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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: Thu Nov 30, 2017 5:38 am
Nahori, "Canine," Buffel, "Vixeni"

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.
 
zeflamigo rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Thu Nov 30, 2017 7:19 am
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin clicked their tongue at their team. They seemed... quiet. No, quiet was fine. Vulpin was quiet, too. They liked the silence. This crew was shy. And Vulpin hated it. They looked over their leader and nearly laughed. A military troll, so naturally they had been given the leadership role.

"Wellllll..." Vulpin broke the silence, clicking their tongue again. "I'm going to scout ahead for trouble." Not waiting for permission, they turned and darted off deeper into the ship.  

zeflamigo

Interstellar Astronaut

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

saedusk
Crew

Dedicated Bunny

PostPosted: Thu Nov 30, 2017 8:27 am
Quote:
4 - The door seems to be ... locked!

Honestly, the only thing Nahori could do was sigh. They'd only just landed and already this was turning into a repeat of her experience with Deimos. The only thing keeping her from saying something about their rudeness was in fact the innate shyness they sensed from her, but Nahori had definitely learned something from that last ship, too. She was going to try her best not to let herself be bullied.

"Let's... try and keep up," she told the rest of the group. "I'd rather not be separated."

When she saw Vixeni's back again, they'd found a door. A cursory test told her they weren't getting in easily. "Locked..."

--

Nahori Caviap
HP: 20/20
Military Grade Weapon: +1 dmg
Training in Discipline
 
PostPosted: Thu Nov 30, 2017 8:30 am
Hoo boy. Familiar faces... From another life. Reemus didn't know how to feel about that. He was used to dealing with strangers, military trolls, highbloods and such. But people he could recognize... Children grown up. A surreal sensation. The Buffel kid, much more vague than Nahori. Nahori... In the military. So he really, really couldn't try to reconnect. It kinda hurt a little. They had so much fun when they were kids.

The timing, too, hurt. They had to try to save Alternia! Voscil was still down there! And all the children, Fellah, Nervit, everything...

It took a lot not to whimper at it all.

Instead, he watched as Vixeni ran off, and kept an eye on Nahori. And at the door, she seemed so small. Though, everyone was, compared to him.

"I can take care of it, miss," he said to her, amiable and trying to smile a little. "Don't you worry about it any."

With a hard shove of the shoulder, he decimated the door in their way. "See?"


Quote:
HP: 15/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Endurance Training
Artifacts:
Novice Agility Style B
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
saedusk rolled 3 4-sided dice: 3, 3, 1 Total: 7 (3-12)

saedusk
Crew

Dedicated Bunny

PostPosted: Thu Nov 30, 2017 8:37 am
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 Contorting Empowered Wailing Zombie Prisoner!

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!
 
tenaciousgadabout rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)
PostPosted: Thu Nov 30, 2017 8:42 am
Buffel had been in his own head as they continued onward. He could've sworn he recognized the big raggedy guy with them but he couldn't quite put his finger on it. He was glad that Nahori and Vulpin were here. Nahori looked a bit worried, so he was glad that Vulpin was able to go ahead and act accordingly on their own.

He finally got out of his own head at the sound of the big guy offering to break down the door. Gotta be alert and ready. As he pushed through and light filtered through the dark, dusty room ahead, Buffel saw a glint of movement.

”Somethin's comin', eyes up!”

Charging in and deftly maneuvering around Reemus, he fired off several round into the creature. He'd done this song and dance before. Time to show Nahori and Vulpin how far he'd come with his prosthetic's. The creature wailed and lurched forward swiping at the Gunslinger.  

tenaciousgadabout

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

saedusk
Crew

Dedicated Bunny

PostPosted: Thu Nov 30, 2017 8:44 am
Quote:
Miniboss: 20/30
Nahori takes 5 dmg

"Be careful, but... thank you."

Nahori had offered Canine a smile, small and soft. Truthfully, though she did appreciate his respect, having anyone address her by rank or with honorifics like miss was still relatively strange. It was something she supposed she'd have to get used to if she ever managed to climb the military ladder any higher than private.

If only she knew who he was behind the disguise, she might be thinking of things other than her uncertain future. The creature they found behind the door only made it more uncertain.

"Are you okay?" she called to Buffel, hurrying up behind him to lay her own slice into the rotting flesh. The daywalker retaliated with a heavy blow to her gut, sending her stumbling backward.

--

Nahori Caviap
HP: 15/20
Military Grade Weapon: +1 dmg
Training in Discipline
 
Gl!tch~ rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Thu Nov 30, 2017 8:51 am
"Hey!" Reemus snapped at the daywalker, as if it cared who it hurt. He slammed it into the wall, just for it to retaliate by biting down into his arm. Hard. He let out a very dog-like yelp. He fell back, whining, hand on his bleeding arm, the other shoulder definitely bruised under his space suit. Still, he kept his body defensively between Nahori (and by extension, Buffel) and the daywalker.

DMG: 1 +1 = 2
Boss HP: 18/30

Quote:
HP: 10/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Endurance Training
Artifacts:
Novice Agility Style B
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
zeflamigo rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)

zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 30, 2017 9:05 am
Quote:
HP: 15/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


This was a problem. It was a big, shambling, contorting problem. No matter how they tried, they still got side-swept by the zombie prisoner. Knocked to the ground, Vulpin scooped themself up, wiping at some blood that had spilled from the side of their mouth.

"You... ********," was all Vulpin uttered, before rushing to assault the prisoner with a barrage of attacks. They stabbed their knife into any weak point they could reach, two hits for the knees, one in the back.

5 DMG +1 Military Weapon DMG
Miniboss HP: 12/20  
tenaciousgadabout rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)
PostPosted: Thu Nov 30, 2017 10:39 am
The contorting monstrosity thrashed upon Vulpin. Unable to get a shot off, Buffel instead ran at the two, jumping to tackle the beast off of them. It let out a screech, ripping into Buffel's metal appendage, tearing into the casing.

"Aaaugh!!!”

The lowblood hit the creature as best he could, smacking the creature as it flailed to and fro.

Buff: 11/20

Monstros: 9/30  

tenaciousgadabout

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

saedusk
Crew

Dedicated Bunny

PostPosted: Thu Nov 30, 2017 10:48 am
Quote:
Miniboss: 7/30
Nahori takes 4 dmg

It was starting to feel like they were fighting an uphill battle. Though Nahori had managed to sidestep another blow after taking a moment to catch her breath, she was caught by another in quick succession. At least she managed to swipe it again before moving away. If only her weapon wasn't so short-ranged.

"Try... to stay back if you can..." she told her team, wiping blinking the sweat out of her eyes as she readjusted her glasses. Somehow, after all she'd been through on these ships, they hadn't broken. "This thing... hits hard."

--

Nahori Caviap
HP: 11/20
Military Grade Weapon: +1 dmg
Training in Discipline
 
Gl!tch~ rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Thu Nov 30, 2017 11:34 am
Stay back? Reemus only had his fists. What else was he supposed to do? "Don't think I can do that, miss," he grunted, swinging again, though it didn't seem to do much. It reminded him of stale bread. Somehow the flesh was harder than he'd expect. The rabid attacks and difficulty hitting at all certainly did not help.

"Not much else I can do but punch!" Or, well, try.


DMG: 1 +1 =2
Boss HP: 5/30

Quote:
HP: 5/20
Military-grade Weapon: +1 dmg
Training Tree Pins:
Endurance Training
Artifacts:
Novice Agility Style B
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
zeflamigo rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)

zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 30, 2017 11:35 am
Quote:
HP: 11/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Another bad hit made Vulpin hiss and clutch their side. Hit back into the sidelines, they could survey their team. They casted a glance between all three, and Vulpin was outright disgusted by their bad performance. Standing up, they ran forward at the prisoner and shoved Nahori aside (they would have gone for Reemus had the troll not been so massive).

Leaping forward at the prisoner, they plunged a knife into the zombie's brain. They pushed it in deeper, then pulled back to stab again for good measure. Once the creature had stopped twitching, Vulpin took a breath. They sat up from their kill, and without bothering to clean off the blood on their face, turned back to the team with a look of judgement.

6 DMG +1 Military Weapon DMG
Miniboss HP: DEAD/20  
tenaciousgadabout rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Thu Nov 30, 2017 12:57 pm
VOID - WRONG DICE WHOOPS  

tenaciousgadabout

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

zeflamigo

Interstellar Astronaut

PostPosted: Thu Nov 30, 2017 12:59 pm
Quote:
HP: 15/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin watched their team with cold indifference for a good batch of seconds, before finally standing up off the dead prisoner. They started gathering their knives from the body and the room, not without breaking interaction with the rest of the team. When Vulpin finally decided to speak, it was with venom.

"That. Was a shitshow." They said, punctuating their consonants. They stood straight, pocketing a knife into its hilt. "I am not here to lose my life thanks to inexperienced teammates." They clicked their tongue, squinting at the crew. Raising an arm over their head, they cracked their shoulder into its correct place.

"From here out, we do this my way," they said, watching the team with wide eyes. "We'll stay out of trouble, and make it out of here with our lives, got it?"

Team heals 1d6 +2  
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