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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Tue Nov 21, 2017 11:57 am
STARRING
Sascha Diasis as Commanding Buff
Mahmud Seshat as Gold Medal Buff
Cerpin Sugall as Bronze Medal Buff
and Aerona Scrall as Honorable Mention Buff


Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.
"Four, three, two, one."
With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.
"Target locked on. Engaging auto-pilot."
The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.
"Arrived at target. Attempting access."
Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.
"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."

You are now in the cargo bay.
Your pod sits waiting for you to return to it. To advance into the ship, follow the mechanics below. Good luck and watch out for undead trolls!

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

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

Roll 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 come across a sealed door in the hallway. Trying to open it sends dozens of warnings flickering up on previously-dormant panels. It seems the ship beyond here is too heavily damaged to allow you to pass through. Headquarters confirms the ship is to be destroyed, and you retreat to the exit, leaving the small black boxes containing deadly explosives in key positions along the path.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!

If there is an alarm going off, roll 1d6 and advance through the ship, use this table to determine what you find:
If you have rolled on this and/or the regular advance table 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. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
[b]Dice 2[/b]
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
[b]Dice 3[/b]
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
[size=18][b]MINIBOSS STARTING HP: 30/30[/b][/size]
[b]If you rolled a 1, take 4 dmg.[/b]
[b]If you rolled a 2, take 4 dmg.[/b]
[b]If you rolled a 3, take 3 dmg.[/b]
[b]If you rolled a 4, take 3 dmg.[/b]
[b]If you rolled a 5, take 2 dmg.[/b]
[b]If you rolled a 6, take 2 dmg.[/b] Your attack this turn does [b]double damage.[/b]
[b]If all party members reach 0hp, look below:[/b]
[spoiler]You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
[b]Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]
[b]If the mini-boss reaches 0hp, look below:[/b][spoiler]
[b]If this is your first 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 have reached the control room! Roll 1d4 and look in the spoiler below:[/b]
[spoiler]
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
[b]Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in![/b][/spoiler]

If you do not find a door, roll 1d6 and advance through the ship, use this table to determine what you find:
1 - You come across some shuffling bodies...!
2 - You find an open door.
3 - You come across some shuffling bodies...!
4 - You find an open door.
5 - You keep walking down the corridor. Nothing here.
6 - You come across some shuffling bodies...!

If you encounter shuffling bodies, roll 1d6 and look below:

You have encountered some well preserved remains of the crew of this ship! The total amount of zombies you encounter is equal your generated number * 3. Use your weapons (standard combat 2d6 roll) to clear your way through the horde, with 1 point of damage equalling one zombie destroyed! For each turn you are fighting the undead, with one turn equalling each member of the party attacking, each member of your party loses 1hp. If all zombies are destroyed in under one turn, the party still takes the 1 damage. Offensive and support artifacts can be used, but artifacts that negate damage or make you harder to hit can not be used.
If a member of your team is a trained Tactics or Leadership specialist OR registered as in-training for either:
You spring into action, fully equipped to deal with the surprise mob!
Tactics: It's easy to keep track of your allies and maneuver between the shambling horde.
Leadership: You can keep your team focused and working together to dispatch the undead.
If you are a Journeytroll or higher in your skill: You automatically kill five daywalkers a turn!
If you are a Novice in your skill: You automatically kill three daywalkers a turn!
If you are training in your skill: You automatically kill one daywalker a turn!
The automatically killed undead go on top of however many you killed with your regular attack. If multiple members in the team are trained/in training, pick the troll with the highest training, or if a tie, decide on one troll. That troll uses their bonus and adds +1 daywalkers killed for each other troll trained/in training. None of the other trained/in training trolls should use this bonus.


If you encounter an open room, check the spoiler below:
This room seems to be free of hostiles. If you take the time to scavenge around, you might find something!
Go to the google doc here and see how many items remain to be found. Generate a number via the instructions on the doc, and follow the instructions in the doc.
Your team has found an item! To see more details on it, including how many people can use it, read the full description.
 
seekingCylem rolled 1 6-sided dice: 3 Total: 3 (1-6)
PostPosted: Tue Nov 21, 2017 12:05 pm
Sascha advances down the hall.


HP: 20/20
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.

True to Sascha's word, the next time he found himself space-bound it was on a mission with one Cerpin Sugall. To his surprise, the party also consisted of Aerona Scrall... and some other guy.

"I get that you're some kind of devil-may-care thrillseeker, but somehow I didn't peg you for government-sponsored space travel, 'Ro," Sascha said as the group disembarked onto the pincer-class ship. The last time he'd seen Aerona had been shortly after he was discharged from the Research Center's medical facilities. At a club. Sascha supposed he could draw some through-lines to their current surroundings. There were crowds. Some brawling.

This was a weird team.

Minibosses Slain: 0/3
Ship Advancements: 1/16  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Sypon rolled 1 6-sided dice: 6 Total: 6 (1-6)

Sypon
Vice Captain

PostPosted: Tue Nov 21, 2017 12:15 pm
Aerona
20/20
Military Weapon +1!
Adept Agility B Trinket


What a crew. Sascha Diasis had really made it this far, huh? Aerona had, of course, signed up with him immediately upon realizing he was a commanding officer. It would be a fine arrangement; they were close, no suspicion. The rebels had a lot to prove this time around, and if Aerona was going to get stuck with Cerpin ******** Sugall, she had better have someone around that she liked.

There was an orangeblood here too - the balance of lowbloods set her at ease. He seemed nice enough, kind of rustic. Aerona greeted him simply.

To Sascha, she responded. “Hey, there’s a lot you don’t know about me, stud,” she cackled. “Space is exciting, right? I hear you’ve already smushed a bunch of zombies. I can’t let you have all the fun.”

She took pause. "Hey, speaking of which... I think I see some right now."  
penemueIntuition rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Tue Nov 21, 2017 12:22 pm
        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


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


        .



        While the two strangers he had greeted earlier were being chummy with each other, Mahmud was thankful that he at least got to be on a ship with someone he knew. Who better than his boss turned friend turned sort-of-roommate?
        ... okay he had to admit, maybe there'd be like, one or two trolls better but...
        Cerpin was pretty high up there. His presence put Mahmud at ease, where normally he'd be scratching his arms and be feeling left oH s**t THERE'S DAYWALKERS.

        As soon as the cool-looking redblood he'd just met pointed them out, he whipped his head up from its staring-at-the-floor position and squinted. "Mmm..." One, two, three... Shakily, he murmured "Twelve" in Aerona and Sascha's direction. Then, upon realizing he had muttered, quickly repeated (albeit a bit louder) "Twelve!"

        He then looked expectantly at Cerpin. "You wanna take them man, or..." Admittedly, he'd yet to see Cerpin fight. This'd be interesting... this whole team was ... interesting. What kind of people would the other two be?
 

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
Yamashii rolled 2 6-sided dice: 6, 5 Total: 11 (2-12)

Yamashii

PostPosted: Tue Nov 21, 2017 12:35 pm
Quote:
HP: 19/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is punching zombos
how many left: 3
how many killed: 9
can auto-kill: 3

1/16 advances
0/3 minibosses defeated


Mahmud was probably used to a different kind of Cerpin than the one currently on board. He kept stealing glances at the redblood talking with Sascha. Technically they were 'on the same side' but her presence was unsettling. He had never gotten along with her after their initial meeting. It was embarrassing how much one moment from his childhood could still bother him this much tonight. He wrapped an arm around Mahmud's shoulders to ground both of them and keep that cocky persona on. He knew Mahmud had anxiety and these daywalkers weren't helping any.

"I got this. Don't worry." He squeezed the orangeblood before letting go and taking up the stance he'd learned from Keionx. Charging at the zombies, he swung a large sweeping horizontal slash at a chunk of them to slice them in half. Speed was never going to be his forte but he could bash through things with brute force. Turning to see a daywalker in his blind spot, he grunted and kicked at them to slam them back into the wall. Like hell was he going to show weakness in front of Aerona.

"C'mon, let's dance." Taunting the beasts, he let out a chuckle and wiped some of the gore off his blade. He was enjoying the violence. It helped vent his frustrations.
 
seekingCylem rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)
PostPosted: Tue Nov 21, 2017 12:50 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.

Sascha could hardly argue with that logic. He braced himself as Mahmud reported the veritable horde of zombies rounding the corner.

Cerpin, however, was quicker on the draw. He took his blade to the tightly-grouped daywalkers, cleaving more than half of them. Sascha cackled. "Leave some for the rest of us!" He crowed, charging in after.

Sascha dodged the broad stroke of Cerpin's sword to sink his bladed fist into the head of one of the few remaining zombies. He whipped his arm back to his side, causing the unfortunate monster to be thrown sideways into its companion. Sascha followed up with another quick succession of punches. The last of the daywalkers hit the floor separate of their respective heads.

Sascha walked over the bodies for good measure. "Let's look alive, troops!" He called back, clinking his knives together above his head.

Sascha does 7 damage!


Zombies Remaining: 0
Minibosses Slain: 0/3
Ship Advancements: 1/16  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Sypon rolled 1 6-sided dice: 5 Total: 5 (1-6)

Sypon
Vice Captain

PostPosted: Tue Nov 21, 2017 1:03 pm
Aerona
19/20
Military Weapon +1!
Adept Agility B Trinket

“Well done, boys.” Aerona commented. Seeing their gusto had her arms crossed across her chest. Cerpin had grown so much - needless to say she mostly avoided him in the rebel settlement, so his height and vigor were something to be feared. And his gusto towards violence was also a bit fearful. Classic purpleblood.

Aerona pulled her braid behind her shoulder and bust into laughter as Sascha joked. “Oh my god, ahaha…”

She proceeded down the hallway.  
penemueIntuition rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 21, 2017 1:10 pm
        Mahmud Seshat: 19/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


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


        .


        Okay woah. Woah woah woah woah woah They just... creamed those daywalkers like they were... well.... okay so words maybe escaped him at the moment, but there was no denying that was kind of... frightening. Cool, but frightening. A part of his thinkpan kept trying to play with the idea of "if Cerpin was ever mad at me...", but he quickly shoved that aside.

        "So uh... you guys... all know each other, hunh?" he finally managed to muster, "Just because you all like... yeah." Wow. Articulate as hell. Great going, Mahmud. "Kinda cool... have... you been on ships together before?" The more he talked, the more he could feel that awkward tension in the air (or was it just him)?

        As they were continuing to walk by, Mahmud stopped at a door and looked at it. Aaah yes, doors. Truly his mortal enemy by now. Every single one he had came across on his last ship had some sort of booby-trap involved. Alarms, poison gas... "Lets... keep walking, I think."

        Yeah. It'd probably be best not to touch that one. Just in case.
 

penemueIntuition

Magical Bro

23,000 Points
  • Invisibility 100
  • Sausage Fest 200
  • Nudist Colony 200
Yamashii rolled 1 6-sided dice: 5 Total: 5 (1-6)

Yamashii

PostPosted: Tue Nov 21, 2017 1:28 pm
Quote:
HP: 19/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is advancing down a corridor and finds a closed door
3/16 advances
0/3 minibosses defeated


Maybe this was what Deimos had been talking about earlier. Letting people matter to you could put you in some real s**t spots. Mahmud staggered through his words and fell quiet as tension hung in the air. Maybe he should've told his roommate more about these people earlier. Rubbing the back of his neck, Cerpin wasn't sure how to answer this without revealing things he didn't want Sascha or Aerona to know about.

"Aerona's a-" He shot the redblood an uncomfortable glance, "Old friend. It's complicated." What an understatement. How did you explain that you were allied with someone while also being terrified they were going to stab you in the back once you turned around? Her highblood hatred had not gone unnoticed. In someways, it only fueled his isolation from the rest of his lowblooded friends. Mahmud stared at the door with an expression of distrust and Cerpin steered him away from it with a hand on his shoulder.

"And Sascha's just some loser trying to take my stage. Hey, check that out-" He let out a laugh, trying to lighten the mood. Oh look, a convenient distraction, another door! He rapped on it with his fist. Anybody home?
 
seekingCylem rolled 4-sided dice: Total: 0 (-0)
PostPosted: Tue Nov 21, 2017 1:42 pm
LOL  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
seekingCylem rolled 1 4-sided dice: 2 Total: 2 (1-4)

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
PostPosted: Tue Nov 21, 2017 1:43 pm
Sascha determines the state of the door... It's trapped!


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.

Sascha looked back at Mahmud. The guy seemed flinchy, but with the nature of the rest of the crew, Sascha was hardly concerned with a bit of nervousness slowing them down. He was beginning to learn not to be surprised that Cerpin knew everyone on Alternia. However, Aerona was a bit of a curve ball. He looked over to Cerpin in interest.

Sascha's eyes flickered back to Aerona upon hearing the word "complicated." He waggled his eyebrows suggestively. Aerona's feelings towards highbloods were hardly complicated. Sascha hoped dearly to hear more of that backstory at another time.

His attention flipped back to Cerpin with a bewildered stare. "Very funny," he said, recovering with a smirk. "I must've done all that plugging for your club for funsies while on Superstar."

Sascha stopped in front of the door. Automatically, he made to open it, but stopped with his hand on the handle. It wasn't locked, but Sascha had learned by now that didn't always mean they were welcome to enter. His face stung with the ghostly memory of those acid nozzles.

"I'm pretty sure this just goes to an ablutionblock or something. Let's keep going."

Minibosses Slain: 0/3
Ship Advancements: 3/16  
Sypon rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Tue Nov 21, 2017 1:59 pm
Aerona
19/20
Military Weapon +1!
Adept Agility B Trinket

“Aw, your lordship, it ain’t that complicated. We’re buddies. We go way back. You’re harmless.” Aerona winked at Mahmud.

“Oh my gog, I saw that on the grubtube. Amazing stuff, Nova. Surprised you didn’t get in the spotlight, Crownie - guess you can’t really say he’s taking your stage when you don’t even get up on it yourself. Plus, he’s the one in charge here.”

She revelled in the fact that Sascha was leader - even though he was a royalist, through and through. Aerona coughed lightly in reminding herself that - technically, she and Cerpin were on the same side. Sascha was not.


Aerona stopped to consider the hallways and nodded along with Sascha. “You know, it’s not a half-bad idea to avoid these rooms. This place is a death trap. We should seriously start considering rigging this baby to blow.”  

Sypon
Vice Captain

penemueIntuition rolled 6 6-sided dice: 5, 5, 3, 5, 1, 6 Total: 25 (6-36)

penemueIntuition

Magical Bro

23,000 Points
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  • Sausage Fest 200
  • Nudist Colony 200
PostPosted: Tue Nov 21, 2017 1:59 pm
        Mahmud Seshat: 20/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


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


        .


        Mahmud: please don't tell me you guys met in an ablutionblock...
 
penemueIntuition rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Tue Nov 21, 2017 2:03 pm
        Mahmud Seshat: 19/20 HP
        Artifacts:
        Boots, Defense type A (novice)
            style A -2 damage taken, 3x per battle., used 0 times


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


        .


        Mahmud couldn't help but smile and laugh a little bit at Aerona's wink, relaxing a bit. "Oh he's harmless, alright..." he said, a small snicker bubbling out of him. :Its okay... I know how to put him to sleep in a heartbeat. Can't harm nobody then." Talk to Cerp about redoing the sheet rock again, he'd probably be out like a light.

        Nova, Nova... wait, "Nova?! Like, THE Nova?" Admittedly, Mahmud couldn't have possibly recognized someone from an incredibly small grubtube built into a microwave, but... "So you're the guy Cerp went on about, the one he was sponsoring!" It was as if a light switch had flicked, and Mahmud was suddenly bright and cheery in demeanor. "Nice to meet you finally!" Truth be told, he wasn't exactly star-struck. Rather, he was more excited to finally meet some of the folks Cerpin hung out with. "Not that you aren't cool too he quickly added, looking apologetic towards Aerona. "Just--"

        He trailed off, as there was a mysterious sound coming from further down the hallway. "Wait." There was a firmness in his voice that was uncharacteristic of him, compared to the shakiness of before. Funny, how becoming more comfortable with a group could do that for him. Slowly he stepped down the hallway and listened. Then, he got a bit closer, before backing up. "Daywalkers" he stated.

 

penemueIntuition

Magical Bro

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

Yamashii

PostPosted: Tue Nov 21, 2017 4:34 pm
Quote:
HP: 19/20
Military Grade Weapon
Novice Tactics
Training Leadership

Cerpin is counting zombos
how many zombos? 3!
4/16 advances
0/3 minibosses defeated


It wasn't supposed to bother him that Sascha was in charge. They were friends. He was a capable soldier who'd led a number of missions by now. Cerpin was a rebel. It was fine for a lowblood to order him around. Right? But somehow, it still ate at something inside him, especially when it was Aerona poking at that sore spot with a s**t eating grin on her face. She knew he couldn't protest about it or he'd be labeled a 'typical highblood, not one of us after all'.

"At least I have a permanent stage." Cerpin grumbled in response to the Superstar talk. He already knew she was likely thinking 'yeah, one you built yourself, dumbass' but he didn't care. Sascha had lost in the end to Autumn. The Chittentown venue was a small rebel victory over the royalists, even if they didn't know it yet. Participating in the contest himself would've been too risky even though he'd cursed at the fact alone in his hive for a few nights. Glamour and glory were hard to reach when you had to lie low.

"Hey, shhh, I didn't talk about him that much-" Cerpin trapped Mahmud in a headlock and covered his mouth with a mixture of laughter and embarrassment. The two of them looked up to see daywalkers shuffling towards them.

"Eh, it's not that many. We'll be fine."
 
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