Welcome to Gaia! ::

Hivestuck

Back to Guilds

Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

Reply Offplanet RP
[META] The Sardonic Selfishness of the Empress (Vogue) Goto Page: [] [<] 1 2 3

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

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

zeflamigo

Interstellar Astronaut

PostPosted: Tue Nov 28, 2017 8:07 pm
Quote:
HP: 16/20
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 know quite how to react to Sascha. Frankly, they got bored pretty quickly. Under a disguise, Vulpin didn't feel bad being open about it. "You bore me." They said, plainly. While the yellowblood wasn't uptight, they didn't provide any weak points for heckling or anything fun for that matter. Vulpin assumed it was simply because he was a military troll. At least he was cute.

Peeling away from Sascha, Vulpin walked over to Eostre, confidently clicking the heels on the ship floor. The orangeblood took a look at the door, noticing the same patterns as before. "Looks like the same mechanics. Locked and trapped again. Shouldn't be too much trouble for you, right Diazzi?" Vulpin smirked over at the blueblood.  
purplerosesbeauty rolled 1 8-sided dice: 1 Total: 1 (1-8)
PostPosted: Tue Nov 28, 2017 8:58 pm

Eostre enjoyed listening to the various interactions of her crew members on the ship, but in an effort to keep a neutral, professional appearance most of the time she didn't quite have the chance to have her own quips... still.

The door was trapped and locked again, according to Vixeni. "Not a problem, of course," she said, laughing a little. Opening the panel, it was the same as before. She removed the wires until the buzzing of a trap went away. A hearty kick to the door yielded... nothing.

HP: 31/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 

purplerosesbeauty

Springtime Spirit


purplerosesbeauty

Springtime Spirit

PostPosted: Tue Nov 28, 2017 9:03 pm

Well, there was always plan B. If she couldn't get through the door through concentrated strength, she could just try harder. With a sharp inhale, the blueblood adult shoved her body against the door, once, twice, and then it finally gave in, splintering and breaking the lock. Finally.

"Alright, got it," she said, taking a quick moment to rub her shoulder. If that greenblood knew she was still struggling with doors... "Not an issue, like I said."

HP: 26/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 
zeflamigo rolled 3 4-sided dice: 3, 3, 2 Total: 8 (3-12)
PostPosted: Tue Nov 28, 2017 9:09 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. ... 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: 30/30
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!
 

zeflamigo

Interstellar Astronaut

Gl!tch~ rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Tue Nov 28, 2017 9:18 pm
She was ready for whatever was on the other side of the door. Even if it was... Smelly, and rotting... But not on fire, at least. For all intents and purposes, a plus. Still. Rather disgusting on sight. Skeletal protrusions, bloating, oozing sores... Not good at all. She grimaced at the unfortunate creature, immediately preparing for combat. Boomerang out, ready to go.

Finally, she could get up close without worrying too much. Mera ran in, and tossed her boomerang. It cut through the daywalker's shoulder, arced, and lodged itself in the other shoulder blade. Mera strafed around, yanked her boomerang out, and went to go for the thing's neck. However, it caught her by the wrist.

The daywalker pulled her in then tossed her to the ground. It proceeded to try to stomp on her, but she raised her arms to cover her face, and iced up. The mutated, half-bone foot bursting through a worn boot came down, hard, but hit ice. It began to crack, but kept her from being kicked in the head.

This did not, however, keep it from wanting to keep trying to murder her as she had no space to get up and pull back.


DMG: 5 +1 = 6
Boss HP: 24/30

Quote:
HP: 17/20
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)
 
seekingCylem rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Tue Nov 28, 2017 9:25 pm
Sascha attacks the putrid, armored, mutated daywalker!


HP: 12/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

The smirk fell off Sascha's face with a near-audible crash. "Yeah, okay," he said dumbly at Vulpin's back. That... had never happened to him before.

Eostre lead the group to a door before Sascha could dwell on the comment too much. With a bit of coercion on the blueblood's end, the door was forced open and the party piled inside. Sascha grimaced immediately at the smell. He was never going to become desensitized to that particular stench of rot.

Hemera was the first one on the scene. With no fire to look out for, Sascha was quick to follow. Hemera nearly disabled the daywalker's arms with one shot, but not quite. The daywalker snagged Hemera and threw her to the ground, knocking Sascha aside in the process. He rolled onto his stomach and scrambled to his knees in time to see the daywalker rear up over Hemera. That was going to leave a mark...

Or perhaps not. The shimmer of light caught Sascha's eye and the zombie suddenly stopped moving. It looked like it was boring down on Hemera, but it wasn't going anywhere. Sascha heard the crunching of ice and then realized what was happening.

"Nice moves!"

Sascha does 2 damage!


Miniboss HP: 22/30
Minibosses Slain: 2/3
Ship Advancements: 4/16  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
seekingCylem rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Tue Nov 28, 2017 9:26 pm
Sascha attacks the putrid, armored, mutated daywalker with telekinesis!


HP: 12/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 1/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Sascha pulled himself to his feet. Hemera was doing an impeccable job of distracting the daywalker as Sascha readied himself for a proper attack. "You've got the dramatic reveal down pat, but you could stand to add a little more FLAIR!"

Sascha psychically shoved the daywalker off of Hemera. It banged into the opposing wall, leaving an awful stain. Sascha pulled his arm back. The daywalker was pulled from where it landed, faster and faster back towards Sascha.

Sascha punched the daywalker dead in the chest. Its armor dented with a wet crunch. The body went tumbling across the floor with a limb in every direction.

Sascha whooped and shadowboxed at the display.

Sascha does 13 damage!


Miniboss HP: 9/30
Minibosses Slain: 2/3
Ship Advancements: 4/16  
purplerosesbeauty rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)
PostPosted: Tue Nov 28, 2017 9:30 pm

This daywalker had a bit of a different look to it, and by the time she saw it get to Mera, she was certain.Armored, for one. A little bit harder to fight, its putrid scent by this point even making Eostre nauseous. It attacked Hemera, and Eostre felt a twinge of... some kind of emotion, before she saw how her sergeant handled it. Her ice powers, built up and preventing the creature from making contact with her. How useful!

Despite that, it took Sascha flinging it off before she would be able to get up. His impressive telekinetic abilities made Eostre smile. He was definitely a sturdy sort of guy, one the military would be lucky to have.

But it was her turn to step in.

"Good work, you two," she said, as she approached the daywalker carefully. It was disgusting, but greatly weakened. Its limbs were quite gone at this point, which made her job laughably easy. Eostre punched it in the armored chest, following after Sascha, before hitting it with her other fist in the head. It made a nasty noise, gooping all over her gloves. Another pair to replace, she supposed.

With a swift kick, she nearly dislodged its head, but not quite.

Damage: 6 + 1 + 1 = 8
Boss HP: 1/30

HP: 23/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 

purplerosesbeauty

Springtime Spirit

zeflamigo rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)

zeflamigo

Interstellar Astronaut

PostPosted: Tue Nov 28, 2017 9:32 pm
Quote:
HP: 16/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin took two quick steps towards the day walker, twirled in a circle, then kicked the daywalker's head with enough force to make it rebound back off the wall. It rolled back closer to Vulpin's feet, and they stood atop it with a smirk before crushing down to smash it to dust.

Satisfied with their brutality, the orange blood turned their head back up at their crew. "Well, I think we're pretty much done here." They said, putting away their weapons.  
purplerosesbeauty rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Tue Nov 28, 2017 9:35 pm

With the enemy defeated, the squad was able to reach the control panel without issue. Eostre made the moves to power it up, following the same protocol as last time. The lights came on, and she grinned, only for her chest to tighten as warning lights came on while the screens booted, red and blaring. This ship had too many issues, too many broken parts. Critical damage.

She had been so looking forward to seeing a helmsman in action, having another truly successful mission. Instead, they'd have to detonate it and head back. Still a success, technically. They can't bring back every junky ship. Eostre slammed her fist into the switchboard angrily, before sighing.


"No luck. This goddamn ship's not going anywhere. We'll set up the detonators in place, and get the hell off," she said tersely.




HP: 23/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 

purplerosesbeauty

Springtime Spirit

Reply
Offplanet RP

Goto Page: [] [<] 1 2 3
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum