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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sun Dec 03, 2017 1:56 pm
YOUR LOCAL CAVALRY IS HERE!
Isn't that neat! Of course it is, this whole thing will be a breezy~ After all I'M LEADING THIS WHOLE THING RIGHT HERE. YEP. Everything will be allllright.

Eri || Lux || Kei

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.
 
Gl!tch~ rolled 1 6-sided dice: 5 Total: 5 (1-6)
PostPosted: Sun Dec 03, 2017 2:01 pm
Cool, she got a squad with another military highblood leading. Inevitable, really. Luxara lounged rather relaxed on the pod ride up, and she stayed pretty loose into the deck proper. A fellow rebel was along for the ride, which was cool. Not someone she knew, but they could coordinate some. That was always useful. This CO though...definitely seemed to be a piece of work from the outset. Luxara hated, hated sucking up, but she would probably have to so she wouldn't get locked on board or something. Royalist highbloods, man.

"So." She looked around. "I'm a train Covert Ops specialist, among other things. I can see what's going on without any daywalkers tailing me. I'll go do that quick. Cool? The more ground we cover, the better. Ship's falling out of space, yadda yadda, time, essence. Cool? Cool?"

Barely waiting for permission, she soon scurried off.

Not long after, the greenblood returned with a thumbs up. "Found something, boss."


'Ardais' is scouting!

Quote:
HP: 40/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 

Gl!tch~

Fashionable Genius

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

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sun Dec 03, 2017 2:09 pm
Eridia Stats

HP: 20/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3
Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


Eridia had yet another mission at hand and, as much as she loved leading, she HATED going up to space. Really the whole ride she was complaining about it. What was so good about space anyways?There wasn't anything cool about it.

Once on board Eridia half listened to the adult as she still ranted internally about the whole thing. "Uhuh, yeah, sounds good to me." She replied waving her hands as if she was dismissing the greenblood. At least she found something, that was good right?

Finding the door was easy, after all she did follow the adult. But as soon as it came to view, Eridia stepped in front of the others and looked at the door as if she was seriously analyzing it. "Step aside ladies, and let an expert identify if this is safe." She turned the handle, confirming that it was locked.

"After a series of careful observations, I can now confirm that this here door is... locked. You can thank me now."  
PostPosted: Sun Dec 03, 2017 2:11 pm
Rutaca Spuode
(Keionx Rutace)

Luxara - Keionx knew her, but not very well. They hadn't really had a proper face-to-face, and Keionx figured that sort of thing was... inevitable. She would have liked to relax a little and act out of her disguise on this very heroic mission but the purpleblood with them... Keionx had to keep up her act.

Now, she had a decent opinion on purplebloods as people - two of her students (two, now!) were of that color. But this one... Kei had never really felt the terrible effects of the caste system in her life, but now she could see why they were treated with such distrust. In person.

Locked, was it?

"Not a problem." 'Rutaca' said. Playing her required a little more dry sarcasm than usual, so Keionx let a smirk creep onto her face as she undid the door.

Quote:

HP: 20/20

Damage taken: -
Damage dealt: -

Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---


Keionx uses Jman strength... what door?
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
DraconicFeline rolled 3 4-sided dice: 1, 4, 2 Total: 7 (3-12)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Dec 03, 2017 2:12 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 ... HORRIFFIC BURNING BUNCH OF ELITE TROOPS

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!
 
Gl!tch~ rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)
PostPosted: Sun Dec 03, 2017 2:16 pm
Everything on fire. Of course! What else was new. And no blueblooded lieutenant or Vix to get in the way. Luxara wasn't sure about these other trolls, but at least they wouldn't be punching anything. She prepared her crossbow.

"Okay, kiddos! Going in hot. Boss... Try to keep your hair from getting caught on fire."

With that, she kickflipped in. Time for some smooth moves!

Once in the room, she realized there might be more troops than she thought.
Well, s**t.


DMG: 2
Boss HP: 28/30

Quote:
HP: 37/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
ImaginationsParadise rolled 2 6-sided dice: 1, 2 Total: 3 (2-12)

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sun Dec 03, 2017 2:17 pm
Voided!!

"is there any way to, like, resign?"  
Gl!tch~ rolled 4 6-sided dice: 4, 5, 6, 4 Total: 19 (4-24)
PostPosted: Sun Dec 03, 2017 2:17 pm
She made some space and reloaded. Luxara turned her tracker on. "There's a few of these guys. Let me clear some out for ya!" Ready to go, she fired. She got some through the head; others, pinned in a row through the torso. God, her bolts were amazing. And a system that could line up a shot through multiple targets...even better. But, the marksman had to time it just right.

"Got 'em! Who's up next? Boss?" She looked for their CO. "You good?" The highblood seemed fancy. Maybe she'd have some moves to back it up.


DMG: 6 + 4 = 10
Boss HP: 18/30

Quote:
HP: 34/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
ImaginationsParadise rolled 2 6-sided dice: 6, 4 Total: 10 (2-12)

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sun Dec 03, 2017 2:25 pm
Eridia Stats

HP: 17/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3
Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


Eridia strode inside with all the confidence in the world, only to get it smashed to pieces when her eyes locked on the target. Oh s**t. "REALLY NOW?" The lavenderblood said out loud with every ounce of sarcasm she could muster. "I mean, geez, who would have had the time and energy to light them on fire?"

No matter, she could deal with them. Eridia spun her daggers before charging at them. Ardais might have been kidding about getting her hair on fire, but Eridia was already panicking on the inside. Looking back at the greenblood with a smirk she replied, "Good? Ha! I'm on fire."

Literally, heR sleeve caught on fire.

"s**t."  
DraconicFeline rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)
PostPosted: Sun Dec 03, 2017 2:36 pm
Rutaca Spuode
(Keionx Rutace)
"Nice shooting there!" Keionx didn't remember what the disguise's name was at the moment (Orlaii? Ardent?) and Rutaca had no reason to know.

Maybe Rutaca should. She thought.

Either way, there was a truly horrifying monstrousity that she had to kill... and she tried, but it had some sort of awful bony plating that deflected her sword...

Quote:

HP: 15/20

Damage taken: 5
Damage dealt: 5-2+1= 4

Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---
 

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
Gl!tch~ rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sun Dec 03, 2017 2:41 pm
"Thanks! I learned from the best!" Myself. Luxara meanwhile looked for a new vantage point, somewhere rafter-like to roost. She climbed up some piping, pulled herself up with some wires, and watched from a ledge above. Yup. Still some smoldering undead left. "Not too much left to deal with now! Just don't let the smoke get to you. Or the fire."

Luxara aimed, wait for it, wait for it... Ducks in a row. Fired.

"Okay, now they're really thinned out! You guys got 'em down there?"


DMG: 3
Boss HP: 3/30

Quote:
HP: 30/40
Military-grade Weapon: +1 dmg
Training Tree Pins:
Covert Ops Master (4 advances left on cooldown)
Endurance Novice
Strength Novice
Tactics Training
Artifacts:
Adept Agility Style B (1/2)
Novice Support Style B
Novice Defense Style A
Trinkets:
Novice Support Style A
 
ImaginationsParadise rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Sun Dec 03, 2017 2:42 pm
Eridia Stats

HP: 13/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3
Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


"I didn't sign up for this s**t." Eridia said over an over as she tried keeping the flaming troops away from her. The sleeve's fire had been put out in time, but she could still feel the heat on her arm. The pain didn't matter, all she needed to do was fight back. Push herself more. Just to return to Alternia alive and well to receive a promotion.  

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
DraconicFeline rolled 2 6-sided dice: 2, 4 Total: 6 (2-12)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Dec 03, 2017 2:44 pm
Rutaca Spuode
(Keionx Rutace)

My did the purpleblood look fancy. Keionx was past the saving-princesses phase of her life - her twin had made it clear that the whole thing was unclear. But, she had to wonder, was this purpleblood a princess?

Or was she a villain?

She was military, villainhood was a part of that. But it wasn't so black and white, she had learned. Neither was the right thing. It was all very awkward.

She blocked a blazing attack from the daywalking monstrousity with her shield and decided to contemplate it later, when she wasn't trying to save the world.

Quote:

HP: 15/20

Damage taken: 5 - NEGATED
Damage dealt: 4+1=5-2=3

Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 1/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---


Keionx negates the damage with her shield
 
ImaginationsParadise rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sun Dec 03, 2017 3:20 pm
Eridia Stats

HP: 15/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3
Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


Eridia shifted her weight against a wall as she caught her breath. These things were fast and truly dangerous. At least they were doing Alternia a favor by killing them all. Good riddance assholes. Hopefully they would stay dead for real this time. "Yes, stay dead freaks. She thought.


"Alright girls w-we did it! Eridia cheered from against the wall, sweat dripping off her forehead. "Let me just... catch my breath here..."  

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
DraconicFeline rolled 1 6-sided dice: 4 Total: 4 (1-6)

DraconicFeline

Hilarious Genius

9,175 Points
  • Autobiographer 200
  • Brandisher 100
  • Timid 100
PostPosted: Sun Dec 03, 2017 3:28 pm
Rutaca Spuode
(Keionx Rutace)

Onwards to victory they went, no rest for the weary - she felt fine, and clearly Luxara felt fine. They were progressing with fair speed, and she hoped that she would see the end... not The End, of course. Or a new beginning - she'd had enough of those for one lifetime, and she wanted to stick with things this time.

Quote:

HP: 20/20

Damage taken: -
Damage dealt: -

Military Grade Weapon: 1d6+1

Shield - Adept Defense B Artifact: Nullify 2/2
Adept Trinket, Offense A: 3/3 Charges, 1d4+1 damage Autohit 3/3 uses per charge


Jman: Strength
Novice: Endurance
Training: Tactics
---


You advance through the ship ..
 
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