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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Yamashii

PostPosted: Fri Nov 24, 2017 10:21 pm
Gunmetal
Squad Commander: Flydra Dromen
Squad Members: Scorpa Devile, Leeroi Furore, Buffel Obille
Ship Class: Swarming


Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.
"Four, three, two, one."
With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.
"Target locked on. Engaging auto-pilot."
The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.
"Arrived at target. Attempting access."
Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.
"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."

You are now in the cargo bay.
Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!

Quote:
Ship exploration instructions:
To progress through the ship, follow the instructions below, from top to bottom. You must then follow the bolded instructions relevant to your squad's current situation, and resolve everything related to it before you can roll again.
Ship battle rules:
Players can use healing items/artifacts/powers at any point during ship exploration. For the entire thread, all abilities uses per battle counts the entire ship thread as one battle. The rules for how many trinkets/artifacts can be used per battle also count the entire ship thread as one battle.
=>Refresh your memory on trinkets, artifacts and abilities.

If a member of your team is a trained Agility or Covert-ops specialist OR registered as in-training for either:
You can scout ahead in the ship.
The user who owns the character must roll. If they like the result, the rest of the team can join them and continue rolling on door/advance tables. If they don't like the result, they can return back to the team and the team can roll again (in character, you are taking a different path through the ship).
You cannot roll on a closed door/advance table then take that back, only on the base movement table below. Your character must wait for X advances through the ship (start counting at 1 on the current advance) before scouting ahead again.
If you are a Journeytroll or higher in your skill: X = 4.
If you are a Novice in your skill: X = 6.
If you are training your skill: X = 10.
If multiple trolls can do this, they each have their own reset timer for the X rolls. Only one character can scout ahead per turn.

Roll 1d4 and advance through the ship:
If you have rolled on this and/or the alarms advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler below.
If an alarm is going off, you must use the table for it further down, NOT this table.
1 - You advance through the ship ...
2 - You find a closed door.
3 - You advance through the ship ...
4 - You advance through the ship ...
11th time advancing:
You come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!

If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:
If you have rolled on this and/or the regular advance table 10 times, on the 11th time DO NOT ROLL, instead look at the spoiler under the regular advance table.

1 - You come across some shuffling bodies...!
2 - You come across some shuffling bodies...!
3 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
4 - You find a panel with a flashing alert on it. Tapping the panel will turn the ship alarm off.
5 - You come across some shuffling bodies...!
6 - You come across some shuffling bodies...!

If you find a door, roll 1d4 and use this table to determine what kind of door it is:
1 - The door seems to be ... locked!
2 - Hmm, the door might be ... trapped!
3 - Uh oh, the door might be ... trapped and locked!
4 - The door seems to be ... locked!
If the door is locked:

If a member of your team is a trained Academic or Strength specialist OR registered as in-training for either:
You think you can get this door open!
Academic: You've read up on how the old ships used to function, and think you know where to damage the door for the lock to deactivate.
Strength: RAAAAHHHH SMAAAASSSHHHHHHH!!!
If you are a Journeytroll or higher in your skill: You can get the door open with your eyes shut!
If you are a Novice in your skill: Roll 1d4 to try and unlock it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and unlock it. Succeed on a five six seven or eight.
Otherwise, a troll can choose to break it down in exchange for a loss of 5hp, or you can continue to advance in the ship.

AND OR If the door is trapped, roll 1d4 and look below:
1 - The ceiling beyond this door will drop down on the first troll who enters, dealing 1d6 damage!
2 - The room beyond is filled with a laser sensitive grid, dealing 1 damage per post to all trolls who enter, until they exit the room (roll again on the first table)!
3 - The door is lined with miniscule nozzles that will shoot a corrosive, poisonous mist as the door opens, dealing 1d4(rolled individually) damage to all party members!
4- A loud alarm will start to sound through the ship as the door is opened!
If a member of your team is a trained Academic or Covert Ops specialist OR registered as in-training for either:
Your trained eyes spot something suspicious with this door!
Academic: You've read up on how these old ships used to function, and can remember how to set and disable the traps they set for boarding invaders.
Covert Ops: Your eye for the suspicious is tingling, the door doesn't look quite like others. If you pry off a wall panel you should be able to disable anything suspicious looking.
If you are a Journeytroll or higher in your skill: You can disarm the trap without looking!
If you are a Novice in your skill: Roll 1d4 to try and disarm it. Succeed on a two three or four.
If you are training in your skill: Roll 1d8 to try and disarm it. Succeed on a five six seven or eight.
Otherwise, the trap will only be discovered when it is triggered by entering the room.

If you have successfully unlocked and entered the door, and/or survived any/all traps attached:
Roll 3d4 and post the following code into the resulting post.
[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
[size=18][b]You have encountered a ... [/b]
[/size]
[b]Dice 1[/b]
1. ... Shambling... (+1 on accuracy rolls)
2. ... Grotesque... (-1 to all attacks)
3. ... Rotting... (+1 to all attacks)
4. ... Skeletal... (-1 on all accuracy rolls)
[b]Dice 2[/b]
1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)
2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)
3. ... Disemboweled... (-5 miniboss HP)
4. ... Swift... (players take 2x the amount of damage on their first turn)
[b]Dice 3[/b]
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
[size=18][b]MINIBOSS STARTING HP: 20/20[/b][/size]
[b]If you rolled a 1, take 4 dmg.[/b]
[b]If you rolled a 2, take 4 dmg.[/b]
[b]If you rolled a 3, take 3 dmg.[/b]
[b]If you rolled a 4, take 3 dmg.[/b]
[b]If you rolled a 5, take 2 dmg.[/b]
[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]
[b]If all party members reach 0hp, look below:[/b]
[spoiler]You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]
[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]
[b]If this is your first mini-boss fight look below:[/b]
[spoiler]
[b]If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:[/b]
[spoiler]
You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.
[/spoiler]
[b]If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:[/b]
[spoiler]
You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.
[/spoiler]
[/spoiler]
[b]If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:
1 - You come across some shuffling bodies...!
2 - You find an open door.
3 - You come across some shuffling bodies...!
4 - You find an open door.
5 - You keep walking down the corridor. Nothing here.
6 - You come across some shuffling bodies...!

If you encounter shuffling bodies, roll 1d4 and look below:

You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.
If a member of your team is a trained Tactics or Leadership specialist OR registered as in-training for either:
You spring into action, fully equipped to deal with the surprise mob!
Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.
Leadership: You can keep your team focused and working together to dispatch the undead.
If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!
If you are a Novice in your skill: You automatically kill three daywalkers a turn!
If you are training in your skill: You automatically kill one daywalker a turn!
The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.


If you encounter an open room, check the spoiler below:
This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!
Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.
Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
Yamashii rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Fri Nov 24, 2017 10:33 pm
Quote:
HP: 20/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is advancing
1/11 advances
0/2 minibosses defeated


This was a test. Flydra watched Scorpa carefully as the squadron left the pod and entered into the unexplored hallways of the ship. She wanted to see if her moirail was still confusing Buffel for Garand or not. Were the steroids having side effects on her memory? There were so many questions surrounding this mystery.

"So, you are Leeroi Furore. It is a pleasure to meet Buffel's friends." She looked the blueblood over. This was Buffel's friend, the one who had been present during the dismemberment. He was apparently the troll Buffel had turned to for his prosthetic. It pleased her to see that at least he was also enlisted in the military. Why Buffel had hesitated to join was a mystery to her.

"A closed door. We shall investigate." She nodded her head towards Buffel to look over the door while wrapping her arms around one of Scorpa's. She was very much bossing the boy around because he was the lowest rank in the group. Scorpa might be a yellowblood but she had the sense to be a patriot at least.
 

Yamashii

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

tenaciousgadabout

PostPosted: Fri Nov 24, 2017 10:39 pm
Quote:
HP: 20/20
Training in Discipline

"Buffel is examining the door!"

1/11 advances
0/2 minibosses defeated


Another group where he knew everyone. He was getting comfortable with this now. The launch, the ride up, the general space deal. It helped greatly that he knew and (somewhat) liked all of the people in this squad. Stepping from his pod, he gave a knowing nod with a smirk to Leeroi as he sauntered up to the door. After carefully inspecting it, he gave it a deft tap and, when nothing happened, jiggled the handle a bit.

”No traps, just a lock.”

Stepping to the side, he bowed in a flashy gesture pointing his arms to the door. He tilted his he so he could glance to Scorpa out of the corner of his eye and asked, ”Miss. Devile, if you will?”  
Doutei rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Nov 24, 2017 10:50 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1

Scorpa uses strength to break the locked door
Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"Nice to meet you." Scorpa smiled at Leeroi. She didn't know the blueblood but he looked strong and so he was alright in her books. The yellowblood glanced at Buffel, trying to assess which troll he was without bringing attention to her confusion. Buffel started with a b... for blueblood. Right? She decided this must be Garand, the annoying one. The one who'd complained about his name forever. Scorpa walked arm in arm with her moirail, deciding it didn't matter. Flydra was with her so everything was going to be great!

"I will!" Scorpa grinned, making a show of stepping back to prepare. She enjoyed Buffel's silly gesture. Everything in this world was about presentation, she was glad to see he understood that now. The girl took two steps and slammed her body against the door, breaking it down with ease. Flydra had done well in strengthening her body to be able to handle things like this. She dusted her side off and nodded with her head for the others to follow her inside.

"What's behind door number one?" Scorpa asked in an amused tone, excited to go bust some brains!
 

Doutei

zeflamigo rolled 3 4-sided dice: 1, 4, 2 Total: 7 (3-12)

zeflamigo

Interstellar Astronaut

PostPosted: Fri Nov 24, 2017 10:56 pm
This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
You have encountered a ...

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

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

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

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

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

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

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


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

1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
 
zeflamigo rolled 2 6-sided dice: 4, 4 Total: 8 (2-12)
PostPosted: Fri Nov 24, 2017 10:58 pm
Quote:
HP: 16/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


"Pleasure's all mine, Lieutenants." Leeroi said, standing tall and proud. A part of him felt like he had to hold himself to a higher standard around Buffel, set a better example. Mostly because the yellowblood almost got killed the last time they interacted. But also because he still wanted the younger troll to look up to him.

Leeroi was almost insulted when Buffel didn't offer the door to him, clearly the biggest troll in the group. He waited for the yellowblood lieutenant to fail, but to Leeroi's surprise, she knocked down the door with more ease than he had during all of his flights. Leeroi huffed, a light blush coming to his face.

Well. He could at least take the initiative to start this fight off and prove his own strength. Charging into the room, he ran right up against... another gerbil pack? Leeroi whined, but did what he had to, taking out his shotgun and blasting into the pack.

Leeroi dealt 4 + 1 = 5 DMG
MINIBOSS HP: 15/20  

zeflamigo

Interstellar Astronaut

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

zeflamigo

Interstellar Astronaut

PostPosted: Fri Nov 24, 2017 10:59 pm
Quote:
HP: 16/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
1/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


"Let's try a little firepower," Leeroi said to himself, unlocking his robot hand from his wrist and letting it drop to the floor. A blue light charged up, then blasted the gerbils with a small blast of fire. With a click of a button, his hand retracted by a cord, clicking back into place on his wrist. He flexed his fingers, making sure the connections were all stable. Then, his hand went back to his gun, reloading and preparing for another attack.

Leeroi dealt 2 x 2 + 1 = 5 DMG
MINIBOSS HP: 10/20  
Yamashii rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)
PostPosted: Fri Nov 24, 2017 11:02 pm
Quote:
HP: 16/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is punching the boss
Damage: 5
Boss HP: 5/20
1/11 advances
0/2 minibosses defeated


Leeroi's prosthetic was impressive and Flydra cursed herself for not thinking of such an idea first. She's focused more on the medical side of prosthetics with weaponizing them as an additional bonus. Stomping forward, she was even more displeased to see hordes of gerbils rolling around again. Why did these damned things have to be on every ship?

"Nice shooting but can you keep up with this?" The doctor aimed a set of projectile darts from her fingers filled with an acid to pin several gerbils to the floor. They shrieked and screamed and she instantly made an annoyed face at the squeaking. Well whatever, at least she had pinned a good number of them. She had to prove who's robo-limb was more sophisticated and powerful!

There was one more prosthetic in the room left to judge. Flydra glanced to see how Buffel would perform. If he failed, she knew Scorpa would be able to destroy everything left easily. The yellowblood had been built for violence and Flydra felt her super soldier project had been exceeding their expectations!
 

Yamashii

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

tenaciousgadabout

PostPosted: Fri Nov 24, 2017 11:04 pm
Quote:
HP: 12/20
Training in Discipline

"Buffel attacks for 1 DMG and is hit for 8 DMG!"

1/11 advances
0/2 minibosses defeated


Buffel appreciated watching the pair show off their arms' talents. Somewhere deep in his mind it comforted him to be around other people with prostheses like his. He chuckled at their showmanship, knowing how irked Flydra was at the fact that Leeroi had been the one to replace his arm. Hopefully she wouldn't get too competitive.

While the gunslinger was distracted watching the two show off, the gerbils not caught in the blasts had dodged the elemental hazards and were mounting a surprise ambush on the unsuspecting lowblood.

Turning to catch a glimpse of movement from the corner of his eye, he saw the little miscreants aiming directly at him. Whipping around as quick as he could, he began shifting his hand to finger-gun mode as fast as he could. However, the palm mechanism locked in placed suddenly, his thumb now jittering awkwardly as it attempted to arch backwards into its trigger position. The digit vibrated at a quick and violent pace, and the yellowblood smacked it furiously as he was overtaken by the horde.

”AGH, you little-! Git off me, ya damn vermin!!”

He thrashed furiously as they knocked him to the ground. He could barely get a hold of one to attack as they wreathed around his prone figure/  
Doutei rolled 2 6-sided dice: 6, 6 Total: 12 (2-12)
PostPosted: Fri Nov 24, 2017 11:13 pm
Quote:
HP: 16/20
Damage: 6 x 2 = 12 + 1 = 13
Military grade weapon: +1

Boss HP: 0
Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

As the battle raged, the last member of the party unsheathed her sword. Scorpa didn't have any fancy prosthetics to show off but was ready for some attention all the same.

"I'll lend a hand, too!" Scorpa laughed with a joke and leaped over Buffel's to the center of the room. She swung her blade around to slice the rodents to her right side before clicking a mechanism on her sword. It unlocked it to extend into a bladed whip, which she swirled around to the left side, decapitating several zombie gerbils at once. The yellowblood continued her rampage, leaping and spinning her blade, arcing it to reach the last set of rodents that she kicked up into the air off Buffel and then sliced. The corpses fell to the ground and she clicked her bladed whip back into a sword, flicking the blood off before sheathing it again.

"Got 'em." She grinned to her teammates, glad to have been of service! She'd showed off a little extra to impress them all and to give Flydra a chance to see her in action! Had to encourage her to keep at the super soldier project! They were going places with this.
 

Doutei

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

zeflamigo

Interstellar Astronaut

PostPosted: Fri Nov 24, 2017 11:23 pm
Quote:
HP: 19/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
1/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Leeroi watched Scorpa with awe. Sure, Flydra had some cool little thing going on with her hand, but that wasn't even close to matching up with the raw power this yellowblood had. He tugged at the collar of his space suit. Was it always this humid?

To distract himself, he turned his attention to Buffel's broken hand. The obvious blush on his face faded as he concentrated on thinking on how to fix the problem. "Let me take a look at that," He offered his own hand, reaching out to Buffel's. He flicked one of the nails on his robot hand, ejecting a small claw at the spot where a fingernail would typically be.

Using it like a screwdriver, Leeroi worked on the interior mechanics of the hand. "Looks like someone rerouted the circuitry... And some of the wiring is splitting at the knuckles." Leeroi looked at Buffel with a half-serious smile. "Now, I'm not your babysitter, but I'm going to suggest you don't punch when you have guns for fingers." Leeroi folded the fingers into a fist to demonstrate.

"You'll blow up your hand if the device triggers. Maybe hit yourself, too." Then, he turned Buffel's hand to show the edge of his hand, the curve following his pinky. "Use this side to hit. It's healthier for your wrists and you'll be pointing down instead of back at yourself." Then, he laughed. He didn't want to look like he was chastising Buffel. Just a little light-hearted advice. "Ok, that's enough of that. We'll get you a better metal when we're back planet-side, alright?"

Leeroi turned back to the girls, confident as ever. "I gotta admit, that was some pretty impressive work." He said. After working with a number of teams, he really was impressed by the techniques of these new teammates. "I can't imagine what else you two might be hiding up your sleeves." He added, flashing a toothy smile.  
Yamashii rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Nov 24, 2017 11:25 pm
Quote:
HP: 20/20
Military Grade Weapon
Novice Leadership
Training Academics

Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style A (1/1)
Heals another troll by half their maximum hp, 1x per battle.
Moirail Second Wind with Scorpa (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.


Flydra is healing up through Leeroi's speech
1/11 advances
1/2 minibosses defeated


"The circuitry is more powerful that way but more efficient my way! It should be a hand first and a weapon second!" Flydra argued with Leeroi about the repairs he was doing to Buffel's hand. He was truly an engineer rather than a doctor. She tried to push her way in to fixing it but was unable to meddle very much. Sulking, she retreated to Scorpa's side.

"You were good there, just now. Your response time to counterattacks has gotten faster by .3 seconds." The numbers mattered more tobFlydra than they did Scorpa but her moirail always enjoyed praise. The tealblood was more than happy to supply it.
 

Yamashii

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

Doutei

PostPosted: Fri Nov 24, 2017 11:25 pm
Quote:
HP: 16 + 3 + 1 = 20/20
Damage: N/A
Military grade weapon: +1

Scorpa heals from Leeroi
Battle Stuff
Offensive Artifact Adept 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.
Support Artifact Novice Style B (1/1)
1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
Moirail Second Wind with Flydra (1/1)
When your troll reaches 0 HP, roll 1d4. On a 1 or 4, they regain half their hp and continue the fight.

"Thanks, not so bad yourself!" Scorpa winked back to Leeroi. She soaked up his praise and seemed pleased. The yellowblood craved attention and praise, both were capable of recharging her. She didn't understand the tech talk but figured it was fine. The blueblood did something to Buffel's hand that would hopefully either fix it or make it spectacularly worse for entertainment. She couldn't tell what their relationship was but it appeared to be friendly.

"Really? Cool! Let's crank it up to .5!" The yellowblood replied as Flydra returned to her side after squabbling with the boys. She loved getting good news but loved to push herself further even more. Scorpa was on the chase for perfection and wouldn't settle for anything less than amazing. Neither would Flydra.

It was why she loved her.
 
tenaciousgadabout rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Nov 24, 2017 11:27 pm
Quote:
HP: 17/20
Training in Discipline

"Buffel rolls 4(+1) to heelies!"

1/11 advances
1/2 minibosses defeated



”Hey, in my defense this darn thing was jammin' before I started punchin' things with it!”

The gunslinger smiled bashfully and scratched his head as he listened to Leeroi's gentle admonishing. ”Sorry about this though, first robot arm, I'm still not up on all the tech with it.” He realized as he said this that he still didn't know how to switch between the different gun modes his hand apparently contained. He began to ask, ” Hey by the way, how do I make my-” when Flydra walked over, teal in the face as she chided Leeroi's handiwork.

Buffel watched in awkward silence as Flydra came over to doubt Leeroi handiwork (no pun intended,) and waited politely for her to finish. His mind drifted past paying attention to her words and onto how pretty she looked when she was explaining technical whose-its and whatnot and once he realized what he was doing, he quickly lowered his head and tried desperately to think of anything else. He hoped he wouldn't have to wait long to ask Leeroi about that thing he wanted to ask.

What did he have to ask him again?  

tenaciousgadabout

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

zeflamigo

Interstellar Astronaut

PostPosted: Fri Nov 24, 2017 11:31 pm
Quote:
HP: 19/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
1/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Leeroi only smirked at the tealblood's chiding. "You may think that," and she would be wrong, "but at the very least you should have consulted the original engineer." He tilted his head, smiling wide and toothy, staring down the tealblood. He crossed his arms, standing confidently.

"You're lucky you didn't set off a minor explosion, Miss Dromen." He said, confidence unwavering. He clicked his tongue as if chiding her. "Hmm, you didn't see the tech for that when you were digging around, did you?" He watched her for an answer, silently staring.

Suddenly, he roared with laughter. "I'm just pulling your chain," he laughed, pulling Buffel by putting an arm around his neck. "That's too much for this little newbie!" He would ruffle the yellowblood's hair if he had the ability. His laughing slowed, and he got serious.

"I do have one, though. A bomb. In my pinky toe." He said, matter-of-factly. "It's in your best interest to keep me alive." Suddenly, he clapped his hands together. "Alright, let's keep moving!" He turned to walk off, down a new open hallway.  
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