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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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[META] Personnel Deck (S.O.S. Sirens) Goto Page: 1 2 3 ... 4 5 6 7 [>] [»|]

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Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 5:09 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 have arrived on the personnel decks of the flagship.
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 find a sealed door indicating one of the propulsion systems is just on the other side. The locking mechanism disengages easily enough, but the room on the other side is a blackened husk of what it once was. The destruction implies the system overheated and caught fire under the strain. While the worst of the damage was contained by the emergency seal, there isn't much to salvage here. You let headquarters know and they readjust their schematics for the other teams accordingly.
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. ... Horrific... (-2 on all attacks)
2. ... Agile... (-1 on accuracy rolls)
3. ... Contorting... (-2 on all accuracy rolls)
4. ... Preserved ... (-1 on all attacks)
[b]Dice 2[/b]
1. ... Toxic... (Players take 2 extra damage per turn)
2. ... Relentless... (Players take 2x damage on the lowest accuracy roll)
3. ... Empowered... (using artifacts/ability/items deals 3 dmg to the entire party)
4. ... Burning... (take an extra 3 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
[b]Dice 3[/b]
1. ...Wailing Zombie Prisoner!
2. ... Mutated Elite Troops!
3. ... Undead Cyborg!
4. ... Pack of Shambling Lusii!
[size=18][b]MINIBOSS STARTING HP: 30/30[/b][/size]
[b]If you rolled a 1, take 5 dmg.[/b]
[b]If you rolled a 2, take 5 dmg.[/b]
[b]If you rolled a 3, take 4 dmg.[/b]
[b]If you rolled a 4, take 4 dmg.[/b]
[b]If you rolled a 5, take 3 dmg.[/b]
[b]If you rolled a 6, take 3 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've reached one of the propulsion systems! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - It's a mess of disturbingly fleshy wires down here, but they all seem to be connected to a single, monolithic console. Everything is where it should be according to ground control's instructions, so recalibrating the power output is simple enough.
2 - It smells like ash and rot in here. Some of the wires are torn, sparking ominously in the vicinity of a particularly charred corpse. The unit is just draining power like this. With ground control's assistance, you manage to shut down the system and quarantine it.
3 - The room is pitch black. You're only able to discern its purpose through narrow flashlight beams and stumbling over the snaking wires. The console at the center is nothing but a dead-end for the ship's power supply. With instructions from headquarters, you manage to grope around in the dark and quarantine the system.
4 - The room feels like an inferno with how strained the propulsion system is. With instructions from headquarters you're able to alleviate pressure from the unit and reroute power accordingly. The center console already begins to glow less menacingly.
[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 1d8 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 * 4. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.
If a member of your team is a trained Tactics or Leadership specialist OR registered as in-training for either:
You spring into action, fully equipped to deal with the surprise mob!
Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.
Leadership: You can keep your team focused and working together to dispatch the undead.
If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!
If you are a Novice in your skill: You automatically kill three daywalkers a turn!
If you are training in your skill: You automatically kill one daywalker a turn!
The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.


If you encounter an open room, check the spoiler below:
This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!
Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.
Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
Micillia rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Fri Dec 01, 2017 7:03 pm
Day 034
Its bad lately, but only Johson is infected and we have him locked up in the missile room, so we have time to think of something. I just hope there is a cure...
Void Post Ignore Please  

Micillia

Dapper Duck


Buzzwulf

PostPosted: Fri Dec 01, 2017 7:41 pm
Void post we're off to a good start here  
Buzzwulf rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Fri Dec 01, 2017 7:42 pm
Engrav scouts ahead!


Engrav glanced around the darkened space of the entryway, checking for telltale signs of movement. Nothing. Everything looked old, quiet. He thought he could hear a dull hum from one of the passageway, however. Maybe a trap of some kind? Engrav turned back to his teammates, motioned towards the door on the right.

"Something's buzzing down that direction. I figure we should be headed another way."

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 is not accepted!
 

Buzzwulf

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

Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 7:46 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


"Good scout Engrav." Static said with a small grin. He had gotten used to the yellowblood, and was glad to have a troll who really had his back on board. He looked at Flydra, a little uncertain. She was fine, he thought, but really he knew nothing about her except that she was friends with Scorpa. Speaking of Scorpa... Static nodded to her, this was no time for games. "Ill take the point, two taps if its open and empty so you guys can follow."

Advancing
Corridor
 
Doutei rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Fri Dec 01, 2017 7:48 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

Scorpa is looking around

"Go ahead." Scorpa smiled, gesturing for Static to lead. She had specifically requested to work with him tonight, wanting to see the blueblood in the field. Just so he couldn't accuse her of anything, though, she'd had Flydra arrange the mission. The yellowblood wasn't familiar with Engrav but figured Flydra wouldn't pick any duds. It was imperative they complete this mission tonight- not only to save everyone but also to impress the higher ups.

"Oh this looks good! Let's duck in here~" Her voice called after Static after he disappeared from sight. She wanted to see how he'd react to having to backtrack. She smiled at the others, walking through a promising open door.
 

Doutei

Yamashii generated a random number between 2 and 14 ... 8!

Yamashii

PostPosted: Fri Dec 01, 2017 7:50 pm
Quote:
HP: 20/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is looting the place
found industrial strength bandaid
1 use novice support b trinket
1/16 advances
0/3 minibosses defeated


Flydra followed the group at a relaxed pace. She wanted to be careful on this mission which meant they needed to avoid rushing anything. It was easy to get excited or panicked and make mistakes. But if a giant flagship was about to crash land on their planet, there wasn't room to make those mistakes. Static and Engrav took the lead while she brought up the rear, keeping an eye out behind them for any daywalkers that would shamble after their trail.

"You found an old med bay. Excellent." She remarked, instantly rifling through the old supplies for something useful. The stuff was so old that not much of it would be beneficial to them but the tealblood did manage to find a bandage wrapped securely. Hopefully the adhesive was still good.

"It seems that's all. The rest is spoiled." Flydra straightened back up and looked to the others. Specifically Engrav. She wondered if he still remembered their deal.
 
Buzzwulf rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Fri Dec 01, 2017 8:06 pm
Engrav advances the party!


Engrav didn't know how he felt about the yellowblood's smile. Too many teeth there, figuratively AND literally. She looked like she was trying to test him, and he wasn't sure what he thought about that. He'd expected Flydra to keep an eye on him, and he was hoping that he'd be able to impress her a little, but the fiercer-looking yellowblood made him nervous.

"I've seen this layout a few times now" Engrav said, peeking back into the corridor. He motioned to the military trolls to follow him. "The bridge should be this way.

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 advances through a corridor!
 

Buzzwulf

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

Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 8:08 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 grumbled as he walked back, but he remained composed as he entered the team's line of sight. The blueblood nodded and folded his arms over his chest, a defensive if not somewhat self conscious move. "Its a safe passage down this way." He said, gesturing the way he had come. "Captains..." He said, letting them through first. Static pointed at the girls and gave Engrav a look of annoyance.

Advance 2
Down the Corridor lies an open door
 
Doutei generated a random number between 2 and 14 ... 3!
PostPosted: Fri Dec 01, 2017 8:10 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.
Pilfered Laser Gun: 1 charge (for one zombie)

Scorpa finds a Pilfered Laser Gun!

"Ooo! A gun! Mine!" Scorpa dove at something that sparkled and caught her attention. The yellowblood grinned as she held it up and waved it around, pretending to shoot. Sure they were on a super serious mission and all but she was also a very vain troll. Then the lieutenant calmed down and attached it to her belt. Was it a weapon or accessory? It wasn't clear which...  

Doutei

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

Yamashii

PostPosted: Fri Dec 01, 2017 8:13 pm
Quote:
HP: 20/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is advancing down a corridor
found industrial strength bandaid
1 use novice support b trinket
3/16 advances
0/3 minibosses defeated


"You may be right on that, Setlar." Flydra paused the group as they came across a closed door. It was different from the others in that there were damaged signs on the walls next to it. The ones lining the hallways earlier had looked like simple storage closets or conference rooms. This looked more serious and she looked to the rest of her team. Static and Scorpa had been sending each other funny looks lately and she wondered what was going on there. The doctor made a mental note to ask her moirail about it later.

"We're making great time on this." She smiled, immensely pleased with their progress. At this rate, they'd be back on Alternia safe in no time. Back to her precious experiments...
 
Buzzwulf rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Fri Dec 01, 2017 8:16 pm
Engrav inspects the door!


Engrav fell to a crouch in front of the door, inspecting the jam carefully for hidden wires or triggers. Almost immediately he was rewarded with a thin wire running up the side of the door jam and dissappearing within. "Huh" he said, making a short grunt. "Flydra, have a look at this. Looks like some kind of circuit tied to the entryway."

The yellowblood pulled out his notepad and furiously jotted a few notes, showing them to the tealblood. The notepad read "DOES SCORPA KNOW ABOUT OUR DEAL?" Surrupticiously, he ripped the paper into quarters and stuffed it into his vest lining.

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
 

Buzzwulf

Yamashii rolled 1 8-sided dice: 4 Total: 4 (1-8)

Yamashii

PostPosted: Fri Dec 01, 2017 8:27 pm
Quote:
HP: 20/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept Style B (2/2)
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is messing with the door trap
found industrial strength bandaid
1 use novice support b trinket
3/16 advances
0/3 minibosses defeated


Flydra was startled by Engrav's attempt at secrecy. She supposed it made sense, he had come across as a shifty untrusting type of troll. It was almost comical. Glancing to Scorpa slowly and then back to Engrav, she leaned close to whisper to his ear.

"Of course she does, you moron." There wasn't a thing on Alternia that she would keep secret from one of her fellow sirens. What a silly notion. He clearly didn't understand the value or importance of building yourself a supersquad. She was so busy stroking her own ego that she forgot he had asked her to look at the door trap.
 
Buzzwulf rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Fri Dec 01, 2017 8:31 pm
Engrav attempts to disarm the trap!


Engrav rolled his eyes at the tealblood. Taking a pair of wire clippers from his bag, he snipped a couple wires carefully around the margin of the door. The circuit beeped once, loudly, then powered down with an audibole hum.

"You know," Engrav said, quietly "If you spent as much thought on traps as you did on insults, we'd be through this door by now." Flydra was starting to get on his nerves.

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


 

Buzzwulf

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

Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 8:33 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 gave the yellowblood boy and the tealblood a look. They were whispering an awful lot, maybe there was something between them...? He should probably keep out of their way then, even if that did mean he had to be next to Scorpa. Wish a sigh he went to the door. "Well Scorpa, maybe we will find something for you to use that gun on." He said right before using his shoulder to shove against the door. He saw her toying with it, of course she liked to keep and find possibly valuable things. "Unless you want to keep it for an accessory..."

Advance 3
Opening the Lock
 
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Offplanet RP

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