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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Green Minuet

Greedy Trickster

PostPosted: Thu Nov 23, 2017 8:20 pm
Bows, Bullets, Brains, and Bolts
Big Bad Bad Bitches


Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.
"Four, three, two, one."
With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.
"Target locked on. Engaging auto-pilot."
The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.
"Arrived at target. Attempting access."
Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.
"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."

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

Quote:
Ship exploration instructions:
To progress through the ship, follow the instructions below, from top to bottom. You must then follow the bolded instructions relevant to your squad's current situation, and resolve everything related to it before you can roll again.
Ship battle rules:
Players can use healing items/artifacts/powers at any point during ship exploration. For the entire thread, all abilities uses per battle counts the entire ship thread as one battle. The rules for how many trinkets/artifacts can be used per battle also count the entire ship thread as one battle.
=>Refresh your memory on trinkets, artifacts and abilities.

If a member of your team is a trained Agility or Covert-ops specialist OR registered as in-training for either:
You can scout ahead in the ship.
The user who owns the character must roll. If they like the result, the rest of the team can join them and continue rolling on door/advance tables. If they don't like the result, they can return back to the team and the team can roll again (in character, you are taking a different path through the ship).
You cannot roll on a closed door/advance table then take that back, only on the base movement table below. Your character must wait for X advances through the ship (start counting at 1 on the current advance) before scouting ahead again.
If you are a Journeytroll or higher in your skill: X = 4.
If you are a Novice in your skill: X = 6.
If you are training your skill: X = 10.
If multiple trolls can do this, they each have their own reset timer for the X rolls. Only one character can scout ahead per turn.

Roll 1d6 and advance through the ship:
If you have rolled on this and/or the alarms advance table 15 times, on the 16th time DO NOT ROLL, instead look at the spoiler below.
If an alarm is going off, you must use the table for it further down, NOT this table.
1 - You advance through the ship ...
2 - You find a closed door.
3 - You advance through the ship ...
4 - You advance through the ship ...
5 - You find a closed door.
6 - You advance through the ship ...
16th time advancing:
You come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!

If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:
If you have rolled on this and/or the regular advance table 15 times, on the 16th time DO NOT ROLL, instead look at the spoiler under the regular advance table.

1 - You come across some shuffling bodies...!
2 - You come across some shuffling bodies...!
3 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
4 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
5 - You come across some shuffling bodies...!
6 - You come across some shuffling bodies...!

If you find a door, roll 1d4 and use this table to determine what kind of door it is:
1 - The door seems to be ... trapped and locked!
2 - Hmm, the door might be ... trapped!
3 - Uh oh, the door might be ... trapped and locked!
4 - The door seems to be ... locked!
If the door is locked:

If a member of your team is a trained Academic or Strength specialist OR registered as in-training for either:
You think you can get this door open!
Academic: You've read up on how the old ships used to function, and think you know where to damage the door for the lock to deactivate.
Strength: RAAAAHHHH SMAAAASSSHHHHHHH!!!
If you are a Journeytroll or higher in your skill: You can get the door open with your eyes shut!
If you are a Novice in your skill: Roll 1d4 to try and unlock it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and unlock it. Succeed on a five six seven or eight.
Otherwise, a troll can choose to break it down in exchange for a loss of 5hp, or you can continue to advance in the ship.

AND OR If the door is trapped, roll 1d4 and look below:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d8 damage!
2 - The room beyond is filled with a laser sensitive grid, dealing 2 damage per post to all trolls who enter, until they exit the room (roll again on the first table)!
3 - The door is lined with miniscule nozzles that will shoot a corrosive, poisonous mist as the door opens, dealing 1d6(rolled individually) damage to all party members!
4- A loud alarm will start to sound through the ship as the door is opened!
If a member of your team is a trained Academic or Covert Ops specialist OR registered as in-training for either:
Your trained eyes spot something suspicious with this door!
Academic: You've read up on how these old ships used to function, and can remember how to set and disable the traps they set for boarding invaders.
Covert Ops: Your eye for the suspicious is tingling, the door doesn't look quite like others. If you pry off a wall panel you should be able to disable anything suspicious looking.
If you are a Journeytroll or higher in your skill: You can disarm the trap without looking!
If you are a Novice in your skill: Roll 1d4 to try and disarm it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and disarm it. Succeed on a five six seven or eight.
Otherwise, the trap will only be discovered when it is triggered by entering the room.

If you have successfully unlocked and entered the door, and/or survived any/all traps attached:
Roll 3d4 and post the following code into the resulting post.
[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
[size=18][b]You have encountered a ... [/b]
[/size]
[b]Dice 1[/b]
1. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
[b]Dice 2[/b]
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
[b]Dice 3[/b]
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
[size=18][b]MINIBOSS STARTING HP: 30/30[/b][/size]
[b]If you rolled a 1, take 4 dmg.[/b]
[b]If you rolled a 2, take 4 dmg.[/b]
[b]If you rolled a 3, take 3 dmg.[/b]
[b]If you rolled a 4, take 3 dmg.[/b]
[b]If you rolled a 5, take 2 dmg.[/b]
[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]
[b]If all party members reach 0hp, look below:[/b]
[spoiler]You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]
[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]
[b]If this is your first or second mini-boss fight look below:[/b]
[spoiler]
[b]If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:[/b]
[spoiler]
You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.
[/spoiler]
[b]If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:[/b]
[spoiler]
You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.
[/spoiler]
[/spoiler]
[b]If this is your third mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:
1 - You come across some shuffling bodies...!
2 - You find an open door.
3 - You come across some shuffling bodies...!
4 - You find an open door.
5 - You keep walking down the corridor. Nothing here.
6 - You come across some shuffling bodies...!

If you encounter shuffling bodies, roll 1d6 and look below:

You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.
If a member of your team is a trained Tactics or Leadership specialist OR registered as in-training for either:
You spring into action, fully equipped to deal with the surprise mob!
Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.
Leadership: You can keep your team focused and working together to dispatch the undead.
If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!
If you are a Novice in your skill: You automatically kill three daywalkers a turn!
If you are training in your skill: You automatically kill one daywalker a turn!
The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.


If you encounter an open room, check the spoiler below:
This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!
Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.
Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
PostPosted: Thu Nov 23, 2017 8:31 pm
      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

New ship, old drill, new faces, some not so new. Specifically one not so new, but at least the blueblood held military rank. Kursha stood by the hatch that lead to the main entry hall back to his team. “I'm not gonna make a big deal out of this,” he said as he punched the button to open the door. The doors slid open with a hiss to reveal an empty corridor beyond.

“Everyone's been through one of these already, and if you haven't, you should have read the briefing on the way up. I'm not gonna wiggler anyone who can't handle the work themselves.”

Kursha made a cupping motion over his shoulder. “Hey Cyclops. Why don't you take a quick look ahead while we secure the rest of the gear?”

[ Kursha makes a speech. ]
 

Green Minuet

Greedy Trickster

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

Buzzwulf

PostPosted: Thu Nov 23, 2017 8:45 pm
Engrav is scouting ahead!


Engrav was getting real tired of Kursha's s**t. He'd done a little bit of recon on the greenblood after doing his first ship with him, and all the intel he'd managed to gather suggested essentially one thing: he was exceedingly unpredictable.

And an a*****e.

No intel on that one. Engrav had figured it out all on his own.

Engrav hissed in frustration at the older troll, but loped ahead to take a look around the entry hall. No dust in space, but the metal still looked almost old and worn, lit by just a few flickering overhead lights. Not for the first time, Engrav wondered why he'd even been chosen to join Kursha's groups. He assumed it had something to do with the psych eval he'd taken when he'd volunteered, but he'd been intentionally answering to seem as generic as possible on that test. So why him?

He certainly wasn't gonna ask. The greenblood seemed unstable at best, homicidal at worst. Instead, he checked the gloom for signs of unlife, listening carefully at the corridors ahead.

"I think we're headed this way" Engrav said, quietly. Wouldn't do to have daywalkers breathing - Well, not breathing, he guessed - down their necks as soon as they left the pod. He gestured to one of the nearby passages.

Only a short job later, they came to a closed door.

Quote:
Engrav Setlar
Health: 20/20
Standard weapon: Attack 1d6, Damage 1d6
Novice Healing artifact 1/1, Adept agility artifact type B 2/2
Training covert ops


The scout has been [accepted]!
 
Micillia rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Thu Nov 23, 2017 8:54 pm
Static Charge
HP: 20;
Attack: 1D6 + 1;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post. 2x
YTMA training Academics, Novice Strength


Static had the thin, faint smile he always had when boarding one of these ships. Yeah, he was excited to get to prove himself to both one of the most well known commanders, not to mention the others in his team. And at the same time he was totally ready to just walk in and face plant on his first step. Luckily he didn't. The blueblood nodded as the leader of the mission said a blunt and short "speech".

Static gave the familiar yellowblood more of a smile. It was nice having familiar faces on a ship, especially when they were competent one. "Hey." He said simply. "Good find." Then the blueblood went to inspect the door. These old things were almost always trapped or something annoying. "Um, trapped, i think Sir."  

Micillia

Dapper Duck

Green Minuet rolled 1 8-sided dice: 2 Total: 2 (1-8)

Green Minuet

Greedy Trickster

PostPosted: Thu Nov 23, 2017 9:06 pm
      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

For a blueblood the kid sure seemed meek. “You think?” Kursha asked from beside him. Despite the sarcastic character of his voice, he wore a grin. He nudged the blueblood out of the way, as he stepped in to take over the examination, kneeling by the base of the door. “If you're not sure, that could be a disaster. Kaboom.” Clapping his hands together, Kursha made an exaggerated explosion sound with his mouth.

He turned back over his shoulder. “Eliiiiii,” he called with a whine. “Do you have the wire clippers?”

[ Kursha attempts to disarm the trap. ]
 
Buzzwulf rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Thu Nov 23, 2017 9:15 pm
Engrav attempts to disarm the trap!


"Here, hold on," Engrav said, kneeling down with the greenblood at the base of the door. "Let me take a look." He had wire clippers in his bag of tricks, but he hadn't really had a lot of traps to take a look at yet. This one looked pretty simple, closed circuit, ignition switch here. "Double closed bridge on the circuit here," the yellowblood mumbled, almost to himself. "And... is that a resistor? Weird. Looks like the circuit sends a repeating signal that loops back and makes sure it's still closed. One second."

Engrav reached down with his clippers. The idea was to make sure the circuit was still able to read the signal, but the ignition switch was deactivate. Then they should be able to fully deactivate the circuit. Engrav held his breath as he prepared to cut the wire, hand shaking just a little. Snip. He wiped a drop of sweat from his eyes.

Quote:
Engrav Setlar
Health: 20/20
Standard weapon: attack 1d6, damage 1d6
Novice Healing artifact 1/1, Adept agility artifact type B 2/2
Training covert ops


Engrav disarms the trap!
 

Buzzwulf

blackbird cake rolled 3 4-sided dice: 4, 3, 2 Total: 9 (3-12)

blackbird cake

Adorable Gekko

PostPosted: Thu Nov 23, 2017 9:17 pm
This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
You have encountered a ...

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

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

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

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

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

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

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


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

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
 
blackbird cake rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)
PostPosted: Thu Nov 23, 2017 9:26 pm
Elidae Bonbon
hp: 18
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


"Oh! Oh! I have them!" The yellowblood slowly spun around in a circle as she searched through the pockets in her suit for a pair of wire clippers, but the moment she found them and held them up in triamph, that smart yellowblood guy already had it handled. With a bit of a shrug, she threw them back in her pocket for another time.

"Nice work, uh-!" Wow. She didn't know his name. Kursha never really addressed him by his real name. Elidae gave him a large smile and decided to let it go. She'll look at the files later and remember. The moment the door slid open, Elidae blinked and wore a tight, almost pained grin as the rancid stench of the decomposing body of the daywalker hit her like a brick wall.

"Ready, boys?!" Elidae called as she unsheathed her scissors.

Quote:
{ elidae does 3 damage! }


advances: 0/10
minibosses: 0/3
 

blackbird cake

Adorable Gekko

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

Micillia

Dapper Duck

PostPosted: Thu Nov 23, 2017 9:30 pm
Static Charge
HP: 16;
Attack: 1D6 + 1;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post. 2x
YTMA training Academics, Novice Strength


Using Power Adept Agility B
6 Damage

Static fumbled around for a second when the Commander pushed him aside to fiddle with the door. He smiled when Engrav managed to open it effortlessly tho. He gave the yellowblood a smile and a thumbs up, starting to relax a little as the group seemed to come together at least a little better.

The monster seemed to spill from the open door, its dead eyes rolling around till it landed on the four of them. "Ready!" Static said to the yellowblood girl, going in for a hit from his shock-staff.  
Micillia rolled 4 6-sided dice: 3, 1, 6, 4 Total: 14 (4-24)
PostPosted: Thu Nov 23, 2017 9:31 pm
Static Charge
HP: 16;
Attack: 1D6 + 1;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post. 2x
YTMA training Academics, Novice Strength


Using Power Adept Agility B
8 Damage
Boss HP: 16/30

There, battle! The place his plumpbiscuit beat fastest in. The blueblood had loved doing daredevil things, and battle was no exception! After his first hit landed, he sidestepped and brought up the power he had inside himself. Like a little grub's magic girl show, it seemed to spark from his chest, run down his arm, and get amplified by his new weapon; the stun-staff. The super conductive metal in the middle lit up as the electricity flew through it and into the undead monster.

"Th-there," Static said, panting, as he stepped back to let someone else attack.  

Micillia

Dapper Duck

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

Green Minuet

Greedy Trickster

PostPosted: Thu Nov 23, 2017 9:41 pm
      [+] Captain Kursha Vidari

Health: 38
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

It was amazing after all this time, how much the corpse still resembled the role it had taken in life. Kursha stifled a laugh at the stained hat flopping from side to side on its head as it lurched towards them. “Hey, did anyone order carry out?” he called, swinging the stock of the rifle onto his shoulder.

Elidae and Static had already engaged the daywalker in melee combat. Kursha watched carefully for an opening. The monster staggered towards Elidae. For a moment, its left side was exposed. He pulled the trigger. The bullet shredded its shoulder and the rotting arm flopped to the ground.

[ Kursha does 9 damage. ]
[ Boss Health: 7 ]
 
Green Minuet rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Thu Nov 23, 2017 9:43 pm
      [+] Captain Kursha Vidari

Health: 38
Military Weapon +1
Eagle Eyes: ACTIVE
Grandmaster Leadership, Novice Covert Ops, Training Academics

For a moment, Kursha wondered if daywalkers still had any kind of cognisant thought or could process pain. The way the former chef stopped to look at him made him think that the undead might be more than just an animated pile of meat and bones. That was ridiculous though. Anyway, he had a clear shot.

“Well, thanks for your service~!” Kursha threw the chef a salute. The greenblood never seemed to run out of one-liners, even in the thick of combat. Especially in the thick of combat. “Have a tip!” The muzzle flashed. A hole appeared square between the daywalker's eyes, and then it toppled over.

[ Kursha does 14 damage. ]
[ Boss Health: 0 ]
 

Green Minuet

Greedy Trickster

blackbird cake rolled 1 6-sided dice: 6 Total: 6 (1-6)

blackbird cake

Adorable Gekko

PostPosted: Thu Nov 23, 2017 10:15 pm
Elidae Bonbon
hp: 20
attack: 1d6 (+1 bedazzled superstar military weapon✧・゚*✧・)
ytma: training in agility (cooldown: n/a)
trinkets: has some, don't remember what they are!


As the other two combat partners worked their "magic", Elidae could only watch in amazement. The quiet blueblood lit up the room, and Kursha's aim always was top notch. Watching the detached arm writhe against the floor, Elidae bit her lip as she suppressed a rare joke threatening to crack. She decided against it. As the daywalker went down by Kursha's last bullet, Elidae cheered and stepped over the arm and walked to Kursha's side.

"Huh, if bullets were beetles, you'd be a pretty wealthy troll!" She wondered aloud, looking back up at him after observing all the damage he inflicted. "That was amazing, by the way!" She put a hand on his shoulder and gave him a wide smile.

"Great work, guys!" Elidae addressed the other two, putting her shears back with a heavy amount of enthusiasm. Elidae glanced over at Engrav, who remained on stand by. Eh, he fixed the door, so she didn't mind.

Quote:
{ elidae advances! }


advances: 1/10
minibosses: 1/3
 
Buzzwulf rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Thu Nov 23, 2017 10:45 pm
Engrav checks the corridor!


Engrav gave the rest of the party a sidelong look, appalled at the damage they'd done in just a few moments to the shambling, rotting daywalker. He felt like he didn't really belong with this group. At least he could open doors and find the right way.

He was pretty sure that if he didn't start at least trying in combat, though, he was gonna get a door opened with his nugbone. Hopefully, the other yellowblood -Elidae?- could keep that from happening. She seemed to have at least a little bit of a hold on the captain, so he should probably be focusing his efforts more on her.

"Sorry," he said to her sheepishly, as the group wandered from the now-empty room. "I guess I just feel a little intimidated around all of you."

Only moments after the squad left the tiny room, Engrav began to hear the low-pitched sounds of moans. He knew what that meant by now. They were about to stumble upon a horde of daywalkers!

Quote:
Engrav Setlar
Health: 20/20
Standard weapon: attack 1d6, damage 1d6
Novice Healing artifact 1/1, Adept agility artifact type B 2/2
Training covert ops


The corridor contains Daywalkers!
 

Buzzwulf

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

Micillia

Dapper Duck

PostPosted: Fri Nov 24, 2017 8:38 pm
Static Charge
HP: 16;
Attack: 1D6 + 1;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post. 2x
YTMA training Academics, Novice Strength


15 Zombies

Static gave the yellowblood a small smile, and patted his back as he pushed ahead a little. "Well," The blueblood started, "It is kinda a ship that could collapse at any second filled with day terrors, so..." He ended that with his own shrug.

The blueblood walked a little faster, it was always good to have a bit of a scout, even if it was only ten feet ahead. Static saw something and frowned. "Sir." He said, reporting to Kursha, "Uh, 15 ahead...."  
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