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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Yamashii

PostPosted: Wed Nov 29, 2017 7:29 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.
 
KitsuneAura rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Wed Nov 29, 2017 7:33 pm
Quote:
Etsali HP: 20/20
Military Weapon +1
YTMA Pins: Journeytroll Covert Ops + Endurance, Novice Strength, Training Tactics
Trinkets: Adept Artifact - Agi B (2/2), Novice Trinket - Def B
Advances: 1/16
Bosses: 0/3



Etsali was, beyond anything else, excited. There hadn't been anything really exciting about the other ships except for the fighting, but those were small fry compared to this flagship. If there was treasure to be found on what was left of the fleet, it was going to be here, and it was going to be worth every bit of the challenge, she was sure of it. Of course they would also be helping get the ship stable on the way, there was no reason they couldn't do both.

The thief stretched briefly once she was out of the pod, then turned towards the others with a smile. She was happy to be here with Tevini and Cerpin, and she definitely remembered enough of the lieutenant to be happy to have him leading the way. He'd been something to see in a fight.

"Wait here a minute, I'll check the corridor ahead for daywalkers." She slipped down the hallway and then, a few minutes later, reappeared. "So the bad news is there are daywalkers. The good news is there are less daywalkers down this way than the other choices."
 


KitsuneAura


Magical Detective

Yamashii rolled 1 6-sided dice: 6 Total: 6 (1-6)

Yamashii

PostPosted: Wed Nov 29, 2017 7:44 pm
Quote:
HP: 20/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is checking the hallway
1/16 advances
0/3 minibosses defeated


"So the big ships aren't any prettier than the little ones." Cerpin sized up the place as soon as they exited the pod. The place was just as eerie and dark as the other ones except he knew it had to be crawling with way more daywalkers. You didn't man a ship this big without an enormous crew. It was going to be another tough night. Hopefully no one would die. He still thought about Mahmud crushed under the weight of the ceiling. Sascha's presence was throwing him off but he'd just have to play it cool like normal. It was good to be back with Tevini and Etsali though. Being with other rebels made him feel more at ease. They could count on each other to cover while the others looked for data.

And he could keep an eye out on Tevini like this. He needed to protect her. Or maybe, she needed to keep him out of trouble.

"For ******** sake, already?" Cerpin groaned as he picked up on the familiar sound of something shuffling towards them. They had barely begun. He stretched his back and fell into a fighting stance.
 
Doutei rolled 1 8-sided dice: 4 Total: 4 (1-8)
PostPosted: Wed Nov 29, 2017 7:56 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

16 zombies approach!
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Are you saying the size doesn't matter, then?" Tevini raised an eyebrow at Cerpin as she walked along side him. The redblood was nervous to be here and trying to put on a front that everything was okay. She hadn't told Cerpin about her talk with Sascha and hoped the yellowblood wasn't keen to do so either. She didn't want her partner to be thrown off by anything right now. His last mission had left him in a terrible state and she wasn't going to let it happen again. So if dirty jokes would keep his spirit up then fine. These missions were stressful already without the added work that Byakko had requested of them. Really the main thing giving her any comfort right now was the fact Etsali had come along.

"A little more than a dozen." The redblood muttered, as the daywalkers approached to warn the others. She drew her gun and raised it in preparation for the oncoming battle.
 

Doutei

seekingCylem rolled 2 6-sided dice: 5, 3 Total: 8 (2-12)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Wed Nov 29, 2017 8:13 pm
Sascha attacks the zombies!


HP: 19/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

"I'd say it's pretty creepy," Sascha amended as they disembarked the shuttle. Even the personnel decks were more elaborate than the average ship. Granted they were in equal states of neglect and dark as space itself. There was something about the scale and sharpness of everything that reminded Sascha of where they were at any given turn. The Battleship Condescension. Even if he'd been hatched dozens of sweeps ago, it would have been a pipe dream to imagine setting foot on this... symbol of Alternian conquest.

Sascha's fists flexed under his gloves. The material creaked with tension. He'd come so, so far. And yet...

Cerpin swore and Sascha's attention flickered back to reality. Tevini reported the count just as the last of the daywalkers rounded the corner. Sascha felt an odd blend of relief and anger at the sight. On impulse, he rushed the scene, blades raised. In a flurry of punches, four of the zombies were felled. Sascha remained at the thick of the swarm, still swinging.

Sascha does 4 damage!


Zombies Remaining: 12
Minibosses Slain: 0/3
Ship Advancements: 1/16  
Yamashii rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)
PostPosted: Wed Nov 29, 2017 8:19 pm
Quote:
HP: 19/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is punching zombos
damage: 12
zombos left: 0
can autokill: 5

1/16 advances
0/3 minibosses defeated


"What's the deal with these things anyways? Why haven't we invented some kind of acid spray to melt these suckers?" Cerpin launched at the daywalkers after Sascha's attack and aimed his blade at the midsections. It wasn't like they were smart enough to dodge strategically by jumping or ducking. A first set went down and he readied himself for another run through. He might not be able to handle door traps but he could fight pretty well.

"You think we'll hit triple digits of these things this time?" He hoped not. But at the same time, it'd be a pretty sweet story to tell if they took on a hundred and survived. The rest of the zombies fell to the floor in cut up pieces and he looked to the others for direction again. After his last ship, he had to keep his pride in check and stop himself from assuming command again. They were supposed to lie low!
 

Yamashii

KitsuneAura rolled 1 6-sided dice: 6 Total: 6 (1-6)


KitsuneAura


Magical Detective

PostPosted: Wed Nov 29, 2017 8:28 pm
Quote:
Etsali HP: 19/20
Military Weapon +1
YTMA Pins: Journeytroll Covert Ops + Endurance, Novice Strength, Training Tactics
Trinkets: Adept Artifact - Agi B (2/2), Novice Trinket - Def B
Advances: 2/16
Bosses: 0/3


(Etsali scouts ahead!)

"Doesn't sound like as much fun, though, does it? Spraying acid at things?" Etsali made a face as she considered the possibility. "What if they didn't dissolve and attacked you and then the acid got on you too?" How was anyone supposed to be able to loot an acidic corpse anyway? The plan was just no good.

Shaking her head, she leaned around a corner, considered the hallway beyond it. She shook her head again, motioning in another direction.
 
Doutei rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Wed Nov 29, 2017 8:34 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini is advancing
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Well the fuel, or shall we say ammunition, would be burdensome to carry." Tevini remarked, considering Cerpin's idea. An acid sprayer was only good for however much acid you had to fill it. Not only was it dangerous to load yourself up with acid, it would get heavy at some point too. Acid was also only effective if you managed to cover your opponent in enough of it too, it didn't create more of itself like catching fire from a flame thrower.

She glanced up in time to see Etsali point to go the other direction and flushed. Had she gotten lost in her head again?

"It might be more effective to create some sort of bio warfare against them instead. Though that would require-" The redblood considered before halting that thought. If anyone would do that, it'd likely be her and Tevini really didn't to think of more frightening things right now.

"Er, nevermind."
 

Doutei

seekingCylem rolled 1 6-sided dice: 1 Total: 1 (1-6)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Wed Nov 29, 2017 8:36 pm
Sascha investigates the halls... and finds zombies!


HP: 19/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

The chatter was beginning to give Sascha a headache. He wasn't in the mood for speculative zombie slaying, especially when they were surrounded with- "Oh thank god." Something to distract them--namely Sascha--from make-believe warfare.

They were making good time through the ship. They weren't running into any particularly difficult hazards, either. Hell, Sascha was even traveling with a mostly-familiar group that he didn't entirely loathe. Sascha couldn't place why he was so on-edge about the entire mission. Other than its dire importance, at least. Basically all of his space missions thus far had an element of potential-lethality to them, though. Maybe the group just wasn't taking things seriously enough.

Minibosses Slain: 0/3
Ship Advancements: 2/16  
Yamashii rolled 1 8-sided dice: 2 Total: 2 (1-8)
PostPosted: Wed Nov 29, 2017 8:49 pm
Quote:
HP: 19/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is counting 8 zombos
2/16 advances
0/3 minibosses defeated


"More incoming." The acid sprayer discussion came to a halt as daywalkers advanced on them again. Cerpin frowned and looked them over. In a way, it was somewhat interesting to see the uniforms of the past. While it wasn't data they could bring back to Byakko in the form of a stolen log or anything, every piece of information about the old space program was potentially helpful. He waved two fingers at Tevini and pointed towards the zombies for her to take care of them.

"I'm tired, you take care of them." Tired of zombies anyways. He faked a yawn and looked over the walls to see if they had posters or anything. There might be old military procedures listed on them.
 

Yamashii

Doutei rolled 2 6-sided dice: 3, 3 Total: 6 (2-12)

Doutei

PostPosted: Wed Nov 29, 2017 8:58 pm
Quote:
HP: 18/20
Damage: 3 + 1 = 4 + 5 - 9
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini uses tactics to autokill 5 zombies (bonus +2 from Cerpin and Etsali)
0/8 zombies remain
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Really?" Tevini frowned, crossing her arms at Cerpin. There wasn't time to argue though, the zombies were already heading down the hallway at them. Thinking fast, she grabbed a nearby trash can from the wall and knocked it over. Then the redblood kicked it and watched it roll while pulling out her gun. Once it was in the middle of the zombies who parted around it to dodge, the redblood fired at the flourescent light fixture above them to drop it down on their heads.

She fired off a few more rounds as the zombies were distracted, stunned, or killed by the first impact. In no time they all ended up on the floor motionless, save for one with a twitching leg as it died.

"Be serious!" The redblood glared at her partner as they moved to pass the corpses. Yes he'd gone through some hard stuff on these ships. Yes he'd also managed to squeak by without any permanent injuries. But that didn't mean he could slack off! Not only did she want to keep everyone safe...but didn't Cerpin want to impress Sascha? After their talk she thought he might actually be serious about this.

Tevini spared their commander a glance, wondering just what was going through both of their minds.
 
KitsuneAura rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Wed Nov 29, 2017 9:01 pm
Quote:
Etsali HP: 18/20
Military Weapon +1
YTMA Pins: Journeytroll Covert Ops + Endurance, Novice Strength, Training Tactics
Trinkets: Adept Artifact - Agi B (2/2), Novice Trinket - Def B
Advances: 3/16
Bosses: 0/3


Etsali advances!

"Good improvising!" Etsali flashed an approving grin at Tevini as she pulled her hand away from her kunai pouch. Somehow this was yet another fight that had gone by without her ever actually getting the chance to get that far, which was...hm. She'd have to be a little faster from now on, that was bad for the reputation. "Leave a little for me next time, though? And the commander, of course."
 


KitsuneAura


Magical Detective

seekingCylem rolled 1 6-sided dice: 1 Total: 1 (1-6)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Wed Nov 29, 2017 9:05 pm
Sascha investigates the halls... and finds more zombies!


HP: 18/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Cerpin and Tevini would be popular with the clowns. Their casual bickering combined with Tevini's devastating efficiency in combat was classic comedy. Sascha was pretty sure he saw that barrel move in some old pre-Regina slapstick film.

Sascha perked up at Etsali's commentary. He almost didn't want to interrupt the performance. "Yeah, what she said," Sascha said for lack of anything better. Distraction continued to seep through his thinkpan. He looked further down the hall.
"Of course if you're really that set on bogarting the bogeymen, I'd feel bad denying you the opportunity." Sascha made a sweeping gesture in the direction of the new wave of zombies slowly making their way down the corridor.

Minibosses Slain: 0/3
Ship Advancements: 3/16  
Yamashii rolled 1 8-sided dice: 2 Total: 2 (1-8)
PostPosted: Wed Nov 29, 2017 9:06 pm
Quote:
HP: 18/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is counting 8 zombos
3/16 advances
0/3 minibosses defeated


"I mean, if you guys insist." Cerpin shrugged, stabbing his sword in the ground and waving a hand at the approaching zombies. "Go on, show me what you can do." He put a hand on Etsali's back and pushed her playfully towards the shuffling bodies. He would help in a pinch, of course, but if they were gonna tease he was gonna tease right back. The banter reminded him of the other ship with Mahmud and Aerona and he fell quiet for a bit, thinking about the aftermath of that mission.

He watched Etsali and Tevini work in silence, thinking heavily about his place alongside them. After his argument with Aerona, he wondered if they felt the same way she had? He lost himself in his thoughts, following behind them but in a bad sort of mental space.
 

Yamashii

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

Doutei

PostPosted: Wed Nov 29, 2017 9:20 pm
Quote:
HP: 17/20
Damage: 5 (from autokill)
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini uses tactics to autokill 5 zombies (bonus +2 from Cerpin and Etsali)
3/8 zombies remain
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Trying to save lives here." Tevini grumbled as everyone chastised her for downing the daywalkers. She wasn't actually mad though, the redblood simply knew her role. She was the wet blanket to Cerpin's confetti cannon. As more zombies approached, the mechanic raised her gun and opened fire. She used no fancy props this time, instead aiming very carefully as the zombies staggered closer. Her nail bullets whizzed through the air and pinned the zombies to a bulletin board diagonally behind them. It wouldn't finish them off but would give her teammates an easy time when they caught up.

"There, happy?" Tevini walked behind them, a hand on her hip.
 
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