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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Micillia

Dapper Duck

PostPosted: Sat Nov 25, 2017 9:56 pm
Team Nighterror's Nightmares
Caiden - Vemera - Etsali - Deimos

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 1d8 and advance through the ship:
If you have rolled on this and/or the alarms advance table 20 times, on the 21th 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 ...
7 - You advance through the ship ...
8 - You find a closed door.
21th 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 20 times, on the 21th 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. ... Voracious ... (-1 to all attacks)
2. ... Emaciated ... (+1 on accuracy rolls)
3. ... Bloodthirsty ... (-1 on all accuracy rolls)
4. ... Imposing ... (+1 on all attacks)
[b]Dice 2[/b]
1. ... Armoured ... (only 1 player per turn may use a special artifact/ability/item)
2. ... Virulent ... (2 extra dmg taken for each round in battle)
3. ... Burning ... (take an extra 2 dmg each time you deal max damage (highest roll possible))
4. ... Wall Climbing... (players take 2x the amount of damage on their first turn, as well as each time you deal max damage(highest roll possible))
[b]Dice 3[/b]
1. ...Undead Three-Headed Woofbeast Lusus!
2. ... Reanimated Helmsman!
3. ... Zombie Gerbil Horde!
4. ... Amalgamite Abomination!
[size=18][b]MINIBOSS STARTING HP: 40/40[/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, second or third 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 fourth 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 1d8 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 1d8 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.
 
KitsuneAura rolled 1 8-sided dice: 4 Total: 4 (1-8)
PostPosted: Sat Nov 25, 2017 10:33 pm
Quote:
Etsali HP: 20/20
Military Weapon +1
YTMA Pins: Journeytroll Covert Ops, Endurance, Novice Strength, Training Tactics
Trinkets: Adept Artifact - Agi B , Novice Trinket - Def B
Advances: 1/20
Bosses: 0/4


(Etsali scouts ahead!)

Etsali admittedly wasn't entirely sure why she had signed up for this ship. Sure, Vremea had askedand sure, maybe a ship this huge would have more loot hidden away on it, but- Oh. Well she guessed that was the answer to that question. Stretching out and glancing over the cargo bay, she picked a corridor. "I'll check ahead over that way."
 


KitsuneAura


Magical Detective

nepsah rolled 1 8-sided dice: 3 Total: 3 (1-8)

nepsah

Malevolent Mage

PostPosted: Sat Nov 25, 2017 10:37 pm
Deimos advances the group

HP: 20/20


Honestly he must have been completely out of his mind when he'd signed up for this ship. He'd barely made it through a mid-class vessel, now he was on the top tier variety? Deimos glanced around at the group he was up with, recognizing only two of them. Caiden and... Hifumi, right? She was the commander of his last ship. God, he hoped this went by a lot easier than he was expecting it to.

The other scout returned with news of no passage, so he looked shuffled on ahead down the hall to see if there was anything of note down there. Hopefully nothing... too dangerous.



Advancement: 1/21
Minibosses: 0/4



Quote:

Training Pins:
Novice Agility [Cooldown 0/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 
Micillia rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Sat Nov 25, 2017 10:39 pm
Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden was so happy. Sure, he still felt a little loss on his purpose in life, but, he was helping the rebels and getting to do it with some pretty cool trolls! He had given Etsali a big hug, Vremea a big hug, even tho they had never been formally introduced, and the tealblood Deimos an energetic wave. "Hi!" He said after the hugs and waves. "Im Caiden!" The brownblood said introducing himself to the tealblood. It was so nice not having to use code names or what ever.

Advance 1
Rolling for Open Corridor
Loot
 

Micillia

Dapper Duck

quite uneventful generated a random number between 2 and 11 ... 3!

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Sat Nov 25, 2017 10:41 pm
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Healing Glow Support Style A: 2/2
Heals another troll by half their maximum hp, 2x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
1/11 advances
0/2 minibosses defeated

Quote:
wir schaffen das!!
Pilfered Laser Gun - there's only one charge left, better make it count. 1 use, autokills 1 undead.

      Vremea was confident with their little set up. She'd seen Deimos's strength first hand, and Etsali was someone she'd always wanted to spend more time with, especially after helping recruit her along with Ephias into the rebellion. She had[/ her suspicions of Deimos, and Caiden was a new recruit! This was a perfect way to introduce him to the rebellion's covert ops. Vremea followed after Caiden and rummaged around the room, almost freezing when the teen used his real name— Well, that was. Fast. Hifumi blinked. "O-ohoho, that's a cool nickname, Acrilic! Is that a rearrangement of the first letters in your name...?" She was trying to give him an out.

      Rummaging a bit more, Vremea found a lazer gun. She lifted it, squinting at it some before tucking it away. The teens did not need to see or use such things.
 
nepsah rolled 1 8-sided dice: 4 Total: 4 (1-8)
PostPosted: Sat Nov 25, 2017 10:46 pm
Deimos scouts ahead

HP: 20/20

Huh, a laser gun. That could come in handy at some point, seeing as every ship he got on seemed to be swarming with zombies. Except the one with Leeroi- that one had been eerily empty. Spotting another door on the other side of the room, he broke off from the group to go investigate. "This way's a dud, we should find another route to use." He looked turned and headed back to join the group.


Advancement: 1/21
Minibosses: 0/4



Quote:

Training Pins:
Novice Agility [Cooldown 6/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 

nepsah

Malevolent Mage

KitsuneAura rolled 1 8-sided dice: 3 Total: 3 (1-8)


KitsuneAura


Magical Detective

PostPosted: Sat Nov 25, 2017 10:47 pm
Quote:
Etsali HP: 20/20
Military Weapon +1
YTMA Pins: Journeytroll Covert Ops, Endurance, Novice Strength
Trinkets: Adept Artifact - Agi B , Novice Trinket - Def B
Advances: 2/20
Bosses: 0/4


Etsali advances!

"No good, huh? They make these ships pretty hard to navigate." Shrugging as if to say 'what can you do', she picked another path to try and motioned them all to follow. She reached out to ruffle Caiden's hair as she went, just because she could, and resisted the urge to remind him he probably ought to be using a different name.
 
Micillia rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Sat Nov 25, 2017 10:48 pm
Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden had to slap a hand over his mouth to stop the highpitch squeal he knew was coming. It was.. zombies. He scampered back to his team, one hand waving wildly, the other still on his mouth. "Guys, its, its zombies!" Caiden tried to say in a quiet voice. "And they dont really look happy, so maybe if we all just, uh, sing them something nice they will go away..."

Advance 2
Rolling for Open Corridor
Zombies
 

Micillia

Dapper Duck

quite uneventful rolled 1 8-sided dice: 4 Total: 4 (1-8)

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Sat Nov 25, 2017 10:50 pm
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 40/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Healing Glow Support Style A: 2/2
Heals another troll by half their maximum hp, 2x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
2/21 advances
0/4 minibosses defeated
Pilfered Laser Gun - there's only one charge left, better make it count. 1 use, autokills 1 undead.

Quote:
bitte neeeee, wie viel haben wir.......
12 zombonies!!!

      Daywalkers generally did not look very happy. She didn't know where Caiden got the idea that they ever could be happy, unless they were munching on brains. Vremea pursed her lips, squinting at the monsters from afar and releasing a sigh. "I-I think there're... 12? O-oh gosh, that's... A lot, isn't it...?" Hifumi's brows knit as she readied her weapon for an attack.
 
Micillia rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)
PostPosted: Sat Nov 25, 2017 10:55 pm
Caiden Banksy Acrlic Brushe
HP: 19;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden had kinda been quietly humming under his breath. No one had really said anything about the song bit yet, but, well, maybe he needed to sing for himself, not for the zombies. He hummed along to some tune, until the pack of zombies came upon them. Then his singing got a little louder, helping him to be brave and attack. ""

Advance 2
Attacking Zombies
6 Damage, 6 Left
 

Micillia

Dapper Duck

nepsah rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

nepsah

Malevolent Mage

PostPosted: Sat Nov 25, 2017 11:04 pm
Deimos attacks some zombies

HP: 19/20
Dmg Dealt: 4 + 2 = 6 {+2 from tactics self + etsali}
Zombies Remaining: 0!!

"Undead trolls don't care 'bout songs, Caiden." Honestly... at least this kid was more equipped to fight than Nictor was. He made quick work of half of the group, leaving a remaining six behind. Deimos moved forward, kicking the front troll back into its companions. They stumbled, faltering in their steps long enough to make it easy for him to bring his mace down hard on their heads one at a time. They crumpled to the ground, leaving the path now open. "At least they die easy. Uh... re-die... or somethin'."


Advancement: 2/21
Minibosses: 0/4



Quote:

Training Pins:
Novice Agility [Cooldown 5/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses

 
KitsuneAura rolled 1 8-sided dice: 8 Total: 8 (1-8)
PostPosted: Sat Nov 25, 2017 11:08 pm
Quote:
Etsali HP: 19/20
Military Weapon +1
YTMA Pins: Journeytroll Covert Ops, Endurance, Novice Strength, Training Tactics
Trinkets: Adept Artifact - Agi B , Novice Trinket - Def B
Advances: 3/20
Bosses: 0/4


Etsali advances and finds a door!

"Well how do you know? Maybe we ought to try out some other songs to see if they have more effect." She doubted it, but it was kinda fun to have a little battle music yeah? She flashed Caiden a grin, winked teasingly at Deimos, and got to attacking. Or she would have, if they hadn't killed them all. Oh well.

"There's a door over there!"
 


KitsuneAura


Magical Detective

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

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Sat Nov 25, 2017 11:12 pm
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 39/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Healing Glow Support Style A: 2/2
Heals another troll by half their maximum hp, 2x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
2/21 advances
0/4 minibosses defeated
Pilfered Laser Gun - there's only one charge left, better make it count. 1 use, autokills 1 undead.

Quote:
4 - The door seems to be ... locked!

      Oh hey, she didn't even need to. Her team managed to take them down easily! Hifumi gave them all an excited thumbs up, following near them as they moved forward— She seemed to have a pretty trained team on her side, huh? Hearing Etsali call out for a door, the yellowblood stepped toward it and inspected it thoroughly, lips curling into a frown. "I-I think it's... hmm... Only locked?" She eyed the door for any signs of telltale traps, seeing none. "Yes, I-it's just locked..."
 
quite uneventful rolled 1 8-sided dice: 1 Total: 1 (1-8)
PostPosted: Sat Nov 25, 2017 11:14 pm
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 39/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Healing Glow Support Style A: 2/2
Heals another troll by half their maximum hp, 2x per battle.
Novice Artifact Support Style A: 1/1
Heals another troll by half their maximum hp, 1x per battle.
YTMA Badges: Grandmaster Troll Relations, Training Academics
2/21 advances
0/4 minibosses defeated
Pilfered Laser Gun - there's only one charge left, better make it count. 1 use, autokills 1 undead.

Quote:
4 - The door seems to be ... locked!

      "Um, gimme a sec...!" She exclaimed, digging into her mini backpack and tapping her chin decisively. Maybe it could...? She read over some of her notes before she felt around the knob, following the directions she'd noted for herself and humming. A small knock here, another jiggle here, and...!

      Nothing. Hifumi pouted, continuing to try. She wasn't one to not be right about these things, especially if she'd taken notes of them...!
 

quite uneventful

Kawaii Garbage

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


KitsuneAura


Magical Detective

PostPosted: Sat Nov 25, 2017 11:17 pm
Quote:
Etsali HP: 19/20
Military Weapon +1
YTMA Pins: Journeytroll Covert Ops, Endurance, Novice Strength, Training Tactics
Trinkets: Adept Artifact - Agi B , Novice Trinket - Def B
Advances: 3/20
Bosses: 0/4


Etsali uses novice strength to try kicking the door in.

"I don't think you're going to get it open like that." Especially not after the way she'd tried it, but she didn't want to offend the yellowblood there. Not everyone was a lockpicking pro. Motioning her and the others back, the thief stepped forward and tried to kick the door in. She....failed, to say the least.
 
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