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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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[META] Personnel Deck (One Shot) Goto Page: 1 2 3 4 [>] [»|]

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Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 6:39 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.
 
leon_a_darkangel rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Fri Dec 01, 2017 7:02 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Sliding off the ship, his boots landed with a light thud. Stryke rubbed his neck slightly as he looked his group over. He did not know Chiara very well, but Ephias and Forera both were apart of the P.I which meant he was overall in familiar company. Truthfully he didn't know the redblood very well, he was usually seen with Etsali, Voscil or off on his own. He inclined his head in greeting to the group.

"I'll look ahead for us." He offered, before moving ahead to go scout ahead. Returning a few minutes later he shook his head. "Nothing down that path of interest." He explained.


Advance: 1
Result: Stryke is scouting  

leon_a_darkangel

Dedicated Supporter

Micillia rolled 1 6-sided dice: 2 Total: 2 (1-6)

Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 7:04 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Chiara swung an arm around Ephias as they entered the ship. "Heyyy buddy!" She said jovially. It was not appropriate for the situation, but some on! She was with her buddy here, why not lighten it up a little. "And hello to you two as well, Chiara Moteku." She reached out to shake the buff, attractive tealblood's hand first, lingering just a little longer.

Advance 1
Door
 
quite uneventful rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Fri Dec 01, 2017 7:40 pm
FORERA SERPEN(PERORE SILCOE)
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive 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.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/16 advances
0/3 minibosses defeated

Quote:
2 - Hmm, the door might be ... trapped!

      It wasn't a normal ship, this time. They were on the battleship Condesesion, and Forera was mind boggled. This was the ship that'd held the previous queen, the ship where she'd most likely died in. The ship where happened. And she was in it. Just entering the ship gave her shivers. The tealblood glanced over toward her team-- Two of them, she recognized, but the last one-- Mmn, she'd definitely remember if she'd met this fine specimen in her life. Forera's lips curled into a grin, hand firm around the others. "Hiya, sweetheart, Perore's the name, fightin's muh game." She enjoyed the handshake, eyes lingering on the others some before raking her body with her eyes and giving the other a wink. Definitely hitting this nice lady up after their time here.

      She followed after the blueblood, eyes focused a little too much on the others a** before she looked up in a daze, seeing she'd found a door. Forera squinted and looked at it a little closely. "Yo, y'all, I think there's somethin' up with it, but I dunno. Should I slam inta it?"
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175

leon_a_darkangel

Dedicated Supporter

PostPosted: Fri Dec 01, 2017 7:43 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Stryke inclined his head to Chiara in greeting, having shook her hand as well. "Forger Specie..a pleasure Ma'm." He greeted with a small smile. Clearing his throat, Stryke watched as the door was inspected. Hearing Forera call out the room may be trapped, Stryke casually sauntered his way to the control panel. "Hm...yes it is." His fingers flew over the controls, clicking a few buttons before the mechanism was disarmed.

"We're in." He chuckled softly.


Advance: 1
Result: Disarming those traps  
leon_a_darkangel rolled 3 4-sided dice: 4, 1, 1 Total: 6 (3-12)
PostPosted: Fri Dec 01, 2017 7:45 pm
This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
You have encountered a ...

Dice 1
1. ... Horrific... (-2 on all attacks)
2. ... Agile... (-1 on accuracy rolls)
3. ... Contorting... (-2 on all accuracy rolls)
4. ... Preserved ... (-1 on all attacks)
Dice 2
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))
Dice 3
1. ...Wailing Zombie Prisoner!
2. ... Mutated Elite Troops!
3. ... Undead Cyborg!
4. ... Pack of Shambling Lusii!
MINIBOSS STARTING HP: 30/30
If you rolled a 1, take 5 dmg.
If you rolled a 2, take 5 dmg.
If you rolled a 3, take 4 dmg.
If you rolled a 4, take 4 dmg.
If you rolled a 5, take 3 dmg.
If you rolled a 6, take 3 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!

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

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

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

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

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

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

 

leon_a_darkangel

Dedicated Supporter

Micillia rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)

Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 7:47 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Chiara had her eyes on the tealblood girl, asking her all the usual icebreaker questions. "Whats a nice girl like you doing on this death trap?" Or cheesier yet, "When this thing falls from space, ide love to fall in those arms of yours."

Of course it was halfway through Chiara's next line that the large undead popped up. The blueblood flailed her Katars around, caught off guard. She triggered her shield bracers and managed to get them up just in time. Maybe... maybe she should be paying attention..

Advance 1
Using Adept Def B (Nulify last damage)
Attacking Boss; 28/30 hp
2 Damage Dealt
 
leon_a_darkangel rolled 2 6-sided dice: 6, 6 Total: 12 (2-12)
PostPosted: Fri Dec 01, 2017 7:53 pm
HP: 15/20
DMG: 13 DMG
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 1/2 - Using!
Badges: Master Covert Ops, Master Leadership, Training Endurance

Stryke felt his brows wrinkle as he heard the blueblood flirt with Forera. oh gog. He felt heat flush his face as he tried to ignore the pair of adults. He had other things on his mind...flirting was not one of them. To each his own he supposed.

Quickly taking action, Stryke formulated his plan of attack.

Falling into an offensive stance, Stryke readied his daggers. Rushing in, he sought to end this swiftly. While the toxic fumes form the creature were nauseating he dashed in all the same. His first blow was well aimed. He timed the swing perfectly as he swiped the monster with his other weapon. He knocked it back with a well placed kick to the beasts chest as he went for his artifact. This thing had to go, the toxic fumes where not to be trifled with!


Advance: 1
Boss HP: 15/30  

leon_a_darkangel

Dedicated Supporter

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Fri Dec 01, 2017 8:03 pm
HP: 15/20
DMG: 7 DMG
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 1/2 - Using!
Badges: Master Covert Ops, Master Leadership, Training Endurance

Having slashed a perfect opening on the the wailing prisoner, he took careful aim. Lining up the shot would be crucial if he wanted to maximize his output. Stryke was not here to play around. This ship was complex, and with it the fate of potentially the entire planet rested with their trying to clear it out. With a distinctive click noise he unlatched his pocket watch as the yellow beam of energy shot forth, searing the undead creature with a direct hit.

Part of him also wanted to end it's suffering..he knew what it was like to be held captive and be trapped. The creature had spent long enough in this shell.


Advance: 1
Boss HP: 8/30  
quite uneventful rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)
PostPosted: Fri Dec 01, 2017 8:09 pm
FORERA SERPEN(PERORE SILCOE)
HP: 40 - 5 = 35/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive 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.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/16 advances
0/3 minibosses defeated

Quote:
6dmg dealt
MINIBOSS HP: 8 - 6 = 2HP

      Oooh, this girl knew just what to say. Forera's eyes were fluttering, lips moving slow as she whispered filthy responses toward the blueblood's definite pick up lines-- She was interrupted before she could say anymore, managing to avoid the zombie attack and jumping back but not avoiding its terrible hits. Forera hissed, slamming her fist into the zombies face in anger. It RUINED her FLOW!
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175

Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 8:19 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


Chiara was stunned by the yellowblood's performance. Her mouth was agape at the display of lights, attacks, and... magic. Was that really a power? It seemed more like magic than anything a troll's mind could do. She stood in the back, still a little awe struck, before her voice came back. "Holy ******** glubs."  
quite uneventful rolled 2 6-sided dice: 3, 6 Total: 9 (2-12)
PostPosted: Fri Dec 01, 2017 8:20 pm
FORERA SERPEN(PERORE SILCOE)
HP: 35/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 1/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/16 advances
0/3 minibosses defeated

Quote:
BONUS ATTACK POST
MINIBOSS HP: 2 - ******** 14 DAMAGE = 0HP

      W-wait, had she-- Was she just impressed by Stryke? What?! Sure, he had powers and all, but they were just, shiny and fancy shmancy. Forera didn't need powers to prove her strength. Powers were for the weak, and she wasn't-- She didn't NEED THEM! Forera pulled out her gun, adjusting her grip on it before aiming at the zombie and shooting her missle at it, wanting to show just how strong she was. It exploded with little to no fanfare, falling to the floor and crumbling into itself. Forera grinned again at the blueblood. "Heh." She was definitely stronger than him.
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
leon_a_darkangel rolled 1 6-sided dice: 3 Total: 3 (1-6)

leon_a_darkangel

Dedicated Supporter

PostPosted: Fri Dec 01, 2017 8:27 pm
HP: 19/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 1/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Taking a deep breathe he inhaled slowly in a shaky manner as he recomposed himself. Coughing a few times to clear his throat and lungs from the toxic encounter he rubbed his throat. He had endured far worse..this would not kill him beside being slightly uncomfortable.

As he pocketed his watch, he noticed the way he was being stared at. Blinking sheepishly he rubbed his neck as he chuckled softly. "Its...nothing really." Jingling his pockets a bit, he indicated it was his artifact that had caused the beam of light. The rest of course was simply practice with using his daggers. While slightly dismissive, he was trying to not let on to the fact he was flustered at the idea of being a spectacle. He just wanted to keep them all safe..and he could only do this by fighting as hard as he could muster.


Advance: 1
Result: Endurance training = 1+3= 4HP gained  
Green Minuet rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Fri Dec 01, 2017 8:29 pm
      Degrass Tysson

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

[ Ephias GOES A WALKIN. ]
 

Green Minuet

Greedy Trickster

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

Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 8:31 pm
Chiara Moteku
HP: 40;
Attack: 1D6+2;
Power Adept Power Attack b, Declare and use the attack in your bonus attack post. 1 Ongoing damage, 2x
Novice Support A (Heal 1/2 HP of ally); Adept Def B (Nulify last damage 2x); Adept Attack A (+1 to atack, auto hit)
YTMA training Leadership


This party had really been more than Chiara had expected. Even Ephias had been a surprise. His excitement, his interest, his actually having feelings. She ran ahead to catch up with the redblood. "Hey, talk to me rusty." She said, as she caught up to him. "Ive never seen you this excited before."

Advance 2
Checking Door Out
 
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