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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Micillia

Dapper Duck

PostPosted: Tue Nov 14, 2017 11:50 pm
Swarming Class Exploration [copy-paste all this!!]

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  
leon_a_darkangel rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Tue Nov 14, 2017 11:55 pm
HP: 20/20
Result: Did not find a door

Glancing between Static and his redmate he worried at his bottom lip. Exploring spaceships seemed alright...but he couldn't shake the uneasy feeling. Rubbing his arm slightly his gaze flickered towards a pathway.

Unsure where to go, he could not seem to find a door of any kind.
 

leon_a_darkangel

Dedicated Supporter

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Tue Nov 14, 2017 11:58 pm
HP: 20/20
Result: You come across some shuffling bodies...!

The familiar sound of the undead alerted Xavier to the very real danger they were in. His pumpbiscuit thudded loudly. The color drained from his face as he fumbled for his weapon. Xavier looked wide-eyed as he tried to take in several small little breathes in order to calm himself. This was no time to panic! He had faced down daywalkers before...although his lusus had always been at his sie.

This whole space exploration seemed nuts suddenly.
 
leon_a_darkangel rolled 1 4-sided dice: 2 Total: 2 (1-4)
PostPosted: Wed Nov 15, 2017 12:00 am
HP: 20/20
Result: Rolling for body count (x6)

Turning down the first hallway came up with nothing in terms of doors...however, the undead had locked onto their current position. Six daywalkers to be exact had begun to shuffle towards them. Xavier stared at them for a moment as fear made him uneasy. Some reached..others simply shuffled.

The scent was the least of their problems, but it didn't make the situation any better.
 

leon_a_darkangel

Dedicated Supporter

Hobo Pixi rolled 2 6-sided dice: 2, 6 Total: 8 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Wed Nov 15, 2017 12:01 am
Eilidh Ròsach
HP: 19/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh looked at Xavier and Static, unsure why she opted to go to another spaceship. Why were her friends so.... so adventurous in the scariest of ways? With a cautious look, she followed the other two trolls down the hall. There wasn't a door or anything like the last ship she was in. As they turned the corner, Eilidh groaned as she saw the zombies. She immediately tried to swat at them with her weapon... completely missing.  
Micillia rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)
PostPosted: Wed Nov 15, 2017 12:02 am
Static Charge
HP: 19;
Attack: 1D6;
Power Adept Agility B, Declare and use x2 attacks in your bonus attack post.
YTMA training Academics, Novice Strength


It was a new ship, a new crew, and a new go. Static felt a little better this time. He had kinda gotten the hang of things, of leading, or fallowing, either was okay it was just the fact of getting through it all. "H-hello!" Static started, only a little nervous. "Ill be your captain today, and, um, well i hope we can all get along, do this right, and, uh, have a good time?" Static said the "good" part hesitantly.  

Micillia

Dapper Duck

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

leon_a_darkangel

Dedicated Supporter

PostPosted: Wed Nov 15, 2017 12:04 am
HP: 19/20
DMG: 0 DMG
Training: Discipline (1d6+1)

"It's a pleasure to meet you, I will do what I can towards the success of our mission together." Xavier inclined his head politely.

Xavier gripped his glaive, holding it at the ready as the shuffling bodies came towards them. The appearance of the creatures made his eyes widen in horror. "A..alright I wasn't..expecting those." The jadeblood opened and closed his mouth, as he tried to swing at the nearest one to him.

He came up short as he hit nothing but air.
 
Hobo Pixi rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)
PostPosted: Wed Nov 15, 2017 12:07 am
Eilidh Ròsach
HP: 18/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Eilidh looked to the other trolls, noticing that they also missed hitting the zombies. Fear hit her when the undead creatures hit each of them. With a bit of anger, the tealblood moved to two of the zombies and bashed them with her 'friendship.' "TAKE THAT!" She yelled at them, looking at what zombies were left.  

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
Micillia rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 12:08 am
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


Alright, this was it, zombie time. Static had trouble with these, mostly just because looking at their undead, greasy, falling apart bodies made him a little.. well it wasn't a good thing. Queasy feeling, yucky feeling. He looked back at his team mates, seeing how they were faring. Not much better, but, well, not much worse. It was probably okay, it was fiiine.  
Micillia rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Wed Nov 15, 2017 12:09 am
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


Asteroids are rocky worlds revolving around the sun that are too small to be called planets. They are also known as planetoids or minor planets. There are millions of asteroids, ranging in size from hundreds of miles to several feet across. In total, the mass of all the asteroids is less than that of Alternia's moon. Much like these ships, they hung out in space just chilling. Unlike these ships, there were no zombies on those.  

Micillia

Dapper Duck

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

Micillia

Dapper Duck

PostPosted: Wed Nov 15, 2017 12:10 am
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


Despite their size, asteroids can be dangerous. Many have hit Alternia in the past, and more will crash into our planet in the future. That's one reason scientists study asteroids and are eager to learn more about their numbers, orbits and physical characteristics. If an asteroid is headed our way, we want to know that.  
Micillia rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Wed Nov 15, 2017 12:11 am
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


9 zombies

Asteroids are leftovers from the formation of our solar system about 4.6 billion years ago. Early on, the birth of other planets prevented any planetary bodies from forming in the gap between out 3th and out 5th, causing the small objects that were there to collide with each other and fragment into the asteroids seen today.  

Micillia

Dapper Duck

leon_a_darkangel rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)

leon_a_darkangel

Dedicated Supporter

PostPosted: Wed Nov 15, 2017 12:13 am
HP: 17/20
DMG: 1 DMG
Training: Discipline (1d6+1)

Yet another pack of shambling undead. He couldn't help but feel a moment of remorse. These trolls had died in some fashion or another...yet now it did not matter. They had to protect one another. His friends were what mattered. Even if he didn't know Static, he would do what he could to keep him as well as Eilidh safe.  
Micillia rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Wed Nov 15, 2017 12:13 am
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


5 zombies left

As asteroids revolve around the sun in elliptical orbits, they rotate, sometimes tumbling quite erratically. More than 150 asteroids are also known to have a small companion moon, with some having two moons. Binary or double asteroids also exist, in which two asteroids of roughly equal size orbit each other, and triple asteroid systems are known as well. Yep, space right?  

Micillia

Dapper Duck

Hobo Pixi rolled 2 6-sided dice: 5, 1 Total: 6 (2-12)

Hobo Pixi

Divine Demigod

17,575 Points
  • Generous 100
  • Somebody Likes You 100
  • Tipsy 100
PostPosted: Wed Nov 15, 2017 12:14 am
Eilidh Ròsach
HP: 17/20
Attack: 1D6; Damage: 1d6
Power: Novice support style A (1/1)
Training Discipline (1d6+1)

Just as Eilidh thought that they were free of the undead creatures, they turned another corner to see NINE more! What the FLUCK! Why were there so many zombies!? There were way more than the last ship she boarded!? A whole nine though! Panic set some in the tealblood until she watched Static destroy a good chunk. Feeling a moment of bravery, Eilidh swung and took out one of the zombies.  
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