wet splat. Sascha both winced and chuckled as it slid a short distance along the metal floor.

Sascha does 2 damage!


Miniboss HP: 5/20
Minibosses Slain: 0/2
Ship Advancements: 1/11

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Melancholies rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)

Melancholies

Springtime Teenager

PostPosted: Sun Nov 19, 2017 4:32 pm


Quote:
MINIBOSS HP: 0/20
1/11 advancements
0/2 minibosses

    Oh s**t, they had another telekinetic in their midst? Maybe she should've recognized that from the badge. Good goin' Trusci.

    "My turn!" She whipped her scimitar out without any fanfare. With the thing already on the ground, all she had to do was jump on top and drive her sword right through the chest. Easy enough? It wasn't moving.

    "Anyway." She put her foot on the daywalker as she heaved the sword out, "I don't wanna hear about your ding-dang retirement plans when you signed up to d**k around on a space ship." The sword finally gave, some of the foul smelling goop still clinging to her sword.

    Gross.

    Quote:
    HP: 17/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance
Melancholies rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Sun Nov 19, 2017 4:35 pm


Quote:
ENDURANCE ROLL: Restore 1d6+1 hp.
1/11 advancements
1/2 minibosses

    She took the moment to clean said blade off, less the putrid smell of it distract her for the rest of the trip. "'Aight Lieutenant, I'm ready to go whenever." She flashed their leader a grin, "Show me more of those powers again yeah?" Uh, "Also, you alright over there bud? You've been real quiet." She turned on Nictor as she continued to gesticulate with her sword.

    Quote:
    HP: 20/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance

Melancholies

Springtime Teenager

Taki-di rolled 1 6-sided dice: 1 Total: 1 (1-6)

Taki-di

PostPosted: Sun Nov 19, 2017 4:37 pm


Nictor Sabbat
HP: 18+1+1=20/20 (SKILL USED)
Damage: 0
In Training: Endurance 0/1
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: 1
Minibosses Defeated: 1

Quote:
Endurance - If you are training your skill: Restore 1d6+1 hp.


Nictor stared wide eyed, trying to calm his breathing as small shudders wracked him.

That. That was close, too close. He didn’t see it coming that time, didn’t know it was there save the intense unease and the scraping fingers raking down his spine. It could have gotten him, so so easily. It wasn’t that he’d been falling into a sense of ease with the ships, just that, that the semi constant exposure was making him react less and less except then this stuff had to go and happen.

He was used to restraining the urge to retch, which, that was a horrible thought in and of itself. Reluctantly and shakily, he wiped the staff off on his pant leg and collapsed it back down for storage.

Just don’t look at it. Just don’t look at it. He’d already gotten a faceful when he whipped around in a frenzy with that first panicked blow and he would be seeing that in his nightmares so. Don’t look ag-

He looked.

Nictor made a quiet noise of distress. Dang it! Something flashed in his vision, making his head snap up, obviously spooked only to find it was one of his teammates waving around her sword. Tru, uh, Truc, no, Trusci? He barely resisted the urge to shrink away as she addressed him. He wasn't feeling too keep on sharp objects right now. Okay, he usually was never keen on them.

"Uh, y-yeah. I-I'm, I'm oka---y," nictor said, trailing off a little as his eyes tracked the viscera that clung to the sword. He came back to himself after a few awkward moments, seeming to shake himself of some unpleasant thoughts. It was the first time someone pointed out how quiet and reticent he was being on these trips. He should at least try to answer, right? How do you explain the crushing terror he felt being here? "S-s-sorry, I, uh. I st-startle e---asy and uh, I'm t-trying n-not to b----e dis, uh, disruptive?"

It was true at least.
saedusk rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sun Nov 19, 2017 4:40 pm


Quote:
2 - You find a closed door.

From where he stood back at the entrance, Aprife clapped. It probably came off as a bit callous considering he hadn't lifted a finger to help, but they'd already taken it down before he had a chance. What could he say? They were fine.

"Yeah, you're right, you're right." He'd stop complaining about his fake retirement. For now. "Nice work, everyone, that was fast." Sascha and Trusci seemed like they'd be just fine without the encouragement, but hopefully it would perk that jittery one—Nictor, was it?—up a little bit. "We alright to keep going, Lieutenant?"

Honestly, this ship felt pretty dang small compared to the one he'd been on before. Not far down the hall, he found another door. "Hey, lucky us."

--

Bombee Nifera (Aprife Invasi)
HP: 35/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics

saedusk
Crew

Dedicated Bunny

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

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Sun Nov 19, 2017 4:42 pm


Sascha investigates the door... It's trapped!


HP: 16/20
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: 1/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Sascha cheered as Trusci impaled the creature and it finally stopped making that awful slapping noise. He looked back over his shoulder to Aprife. Sascha hadn't seen too many trolls his age out in the field. While it was odd enough to be noticeable, as long as he kept plowing open doors for them, Sascha wouldn't complain. "You know it!" He replied, giving a thumbs-up.

Sascha walked past Nictor on his way to the door at the other end of the room. He seemed to be about in as bad of a state as one of the zombies. Sascha couldn't for the life of him understand why. They were winning. Sascha cast Nictor a questioning look, but said nothing. The door was more important.

Sascha knocked on it a couple times, then made to open it. The mechanisms began moving easily enough, but then caught on something. Sascha stopped what he was doing immediately. "I think something's up with this door. Tread carefully."

Minibosses Slain: 1/2
Ship Advancements: 2/11
saedusk rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 19, 2017 4:47 pm


Quote:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d6 damage!

"Let me see," Aprife offered, stepping in to take over with the door. It wouldn't be do to be careless, but this was their best bet for finding more information and he hated to pass it up. Whatever the long-dead crew of this ship may have left them on the other side, it wouldn't stop him.

--

Bombee Nifera (Aprife Invasi)
HP: 35/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics

saedusk
Crew

Dedicated Bunny

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

saedusk
Crew

Dedicated Bunny

PostPosted: Sun Nov 19, 2017 4:48 pm


Quote:
ow that ceiling... -1 hp

As he tested the handle the same way Sascha had, feeling that same tension, Aprife debated. With how long the ships had been stranded up here, it was very possible the mechanisms behind this potential trap were falling apart. A good jolt might stop them from doing whatever it was they were designed to do.

Instead of exercising anymore caution, he quickly turned the handle and shoved the door open. There was a loud pop, a twang, and something fell from the ceiling. It was the ceiling, actually, one whole tile.

"Ah," he said unenthusiastically, rubbing his hand over his head where the tile had bounced right off. "So much for that, huh?"

--

Bombee Nifera (Aprife Invasi)
HP: 34/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics
Reply
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