HP: 19/20 Military Grade Weapon Novice Tactics Training Leadership
Cerpin is advancing 3/11 advances 1/2 minibosses defeated
"Damn, you guys are ******** great! Seriously, that was an amazing fight." Cerpin clapped appreciatively as the dust from the strife settled. He was very impressed by what the other three had accomplished. Typically he expected nerds like Tevini and Engrav to be weak at combat but they were more than proving themselves. He'd have to step it up a notch to keep up with them. And Caiden was an incredibly creative fighter. He was constantly thinking up unusual tactics that no enemy could ever predict. Cerpin certainly hadn't predicted those butterflies. He'd have to talk to Caiden about those some other time!
"Well then, we'd best keep moving huh? Wonder what else we'll find!" Hopefully not more moldy armor. He was not a fan of the decaying and slimy mold that seemed to cover about half of the supplies on these ships.
Micillia rolled 1 4-sided dice:
4Total: 4 (1-4)
Posted: Fri Nov 17, 2017 1:31 am
Caiden Banksy Acrlic Brushe HP: 16; Attack: 1D6+1; Power Adept Agility A, +2 to dodge roll 2x Adept Def B (Nulify last damage 2x); YTMA training Discipline,
They were walking along, Caiden talking about all his favorite things, when there appeared a door.
Caiden looked at the door. Really, he gave it a long hard look. Hand on his chin, a look of quiet contemplation, as he examined every inch of the door. The brownblood looked at the hinges. Yep, they were hinges, made of a fairly sturdy material. He tried to look under the door, hoping there was a door crack. Nope, not one of those. The brownblood finally looked at the handle of the door. It was pretty dirty. There was no way he could see himself in that, no matter how much he could clean it. The brownblood took a step back, giving the full door his attention.
Finally, the boy reached out a hand to the doorknob, and tried to turn it. He turned back to the team, and declared something very important. "Its locked."
Tevini unlocks the door with her academics in training! 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.
"Not for long." Tevini frowned and pushed forward to take a look at the door. She felt like she was starting to get better at this and wanted to try her luck at a new challenge. Pulling out a pin to try lockpicking again, the redblood was surprised by the door suddenly lighting up. That seemed like a good sign so she continued. A few more seconds and there was a click. Out of paranoia she made everyone stand back to double check for any traps before deciding it was safe.
"We're in." She smiled victoriously, her self esteem growing little by little.
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!
Caiden Banksy Acrlic Brushe HP: 20; Attack: 1D6+1; Power Adept Agility A, +2 to dodge roll 2x Adept Def B (Nulify last damage 2x); YTMA training Discipline,
Using Power Adept Agility A, +2 to dodge roll 10 Damage
It was another shambling monster, this one even more hideous than the last one! Probably, Caiden didn't really look at the last one, so he was not one hundred percent sure. But still, there was the chance. Either way, the brownblood whimpered and, using his powers, made himself a blanket to hide under.
Doutei rolled 2 6-sided dice:
3, 6Total: 9 (2-12)
Posted: Fri Nov 17, 2017 1:34 am
Quote:
HP: 14/20 Damage: 6 + 1 = 7 Military grade weapon: +1 Adept Offensive Style B: 2/2 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.
"Cai-" Tevini's eyes widened as Caiden doved under a blanket that hadn't been there while the daywalker sped towards him. The redblood could barely get a syllable out in time to try and warn him before it was on top of him. And then over him. And then on the floor beside him. In Caiden's panic, he'd managed to do something truly unexpected and surprise the daywalker, who hadn't planned it's course around that action. He'd tripped it.
"Stay down!" She fired quickly to try and pin the creature with her nails. The crates in the room gave her an idea and she started to summon up her psionic energy.
Doutei
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Doutei rolled 2 6-sided dice:
4, 3Total: 7 (2-12)
Doutei
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Posted: Fri Nov 17, 2017 1:35 am
Quote:
HP: 14/20 Damage: 3 * 2 = 6 + 1 = 7 Military grade weapon: +1 Adept Offensive Style B: 1/2 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.
"Oncoming!" Tevini shouted, to warn Caiden as she finished summoning up her energy. Pink light swirled around the crates as she lifted them above the pinned daywalker. The next part always made her tense but she persevered as she then slammed the crates down hard to smash in the zombie's skull. A sickening crunch sounded and that was all that was needed to confirm it was dead. Taking a breath she tried not to shudder.
"Everyone alright?" She asked, glancing around at the others to check. As she did, she realized there was a helmsman chair a few feet away from her. Eyes widened as she turned to Cerpin, trying not to get her hopes up and yet at the same time desperately hoping.
Yamashii rolled 1 4-sided dice:
4Total: 4 (1-4)
Posted: Fri Nov 17, 2017 1:37 am
Quote:
HP: 19/20 Military Grade Weapon Novice Tactics Training Leadership
Cerpin is checking the controls 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.*
3/11 advances 2/2 minibosses defeated
The daywalker fell and Cerpin tore his eyes away from it to look where they were. His pulse spiked. This was the control room. They'd been to a few of these now with no success but maybe this time would be different. He lunged to the controls, yanking Tevini with him by the wrist. They were in this together and it only made sense for them to witness this together. By now he didn't need the instructions from the comm system. He knew them by heart. His fingers made quick work of the inputs and time seemed to stretch for minutes as the sound of the system booting up played. Lights flickered on the screens and his breath hitched. Would there be errors again?
It sat still, quietly waiting for commands. There was a hum in the air as miraculously nothing went wrong. He looked to Tevini, a boyish glint in his eyes and a smirk on his lips. He couldn't wait to see her reaction. Would she cry? Laugh? He wanted so badly to see her overwhelmed with joy.
"It works!" He threw his hands up in victory. They finally had a chance to study a real working spaceship, even if only briefly!