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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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melona-pan
Crew

Cute Cultist

PostPosted: Fri Dec 01, 2017 9:23 pm
Squad Leader: Lieutenant Frossa Fyrste
Team Sugarplums: Tamiya Aiguma, Sinter Heilig, Punkie Vielli

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 in the command 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 1d8 and advance through the ship:
If you have rolled on this and/or the alarms advance table 20 times, on the 21th 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 ...
7 - You advance through the ship ...
8 - You find a closed door.
21th time advancing:
You reach one of the ship's steering systems, but it appears you weren't one of the first. The light and energy attracted hordes of zombies that have since been burned by the malfunctioning unit or tangled in the spider's web of wiring. It would be impossible to repair all of the damage before the ship's orbit decayed completely. Ground control gives your team instructions on how to remotely shut down the ruined system before it causes worse problems.
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 20 times, on the 21th 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. ... Insatiable ... (-2 to all attacks)
2. ... Gushing ... (-1 on accuracy rolls)
3. ... Volatile ... (-2 on all accuracy rolls)
4. ... Nightmarish ... (-1 to all attacks)
[b]Dice 2[/b]
1. ... Regenerating ... (regains 2 HP per player attack, excluding bonus attacks)
2. ... Bladed ... (3 extra dmg taken for each round in battle)
3. ... Psionic ... (using artifacts/ability/items deals 6 dmg to the entire party)
4. ... Mutating... (each member of the party takes 4 damage each time a party member deals max damage(highest roll possible))
[b]Dice 3[/b]
1. ... Reanimated Subjugglator!
2. ... Wailing Abomination!
3. ... Hulking Commander!
4. ... Distorted Masses!
[size=18][b]MINIBOSS STARTING HP: 40/40[/b][/size]
[b]If you rolled a 1, take 6 dmg.[/b]
[b]If you rolled a 2, take 5 dmg.[/b]
[b]If you rolled a 3, take 5 dmg.[/b]
[b]If you rolled a 4, take 4 dmg.[/b]
[b]If you rolled a 5, take 4 dmg.[/b]
[b]If you rolled a 6, take 3 dmg.[/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, second or third 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 fourth mini-boss fight, you have reached one of the steering systems! Roll 1d4 in the spoiler below:[/b]
[spoiler]
1 - The other teams appear to have been successful in their endeavors. There's enough power available for you to reengage the system. The entire room illuminates and roars with life. It's perhaps dangerous to hang around in here too long, but in the meantime the amount of energy in the air makes you feel powerful.
2 - The tendrils of the ship's wiring look like a crime scene, or perhaps a particularly gory nest. Headquarters gives you harried instructions to shut down and isolate the area before the whole ship goes up in flames.
3 - An undead helmsman is still tethered to the center console. They don't have the ability to provide power, but their presence is preventing the back-up systems from triggering. You remove the zombie and the system reengages successfully.
4 - The room is dark and cold, but with instructions from headquarters and the efforts of the teams on the other decks, the system has enough power to reboot itself. The ship begins to thrum with life. It makes your horns tingle and your hair stand on end.
[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 1d8 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 2d8 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.
 
seekingCylem rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Fri Dec 01, 2017 9:28 pm
Sinter advances down the halls!


HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.

Sinter couldn't believe it. He couldn't believe it when he saw the image of the Battleship Condescension on the projectors. He couldn't believe it when he was on a shuttle en route to the Battleship Condescension. He couldn't believe it now that he was physically standing on one of the command decks of the Battleship Condescension. He was on the Battleship Condescension. Sinter wanted to scream. He knew he was going to at some point this mission, but decided it was best saved for later.

He'd only seen snippets of the ship through old military reports and televised documentaries. Most cycled through the same reclaimed footage and minimally informative photographs. It wasn't like many trolls set foot on the flagship even when it was active. Well, aside from however many hundred were required to keep the thing functioning. Even in Sinter's wildest period-drama dreams, he could only imagine a troll of his caste ending up serving on the Battleship Condescension as some kind of fancy butler at most. Yet here he was on some kind of race against time to stop the ship from crashing into the surface of Alternia.

The unbelievability of it all helped keep Sinter from panicking too badly. He was most certainly still panicking. Just less. He forged on ahead down the vaulted metal hallway.


Mini-bosses Slain: 0/4
Ship Advancements: 1/20  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
seekingCylem rolled 1 8-sided dice: 3 Total: 3 (1-8)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Fri Dec 01, 2017 9:30 pm
Sinter scouts a different path!


HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (3 advances until cool-down.)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.

Sinter turned back to his team. Tamiya was of course with him. The surprising detail was that she wasn't the commander of the party. This was the second time now Tamiya's authority had been outmatched. Kursha had military ranking. Frossa Fyrste was another matter entirely. She tied Tamiya in both rank and caste, but also had celebrity stardom on her side. Sinter vaguely remembered seeing her on a number of television programs, commercial advertisements, magazine covers, billboards, public benches, fast food tie-ins, scuttlebuggy decals, store window clings, and bootlegged t-shirt designs. Sinter didn't know much more about her past what he could extrapolate from her public persona. She was a bubbly highblood with a penchant for military conquest and frenetic dance numbers. Not entirely alien, but also no less intimidating.

Punkie Vielli rounded out the team, making Sinter the only non-performer of the group. He knew her through Tamiya first and her participation in Superstar Authority second. The lowbloodedness brought Sinter a measure of comfort on a social level, but she was still largely an unknown. He highly doubted she would be less capricious than whatever her baseline was with Tamiya's involvement. Frossa too. This team would either be frighteningly efficient, or a mess of the highest, most mirthful order.

Mini-bosses Slain: 0/4
Ship Advancements: 1/20  
Sypon rolled 2 8-sided dice: 4, 4 Total: 8 (2-16)
PostPosted: Fri Dec 01, 2017 9:31 pm
HP: 40/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle.
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

Tamiya was less than pleased with the decision to take second-in-command for this mission. However, with the aid of relaxation methods, a moirail, and the promise of a prominent propoganda spot for her own benefit it was hard not to be on clown-nine.

Here she was on the final mission of Reginian Alternia's first foray into orbit. She, her beloved sister Punkie, her moirail, and an international superstar, would truly save the day.

"Get your camera on me now. I see a ******** of zombies up ahead. I am going to send their goddamned husklike forms back to a piled state that is most appropriate for them. May their souls find peace. ******** counted a veritable herd of undead up ahead. It must have been near the mess hall.  

Sypon
Vice Captain

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

Micillia

Dapper Duck

PostPosted: Fri Dec 01, 2017 9:33 pm
Punkie Vielli
HP: 19;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


Punkie felt more elated than she had felt since her first meeting with Tamiya. She was so very excited to see the older juggalo's skills and work. She was a little peeved that this lowblood was the leader of the group instead of the most amazing Tamiya, but if the purpleblood was fine with it, than Punkie was fine too. She was also accompanied by the amazing Frossa! Punkie had indeed admired the girl's dedication to the Superstar Authority and the fame it brought with it. The fact that she was in such magnificent presences was a gift from the Messiahs. She was in a daze as she walked down the corridors, until of course, the zombies came.

That was more zombies than Punkie had ever seen in her life. Probably combined. It was... well it was a mass of undead hobbling forward, a bit slowly, but still too fast for the juggalo's likes, and all she could do for the moment was smile. She looked up at the most amazing juggalo she had ever known, and it steeled her. "Going in my most disgraced captain!" She saluted before getting into the fray. She held her bright pink sparkly daggers out to attack, and went in.

Advance 1
Killing 6 Zombies, 26 remain
 
melona-pan rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)
PostPosted: Fri Dec 01, 2017 9:34 pm
Zombies: 26
3 damage + 5 autokill + 1 bonus = 9 dead
17 Zombies left


"Welcome back, everyone, to another exciting moment in broadcast history! Brought to you on homeworld by the Alternian Military and Chittentown's own Space Research And Developmental Pioneering Science Laboratories." Frossa pointed into the camera lens positioned above her, smiling wide. Her other hand clutched onto a long pink handle, the end of which the camera was connected to. She did a little spin. "It's me again, your friend, Fross☆~! Sending a beamu to your bloodpusher~" Shooting a kiss into the camera, she giggled and titled her head so her curls bounced just so.

"Join me tonight on the actual Battleship Condescension! That's right guys- the flagship of the old empress. The big one!" Covering her mouth with her glover fingertips, she let out a dramatic gasp. Turning the rod around in her hands, Frossa focused the camera on the three other trolls with her, each in turn. "The military is putting all their efforts into reclaiming it- do you think we can do it?! I do!!! My squad is taking on one of the command level decks of the flagship. We gotta find the steering room! There's dozens of teams of different levels, but we're dealing with a higher risk sector." She returned the camera on herself, nodding with a firm determination. The looming thread of the flagship's crash was constantly nagging at the back of her thinkpan. She remembered the destruction of Four Fronds all too well- Frossa supposed, deep down, she felt a pang of obligation to help.

But mostly, though, it was the good press.

When Tamiya spotted the zombies, Frossa obliged and spun the camera back to the purpleblood. "Tonight, I'm joined by Tamiya Aiguma- a prominent figure in the Cult of the Mirthful Messiahs!" Frossa hit a clicker in her hand. It emitted a sound bite of applause. She... sure was an interesting character. Frossa recalled her strong presence from the past Cult booths; it was hard to forget Tamiya, really. "A force to be reckoned with, just wait and see~"

Punkie swooped into attack, and Frossa swiveled the camera to follow the action. Frossa giggled at her comment. She didn't much understand juggalo parlance- was that a compliment? "Wow, wow~! Six in one hit!" She cried out. "Punkie Vielli, you remember her from Superstar? Another juggalo, look at them go!" She'd only been brought along upon Tamiya's request. Juggalo visibility, and all that.

Finally, Frossa turned her camera on Sinter. He came as a package deal with Tamiya, and seemed pleasant enough. He smelt faintly of cookies... was she being biased? "The esteemed Sinter Heilig! Just wait until you see what he can do!" The camera zoomed in on Sinter's face shakily, waiting for his reaction, both to her introduction and the chaos playing out around him.

Once she was satisfied with her shots, she shoved the camera rod temporarily into Punkie's hands and pulled her flail from it's holster. Frossa felt no remorse or hesitation as she smashed through the first wave of zombies, glancing back every now and then at the camera to shoot a cute look.


Quote:
HP: 20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Training Troll Relations
(5 autokill + 1)

2/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
1/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)
 

melona-pan
Crew

Cute Cultist

Sypon rolled 2 6-sided dice: 4, 4 Total: 8 (2-12)

Sypon
Vice Captain

PostPosted: Fri Dec 01, 2017 9:51 pm
HP: 39/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle.
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

6 zombos down! 11 remain!

"I am not disgraced, you horrendous seedguts! Watch your ******** language!" Tamiya hurled into battle, bowling over a few of the undead with her momentum before swinging outright. "But yes, your compliment is noted."

Tamiya turned as she heard Frossa announcing behind her, forming a sign of her people with both of her hands while holding the undead at bay. "FOR THE MESSIAHS!!!! ALL OF YOU ******** OUT THERE WILL KNOW OUR MIGHT AND BE INSPIRED BY ALL OF US."  
seekingCylem rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Fri Dec 01, 2017 9:56 pm
Sinter attacks the zombies!


HP: 19/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (3 advances until cool-down.)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.

Zombies right out of the starting gate. Sinter drew his sword. He glanced over his team as Tamiya called for a camera. Oh... Oh, of course. Sinter felt his bile sac sink. Of course the Venn diagram of celebrities and clowns would result in televangelism on the Battleship Condescension. Sinter wasn't sure if the ancestral empresses would be pleased or offended by the act.

Again, true to tradition, the clowns leaped to action. Waves of daywalkers crumbled beneath them. Sinter readied his sword an-

"The esteemed Sinter Heilig!"

Sinter's head swiveled left to see the damned selfie stick pointed his direction. "I, uh. I ah..." He gaped into the lens.

He didn't even see Frossa hand the camera off to Punkie. It was only the clammy touch of a daywalker on his shoulder that pulled him from his stupor with a sputter and a shriek.

Sinter does 0 damage!


Zombies Remaining: 11
Mini-bosses Slain: 0/4
Ship Advancements: 1/20  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Micillia rolled 2 6-sided dice: 2, 2 Total: 4 (2-12)

Micillia

Dapper Duck

PostPosted: Sat Dec 02, 2017 4:05 pm
Punkie Vielli
HP: 18;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


Punkie took the selfie stick, and the weight of the world that came with it. She had grinned and happily accepted the thing, doing her best to get the most glamorous shots of all the amazing trolls around. Getting as many cute shots of Frossa as she could, while being surrounded by the undead. With her hands full, when the pack of zombiec came her way, there was only one thing she could do.

It could have been two things, but she figured Frossa might be just the littlest bit annoyed if her camera got broken. Punkie, keeping the camera on Frossa, lifted up a foot and stomped. "Get outta here ya goddamned ********> She shouted, stomping a few. Really tho, it had little to no effect. She looked around for the purpleblood superstar, hoping she would take her camera back.

Advance 1
Killing 0 Zombies, 11 remain
 
PostPosted: Sat Dec 02, 2017 4:27 pm
void....  

melona-pan
Crew

Cute Cultist

melona-pan rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)

melona-pan
Crew

Cute Cultist

PostPosted: Sat Dec 02, 2017 4:28 pm
Zombies: 11
0 damage + 5 autokill + 1 bonus = 5 dead
5 Zombies left


"One more minute, dear...! Keep that camera in focus!" Frossa called over her shoulder to Punkie, flashing a pose at the camera. They'd edit over her voice in post. Returned her attention to the undead before her, she stuck her tongue out ever so slightly in concentration. Just a little more...

When the undead stepped within range of her flail, Frossa flicked her wrist and clicked a button, sending the spiked metal ball flying towards their heels. They went topping over, and she moved in for the decisive strike. While completely unneccisary, she spun while she did so, playing to the camera.

Reeling in her flail, Frossa slid back to Punkie and took the camera back. "And that's how you do it, folks~!" She chirped into the camera as she spun it back on herself. "The beaming pichi pichi beamu way~~ Let's obtain victory together~!"

Quote:
HP: 19/20
Military Weapon +1
YTMA Pins: Grandmaster Tactics, Master Strength, Training Troll Relations
(5 autokill + 1)

2/2 Adept Artifact, offensive style b (2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.)
1/1 Novice Trinket, defensive style b (nullify the damage from the last hit, 1x per battle.)
1/2 Novice Trinket, offensive style a (1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle)
 
seekingCylem rolled 2 6-sided dice: 3, 1 Total: 4 (2-12)
PostPosted: Sat Dec 02, 2017 7:29 pm
Sinter attacks the zombies!


HP: 18/20
Military Weapon: +1 DMG
YTMA Pins:
Journeytroll in Covert-Ops (3 advances until cool-down.)
Master in Leadership
Trinkets:
1/1 Agility Style B: Attack twice with 4d6. Add +1 to both accuracy rolls.
1/1 Support Style B: Roll 1d4, on a 1, 2, or 3, ally regains a quarter their max hp. On a 4, ally recovers entirely.

Sinter turned on his heel and sliced down on the offending zombie. It hadn't done much more than scratch him. Slicing it in half for embarrassing him seemed about equal in Sinter's mind, though. At least the camera wasn't on him anymore. Frossa's presence was nerve-wracking, but her camera-ready persona was appreciated if it kept the thing away from Sinter.

Sinter knocked a zombie over the head with the hilt of his sword, caving its rotted head in the process.

Sinter does 2 damage!


Zombies Remaining: 3
Mini-bosses Slain: 0/4
Ship Advancements: 1/20  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Sypon rolled 2 6-sided dice: 4, 2 Total: 6 (2-12)

Sypon
Vice Captain

PostPosted: Sat Dec 02, 2017 8:00 pm
HP: 39/40
Military Weapon: +1 DMG (+1 for adult)
Power: Novice Offensive A | 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle.
YTMA Pins:
Novice Intelligence
Grandmaster Recruiting
Trinkets:
2/2 Support Style A | Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
1/1 Agility Style B | 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.

4 damage, zombies down!

"Look alive!" Tamiya shouted, totally unaware that she was making a joke at the same time. She looked towards the camera, then back to Sinter.

He was not performing very well at all so far. Perhaps due to the exposure? Of course. He would over-expose; he was an extremely bright life in everyone's lives. Tamiya tapped her chin and then suddenly shouted. "HEILIG AIGUMA COMBO!"

She jumped into the fray, sweeping up the last of Sinter's opponents and then dropping to one knee.

"It is done."

Perhaps the punctuation of his attack with a success would assist them.  
Micillia rolled 1 8-sided dice: 1 Total: 1 (1-8)
PostPosted: Sat Dec 02, 2017 8:05 pm
Punkie Vielli
HP: 18;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


Punkie beamed with a salute, and went skipping away. She hummed a little, to accompany the beat of her skips. With that she added a clap every few beats, getting a rhythm going. Suddenly, she stopped, and stood with her sniffnode in the air. A few deep inhales later she nodded her head, turned around and yelled back to her team. "This way ******** sucks! Turning back!"

Advance 2
Scouting
 

Micillia

Dapper Duck

Micillia rolled 1 8-sided dice: 6 Total: 6 (1-8)

Micillia

Dapper Duck

PostPosted: Sat Dec 02, 2017 8:18 pm
Punkie Vielli
HP: 18;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


The juggalo had to mix things up this time, that was her juggalo way. Always mix it up if you get positive results, if the result is not to your liking, repeat what you did exactly until a different result finally appears.

So for this corridor, it was time to really mix things. The juggalo faced her back to the path they were going, and proceeded to moonwalk for a good 5 minutes. It gave Frossa plenty of time to film herself, and it gave Punkie plenty of time to practice her moonwalking. She didnt bother to turn around, this was the right way, she was sure. "The Messiahs have shown light upon this goddamned path!"

Advance 2
Advancing
 
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