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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Melancholies

Springtime Teenager

PostPosted: Sat Nov 18, 2017 7:44 pm
Team; SHOTGUNS IN SPADES
Sarcel Cincil; Leader
Leeroi Furore
Eridia Tsifer

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.
 
Melancholies rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sat Nov 18, 2017 7:48 pm
Quote:
3 - You advance through the ship ...
1/10 advancements
0/2 minibosses


    This was... a team.

    Sarcel recognized both of the names vaguely from the royal gala all those sweeps ago. Well, she recognized Leeroi for more than just a name, because it was a little hard to forget really insubordinate wrigglers (especially when stress was high and murders were happening). Still, this wasn't about Sarcel's own comfort, this was about completing her missions.

    "Alright. I'm sure everyone here knows exactly what to expect." They were all military after all, no sense in wasting breath on a debriefing that didn't need to occur. "Keep your eyes peeled and your nerves sharp. Trust your instincts. Let's get this over and done with quickly." Sarcel was loading the chamber in her wrist mounted shot gun. A moment later the pod opened up.

    "Follow me."

    Quote:
    HP: 40/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Leadership training...
 

Melancholies

Springtime Teenager

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

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sat Nov 18, 2017 8:08 pm
Eridia Stats

HP: 20/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3

Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


Of all the teams she could've been with, and she just had to end up with Leeroi. Of all the annoying bluebloods she had dealt with, he was the first, the original blue hued a*****e. She wasn't having any of that tonight, so she decided she would be the best Private Sarcel had ever seen and beat up Leeroi at it. Yes... Such a good plan.

"Aye aye captain~" Eridia said, giving the adult a salute before following her steps-- the steps of greatness!

"Sir! I think I see something up ahead!"
She said with every ounce of confidence she could muster.  
zeflamigo rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Sat Nov 18, 2017 8:15 pm
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Eridia. Leeroi shouldn't have been surprised. But here he was, having to deal with it. This was certainly going to be an adventure of a ship. Lieutenant Sarcel was alright. Maybe she'd keep Eridia in check, for once in the purpleblood's life.

"It's daywalkers," Leeroi said plainly, readying his shotgun. Zombies wouldn't be too difficult. They'd fall like all of the others he'd faced.  

zeflamigo

Interstellar Astronaut

zeflamigo rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

zeflamigo

Interstellar Astronaut

PostPosted: Sat Nov 18, 2017 8:17 pm
Quote:
HP: 19/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Leeroi fired one round into the cluster, pausing a moment to observe the daywalker's patterns. A handful of them fell pretty easily, but the others were quick to approach the other members of the team. "Watch out, Lieutenant!" Sarcel probably didn't need the help, but he didn't want to bother with Eridia.

ZOMBIES LEFT: 7/12  
Melancholies rolled 2 6-sided dice: 6, 3 Total: 9 (2-12)
PostPosted: Sat Nov 18, 2017 8:18 pm
Quote:
1/12
1/10 advancements
0/2 minibosses


    "Hm!" Sarcel wheeled around at Leeroi's exclamation, her hand curling into a sharp fist. Leeroi blasted the group of them, and she was very quick to back him up. One punch, one shot; her arm recoiled backwards from the force of the shot. "Good aim."

    She'd have to really train her shoulder before she totally tore the tendons to shreds. At least she had greater utility this way, no need to handle a gun with both hands.

    "One left!" She called to the group as she fell back to reload.

    Quote:
    HP: 39/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Leadership training...
 

Melancholies

Springtime Teenager

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

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sat Nov 18, 2017 8:22 pm
Eridia Stats

HP: 19/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3

Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


Eridia stared at the Daywalkers and couldn't help but smirk. "Well, well, well... What doooo we have here?" She chuckled out, spinning her daggers almost playfully. "This will be fun." And hopefully even better than the first ship she was in. Okay, no scratch that. These daywalkers were way faster than the ones she had seen.

No panic, she could hit it. She swung her daggers and missed repeatedly. What was going on with her?  
zeflamigo rolled 2 6-sided dice: 5, 4 Total: 9 (2-12)
PostPosted: Sat Nov 18, 2017 8:24 pm
Quote:
HP: 18/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Eridia was having trouble. Leeroi was not surprised. He swooped in to finish the job, firing his another round and laughing as he did so. Once the daywalkers were no longer a threat, he clapped Eridia on the shoulder with his metal arm, offering her some false pity. He leaned in close to whisper to her.

"Try harder next time," he winked.

ZOMBIES LEFT: 0/12  

zeflamigo

Interstellar Astronaut

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

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sat Nov 18, 2017 8:26 pm
Eridia Stats

HP: 19/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3

Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


ADV: 2/10


Eridia tightened her grip on her daggers and clenched her jaw while Leeroi took out her target. The highblood was seething with rage, face tinted purple with anger.

"Pleeeease, I could kill more daywalkers than you..." She mumbled. Showing off, huh? He thought it could be that easy to show off?! PLEASE, AS IF. The highblood didn't even't want to look at his dumb face as he clapped her back mockingly and whispered her to try harder. Eridia simply rolled her eyes, she didn't need that. "Thanks for the tip darling." She said bitterly.

"If you're done boosting my morale, I think we should go this way." Eridia rolled her shoulders back. "We might find something useful."  
Melancholies rolled 1 4-sided dice: 1 Total: 1 (1-4)
PostPosted: Sat Nov 18, 2017 8:30 pm
Quote:
1 - The door seems to be ... locked!
2/10 advancements
0/2 minibosses


    Sarcel tried her best from looking annoyed. Thankfully she looked mostly ambivalent on the outside, at least for now. Inside she felt agitated, but that was fine, Sarcel was a cesspool of carefully bottled emotions anyway.

    "It's locked." She noted quietly as she assessed the door in front of them. "Furore, help me bust this down." She wasn't... entirely sure... how capable their purpleblood compatriot would be on the topic of brute force.

    Quote:
    HP: 38/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Leadership training...
 

Melancholies

Springtime Teenager


zeflamigo

Interstellar Astronaut

PostPosted: Sat Nov 18, 2017 8:31 pm
Quote:
HP: 13/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
2/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Leeroi smiled with all of his pointy teeth, excited to show off his strength for the Lieutenant. Glancing over at Eridia, he smirked, keeping himself from laughing. He took a step back to charge at the door, brute forcing his way through.

Once the door was open enough to get inside, Leeroi did his best to catch his breath. The purple blood definitely couldn't get to see how winded he was.  
zeflamigo rolled 3 4-sided dice: 3, 4, 3 Total: 10 (3-12)
PostPosted: Sat Nov 18, 2017 8:32 pm
This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
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!
You have encountered a ...

Dice 1
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)
Dice 2
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)
Dice 3
1. ... Daywalker Captain!
2. ... Zombie Gerbil Pack!
3. ... Mutated Daywalker!
4. ... Undead Slime Lusus!
MINIBOSS STARTING HP: 20/20
If you rolled a 1, take 4 dmg.
If you rolled a 2, take 4 dmg.
If you rolled a 3, take 3 dmg.
If you rolled a 4, take 3 dmg.
If you rolled a 5, take 2 dmg.
If you rolled a 6, take 2 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!

If the mini-boss reaches 0hp, look below:

If this is your first mini-boss fight look below:

If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:

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.

If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:

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.


If this is your second mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:

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.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
 

zeflamigo

Interstellar Astronaut

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

ImaginationsParadise

Alien Garbage

21,050 Points
  • Devoted Fortune Seeker 400
  • Magical Gems 500
  • Are You Jelly? 500
PostPosted: Sun Nov 19, 2017 11:39 am
Eridia Stats

HP: 11/20
Military Grade Daggers +1 DMG
Novice Trinket, Defensive style B 3/3
Novice trinket, Offensive style A 3/3

Novice Support Artifact, Style B! 1/1
Roll 1d4.
1, 2, 3 = 1/4 HP Restored
4 = Max HP Restored

Offensive Adept Artifact, Style B! 2/2
Roll 2d6.
Deal double damage on this attack. +1 ongoing DMG for all turns after. The ongoing damage from these stack.


ADV: 2/10


Eridia couldn't help but roll her eyes more expressive this time. Pft, she could handle a door, smash it even. So she just watch Leeroi show off, again, with arms crossed seeming very unimpressed. "Such a super job!" She called out mockingly. "A sophisticated troll such as myself should feel soooo lucky." That last word was said with even more bitterness.

Whatever. The door was open and she was going to check what was in there first! It could have been such a great idea if there wasn't a mutated daywalker to deal with.

"Guess I got to deal with you first huh?" She said with a smirk as she charged to attack the undead troll.  
Melancholies rolled 2 6-sided dice: 5, 2 Total: 7 (2-12)
PostPosted: Sun Nov 19, 2017 11:44 am
Quote:
MINIBOSS: 10/20
2/10 advancements
0/2 minibosses


    "Excellent job. She nodded to Leeroi as he busted the door down. Walking in after Eridia, her eyes went wide. Looked like trouble.

    The daywalker got a good whack in on her too, if only because she was distracted by the constant back and forth comments. Still, she wasn't about to yell at them in the middle of a battle. "Focus more on the daywalker than each other!" God dammit.

    At least it felt good to punch the damn thing.

    Quote:
    HP: 34/40
    Adult: +1 to damage rolls
    Military Grade Weapon: +1 to damage rolls
    Invisibility (Adept Agi B): 2/2
    Adept Artifact Defense Style A (Swhings): 4/4
    Leadership training...
 

Melancholies

Springtime Teenager

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

zeflamigo

Interstellar Astronaut

PostPosted: Sun Nov 19, 2017 11:51 am
Quote:
HP: 13/20
Military Weapon: +1 DMG
YTMA Pins:
Training in Troll Relations
Artifacts:
1/2 Adept Artifact, Defense Style B
(nullify the damage from the last hit)
2/2 Adept Artifact, Offense Style B
(2d6 Deal double damage on this attack. 1 ongoing damage for all turns after. The ongoing damage from these stack.)


Leeroi flashed a cheesy smile at Sarcel's praise. Through his pride, he hardly even heard what Eridia said to him. After taking on the other two, now the daywalker was coming right at him- he wasn't going to allow himself to get hit quite as hard like Eridia. No, he was smarter than that.

He threw up his artifact shield, letting it the damage. Fending off the thing, Leeroi could hardly reach around and hit it. He'd have to rely on the rest of the team. "I'll distract it, you two take fire!" He said, standing defensively.

Dealt 3 DMG  
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