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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Nov 25, 2017 9:31 pm
Squad leader: Eostre Diazzi
Squad: Sascha Diasis, Hemera Moachm, Vixeni Carmen

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 1d6 and advance through the ship:
If you have rolled on this and/or the alarms advance table 15 times, on the 16th 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 ...
5 - You find a closed door.
6 - You advance through the ship ...
16th 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 15 times, on the 16th 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 ... trapped and 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 1d8 damage!
2 - The room beyond is filled with a laser sensitive grid, dealing 2 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 1d6(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. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
[b]Dice 2[/b]
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
[b]Dice 3[/b]
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
[size=18][b]MINIBOSS STARTING HP: 30/30[/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 or second 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 third 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 1d6 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.
 
zeflamigo rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Sat Nov 25, 2017 9:42 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


Another night, another ship. Vulpin yawned. At least the crew was a fairly exciting one. A genuine helmsman, their good pal Diazzi, and that one icy tealblood from before. They supposed they'd have to be social with them, even though they weren't feeling particularly friendly. They couldn't just play the silent type in front of trolls they had already met.

"Alright," they said, the word rolling off their tongue. "I suppose I'll look ahead for anything interesting." They waved their hand as they walked off. "Don't bother trying to keep up!" They said, picking up into more of a run.

Still, there was nothing interesting, no closed doors or shiny things to interest the orangeblood. They returned empty-handed. "No signs of interest." They reported. "Shall we look elsewhere?"  

zeflamigo

Interstellar Astronaut

Gl!tch~ rolled 1 6-sided dice: 4 Total: 4 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Nov 25, 2017 10:10 pm
Hemera always felt tense going up into space, but as time went on, she had started adapting. She never enjoyed what she had to do, but she could just go in and get the job done.

This time, however. This time her direct superior was here, and she felt the entire weight of the world on her shoulders. There would be a test of her abilities, for sure. She could only hope that whatever they found wouldn't make her look utterly inept.

Along with them was that Vixeni character from her previous run (who then ran off immediately, which she hated, but this wasn't her squad, so), and...a familiar face. A good one, no drama attached, who she felt she could trust whole-heartedly in the field. Lieutenant Sascha Diasis, Superstar of Chittentown. She could call her feelings 'pride', but perhaps not out loud. It might be considered appropriate, and they were on a mission.

However, she couldn't help but smile a little at him while Vixeni was gone. "I look forward to working with you. I'm sure our Perigree's shopping prepared us for what we might find on this ship, don't you think?"

She did then snap back to attention once Vixeni was back. Mera could only nod at that. Perhaps Eostre wanted her to take point...?

Mera looked for approval, then nodded towards another hallway. "Perhaps we can check this one and see what we find."


Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
YTMA Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (1/1)
 
seekingCylem rolled 1 6-sided dice: 1 Total: 1 (1-6)
PostPosted: Sat Nov 25, 2017 10:24 pm
Sascha investigates the hallway... and finds zombies!


HP: 20/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Sascha had gotten to used to being the commander of his missions. Or at least used to more informal settings. Here he was with a blueblood military superior and three... quiet professionals. Everyone seemed to know exactly what they were supposed to be doing and how they were to go about doing it. It was classy, respectable even. That didn't mean it was very fun. Sascha felt like the odd man out. Not to mention he didn't even know if he was the only lowblood on the ship. Uncool.

He would have grumbled about the practicality of hemoanonymity on a combat mission, but Hemera distracted Sascha from his pettier thoughts. He barked out a laugh. "If anyone has experience with ravenous, dead-eyed hordes, it's us! This'll be a breeze. If we're lucky, we'll come away with half as much loot." Sascha stretched his arms over his head. "I'll be the one picking up the sweet ride this time, though."

Vixeni rejoined the party as they headed down the opposing hallway. Sascha slowed to a stop and dropped his hands from behind his head. "Heads up. We've got some holiday shoppers."

Minibosses Slain: 0/3
Ship Advancements: 1/16  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
Gl!tch~ rolled 1 6-sided dice: 1 Total: 1 (1-6)

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Sat Nov 25, 2017 11:15 pm
Mera quirked a brow, amused at how Sascha still seemed hung up about the bike she scored. "Ha. Are you turning this into its own form of competitive shopping?" Very silly banter, but welcome as they were on this ship, only four life forms among the walking dead. "You know how good I am at securing finds, so. We'll see." But she was smiling, and Mera had never...done that before, while on a ship. How quaint.

The time for playing around soon passed as they went through the corridor. Her bracelet, something that she had previously mentioned to Eostre out of necessity, started beeping around the time Sascha spoke up again. She checked the heat signatures.

"Hm. Likely here with some returns without the receipts."

She looked to Eostre, much more formal now. "It looks like only three daywalkers in this area, ma'am. How shall we handle this?"


Quote:
HP: 20/20
Military-grade Weapon: +1 dmg
YTMA Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (1/1)
 
purplerosesbeauty rolled 2 6-sided dice: 5, 6 Total: 11 (2-12)
PostPosted: Sun Nov 26, 2017 5:29 am
Eostre watched quietly at first. She wanted to see Hemera in action, as one of her priorities, behind clearing and recovering the ship. Of course she trusted the tealblood, and her reports... well, there wasn't anything to complain about. Her sergeant did an excellent job. However. If she was going to take this girl under her wing, she needed to know more.

At least her team was good. Less likely to be... aggravating. Her sergeant, a helmsman, and her friend. Hemera stopped her to note there were more undead.

"Only three, Moachm?" she said with a laugh. "I've faced worse numbers with ease." She cracked her knuckles, her weapon firmly in place, and attacked all of the zombies, punching their heads clean off.

"All good now, team."
HP: 39/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 

purplerosesbeauty

Springtime Spirit

purplerosesbeauty rolled 1 6-sided dice: 2 Total: 2 (1-6)

purplerosesbeauty

Springtime Spirit

PostPosted: Sun Nov 26, 2017 8:03 am
Eostre scouts ahead, heading down the halls until she comes to a door. Perfect. She could disarm any traps, and hopefully these doors weren't stuck as easy as the last ship she was on.

"So Hemera... you've already met Vixeni? And you seem quite comfortable with the other Lieutenant. A friend of yours also?" she asked quietly, as she waved to the other team members. Having a sergeant with some connections was useful, especially for those she didn't know much about. She'd have to ask her more about that later. "I have a door down here," she called to them.


HP: 39/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 
seekingCylem rolled 1 4-sided dice: 3 Total: 3 (1-4)
PostPosted: Sun Nov 26, 2017 11:50 am
Sascha investigates the door!


HP: 19/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

Sascha looked down at the bracelet Hemera was examining. "Nice gear. You're really leaning hard on the fashionista theme."

He turned his attention to Lt. Diazzi as Hemera addressed her. She seemed as poised as ever, even while decimating zombies. Sascha realized very little of her Superstar Authority act was probably choreographed. Sascha clapped, appreciating the showmanship.

He wandered on ahead while Eostre spoke to Hemera. He was far more interested in the door than their team dynamic. He knocked against it a few times, tried to push it, stopped, then stood back. "It's definitely locked. There's some kind of buzzing going on too. I think it's rigged to do something if we open it." He propped his hands up on his hips.

Minibosses Slain: 0/3
Ship Advancements: 2/16  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
purplerosesbeauty rolled 1 8-sided dice: 7 Total: 7 (1-8)

purplerosesbeauty

Springtime Spirit

PostPosted: Sun Nov 26, 2017 11:55 am
"Hm. Yeah, this one's definitely trapped with something nasty, but thankfully I am excellent at disarming traps," she said. Eostre couldn't help but smile as Sascha showed his appreciation of her work. She opened a side panel near the door and ripped out some wires, having done this a few times. Whatever was rigged up, buzzed into nothing. Disarmed with ease! Now, as for the locked issue.

"I'm going to try to open it," she said, and pushed her shoulder into the door. Unlike previous ships, it gave in easier with brute force, and she relaxed. Perhaps that greenblood was the reason she had struggled so much before. No one on this team was a distraction the way she had been.

HP: 39/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 
zeflamigo rolled 3 4-sided dice: 2, 4, 2 Total: 8 (3-12)
PostPosted: Sun Nov 26, 2017 12:07 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. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
Dice 2
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
Dice 3
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
MINIBOSS STARTING HP: 30/30
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 or second 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 third 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

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

zeflamigo

Interstellar Astronaut

PostPosted: Sun Nov 26, 2017 12:10 pm
Quote:
HP: 17/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


Vulpin moved in first to assess the threat. Just great, it was on fire. That would at least make things difficult for Eostre, their hard hitter. "We've got a burner," Vulpin alerted the team, throwing a knife into the mutation. Then, they swiveled around the room, trying to keep the monstrosity's attention. They were fast enough to keep fairly out of reach, so they'd stay in the line of fire as long as it meant defeating the thing faster.

Vulpin dealt 3 DMG.
MINIBOSS HP: 27/30  
Gl!tch~ rolled 2 6-sided dice: 3, 5 Total: 8 (2-12)
PostPosted: Sun Nov 26, 2017 3:03 pm
Not that Hemera ever doubted Eostre's capabilities, but she still found herself somewhat astounded at how easily the blueblood took down a door all on her own. In Hemera's experience thus far, it was always a team effort. She would never question one's promotion to lieutenant.

But.

Damn.

And of course the whole time, her accessory was letting her know that behind this door, like most other closed doors, there'd be something to fight. Any hope for otherwise died a while ago.

As the door opened, Hemera pulled out her boomerang. And she smelled...smoke? Vixeni confirmed: they had a fiery daywalker on their hands.

She watched Vixeni toss a knife then run around as a distraction. Hemera, on her own part, had no interest in getting any closer herself.

Mera tossed her boomerang, sharp ends managing to slice through one of the daywalker's loose, decayed arms, making it fall right off.

Well. Not where she was hoping to hit, but that was...a step closer to incapacitation, right?


DMG: 5 +1 = 6
Boss HP: 21/30

Quote:
HP: 17/20
Military-grade Weapon: +1 dmg
YTMA Pins:
Leadership Training
Artifacts:
Adept Support Style B
Trinkets:
Novice Support Style A
Power:
Novice Defensive Style B (1/1)
 

Gl!tch~

Fashionable Genius

4,475 Points
  • Full closet 200
  • Signature Look 250
  • Hygienic 200
purplerosesbeauty rolled 2 6-sided dice: 4, 5 Total: 9 (2-12)

purplerosesbeauty

Springtime Spirit

PostPosted: Sun Nov 26, 2017 3:11 pm

Fire again. Not that Eostre had an issue, but it did make her job more difficult, being a close-range fighter. The smell itself was bad enough without flames, but she'd deal. Put on a calm, leader face.

Eostre approached the flaming daywalker, glad Hemera incapacitated it a little by removing its arms. Nice to see her in action, as well. She clenched her fists and punched at it, keeping enough distance that the fire didn't touch her too badly.


Damage: 5 + 1 + 1 = 7
Boss HP: 14/30

HP: 37/40
Military Grade Brass Knuckles
Artifact: Novice Support Style A (0/1)
Trinkets: Adept Offense Style B (0/2), V2 Beamtube (Adept Agility Style B) (0/2), Novice Defense Style B (0/3)
 
seekingCylem rolled 2 6-sided dice: 6, 6 Total: 12 (2-12)
PostPosted: Sun Nov 26, 2017 3:16 pm
Sascha attacks the jawless, burning, mutated daywalker!


HP: 16/20
Military Weapon: +1 DMG
Trinkets:
3/3 Defense Style A: 2 damage is detracted from last incoming attack.
1/1 Defense Style B: Nullify damage from the last attack.
Telekinesis: 2/2 Offensive Style B: Attack does double damage, and detracts 1 health from opponent every remaining turn. Recurring damage effect stacks.

True to her word, Eostre disarmed the trap without a hitch. She also disarmed the lock via a precision shove to the door's surface. Sascha felt a ghostly ache in his own shoulder, and a not-so-small pang of envy. This ship must have soft doors. He grouched while the rest of the crew proceeded into the room.

"Burner..? Oh yikes." Sascha leaned around the doorway just in time to see the zombie within light the ******** up. His companions showed little reaction to the sight, which made Sascha question what exactly was going down on the other ships.

Still, it was a lot cooler to fight than gerbils, difficulty be damned. Sascha brandished his knives and charged in. He gave Eostre a wide berth, using her attacks as a distraction to position himself behind the daywalker. Whether or not the creature had a blind spot was a guess on Sascha's part. The daywalker's anatomy seemed to have been reduced to mostly fire.

That just made it all the easier to disassemble in Sascha's opinion. He reeled back and shot his fist into the torso of the beast. His knife broke through the other side, spraying embers like a firework. Sascha laughed, then, remembering his predicament, fought to retrieve his arm from the body of the flaming daywalker. He kicked himself free, crumbling more of the zombie in the process. Sascha jumped back, waving his smoldering sleeve and whooping.

Sascha does 13 damage!


Miniboss HP: 1/30
Minibosses Slain: 0/3
Ship Advancements: 2/16  

seekingCylem
Crew

Ice-Cold Cultist

9,875 Points
  • Brandisher 100
  • Perfect Attendance 400
  • Hygienic 200
zeflamigo rolled 2 6-sided dice: 6, 6 Total: 12 (2-12)

zeflamigo

Interstellar Astronaut

PostPosted: Sun Nov 26, 2017 3:49 pm
Quote:
HP: 14/20
Military Weapon: +1 DMG
YTMA Pins:
Novice in Endurance
Novice in Tactics
Novice in Covert Ops
Novice in Leadership
Training in Agility


"Need help finishing up?" Vulpin teased the yellowblood. They were not about to be showed up in front of Eostre. Surveying the space around them, Vulpin took a running leap off the walls and onto a table. Plunging their knive into the head of the daywalker, they came crashing down onto the beast with a gleeful smile.

They stood, patting down some fire and cleaning off their knife. Casually, they tilted their head at the helmsman as if expecting a response. They didn't stick around for very long to hear anything, however. They simply turned, snapping their head to flip their hair back into place.

"Well," They said, pausing. "What's next?" They asked Eostre and Hemera.

Vulpin also deals 13 damage!
THIS BOSS IS EXCESSIVELY DEAD  
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