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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Mon Nov 27, 2017 8:37 pm
Team Pistachios
Because they are all a little Nuts


Head Peanut: Austri
Cashew: Caiden Acrlic, Walnut: Deimos, Pine Nut: Mahmud

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.
 
nepsah rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Mon Nov 27, 2017 8:39 pm
Deimos advances the group

HP: 20/20


He was on a team with Austri again. Austri was fine 'n dandy 'n all but she had a knack for acting like she knew what was best even though she was clearly space sick and not at her peak. At least he liked Mahmud. And.. mostly was okay with Caiden. Once they were free of the pod, he stepped out in the the cargo bay and stretched, then looked around. "Hey, I see a door down that hall." He pointed, then strode off expecting the others to follow. This was the whole point of getting onto the ship, wasn't it?



Advancement: 1/11
Minibosses: 0/2



Quote:

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

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

 

nepsah

Malevolent Mage

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

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Tue Nov 28, 2017 1:13 pm
        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .


        Now under normal circumstances, he'd like to politely (cough) remind his good ol' buddy Deimos that hey, he was NOT the commander on this mission. After their last mission together, he'd prefer for things to go a bit more smoothly. But this was Austri he was talking about. Austri was the leader. And if she was going to get any respect out of him after Bloodfest? She'd have to earn it.

        Poor Acrlic was going to have a handful to put up with.

        "Come on guys." On that note he followed after Dei and went to the door. "Mmm, hang on a sec..." Given that he broke every bone in his body last door he opened willy nilly, he wasn't going to trust people to be careful. Twisting his head around and squinting at the assembly, he finally murmured. "Not sure about this one..." And he wasn't. That other door seemed perfectly fine and he almost freaking like, died. "But..." He inspected it a bit longer, before Mahmud finally stated, flatly "Its definitely locked though."

        Great sleuth work, Mahmud. Great job.
 
quite uneventful rolled 3 4-sided dice: 4, 3, 4 Total: 11 (3-12)
PostPosted: Wed Nov 29, 2017 11:05 am
-5 hp to austri

They didn't even let her talk before they set off! What the hell? She was their leader and they didn't even let her?! What kind of a team was this?! ...Then again, she should've expected as much from trolls like these. Acrlic again, Deimos again, and now, Mahmud. Austri was ready to hurl them all through the airlock and finish the ship on her own. Except Deimos was good at finding doors, and while she hated to admit it, ships tended to be very long and frustrating without someone to rag on or to fight for her. The greenblood followed near Deimos and almost complimented on his ability to find doors before Mahmud just had to point out the extreme obvious. "No, duh~" She hissed, rolling her eyes and crossing her arms.

No one knew how to open it, though, so the teen bunched up her mouth and crossed her arms. She'd do it, if only because they needed to get through this. Slamming through the door, Austri's shoulder felt a little wonky after that— No problem. Austri was strong. She could afford to do such things.


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!
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
nepsah rolled 2 6-sided dice: 3, 2 Total: 5 (2-12)

nepsah

Malevolent Mage

PostPosted: Wed Nov 29, 2017 11:14 pm
Deimos attacks the Skeletal, Disemboweled, Undead Slime Lusus!

HP: 20 - 3 = 17/20
Damage Dealt: 2
Miniboss HP: 13/20


"Oh ******** this s**t." Deimos hissed as soon as he spotted the slime. Not another one of these things. At least this one seemed weak, even if its small size was going to make it harder to hit. He attempted to land a hit to one of the bone-filled "limbs" as the creature moved closer, though only managed to barely dislodge some of the bone with his swing. He'd have to try that again.


Advancement: 1/11
Minibosses: 0/2



Quote:

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

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

 
Micillia rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)
PostPosted: Wed Nov 29, 2017 11:25 pm
Caiden Banksy Acrlic Brushe
HP: 18;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden made a small "eep" noise as his teammates moved into an attack position. How many times had he seen these large, grotesque monsters before?! And how many times were they just as aggressive and awful as this? No matter what tho, each time was a new experience ten times worse than the experience before that.

Attacking
3 Damage
Boss HP: 10/20
 

Micillia

Dapper Duck

penemueIntuition rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Thu Nov 30, 2017 8:32 am
        Mahmud Seshat: 18/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .


        Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuck this. <******** all this fighting, ******** being on another ship, fuuuuuuuuuuuuuuck? ********.

        Of course, the irony remained that he decided to come right back onto a ship after all had been said and done, knowing well that he'd have to fight again. Didn't mean that he'd be enthusiastic for the job though. Especially not something made of goddamn dessert mix wiggle s**t whatever the whole long, proper name was for it.

        With an aggravated sigh, Mahmud forwent his preferred screwdrivers and instead began going to town on their opponent with a hammer. Gooshier, and it killed more of his soul on the inside, but at least it apparently did something compared to the other things.

        Perhaps he got into it a little too much, screaming in rage as he pummeled bits of it into squishy, squishy gunk.

        Quote:
        Miniboss HP: 5/20
 
quite uneventful rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)
PostPosted: Thu Nov 30, 2017 11:50 am
AUSTRI CORIOL
HP: 11/20
Attack: 1D6 +1
Novice Air Pressurization Offensive Style B: 1/1
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
2/11 advances
0/2 minibosses defeated


"Eww!" Austri spat as the slimy undead lusus came shambeling along. "What even was that?! A hoof-beast crossed with a nut-beast?! The greenblood got her weapon out and attacked, "Im doing you a favor, ugly."

Quote:
MINIBOSS HP: 5 - 4 = 1

 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
nepsah rolled 2 6-sided dice: 4, 2 Total: 6 (2-12)

nepsah

Malevolent Mage

PostPosted: Thu Nov 30, 2017 11:53 am
Deimos attacks the Skeletal, Disemboweled, Undead Slime Lusus!

HP: 14/20
Damage Dealt: 2
Miniboss HP: 0/20


"Whatever makes you sleep better durin' the day." He should probably not keep teasing her like this but... it was too amusing, and she made it too easy. He moved in after Austri backed off, smacking the skull of the slime lusus quickly with his mace. It finally dislodged, soaring across the room until it smashed against the wall. "God I hate these things..."


Advancement: 1/11
Minibosses: 0/2



Quote:

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

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

 
nepsah rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Thu Nov 30, 2017 11:55 am
Deimos scouts ahead

HP: 14/20


"Let's keep movin." He glanced back at the others, knowing full well that Austri was supposed to be the one in charge here but he didn't want to waste time dilly-dallying if he didn't have to. He moved back out into the hall, noting that there were two passages they could take. "Lemme check this one out." He moved down the left passage first. After a bit of walking, he came to a dead end (seriously?) and turned back around to join the group. "Nothin' down there."



Advancement: 1/11
Minibosses: 1/2



Quote:

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

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

 

nepsah

Malevolent Mage

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

Micillia

Dapper Duck

PostPosted: Thu Nov 30, 2017 11:57 am
Caiden Banksy Acrlic Brushe
HP: 18;
Attack: 1D6+1;
Power Adept Agility A, +2 to accuracy roll 2x
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


"Humm," Caiden said, scratching his head as the tealblood came back, reporting nothing. "Well, uh," Caiden said, hesitating. Which way should they go? The brownblood did the only thing he could think of, which was to spin in place until he was dizzy, stop with his eyes close, and point straight. He did just that, "Th-that wayy~" He said, trying to maintain his balance after the spinning.

Advancing
 
penemueIntuition rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)
PostPosted: Thu Nov 30, 2017 12:16 pm
VOID WHOOPS  

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
penemueIntuition rolled 1 6-sided dice: 2 Total: 2 (1-6)

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Thu Nov 30, 2017 12:17 pm
        Mahmud Seshat: 18/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


        Hair clips, Agility Type B (novice)
            style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle* *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done., used 0 times!


        .


        There was a moment where Mahmud thought he had lost his mind, watching Acrlic spin around in place and then point in a direction. How old were they?! Blinking a few times, it took him a few moments before he finally just burst out laughing. "Welp" he said, shaking his head. "Thats one way to do it..." On that note Mahmud strolled down the hallway.

        Wait...
        Did he just...

        "Oy guys! Open door!" His poofy head poked inside the aforementioned room and then poked back out, grinning at them. "No Daywalkers either, I think you've got a lucky pointer finger there dude." On that note he swept his arms dramatically to motion to the room. "Your highness" he called out to Austri, "Your chambers await."
 
quite uneventful generated a random number between 2 and 11 ... 11!
PostPosted: Thu Nov 30, 2017 12:27 pm
AUSTRI CORIOL
HP: 11/20
Attack: 1D6 +1
Novice Air Pressurization Offensive Style B: 1/1
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
2/11 advances
0/2 minibosses defeated


"Ha!" Austri laughed as she held up the treasure. Sure, it was old, kinda goop covered, and it hardly looked like it could perform its job, but she had found it. "Take a look at this boys." She said presenting it. "Maybe someday even you guys can catch your self an undead hamster like this!"

Quote:
finding an item!!!

 

quite uneventful

Kawaii Garbage

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

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Thu Nov 30, 2017 12:36 pm
AUSTRI CORIOL
HP: 15 - 4 = 11/20
Attack: 1D6 +1
Novice Air Pressurization Offensive Style B: 1/1
Adept Artifact Agility Style B: 2/2
YTMA Badges: Novice Agility, Training Leadership
2/11 advances
0/2 minibosses defeated

Quote:
sscoutinggg

      After finding the undead gerbil and tossing her new... Uh, monster? On her shoulder, she stuck a middle finger out at Mahmud and walked forward, moving to scout ahead but finding no doors. What stupidity?? She knew they'd pass this and get there already, but it was frustrating to see it not work. She hissed. "Alright, no good. Let's keep moving." She was perfect, the ship was not.
 
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