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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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KitsuneAura


Magical Detective

PostPosted: Mon Nov 20, 2017 2:59 pm
Squadron Plavalaguna
Commander: Lorata Gorgos
Squad: Amonee Brycer, Nucleo Glatte, Punkie Vielli

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

"Four, three, two, one."

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

"Target locked on. Engaging auto-pilot."

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

"Arrived at target. Attempting access."

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

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


You 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.


Published by Google Drive–Report Abuse–Updated automatically every 5 minutes  
KitsuneAura rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Mon Nov 20, 2017 5:27 pm
"The ships I've been through with you guys have been successful, so maybe you're lucky charms, right?" Lorata concluded as she stepped out of the pod, glancing back at them with an approving smile. She'd been chattering about the idea most of the way there, whenever headquarters wasn't talking to them over the communications. Finally free of the cramped pod, though, she seemed eager to move along.

Lorata advances! She doesn't find any doors, though.
 


KitsuneAura


Magical Detective

Yamashii rolled 1 6-sided dice: 5 Total: 5 (1-6)

Yamashii

PostPosted: Mon Nov 20, 2017 8:45 pm
Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee is looking for an open door
1/16 advances
0/3 minibosses defeated


"Lucky charms? Oh my goodness, you are too kind." Amonee's face flushed a delighted green at Lorata's comment. He was thrilled to be a part of such a positive team. Nucleo was always a strong sturdy support while Punkie brought the fun and creativity! Lorata was always put together and polished as a leader. He walked beside the group as they pushed down the hallways and hoped maybe this ship would have some interesting antiques on it.
 
Doutei rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Mon Nov 20, 2017 8:54 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.

"Haa, is that why you requested us?" Nucleo laughed, amused. He was surprised that the seadweller had wanted this back. Not because they weren't capable but because they weren't military members. Perhaps she wasn't as strict as he'd originally worried. Lorata ran with an intimidating group of friends, based on her companions during Superstar and even now.

"Maybe there's something to that theory. We've found a suspicious looking door already!" The barista paused and then laughed, stopping in front of an impressively looking secure door.
 

Doutei

Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)

Micillia

Dapper Duck

PostPosted: Mon Nov 20, 2017 9:01 pm
Punkie Vielli
HP: 20;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


Punkie ran to the door, reaching to open it for the wonderful Lorata before anyone else could. She tried the door, and then her smile lessened a tad. It was locked. Locked. That meant she couldn't open the door for Lorata! Grief filled the juggalo, and she let out a low, quiet honk of frustration. If the seadweller wasn't there it would have been a loud one, but she had to keep up a good form when with royalty.  
KitsuneAura rolled 1 8-sided dice: 4 Total: 4 (1-8)
PostPosted: Mon Nov 20, 2017 9:02 pm
"Well of course there's something to it," Lorata agreed, giving the greenbloods a wink. "It's my theory, after all." She turned to give the door a glance over and made a face as it was revealed to be trapped and locked. That was fine, though, she had been studying traps and...this one didn't look like anything in her book...  


KitsuneAura


Magical Detective

Micillia rolled 1 8-sided dice: 5 Total: 5 (1-8)

Micillia

Dapper Duck

PostPosted: Mon Nov 20, 2017 9:05 pm
Punkie Vielli
HP: 20;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


Punkie was given a chance. A chance at redemption. The juggalo saluted."Ide be the most ******** happiest hamster in a grinder!" The juggalo said as she turned to the door and looked at it. She turned back to her team, still ginning.

"Give me one goddamned second, my most dearest bitches." With that the juggalo got on her knees, put her hands together, and started to break dance. The performance went on for a good 5 minutes, before the juggalo got back up and tried the door. Nope, no luck.  
KitsuneAura rolled 1 8-sided dice: 3 Total: 3 (1-8)
PostPosted: Mon Nov 20, 2017 9:07 pm
Lorata doesn't even try the lock. This doesn't look right either! This door is not up to code! If the engineer was alive, they sure would be hearing about this.

(Can't use academics twice, voiding this roll)  


KitsuneAura


Magical Detective

Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)

Micillia

Dapper Duck

PostPosted: Mon Nov 20, 2017 9:18 pm
Day 429
Haven't slept in 3 days, there is some sort of... monstrosity.. in the bunker. Starting to hallucinate without usual stupor supply. Started seeing things already. Hope help comes soon.  
Micillia rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Mon Nov 20, 2017 9:27 pm
Punkie Vielli
HP: 20;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


The juggalo never stopped smiling, but that did not mean that her current smile emulated any sort of happiness. The dance of breaks had failed. Her Messiahs had abandoned her to fend for herself, and she felt empty and hallow inside. "PLEASE FORGIVE ME MY MOST ******** MESSIAHS!" The orangeblood howled as she got up off the ground. "I KNOW YOUR MIRTH COULD NOT BE BESTOWED ON THIS LOWLY b***h!" She flopped to the floor, face first. "IN YOUR SHITNASTY MIRTH, LEND ME ONE MORE CHANCE!"

The juggalo lay there for a few more seconds before getting up and trying the door again. It opened! "Okidok! Got it!" She chirped as she stepped to the side to let her teammates inside.  

Micillia

Dapper Duck


Doutei

PostPosted: Mon Nov 20, 2017 9:38 pm
Quote:
HP: 15/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo breaks down the door and loses -5 hp!
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.

"Let me." Nucleo watched the girls fuss with the door for a few minutes, until he couldn't take it anymore. Punkie was doing her best to get it open, having disabled the trap, but that darn lock just wasn't budging. He saw a strange fire in Lorata's eyes and figured he'd better intervene before she started to get angry. Gently easing them to the side, he then took a few steps back before running and ramming into the door with all of his body weight! Oof! It hurt but managed to get the job done.

"T-there." The greenblood nursed a sore arm as he entered the newly opened room.
 
Yamashii rolled 3 4-sided dice: 2, 3, 1 Total: 6 (3-12)
PostPosted: Mon Nov 20, 2017 9:39 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. ... 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!
 

Yamashii

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

Yamashii

PostPosted: Mon Nov 20, 2017 9:41 pm
Quote:
HP: 18/20
Military Grade Weapon
Training Troll Relations

Amonee is punching the boss
Damage: 4
Boss HP: 26/30
2/16 advances
0/3 minibosses defeated


"Nucleo, watch out!" Amonee gasped as his friend went crashing through the door, straight towards a monster. He rushed to follow suit and bump the other greenblood off course. Smacking into the cook and shoving it into a wall instead, Amonee yelped and stumbled to the side. Ewwww gross, he didn't like touching the undead skin-to-skin. He was taking a long shower after they got back after this! He had a reputation to keep himself smelling flowery fresh after all. It kinda came with the shoes.
 
Micillia rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)
PostPosted: Mon Nov 20, 2017 9:43 pm
Punkie Vielli
HP: 18;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


"FLOWER ******** OF THE JADE BLOOD!" Punkie yelled, stepping up to the challenge. "GET BACK!"

"THE b*****d COMES!" The juggalo screamed as she pulled out her bright pink daggers, newly obtained from her performance with the Superstar Competition. The glitter shined in the dim light as her daggers danced in the air, slicking this way and that, doing what they did best, killing.  

Micillia

Dapper Duck

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


KitsuneAura


Magical Detective

PostPosted: Mon Nov 20, 2017 9:44 pm
Quote:
Lorata HP: 18/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Agi B (2/2)

Damage Done: 5
Boss HP: 16?


using artifact


Lorata's expression went through a lot of changes in those passing moments. Frustration and simmering anger with the door, pleased approval of Punkie's eagerness to please, puzzled and maybe a bit of shock at Punkie's methods, relief and gratitude as Nucleo finally just took the door down. And then of course, blank disbelief as she saw that they were fighting a cook.
 
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