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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Micillia

Dapper Duck

PostPosted: Mon Nov 20, 2017 8:22 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.
 
PostPosted: Mon Nov 20, 2017 8:26 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


Static stepped out onto the ship that was their next mission, and then turned to face his squad. He tried to keep his nerves in control, and his voice from shaking. "Hello team!" The blueblood said, his voice kind of wavering between "commanding" and friendly. "Its a pleasure to meet you, um, you all. We are in this together, so, um, lets go...?" He coughed once, and repeated the last line with more confidence. "Lets go!"  

Micillia

Dapper Duck

Hobo Pixi rolled 1 4-sided dice: 1 Total: 1 (1-4)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Mon Nov 20, 2017 8:34 pm
Eilidh Ròsach
HP: 20/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh sighed as she made it to the ship... again. She wondered who her team was going to be this time.... and if they'd be familiar. Looking to the first two, she bit her lip nervously. Then she saw Static. He was familiar! She had already ran through a ship with him. "H-Hi guys... I'm Eilidh...Nice to see you again, Static."she said quietly, slipping on board the ship and moving to explore.  
Micillia rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Mon Nov 20, 2017 8:44 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


Static nodded to the new recruits, then paused for a second. "Eilidh! I remember you!" He said, a big smile blooming on his face. She was a good teammate! She was shy, sure, but had a skill in taking down zombies, and, for some reason, her presence felt calming, healing almost... "Its good to be doing a mission with you again. Couldn't ask for a better party mate."  

Micillia

Dapper Duck

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Mon Nov 20, 2017 8:44 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Just like that they found themselves staring down six different daywalkers. It wasn't like they had snuck up the group, but it didn't make Stryke any less displeased to see them. A part of him felt bad for the trolls they once use to be. It was of little matter now, they had work to do and that meant clearing out the problem at hand.

Advance: 1
Zombie Count: 6  
Micillia rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Mon Nov 20, 2017 8:45 pm
Day 429
Haven't slept in 3 days, there is some sort of... monstrosity.. in the bunker. Starting to hallucinate without usual stupor supply. Started seeing things already. Hope help comes soon.  

Micillia

Dapper Duck

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

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Mon Nov 20, 2017 8:45 pm
Eilidh Ròsach
HP: 19/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh sighed tiredly. More zombies, again. Why were there so many damn undead creatures on these ships? The tealblood looked over to Static, seeing him prepare for battle. Eilidh did the same, clenching her weapon tightly and moving to swing at the nasty creatures... missing completely and almost face planting into the wall.  
Micillia rolled 2 6-sided dice: 6, 4 Total: 10 (2-12)
PostPosted: Mon Nov 20, 2017 8:46 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


Static faced the zombies that were left. He looked at them, a frown on his face. Then the blueblood slammed down three with his stun staff. The boy grinned. Sometimes, in battle, fighting for his team, that was where he felt he really belonged. Where he could show his stuff. Other times in battle he tripped and fell on his face. So really, what does that tell you.  

Micillia

Dapper Duck

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Mon Nov 20, 2017 8:47 pm
HP: 19/20
DMG: 2 DMG
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Stryke moved in, kicking the first daywalker before slashing at the one nearest them. There wasn't much to their physical forms, they crumpled to the floor fairly useless all in all. Shaking his head at their decrepit forms Stryke exhaled a slow sigh.

Rubbing his neck slightly he shifted his weight as he stood back at the ready. Glancing at the other trolls he worried at his bottom lip. They had barely set foot on the ship, they already had to deal with a hoard.

How..pleasant.


Zombie Count: Cleared  
Taki-di rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Mon Nov 20, 2017 8:53 pm
Nictor Sabbat
HP: 19/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

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


Nictor felt odd and floaty on the trip up this time, that strange empty sort of anticipation, the calm before the storm. Or after the storm. In the middle of the storm.

The storm is still happening and it’s awful.

He was really trying not to think like that right now. Every time he wasn’t on these ships, he felt, he felt exhausted and spacier than usual and overloaded but not really able to react to it all. He was resigned that this was going to keep happening and it was but he really really didn’t like it or want it. And then, then he stumbled around the military base like a lost and hurt kid. A little hazy eyed and confused. But then as soon as he get shuffled onto one of these pods and the anxiety kicks up and he couldn’t get it to stop.

That empty churning anticipation left it hard to think, to focus on any one worry, so he stared out the windows at the stars and felt a distant and morose sort of wonder. He like stars. There was something, something incredible about looking up at them. Being among them under the current circumstances was incredible too. Incredibly bad.

Nictor wrapped his arms around himself tightly as they disembarked, trying to keep his shaky hands under some form of control. The pressure around his throat wasted no time in showing up, the tingling on your skin because you were sure something was watching you.

Nictor blinked at their captain for this mission, another volunteer, pleasantly welcoming them onto the team. Far more friendly than the more businesslike attitude Nictor’s other teams enter with. Though his last one was a bit more loose, they all had seemed somewhat familiar with each other, or at least could get along. Nictor was too tense to really do that. Not that he was a master of social interactions most of the time anyway. The cordial start seemed to hold some of his anxieties at bay, while others began to filter in. Actually, had, had he seen this blueblood before? His brain said familiar, a face he’d seen in passing, but nothing he could pin down for certain. Actually, he was certain he’d seen the tealblood before too? Static and Eilidh, apparently, and Forger made three. Which just left him.

“Ah! Uh, I-I’m, uh, Nictor,” He offered a little belatedly, trailing off. No one had really asked, but it was generally common courtesy? It was odd, and somehow very out of place and mundane to be taking a moment to introduce each other. These had been rather rushed affairs so far in Nictor’s experience so this was just odd. Odd but not bad? Or maybe it was, it made this feel less real, like he couldn’t be on one of these horror ships except he was and he knew it.

So, as usual, Nictor tried his best to keep up and not cause an issue, resulting in him nervously fidgeting in the back, trailing along behind everyone else.

The floaty surreal feeling evaporated quickly with the arrival of a pack of those undead shambling monsters. Instead, the empty space it left was filled with a buzzing frantic energy of get away get away get away. Last ship had been short but, but the incident was fresh in his mind, too close to being snuck up on, too close to not seeing it coming.

The off kilter feeling wasn’t great, but somehow he felt like the tension strung along every muscle in his body wasn’t doing him any favors either. He tried very hard not to look at the bodies as they continued forward.
 

Taki-di

Hobo Pixi rolled 1 6-sided dice: 1 Total: 1 (1-6)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Mon Nov 20, 2017 8:56 pm
Eilidh Ròsach
HP: 19/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh watched as the other trolls finished off the zombies.. mostly Static. At least the zombies where gone for now. The tealblood stuck by Static since she was more familiar with him. However, looking closer at Nic... he did look familar... where did she see him? She looked around, wondering what was next.  
Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Mon Nov 20, 2017 8:57 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


9 Zombies

The zombies advanced, making their way towards the group. Static's jaw clenched and his grip on his weapon tightened. Now was it, now was the time to get into the action. He looked back at his team and nodded to them. "Okay guys, its time." The blueblood said, feeling the sweat condense on his forehead.  

Micillia

Dapper Duck

leon_a_darkangel rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)

leon_a_darkangel

Dedicated Supporter

PostPosted: Mon Nov 20, 2017 8:59 pm
HP: 18/20
DMG: 4 DMG
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

More of them..! It was bad enough they had found the first pack, and now this. Stryke clenched his teeth as he gripped his weapons a little tighter as he moved in. Attacking the two closet, he winced as he took a blow to his arm. Growling, he twisted in a quick spinning motion. Cutting down the next three with a quick precise series of blows.

Any zombies came across would be best to finish them off, lest they try and cause harm to some other less capable troll by chance.


Zombie Count: 5 Zombos left  
Hobo Pixi rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)
PostPosted: Mon Nov 20, 2017 8:59 pm
Eilidh Ròsach
HP: 18/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh tipped her head back and groaned as she saw more zombies. These weren't space ships, these were ZOMSHIPS. So many damn zombies This was ridiculous! She wished she had an instant kill zombie power rather than healing! At least that way she'd be useful and the zombies will be dead.  

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
leon_a_darkangel rolled 1 4-sided dice: 3 Total: 3 (1-4)

leon_a_darkangel

Dedicated Supporter

PostPosted: Mon Nov 20, 2017 9:04 pm
HP: 18/20
DMG: +1 Military Weapon
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

"Let's try going this way, shall we?" Stryke suggested as he nodded down a particular hallway. Padding forward, the sound of his boots tapping lightly on the ship was loud enough it made him step slightly more careful. There was no sense in alerting everything on the ship they were here.

Passing by a window, the view outside into the star system. He sighed gently, with a searching expression. He hadn't had a lot of time to appreciate the beauty of the galaxy..but now as they advanced through the ship was a time better than any to appreciate the sites.


Advances: 3
Results: You advance through the ship ...  
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