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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 10:52 pm
Quote:
The boarding vessel - the pod - is just large enough for four trolls to squeeze into. As the windshield slides up to block your view of the docking bay, you can hear the hum of machinery. The hum swells, then dips into the contented purr of technology and large lusii everywhere. The world is muffled behind your headset, and as the sound of the pod's engine fades, all you can hear is a voice in your sponge clots, counting down.

"Four, three, two, one."

With surprising smoothness, you're pressed back in your seat, and the world becomes a blur. Ahead of you, through the windscreen, you can see a hatch shoot open, and then you're rocketing through the void beyond.

"Target locked on. Engaging auto-pilot."

The voice in your ear is polite yet firm, and the pod swings around to fill your vision with the ring. Barely visible from the planet, it gains something different when you are closing fast. The huge circle of dark and silent ships drift past you, slowly circling the planet in an endless loop. As your pod rockets into the depth of the ring, a bright light flashes past your eyes and flares off to the side. The military has begun to shoot down confirmed derelicts, but your vessel's autopilot doesn't seem bothered. Instead, it guides your pod under hanging metal and over vast dead structures, eventually gliding closer to one ship that, from your eyes, is identical to the other hulks around. Slowing down, the boarding vessel turns to face giant closed doors on the side of the ship.

"Arrived at target. Attempting access."

Your vessel glides alarmingly close to the other ship before it's doors glide open a fraction, and your pod rockets through the small crack. The pod gives a small shudder as doors slide shut behind you, plunging your view into darkness. A moment later, a beam of sickly green light lights up on your helmet, and thin light strips along the floor of the boarding vessel give you back the vision you temporarily lost. At the same time, the pod comes to a halt with the same smoothness that it launched with. A heartbeat later, the windscreen slides back and your seat belts unlock with a click - the first sound apart from the voice in your ear that you've heard since you got into your vessel.

"Docking complete. Turning on local coms. Scanners show movement inside the ship. Good luck, and stay safe."


You 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.
 
Micillia rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 11:05 pm
Static Charge
HP: 20;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Static tried to look official. This was his time to shine, this was his time to command a team into the future and lead everyone to victory! "Hello, um, soldiers, er, volunteers. Ill be your captain for this expedition, and, uh, well, lets go do this thing!" Static tried to sound confident and competent. He could do this, they could do this. This would all end up great and there were defiantly no rebels or something like that to mess things up or make them harder.  

Micillia

Dapper Duck

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

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 11:06 pm
Static Charge
HP: 20;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Static marched on, leading the way. Leading like a leader! He frowned, luckily at the front of the group where no one could see his frown. Yep! To be a leader! He tried not to look behind himself, tried not to look nervous at all. Except for the yellowblood, all the trolls in his squad looked, well, knowledge and experienced. IT made him both nervous, and somewhat worried that he would disappoint them. Well, nothing he could do about it now!  
Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 12, 2017 11:07 pm
Static Charge
HP: 20;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


9 zombies total

Zombies! This was not what the blueblood had expected. Sure, some trolls had mentioned that it could be a thing, but could being a thing and actually being a thing were two different things here! The blueblood stammered a little, stepping back from the gruesome sight. "Uh, uh, Attack formation!" The blueblood stammered out. "Get ready team! Attackers coming in!"  

Micillia

Dapper Duck

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


KitsuneAura


Magical Detective

PostPosted: Sun Nov 12, 2017 11:10 pm
Quote:
HP: 20/20
Military Weapon
YTMA Pins:
Journeytroll Covert Ops, Endurance
Novice Strength
In Training Tactics
Trinkets:
Adept Artifact - Agi B
Adept Trinket - Def B


"Is that how it works?" Etsali followed along behind Static, taking in everything she could see of the corridors they were taking and comparing it to the scans that came across the visor every so often. "You're a Captain while you're leading a team?" Before she could get an answer, however, he was calling for an attack formation that she was sure hadn't been in the information packets.

That was fine. She'd had more experience with these things than she wanted. With a glance and nod at Ephias, she reached for a kunai and moved forward to attack.

Quote:
Ets kills 4 zombies
 
Green Minuet rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)
PostPosted: Sun Nov 12, 2017 11:15 pm
      Degrass Tysson

Health: 19
Military Weapon: +1
Defensive B Trinket: 1/1
Support A Artefact: 1/1
Novice Leadership, Grandmaster Strength

Nothing could bring down Ephias' good mood—nothing except for the power of gravity. He was in space. Actual space. At the outer limit of Alternia's atmosphere. In the big black. A part him felt like he was asleep and dreaming, but his dreams were never so pleasant. What he breathed was real. Where he walked was real. There was a lightness in his step that was not just reduced gravity.

The redblood was not even fazed by the appearance of the daywalkers. As they crawled out from behind the hatch, he unclipped his shears. He moved to join Etsali, back to hers. Working in sync, the two dispatched the zombies in a matter of moments.

Ephias wiped the blade of the shears on a cloth. “Where next?”

[ Ephias does 6 damage. No zombies remain. ]
 

Green Minuet

Greedy Trickster

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

Buzzwulf

PostPosted: Sun Nov 12, 2017 11:17 pm
THIS IS A VOID, CHIRP CHIRP  
Buzzwulf rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 11:19 pm
Engrav is Scouting

Quote:


Engrav Setlar
HP: 19/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops (Cooldown 0/10)



Engrav was a little bit worried. He'd joined this group at the last minute, just trying to find a group that wasn't full heading to space. Turned out that it didn't seem like they'd needed him at all. Also, he certainly hadn't been expecting the corridors to be full of waking rainbow drinkers. So that was fun.

A comm console caught his eye as the group walked past, and he paused for just a second. "Hey, hold up here. I might be able to get an idea of what's coming up next." He turned to the console and began to type feverishly.

[Advance 2/10: Engrav scouts ahead! He finds an empty corridor.]
 

Buzzwulf

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

Buzzwulf

PostPosted: Sun Nov 12, 2017 11:22 pm
Quote:

Engrav Setlar
HP: 20/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops



The camera panned along the corridor, showing it mostly empty aside from a slightly ajar hatch. Nothing too troubling. Engrav signalled the rest of the party to move ahead. Halfway down the corridor, however, there was a groan as rainbow drinkers began to shamble from the unattended doorway.

"Um." Engrav paused. "Ok, guys. Guys there's undead over there. We should go the other way."  
Buzzwulf rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sun Nov 12, 2017 11:23 pm
Quote:

Engrav Setlar
HP: 19/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops



Engrav stumbled backward, moving away from the shambling horde. There must have been at least a dozen of the monsters! he could see flesh peeling from teeth and gaping eye sockets. On his load-gaper, he shuffled backwards on all fours, trying desperately to escape the grasping hands of the undead pack.

Round 1: THERE ARE 12 ZOMBIES.
 

Buzzwulf

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

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 11:24 pm
Static Charge
HP: 18;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


Static hadn't seen zombies before. It, well, it really threw him off. It was a troll, or, well, it might have been a troll at one point, but now was not that point. Skin seemed to barely be held on, and dead muscle showed through the cuts, bruises, and wear and tear the zombies had obviously been through. It showed bone, worn bone grown grey almost black. It was, to say the least, quite a thing.  
Green Minuet rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)
PostPosted: Sun Nov 12, 2017 11:24 pm
      Degrass Tysson

Health: 18
Military Weapon: +1
Defensive B Trinket: 1/1
Support A Artefact: 1/1
Novice Leadership, Grandmaster Strength

Almost immediately after the yellowblood left to scout ahead, he came scampering back. A dense pack of daywalkers were in hot pursuit. As Engrav crashed to the floor, Ephias charged forward to intercept the zombies. He managed held them back for a few seconds, and then... and then they crashed over him like a tidal wave. Trapped beneath the rotting bodies, Ephias let out a snarl and furiously stabbed at someone's rib cage.

[ Ephias does 0 damage. 12 zombies remain. ]
 

Green Minuet

Greedy Trickster

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

Buzzwulf

PostPosted: Sun Nov 12, 2017 11:25 pm
Quote:

Engrav Setlar
HP: 18/20
Attack: 1D6; Damage: 1d6
Artifact: Novice support style A (1/1), Adept Defense style B (2/2)
In Training: Special Ops



The yellowblood tried desperately to bat away the grasping hands of a rainbow drinker, and ended up with a loing scratch for his trouble. He flailed at the monstrosity with his brass knuckles, but couldn't get enough purchase from his supine position to actually any damage.

"Guys, I think it's trying to eat me! Get it off get it off getitoff!"

Round 1: Engrav misses.
 
KitsuneAura rolled 2 6-sided dice: 3, 3 Total: 6 (2-12)
PostPosted: Sun Nov 12, 2017 11:26 pm
HP: 19/20
Military Weapon
YTMA Pins:
Journeytroll Covert Ops, Endurance
Novice Strength
In Training Tactics
Trinkets:
Adept Artifact - Agi B
Adept Trinket - Def B

"Woah woah woah!" Etsali rushed in to body check the zombie leaning over Engrav away from him. "You gotta keep your feet under you!" The last thing anyone wanted, she knew from experience, was to end up under a pile of these things. She knew Ephias could handle himself, but these other two kept freezing up! Holding a position between him and them, she took down another four.


Quote:
Ets kills 4 zombies
 


KitsuneAura


Magical Detective

Micillia rolled 2 6-sided dice: 4, 6 Total: 10 (2-12)

Micillia

Dapper Duck

PostPosted: Sun Nov 12, 2017 11:27 pm
Static Charge
HP: 17;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


2/12 zombies left

Static felt a little.. um, well, incredible unlucky. Here he was, between zombies and trolls he respected, and then in turn, wanted to impress. He had to be brave, he had to fight and show what a good leader he was. The blueblood turned back to the undead monstrosities. Static flinched back, zombies! Again! It was almost as if they lived here, or that plenty of trolls had died here in some freak accident.  
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