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Tags: homestuck, troll, breedables, mspa, alternia 

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nepsah rolled 3 4-sided dice: 1, 3, 1 Total: 5 (3-12)

nepsah

Malevolent Mage

PostPosted: Tue Nov 21, 2017 6:39 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. ... Shambling... (+1 on accuracy rolls)

2. ... Grotesque... (-1 to all attacks)

3. ... Rotting... (+1 to all attacks)

4. ... Skeletal... (-1 on all accuracy rolls)

Dice 2

1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)

2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)

3. ... Disemboweled... (-5 miniboss HP)

4. ... Swift... (players take 2x the amount of damage on their first turn)

Dice 3

1. ... Daywalker Captain!

2. ... Zombie Gerbil Pack!

3. ... Mutated Daywalker!

4. ... Undead Slime Lusus!

MINIBOSS STARTING HP: 15/20

If you rolled a 1, take 4 dmg.

If you rolled a 2, take 4 dmg.

If you rolled a 3, take 3 dmg.

If you rolled a 4, take 3 dmg.

If you rolled a 5, take 2 dmg.

If you rolled a 6, take 2 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 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.





If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:



1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*

2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.

3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.

4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*

If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.

Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
 
nepsah rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Tue Nov 21, 2017 6:42 pm
Deimos attacks the Shambling, Disemboweled, Daywalker Captain!

HP: 18 - 3 = 15/20
Damage dealt: 1


Was it just him or did it seem like Lorata did not want to touch the door at all...? He was probably just imagining things, as he tended to do when he hadn't slept in a while. Much to his surprise, Nictor burst down the door despite it being locked. Hadn't he been cowering on the floor not but moments before? or was that another trick of his mind. He really needed to get that sorted out.

"Nice one.. ah, incomin'." He drawled, tone falling flat as he stepped through the door. The creature inside was thankfully not made of slime, or a tonne of gerbils. This he could handle, he thought. Maybe. He swung his mace - hard, but apparently too slow. He grazed the creature's side as it swept past him.

Quote:

Training Pins:
Novice Agility [Cooldown 5/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 

nepsah

Malevolent Mage

KitsuneAura rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)


KitsuneAura


Magical Detective

PostPosted: Tue Nov 21, 2017 6:45 pm
Quote:
Lorata HP: 14/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Agi B (2/2)

Damage Done: 6
Boss HP: 8


Lorata slipped into the room after Deimos, taking a moment to size up their new challenge before engaging. It was...disgusting, mostly. She could tell by the old uniform that this had been a captain once, but sometime between those no doubt heroic nights and now it had been lowered to just another disemboweled corpse. She cut her moment of study short as Deimos stumbled to the side, allowing it to sweep past. Grimacing, she thrust her partisan out to hold it at bay at a nicer distance.
 
Taki-di rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)
PostPosted: Tue Nov 21, 2017 6:51 pm
Nictor Sabbat
HP: 13-2+2=13/20 (ARTIFACT USED)
Damage: 3x2+1=7
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 3/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

Quote:
Miniboss: 8-7=1/20
5+1=6 - If you rolled a 6, take 2 dmg. Your attack this turn does double damage.


Nictor shook out the ache as best he could but that just led to the mild upset and ache of other healing wounds. Which was just the way things were right, now, not much to do about ot and he was luckily quite used to the aches and pains given his tendency to injure himself but he felt bad that his body got abused like that.

There was little time to get lost in thought and his danger senses were quite insistent that he pay attention to the motion in the corner of his eye. Nictor sucked in a breath, successfully grabbing his bo staff and extending it this time, taking a firm hold of it with no intent to let it fall again.

Watching the captain’s face was it got closer made him second guess that and reminded him of the desire to throw the staff away and never look at the thing again but uh yeah that captain was getting closer and maybe he should do something about that. He was on such high alert after so many ships, hsi response to danger was getting faster and he was deflecting the grab the daywalker made for him before he could think about it, though the motion certainly lacked grace. Backing up a couple steps and narrowly avoiding tripping himself, he jabbed the monster to halt it following him and with a solid swing at the shoulder and a sickening popping noise and oh wow no no no nope he didn’t want this. Nictor backed away more even as the zombie didn’t follow and the limb remained limp.
 

Taki-di

Doutei rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)

Doutei

PostPosted: Tue Nov 21, 2017 6:53 pm
Quote:
HP: 16/20
Damage: 1 x 2 = 2 + 1 = 3
Military grade weapon: +1
Adept Offensive Style B: 2/2

Boss HP: 0
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


Tevini wasn't a great fighter. She was physically weak, as well as easily stressed. The redblood knew this and made a point to stay on the back lines usually. She operated better if she had a little distance, a little time to react or properly prepare her attacks. This battle was no exception.

"Watch out!" She shouted, warning the others to dodge when she could. She wasn't much of a fighter but she was a good tactician. She watched the battle more like that of a chessplayer, looking for openings and trying to direct those when she could. Unfortunately she wasn't as familiar with how these trolls fought in order to know their strengths, weaknesses, and speed. She did know, though, that she could rely on the openings they created for herself. Lining up the shot, she waited... and waited... and then fired!

Bang! And the daywalker tumbled down.
 
KitsuneAura rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Tue Nov 21, 2017 6:58 pm
(Lorata advances! She finds another closed door!)

Oh good, they'd been able to finish it off this time. Lorata gave the three of them an approving nod and then glanced over the room now that she wasn't trying to avoid a daywalker. Nothing terribly useful caught her attention, so she glanced back at the squad to make sure they were still all on their feet before sweeping back out of the door.

"That was good work, but we're still not quite there. In fact, I think-" She paused, blinking, and then shook her head. "The control room is just over here."
 


KitsuneAura


Magical Detective

Taki-di rolled 1 6-sided dice: 4 Total: 4 (1-6)

Taki-di

PostPosted: Tue Nov 21, 2017 7:01 pm
Nictor Sabbat
HP: 13+4+1=18/20 (SKILL USED)
Damage: 0
In Training: Endurance 0/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 3/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

Quote:
Endurance - If you are training your skill: Restore 1d6+1 hp.


Nictor collapsed the saff back down to convenient travel size and attached it back to his belt. He wiped his hands on his thighs nervously, the appendages feeling useless. Useless and terrible but he tried not to pay too close attention to that part while hre in space, had trouble thinking about the more incriminating implications of their actions when his brain was too strung out on panic and adrenaline and emotion to put anything together straight. Inklings of the notions remained though, permanent stains that were layering up and wrapping around him, simple blanket ideas that while he couldn’t seem to look past, were right there in front of him.

Like the fact his hands were bad hands now. Not for accidentally throwing a back of peaches in the supermarket or grabbing things he kinda wished he hadn’t when he tripped because it landed him with third degree burns or a broken sink faucet. Bad hands because they killed. He had killed.

The jitters increased immediately, the lines of stress on his brow creased deeper and he clutched tightly at his own arms. Breath in, breath out. No place or time for panic. No place or time for this.

Instead he tried feebly to recall that they were all okay still and glanced at Tevini and found that small spark of wonder once again that someone would find the time and thought in a place like this to bother to do that for him. She’d helped him and protected him and he, he wished he could return that favor and kindness.

For now, he could lose his thoughts to something like this and save the other for later.
 
nepsah rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Nov 21, 2017 7:10 pm
Deimos takes a look at this here door

HP: 15/20


The fight was over before he'd gotten a chance to join back in again. That was all fine and dandy. Already it seemed like things were moving in the corners of his vision, he probably wouldn't have been very useful anyway. Turning, he followed Lorata further into the ship, stifling a yawn with a free hand. God, he was tired. How much sleep had he even gotten since the start of this whole thing...? A few hours here and there? Yeah, he definitely needed to find Forera.

He'd nearly walked right into the door by the time he snapped back to reality. Right. He was doing something. Squinting at the mechanisms near the door, he tried to figure out whether or not this one had some funny business going on... wait, why was he the one doing that? He was pretty sure he hadn't examined any of these up close.

"Pretty sure its just locked..." He stepped back. He was no Forera, bursting down a door on strength alone wasn't something he could do. Yet.


Advancement: 2/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 5/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 

nepsah

Malevolent Mage

Doutei rolled 1 8-sided dice: 8 Total: 8 (1-8)

Doutei

PostPosted: Tue Nov 21, 2017 7:11 pm
Quote:
HP: 16/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini is training her academics and unlocking the door
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Not for long." The redblood tapped her trusty tool kit and placed it on the floor beside the door. She reached in and pulled out a pin to pick the lock with, carefully navigating the internal pins with ease. The redblood briefly considered leaving the rest to Lorata again but decided against it. She didn't want to be too obvious. She also didn't want Lorata to think she'd become useless. With a final click, she was done and packed up.

"That should do it." Tevini nodded, moving aside to let the others in. She watched the group carefully, making sure no one got behind. Deimos had seemed a bit tired earlier, in a weird state. She wouldn't be surprised if he fell asleep leaning against the walls. Lorata, she wasn't worried about. But Nictor... the redblood glanced at him curiously, wondering if the yellowblood was doing a little better now.
 
KitsuneAura rolled 3 4-sided dice: 1, 2, 2 Total: 5 (3-12)
PostPosted: Tue Nov 21, 2017 7:12 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. ... Shambling... (+1 on accuracy rolls)

2. ... Grotesque... (-1 to all attacks)

3. ... Rotting... (+1 to all attacks)

4. ... Skeletal... (-1 on all accuracy rolls)

Dice 2

1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)

2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)

3. ... Disemboweled... (-5 miniboss HP)

4. ... Swift... (players take 2x the amount of damage on their first turn)

Dice 3

1. ... Daywalker Captain!

2. ... Zombie Gerbil Pack!

3. ... Mutated Daywalker!

4. ... Undead Slime Lusus!

MINIBOSS STARTING HP: 20/20

If you rolled a 1, take 4 dmg.

If you rolled a 2, take 4 dmg.

If you rolled a 3, take 3 dmg.

If you rolled a 4, take 3 dmg.

If you rolled a 5, take 2 dmg.

If you rolled a 6, take 2 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 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.





If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:



1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*

2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.

3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.

4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*

If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.

Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
 


KitsuneAura


Magical Detective

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

Doutei

PostPosted: Tue Nov 21, 2017 7:17 pm
Quote:
HP: 12/20
Damage: 1 + 1 - 1 = 1
Military grade weapon: +1
Adept Offensive Style B: 2/2

Boss HP: 19/20
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


More gerbils? Tevini gasped as they began to flood around the room. She hated fighting these things! The redblood had not yet found an efficient way to handle them with her weapon and skill set.

"Help!" She screamed as suddenly she felt the monsters pull at her feet and toppled over. The redblood screamed again as the gerbils piled over her, trapping her in a mound as she tried to get free There were just too many! She couldn't fire blindly like this- what if she hit one of her teammates? The bites and scratches made her wince as she tried to simply fight her way free.
 
Doutei rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)
PostPosted: Tue Nov 21, 2017 7:18 pm
Quote:
HP: 16/20
Damage: 2 x 2 = 4 + 1 - 1 = 4
Military grade weapon: +1
Adept Offensive Style B: 2/2

Boss HP: 15/20
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


There was only one thing she could do. Bracing herself, the girl curled up in a ball to try and protect her vital organs while she summoned forth some psionic energy. It burst out of her and she used it to fling the gerbils off of her, shooting them around the room! Gasping for breath, the girl crawled over to hide behind one of the chairs in the room while she tried to compose herself.

"Commander, do something!" Tevini pleaded. She didn't feel comfortable demanding something from Lorata but was a bit frazzled and didn't know what to do. She didn't want to use her powers for her usual tricks of breaking things off walls and dumping them on enemies because THIS WAS THE CONTROL ROOM! Sweating, for now she just tried to stay out of the way.
 

Doutei

Taki-di rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)

Taki-di

PostPosted: Tue Nov 21, 2017 7:21 pm
Nictor Sabbat
HP: 18-2+2=18/20 (ARTIFACT USED)
Damage: 3+1-1=3
In Training: Endurance 0/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 2/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 3
Minibosses Defeated: 1

Quote:
Miniboss: 15-3=12
4+1=5 - If you rolled a 5, take 2 dmg.


Nictor followed into the next room, his bo staff ready this time because he knew that these doors meant something was going to happen now. He only made it a few steps before he found himself tripping with a high hum of panic as the gerbils lurking inside began their assault. Something dripped off of the writhing furry bodies that were clawing and pulling on his pants and oh. Oh he stepped on one when he was trying not to fall and he felt it squish under his shoe and that was absolutely horrifying.

Nictor jerked why a cry rent the air, head snapping around fast enough to crack his neck and he caught sight of Tevini disappearing under a wave of the vicious critters. Nictor’s breath caught. He couldn’t hear anything else for a second, only the pumping of his own blood in his ears. He could feel the echo of that fear in her voice as she went under and it wrapped around his limbs and pulled.

She was nice to him.

He couldn’t let her get hurt. He didn’t want her to get hurt.

He was in motion, with all of his usual coordination, but moving. He could see and feel his arms moving and staff smacking the little menaces out of his way, he was more a spectator than the driver here.

Nictor had nearly reached Tevini when something occurred, another instance of something he was sure was connected to the redblood but couldn’t place right now. Gerbil shot away from her like an invisible explosion. Nictor blinked, feeling his head clear a little when one of the oozy bodies smacked right into his forehead. He yelped as he frantically grabbed and tossed the thing away as it tried to claw its way up his face.

None of that now then. What a wake up call.

Nictor looked back to where Tevnini had been and had a brief relapse of that consuming mind bending panic but then he heard her call out to their team lead, eyed locating her behind some of the seats near the wall. Nictor’s efforts felt woefully inadequate, but he set about clearing the miniature monsters away from her as best her could to at least try to alleviate some of that worry and fear he was uncomfortably familiar with. He absolutely didn’t like hearing it in anyone else, especially not someone who helped him.
 
KitsuneAura rolled 2 6-sided dice: 3, 6 Total: 9 (2-12)
PostPosted: Tue Nov 21, 2017 7:24 pm
Quote:
Lorata HP: 11/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (2/3) , Adept Trinket - Agi B (2/2)

Damage Done: 7
Boss HP: 5


(using artifact)

Tevini didn't even need to ask. With a loud battle cry, Lorata stormed into the room and began to rain blows down on any gerbil within her reach. She was sick and tired of the little monsters, and letting them murder her squadron was the last thing she was going to allow to happen on her watch.
 


KitsuneAura


Magical Detective

nepsah rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)

nepsah

Malevolent Mage

PostPosted: Tue Nov 21, 2017 7:25 pm
Deimos attacks the Shambling, Oozing, Zombie Gerbil Pack!

HP: 15 - 3 = 12/20
Damage Dealt: 3
HP Remaining: 2

The way these things moved was way too similar to the way shadows moved in the corners of his eyes when he was this tired. Way too similar. Now unable to tell what was real gerbils and what was just his mind playing tricks, Dei's jumpiness seemed to skyrocket suddenly. He managed to smash a few of the critters, but eventually ended up backed into a corner, eyes flickering around the room with increasing speed as he tried to narrow down all possible areas things could be moving toward him from.


Advancement: 3/11
Minibosses: 1/2



Quote:

Training Pins:
Novice Agility [Cooldown 5/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 
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