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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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[META] The Sardonic Acrimony of the Empress (Team Alpha) Goto Page: 1 2 [>] [»|]

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leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 21, 2017 11:28 pm
Team Alpha
Squad Commander: Stryke Nvrmor
Squad Members: Tevini Euruft, Etsali Azeban, Caiden Banksy, Stryke Nvrmor
Ship Class: Swarming


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.
 
leon_a_darkangel rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Tue Nov 21, 2017 11:32 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Stryke would have the responsibility of keeping his fellow Initiative members safe. For the purpose of this mission, he would be their designated leader. Taking in a small nervous gulp, he readied himself for what was to come. While they were still in disguise for the purpose of blending in,
he knew each and every troll all too well. For the three trolls present he would do all he could to protect them.

"good evening." He greeted with a small smile as he stepped down off the loading dock and onto the ship they would be exploring. His gaze flickered between the three trolls. While he did not know Caiden nearly as well as Tevini or Etsali whom he still owed for having saved him he was glad to see familiar faces.


Advance: 1
Result: 2 - Locked door  

leon_a_darkangel

Dedicated Supporter

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 21, 2017 11:35 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

"Whatever happens..your safety is my number one priority." As Stryke had no way of knowing if the military was listening to their conversation, he purposely kept up his speaking inflection that matched his disguise with Forger.

Walking ahead a few steps, his hands close to his daggers he nodded for them to follow. "Shall we?" He coaxed as he walked down the hallway,
only to come to a door. Upon further inspection, it appeared it was trapped. "Hmm..it's locked as well as trapped." While Stryke could handle this with his eyes closed, he wanted to see if anyone else wanted an opportunity to hone a skill or craft if need be.


Advance: 1
Result: 2 - Trapped door  
PostPosted: Tue Nov 21, 2017 11:37 pm
Quote:
Etsali HP: 20/20
Military Weapon +1
YTMA Pins:
Journeytroll Covert Ops, Endurance, Novice Strength
Trinkets:
Adept Artifact - Agi B , Novice Trinket - Def B


(Etsali disarms the trap.)

Etsali sauntered over to the door, completely unconcerned with the announcement that it was trapped. She could handle this level of mechanism with her eyes closed at this point. As if to prove her point, she turned her head to grin at Stryke while she worked at it. "So how're you holding up anyway, Commander?" The trap fell away with a click. "You in fighting shape?" She bumped the door open before he could reply, letting out the creature she was sure would be waiting on the other side.
 


KitsuneAura


Magical Detective

Micillia rolled 3 4-sided dice: 2, 2, 4 Total: 8 (3-12)

Micillia

Dapper Duck

PostPosted: Tue Nov 21, 2017 11:38 pm
This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
You have encountered a ...

Dice 1
1. ... Shambling... (+1 on accuracy rolls)
2. ... Grotesque... (-1 to all attacks)
3. ... Rotting... (+1 to all attacks)
4. ... Skeletal... (-1 on all accuracy rolls)
Dice 2
1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)
2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)
3. ... Disemboweled... (-5 miniboss HP)
4. ... Swift... (players take 2x the amount of damage on their first turn)
Dice 3
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
MINIBOSS STARTING HP: 20/20
If you rolled a 1, take 4 dmg.
If you rolled a 2, take 4 dmg.
If you rolled a 3, take 3 dmg.
If you rolled a 4, take 3 dmg.
If you rolled a 5, take 2 dmg.
If you rolled a 6, take 2 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!

If the mini-boss reaches 0hp, look below:

If this is your first mini-boss fight look below:

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

You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.

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

You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.


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

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
 
Micillia rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)
PostPosted: Tue Nov 21, 2017 11:39 pm
Caiden Banksy Acrlic Brushe
HP: 18;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Using Power Adept Agility A, +2 to accuracy roll
12 damage
Boss HP 8/20

Caiden was just so happy about being a ship with all his friends, that when the monster came, he glared at it, furious with it for interrupting his fun friend time. Sure, maybe a space ship infested with zombies was not the ideal place to have fun friend time, but still, Caiden would take it when he got it! "Hey im BUSY! Go away!" The brownblood shouted, thoroughly confusing the thing with a roaring wave of water, that came crashing down upon it.... as an image, not really, but it did indeed confuse!  

Micillia

Dapper Duck

leon_a_darkangel rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)

leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 21, 2017 11:44 pm
HP: 20/20
DMG: 3x2 = 6-2 = 4 DMG
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 1/2 - Nulling 2 Dmg
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Hearing Etsali call him commander in a sarcastic tone made him chuckle. Based on the way she sauntered to the lock, and so easily disarmed it brought a smirk to the teen's face. "Oh. I would say so." He raised a brow, feeling oddly competitive enough he wanted to prove as such to her. He still had a lot of mental fog he wrestled with..but he was ready too whatever it took for their organization.

The creature they had found behind this door was simply...disgusting. He couldn't allow this thing to harm his allies. Making a face at it, Stryke drew his daggers. Looking for a weak point, he threw his hand up in the air as he generated his psionics at will. The chiming sound of clocks, coupled with the physical manifestations followed as he halted the creature's movements for a brief time in a time stasis shield.

He darted in. Before it could swing its slimy self at him he leaped up, slashing it across the face. Once he had landed safely back on the ground he appraised it. The thing was still standing, but for how much longer? They were all capable trolls, Stryke felt like he could count on those who had yet to go after the undead beast. Its slimy body kept it well protected..adding to his frustration as his well-placed blow hadn't delivered the impact he was hoping for.


Advance: 1
Boss HP: 4/20  
Doutei rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)
PostPosted: Tue Nov 21, 2017 11:49 pm
Quote:
HP: 17/20
Damage: 6 - 1 + 1 = 6
Military grade weapon: +1
Adept Offensive Style B: 2/2

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


"I hate these things." Tevini pouted. She just didn't know what to do against slime. Her nail bullets didn't do much besides puncture in and then get absorbed. She really needed to figure out a second weapon to bring on these ships. Maybe she could ask around later. For now, she fired off a few rounds, trying to force the creature into her teammate's attacks by keeping up constant pressure. She felt better about this team composition mostly because it was all trolls she knew. Watching them zip around in front of her was encouraging, even if she was nervous for their safety.

"Wait really?" The mechanic blinked as one of her bullets seemed to finally pierce the right spot and the monster died. Surprised, she tried to figure out just what she'd hit so she could do it again if they met another one. Unfortunately for her, it turned into a pile of ooze and was too gross to sift through. Maybe next time.
 

Doutei

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 21, 2017 11:53 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 1/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance (1d6+1)

By the will of all that was, and for the hope of tomorrows future, Stryke sought the strength and endurance to carry on. He was not injured nor felt weak, he did, however, seek to steel himself for what was to come. The will and endurance to stay strong and lead them all through t his safely was no easy task. Clenching his fists he gave a small nod.

"isss..." He trailed off for a moment finding it hard not to talk as he would normally, having to mind his lisp around the familiar company. "Is everyone alright?" Stryke inquired making sure they were all fine before they proceded forward. He looked to Tevini for a moment longer than the other two..partly as her presence made him feel oddly calm in the wake of all this chaos.


Advance: 1
Result: Endurance training - Healed 3+1= 4HP  
KitsuneAura rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Nov 21, 2017 11:53 pm
Etsali scouts since no one let her fight!

"Hey wait," Etsali poked her head through the door, looking ridiculously disappointed. "It's already dead? Like dead dead?" She moved over to nudge the slime with a boot and let out a little 'huh' and a prompt grimace as it squished. "Not bad. Next time save a little for me though, yeah?" She flashed a smile that said she wasn't really too bothered, then moved back out towards the hallway to check ahead.  


KitsuneAura


Magical Detective

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

Micillia

Dapper Duck

PostPosted: Tue Nov 21, 2017 11:55 pm
Caiden Banksy Acrlic Brushe
HP: 18;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden skipped ahead, "How about this way, huh?" He said, his grin wide and excited. What a fun friend outing! "Oh oh!" Caiden said, stopping immediately. Then the brownblood turned and gave the yellowblood a big hug. "Its a pleasure to be your new friend!" Caiden said, wrapping his arms around the other troll.

"Hey look! A door!" Hugging Stryke had led him to a secret door! "Your a lucky charm Stryke!""  
Doutei rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Tue Nov 21, 2017 11:59 pm
Quote:
HP: 17/20
Damage: 6 - 1 + 1 = 6
Military grade weapon: +1
Adept Offensive Style B: 2/2

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


"He is." Tevini gave Stryke a small smile, in response to Caiden's comment. She knew the yellowblood had gone through some very hard things but she couldn't help but think somewhere in that he was a lucky troll. Sure there was the dark aspect of him being lucky for having survived all that... but there was also the light side in that she felt lucky to have met him. Crouching down to look at the door, she tried the handle a few times before determining it was locked. The redblood started to fuss with her jumpsuit to pull out her tool box when she heard Etsali speak up.  

Doutei

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


KitsuneAura


Magical Detective

PostPosted: Wed Nov 22, 2017 12:02 am
Etsali demonstrates the fine art of kicking open locks for Tevini. (using novice strength)

"Don't really feel like waiting to pick this one, how about you guys?" Etsali glanced at them to judge how they felt then moved up to the door determinedly. "Here, Tevini, you especially should watch this one. The best way to open a lock when all else fails! You ready?" With a laugh, she turned and promptly kicked in the door. Sometimes brute force was the answer.  
KitsuneAura rolled 3 4-sided dice: 2, 1, 1 Total: 4 (3-12)
PostPosted: Wed Nov 22, 2017 12:05 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. ... Shambling... (+1 on accuracy rolls)
2. ... Grotesque... (-1 to all attacks)
3. ... Rotting... (+1 to all attacks)
4. ... Skeletal... (-1 on all accuracy rolls)
Dice 2
1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)
2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)
3. ... Disemboweled... (-5 miniboss HP)
4. ... Swift... (players take 2x the amount of damage on their first turn)
Dice 3
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
MINIBOSS STARTING HP: 20/20
If you rolled a 1, take 4 dmg.
If you rolled a 2, take 4 dmg.
If you rolled a 3, take 3 dmg.
If you rolled a 4, take 3 dmg.
If you rolled a 5, take 2 dmg.
If you rolled a 6, take 2 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!

If the mini-boss reaches 0hp, look below:

If this is your first mini-boss fight look below:

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

You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.

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

You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.


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

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
 


KitsuneAura


Magical Detective

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

Doutei

PostPosted: Wed Nov 22, 2017 12:07 am
Quote:
HP: 14/20
Damage: 1 - 1 + 1 = 1
Military grade weapon: +1
Adept Offensive Style B: 2/2

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


Everything Etsali did was amazing.

Tevini blinked curiously at Etsali's proclaimation. She nodded that she was watching very seriously. The orangeblooded girl was a master thief, so she was sure she'd have a lot to learn from her! Anything she picked up now could come in handy on other ships. And possibly later when she tried to accompany Etsali on a mission. The redblood flushed at her internal boldness and chided herself for thinking such things just yet. She still had to prove herself capable to the thief.

"Wah! Hey!" The mechanic flushed as Etsali kicked down the door with a laugh, teasing her! She'd been taking this very seriously! She was so startled by the joke, she didn't notice the monster inside until he'd grabbed her!
 
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