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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 4:17 pm
Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.

"Four, three, two, one."

With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.

"Target locked on. Engaging auto-pilot."

The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.

"Arrived at target. Attempting access."

Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.

"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."


You are now in the cargo bay.

Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!


Quote:
Ship exploration instructions:

To progress through the ship, follow the instructions below, from top to bottom. You must then follow the bolded instructions relevant to your squad's current situation, and resolve everything related to it before you can roll again.

Ship battle rules:

Players can use healing items/artifacts/powers at any point during ship exploration. For the entire thread, all abilities uses per battle counts the entire ship thread as one battle. The rules for how many trinkets/artifacts can be used per battle also count the entire ship thread as one battle.

=>Refresh your memory on trinkets, artifacts and abilities.


If a member of your team is a trained Agility or Covert-ops specialist OR registered as in-training for either:

You can scout ahead in the ship.

The user who owns the character must roll. If they like the result, the rest of the team can join them and continue rolling on door/advance tables. If they don't like the result, they can return back to the team and the team can roll again (in character, you are taking a different path through the ship).

You cannot roll on a closed door/advance table then take that back, only on the base movement table below. Your character must wait for X advances through the ship (start counting at 1 on the current advance) before scouting ahead again.

If you are a Journeytroll or higher in your skill: X = 4.

If you are a Novice in your skill: X = 6.

If you are training your skill: X = 10.

If multiple trolls can do this, they each have their own reset timer for the X rolls. Only one character can scout ahead per turn.


Roll 1d4 and advance through the ship:

If you have rolled on this and/or the alarms advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler below.

If an alarm is going off, you must use the table for it further down, NOT this table.

1 - You advance through the ship ...

2 - You find a closed door.

3 - You advance through the ship ...

4 - You advance through the ship ...

11th time advancing:

You come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.

Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!


If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:

If you have rolled on this and/or the regular advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler under the regular advance table.



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

2 - You come across some shuffling bodies...!

3 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.

4 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.

5 - You come across some shuffling bodies...!

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


If you find a door, roll 1d4 and use this table to determine what kind of door it is:

1 - The door seems to be ... locked!

2 - Hmm, the door might be ... trapped!

3 - Uh oh, the door might be ... trapped and locked!

4 - The door seems to be ... locked!

If the door is locked:


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

You think you can get this door open!

Academic: You've read up on how the old ships used to function, and think you know where to damage the door for the lock to deactivate.

Strength: RAAAAHHHH SMAAAASSSHHHHHHH!!!

If you are a Journeytroll or higher in your skill: You can get the door open with your eyes shut!

If you are a Novice in your skill: Roll 1d4 to try and unlock it. Succeed on a two three or four.

If you are training in your skill: Roll 1d8 to try and unlock it. Succeed on a five six seven or eight.
Otherwise, a troll can choose to break it down in exchange for a loss of 5hp, or you can continue to advance in the ship.


AND OR If the door is trapped, roll 1d4 and look below:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d6 damage!

2 - The room beyond is filled with a laser sensitive grid, dealing 1 damage per post to all trolls who enter, until they exit the room (roll again on the first table)!

3 - The door is lined with miniscule nozzles that will shoot a corrosive, poisonous mist as the door opens, dealing 1d4(rolled individually) damage to all party members!

4- A loud alarm will start to sound through the ship as the door is opened!

If a member of your team is a trained Academic or Covert Ops specialist OR registered as in-training for either:

Your trained eyes spot something suspicious with this door!

Academic: You've read up on how these old ships used to function, and can remember how to set and disable the traps they set for boarding invaders.

Covert Ops: Your eye for the suspicious is tingling, the door doesn't look quite like others. If you pry off a wall panel you should be able to disable anything suspicious looking.

If you are a Journeytroll or higher in your skill: You can disarm the trap without looking!

If you are a Novice in your skill: Roll 1d4 to try and disarm it. Succeed on a two three or four.

If you are training in your skill: Roll 1d8 to try and disarm it. Succeed on a five six seven or eight.
Otherwise, the trap will only be discovered when it is triggered by entering the room.


If you have successfully unlocked and entered the door, and/or survived any/all traps attached:

Roll 3d4 and post the following code into the resulting post.

[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]

The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!

[size=18][b]You have encountered a ... [/b]

[/size]

[b]Dice 1[/b]

1. ... Shambling... (+1 on accuracy rolls)

2. ... Grotesque... (-1 to all attacks)

3. ... Rotting... (+1 to all attacks)

4. ... Skeletal... (-1 on all accuracy rolls)

[b]Dice 2[/b]

1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)

2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)

3. ... Disemboweled... (-5 miniboss HP)

4. ... Swift... (players take 2x the amount of damage on their first turn)

[b]Dice 3[/b]

1. ... Daywalker Captain!

2. ... Zombie Gerbil Pack!

3. ... Mutated Daywalker!

4. ... Undead Slime Lusus!

[size=18][b]MINIBOSS STARTING HP: 20/20[/b][/size]

[b]If you rolled a 1, take 4 dmg.[/b]

[b]If you rolled a 2, take 4 dmg.[/b]

[b]If you rolled a 3, take 3 dmg.[/b]

[b]If you rolled a 4, take 3 dmg.[/b]

[b]If you rolled a 5, take 2 dmg.[/b]

[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]

[b]If all party members reach 0hp, look below:[/b]

[spoiler]You must make a tactical retreat! Scrambling back out of the room,

you barely make it to the pod with all your limbs attached.

[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]

[b]If this is your first mini-boss fight look below:[/b]

[spoiler]

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

[spoiler]

You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.

If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.

If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.

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

You cannot roll the dice then choose the flat restoration, one must be picked beforehand.

[/spoiler]

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

[spoiler]

You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.

If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.

If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.

If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.

[/spoiler]

[/spoiler]

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

[spoiler]

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*

2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.

3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.

4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*

If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.

[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]


If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:

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

2 - You find an open door.

3 - You come across some shuffling bodies...!

4 - You find an open door.

5 - You keep walking down the corridor. Nothing here.

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


If you encounter shuffling bodies, roll 1d4 and look below:



You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.

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

You spring into action, fully equipped to deal with the surprise mob!

Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.

Leadership: You can keep your team focused and working together to dispatch the undead.

If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!

If you are a Novice in your skill: You automatically kill three daywalkers a turn!

If you are training in your skill: You automatically kill one daywalker a turn!

The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.




If you encounter an open room, check the spoiler below:

This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!

Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.

Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 19, 2017 4:18 pm
Static Charge
HP: 20;
Attack: 1D6 + 1;
Power novice Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Advance 1

Static was proud. He was leading a ship, and he felt like he had enough experience under his braid by now that he could do a decent job. "Hello, team." Static said to the other crew members, his confidence only 80% fake this time around. Look at that progress, it used to be completely faked! "So, i see we have some new trolls. Just stick with me and it should all go well." The boy quickly wiped the sweat off his brow when no one was looking. He could do this, just focus. All was well.  

Micillia

Dapper Duck

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 19, 2017 4:20 pm
Rutaca Spuode
(Keionx Rutace)

Ah - she hadn't seen this tealblood before. He seemed... fresh.

"Rutaca Spuode, at your service here -- and I don't anticipate problems." She said, stretching and observing the purpleblood nearby. He came.... good. She had wondered. She was looking forward to seeing how he fared here, in this strange and eerie place.

Every time she had taken a student, she had battled them to assess them. They had already fought, but this... this would be far better. She gave him a smile and an incline of the head - not knowing if he would recognize her like this or not.

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
---
 
Bouquet of Diamonds rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 19, 2017 4:24 pm
Rastin Morden
HP: 20/20
Damage taken:
Damage dealt:

Military-grade weapon: 2d6 +1
Lantern; Novice Artifact; Defensive B: nullify the damage from the last hit, 1x per battle.

---

This was the worst choice Rastin had ever made. He was in space, on a ship, miles away from home, with two complete strangers. How he'd let himself make this decision was beyond him.

He eyed Static nervously, his mouth searching for a response, but ultimately decided to nod along with the orangeblood. There was a mild familiarity to them, but not something he could place. It was probably best to ignore it for now. They were here to explore this ship, not chit-chat.

He remained silent as they advanced, his eyes darting from side to side periodically, until movement up ahead caught his attention. ... What was that? ... No, it couldn't be, right? No. No.

"Z-ZOMBIES?!" He shrieked, immediately unsheathing his scythe. "I KNEW THIS WAS A BAD IDEA!"
 


Bouquet of Diamonds


Fantastic Kitten

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

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 4:26 pm
Static Charge
HP: 19;
Attack: 1D6 + 1;
Power novice Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Advance 1

Static smiled at the purpleblood. "Good job cadet!" Static said, getting into position to attack the oncoming horde. He brandished his weapon, got in the front of the group, swung.... and missed by a mile. His cheeks were bright blue as he stepped back from the advancing horde. Wow, such leadership.  
DraconicFeline rolled 2 6-sided dice: 3, 3 Total: 6 (2-12)
PostPosted: Sun Nov 19, 2017 4:28 pm
Rutaca Spuode
(Keionx Rutace)


Well, Kei wasn't going to tell the tealblood that - technically - none of them were cadets.

"Very good." she said, adding her own approving compliment for the young purpleblood. Praise was important, as were results. Of course, he could be better...

"... but maybe try not to scream next time." she said, with avid concern, "Sudden sounds mayth bring more, so do be careful..." she added, aware after the fact of the slip in her accent... but it was probably fine... no need to bleat to cover it up, anyway.

Quote:

HP: 19/20

Damage taken: 1
Damage dealt: 3+1+1 auto = 5

07/12 Zombies

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
---

1/10 advancements
0/2 bosses
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Bouquet of Diamonds rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)


Bouquet of Diamonds


Fantastic Kitten

PostPosted: Sun Nov 19, 2017 4:30 pm
Rastin Morden
HP: 19/20
Damage taken: 1
Damage dealt: 3 + 1 = 4

Military-grade weapon: 2d6 +1
Lantern; Novice Artifact; Defensive B: nullify the damage from the last hit, 1x per battle.

Good job cadet? GOOD JOB CADET? Rastin almost swung his scythe backwards in retaliation, but there were far more important things to tend to. Like a hoard of ******** zombies that were there to consume their flesh!

Facing the hoard head on seemed to be the only thing he could do, so he swung as hard as he could toward their necks. The amount of blood and other fluids that followed was something he'd have to physically scrub out of his mind, body and soul, but at least he'd taken down a good chunk of the hoard.
 
Micillia rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)
PostPosted: Sun Nov 19, 2017 4:31 pm
Static Charge
HP: 19;
Attack: 1D6 + 1;
Power novice Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Advance 1

Again Static seemed to flail his weapon around, not really making contact with much of anything. Was he really this bad at combat? The blueblood stepped back after his failed attack and thought it over. What was he doing wrong? Was it the stance? Was it the fact that he had a completely new weapon? Too many factors, and also no time to contemplate any of them.  

Micillia

Dapper Duck

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 19, 2017 4:32 pm
Rutaca Spuode
(Keionx Rutace)

Keionx wasn't sure what to make of the young tealblood 'leader'. He seemed confident and upbeat, and his build was strong, but he kept... flailing about? Since she was evaluating Rastin, she may as well evaluate this other young troll...

"Pardon me..." she managed to keep her accent out this time, along with some of the warmer tones of her voice, "But if you changed your grip, you might find that th... you have better control over the weapon."

After she mowed down a few of the daywalkers, of course -- as usual, they were little challenge to her sharp blade.

"Tis a thought for the future."

Quote:

HP: 18/20

Damage taken: 1
Damage dealt: 0+1 auto

2/12 Zombies

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
---

1/10 advancements
0/2 bosses
 
Bouquet of Diamonds rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)
PostPosted: Sun Nov 19, 2017 4:34 pm
Rastin Morden
HP: 18/20
Damage taken: 1
Damage dealt: 5 + 1 = 6

Military-grade weapon: 2d6 +1
Lantern; Novice Artifact; Defensive B: nullify the damage from the last hit, 1x per battle.

Good God that Orangeblood was strong, they just mowed right on through the hoard like it was nothing! He had to give them a quick look of awe before snapping back to reality. There were still more walkers and he was wasting valuable time.

He made quick work of the remaining ones, but mistook the last movements of life from the already dead as signs of reanimation. Thus, he swung at a pile of leaking corpses for a moment, looking somewhat like a maniac.
 


Bouquet of Diamonds


Fantastic Kitten

Micillia rolled 1 4-sided dice: 4 Total: 4 (1-4)

Micillia

Dapper Duck

PostPosted: Sun Nov 19, 2017 4:35 pm
Static Charge
HP: 18;
Attack: 1D6 + 1;
Power novice Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Advance 2

Okay, this was fine, it was all fine. Sure, the blueblood absolutely failed at leading that battle, but that was okay, this was the part he was trained for. "Trained" for. Leading the party down corridors and into more zombie hordes! He really, really hoped they would find a door. A control room door, to be specific. "T-thanks." The blueblood said through some nerves to the orangeblood.  
DraconicFeline rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Sun Nov 19, 2017 4:36 pm
Rutaca Spuode
(Keionx Rutace)
Keionx... may have been showing off a little. However, she did think that the purpleblood was going a little overboard... should she have trained him before leaving? Or was this fine? Did she coddle her students too much? Sometimes, she wondered.

But beastdad had not coddled her, and she knew that things lurked behind corners. "Hold on." she said to the blueblood (in the light she could see that he was actually blue, not teal.) "Do you hear movement ahead?"

She did. More shuffling, more bodies moving on their own...
Quote:

HP: 18/20

Damage taken: -
Damage dealt: -

3/12 Zombies

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
---

2/10 advancements
0/2 bosses


Oh look more zombies
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Bouquet of Diamonds rolled 1 4-sided dice: 1 Total: 1 (1-4)


Bouquet of Diamonds


Fantastic Kitten

PostPosted: Sun Nov 19, 2017 4:37 pm
Rastin Morden
HP: 17/20
Damage taken:
Damage dealt:

Military-grade weapon: 2d6 +1
Lantern; Novice Artifact; Defensive B: nullify the damage from the last hit, 1x per battle.

Rastin looked forward in horror. Of course there were more, why wouldn't there be more? Fortunately there seemed to be far less than before. Probably stragglers falling behind from the hoard before. He hesitated, his knees buckling for just a moment, and allowed his teammates room to take care of it.

However, he had a sinking feeling that this wouldn't be the last of the mess he'd have to deal with.
 
Micillia rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)
PostPosted: Sun Nov 19, 2017 4:38 pm
Static Charge
HP: 17;
Attack: 1D6 + 1;
Power novice Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Advance 2

From a distance it looked like Static had gone to town on the last zombies. Sure, in truth he had slipped a little and was flailing madly, but it was the results that actually mattered. No one really knew he had been flailing if he actually managed to kill the last one.

Static turned from the dead zombie, slapping on a confident leader face. "G-good job again team, y-yeah!" He said, trying to hide how fast his plumb biscuit was going from almost falling.  

Micillia

Dapper Duck

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 19, 2017 4:39 pm
Rutaca Spuode
(Keionx Rutace)

"Yes - good job." she said, holding her breath a little to keep from sighing. Rastin was strong, but he needed work... and the other...

She wanted to tell him to buck up - things were fine, no one was injured. But she didn't know him, and he wasn't her student. "If everyone is all right..." she gave them a moment to speak up, "Let us move on."
Quote:

HP: 17/20

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
---

3/10 advancements
0/2 bosses
 
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