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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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[META] The Vicious Indignation of the Empress (Minty Fresh) Goto Page: 1 2 3 ... 4 5 [>] [»|]

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DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Nov 26, 2017 5:30 pm
Minty Fresh: Psykgi, Punkie, Buffel, Nictor
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.

Published by Google Drive–Report Abuse–Updated automatically every 5 minutes  
DraconicFeline rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 26, 2017 5:33 pm
Cpl. Psykgi Mentha

Well! Psy had never flown with any of these folks before, but the orangeblooded private was certainly... ... a juggalo. Interesting, that. The yellowblood cowering in the back was one she'd heard about and the other one...

Hang on, wasn't he the one Flydra had asked her to keep an eye on?

Excellent.

"Welcome, welcome, everybody to the Vicious Indignation of the Empress!" Psykgi said, waving her arm in a sweeping cheerful motion to encompass the whole of the ship. "Lets take it home for her, shall we?" she laughed and spun on her heel - the best she could do anyway in the suit - and gestured ahead. "Private, do you mind checking ahead? Lets see whats going to get thrown in our way!"

Quote:

20/20 hp

Damage Dealt: +1 to damage
Damage Taken:

Military Weapon: +1 to damage

Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)

Zap Grenade/Drones (Adept Trinket Offense B)(Uses: 2/2 Charges: 2/3, 2d6 Deal double damage on this attack, 1 ongoing damage for all turns after. The ongoing damage from these stack.)

In training: Troll Relations


Advancing!
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Micillia rolled 1 6-sided dice: 1 Total: 1 (1-6)

Micillia

Dapper Duck

PostPosted: Sun Nov 26, 2017 5:34 pm
Punkie Vielli
HP: 20;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


The juggalo sang, saluting her captain, the redblood Psykgi. "Lets get this b***h all wrapped up and ready to ******** go!" She said. The girl skipped ahead, humming only a little, as she spotted some figures farther along the hallway. "GODDAMNED UNDEAD, CAPTAIN! DEAD AHEAD!" The yell echoed around the abandoned ship, totally not alerting monsters to their presence at all.

Advance 1
Looking down hallway
Zombies?!
 
tenaciousgadabout rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 26, 2017 5:42 pm
Quote:
HP: 20/20
Training In Discipline
"Buffel sees 12 shambling corpses!"


Buffel was worried about seeing Punkie again, remembering their awkward encounter with Flydra last time they met. He gave her a slight wave and headed forward. The yellowblood he recognized from the second ship he'd done with Sarce and that gladiator gal. He gave him a thumbs up as a confidence booster and recognition of acknowledgement. The redblood leading them wasn't immediately familiar, but he'd indirectly heard of her from Leeroi, which would surely become clear to the boy soon.

As they moved forward, Buffel saw the shuffling masses lurching forward and did a quick headcount. ”12 by my count, sir. A big group to be certain.”  

tenaciousgadabout

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

Taki-di

PostPosted: Sun Nov 26, 2017 5:44 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: 1
Minibosses Defeated: 0

Quote:
Zombies: 12-0=12


Hands were fisted in sleeves a hugged his arms to his chest, jaw clenched tight which was sure to ache later but better than tearing the inside of his mouth anymore. The immediate concerns overshadowed the stress and questions other ships left him with, and Nictor’s mind latched onto the distraction readily.

His distraction from a nervous breakdown and morality crisis was social anxiety and fearing for his life. Not much of an exchange really but one of them was sorta more manageable. Sort of. Didn't really matter because it was what was happening either way.

Nictor looked over the team he was assigned, hands squeezing tighter. Would one of them attack him this time too? They were all of a lower blood caste which, well, didn’t mean there was no danger to be had, but was slightly less likely perhaps? Lower bloods didn’t give him quite as much anxiety, free of the heavy threat of social backlash and punishment for overstepping some sort of boundary Nictor probably wasn’t aware of.

Nictor blinked a few times and made a small small noise as their leader, Psykgi, enthusiastically greeted them before setting off with a spring in her step. The small noise grew into a yelp when the orangblood juggalo piped up, startling at the sudden boisterous voice as she flounced down the hall to do their captain’s bidding. Okay those two were, were going to be something then probably. That left the last team member, who was a bit easier on Nictor’s nerves. He’d been on a team with Buffel before, he’s been confident and steadfast and had helped get that team back to ground safely. So, that boded well probably.

Nictor managed a wavery smile at Buffel and managed to untangle his fingers from one of his sleeve to offer a small wave type motion. The tentative ease, at least, yanno, what passed for ease in Nictor’s shoes, was interrupted when Punkie started yelling and he jumped, almost tearing fabric when his hands tried to do something, anything, in response to the noise. And then when Buffle reiterated the point it managed to sink in. Ah yes the horrifying monstrous space crew.

Nictor’s arms twinged and shook but he was already grabbing his bo staff. A part of him had learned at this point that desire to actually use it or not, it was better to be prepared when the threats came knocking than fumbling.

Except Nictor found himself moving forward haltingly, something in his brain attempting to put a hard block on the forward motion. He had no real desire to actually take part in this, but nerves and obligation made hims tart forward and instinct held him back. It ended in his foot catch on his own pant leg and stumbling sideways, smacking into the wall and fumbling with the collapsed bo staff he nearly dropped, having to dive and snatch a couple times before it was actually back in his hands, sputtering small frantic noises the whole time.
 
DraconicFeline rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Sun Nov 26, 2017 5:45 pm
Cpl. Psykgi Mentha

"Well, this shouldn't be a problem!" said Psykgi, "Private Vielli, wanna show them how its done?" She hung back to observe and strategize and... other leaderly things, even though she itched to smash jus tone more daywalker head open with her axe.

It was, she reminded herself, important to see what the orangeblood could do -- especially since she was military, too. And a lowblood -- Psykgi so rarely got to hang out with lowbloods! Or juggalos! How did that change her view of the world? Her fighting style?

In other words, what could she do - after all, she seemed very capable...

And yes, she was aware of the irony.

Quote:

19/20 hp

Damage Taken: 1
Damage Dealt: 0

12/12 Zombies

Military Weapon: +1 to damage

Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)

Zap Grenade/Drones (Adept Trinket Offense B)(Uses: 2/2 Charges: 2/3, 2d6 Deal double damage on this attack, 1 ongoing damage for all turns after. The ongoing damage from these stack.)

In training: Troll Relations

1/10 advancing
0/2 minibosses
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Micillia rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 26, 2017 5:46 pm
Punkie Vielli
HP: 19;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


"Oh you know i ******** do!" The juggalo said as she stepped up to take the spot of attack. "Goddamned gorgeous handiwork yourself on those last ********> She said with a smile as she moved to stab several zombies herself. Her daggers were small, but with most size related things, its not how big it is, its what you do with it.

Advance 1
Killed 5 Zombies
7 Zombies Left
 
tenaciousgadabout rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Sun Nov 26, 2017 5:48 pm
Quote:
HP: 19/20
Training In Discipline

"Buffel rolls to fight miscreants!"



”Nice one, Ms. Vielli!”

Buffel yelled the compliment while aiming at the horde. Ducking behind cover, he fired two shots that both went wide. Damn. Reloading, he looked to Nictor, eyes filled with worry, and gave him another thumbs up, this one punctuated with a wink.

”You got this now Nic, I've seen you take 'em down before!”  

tenaciousgadabout

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

Taki-di

PostPosted: Sun Nov 26, 2017 5:49 pm
Nictor Sabbat
HP: 18/20
Damage: 4+1=5
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 0

Quote:
Zombies: 7-5=2


To think that there really hadn’t been that many stumbles on these ships. Nictor was largely keyed up enough that he didn’t get distracted the way he usually didn’t had enough of his mind with hands firmly glued to the steering wheel instead of on hand off and the other fumbling in the back for a jacket. Except in this case two parts of his brain grabbed on and tried to jerk him two different ways.

The end game here was the bruises that littered his shoulder tingled and ached and it didn’t even serve a purpose right now except him being a bumbling mess. Nictor tried to right himself and move forward again, but once more his muscles disagree and he rocked unsteadily.

He really didn’t want to, but the fear was climbing and would inevitably force him to action because he could not sit and let himself die. Die at the hands of ravenous and rotted trolls who would pick him open and eat him bite by bite.

Nictor startled again, ducking away when he heard two loud shots and quickly sought the noise, finding Buffel looking at him and offering support. That also acted as a horrifying reminder and his insides turned at the foul truth, that he was being encouraged into this, but, But they needed this to be done, and someone was looking at him to do it. Nictor gave Buffel a wide eyed half nod half head jerk, unsure what to do with the sentiment. It made everything in his squirm and shrink away, but the other part of him automatically pulled to follow the direction, the shread of belief in his was absurd and strange and he didn’t want to disappoint but, but. The conflicting emotions and thoughts that weren’t quite wiped into a frantic buzz made him stumble when he made to move, overbalancing terribly and nearly falling as he went forward forward, flaily upright and right into zombie face. Nictor’s strangled shriek pierced the fight as the two toppled. Nictor was jerking back upright before they had totally hit the ground though, kicking and punching the downed zombie and clicking his bo staff out and swinging with all his might at the others that had drifted close to him in his stumble. The creatures buckled like wet paper and made noises not dissimilar as they fell.
 
DraconicFeline rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)
PostPosted: Sun Nov 26, 2017 5:50 pm
Cpl. Psykgi Mentha

Wow, the staff-holding yellowblood, uh... was something. He'd stumbled at the first major hurdle, but then also managed to hit a daywalker. Psy wasn't sure what to make of him (though she outranked him, so that could be fun...)

Psy let him make his noises - sure, noise brought more daywalkers, but that was fine with her. They weren't so bad. She took care of a few that went past her 'troops', knocking them down and chopping at their soft bits with a maneuver she'd practiced planetside -- it seemed to do the trick.

"Ahh, that was a nice warm up!" she commented. The yellowbloods were so serious - she needed to balance that out with positivity, to keep the group nice and cohesed. "Glad we got that out of the way -- Who's up for moving onward?"

Quote:

18/20 hp

Damage Taken: 1
Damage Dealt: 5+1 to damage

0/12 Zubats

Military Weapon: +1 to damage

Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)

Zap Grenade/Drones (Adept Trinket Offense B)(Uses: 2/2 Charges: 2/3, 2d6 Deal double damage on this attack, 1 ongoing damage for all turns after. The ongoing damage from these stack.)

In training: Troll Relations

1/10 advancing
0/2 minibosses
 

DraconicFeline

Hilarious Genius

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

Micillia

Dapper Duck

PostPosted: Sun Nov 26, 2017 5:52 pm
Punkie Vielli
HP: 18;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


"Yes captain!" Punkie chirped, like a trained feather beast, complete with a nice salute. She marched ahead as her captain had told her to do, and looked back and forth, scouting ahead for anything of intrest. It was less of scouting as apposed to being a couple feet in front of the party, but Punkie liked to feel useful.

Advance 2
A Corridor
 
tenaciousgadabout rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Sun Nov 26, 2017 5:54 pm
Quote:
HP: 18/20
Training In Discipline

"Buffel finds an open door!"



The hallway's lights were out, and it was difficult to see beyond what the chest lamp from their suits provided. Buffel watched the footsteps of the squad members that had been in front of him before he veered off on his own path. This area of the ship had a lot of dust on the ground and minimal footprints, which he took as a good sign. No zombies had come this way in a while.

As he came up to a wall, he found a doorway, apprently left wide open. The gunslinger called to the squad, ”Hey, there's a door over here!”  

tenaciousgadabout

Taki-di generated a random number between 2 and 11 ... 8!

Taki-di

PostPosted: Sun Nov 26, 2017 5:55 pm
Nictor Sabbat
HP: 18/20
Damage: 4+1=5
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:


Maybe Nictor was blinking a bit too much and his hands far too tight on his staff and generally stressful to look at for more than a couple seconds. Maybe.

Shuffling quickly into the open room after the others, and after a few tense moments,breathed a deep sigh of relief. Nothing immediately jumped out as dangerous, which, good. Amazing. Great. He swallowed thickly and glanced back at the open doorway they’d come through.

He could stand around here while the others searched stuff, or he could go deeper into the room and fiddle with the stuff on the desk. And as much as not moving sounded like a wonderful thing, this was not a place that felt wonderful for doing it.

Nictor looked almost unseeingly at the objects scattered on the few rows of desks, making his way down one of the aisles, poking at things as though they were about to grab hold of his fingers and pull the bones out. He mostly did it for something to do because idling felt like it may not bode well here.

“Ha-h--uh, h-hey,” Nictor called, voice not able to get very loud as he tried to get, well, preferably Psykgi’s attention, but any of them would do? Except he kinda really didn’t want Punkie focused on him, she seemed way too boisterous for him to handle. “I f-f-found a eh, a b-band----age. Uhm.”

Now what? He could have just taken it with him and kept his mouth shut and brought it out in case they needed it. But then it could be something that the others should know they have too. Mmm, hopefully someone just took it and he could not have to try and worry about it. Or maybe he should worry about it, worrying about social issues was so much simpler than the rest of the anxiety pressing in on him.
 
DraconicFeline rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 26, 2017 5:57 pm
Cpl. Psykgi Mentha

Psykgi liked the orangeblood's initiative in going on ahead. A lot of lowbloods, she'd noticed, wanted to cower in the back, doing nothing. And that was fine, she supposed. That was just how some survived. Barely. Not her, though -- the very thought seemed absurd. And not this orangeblood. She could relate... and she'd be sure to make a note of that in her report if Vielli kept it up!

Interesting, then, how the yellowbloods seemed to fit the other two parts of the attitud spectrum: Buffel seemed to 'go and do the thing' as needed, sticking back until such a thing needed doing. Meanwhile, the other one... cowered. Psykgi mused on this as she looked around the wide open room until said... coward... tried to get her attention.

"Hmm?" It looked like he'd found something. "A bandage, huh." she inspected it. "It looks safe enough - and gosh, you can't have enough first aid things! Go ahead and take it with you. If that's what you're asking!" She gave him a big smile.

You might need it...

After all, wasn't it her job as a leader to push those under her command? After all, if the individual is strong, the collective is strong. They were already doing fairly well, but they could do better if she pushed this one.

It would be a favor.

"If there's nothing else, though, lets move on!"
Quote:

18/20 hp

Damage Taken: 1
Damage Dealt: +1 to damage

Military Weapon: +1 to damage

Military Standard Medical Kit (Adept Artifact Support A) (2/2 Uses, heal one troll 1/2 hp)

Zap Grenade/Drones (Adept Trinket Offense B)(Uses: 2/2 Charges: 2/3, 2d6 Deal double damage on this attack, 1 ongoing damage for all turns after. The ongoing damage from these stack.)

In training: Troll Relations

3/10 advancing
0/2 minibosses


We go forwaaard!
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Micillia rolled 1 6-sided dice: 1 Total: 1 (1-6)

Micillia

Dapper Duck

PostPosted: Sun Nov 26, 2017 6:00 pm
Punkie Vielli
HP: 18;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


The juggalo was a big advocate for skipping, and so can you guess what she did down the hallway? Oh yeah she skipped, she skipped the hell out of that hallway. "Zombies, Daywalkers," She started with her rhyme. "Beware our yellowblood in knickerbockers!" She was meaning Nictor. He would look great in them. "We'll ******** ya all up, well ******** ya all down." She stuck a pose in front of her team. "Not with these ******** around!"

Advance 3
A Corridor
 
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