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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Nov 18, 2017 10:05 am
Team Cloak and Dagger
Team leader: Eostre
Team: "Vixeni", "Ardais"

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.
 
purplerosesbeauty rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sat Nov 18, 2017 10:27 am
Her first mission. Her first crew. No military trolls though - Eostre was disappointed to see Vixeni had not assigned themself to the military rosters, so she couldn't claim her friend, but what she did know about them, that was probably for the best. They didn't seem cut out for the military life. Still, she was pleased to have them on her team. The other troll, an adult greenblood - Ardais. She'd never met her before, but she seemed strong and capable. Another volunteer, non-military.

That was fine. She outranked them all by far now. "I'll scout ahead, check what we have, see what I can find. You'll follow my lead, and we'll get this ship taken care of in no time." Ahead, she didn't find much. Perfect. They could advance.

HP: 40/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 

purplerosesbeauty

Springtime Spirit

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

zeflamigo

Interstellar Astronaut

PostPosted: Sat Nov 18, 2017 10:55 am
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Huh. They had found their way onto a team of familiar faces. That was unexpected, but not in a way that upset Vulpin. Both Eostre and Ardais were very capable.

"Of course! I expect the best from you, Lieutenant," Vulpin raised a hand, winking at Eostre. They quickly glanced at Ardais. "Oh, and you too." They added.  
zeflamigo generated a random number between 2 and 11 ... 11!
PostPosted: Sat Nov 18, 2017 10:57 am
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Browsing through the ship, Vulpin happened upon an open door. What was inside confused the hell out of them. There were seemingly docile undead gerbils? While they were strange and grotesque, Vulpin couldn't help but see a potential business venture in them. They scooped up a handful, and offered one to both Ardais and Eostre. A gift to maintain their good graces.

"Strange little creatures..." Vulpin commented, giving theirs a good head scratch. "Strange that there's still stuff alive up here."

+1 Tame Mutant Undead Space Gerbil  

zeflamigo

Interstellar Astronaut

Gl!tch~ rolled 1 6-sided dice: 5 Total: 5 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Nov 18, 2017 11:04 am
More fun times with Teeth and...a new troll. A military one. Military high blood, no less. (Of course) Luxara 100%, full stop, was not going to let this one near her with a ten foot pole. She silently tagged along while the other two bantered. They seemed to know each other. Third wheeling... Always fun.

She continued to follow along up until they found an open space. With? Life? Oh, no. Luxara knew gerbils. These. Super were not healthy.

Luxara did take one, though. It had no interest in chewing at her, but. She had to wonder.

"I wouldn't call it alive, but. Yeah." She wiggled her finger at it. "Hey, little buddy. If you go rabid on me, you'll get a bolt through your brain." She'd keep her no-strike policy, even on animals. She'd earned the paranoia.

"So." She pocketed the thing. "Onwards, huh? Let's see if I can do half as well as you, LT." Without waiting for a real affirimitive, she stepped through the shadows down the corridor.


Quote:
HP: 40/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 
Gl!tch~ rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sat Nov 18, 2017 11:20 am
Maybe halfway down, she came upon a door. Luxara checked it immediately. Much like the previous doors she'd dealt with in space, it was locked. Completely unsurprising. And...on the wall beside it... "Oh, I've seen you before." She immediately went to work to disarm it.

That done, she slipped back to the rest of the group. "I just wanted to let you know before you thought the daywalkers had gotten me, I found us a door. You'll know it by the alarm disabled by yours truly. Hopefully it's to your satisfaction, LT," she said with her own wink (she could play this game too!) offering Eostre the privilege of going ahead and seeing her handiwork.


Quote:
HP: 40/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
purplerosesbeauty rolled 1 8-sided dice: 2 Total: 2 (1-8)

purplerosesbeauty

Springtime Spirit

PostPosted: Sat Nov 18, 2017 11:26 am
Eostre pocketed the tame gerbil. A mutant and ... undead? But it wasn't hostile. Maybe she could find a use for it, or make her father fight it when she got back to her office. "Real strange. Wouldn't expect anything to be alive... er. Moving, really, after so long up here," she noted with a smile at Vixeni.

"Good work, darling," Eostre said, peering at the door. The greenblood was winking at her as well. That sort of game, huh? Well, Eostre was willing to play, offering a sweet smile in return as she inspected further. Disabled the trap, but still a locked door. Eostre attempted to kick it, knowing if she simply put enough pressure it would have to give -- only to stumble. s**t. "Ardais, do you care to try?" she said, stepping back and looking at the greenblood and stepping aside for her, arms crosse

HP: 40/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 
Gl!tch~ rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Nov 18, 2017 11:34 am
Luxara smiled more underneath her face mask. Military grace, huh? "I can't imagine Vix will if I don't, so." She casually went up to the door again. Definitely not her first time bruising her shoulders in the name of brute force, so.

She rammed in, feeling it crack under the pressure. Luxara then took a step back and kicked it in the way that Eostre couldn't earlier. Satisfied, she gestured towards the open door. "Ladies first?"


Quote:
HP: 40/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
purplerosesbeauty rolled 3 4-sided dice: 4, 4, 1 Total: 9 (3-12)

purplerosesbeauty

Springtime Spirit

PostPosted: Sat Nov 18, 2017 11:44 am
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. ... 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!
 
zeflamigo rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Sat Nov 18, 2017 11:46 am
Quote:
HP: 18/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin couldn't resist cutting in. The door was down, and they didn't need any invitation to push past. The sight of the daywalker caught them by surprise, but they were quick to mask their reaction.

They withdrew a handful of knives, flicking them forward at the zombie. Hitting it in a handful of places would be useful for later in the fight. After all, these things didn't go down with the same tactics as regular trolls. A well placed cut to an artery was useless on these things. "Well? Ladies?" Vulpin asked, glancing back at their team.

3 x 2 + 1 + 1 = 8 DMG
Miniboss HP: 22/30  

zeflamigo

Interstellar Astronaut

purplerosesbeauty rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)

purplerosesbeauty

Springtime Spirit

PostPosted: Sat Nov 18, 2017 11:52 am
Eostre watched Vixeni push past and shrugged as she entered the room as well. "Nice kick," she said to Ardais, before looking at the daywalker. She knew the ships were full of undead, but this was her first experience with them first hand. She wondered how her sergeant dealt with it.

No matter. Eostre raised her fists and punched the undead creature, landing a solid, satisfying thunk.Nice.

HP: 38/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)

Damage: 3 (+1, +1, +1) = 6
Miniboss HP: 16/30
 
Gl!tch~ rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)
PostPosted: Sat Nov 18, 2017 11:59 am
"Hey! Dudes who like the hands-on approach! Move so I can take a clean shot, please!" Eostre and Vixeni proved they were hardcore enough to go into the flames anyway. Seemed a bit weird to Luxara. Honestly, how was there even fire up here to begin with? What even caused it? Was there a leak or something? Good thing no one had a gun, then.

She shot, and went to reload. As she did, though, she didn't quite catch that the daywalker chose to go after the person shooting it versus those of closer quarters.


DMG: 5 +2 +1 = 8
Boss HP: 8

Quote:
HP: 36/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Gl!tch~ rolled 4 6-sided dice: 1, 1, 6, 3 Total: 11 (4-24)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Nov 18, 2017 12:01 pm
In moments, it was upon her. Luxara barely fended it off, and right after, caught sight of her own suit on fire. She had to duck down and roll on the ground. The greenblood had no idea how flammable the air might be, especially if there really was a leak. That gerbil sure was gonna tumble a lot before it would get back to Alternia...

DMG: 0
Boss HP: 8

Quote:
HP: 40/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B (1/2)
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 
zeflamigo rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)
PostPosted: Sat Nov 18, 2017 12:18 pm
Quote:
HP: 14/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin withdrew one of their knives from the daywalker's neck. Some blood splashed back onto them, and they turned back to their crew, disgusted. "Filthy," they mumbled. "Filthy, filthy, filthy."

They moved quickly away from the scene of the carnage. "I'll go... look for something."

6 + 1 + 1 = 8 DMG
BOSS DEFEATED!  

zeflamigo

Interstellar Astronaut

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

zeflamigo

Interstellar Astronaut

PostPosted: Sat Nov 18, 2017 12:44 pm
Quote:
HP: 14/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin moved forward, scouting ahead to see if they could find anything of note. Mostly, if there was any new, precious information. Instead, they found a closed door.

"Pff, lame." Vulpin wouldn't bother opening it on their own. Maybe there was another room full of gerbils nearby? That sounded much more interesting.

They phoned in their team. "Nothing of note here, let's keep looking."  
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