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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Green Minuet

Greedy Trickster

PostPosted: Wed Nov 22, 2017 8:17 pm
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.
 
nepsah rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Wed Nov 22, 2017 8:19 pm
Deimos scouts ahead!

HP: 20/20


At first, Dei had no real feeling about the team he was on this time. He'd talked with Forger a little and he seemed nice enough, and... the greenblood that was leading them gave him weird vibes but it was no big deal. He didn't really have objections until Punkie showed up. Immediately he moved as far away from her in the pod as he could. No. Nope. He did not like this at all.

And of course, things had to take another turn for the worse when their commander (Captain?? that had to be the highest ranking military person he'd been paired with yet) handed them each a collar that looked suspiciously like something one would put on a barkbeast. He hesitated for a moment before thinking better of disobeying, then put it on. Right. It had better not be what he thought it was. Kursha had said it was for communication in case they got split up. Sure.

As soon as the pod doors opened and they were able to enter the cargo bay, he shuffled away from Punkie toward an open door that looked promising. "This way looks good."



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

Green Minuet rolled 1 4-sided dice: 1 Total: 1 (1-4)

Green Minuet

Greedy Trickster

PostPosted: Wed Nov 22, 2017 8:23 pm
      [+] Captain Kursha Vidari

Health: 40
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

Out of the corner of his eye, Kursha observed the team as he strapped on his own collar. He had casually passed them out while they disembarked from the shuttle, claiming that they were the latest communication devices. Of course, they were nothing of the sort, but he needed to wear one as well to avoid rousing suspicion.

“Hey, you wanna slow down there, twinkle-toes?” The tealblood had begun to slink ahead without so much as conferring with the others. Kursha grabbed him by the back of the newly fitted collar, and jerked him back. “Let's all make an effort to stick together, okay? Sound good?” Wearing a dangerous grin, Kursha allowed his gaze to roam over the others. With a shove, he released the tealblood.

“Well, what are we waiting for? Let's go!” Waving for the others to follow him, Kursha started down the hall.

[ Kursha advances the team. ]
 
Micillia rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Wed Nov 22, 2017 8:25 pm
Punkie Vielli
HP: 20;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


The juggalo joyfully saluted the greenblood. "Sir yes ******** sir!" She sang, then turned around and picked up her suspiciously lumpy bag, making sure to march right behind the greenblood in an orderly form. She smiled at the other two, giving Deimos a quick pap on the nose before continuing on.  

Micillia

Dapper Duck

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Wed Nov 22, 2017 8:28 pm
HP: 20/20
DMG: Standard Steel 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 was fine with two fo the three trolls he was paired up with. It was the older face of a familiar childhood haunt that chilled him to the bone. Even in disguise, and being able to pass around the military base, the site of Kursha decked out, and with what appeared to be a robotic arm made him instantly worry. What had he done to get a setup like that?

"Ah, of course, sir." He replied, keeping close as "ordered". Adjusting the communication device Kursha had handed out, he couldn't help but feel it seemed oddly suspicious. However, he didn't want to draw extra attention to himself by refusing to wear it. So it was on. Unfortunately.

Stryke went quiet for the moment. Raising the octave of his normal speaking voice accordingly to match with how he had been talking since posing as Forger Specie. Stryke would not dare use his signature daggers, he had standard grade ones for occasions exactly like this. As they moved onto the ship, he could hear the sound of three shuffling bodies approaching. "We have company, look alive." He confirmed as his eyes laid sight on the small hoard.


Advance: 1
Zombie Count: 3  
Green Minuet rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)
PostPosted: Wed Nov 22, 2017 8:48 pm
      [+] Captain Kursha Vidari

Health: 39
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

“All right, weapons out!” Kursha called to his recruits, echoing the sentiment of the yellowblood. “This should be easy. Flank 'em, and bag 'em... not literally!” The latter remark, he addressed specifically to Punkie. Clowns could be an unpredictable sort, and as entertaining as they were, he did not want one hauling around rotting meat on his orders.

As the others moved in to attack, the greenblood picked off daywalkers from a distance. He timed his shots with mechanical precision, covering any openings left in melee.

[ Kursha does 10 damage. No zombies remain. ]
 

Green Minuet

Greedy Trickster

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Wed Nov 22, 2017 8:54 pm
HP: 19/20
DMG: Standard Steel 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

"I'll see if there is anything ahead." He glanced for a moment at Kursha, as if making sure that was really okay before he took a few steps forward to get down to business. Not waiting for a yes or no, Stryke moved ahead with a quick trot to his step.

Not far ahead of them, he came upon a locked door. Turning back to them he pressed the device just to see if it would link up for talking. "This thing on?" He realized there was no feed. Amazing. It wasn't even a god damn communication device. That was ******** wonderful. "Hey. I found a door." He called back to his team, waving them over. Stryke was glad for the yellow cap he wore it kept him from glaring up at the taller troll.


Advance: 2
Action: Stryke is scouting ahead. He finds a locked door!  
nepsah rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Wed Nov 22, 2017 8:55 pm
Deimos inspects this here door

HP: 19/20


Dei did not appreciate being literally grabbed and dragged back to the group but- well, he had taken off without much warning. This was the first military troll that actually had the guts to do anything other than scold him (unsuccessfully) for doing it, though. He batted Punkie's hand away when she booped him, completely missing the opportunity to hit any zombies when they popped up. Good. He didn't want to mess with them. He'd rather stay far, far away from Punkie.

Forger appeared to have found one of the important doors... and despite not knowing much about them himself, he ended up shuffling up ahead of the group to take a look at it. "Just looks locked. Don't see any a the trap signs..." He yawned a little, rubbing one eye as he continued to inspect the door. Yep. Just locked.



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
 

nepsah

Malevolent Mage

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

Micillia

Dapper Duck

PostPosted: Wed Nov 22, 2017 8:55 pm
Punkie Vielli
HP: 19;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


Punkie smiled. "Whoop Whoop ********>  
Green Minuet rolled 3 4-sided dice: 4, 2, 2 Total: 8 (3-12)
PostPosted: Wed Nov 22, 2017 8:59 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 ... IS THIS BETTER, MIC?

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!
 

Green Minuet

Greedy Trickster

Micillia rolled 2 6-sided dice: 4, 2 Total: 6 (2-12)

Micillia

Dapper Duck

PostPosted: Wed Nov 22, 2017 9:03 pm
Punkie Vielli
HP: 16;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


2 Damage

The juggalo grinned, see this big bag? Oh yeah, she had come prepared, oh so prepared. The juggalo whipped the bag around, sending a hord or large orange gourds pounding past, rolling this way and that, smashing into gerbils here and there. "Whoop Whoop ********> The juggalo yelled in excitement.  
leon_a_darkangel rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Wed Nov 22, 2017 9:06 pm
HP: 19/20
DMG: 1-1=0 DMG
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 1/2 - Nulling 3 Dmg
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Turning back to glance over his shoulder, Stryke raised a gloved hand to shield himself as one of the undead pack to try and slash it. Normally he would have tried to be a bit more elaborate, and summon a few of his clocks. There were no such embellishments this time, just raw control over his energy. The red and yellow glow of his psionics that surrounded him was good enough.

As he was fumbling for control due to sheer nervousness, the only good it did was stop the thing from biting him. The skeletal bone of the gerbil pack hardly noticed when he stabbed at it with his steel dagger. Well s**t. That was embarrassing.


Advance: 2
Boss HP: 18/20  

leon_a_darkangel

Dedicated Supporter

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

nepsah

Malevolent Mage

PostPosted: Wed Nov 22, 2017 9:09 pm
Deimos attacks the gerbils!

HP: 17/20
Damage Dealt: 1
HP Remaining: 17/20


Gerbils. Honestly. Punkie's unleashing of a ton of little punkins did not help the situation, either. What was she trying to do, feed them? They didn't need to eat! He stomped on a couple of the little vermin as they attempted to climb his legs, hissing in some pain as they dug their teeth in. He cursed under his breath between mixed attempts at stomping and smashing them with his mace.

Neither seemed to have much success.



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
 
Green Minuet rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)
PostPosted: Wed Nov 22, 2017 9:14 pm
      [+] Captain Kursha Vidari

Health: 35
Military Weapon +1
Eagle Eyes: 3/3
Grandmaster Leadership, Novice Covert Ops, Training Academics

The punkins admittedly, came as a surprised. Kursha watched wide-eyed and stunned as the juggalo unleashed the gourds upon the vermin. Where had she even found space in the shuttle to fit all those? He definitely did not remember an enormous sackful of vegetables and was quite certain he would. Never mind that though. One of the pesky rodents had made it through the skirmish and begun to n** at his heel. Lifting his foot, Kursha swiftly crushed it under his boot.

“Thinkpans up, everyone! Incoming!” Kursha unclipped a grenade from his belt. Pulling the pin, he pitched it towards the teeming swarm of fuzzy bodies.

[ Kursha does 8 damage. ]
[ Boss Health: 9 ]
 

Green Minuet

Greedy Trickster

Green Minuet rolled 1 6-sided dice: 1 Total: 1 (1-6)

Green Minuet

Greedy Trickster

PostPosted: Wed Nov 22, 2017 9:15 pm
      [+] Captain Kursha Vidari

Health: 39
Military Weapon +1
Eagle Eyes: ACTIVE
Grandmaster Leadership, Novice Covert Ops, Training Academics

The grenade exploded with a flash and a boom. Removing his hands from his spongeclots, Kursha opened his eyes and surveyed the hall. Punkin and gerbil meat spattered the ceiling and walls. For a moment, there was blessed silence. Then the squeaking began again. Some of the gerbils had survived the blast.

“Thinkpans up, everyone! Incoming!” the greenblood swore. Swinging his rifle onto his shoulder, he gunned down several rodents sprinting towards him. It killed him to waste ammunition on such easy prey, but the last time he had tried using his rifle in melee, one of the ******** had latched its teeth into the stock.

[ Kursha does 3 damage. ]
[ Boss Health: 6 ]
 
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