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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: Sat Nov 25, 2017 9:15 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.
Green Minuet rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sat Nov 25, 2017 9:48 pm


      Degrass Tysson

Health: 20
Military Weapon: +1
Support A Artefact: 1/1
Novice Leadership, Grandmaster Strength, Academics Training

What a team. Reunited with long time friend, Keionx Rutace (in disguise of course), and the radical compatriot Aerona Scrawl, they rounded out the team with the yellowblood Ephias had meet in the conveyer belt. Their conversation had been brief at the time, but the redblood had a good feeling about her. Given he did not often have a good feeling about anything, he took it as a sign when he asked her to join them. More text blah blah blah. How is I still have so much to do.

Ominous space doors wait ahead. Ephias rubs the sleepiness from his eyes. He unbuckles his shears from his belt. Goes over to the first hatch, and glances over towards the others. “Everyone ready?” Experience says that undead usually wait behind these things. Pushes button to open door. It is blissfully quiet down the hall.

[ Ephias advances the team. ]

Green Minuet

Greedy Trickster

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sat Nov 25, 2017 9:52 pm


Rutaca Spuode
(Keionx Rutace)

"Very ready." Keionx said, trying to keep her voice cold, and unemotional... a scientist, to the uninitiated, to those who didn't understand. She wanted to grin and laugh, however, because this was what she wanted from the start... Given that the disguise had been built with Ephias in mind, and given that Ephias was -- and STILL was -- a dear friend.

Blissful quiet lasted only so long. "Hang on - I hear..." but now the groans and unearthly sounds of the dead were obvious, even through the suit. Keionx wasn't going to state the obvious -- She simply drew her sword.

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
---
Sypon rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Nov 25, 2017 10:05 pm


Aerona: 20/20
Military Weapon!
Agility B Adept Trinket


Since her previous adventure, Aerona had taken time to recover. Thank gog for Alternian medikits and the current lack of loud-mouth, grandstanding assholes in the party. Keionx was a weird one - she had met her in her youth, and while her current knightly bravado wasn’t on display (thanks to her alias), she was still an odd quackbeast for the rebel. Ephias (Chains) seemed well grounded; Aerona felt confident in his abilities. Meanwhile, a familiar yellowblood joined the group.

"Yeah, you bet, science guy. How y'all doin'?"

This was good - red, red, yellow, orange. Aerona took in a deep breath and readied herself for another stressful (and hopefully fruitful) adventure. After all, the majority were rebels. If someone needed to get thrown out of the airlock, well…

“Whoop! Daywalkers. Looks like… Twelve of 'em, coming our way.”

Sypon
Vice Captain

Melancholies rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)

Melancholies

Springtime Teenager

PostPosted: Sat Nov 25, 2017 10:26 pm


Quote:
8/12 ZOMBOS
1/11 advancements
0/2 minibosses

    Since the last ship, Trusci was more than eager to say yes to a team without a military leader. It had a tendency to run smoother if everyone present was a volunteer, and not some stuffy pretentious officer. Besides the fact that she'd met Degras while hoofing it around the conveyor, and Trusci loved to keep up with her acquaintances. There was Aerona too, long time no see. The orangeblood was an unfamiliar face, but not an unwelcome one.

    "Maaaaan!" She cracked a grin, "Look at us! We're gonna do great. I'm doin' dandy." She was twirling her scimitar in her hand as she addressed Aerona (Trusci don't spin that). At least it didn't take long for them to get thrown into action--then again, it rarely did.

    "Up 'n at em!" She greeted the zombies with enthusiasm. And also a very sharp weapon.

    Quote:
    HP: 19/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance
Green Minuet rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)
PostPosted: Sat Nov 25, 2017 10:30 pm


      Degrass Tysson

Health: 19
Military Weapon: +1
Support A Artefact: 1/1
Novice Leadership, Grandmaster Strength, Academics Training

Ephias raised his shears in front of himself, both as a shield and poised to strike. “Don't let them flank you,” he warned the others. Trusci seemed eager to jump into combat but then... well... All of them did really. That was no surprise. Blowing the hair out of his face, Ephias followed after them, filling in the gaps in their ranks. The shears cleaved through two torsos before he retreated to look for another opportunity to attack.

Lots of dead walkers.

Ephias wiped the gunk from his blades. “So uh... easy, right?”

[ Ephias does 8 damage. No zombies remain. ]

Green Minuet

Greedy Trickster

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

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sat Nov 25, 2017 10:39 pm


Rutaca Spuode
(Keionx Rutace)


"Quite easy..." Keionx said, daring a smile.

Ephias had impressed her -- he was so far from the person she had known, all those sweeps ago, and in a good way. It was easy to work with him to clear out the dead from the room.

"Let us hope that this is an omen of success." she threw out there, hopeful. Though, she wanted a challenge... she really did.

"This passage appears passable." she commented, peering down a new corridor.

Quote:

HP: 19/20

Damage taken: 1
Damage dealt: -
0/12 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
---


The group advances
Sypon rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sat Nov 25, 2017 10:46 pm


Aerona: 19/20
Military Weapon!
Agility B Adept Trinket

“Damn! Good job.” Aerona whistled and proceeded down the hallway, stepping over the remains of the dead zombies around them. “Yo Trusci, that was killer. You self-trained, or you learn that from somewhere? You two made that look hella easy.”

She took a long look down the hall and hummed. It didn't look like there was much down this way, but hell - that made for fine enough conversation considering the mission.

Sypon
Vice Captain

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

Melancholies

Springtime Teenager

PostPosted: Sat Nov 25, 2017 10:50 pm


Quote:
4 - You advance through the ship ...
3/11 advancements
0/2 minibosses

    "Aw bud, ain't gotta worry about 'em flankin' me when you already got 'em taken care of!" She flashed the redblood a wide, lopsided grin, her arms stretching up over her head. "Journalist code 101; you gotta keep some secrets secret, ya'know?" And Aerona got that same smile.

    "I'm always up for learning some new tricks though. You guy's better be showin' your stuff next time!" Wink, "I'lllll be watchin'! Oh, speaking of, seems like there's not a whole lot goin' on down here, huh..." What a boring ship... at least it wasn't rife with slime monsters. Or mutant gerbils.

    Yet.

    Quote:
    HP: 19/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance
Green Minuet rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Sat Nov 25, 2017 10:58 pm


      Degrass Tysson

Health: 19
Military Weapon: +1
Support A Artefact: 1/1
Novice Leadership, Grandmaster Strength, Academics Training

“Don't worry, you'll get an opportunity soon enough...” The redblood only half paid attention to the conversation. He held a hand out to indicate that the group should stop. He nodded to further down the corridor where the the shadows writhed. “Movement up ahead... Not coming in too fast...” He squinted, trying to discern their shapes in the darkness.

[ Ephias finds... ]

Green Minuet

Greedy Trickster

DraconicFeline rolled 1 4-sided dice: 3 Total: 3 (1-4)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sat Nov 25, 2017 11:09 pm


Rutaca Spuode
(Keionx Rutace)
"I see nine." Keionx said, counting quickly as the shapes resolved from the shadows. Only nine? That wouldn't take long at all, considering the quick work that the group had made of 12. Ephias alone could take care of that many (with some teamwork from her part,) They had already seen that.

Keionx wondered if she would even need to properly clean her sword after this ship...

Quote:

HP: 19/20

Damage taken: 1
Damage dealt: -
9/9 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
---


9 daywalkers
Sypon rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)
PostPosted: Sat Nov 25, 2017 11:27 pm


Aerona: 18/20
Military Weapon!
Agility B Adept Trinket

“Really? You learn those tricks in journalist school? Damn, I guess I took the wrong profession.” Aerona laughed, negging the yellowblood. She remembered her first good impression of her; looks like she’d just gotten more charming since then.

“Ah, here. Looks like it’s my shot, huh? Look at this and study up, ‘Scoop! You too S.G.” She winked, and reached into her bandolier.

“Fire in the hole! Heads up y’all!” Aerona cried, and shotput a heavy rounded orb at the pack of zombies. A short delay and thick iron spikes erupted from the grenade, red hot from the explosive device. It was remarkably effective. Six of the undead fell, some with gaping holes and some with the spikes still embedded in them.

"That's how it's done. Who wants to clean up the leftovers?"

Sypon
Vice Captain

Melancholies rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)

Melancholies

Springtime Teenager

PostPosted: Sat Nov 25, 2017 11:35 pm


Quote:
3/9 ZOMBOS
3/11 advancements
0/2 minibosses

    Trusci took cover, her arm held up high above her head as Aerona hollered out. Debris aside, Trusci was totally fine. Was anyone jumping out first? Yes? No? Maybe so? Her grip on her weapon tightened.

    "Daaang aren't you the bomb" Trusci cackled at her own bad joke, mostly because she was almost entirely convinced it wasn't the first time Aerona heard anything like that. "Ain't even much left to clean up!" And there wasn't, not for how shabby the daywalkers looked. They weren't much of a threat for her sword.

    "That just leaves you bud! Show me what you got next time!" When she was done, she doubled back around to pat Keionx on the back (maybe a little too hard, but it meant well). "'Kay! Lead on, fearless conqueror of the cosmos." She fell behind the group with a smile, but not before offering Aerona a high five for the teamwork.

    Quote:
    HP: 18/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance
Green Minuet rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 26, 2017 8:31 pm


      Degrass Tysson

Health: 18
Military Weapon: +1
Support A Artefact: 1/1
Novice Leadership, Grandmaster Strength, Academics Training

"S.G.?" Ephias stared at Aerona in bafflement. Before he could puzzle it out or inquire any further however, Aerona retrieved something that looked... dangerous from her bandolier. A second later, the orb exploded impaling over half the daywalkers. Trusci cleaned the rest of them up with little difficulty.

"Er... well... good job." He was a little short on words after the display. He gave his head a shake as though to shake off his surprise. "... How many more of those do you have?" Seemed dangerous but also useful.

[ Ephias finds... ]

Green Minuet

Greedy Trickster

DraconicFeline rolled 1 6-sided dice: 4 Total: 4 (1-6)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 26, 2017 8:36 pm


Rutaca Spuode
(Keionx Rutace)

Keionx didn't like the bombs - too risky, could hurt an ally. Also explosive.

But they were very effective, so she tried not to let it show. "Mind if I go ahead a little?" she asked, though she wasn't really asking. Simply put, she was probably the most durable troll among them. Not that they were weak, but if there was a nasty surprise around the corner...

Well...

She would rather she took it.

It turned out, there WAS a surprise!

"Ah! E... Degrass! We have possible item finds!" Keionx was trying not to call it treasure. She was trying so hard. But she was excited - as excited for such things as she always was. Inside she was very ready to take whatever this room had to offer.

Which, as it happened, included terminals to... well, they were mostly rebels here, they could go and do some good without fear of reprisal.
Quote:

HP: 18/20

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
---


Its an OPEN DOOR!!!
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