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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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=>[META] The Vicious Cruelty of the Empress (********) Goto Page: 1 2 3 4 [>] [»|]

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Melancholies

Springtime Teenager

PostPosted: Thu Nov 23, 2017 6:10 pm
The Vicious Cruelty of the Empress - Pincer Class

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 1d6 and advance through the ship:

If you have rolled on this and/or the alarms advance table 15 times, on the 16th 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 ...

5 - You find a closed door.

6 - You advance through the ship ...

16th 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 15 times, on the 16th 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 ... trapped and 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 1d8 damage!

2 - The room beyond is filled with a laser sensitive grid, dealing 2 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 1d6(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. ... Enraged... (-1 to all attacks)

2. ... Jawless... (+1 on accuracy rolls)

3. ... Putrid... (-1 on all accuracy rolls)

4. ... Decomposing ... (+1 on all attacks)

[b]Dice 2[/b]

1. ... Skeletal... (-5 miniboss HP)

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

3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)

4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))

[b]Dice 3[/b]

1. ...Undead Ship Cook!

2. ... Mutated Daywalker!

3. ... Zombie Gerbil Pack!

4. ... Daywalker on Fire!

[size=18][b]MINIBOSS STARTING HP: 30/30[/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 or second 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 third 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 1d6 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.
 
Melancholies rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Thu Nov 23, 2017 6:32 pm
Quote:
4 - You advance through the ship ...
0/15 advancements
0/3 minibosses


    Sarcel was vaguely uncomfortable, for reasons that she couldn't quite place. When there was a somewhat bigger ship that had been cleared for reconnaissance, Sarcel immediately went to grab some able bodies, and although it was strange to find adults among the list of volunteers, she'd snatched them up anyway.

    Except, standing here on this pod with the two of them, she couldn't help but...

    "I'm positive the three of us will have no difficulties taking back this ship." Still, she seemed a little... tense. Awkward. "Silcoe, I want you to scout the front for now. Nifera, you're with me. We shouldn't have to worry about watching the back until we get further into the ship."

    She loaded her gun. "Let's go."

    Quote:
    HP: 40/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Novice Discipline
    Leadership training...
 

Melancholies

Springtime Teenager

quite uneventful rolled 1 6-sided dice: 2 Total: 2 (1-6)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Thu Nov 23, 2017 6:34 pm
FORERA SERPEN(PERORE SILCOE)
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
1/16 advances
0/3 minibosses defeated

Quote:

      This felt so weird. Honestly, Forera was good with faces. She was good with colors, faces, and sometimes names, so when she saw Sarcel, it was like someone had transported her back to her childhood. Which was fairly uncomfortable, if not strange. Back when things were less complicated. She offered the adult a small nod, catching Aprife's eye on her way forward and offering the older man a wink. "Sure thing, Miss Cincil, but ya do know, ya could just ask if ya wanna see." She smirked and suppressed a cackle, walking ahead. She couldn't blame her after all-- Her a** was pretty nice, this she knew.

      "Waha, open door ya'll!" She sounded a little excited. They always had sweet loot.
 
saedusk generated a random number between 2 and 11 ... 11!
PostPosted: Thu Nov 23, 2017 6:38 pm
Quote:
Tame Mutant Undead Space Gerbil - the only thing un-alive up here, whose ancestors must have been pets on the ship. seems to have retained it's domesticity!

"Control yourself," Aprife managed to whisper in Forera's direction before she got too far ahead. There was a notable tenseness to the atmosphere for sure, but whether or not the tealblood's jokes would lift it... well, he was dubious. Either way, she wasn't the only one eyeballing their new CO.

Funny how both of them found something strangely familiar about her.

"I'll check it out, Lieutenant," he told Sarcel, scoping the doorway for traps before dipping into the open room. There was a faint metallic rustling among the debris and then...

Honestly, he'd told Forera to control herself, but the memory of Muerte's words came rushing back and he became the one who suddenly felt like he needed to get back in his lane. It was a ******** gerbil—no, three of them. Undead, obviously, but scuttling towards him with no ill intent. One was rubbing on his leg. His character loved gerbils... he had to react.

"Oh god," he muttered, scooping it up. "It's... so cute. I bet they've been through so much... We can't just leave them here." He turned back to the others, holding one gerbil as the remainder began scuttling for the door.

--

Bombee Nifera (Aprife Invasi)
HP: 40/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics
 

saedusk
Crew

Dedicated Bunny

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

Melancholies

Springtime Teenager

PostPosted: Thu Nov 23, 2017 6:43 pm
Quote:
3 - You advance through the ship ...
1/15 advancements
0/3 minibosses


    Sarcel was squinting at Forera's words.

    "I... suppose? That's why I'm sending you out ahead." What was she supposed to be looking at? No matter, Bombee had scouted ahead at the introduction of a new open room, the ship rife with possibilities of loot. She'd just have to remind them that they weren't allowed anything off of the ship-- no buts!

    Except, well, it was more gerbils. What was it about space that indirectly turned everything undead? Or maybe it was just the space radiation taking a toll. Either way, any familiarity from the yellowblood drained out the second she saw him oogling over the rodents. Well.

    She supposed it might make a good gift for Nahori, if they made it off of this ship with their dignity intact.

    "Let's keep moving. Stay focused." She narrowed her eyes at the two of them, hoping that maybe having the gerbils in their midst might serve for some sort of placation. "Back to our original formation."

    Quote:
    HP: 40/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Novice Discipline
    Leadership training...
 
quite uneventful rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Thu Nov 23, 2017 6:49 pm
FORERA SERPEN(PERORE SILCOE)
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
2/16 advances
0/3 minibosses defeated

Quote:
1 - You come across some shuffling bodies...!

      Control? What was that? She thought this, but a small part of her remembered Aprife was, technically, her mentor. She shrugged and gave him an overeager and slightly sarcastic thumbs up, but did not respond to his call out. When Aprife headed forward, the adult watched him enter the room curiously, interested in what he'd find-- Only to see him make a beeline(heh) toward some sort of rustle.

      The tealblood squinted as she watched him lift the gerbil and basically freak out at the sight of it. Aprife with emotions other than sarcasm and annoyance?? What kind of turn of events had this happen? Forera was visibly shook, but not in a bad way. She couldn't wipe the dumb smile off her face, watching an undead gerbil scuttle up to them and... Baww! It was undead but that just meant it was undaunted and fierce! Forera liked it. She lifted hers and rubbed the occasional fluffy patches on its head. "Good undead gerbfriend!! Imma call ya Reefy. Hehe." She smirked wider at Aprife before Sarcel called out to them again, shrugging and putting it on her shoulder before beginning to move forward. "Mm, mhm, yeah, we got us some comp-ny up ahead!" Forera readied her fists, cracking her neck. She was ready for a beat down.
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Melancholies rolled 1 6-sided dice: 6 Total: 6 (1-6)

Melancholies

Springtime Teenager

PostPosted: Thu Nov 23, 2017 6:56 pm
Quote:
18 zambos
1/15 advancements
0/3 minibosses


    Sarce's body immediately shifted into a defensive stance. "There's a whole hoard of them, get ready you two!" Her fist also cracked, the shotgun cocked with a loud ker-chunk sound. "Nifera, Silcoe, hold the front here! I'm going to flank the group from the right." But how? It was such a narrow hallway--

    The commanding officer suddenly shimmered, the light bending awkwardly around her body, and then she was gone.

    Hopefully the rest of her crew could go forward without any hesitation, because Sarcel was already running.

    Quote:
    HP: 40/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Novice Discipline
    Leadership training...
 
saedusk rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Thu Nov 23, 2017 7:02 pm
Quote:
kills 5 + 3 (tactics training) = 8 // 10 daywalkers left

There was no visible reaction on Aprife's face as he watched Forera name the gerbil after him. It wasn't like Sarcel knew the nickname anyway, but if he'd said something, it would've been all the more obvious this was about more than the blueblood realized.

Y'know, now that he thought about it, the name Sarcel Cincil was way too familiar, just like her face. She was older now, sure, but Aprife realized in that moment that this was the same Sarcel he'd met through Zeffer. It had to be. His lips pursed.

Luckily, the zombies gave him something else to focus on. He'd think about this later.

"No problem, I've got your back." Her invisible back, apparently. With a quick crack of his scourge, he took down one daywalker after another.

--

Bombee Nifera (Aprife Invasi)
HP: 39/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics
 

saedusk
Crew

Dedicated Bunny

quite uneventful rolled 2 6-sided dice: 3, 2 Total: 5 (2-12)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Thu Nov 23, 2017 7:06 pm
FORERA SERPEN(PERORE SILCOE)
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
2/16 advances
0/3 minibosses defeated

Quote:
2 + 2 = 4 zombies down, 6 left!

      Damn, no dice. The tealblood had expected at least some sort of reaction from Aprife, but she guessed teasing would be easier when they were themselves. Nevertheless, she moved on, almost scoffing when Sarcel Forera had dealt with alligators and other more concerning animals before-- Things that were intelligent, could think for themselves were more concerning than a mindless group of daywalkers. Forera seemed very relaxed as she nodded at the blueblood, readying herself and slamming the nearest zombies down eagerly. "These ain't s**t!" Forera exclaimed, looking around for their leader, only to watch her disappear-- Oh, wait, s**t, yeah-- The blueblood COULD do that, Forera knew that already, somehow, what?? Forera definitely did not miss a beat, though, and slammed her fist into one of their guts. Easy enough.
 
Melancholies rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)
PostPosted: Thu Nov 23, 2017 7:14 pm
Quote:
0/18 zombies
1/15 advancements
0/3 minibosses


    These, in fact, were not "s**t".

    Sarcel, true to her word, came up around the side of what was left of the hoard. When her fist collided with the body of one of the shambling daywalkers, the resounding shot plowed through whatever was left of the mess. It wasn't a big deal, really. They had this under control--not that she had doubted them at all.

    "Good work, team." Sarcel suddenly reappeared where she was, her body "bleeding" back into view in slow, spreading patches. "Let's continue o--n, oh..." It seems like her new gerbil friend was making a fuss in her pocket. It wasn't nearly as docile as Shoes seemed to be...

    Her mind drifted for a second; Socks? Could it be the Socks to her Shoes? Oh, but she supposed that would be Nahori's decision...

    She patted the pocket roughly. "Anyway." She nodded to Forera. Back into formation.

    Quote:
    HP: 39/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Novice Discipline
    Leadership training...
 

Melancholies

Springtime Teenager

quite uneventful rolled 1 4-sided dice: 2 Total: 2 (1-4)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Thu Nov 23, 2017 7:16 pm
FORERA SERPEN(PERORE SILCOE)
HP: 39/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
3/16 advances
0/3 minibosses defeated

Quote:
DOOOOOR

      Forera was pleased. Sarcel was quite capable, destroying the rest of the monsters efficiently, watching the body spill into view as she moved forward. Forera gave the blueblood a thumbs up at her badassery, grinning widely as her gerbil popped out from under her jacket. Forera glanced at it out of the corner of her eye, rubbing her cheek on it and releasing a soft giggle, unknown to most as she was not used to showing weakness. She blinked out of her stupor before looking back at Sarcel and nodding, walking ahead to see what it was-- Oh hey, a door! "Err, so, should I just like, uh... Ram it?" It was what she'd been doing beforehand and it seemed to be working every time, she guessed.
 
saedusk rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Thu Nov 23, 2017 7:19 pm
Quote:
3 - Uh oh, the door might be ... trapped and locked!

"Wait." Aprife held a hand to block Forera from jumping the gun. "Something isn't right about this door. Look." Along the frame were deep scratches in the metal, indications of some kind of work. What it was exactly was hard to tell, but after a few ships, he had his suspicions.

Looking to Sarcel, he said, "I think looking inside is a good idea, but we should think before we jump."

--

Bombee Nifera (Aprife Invasi)
HP: 39/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics
 

saedusk
Crew

Dedicated Bunny

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

Melancholies

Springtime Teenager

PostPosted: Thu Nov 23, 2017 7:25 pm
Quote:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d8 damage!
2/15 advancements
0/3 minibosses


    "You're right." Sarcel stooped down to inspect the door alongside Bombee, "The door has obviously been tampered with." Still, Sarcel's knowledge of traps and trapping in turn was very lacking. She pursed her lips.

    "Nifera." She let her glance roll over Forera before they looked to Bombee again, "What would you suggest before advancing? No doubt that we'll encounter dangerous foes further within the ship as well, traps and tampering with the ship aside." The yellowblood seemed like he had a good head on his shoulders. The tealblood, well..

    She was good for beating things into oblivion, Sarcel guessed.

    Quote:
    HP: 39/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Novice Discipline
    Leadership training...
 
quite uneventful rolled 1 8-sided dice: 8 Total: 8 (1-8)
PostPosted: Thu Nov 23, 2017 7:32 pm
FORERA SERPEN(PERORE SILCOE)
HP: 39 - 8 = 31/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Artifact Offensive Style B: 2/2
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Adept Artifact Agility Style B: 2/2
2d6 hits with +1 to accuracy to each on this attack, 2x per battle. roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done
Novice Artifact Defense Style A: 3/3
-2 damage taken, 3x per battle.
YTMA Badges: Master Strength, Training Leadership
3/16 advances
0/3 minibosses defeated

Quote:
☆゚°˖* ᕕ( ᐛ )ᕗ THATS A BOOBY TRAPPED DOOR RIGHT ******** THERE
RERA USES MASTER STRENGTH TO RAM IT

      They were making things too complicated. Forera barely listened to the others, preparing herself and flexing her shoulders. She set her jaw, prepared her shoulder, and slammed into the door in a rush of energy, cackling wildly.

      She did not cackle for long.

      The tealblood heard it before she saw it, the telltale whoosh of falling making her glance up, something reminicent of her time back when her hive collapsed in NHC. The determined adult hadn't noticed it when she'd entered the room, the cieling falling square on her head. She almost fell over, but thankfully the tealblood stood her ground. Not that it did much-- Forera's hand immedeately went to the wall so as to balance herself. She held her head, releasing a simple ow. "O-oops. Hehe. Got the-- Got the job done at least, right?"
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
saedusk rolled 3 4-sided dice: 4, 1, 3 Total: 8 (3-12)

saedusk
Crew

Dedicated Bunny

PostPosted: Thu Nov 23, 2017 7:37 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 Decomposing Skeletal Zombie Gerbil Pack!



Dice 1

1. ... Enraged... (-1 to all attacks)

2. ... Jawless... (+1 on accuracy rolls)

3. ... Putrid... (-1 on all accuracy rolls)

4. ... Decomposing ... (+1 on all attacks)

Dice 2

1. ... Skeletal... (-5 miniboss HP)

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

3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)

4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))

Dice 3

1. ...Undead Ship Cook!

2. ... Mutated Daywalker!

3. ... Zombie Gerbil Pack!

4. ... Daywalker on Fire!

MINIBOSS STARTING HP: 25/30

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 or second 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 third 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!
 
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