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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Thu Nov 23, 2017 9:44 am
Team Sheriff's Posse
Squad leader: Hemera
Crew: Trusci, Buffel, "Vixeni"

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.
 
zeflamigo rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Thu Nov 23, 2017 9:47 am
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin was intrigued by this crew. There was a relatively uptight tealblood, the new acquaintance Trusci, and some rowdy cowboy lowblood. The lowbloods interested him greatly, while the tealblood stood out to him as something of an obvious snitch. They'd have to plan their way around such a troll.

Knowing their skills at this point, they offered to scout out the first level of the ship. Hopefully there was nothing too dangerous down the halls. "Looks pretty empty," They said, returning to their team. "Do we want to look for something more interesting?"  

zeflamigo

Interstellar Astronaut

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

tenaciousgadabout

PostPosted: Thu Nov 23, 2017 9:54 am
Quote:
HP: 20/20
YTMA Pins:
Training in Discipline

Buffel found a door!


The group agreed to keep searching, and set forth down another path.

Buffel didn't recognize anyone on this crew, but they all seemed nice enough. Hopefully he'd have as much luck finding a good crew as he did with Sarcel and Nahori. Walking down the empty dusted hallways of this new ship, he found a closed doorway.

”Hey guys, this looks like it might lead to somethin'!”  
Gl!tch~ rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Thu Nov 23, 2017 9:57 am
For the first time, Hemera found herself in charge of volunteers who she didn't know. Well, it was inevitable. And proper, really. Part of her job was to meet new faces and lead them to success! So, she stayed cordial. And some...seemed more fashionable than others, even with them all wearing similar uniforms. Interesting.

She let the one lowblood with extremely dyed hair, was it Vixeni? Scout off, though she wasn't the biggest fan of splitting the squad. She nodded when they returned. Empty halls sometimes weren't as empty as first believed...

Instead, they took another route. Soon enough, they found a door. Hm. She went up to it, tried to get it open. Nothing.

"As you can tell, this door is locked. Draw your weapons and be prepared for combat on the other side," she advised. "Now, can someone help me get it open...?"


Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
YTMA Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (1/1)
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200

Melancholies

Springtime Teenager

PostPosted: Thu Nov 23, 2017 10:02 am
Quote:
Breaking down the door!
1/11 advancements
0/2 minibosses

    Trusci was trotting along with a perk in her step. It was pretty neat being on a team with Vix over there again, but it wasn't exactly neat being led around by a highblood. Sooner this was over with, the better. At least the fellow yellowblood looked like an interesting piece of fresh meat. With no one else hopping up to deal with the door, Trusci took charge almost immediately.

    "Sure yeah. Outta my way!" This one was for Bombee she thought belatedly as she rammed her shoulder into the door. First time didn't exactly work, but after a few solid shoves the old lock gave away.

    "After you guys." She dramatically flourished her hand out fir her compatriots.

    Quote:
    HP: 15/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance
 
Gl!tch~ rolled 3 4-sided dice: 2, 4, 1 Total: 7 (3-12)
PostPosted: Thu Nov 23, 2017 10:08 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!
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
zeflamigo rolled 2 6-sided dice: 4, 2 Total: 6 (2-12)

zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 23, 2017 10:15 am
Quote:
HP: 14/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin didn't have much time to react to what was inside the door. The daywalker captain leapt out at the orangeblood, leaving no time to block or properly counterattack. Instead, the thing knocked Vulpin onto their back, cracking their helmet and the process.

They muttered curses under their breath, stabbing what they could reach of the daywalker, over and over again. This thing was horrible and disfigured. It hardly looked like they were affecting it at all. That didn't slow Vulpin's hits.

MINIBOSS HP: 18/20  
Gl!tch~ rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Thu Nov 23, 2017 10:19 am
She'd expected something terrible, and got exactly that. The rags on the figure clearly denoted captainhood. This could be her someday, couldn't it? God, she didn't want to think about that. After Vixeni went and cleared out, she threw her boomerang. It smacked the daywalker, but that only got its attention. Before her boomerange made it back, the thing was on top of her, trying to claw at her eyes. Mera fell back with a shout, icing up her entire body. That would be her saving grace. The ice was already starting to crack between the attempts on her life and hitting the floor, but she didn't feel it.

"I need back up!"


DMG: 1
Boss HP: 17/20

Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
YTMA Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (0/1)
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
Melancholies rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)

Melancholies

Springtime Teenager

PostPosted: Thu Nov 23, 2017 10:23 am
Quote:
MINIBOSS HEALTH: 13/20
1/11 advancements
0/2 minibosses

    Trusci wasn't expecting something to be laying in wait behind the door. Instead the daywalker shot out with an unnatural speed, barreled through Vixeni, and then clobbered right into their tealblood commander. Apparently, their leader had some sort of ice affinity. Unfortunately, Trusci found out a little too late, because the daywalker had given up its attention on Hemera as soon as it struck the cold surface.

    And naturally, Trusci with her sore shoulder was the next target, her eyes wide like an antlerbeast in headlights.

    Something sunk into her shoulder, whether it was gnarled nails or teeth or a physical weapon, but the yellowblood nearly screamed all the same (she didn't, she bit down on her tongue hard enough to taste blood), and she instead she managed to thrust her scimitar into the opponents chest.

    It ******** off rather quickly, right for Buffel. At least that meant it was (for the moment) not her problem.

    "Vix, you okay?" She called out to the only familiar member of her team. Hemera was behind a thick shield of ice. She was sure their military commander was just peachy. "Slinger, what the ******** out!" She turned her head just fast enough to watch the daywalker lay into her fellow yellowblood.

    Quote:
    HP: 7/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance
 
tenaciousgadabout rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Thu Nov 23, 2017 10:23 am
Quote:
HP: 14/20
YTMA Pins:
Training in Discipline

Buffel is hit for 6 DMG and hits for 0 DMG!!


This guy was fast! Buffel dodged left and right, trying his best to keep composed with the beast's swift movements. He'd never seen a daywalker move this fast before! Aside from in that movie he watched with Polair, 28 Sweeps Later, but that was just a movie!

The gunslinger was almost impressed that this thing could keep the four of them at bay all at once! Readying his finger-gun, he took aim and carefully followed it. He'd almost had the opportunity to hit it without endagering one of the others when the creature turned from Trusci to look at him. It's eyes were hollow, a harrowing abyss in the center of it's face. Before he could react, the beast was already upon him. He fired blind.It had grabbed his wrist and the shot went through the ceiling. The yellowblood attempted to punch it with his free arm but it dodged, tossing him aside like he was nothing. He hit the floor hard, his back in intense pain.

What was this thing?!

MINI-BOSS HP: 13/20  

tenaciousgadabout

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

zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 23, 2017 10:32 am
Quote:
HP: 10/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin groaned, pulling themself back up off the floor. That seemed to be too much movement for the daywalker, as it barreled right back into Vulpin as soon as it noticed. Hissing and cursing, they stabbed at the daywalker's face. Soon, they were dropped to the floor.

Too angry and proud to call for backup, Vulpin wiggled and struggled to get back up again, this time slower. They hissed through the pain, afraid that speaking up would catch the captain's attention again.

MINIBOSS HP: 12/20  
Gl!tch~ rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Thu Nov 23, 2017 10:35 am
A fast, aggressive, intense daywalker. It was only a matter of time until she faced something this tough. Mera could only watch as each of her squad had a rough time, some completely overwhelmed. Her ice flaked off as she grit her teeth. Her responsibility, anyone falling was on her.

She had to fix this problem. With a deep breath, boomerang back in her hand, she raced over to where the captain had just overtaken Vixeni. Before it got another chance to go after them, she plunged her boomerang through it, pushing down and pinning the daywalker to the floor.

"It's incapacitated! We can euthanize it while it's down!"

But, the thing was still thrashing.

"Quick! I can't keep it down for long!"


DMG: 6
Boss HP: 6/20

Quote:
HP: 18/20
Military-grade Weapon: +1 dmg
YTMA Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (0/1)
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200

Melancholies

Springtime Teenager

PostPosted: Thu Nov 23, 2017 10:41 am
UGH VOID  
Melancholies rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Thu Nov 23, 2017 10:42 am
Quote:
MINIBOSS HEALTH: 1/20
1/11 advancements
0/2 minibosses

    Trusci was a little too happy to play the hero, take back some of her dignity that had been affronted when the thing barreled into her. Their leader had the thing momentarily pinned, and even though Trusci could feel the strain in her muscles, could feel the ache in her chest, she readied her sword.

    "Aye ********' aye!" She cultivated all of her anger into her weapon. Mera had the thing pinned, and suddenly Trusci's sword was flung right into the creature's chest. "Hold it for a sec' longer!" She was putting all of her weight into her sword, the creature still thrashing, when suddenly--

    Quote:
    HP: 5/20
    Telekinesis (Novice Offense A): 2/2
    Training in Endurance
 

Melancholies

Springtime Teenager

Melancholies rolled 1 6-sided dice: 1 Total: 1 (1-6)

Melancholies

Springtime Teenager

PostPosted: Thu Nov 23, 2017 10:44 am
Quote:
MINIBOSS HEALTH: 0/20
1/11 advancements
0/2 minibosses

    Trusci's eyes crackled bright teal, the monster groaned, and suddenly there was a horrid cracking sound as the monsters neck bent at an awkward angle.

    It went still.

    "Well..." The power died down and she wheezed, "That... that could've gone better." Her arms suddenly felt a little wobbly, how annoying. At least it was over and done with...

    Quote:
    HP: 5/20
    Telekinesis (Novice Offense A): 1/2 USING (1d6+1 auto hit)
    Training in Endurance
 
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