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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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KitsuneAura


Magical Detective

PostPosted: Tue Nov 21, 2017 5:48 pm
Doorbusters
Commander: Lorata Gorgos
Squad: Tevini Euruft, Nictor Sabbat, Deimos Somnus

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 1d4 and advance through the ship:

If you have rolled on this and/or the alarms advance table 10 times, on the 11th 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 ...

11th 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 10 times, on the 11th 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 ... 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 1d6 damage!

2 - The room beyond is filled with a laser sensitive grid, dealing 1 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 1d4(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. ... Shambling... (+1 on accuracy rolls)

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

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

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

[b]Dice 2[/b]

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

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

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

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

[b]Dice 3[/b]

1. ... Daywalker Captain!

2. ... Zombie Gerbil Pack!

3. ... Mutated Daywalker!

4. ... Undead Slime Lusus!

[size=18][b]MINIBOSS STARTING HP: 20/20[/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 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 second 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 1d4 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  
nepsah rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 21, 2017 5:50 pm
Deimos scouts ahead!

HP: 20/20

Dei was not really sure what to make of the team he was on this time. He knew Tevini (and was surprised to see her without Cerpin) but he didn't know... what was his name... Nictor? And only knew Lorata from a Bloodfest game he hadn't been that thrilled about playing. She seemed... annoying. Like, 'disobey me at your own risk' annoying. That and she was a friend of Austri's.

Once they were on the ship, he stepped out into the cargo area and stretched a little while looking around. He was good at looking ahead (or so he'd told Lorata in the pod up) so his task was to do just that. "I'm gonna check that hall." He pointed to an open door, then made his way over to it.

The hall seemed fine, aside from the jumbled mess at the end of it. Right. Not a clear path. He turned back and returned to the cargo area. "No go, path's blocked by debris." He wasn't exactly feeling like digging their way through the ship...


Advancement:0/11
Minibosses: 0/2



Quote:

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

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

 

nepsah

Malevolent Mage

KitsuneAura rolled 1 4-sided dice: 1 Total: 1 (1-4)


KitsuneAura


Magical Detective

PostPosted: Tue Nov 21, 2017 5:52 pm
Quote:
Lorata HP: 20/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Agi B (2/2)


"Oh!" Lorata watched Deimos move through the cargo bay towards the nearest corridor with some surprise. "Well, it's good for soldiers to take some initiative now and then, don't you think?" She turned a smile on Tevini and Nictor that seemed to imply she was waiting for them to do something impressive as well. She did seem a bit disappointed when he reported back that the corridor had been no good, but there was nothing to be done about that.

"We'll try this one then," she decided, heading towards one of the other options.
 
Doutei rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Tue Nov 21, 2017 5:59 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

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


"Daywalkers approaching." Tevini murmured quietly to the squad. Her paranoia had it's uses, as it helped her to strain and hear things that trolls normally didn't notice, or at least didn't worry about. She reached for her gun nervously, hoping the others would be able to take the front line. She'd been on ships with Lorata and Deimos before but Nictor was a new face for her. And truthfully she didn't know any of them closely.

But Deimos was a friend of Cerpin's so she'd stick closest to him for now.
 

Doutei

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

Taki-di

PostPosted: Tue Nov 21, 2017 6:06 pm
Nictor Sabbat
HP: 20/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 0

Quote:


Nictor honestly wasn’t feeling too great. He hadn’t been feeling too great for a while now. So. Things were basically the same as the other ships, he just felt more uncomfortably aware of the immense discomfort and horror with every passing mission he was shipped out on, which still boggled him. How had he not gotten kicked from the mission roster yet? None of the ships he’d been on had failed and they were making sue of all their volunteers he guessed, so, no likelihood of escape unless he nearly died good and proper as well as the rest of his squad.

What a pleasant thought when first stepping onto this ship. Being totally overrun and backed into corners as the zombies tore tendons and muscles from below their flesh and crawling back to the transport and one of them probably getting left behind and bleeding out on the way back down.

Nictor startled when one of them spoke, the one with the bags under his eyes, the tealblood, uhhh, Deimon? Desimo- Deimos. Then he was taking off and Nictor had no idea what he was doing but oh boy did it make anxiety bubble up immediately to have a teammate running off like that. He was back before too long but the downhill tumblr had already started, any possibility of optimism was dead and Nictor was basically just waiting for his nerves to rachet into high gear.

And what better way to do that than to hear a distant telltale shuffle walk and hear a warning whisper from Tevini’s mouth.

He couldn’t help how he jerked a little, head whipping around to look behind him because he heard some ahead but he was pretty sure also-oh. Oh my.

“Uhh, ah, g-g-guys,” Nictor feebly tried to catch their attention, hoping they’d notice the zombies emerging from the hall behind them as well as in front as he grabbed for his bo staff.
 
KitsuneAura rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)
PostPosted: Tue Nov 21, 2017 6:09 pm
Quote:
Lorata HP: 19/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Agi B (2/2)

Damage Done: 3
Autokilling 5 zombies with leadership!
Zombies Remaining: 4


"No need to be so scared," Lorata hummed, readying her partisan for battle as the enemy slowly approached. "They're only daywalkers." By this point she failed to find anything worth fearing about the creatures. That tended to happen when one's kill count got as high as hers was getting though she supposed. She raised an eyebrow at Nictor, as if questioning his resolve, then turned to launch herself into an attack.
 


KitsuneAura


Magical Detective

nepsah rolled 2 6-sided dice: 3, 1 Total: 4 (2-12)

nepsah

Malevolent Mage

PostPosted: Tue Nov 21, 2017 6:12 pm
Deimos fites some zombies

HP: 19/20
Dmg Dealt: 1
Zombies remaining: 3

It figured there would be a whole hoard of 'em right off the bat. Deimos readied his mace, but paused as Lorata moved ahead to take care of most of them. As annoying as she seemed, she at least was a decent fighter. A few of them still made it past, though. He stepped forward, raising his hand to bring the mace down on the head of the nearest daywalker. Easy enough to take out- these things were pretty mindless honestly.

At least they were pretty easy to take out if the world wasn't spinning. Somewhere in between hitting the daywalker and taking a step toward the next one, the hallway seemed to spin. He stumbled off to the side, holding his head with his free hand. No no, not now-- not again! He really needed to find Forera when they got back.

Advancement: 1/11
Minibosses: 0/2



Quote:

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

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

 
Taki-di rolled 2 6-sided dice: 1, 2 Total: 3 (2-12)
PostPosted: Tue Nov 21, 2017 6:19 pm
Nictor Sabbat
HP: 19/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 0

Quote:
Zombies: 3-0=3


Nictor couldn’t help the small noise he made and the jerk of his body when the purplblood, Lorata spoke at him. Right yup there was a purpleblood here too, never good to upset them and he felt his brain snap in two different directions at that. He didn’t really want to be this nervous but he’d yet to find a way to assuage the near constant sensation. So, okay he should try not to be nervous? He shot a mildly distressed look at Lorata’s back as she went to rekill the “daywalkers” and wasn’t that great. Just daywalkers. Just. So. No problems killing them of course.

If he had a bit more presence of mind he’d be able to formulate the thought that he was so tired of feeling this nauseated all the time. As it was. He was a bit too distracted by being nauseated almost all the time to bother with that. He was trying not to think about that fact very hard thanks. And many other facts that all clamored for his attention and plucked at his nerves.

In his startle at Lorata, he fumbled with his collapsed bo staff and it clattered to the floor starting to roll away and the absolute terror he felt bite into him at that second was rather unexpected. Nictor disliked even owning the weapon but it would seem he severely underestimated the stability having something to fend off the constant threats with provided. There it was, his life, all that stood between him and haunting gaunt faces seeking blood and skin, clattering to the floor as a zombie lunged for him and Nictor half keened in panic, diving for his staff despite the immediate resistance to the idea he wanted the thing back.
 

Taki-di

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

Doutei

PostPosted: Tue Nov 21, 2017 6:22 pm
Quote:
HP: 19/20
Damage: 1 + 1 = 2
Military grade weapon: +1
Adept Offensive Style B: 2/2

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


"Hang on!" A soft but determined voice shouted as a figure dashed over to confront Nictor's attacker. Tevini raised her modified nail gun up to block with the blade on the front of it. She was scared but could see Nictor was even more scared than her. Cerpin wasn't here to help her and it was hard... but she needed to keep trying. It was going to be okay, she would prove it to Nictor and herself. Kicking the zombie back, she grabbed in the air at his staff on the ground, pulling it up with her psionics and returning it to float in front of him.

"We've got you." The girl smiled before turning to fend off any other zombies while Nictor collected his weapon.
 
KitsuneAura rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)
PostPosted: Tue Nov 21, 2017 6:24 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: Doesn't Matter
Autokill 5 zombies
Zombies Remaining: None


Lorata finished off the last of the zombies with an easy slash and then turned back to regard her team. She...wasn't impressed. "Generally, battles work better if you keep your feet under you." Her head tilted, considering. "Well, I suppose you can consider this training!" It was easy enough to not worry over at least. "You'll be improved by the end of this ship." She gave them a sharp smile.
 


KitsuneAura


Magical Detective

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

nepsah

Malevolent Mage

PostPosted: Tue Nov 21, 2017 6:27 pm
Deimos advances the group!

HP: 18/20

Finally- the world stopped spinning. He rubbed at his head a little, trying to focus on what Lorata was going on about- something about training and being improved by the end of the ship... He wanted soooo badly to snap back that this was, in fact, his sixth ship and he damn well knew what he was doing, but bit his tongue. The display he'd given was not his best and he knew it. Instead, he pushed himself from the wall, taking a moment to steady his balance, then turned to continue walking.

At least until he found the door. The telltale, super important looking door. "I found somethin' worth investigatin'." He called back to the others, then took a step back to let Tevini look at it- he knew she had an idea of what to do with these things.

Advancement: 2/11
Minibosses: 0/2



Quote:

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

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

 
Taki-di rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 21, 2017 6:30 pm
Nictor Sabbat
HP: 18/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

Quote:


Scrambling for his weapon, the cursed thing that he needed to get back in his hands immediately, he dully noted in the back of his head how Tevini, the one that spoke the warning before, intercepted the zombie that had been going for him. The motion of her stepping around him distracted him for a second and his breath caught, not sure what to think. It only lasted for a second, the fear of having nothing between him and the hordes driving him to seeking out his staff again as Tevini fended off his attacker. Nictor huffed out a noise of panic though when his staff began to float of all things, out of arm’s reach and now flying and no no no he needed that-

And then it moved towards him and he stutted to a halt, splayed on the floor like an idiot and pulling back a little at the fact the weapon was floating docilely before him and not trying to drive through his eye or something. His breathing was halting and eyed wide, expression frozen in fear and melting into that empty sort of confusion that came after when you realized you were okay despite being sure the world was about to end. Nictor made a grab for his weapon when it finally registered that it was waiting for him and he snapped his head around to stare up at Tevini with a lost sort of expression when she spoke up as he clutched the device to his chest.

He was shaking and terrified and huddled on the floor like a child who was waiting to be kicked while they were down. And instead the thing that he hadn’t even realized that was a safety net of some sort was gently returned to him, no fuss, no admonishments, no cruelty. He wasn’t entirely sure how but he thought Tevini did it? Later he might better recognize it as she had powers and used to them try and help him which would hit him even harder, but for now it was just a muted notion.

Nictor wanted to say something, anything in return. But he was too overwhelmed in that moment, a couple tears coming unbidden to his face and his throat tight with emotion and the cloying panic was still dragging at every corner of his mind despite the shining moment of reprieve. And then she was moving away and he distantly realized he should be too. Nictor was waveringly dragging himself to his feet when Lorata showed back up and was distinctly displeased with their performance and reality was crushing back in around him. This was no place for that, but that made the kind gesture stand out more, burning into his brain and making him shoot the redblood curious looks as they moved on.

Nictor blinked at the door, wondering when they got here and nervously moved to check it since he was right next to it. The purpleblood wasn’t too pleased so far and maybe that would appease her some? Except as soon as he tested the mechanism, he was met with firm resistance and a small incriminating click. Quickly Nictor backed away.

“I, uh, I th-think, uh. Th-there’s s-s-something wro----ng w-with it.”
 

Taki-di

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

Doutei

PostPosted: Tue Nov 21, 2017 6:33 pm
Quote:
HP: 18/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini trains her academics trying to disarm the trap
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Hmmm." Tevini inspected the trap. It wasn't too complicated but looked a bit intimidating. She glanced back at the seadweller with an unreadable expression. Then she turned back and fiddled with the trap again. Some small clicking sounds were heard before she straightened up and faced Lorata.

"Commander, I can't seem to do it. Could you try?" Tevini moved aside to let Lorata fuss over the set up trap. All it would take was one more twist and a snip of the wires... she'd left it as easy as she could without making it too obvious.

Lorata looked like she really needed this.
 
KitsuneAura rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Tue Nov 21, 2017 6:34 pm
Quote:
Lorata HP: 19/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Agi B (2/2)

Trying to disarm trap with academics


Lorata waited patiently for Tevini to finish disarming the door. She'd seen firsthand how dependable the redblood was at the task, and in truth it was the main reason she'd pulled her into the squadron. It was nice not to have to- She froze."What do you mean you can't do it?" Tevini was already stepping aside for her to take her place though.

Head held high, she stepped forward and mentally viciously denied any anxiety she might have about her abilities to disarm it. She was a seadweller and she had studied this. It would be easy. And it...was? Of course it was.

She cast a puzzled look at Tevini as she stepped aside for the other lowblood to open the door for her, but her mood seemed much improved.
 


KitsuneAura


Magical Detective


Taki-di

PostPosted: Tue Nov 21, 2017 6:36 pm
Nictor Sabbat
HP: 18-5=13/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 2
Minibosses Defeated: 0

Quote:
emotion_omnomnom eating damage


Well. It looked like somehow he was saddled with door duty again. Nictor gave a long distressed sigh as he realized everyone else had cleared away and it was just him facing down the door and he knew there would be something horrible on the other side ahhh he so didn’t want to do this and the ebbing adrenaline from his mad scramble for his staff left him feeling just how badly he’d upset the wounds that were trying to heal under thick bandages under his suit.

He grimaced and glanced at Lorata. She looked to be in higher spirits now and he had no desire to test her. Plus she’d cleared the way too which probably meant this is the solution she was looking for? He felt awful that somehow it was expected that he’d be good at this because he knew the exact reasons why and it made him squirm.

Okay, okay, he should probably do this now before Lorata lost her patience, uhhhhh, okay, alright.

Nictor took a deep breath and took the couple steps charge to smash his shoulder into the door, the metal giving and that ominous click no longer there thankfully as he stumbled a few steps into the next room with the momentum, wincing at the ache and wow why as he still using the same shoulder for this everything there was a bruise there already who kept hitting a bruise? That is literally the exact opposite of what to do with a bruise.
 
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