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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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saedusk
Crew

Dedicated Bunny

PostPosted: Wed Nov 29, 2017 3:30 pm
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 have arrived on the personnel decks of the flagship.
Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!

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

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

Roll 1d6 and advance through the ship:
If you have rolled on this and/or the alarms advance table 15 times, on the 16th time DO NOT ROLL, instead look at the spoiler below.
If an alarm is going off, you must use the table for it further down, NOT this table.
1 - You advance through the ship ...
2 - You find a closed door.
3 - You advance through the ship ...
4 - You advance through the ship ...
5 - You find a closed door.
6 - You advance through the ship ...
16th time advancing:

You find a sealed door indicating one of the propulsion systems is just on the other side. The locking mechanism disengages easily enough, but the room on the other side is a blackened husk of what it once was. The destruction implies the system overheated and caught fire under the strain. While the worst of the damage was contained by the emergency seal, there isn't much to salvage here. You let headquarters know and they readjust their schematics for the other teams accordingly.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!

If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:
If you have rolled on this and/or the regular advance table 15 times, on the 16th time DO NOT ROLL, instead look at the spoiler under the regular advance table.

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

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

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

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

If you have successfully unlocked and entered the door, and/or survived any/all traps attached:
Roll 3d4 and post the following code into the resulting post.
[size=9]This is a mini-boss battle, the full rules and mechanics of which can be [url=http://www.gaiaonline.com/guilds/viewtopic.php?page=1&t=22211261#335508395]reviewed here[/url].[/size]
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
[size=18][b]You have encountered a ... [/b]
[/size]
[b]Dice 1[/b]
1. ... Horrific... (-2 on all attacks)
2. ... Agile... (-1 on accuracy rolls)
3. ... Contorting... (-2 on all accuracy rolls)
4. ... Preserved ... (-1 on all attacks)
[b]Dice 2[/b]
1. ... Toxic... (Players take 2 extra damage per turn)
2. ... Relentless... (Players take 2x damage on the lowest accuracy roll)
3. ... Empowered... (using artifacts/ability/items deals 3 dmg to the entire party)
4. ... Burning... (take an extra 3 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
[b]Dice 3[/b]
1. ...Wailing Zombie Prisoner!
2. ... Mutated Elite Troops!
3. ... Undead Cyborg!
4. ... Pack of Shambling Lusii!
[size=18][b]MINIBOSS STARTING HP: 30/30[/b][/size]
[b]If you rolled a 1, take 5 dmg.[/b]
[b]If you rolled a 2, take 5 dmg.[/b]
[b]If you rolled a 3, take 4 dmg.[/b]
[b]If you rolled a 4, take 4 dmg.[/b]
[b]If you rolled a 5, take 3 dmg.[/b]
[b]If you rolled a 6, take 3 dmg.[/b] Your attack this turn does [b]double damage.[/b]
[b]If all party members reach 0hp, look below:[/b]
[spoiler]You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]
[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]
[b]If this is your first or second mini-boss fight look below:[/b]
[spoiler]
[b]If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:[/b]
[spoiler]
You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.
[/spoiler]
[b]If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:[/b]
[spoiler]
You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.
[/spoiler]
[/spoiler]
[b]If this is your third mini-boss fight, you've reached one of the propulsion systems! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - It's a mess of disturbingly fleshy wires down here, but they all seem to be connected to a single, monolithic console. Everything is where it should be according to ground control's instructions, so recalibrating the power output is simple enough.
2 - It smells like ash and rot in here. Some of the wires are torn, sparking ominously in the vicinity of a particularly charred corpse. The unit is just draining power like this. With ground control's assistance, you manage to shut down the system and quarantine it.
3 - The room is pitch black. You're only able to discern its purpose through narrow flashlight beams and stumbling over the snaking wires. The console at the center is nothing but a dead-end for the ship's power supply. With instructions from headquarters, you manage to grope around in the dark and quarantine the system.
4 - The room feels like an inferno with how strained the propulsion system is. With instructions from headquarters you're able to alleviate pressure from the unit and reroute power accordingly. The center console already begins to glow less menacingly.
[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 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 * 4. 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.
 
saedusk rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Wed Nov 29, 2017 3:42 pm
Quote:
2 - You find a closed door.

"Looks like we made it," Aprife commented as soon as they'd boarded the flagship, his demeanor as casual as ever despite the severity of their situation. In the dim light of their headlamps, he gave the crew a good once over to gauge their situation. It would be pretty obvious he was staring, but he just didn't care.

There was Vremea, of course, and he gave her a sly sort of smile despite their mutual disguises. If nothing else, he assumed she'd keep her head tightly on her shoulders. Nictor, on the other hand, he recognized from a previous ship as the kid who needed a nice, long calm down time. Hopefully he wouldn't be a detriment. Alibii, last but not least, was a mystery, but that was fine. Aprife liked surprises.

And hey, speaking of surprises-

"Wouldn't it be great if this was the place we were looking for?" He threw a thumb over his shoulder at the nearby door. "Might as well check it out."

--

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

saedusk
Crew

Dedicated Bunny

artificial bones rolled 1 4-sided dice: 3 Total: 3 (1-4)

artificial bones

Sexy Goat

PostPosted: Wed Nov 29, 2017 3:53 pm
Alibii Vesmin
{Zeylla Crypsi}

ZEY TAKES DAMAGE
ZEY ENCOUNTERS ZOMBOS

ZEY FINDS TRAPS


HP 20/20
Attack DMG
Training in Strength
{roll 1d8 for opening doors}


Daywalkers killed
Daywalkers left
Miniboss HP left

Zeylla was pleased to be on another ship with Bellen. Of course, she had to act like they barely knew each other, and so she refrained from seeming too excited(which wasn't all that hard for her) as she commented, "I see we are another ship together, Hifumi," still, holding in her bubbling excitement didn't stop Zeylla from feeling slightly more...cheerful with the yellowblood around. Along with that, her motivation went through the roof- the greyblood was determined to show her how strong and skilled she was, especially after their previous ship together. What a disaster. She would say it wouldn't happen again, but it would seem Nictor was once again along for the ride.

She couldn't help but give the nervous troll a black look, silently warning him that he better be up to par this time around(ignoring the fact that he had managed to off many of the daywalkers on that last fateful ship). He was such a strong troll physically, she still couldn't understand why, or how, he was so pathetic on the inside. She was determined to change that, no matter what.

Her piercing eyes shifted from Nictor(after one last scowling glare) onto their other squadmate. A new troll she had yet to scour a ship with, Bombee if she had heard correctly during the pre-ship briefing, looked strong and healthy, able to take hits(she hoped) and keep going. A physically capable troll, which was always good(hopefully not as shifty and anxious as Nictor though).

He was observant too, it seemed. Zeylla quickly made her way towards the door he had pointed out, eyes scanning its steely surface with distrust. These sealed doors were not always kind to trolls who breached them. She expected this one to be no different.



Advancements 1
Minibosses 0
 
artificial bones rolled 1 8-sided dice: 3 Total: 3 (1-8)
PostPosted: Wed Nov 29, 2017 3:56 pm
Alibii Vesmin
{Zeylla Crypsi}

ZEY TAKES DAMAGE
ZEY ENCOUNTERS ZOMBOS
ZEY FINDS TRAPS
ZEY USES HER STRENGTH (fail)


HP 20/20
Attack DMG
Training in Strength
{roll 1d8 for opening doors}


Daywalkers killed
Daywalkers left
Miniboss HP left

Zeylla scowled at the door as if that would cause it to wither away(like many trolls did under the same sharp look), and yet nothing happened. The door stood strong and sturdy against even the most hateful of glares. Zeylla quickly opted to go with plan two.

Brute force.

She cracked her knuckles, rolled her head(releasing some more loud snaps from her neck) and then, after a couple steps back, she slammed herself into the door. The door....slammed back. She nearly toppled over as the door stood strong, but managed to catch herself before looking like a complete fool in front of her squadmates(especially Bellen). She looked away as she muttered,

"This door...is extra sturdy, it would seem."


Advancements 1
Minibosses 0
 

artificial bones

Sexy Goat

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

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
PostPosted: Wed Nov 29, 2017 4:41 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, 1x 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
1/16 advances
0/3 minibosses defeated

Quote:
vrem unlocks!!!

      The sly smile was returned as Bombee smiled at Hifumi, arms crossed when the other motioned toward a door and there came Zeylla, or, Alibii, murmuring at her. "I-It seems we are, Miss... Vesmin? I hope you're not... too tough on Mister Sabbat this time, he's, ah, he's trying his best...!" Her eyes seemed a little commanding this time, almost as if telling her not to treat Nictor the same was she'd done on the last ship. She had not been able to call her out before, but this time...!

      When Zeylla failed, the yellowblood watched and gave the other a light pat on her very poofy, very artificial hair. "I-It's okay, I think... I know how to, um... To unlock it...!" She murmured, and with a quick clunk, the yellowblood slip the door open. "A-alright...!"
 
saedusk rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Wed Nov 29, 2017 4:45 pm
Quote:
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!

"Whoops," Aprife said rather unenthusiastically as the door finally opened and immediately began jetting toxin in every direction. Time and decay seemed to be the only things that saved them from a full blast to the helmet, but he could feel the warmth of his suit peak in places where the acid started sizzling. "Make it quick," he instructed.

--

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

saedusk
Crew

Dedicated Bunny

Taki-di rolled 1 6-sided dice: 2 Total: 2 (1-6)

Taki-di

PostPosted: Wed Nov 29, 2017 4:48 pm
Nictor Sabbat
HP: 20-2=18/20
Damage: 0
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 4/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 0

Quote:
damn you corrosive nozzles



Nictor understood that this was the last one, but the information didn’t seem to mean anything. When he was free of this, maybe when this was actually done, he’d feel relief. For now, what good did that do him? Maybe an extra ounce of eagerness to see the outing done and over with, but he didn’t want to press forward and through the oppressive nightmare laden hallways. Sadly, he’d gotten used to his wants not having much standing in the scheme of things right now.

So this being the final mission was barely a blip. Just because it was the last one didn’t make it more bearable.

He had more reason to be concerned with this ship than he did with any other.

This was the Battleship Condescension. This was the flagship used by the previous empress, this was a death machine in space that no one had survived. No one had survived any of these ships. Floating shells with monsters roaming their halls. The part that got to him is he’d only been on Swarmers up until now. Smaller ships. This, this was massive. The thought of taking a wrong turn and getting separated from his team, lost and wandering forsaken decks of a ship where death made its home? It was terrifying. And yet all he could muster up with this odd pressure in his chest and a empty chill prickling his skin.

As they boarded the flagship, Nictor’s breath stuttered for a second his he didn’t stop, following after the others as they all switched lights on. Only a few of the ships he’d been on had the same pitch black as this one. Nictor hardly paid any mind to the way the cadence of his breathing shifted, the added stress to his posture, this fidgeting of his shaking fingers. The atmosphere set him off because he knew it hid something terrible.

Aside from that, there was the group he was with. He’d been on a ship with Bombee before, who’d seemed rather unbothered by the whole thing. Hifumi was okay, she’d, uh, healed him with that glowy hand stuff. He thought. That was literally what happened but some part of his still seemed to be parsing the trolls having powers part. It was common knowledge he just hadn’t ever really seen it before now and suddenly so many of them seemed to have these abilities tucked away.

The issue with this group was Alibii. Again. She was here again and Nictor could try to be vigilant, he could try to keep an eye on ehr and keep her away, but he’d tried that last time and that had turned out awful. He my be a little hyper vigilant on these deathtraps, but he was as easily distracted as ever, even when his thoughts were shallow and short, a shadow of what they usually were. He really hope she’d let him be and yet. He doubted it.

Especially when she was glaring at him like that. Nictor tensed up upon noticing the foul look being sent his way. Yeah so she really didn’t like him and he wasn’t entirely sure what exact thing he’d done but here they were. Finally Alibii turned her attentions elsewhere and Nictor could go back to fretting over everything else.

Nictor blinked and shifted under Bombee’s stare. He seemed in good spirits, so at odd with how Nictor felt. The more cheerful companions he’d had left him feeling strangely off balance. Still, he tried to keep pace with the other, movements a little stiff as he did his best to keep quiet and unobtrusive from the back, relieved when he was not called upon to bust open the door.

Of course the thing was still trapped though.

Nictor grimaced, bracing himself before passing under the harsh spray. He shuddered, feeling his suit quickly dampen and in places where it stuck to his skin turn into a rather horrible burning. The density of the spray was still relatively light though and his passed through quickly, leaving him hurting far less than he’d expect.
 
saedusk rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Wed Nov 29, 2017 5:07 pm
Quote:
trap damage: -3 hp

True to his own instruction, and after watching Nictor dart through, Aprife managed to do the same with some adjusting for his horns (all the ships had been a bit of a mess in that regard). There wasn't much time to debate a path through a single door, but he managed to keep his eyes peeled long enough to find a squeeze that got a relatively small amount of poison on his bulky spacesuit.

--

Bombee Nifera (Aprife Invasi)
HP: 37/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics
 

saedusk
Crew

Dedicated Bunny

artificial bones rolled 1 6-sided dice: 4 Total: 4 (1-6)

artificial bones

Sexy Goat

PostPosted: Wed Nov 29, 2017 6:06 pm
Alibii Vesmin
{Zeylla Crypsi}

ZEY TAKES 4 DAMAGE
ZEY ENCOUNTERS ZOMBOS

ZEY FINDS TRAPS
ZEY USES HER STRENGTH


HP 16/20
Attack DMG
Training in Strength
{roll 1d8 for opening doors}


Daywalkers killed
Daywalkers left
Miniboss HP left

Zeylla had brushed off Bellen's remark on using a less effective intense form of encouragement with their nervous squadmate. She would not go easy on him just because of his supposed mental weakness. She knew that may it be philosophical miles deep, there was something lurking in Nictor that she would draw out, no matter what. Zeylla was set to her task, completely intent on following out her own process of bringing that hidden intensity to the forefront.

Yet the couldn't help but appreciate her companions skill with the door, even if it lightly bruised her ever-present ego. The hit was softened by her feelings, and very obviously more lenient than her treatment of certain other yellowbloods.

As it would seem, Bombee was becoming yet another troll with hidden...skills. The spray was highly acidic, and even though she quickly hopped through quickly, she still felt the hot sizzle of the acrid substance on her 'military' grade suit(a cheap volunteer knockoff, she was sure). She glowered at Nictor at his apparent minimal burn spots on his own suit, as she still felt that a little more pain would trigger that beast inside.


Advancements 1
Minibosses 0
 
quite uneventful rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Wed Nov 29, 2017 9:08 pm
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 40 - 5= 35/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Healing Glow Support Style A: 2/2
Heals another troll by half their maximum hp, 1x 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
3/16 advances
1/3 minibosses defeated

Quote:
-5 hp from trap

      Oof, that was a harsh trap...! The yellowblood had no cover this time, and rushed under the mist of the nozzles-- It'd just heated up, she guessed, because the brunt of it seemed to have hit her right in the face. Vremea gagged, having inhaled a good part of it and needing a second to recouperate. Poison was hard to get over...!
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
Taki-di rolled 3 4-sided dice: 2, 4, 4 Total: 10 (3-12)

Taki-di

PostPosted: Wed Nov 29, 2017 9:50 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 Agile Burning Pack of Shambling Lusii!

Dice 1
1. ... Horrific... (-2 on all attacks)
2. ... Agile... (-1 on accuracy rolls)
3. ... Contorting... (-2 on all accuracy rolls)
4. ... Preserved ... (-1 on all attacks)
Dice 2
1. ... Toxic... (Players take 2 extra damage per turn)
2. ... Relentless... (Players take 2x damage on the lowest accuracy roll)
3. ... Empowered... (using artifacts/ability/items deals 3 dmg to the entire party)
4. ... Burning... (take an extra 3 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
Dice 3
1. ...Wailing Zombie Prisoner!
2. ... Mutated Elite Troops!
3. ... Undead Cyborg!
4. ... Pack of Shambling Lusii!
MINIBOSS STARTING HP: 30/30
If you rolled a 1, take 5 dmg.
If you rolled a 2, take 5 dmg.
If you rolled a 3, take 4 dmg.
If you rolled a 4, take 4 dmg.
If you rolled a 5, take 3 dmg.
If you rolled a 6, take 3 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've reached one of the propulsion systems! Roll 1d4 and look in the spoiler below:

1 - It's a mess of disturbingly fleshy wires down here, but they all seem to be connected to a single, monolithic console. Everything is where it should be according to ground control's instructions, so recalibrating the power output is simple enough.
2 - It smells like ash and rot in here. Some of the wires are torn, sparking ominously in the vicinity of a particularly charred corpse. The unit is just draining power like this. With ground control's assistance, you manage to shut down the system and quarantine it.
3 - The room is pitch black. You're only able to discern its purpose through narrow flashlight beams and stumbling over the snaking wires. The console at the center is nothing but a dead-end for the ship's power supply. With instructions from headquarters, you manage to grope around in the dark and quarantine the system.
4 - The room feels like an inferno with how strained the propulsion system is. With instructions from headquarters you're able to alleviate pressure from the unit and reroute power accordingly. The center console already begins to glow less menacingly.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
 
Taki-di rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Wed Nov 29, 2017 9:58 pm
Nictor Sabbat
HP: 18-3+3=18/20 (ARTIFACT USED)
Damage: 3+1=4
In Training: Endurance 1/1
Trinkets/Artifacts/Items: Military Grade Weapon (2d6 + 1)
Adept Artifact Defense A (style A -3 damage taken, 4x per battle) 3/4
Novice Support Trinket, Style A (Heals another troll by half their maximum hp, 1x per battle) 1/1

Advancements: 1
Minibosses Defeated: 0

Quote:
Miniboss: 26/30
6-1=5 - 3 damage to nic


He couldn’t spend too long trying to shake off the damaging liquid, hus hope the suit would hold up fine. No, no more time to waste on that because he knew what these doors meant, the lump in his throat getting worse by the second and alarm bells beginning to go off. He could hear something, crackling and groaning and fast approaching. He whipped his head up and his eyes may have attempted to escape his skill because he hadn’t seen anything like this on the other ships. A single slime monster at a time, sure. But this was a group of them, oddly drippy with long serpentine tails and on fire. It was on fire. Why was it on fire? Panic set in quickly, muddling and wrenching what sparse thoughts had pierced the fog in his brain.

Nictor keened in panic as the things came barrelling towards him, snatching his bo staff with little difficulty, amazingly (and didn’t that just make a part of him retch and quiver because what if Psykgi and Buffel were right). Closer, closer, closer, close enough to feel the hear and see the multiple mutated mouths and one of the reaching limbs was coming around to latch onto him and his limbs jerked into motion. He struck, earning a vicious hiss and the creature had grabbed his arm and heat, too much heat, wrapped around the underside of his forearm and trying to hold him still and no nono he could not would not-

Nictor brought the other end of the staff around, striking across one of the mouths making the lusii that had come for him release him to shake off the sting. As soon as his arm was free, Nictor was tripping away, eyes glued to the creature but there were more of them, multiple burning spots of terror swarming about the room, keep them away away away.
 

Taki-di

saedusk rolled 2 6-sided dice: 3, 1 Total: 4 (2-12)

saedusk
Crew

Dedicated Bunny

PostPosted: Thu Nov 30, 2017 5:44 am
Quote:
Miniboss: 23/30
Aprife takes 5 dmg

If Aprife thought Nictor had steadied himself from the last ship they'd been on together after he managed to make it through the trap without flinching, well, he was wrong. Once the fight broke out, body language alone told him nothing had changed. Fine, he supposed, as long as it didn't get them killed. Or rather, didn't get him and Vremea killed.

"Hey, get it together," he told Nictor as he shoved one of the lusus before it could leap for the younger yellowblood. In return, he got a swift smack from the thing's barbed, serpentine tail.

--

Bombee Nifera (Aprife Invasi)
HP: 32/40
Adult + Military Grade Weapon: +2 dmg
Training in Tactics
 
quite uneventful rolled 2 6-sided dice: 5, 5 Total: 10 (2-12)
PostPosted: Thu Nov 30, 2017 12:40 pm
VREMEA EVERAI (HIFUMI LIBOWY)
HP: 35 - 4 = 31/40
Attack: 1D6 +2(adult + military grade weapon)
Adept Healing Glow Support Style A: 2/2
Heals another troll by half their maximum hp, 1x 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
1/16 advances
0/3 minibosses defeated

Quote:
deals 7 damage!
MINIBOSS: 23 - 7 = 16/30

      Oh goodness, Nictor was freaking out. The yellowblood watched the anxious yellowblood worriedly, recouperating from the poisonous mist and rushing in to help out with attacking, twirling her weapon and slashing at the pack to keep them away, managing to land a harsh hit on them while she was at it. Vremea glanced over toward Nictor, nervous, before calling out to him-- "A-are you alright...!?" He seemed visibly shaken-- This wasn't his first ship, she knew that much, but... He didn't seem like he even wanted to be there. Why, then, was he helping out?
 

quite uneventful

Kawaii Garbage

18,425 Points
  • Magical Girl 50
  • Elocutionist 200
  • Unfortunate Abductee 175
artificial bones rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)

artificial bones

Sexy Goat

PostPosted: Thu Nov 30, 2017 8:55 pm
Alibii Vesmin
{Zeylla Crypsi}

ZEY TAKES 4 DAMAGE
ZEY DEALS 2 DAMAGE
ZEY ENCOUNTERS ZOMBOS

ZEY FINDS TRAPS


HP 12/20
Attack DMG
Training in Strength
{roll 1d8 for opening doors}


Daywalkers killed
Daywalkers left
Miniboss HP left14/30

Zeylla's sour look towards her fellow teen never shifted as they proceeded to confront the terrorbeasts before them. To call them anything less would only misrepresent the barbed and burning monstrosities before them. Zeylla readied herself to fight, even though she felt that her carved dentical knife, but she had felt that losing such a...precious item...would be less than pleasant for her. She disliked losing things that were hers.

That feeling evidently extended to trolls as well, as her deepening glare at Nictors(she appreciated Bombee's remark,and gave him a mental tally on her pro/con list) was quickly replaced by a mixed look of apprehension, annoyance and pride as Bellen leaped into the fray to save their pathetic squadmate(if he could be called that at this point in his transition. The worry was unfamiliar and yet she understood, she would not let anything happen to her yellowblooded cr--...friend, yet she couldn't help but admire her in action. She was strong and brave, even if she coddled and fussed over other trolls too much- in Zeylla's opinion at least.

She barely had time to realize she was foolish open as one of the vile pack separated and came at her in all its flaming, rotting toothy glory. She dodged it's stabbing, gripping teeth and landed a meager punch in the soft tissue of its oddly elongated neck. The beast jerked slightly, but it's barbed tail whipped around and dug deep into the greyblood's leg. As it ripped away, she held back an instinctual cry, before squashing her blood-curdling engrained fear of self-injury. Her blood was a private color, a private and deeply important personal feature. She would deal with it shortly, and everyone was too busy with the beasts to notice her blood, except for Bellen perhaps. Though that hardly mattered at this point in their relationship.

"
Advancements 1
Minibosses 0
 
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