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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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saedusk
Crew

Dedicated Bunny

PostPosted: Fri Nov 17, 2017 3:26 pm
The Scathing Selfishness of the Empress - Pincer Class

Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.

"Four, three, two, one."

With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.

"Target locked on. Engaging auto-pilot."

The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.

"Arrived at target. Attempting access."

Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.

"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."


You are now in the cargo bay.

Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!


Quote:
Ship exploration instructions:

To progress through the ship, follow the instructions below, from top to bottom. You must then follow the bolded instructions relevant to your squad's current situation, and resolve everything related to it before you can roll again.

Ship battle rules:

Players can use healing items/artifacts/powers at any point during ship exploration. For the entire thread, all abilities uses per battle counts the entire ship thread as one battle. The rules for how many trinkets/artifacts can be used per battle also count the entire ship thread as one battle.

=>Refresh your memory on trinkets, artifacts and abilities.


If a member of your team is a trained Agility or Covert-ops specialist OR registered as in-training for either:

You can scout ahead in the ship.

The user who owns the character must roll. If they like the result, the rest of the team can join them and continue rolling on door/advance tables. If they don't like the result, they can return back to the team and the team can roll again (in character, you are taking a different path through the ship).

You cannot roll on a closed door/advance table then take that back, only on the base movement table below. Your character must wait for X advances through the ship (start counting at 1 on the current advance) before scouting ahead again.

If you are a Journeytroll or higher in your skill: X = 4.

If you are a Novice in your skill: X = 6.

If you are training your skill: X = 10.

If multiple trolls can do this, they each have their own reset timer for the X rolls. Only one character can scout ahead per turn.


Roll 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 come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.

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


If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:

If you have rolled on this and/or the regular advance table 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. ... Enraged... (-1 to all attacks)

2. ... Jawless... (+1 on accuracy rolls)

3. ... Putrid... (-1 on all accuracy rolls)

4. ... Decomposing ... (+1 on all attacks)

[b]Dice 2[/b]

1. ... Skeletal... (-5 miniboss HP)

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

3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)

4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))

[b]Dice 3[/b]

1. ...Undead Ship Cook!

2. ... Mutated Daywalker!

3. ... Zombie Gerbil Pack!

4. ... Daywalker on Fire!

[size=18][b]MINIBOSS STARTING HP: 30/30[/b][/size]

[b]If you rolled a 1, take 4 dmg.[/b]

[b]If you rolled a 2, take 4 dmg.[/b]

[b]If you rolled a 3, take 3 dmg.[/b]

[b]If you rolled a 4, take 3 dmg.[/b]

[b]If you rolled a 5, take 2 dmg.[/b]

[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]

[b]If all party members reach 0hp, look below:[/b]

[spoiler]You must make a tactical retreat! Scrambling back out of the room,

you barely make it to the pod with all your limbs attached.

[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]

[b]If this is your first 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 have reached the control room! Roll 1d4 and look in the spoiler below:[/b]

[spoiler]

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

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

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

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

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

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


If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:

1 - You come across some shuffling bodies...!

2 - You find an open door.

3 - You come across some shuffling bodies...!

4 - You find an open door.

5 - You keep walking down the corridor. Nothing here.

6 - You come across some shuffling bodies...!


If you encounter shuffling bodies, roll 1d6 and look below:



You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.

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

You spring into action, fully equipped to deal with the surprise mob!

Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.

Leadership: You can keep your team focused and working together to dispatch the undead.

If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!

If you are a Novice in your skill: You automatically kill three daywalkers a turn!

If you are training in your skill: You automatically kill one daywalker a turn!

The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.




If you encounter an open room, check the spoiler below:

This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!

Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.

Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
nepsah rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Fri Nov 17, 2017 3:28 pm
Deimos scouts ahead!

HP: 20/20


Deimos' enthusiasm for getting a bigger ship to explore this time was pretty much quelled the moment he saw his team members. The military troll they were paired with seemed timid and nervous.. and the other guy. Oh he remembered him. He'd just... carefully moved away from him in the pod. He at least knew Mahmud, so that was a relief.

Once they were on the ship, he looked around, taking a moment to gather himself. "I think I see a path." He announced just before walking toward it. He peered around the corner of the hall, only to see a few daywalkers moving at the far end of it. "Never mind, this one's a bust. Daywalkers." He turned right back around to go rejoin the group. Eugh...



Advancement: 0/15
Minibosses: 0/3



Quote:

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

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

 

nepsah

Malevolent Mage

saedusk rolled 1 6-sided dice: 3 Total: 3 (1-6)

saedusk
Crew

Dedicated Bunny

PostPosted: Fri Nov 17, 2017 3:30 pm
Quote:
3 - You advance through the ship ...

When Lieutenant Cincil had asked she take command of her own ship investigation, Nahori nearly swooned right into a useless heap on the floor. Nervousness was a constant for her, sure, but the idea of being in charge of anyone was beyond intimidating, especially anyone who happened to be higher on the blood color totem pole than she. Deimos fit that bill far too well, unfortunately.

"I...thank you," she muttered, swallowing back a stutter. Next time she'd ask him to do it before he went off and did it on his own—politely, of course. That's what leaders did, right? They doled out responsibility.

Sigh. How was she supposed to do this...?

"This way then. We can, um, backtrack if we... need to, but for now we should... um... avoid... the daywalkers." Obviously.

--

Nahori Caviap
HP: 20/20
Military Grade Weapon: +1 dmg
Training in Discipline


Advancements: 1/15
Minibosses: 0/3
 
penemueIntuition rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Fri Nov 17, 2017 3:32 pm
        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .


        "With you on that one." Mahmud muttered, eyes darting around the ship.Two more strangers on this ship, and then Deimos. Deimos who... ugh he made himself look like a right a** in front of earlier. Great. Right then,
        there were more important things to worry about on the ship at the moment. Like Daywalkers, and how he desperately didn't want everyone to see him freak out over them. Their leader seemed... well... he kinda knew what she felt like, minus all that pressure of leadership. This other guy was a total mystery...

        It felt an awful lot like his first ship again, and Mahmud was totally not down for that.

        So when they came across an open door, an open room, Mahmud hung back near the doorway, looking utterly paranoid as he checked the hallway up and down. "You guys look inside, I'll stay here and keep an eye out for weird stuff."

        This sucked.
 

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
Green Minuet generated a random number between 2 and 12 ... 9!

Green Minuet

Greedy Trickster

PostPosted: Fri Nov 17, 2017 3:39 pm
      Degrass Tysson

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

Ephias had long become accustomed to ranking the lowest on the hemospectrum. Even so, he felt a surge of relief when he was assigned to a team of lowbloods. At least until he saw Deimos. Though he had long put the tealblood out of his memory, he recognised him immediately. Scratching at his temple, Ephias tried to conceal his face casually behind his hand, in the hopes that the other troll would not notice him. It was not that he had anything against the tealblood... just.. well...

Well, the first time they met—the only time they met—Wolly had tried to kidnap him. The incident had been embarrassing for all parties involved. Heat rushed to Ephias' face. Maybe he still had time to throw himself out the airlock.

Nahori had called for the team to move however, and Ephias had to abandon all fantasies of an early demise. Trudging near the back of the group, he followed behind, quiet. For one of the few times in his life, he felt uncomfortable in the silence. Their commander seemed nervous, the tealblood had just cause to keep away from him, and the other orangeblood... was a complete mystery.

“Er...” Ephias gently lifted a light canister. He rubbed some of the dust off the label. “It's too faded to read. Take a look?” He offered the canister to Nahori.

[ Ephias finds a mystery gas. ]
 
nepsah rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Fri Nov 17, 2017 3:42 pm
Deimos advances the group

HP: 20/20


"Right." Maybe he'd just lucked out when he was on... what was his name... NOVA's team. He was at least competent. The only other military person he'd teamed up with was that Static guy, but even then with Forera around he was pretty much useless. Forera was a beast.

Since the storage room they'd found seemed mostly empty aside from the weird gas container, he made his way to the next door. "I think I see a good door down there." He at least spared a look back to the group before continuing down the hall.



Advancement: 2/15
Minibosses: 0/3



Quote:

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

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

 

nepsah

Malevolent Mage

penemueIntuition rolled 1 4-sided dice: 2 Total: 2 (1-4)

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Fri Nov 17, 2017 3:45 pm
        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .


        When he came across a door and reached to it he paused, shivered a little, and then turned back to look at his crewmates. "So just sayin'... I've been on like... two ships before this. As he talked he slowly rubbed his forearm with a hand, once in a while itching at a particularly scarred spot."And not once has the doors I've found been right. Can someone check it out please?" Even the non-booby trapped ones, the locked ones... they all had daywalkers or one of those... those eerie remnants of a troll's past life in them.
 
Green Minuet rolled 1 8-sided dice: 4 Total: 4 (1-8)
PostPosted: Fri Nov 17, 2017 3:55 pm
      Degrass Tysson

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

“Are you saying you're cursed, or something?” Ephias asked, regarding the orangeblood with a flat stare. Nonetheless he gave the door a quick once over. A part of him wanted to hurry things along and the other part of him remained sceptical. Either way, he did not devote much time to it. He pulled the lever to open the hatch. “It's probably fine. There's nothing here, see?”

Seconds later when the alarm went off he was kicking himself. Smooth, Ephias.

[ Ephias sets of the alarm. ]
 

Green Minuet

Greedy Trickster

saedusk rolled 3 4-sided dice: 4, 2, 3 Total: 9 (3-12)

saedusk
Crew

Dedicated Bunny

PostPosted: Fri Nov 17, 2017 4:02 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 Decomposing Bellicose Zombie Gerbil Pack!


Dice 1
1. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)

Dice 2
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))

Dice 3
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!

MINIBOSS STARTING HP: 30/30

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 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.





If this is your third 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!
 
saedusk rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Fri Nov 17, 2017 4:05 pm
Quote:
Miniboss HP: 27/30


There was a silent hope at the back of Nahori's mind that they'd make it through this ship with little incident. Her first hadn't been awful—they'd fought a few monsters, there was a moment or two when Sarcel asked her to take the lead and she'd managed it. Still, if they could get away with not encountering hordes of undead (both troll and gerbil alike) she'd be okay with it.

So much for that.

A gasp choked her as the alarm shot an arrow of shock right through her chest. "B-Be on guard!" she told the others, "The undead... definitely know we're here now..." Obvious again, but she was trying her hardest to do what a leader might do. There was a scuttling on the other side of the door they'd just opened, the sound of many claws, ominous and sad at the same time.

"Here they come!" Nahori might've held back a bit. She felt for the gerbils even if she knew they were long dead and dangerous as they chewed at her ankles.

--

Nahori Caviap
HP: 14/20
Military Grade Weapon: +1 dmg
Training in Discipline


Advancements: 2/15
Minibosses: 0/3
 

saedusk
Crew

Dedicated Bunny

nepsah rolled 2 6-sided dice: 6, 4 Total: 10 (2-12)

nepsah

Malevolent Mage

PostPosted: Fri Nov 17, 2017 4:11 pm
Deimos attacks

HP: 16/20
Damage Dealt: 4x2+1 = 9

Gerbils.... lots of them. Deimos made a face as the swarm surged through the now open door. That, coupled with the blaring siren, was a recipe for an instant sour mood. It seemed that Nahori was having a hard time with the gerbils - normally he wouldn't care so much but man that siren was really grating on his ears. "Don't just stand there- you gotta hit 'em hard as you can!"

As if to prove his point, he swung his mace down on a group of them at his feet. The crunch was, admittedly, satisfying.


Miniboss HP: 18

Advancement: 3/15
Minibosses: 0/3



Quote:

Training Pins:
Novice Agility [Cooldown 4/6]
Tactics (training now)

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

 
penemueIntuition rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)
PostPosted: Fri Nov 17, 2017 4:15 pm
        Mahmud Seshat: 20/20 HP - 4 = 16/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .



        If there hadn't been a siren going off, Mahmud would have probably just... felt terrible for stabbing cute creatures. Okay, in truth, he still did feel really awful about the whole matter. Unlike some trolls, he lived mostly on a seed and worm diet thanks to Harpommy. At least he did in his youth. No hunting, more scavenging.

        "Come on she's trying Deimos!" he called out to his... friend? Were he and Deimos friends? Gog he wasn't so sure... "These little suckers are fast!"

        He then winced as he had to pause his rapid double-screwdriver stabbing to gently peel some of the gerbils off. As he did, Mahmud made an audiable gagging sound, like he was going to retch right there and then, but then took a deep breath and went back to what he was doing.

        Mahmud wasn't crying.
        You're the one crying.
        Yeah.
        That's it.

        Quote:
        Miniboss HP: 18-6 = 12 HP
        Damage done: 2 x 2 = 4 Damage to Mahmud
 

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
Green Minuet rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)

Green Minuet

Greedy Trickster

PostPosted: Fri Nov 17, 2017 4:15 pm
      Degrass Tysson

Health: 14
Military Weapon: +1
Defensive B Trinket: 1/1
Support A Artefact: 1/1
Novice Leadership, Grandmaster Strength, Academics Training

Ephias had long since been desensitised to the undead, be it the troll kind or the small, furry, rodent kind. Once he had recovered from his embarrassment (and a rabid, hungry gerbil swarm did not leave much time for mental self-deprecation), the redblood hurried into the fray without a thought. Or rather above it.

Spotting some stacked cargo crates, Ephias hoisted himself up. He climbed up the sides, until he reached the top. He gave the box a nudge. It was heavy. Sidling along the edge, Ephias peered down below where he could still hear the shouts of his companions and the squeals of the gerbils. Deimos waded through the horde, crushing several with each blow as even more nipped at his heels. Ephias waited until the tealblood passed out from underneath him. “Incoming. Move!”

He pushed against the side of the crate with all his might, and over the edge it went. Almost immediately Ephias was rewarded with the sounds of crumpling metal, and more importantly the squeals of a dozen retreating gerbils. A dozen more were silent.

[ Ephias does 7 damage. ]
[ Boss Health: 5 ]
 
saedusk rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)
PostPosted: Fri Nov 17, 2017 4:23 pm
Quote:
Miniboss HP: 0/30


It was hard, but Nahori did her best to ignore the heckling just as much as she tried to ignore the defense. While she appreciated that someone cared enough to stand up for her, the thought that she needed it at all would only make her upset. She couldn't fully dismiss her feelings, but she managed to dodge away from the horde and kick them off her boots.

"Try not to let them s-separate us," she told them even as she was tripped up and dropped to her knees. She managed to get back up, of course, but not before the shits drew more blood.

--

Nahori Caviap
HP: 10/20
Military Grade Weapon: +1 dmg
Training in Discipline


Advancements: 2/15
Minibosses: 1/3
 

saedusk
Crew

Dedicated Bunny

Green Minuet rolled 1 6-sided dice: 6 Total: 6 (1-6)

Green Minuet

Greedy Trickster

PostPosted: Fri Nov 17, 2017 4:25 pm
      Degrass Tysson

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

“Everyone all right?” Ephias called, as he descended the tower of crates. The last of the gerbils had been chased of by his companions, even as the dust still settled. No one appeared to be too badly hurt, but those rodent teeth could be deceptively sharp.

“I have some first aid experience if anyone needs it... otherwise, if everyone feels okay it's probably better to leave n-now. They gather in colonies and the alarm is still going...” Oops. Probably not the best thing to say. Morale was already low. Quick, turn it around, Sagine.

“And I'd rather get to the control room sooner rather than later. It'd be nice to bring back a ship.”

[ Ephias heals himself for 8. ]
 
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