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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Doutei

PostPosted: Fri Nov 24, 2017 10:20 pm
Team Televisions
Squad Commander: Tevini Euruft
Squad Members: Stryke Nvrmor, Vulpin Cadmea
Ship Class: Swarming


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.
 
leon_a_darkangel rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Nov 24, 2017 10:29 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

This time he wanted to see how Tevini handled things. He knew he could manage to lead, but it seemed wise to give the girl plenty of time to find her own footing. Plus, Stryke would be on hand to support her as needed. "Evening." He greeted. Adjusting his suit, he exited the ship they had come onto offering to scout ahead. He didn't recognize Vixeni, the other seemed well rounded enough., So it was all well and fine. Hopefully, the three of them would work well together to accomplish their task at hand.

It was no matter, they would get done what they needed to. "Nothing down this way." He called back as he trotted back to the group.


Advance: 1
Result: Stryke is scouting  

leon_a_darkangel

Dedicated Supporter

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

zeflamigo

Interstellar Astronaut

PostPosted: Fri Nov 24, 2017 10:33 pm
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin wasn't really paying attention to this team. Neither of them stood out as particularly, well, interesting personalities to them. Vulpin's idea of interesting was always a strange one, though.

"Are you sure there's nothing?" They asked the yellowblood, tone mocking. "I'm going to double-check~" they added, walking slowly down the dark hallway. They didn't particularly care about what they found. They were just looking for the easiest path.  
Doutei rolled 1 4-sided dice: 4 Total: 4 (1-4)
PostPosted: Fri Nov 24, 2017 10:38 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini is advancing
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Hey- wait-" Tevini followed Vulpin frantically, not wanting them to get separated from the group. They were a smaller squad than usual so it was important not to lose anyone! The redblood wasn't very good at using an authoritative voice or presence and so she was stuck following the bored teammate's lead. Flashing a look over to Stryke, she hoped he would understand to come join them! She didn't know quite what to say, just that she couldn't lose sight of either one of them!  

Doutei

leon_a_darkangel rolled 1 6-sided dice: 4 Total: 4 (1-6)

leon_a_darkangel

Dedicated Supporter

PostPosted: Fri Nov 24, 2017 10:42 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Noticing that everyone had come down the way he had picked originally he looked confused. "Um..yes?" He called, although it was too late. Stryke decided to walk ahead a few more steps just to see if they would encounter anything of use, namely to keep up with them.

To his surprise, he came to an open door. "Ah, this one is open." He raised a brow, peering back at the others allowing for one of his teammates to rifle around if they wished. He kept close to the other two, his eyes traveling to his redblood companion, understanding she seemed a bit flustered. He would do what he could to keep close.


Advance: 1
Result: 4 - Open door!  
zeflamigo generated a random number between 2 and 11 ... 9!
PostPosted: Fri Nov 24, 2017 10:44 pm
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin was quick to push aside their teammates in favor of looting the open room. Hoping to find something shiny or fun, they were pretty disappointed to find that the most exciting thing was a vat of mystery gas. "Booooring~" They laughed, tossing it to one of the teammates. "Maybe one of you two can find a use for it?" Maybe it had some kind of interesting properties. Both of these trolls seemed relatively intelligent, based on appearances alone.  

zeflamigo

Interstellar Astronaut

Doutei rolled 1 4-sided dice: 3 Total: 3 (1-4)

Doutei

PostPosted: Fri Nov 24, 2017 10:51 pm
Quote:
HP: 20/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini is advancing
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"Ack!" Tevini barely caught the canister of gas after Vulpin tossed it. The redblood let out a sigh of relief that it hadn't opened and possibly flooded the room with potentially poisonous gas. She straightened up and headed to the other side of the room where another door awaited them.

"Come, let's check this way." Tevini motioned and went through, figuring she'd better get a head start before her teammates whizzed by her again!
 
leon_a_darkangel rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Fri Nov 24, 2017 11:02 pm
HP: 20/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Just as he was starting to get comfortable with the lack of suspicious creatures, or familiar cries of the undead Stryke winced as he heard the sound of shuffling. As if on queue his powers dimly began glowing, alerting him that they had trouble incoming. "Sounds like trouble.." He murmured, glancing at his companions.

Advance: 2
Result: 6 - You come across some shuffling bodies...!  

leon_a_darkangel

Dedicated Supporter

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

zeflamigo

Interstellar Astronaut

PostPosted: Fri Nov 24, 2017 11:04 pm
Quote:
HP: 20/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


"I hear them too," Vulpin said, squinting into the darkness to see just how many daywalkers were heading their way. Their pale bodies glinted, and the orangeblood counted them. Three. Vulpin smirked. This wouldn't be two difficult. At least, they hoped the team would come out relatively unaffected by such a small threat.  
leon_a_darkangel rolled 2 6-sided dice: 1, 3 Total: 4 (2-12)
PostPosted: Fri Nov 24, 2017 11:09 pm
HP: 19/20
DMG: +1 Military Grade Daggers
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 2/2
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

A surge of energy took him over as he moved in, daggers at the ready and began clearing up the three zombies. He wouldn't let them touch Tevini if he could help it...not by a long shot. While his hits were a tad sloppy as he applied a quick series of blows, Stryke took a step back as he admired his handy work. The three corpses were just that. Lifeless and void of all movements once he was done with them.

Advance: 2
Zombie Count Cleared!
Stryke is using master leadership +7
 

leon_a_darkangel

Dedicated Supporter

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

Doutei

PostPosted: Fri Nov 24, 2017 11:17 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini is advancing
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


Vulpin's laid back demeanor was a little unsettling for Tevini in that it reminded her of Cerpin's, who she was trying hard not to think about right now. It wasn't that she was angry at the purpleblood, more like she was worried about him but couldn't do anything to check in on him. The problem was, she couldn't act too familiar to them because, well, she didn't actually know them.

Stepping back as Stryke moved in to fight the approaching zombies, Tevini appreciated his quick thinking. As he fought, she scanned the hallways for any other approaching daywalkers and spotted something up ahead.

"That door over there, it looks reinforced. Let's check it out next." The redblood pointed, hoping they could clear a path without too much difficulty.
 
zeflamigo rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Fri Nov 24, 2017 11:25 pm
Quote:
HP: 19/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


"Looks like it's locked... and there's a trap mechanic," Vulpin said, clicking their tongue. They stepped back from examining the door, putting their hands on their hips. "Whoever made this room didn't want just anybody getting in, I suppose." They looked between their team, attention falling on their redblood leader. "So, missy, do we try to hack our way in?" They asked.  

zeflamigo

Interstellar Astronaut

Doutei rolled 1 8-sided dice: 5 Total: 5 (1-8)

Doutei

PostPosted: Fri Nov 24, 2017 11:28 pm
Quote:
HP: 19/20
Damage: N/A
Military grade weapon: +1
Adept Offensive Style B: 2/2

Tevini is training her academics on the lock
Tevini is using her telekinesis!
2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.


"I'll take a look at it." Tevini stepped in to examine the lock on the door. She'd seen it before on other ships countless times. These ones were a little tricky in that you had to angle the pick just right in order to crack them. Pulling out a pin from her toolkit, the redblood got to work. She listened carefully and eventually pulled back with a satisfied look.

"We're in." Tevini said and packed her belongings back up. She swallowed nervously and started to open the door, hoping that whatever awaited them inside was already dead.
 
leon_a_darkangel rolled 3 4-sided dice: 1, 2, 3 Total: 6 (3-12)
PostPosted: Fri Nov 24, 2017 11:31 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.

 

leon_a_darkangel

Dedicated Supporter

leon_a_darkangel rolled 2 6-sided dice: 2, 5 Total: 7 (2-12)

leon_a_darkangel

Dedicated Supporter

PostPosted: Fri Nov 24, 2017 11:35 pm
HP: 19/20
DMG: 5+1= 6 DMG!
Power: Adept Defensive - Style B: Nullify the damage from the last hit - 1/2 - Nulling 3 DMG!
Artifact: Offensive - Style A 1d6+1: Auto hit w/ pierce - 2/2
Badges: Master Covert Ops, Master Leadership, Training Endurance

Once Tevini unlocked the door, Stryke moved inside to deal with the traps. Working the panel with a few quick taps of his fingers over the computer system he effortlessly managed to disarm the system.

As he worked at the control panel, a moved out of the corner of his eye caught his attention. A festering, oozing corpse made a wail like sound. It made the yellowblood turn his head. His eyes widened as the creature went to swing at him while he was distracted. Summoning his psionics, he raised his hand defensively. "Oh..? Two can play at that." He drew his daggers, moving in too quickly punish the mutated oozing daywalker for it trying to sneak up on him.


Advance: 3
Boss HP: 14/20  
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