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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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KitsuneAura


Magical Detective

PostPosted: Thu Nov 23, 2017 9:02 pm
Commander: Lorata Gorgos
Squad: Nucleo Glatte, Amonee Brycer

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  
KitsuneAura rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Thu Nov 23, 2017 9:03 pm
(Lorata advances!)

"So," Lorata drew out conversationally as she walked across the cargo bay to reach the nearest of the corridors. She couldn't be entirely certain the layouts were identical, but she felt confident the control room could be reached eventually down this pathway. "Do you two always work together?"
 


KitsuneAura


Magical Detective

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

Yamashii

PostPosted: Thu Nov 23, 2017 9:06 pm
Quote:
HP: 20/20
Military Grade Weapon
Training Troll Relations

Amonee is checking the hallway and finds zombos
1/11 advances
0/2 minibosses defeated


"I guess you could say we're together most of the time." Amonee scratched at his neck awkwardly. It was sort of embarrassing for it to be pointed out so blatantly. Nucleo probably thought he was being too clingy since he always hurried to tag along. But the jadeblood couldn't help but stick close to his friend. After all, they had so much in common!

"We have a lot of mutual friends that hang out together a lot too. You should meet them sometime, come by Busthind!" He chattered on, turning to face her and walk backwards. He didn't notice the zombies behind him coming up.
 
Doutei rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Thu Nov 23, 2017 9:20 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

12 zombies appear
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.


"The Nightly Grind welcomes you anytime." Nucleo added with a sheepish smile. He flushed at her comment about them always being together. It was true, now that he thought about it. The greenblood glanced over at Amonee for a moment. They spent more time together than they did with any other trolls. He'd never really thought about it before but now that Lorata had mentioned it... what was that about? Watching the jadeblood chatter so happily and warmly made him smile. Then frown. He'd never really thought about what Amonee was to him. Just a friend right? What was going on?

As he contemplated this, a dozen zombies approached!
 

Doutei

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


KitsuneAura


Magical Detective

PostPosted: Thu Nov 23, 2017 9:28 pm
Quote:
Lorata HP: 19/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Agi B (2/2)


auto kill 3
9 remain


"I can understand that," Lorata replied, smiling and nodding agreeably. "And that sounds lovely! I keep meaning to visit Busthind, especially since Austri lives there and I'd love to see her hive, but there's just always so much to be done in the city. Is it true what they say about how cold it gets up there?"

She made a face as zombies appeared, but hurried forward to help attack before they got to Amonee.
 
Yamashii rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)
PostPosted: Thu Nov 23, 2017 9:30 pm
Quote:
HP: 19/20
Military Grade Weapon
Training Troll Relations

Amonee is punching zombies
he missed
1/11 advances
0/2 minibosses defeated


"Don't worry, I can do this! I'll be a hero for you, Lorata!" Amonee beamed playfully, preparing a solid swing at the zombies. It probably wasn't noticeable to the others but he'd spent some time at the training grounds after his last ship trying to practice his aim. He knew he was supposed to practice non-violence but if he needed to protect himself, he wanted to be able to hit without worrying about missing. Sometimes you only got one shot!

So it was incredibly disappointing that his club went flying out of his hand and smashed into some strange looking machine on the ceiling. The weapon came crashing back down without even hitting any zombies. Amonee flushed, then pouted, embarrassed by what had just happened. Hopefully they could all just ignored it and move on.

Slowly, the world began to tilt.
 

Yamashii

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

Doutei

PostPosted: Thu Nov 23, 2017 9:31 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo misses!
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 took two steps and swung hard before his third step slipped out from under him. Where had the floor gone?

"Whoa!" The greenblood yelped, crashing down. He tried to kick at the approaching zombies to fend them off while wondering why he'd made such a clumsy move! Looking up he wondered if the room was spinning because he'd hit his head... or was it actually spinning?

"Something's wrong!" He cried out to warn the others, a little too late.
 
KitsuneAura rolled 2 6-sided dice: 3, 1 Total: 4 (2-12)
PostPosted: Thu Nov 23, 2017 9:32 pm
Quote:
Lorata HP: 18/20
Military Weapon +1
YTMA Pins:
Novice Leadership, Training Academics
Trinkets:
Adept Artifact - Off A (3/3) , Adept Trinket - Agi B (2/2)

autokill 3
2 damage
4 remain


Somehow these zombies were a little harder to deal with than the usual. She was able to line up hits just based off the way the creatures moved towards Amonee and Nucleo, but otherwise her attacks weren't quite right. Was she a bit off balance? Was the gravity in this ship compromised just a bit?
 


KitsuneAura


Magical Detective

Yamashii rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)

Yamashii

PostPosted: Thu Nov 23, 2017 9:46 pm
Quote:
HP: 18/20
Military Grade Weapon
Training Troll Relations

Amonee is punching zombies
2 killed
2 left
1/11 advances
0/2 minibosses defeated


"Whoaaa!" Amonee yelped, trying to swing and slipping on the ground. He still managed to crash into some of the zombie and send them toppling over at least. He felt somewhat sick, as if the room was slightly spinning somehow. Lorata's attack had also gone somewhat ungracefully which made him wonder what was going on. He pulled himself up on his feet and reached to steady himself on a wall.
 
Doutei rolled 2 6-sided dice: 6, 1 Total: 7 (2-12)
PostPosted: Thu Nov 23, 2017 9:49 pm
Quote:
HP: 18/20
Damage: 1 + 1 = 2
Military grade weapon: +1
Novice Agility Style B: 1/1

0 zombies remaining
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.


"I'll get them!" Nucleo called out about the remaining two zombies, finally rising to his feet. The barista watched the ground more carefully as he dashed after them, and at a slightly slower pace than before. He closed the distance easily and pummeled the daywalkers down. Catching his breathe, he distinctly began to feel a little nauseated. Erg, that wasn't a good sign. He walked over to meet he others, a hand on the wall to keep his balance.  

Doutei

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


KitsuneAura


Magical Detective

PostPosted: Thu Nov 23, 2017 9:50 pm
Lorata advances

Lorata became even more sure that something was off about the ship as she made her way further along the corridor after the battle. She'd been walking straight down the middle of corridor, but now here she was so close to the wall she could reach out and lean on it easily. "Careful," she announced, sliding a hand along it as she went as if to keep her balance. "I think our docking may have sent us into a slow spin."  
Yamashii rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Thu Nov 23, 2017 9:51 pm
Quote:
HP: 18/20
Military Grade Weapon
Training Troll Relations

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


"I think you're right! It feels like we never stop moving..." Amonee nodded in response to Lorata. She was so smart! He had thought maybe he was starting to hallucinate from space madness. The three of them advanced further down the hallway and he pointed to an open door that stood out from the rest.

"Maybe we can take a break in there and see if the movement slows." It looked fairly safe and free from zombies. If need be, they could always barricade the door. He just wanted a chance to let the spinning sensation disappear or at least crawl to a minimum. This was entirely too similar to some of the sci fi movies he'd seen on TV otherwise!

Good thing none of them were wearing red!
 

Yamashii

Doutei generated a random number between 2 and 11 ... 9!

Doutei

PostPosted: Thu Nov 23, 2017 9:56 pm
Quote:
HP: 18/20
Damage: N/A
Military grade weapon: +1
Novice Agility Style B: 1/1

Nucleo finds a Compressed Mystery Gas!
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.


"Good thinking." Nucleo nodded and followed Amonee inside. He wanted a chance to sit down and try to settle his stomach. Now that they were all in agreement that something was wrong with the ship's orientation, he felt a little better that he wasn't imagining it. It was still concerning but everything was more manageable with an explanation. He entered the room and leaned against on of the chairs while everyone poked around. As he did, his hand brushed the nearby table and he felt a small container. He recognized it as something he'd seen before and pocketed it. The missions had taught him that these gas containers were useful- especially since HQ had mentioned them being able to revive unconscious trolls. If he or any of the others passed out during this mission, they'd have this to fall back on.  
KitsuneAura rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Thu Nov 23, 2017 9:57 pm
Lorata advances

The lean of the hallway was even more noticeable just moments after she'd announced it. How long until they were walking on the ceiling instead of the floor? Would it negatively effect the mission? Headquarters hadn't seen fit to tell her about it so it couldn't have been too bad a problem. They could overcome it.  


KitsuneAura


Magical Detective

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

Yamashii

PostPosted: Thu Nov 23, 2017 9:58 pm
Quote:
HP: 18/20
Military Grade Weapon
Training Troll Relations

Amonee is checking the hallway
3/11 advances
0/2 minibosses defeated


"Somehow it's like we're in an art piece." Amonee mused out loud as they began to walk on the walls instead of the floor. It was kind of cool in a way, also pretty terrifying. But there was something beautifully artistic about it. Maybe he could work this into a painting somehow. If only he could set up shop on an already claimed ship and make a picture from that instead of these ones crawling with zombies.
 
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