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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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nepsah

Malevolent Mage

PostPosted: Tue Nov 14, 2017 9:26 pm


Stars, Stripes, and Splatters!
Commander: Deimos
Team: Engrav, Caiden, and Eilidh



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.
nepsah rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Tue Nov 14, 2017 9:29 pm


VOID NEP'S GETTIN AHEAD A THE GAME;;;

nepsah

Malevolent Mage


Buzzwulf

PostPosted: Tue Nov 14, 2017 9:33 pm


Engrav's fingers slip a bit!
Buzzwulf rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 14, 2017 9:36 pm


Engrav Scouts Ahead!


HP: 20/20

Engrav looked to his companions, then back to the twisting ships corridors. He shivered just a little. Only the thin skin of the ships exterior kept them from the vacuum of space. The area ahead split into two paths, and he held up a hand for the group to stop for a moment. Looking ahead, one of the passages looked to be blocked by wreckage. "Uh." Engrav paused, looking at the twisted metal. "Maybe we should head a different way."

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


Advancement: 1/11
Minibosses: 0/2

Buzzwulf

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

Micillia

Dapper Duck

PostPosted: Tue Nov 14, 2017 9:38 pm


Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to dodge roll 2 times per battle;
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden was so much more excited this time around. He had Engrav, he had Eilidh, and he had this nice looking star troll! Life was great. "Its so great to see you guys! Im so glad to be here with you guys!" Caiden said loudly, flirting between the two trolls, making sure to drape himself over each of them.
Micillia rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Tue Nov 14, 2017 9:38 pm


Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to dodge roll 2 times per battle;
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden turned to the new troll, the star troll. "Hi! Im Caiden! How are you? Whats your name? What do you think about this space stuff? It sure is cool, right?" Caiden rambled on, flailing his arms around in excitement. His mood had been raised enormously. There was his friend Engrav, his other friend Eilidh, and now his new new friend, who he didnt know the name of yet.

Micillia

Dapper Duck

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

Micillia

Dapper Duck

PostPosted: Tue Nov 14, 2017 9:39 pm


Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to dodge roll 2 times per battle;
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


6 zombies

Caiden let out a small yelp as the zombies came near. They were coming on hard, that was right. Who many was that... what?! 6 zombies?! Caiden was having none of that. He turned away from them, ready to book it, when he faced all his friends. He couldn't just book it... that would be leaving his friend behind, and that was a huge no no for this brownblood. He gulped and turned to face the Zombies again.
nepsah rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Tue Nov 14, 2017 9:41 pm


Deimos attacks the zombies!

HP: 19/20


This ship seemed a little more... worse for wear on the inside than the last one he'd been in. Despite the clear corridor, a familiar sound of shuffling put him on alert. He moved ahead of the group, readying his mace as the group of zombies came into view. "Zombies incoming, six of 'em." He swung at the first one, managing to take it out before losing his balance on a few papers he hadn't seen on the ground. He careened out of the way of the remaining five, but not before getting hit by one of them on the way off to the side.

Remaining Zombies: 5


Advancement: 1/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 0/6]
Tactics (training now) USING

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses


nepsah

Malevolent Mage

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

Micillia

Dapper Duck

PostPosted: Tue Nov 14, 2017 9:41 pm


Caiden Banksy Acrlic Brushe
HP: 20;
Attack: 1D6+1;
Power Adept Agility A, +2 to dodge roll 2 times per battle;
Adept Def B (Nulify last damage 2x);
YTMA training Discipline,


Caiden was just kinda going along, doing his best as he spaced out. Ha, spaced out, in space. Look at that. It was cute and silly, and just the kind of thing that would make the brownblood smile happily. Sadly, their were zombies. More than Caiden would have really wanted, cuz see, Caiden wanted zero zombies.
Buzzwulf rolled 2 6-sided dice: 1, 4 Total: 5 (2-12)
PostPosted: Tue Nov 14, 2017 9:42 pm


Engrav could hear a commotion from the rear of the party, but he couldn't tell what was going on. He tried to turn around in the tight corridor, but he wasn't able to get past the press of trolls. "Oh, Uh... I'll keep an eye out in this direction. Get em, Deimos!"

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

Buzzwulf

Hobo Pixi rolled 2 6-sided dice: 6, 6 Total: 12 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Tue Nov 14, 2017 9:49 pm


Eilidh followed behind her group, unsure what to expect. As they looked into a room, zombies noticed them. A battle? Oh no, this wasn't something the tealblood was ready for! She watched as her party attacked the creatures, each taking damage. Eilidh sucked up her fear and attacked the zombies! She took out all the zombies with friendship... friendship being her honeycomb stick!

Eilidh RĂ²sach
HP: 19/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
nepsah rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 14, 2017 9:50 pm


Deimos scouts down the hall...

HP: 19/20

What a mess that all was... "Thanks... uh... Eilidh..?" He squinted at the other tealblood, trying to remember her name. Man, he was bad with names. "Let's keep moving... before more of 'em show up." He looked the others over, noting that no one seemed particularly worse for wear, then started down the next hallway.

Advancement: 2/11
Minibosses: 0/2



Quote:

Training Pins:
Novice Agility [Cooldown 6/6]
Tactics (training now)

Inventory:
Trinket: Novice Offensive Type B - 1/1 uses


nepsah

Malevolent Mage

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

Buzzwulf

PostPosted: Tue Nov 14, 2017 9:58 pm


Engrav leads the group ahead!


Engrav felt bad for skipping the last fight, so he volunteered to push the group ahead. He thought he had a rough idea on how these ships were constructed now- hallways leading inexorably towards the cockpit, which was where he was trying to head. The yellowblood lead the group down another corridor, pretty sure it was empty.

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


Advance 2/10
Buzzwulf rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Tue Nov 14, 2017 10:00 pm


Yup. Another empty corridor. Engrav was positive that they were heading the right way now, but the lights in the corridor were starting to dim. He paused for a moment at the head of the small group as growls began to filter from down the hall and the vents in the passage.

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


advance 2/10

Buzzwulf

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

Buzzwulf

PostPosted: Tue Nov 14, 2017 10:01 pm


Rainbow drinks shambled down the hall in a disorganized mess. Engrav gave out a little squeak as their grasping hands closed on the front of the party. A half-dozen walking corpses grabbed at the yellowblood's clothing, pulling him close.

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


there are six zombies remaining.
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