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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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KitsuneAura


Magical Detective

PostPosted: Sun Nov 19, 2017 1:41 pm
Sea Gooseberries
Commander: Lorata Gorgos
Squad: Amonee Brycer, Punkie Vielli, Nucleo Glatte

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 1d4 and advance through the ship:

If you have rolled on this and/or the alarms advance table 10 times, on the 11th 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 ...

11th 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 10 times, on the 11th 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 ... 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 1d6 damage!

2 - The room beyond is filled with a laser sensitive grid, dealing 1 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 1d4(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. ... Shambling... (+1 on accuracy rolls)

2. ... Grotesque... (-1 to all attacks)

3. ... Rotting... (+1 to all attacks)

4. ... Skeletal... (-1 on all accuracy rolls)

[b]Dice 2[/b]

1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item)

2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage)

3. ... Disemboweled... (-5 miniboss HP)

4. ... Swift... (players take 2x the amount of damage on their first turn)

[b]Dice 3[/b]

1. ... Daywalker Captain!

2. ... Zombie Gerbil Pack!

3. ... Mutated Daywalker!

4. ... Undead Slime Lusus!

[size=18][b]MINIBOSS STARTING HP: 20/20[/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 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 second 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 1d4 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.

Published by Google Drive–Report Abuse–Updated automatically every 5 minutes  
Micillia rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sun Nov 19, 2017 1:45 pm
Punkie Vielli
HP: 20;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


This was Punkie's first mission, and boy oh boy was she excited. The juggalo said with a salute. She had met Lorata before, and the seadweller was no less impressive and commanding. "Its a goddamned pleasure to be serving such a finjestering b***h as yourself!"  

Micillia

Dapper Duck

KitsuneAura rolled 1 6-sided dice: 3 Total: 3 (1-6)


KitsuneAura


Magical Detective

PostPosted: Sun Nov 19, 2017 1:47 pm
Lorata starts to follow Punkie and then remembers how scouting works and doesn't.

(voiding this roll)  
KitsuneAura rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 19, 2017 1:49 pm
"I'm so glad to have you here, Punkie! I'm counting on you!" Of all the many contestants Lorata had sponsored, the juggalo had certainly been among the best. None of the other ones had ever brought her pie, after all. "And I'm glad to have you two back again as well." Lorata smiled pleasantly at Amonee and Nucleo before nodding towards a hallway. "Shall we get started?"

(Advancing without a door)
 


KitsuneAura


Magical Detective

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

Yamashii

PostPosted: Sun Nov 19, 2017 1:51 pm
Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee is checking out the hallway
1/11 advances
0/2 minibosses defeated


"Punkie!! I'm so excited to see you!" Amonee loved hanging out with that high energy ball of fun, she was a good mood booster in scary places like these. He was determined to get through this ship without any tears. He had Nucleo and Punkie, what could go wrong? And Lorata had seemed like a capable leader before. It was going to be a good day.
 
Micillia rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Sun Nov 19, 2017 1:55 pm
Punkie Vielli
HP: 20;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


6 Zombies

"Its so ******** good to see your bitching face!" The juggalo continued, "Ive been missing your a**--" Punkie looked up, interrupted. Something... was coming. They shambled over, entering her line of sight. The juggalo was silent for a moment, letting go of Amonee, her eyes fixated on the shambling corpses. "WHAT THE ******** ******** ARE THOSE?!?!" Her grin turned aggressive. Whatever they were, they were ruining her reunion!  

Micillia

Dapper Duck

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

Doutei

PostPosted: Sun Nov 19, 2017 1:58 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo attacks the zombies but fails
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


There was a sudden boom and the entire ship lurched downwards. It was like something passing by had collided with the ship and then continued onwards. Another pod on another mission must've clipped them passing by. It caused everyone to stumble or fall, including the zombies.

"Whoooaaa!" Nucleo yelped as a zombie collided with him against both of their wills. They flailed as they both tried to get up at the same time, causing both to fail. Dang it!
 
KitsuneAura rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)
PostPosted: Sun Nov 19, 2017 2:00 pm
HP: 19/20

"Oh!" Lorata had forgotten that there might still be soldiers who weren't prepared to come face to face with the zombies in these ships. She'd already killed so many. "They're just daywalkers. Don't worry too much about-" The ship seemed to suddenly pitch and she staggered, losing her balance. Turbulence? This wasn't supposed to happen in space!?

She managed to keep some of the daywalkers at bay with a sweep of her partisan, but it was hard enough to stay on her feet.

(Lorata autokills 3 zombies)
 


KitsuneAura


Magical Detective

Yamashii rolled 2 6-sided dice: 1, 6 Total: 7 (2-12)

Yamashii

PostPosted: Sun Nov 19, 2017 2:02 pm
Quote:
HP: 19/20
Military Grade Weapon
Training Troll Relations

Amonee is punching zomboys
1/11 advances
0/2 minibosses defeated


"Yes, it's been too long! I-" The jadeblood beamed at the orangeblood before she announced the arrival of some unwanted guests. As he lifted his weapon, the ship jolted out of place and sent him crashing to the floor. What the heck was that? Were they under attack? Memories of the ships in the logs came to mind and he stared at the walls in wide eyed panic. No, that had been sweeps ago, it wouldn't happen again now, right? The zombies bounced around the walls as well before finally stabilizing and resuming course to attack them.
 
Micillia rolled 2 6-sided dice: 1, 1 Total: 2 (2-12)
PostPosted: Sun Nov 19, 2017 2:02 pm
Punkie Vielli
HP: 19;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


3 zombies

They jerked this way and that, seeming to be moving in some sort of high level dodging mechanic. She glared at them, gritting her teeth in her smile. She stabbed for one, and it seemed to just jerk out of her range, frustrating the juggalo. "What sort of ******** madness is this?!"  

Micillia

Dapper Duck

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


KitsuneAura


Magical Detective

PostPosted: Sun Nov 19, 2017 2:04 pm
HP: 18/20

Lorata kills the last three

Lorata fended off the last three zombies, pressed a hand to the wall of the ship to steady herself, and reached for her communicator. "Headquarters? What's going on out there?" Maybe she shouldn't have made it such an aggressive sounding question but this was definitely not something that should have been happening. After a moment she made a face, and looked at the others. "Just a bit of an accident. We're clear to keep moving."  
Yamashii rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 19, 2017 2:18 pm
Quote:
HP: 18/20
Military Grade Weapon
Training Troll Relations

Amonee is advancing down a hallway
2/11 advances
0/2 minibosses defeated


"Yes, of course, Sergeant." Amonee nodded once Lorata gave them the all clear that it was safe to keep moving. She was so smart to think of contacting people back at the base. He felt a lot better now and motioned down an empty hallway to check out next. Maybe they'd find something interesting down here. Or at least, hopefully nothing dangerous!
 

Yamashii

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

Doutei

PostPosted: Sun Nov 19, 2017 2:19 pm
Quote:
HP: 18/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo looks for an open door
Nucleo is using his clones!
4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.


Nucleo was curious to know if Punkie was doing well after her gig on super star. Her acts had been really flashy and entertaining! He still has punkins growing in his yard from when they'd met. Wasn't Amonee in some sort of gardening club with her too?

"Say, what have you been up to lately? Besides this!"" He decided to ask as they walked. He walked through a random door because he wasn't paying attention.
 
Micillia generated a random number between 2 and 16 ... 5!
PostPosted: Sun Nov 19, 2017 2:28 pm
Punkie Vielli
HP: 18;
Attack: 1D6+1;
YTMA training Academics, Novice Agility, Novice Endurance


Broken Scanner
the battery is almost dead, but it still works. 1 use, alerts a party to a trap behind a door. roll 1d4 to try and disarm it, succeed on a two three or four.

Punkie looked at Lorata gratefully. It was good to have a leader who knew what she was going, and Lorata was just one of those! Punkie could not help but imagine what a wonderful juggalo the sea dweller would make. She reverently placed the item she had found into the sea dweller's hands. "For thyn goddamned divine finjerster." She proclaimed before passing it over, and beaming with pride.  

Micillia

Dapper Duck

KitsuneAura rolled 1 4-sided dice: 2 Total: 2 (1-4)


KitsuneAura


Magical Detective

PostPosted: Sun Nov 19, 2017 2:30 pm
Lorata advances and finds a door (3/10)

Lorata still found much of the juggalo language to be a bit baffling, but she was as always appreciative of any gesture of respect towards herself. She accepted the broken scanner very graciously, not even sure what she would do with it. "A good find, Punkie! I'm sure we'll find the perfect use for it!"  
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