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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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KitsuneAura


Magical Detective

PostPosted: Wed Nov 22, 2017 1:27 pm
Starlight Squadron
Commander: Lorata Gorgos
Squad: Nucleo Glatte, Amonee Brycer

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  
KitsuneAura rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Wed Nov 22, 2017 1:35 pm
Quote:
Lorata advances!


Lorata had come onto this ship with a smaller squadron than usual, so perhaps she should have been concerned. She had done enough swarming ships by now, however, to have a good feel for their layout. It would be no great difficulty to find the control room, and the two greenbloods she'd recruited to accompany her had already more than proved themselves capable.

"I'm glad to have you two again! Ready to get to work?"
 


KitsuneAura


Magical Detective

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

Yamashii

PostPosted: Wed Nov 22, 2017 1:36 pm
Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee is checking the door and it's locked
1/11 advances
0/2 minibosses defeated


"It's always a pleasure, Sergeant Gorgos." It seemed they were back with the seadweller again. Amonee couldn't be more pleased. She had been a capable commander so far and had kept them from getting into any situations too dangerous to untangle from. He missed hanging out with his friends and Frossa but this was also okay. After all, she was a fabulous city girl just like the ones on his nightly soap operas! He wondered what kind of dramatic fast paced life she lived.

"Oh! Let me check that door for you. Just in case it's trapped." She was basically royalty. It was up to them to ensure she didn't get hurt or embarrassed by simple threats like a trapped door or a pack of gerbils. Although he wasn't enlisted in the military, he did respect the reputations and ranks of those who were. In a way, they were the reason he could live peacefully out in the mountains while they took care of all of the Queen's dirty work. A troll in uniform was a troll to respect.

"Ergh, I can't seem to open it. I think it's locked." Trying to open the door yielded no results and he stood there awkwardly, unsure how to progress. He really didn't want Nucleo to break down any more doors, the other greenblood was starting to develop bruises from such things!
 
KitsuneAura rolled 1 8-sided dice: 7 Total: 7 (1-8)
PostPosted: Wed Nov 22, 2017 1:37 pm
Quote:
Lorata tries to unlock!


"Oh! Thank you, Amonee, you're so sweet!"Yes, Lorata really was more than happy to have gotten these two again. She waited patiently for the greenblood to get the door open, then frowned when he announced it locked. Because of course it would be. Her head turned, mouth opening, before she remembered that she hadn't brought the redblood with her. That was fine, though, she'd been doing some more studying on this! "That's alright, I should be able to bypass the locking system." Nodding to herself, she stepped forward to work at it.  


KitsuneAura


Magical Detective

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

Yamashii

PostPosted: Wed Nov 22, 2017 1:38 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: 15/15

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!
 
Doutei rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)
PostPosted: Wed Nov 22, 2017 1:40 pm
Quote:
HP: 16/20
Damage: 1 + 1 - 1 = 1
Military grade weapon: +1
Novice Agility Style B: 1/1

Boss HP: 14/15
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.


Nucleo braced himself as Lorata unlocked the door. He was glad to see she had figured out how to undo the locks and wondered how she was progressing on her traps studying. The greenblood still needed to figure out how to dismantle these things himself. He had forgotten to look into getting his hands on any manuals to learn. He shook the thought away for later, right now he needed to be ready to face whatever awaited them. These rooms seemed to always have something lurking inside.

"Commander, let me." The barista requested, heading in first. He wanted to take on whatever ambush was prepared so Amonee and Lorata wouldn't have to. Amonee, he couldn't bare to see get hurt. Lorata was their leader and needed to be in good condition to recall them or handle the challenges up ahead. He was disposable. It was a mindset Nucleo struggled with due to his clones. The greenblood was immediately walloped across the room by a daywalker captain and let out a grunt as he smacked into the wall.
 

Doutei

Doutei rolled 4 6-sided dice: 4, 4, 4, 6 Total: 18 (4-24)

Doutei

PostPosted: Wed Nov 22, 2017 1:44 pm
Quote:
HP: 16/20
Damage: 4 + 6 = 10 - 1 + 1 = 10
Military grade weapon: +1
Novice Agility Style B: 0/1

Boss HP: 4/15
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.


"No!" The greenblood scowled as the daywalker turned to the other trolls entering the room. He growled and called forth his power, sending his energy whizzing forward- forming into two clones leaping over to intercept. They blasted the daywalker into the opposing wall to leave a safe space for Lorata and Amonee to enter. Nucleo grit his teeth as he picked himself back up and raced over to join the clones. They circled around the monster, leaping in to attack as it spun around trying to fight back.  
Yamashii rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)
PostPosted: Wed Nov 22, 2017 1:47 pm
Quote:
HP: 17/20
Military Grade Weapon
Training Troll Relations

Amonee is punching the boss
Damage: 6
Boss HP: 0/15
1/11 advances
1/2 minibosses defeated


There he went again, racing forward into danger to keep the rest of them safe. Amonee hurried after Nucleo's advance and looked for a chance to join the fray. He was getting worried that his friend was pushing himself too hard on these ships. It didn't help that the memories were getting jumbled. One of these nights, Nucleo was going to snap again. Amonee was sure of it.

"Thanks for the cover! On your left!" He called out to the other boy, sliding through an opening and giving the captain a heavy wallop to the face. It was still unclear to him which parts of the daywalkers to aim at to end them. They didn't seem to have the same weaknesses as a healthy living trolls. Could they feel pain? Or did they only feel aggression? He was honestly scared to know.

Skidding from the speed, he shifted the position of his club to hit the legs of the creature and down it went!
 

Yamashii

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


KitsuneAura


Magical Detective

PostPosted: Wed Nov 22, 2017 1:51 pm
Quote:
Lorata advances!


Lorata hadn't even needed to lift a finger. With a pleased laugh, she lifted her hands to clap for the performance. "Good work! You're certainly getting better at dealing with these." She cast a quick glance around the room for anything useful, the continued down the hallway, smiling all the way.  
Doutei rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Wed Nov 22, 2017 1:55 pm
Quote:
HP: 16/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 0/1

Nucleo is checking the door
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.


"Commander, it seems like it's locked." Nucleo frowned, trying to open the door several times. He didn't see any traps rigged to it at least. The greenblood moved out of the way to let her take a good look and see what they should do. Maybe she could unlock this one like the one before! It seemed like she was getting better at this so he really hoped so! Not only just for getting through here but also he wanted to see her brighten up like she had before. Even though Lorata was a little military crazy, he'd seen she was also kind in her own way. He remembered their excursion last Perigree and how generous she had been back then. He wanted this for her.  

Doutei

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


KitsuneAura


Magical Detective

PostPosted: Wed Nov 22, 2017 1:56 pm
Quote:
Lorata tries to unlock!


"Again?" Lorata cast a doubtful look over the door, then straightened and approached it with a gracious nod for Nucleo. She had managed on the door before this one, she had been studying to tell the difference between the locks these doors tended to use, she could do this again. Very carefully, she lifted her hands and got to work. Finally there was a noticeable click. Lorata beamed at the other two. "It's open!"  
Yamashii rolled 3 4-sided dice: 3, 3, 4 Total: 10 (3-12)
PostPosted: Wed Nov 22, 2017 1:58 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: 15/15

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!
 

Yamashii

KitsuneAura rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)


KitsuneAura


Magical Detective

PostPosted: Wed Nov 22, 2017 2:00 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: 8
Boss HP: 7


Eager to show off how well her lock picking had gone again, she turned the knob and pushed the door open. The smile dimmed a little at the sight of the mass of slime waiting within, but she was having too good a night to let that get in her way. Thankfully, she'd chosen a weapon with some reach, which meant she could stab into it without getting too dirty. She rushed in confidently.
 
Yamashii rolled 2 6-sided dice: 1, 2 Total: 3 (2-12)
PostPosted: Wed Nov 22, 2017 2:00 pm
Quote:
HP: 13/20
Military Grade Weapon
Training Troll Relations

Amonee is punching the boss
Damage: 4
Boss HP: 3/15
2/11 advances
1/2 minibosses defeated


It was always gross to come across the slime. Amonee grimaced and kept a carefully maintained distance from it while Lorata attacked it. She was so brave to rush into battle without a moment of hesitation. She did a fair amount of damage to it and he felt inspired. He too could protect his friends from these creepy undead monsters. He could be a hero! That was her slogan after all!

"This ship is ours!" He announced, running at the beast with his club trailing behind him. He built up a good amount of speed before swinging with all his strength and smashing the monster into a counter. The impact accidentally damaged some of the controls unfortunately but hey, these things happened. Amonee was sure that could be repaired if they ship was salvageable.
 

Yamashii

Doutei rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)

Doutei

PostPosted: Wed Nov 22, 2017 2:04 pm
Quote:
HP: 16/20
Damage: 6 + 1 + 1 = 7
Military grade weapon: +1
Novice Agility Style B: 0/1

Boss HP: 0
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.


"Got it!" Nucleo emerged from seemingly nowhere, bringing his fist down on the slime's head. He'd been watching Amonee's path and started running around to flank it. Smashing the creature into pieces, the greenblood landed in the slime and slipped, falling forward onto Amonee.

"Ack! S-sorry!" The barista apologized quickly, horrified at knocking the painter over. Into slime puddles, no less! Hopefully he wouldn't be too mad at him for getting it in his hair. A green flush dusted his face as he realized he was still on him, only inches between them. Nucleo got up quickly, afraid of Lorata making any comments. Afraid of what Amonee might think. Gog, what was he doing?

Brushing slime off himself, he wondered why his life seemed to be such a mess.
 
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