============== Enemy - Ship ===============
Name: The Tiger’s Claw Corvettes
Description: A modified London Corvette. A bit sleeker in the front, and a bit wider in the tail, with an extended narrower section at the very back. Think an arrow-head. It has three small smoke stacks in a row rather than one big one. Painted black and orange in tiger stripe patterns.
The big point is that these are independent bounty hunter ships that will hunt the player down on a contract if they anger the wrong person, generally working in pairs but if the bounty gets high enough, in larger groups.
Location: Anywhere. They exhibit unique behavior though. Once the player has gained the "Menace: Bounty on your Head", and it’s companion "You Are Being Hunted" quality, these bounty hunters (who are in the employ of the Pirate-King) gain a chance to spawn just off screen after a player leaves aport.
Each port you visit and get a port report from raises the "You are being hunted quality" which makes a roll to see if they spawn in once you leave that port, until it succeeds. They’ll stay away from the west coastline in general, so gathering port reports from Whither, or Hunter’s Keep or anything on the Western side of the map incurs no success chance but other than that, they try to track you down and kill you. Destroying them lowers your "You are being hunted" menace to zero, but raises the Bounty menace on you, so that the next time, more will show up.
If you’re pals with the Pirate-King you can negotiate with him to lower the bounty, or simply pay it off to remove it entirely.
Health Points: Standard Corvette hull - 200, per ship.
Loot / Rewards / Options: Upon sinking them you get at least 1 of either fuel or supplies, on a rare success, 1 of each.
On top of that you can find a cache of curiosities with a different loot drop list, generally in a equipment like flares, candles, strange catches, torpedo components or the occasional Rattus Faber Assistant who pledges loyalty you after saving them from their dreadful enslavement by the Catties that manned the vessels.
Stealth Attack! - They run with their lamps off and essentially try to fade into the background. Think of how your veils work on enemy AI, but reverse it. So they sneakily move up on the player until they get a firing solution, then open up with their deck gun and torpedo volleys in a sneak attack before going into standard engagement mode with their lamps on to get quicker firing solutions.
Pack Hunting - Since they work in pairs they tend to try to initially split off from each other and try to attack the player from two different sides at the same time. One will generally hang back at a distance while attacking, the other will try to get close and tail the player’s engine and stick to it.
Survival Instinct - If the player does 145 points of damage to them, they try to flee to the Isle of Cats and disengage. Each has at least one emergency boost to high-tail it out of there, and if they make it to Port Cavendish they can despawn (fade out) to safety and the menaces remain at their set amounts. If they get far enough away their stealth effect can trigger again, only to be revealed if you can turn your lamp on them.
Mines - When fleeing they can also drop mines that do 20-35 points of damage if the player hits one of them.
============== Enemy - Small Monster Swarm ===============
Name: Stubbleschool Swarm
Description: A swarm of juvenile Behemoustaches. They’re not particularly deadly individually at this age, but they can travel in these large schools and pose a surprising amount of danger due to their speed and the face that they can be tough to hit. At this age they’re more an orange-ish hue.
Location: Generally in warmer zones of the south. They’re natural prey for Blue Prophets. Definitely found in the Melting and Swallowing Isles, and near Visage.
Health Points: 105 (half of a Behemoustache)
Loot / Rewards / Options: Upon killing them they leave a large number of corpses. The player is given two options:
1 - The corpses can be gathered and smoked to gain 1-3 supplies and 0-2 Strange bait.
2 - Or, with a high pages challenge (very high - need at least 90 pages for a 50% chance) they can be drained and refined into a vat of Behemoustache Pheromone Oil.
This oil can then be combined with Torpedo parts to create the Pheromonpedo. This is a usable combat item that requires a torpedo tube, which can be launched at a target that causes a Behemoustache to spawn and attack them for 22 seconds, before it turns on the player.
Non-Aggressive - Unlike most enemies with the dive ability, Stubbleschool Swarms tend to stay "Dived" and rarely attack. In fact, most of the time they’ll just follow along side or behind the player’s ship just a bit underwater before losing interest and heading back to their origin point where they circle around.
However, if the player shoots a strange catch at them, they will then surface and move in to attack the player. They have swarm behavior, so they should be VERY, fast, and attack with a lot of light, rapid hits that don’t do much damage.
Nibble the Deck - Occasionally they exhibit a special attack that causes the swarm to surround the ship on all sides as they nibble at the hull and jump onto the deck with a sort of Damage Over Time effect. When they do this, they can’t be hit. But afterward they go back to their underwater phase and need another strange catch to be brought to the surface.
Swarm Health - Like all swarms, they should do progressively less damage as their health drops and the swarm’s strength fades.
============== Enemy - Big Scary Zee-Monster! ===============
Name: The Decidedly Not Docile Blimeygan
Description: A gigantic, many tentacled Blemmigan of doom!
Location: Where else? Myceligaea
Health Points: 600. With a slow, steady regeneration over time as the fungal growth repairs itself.
Loot / Rewards / Options: Upon the Blimeygan’s defeat the player can harvest the corpse. It requires success of a large Mirrors challenge to succeed though.
Failure results in collecting an Uttershroom spore, and cutting up the body for a bunch of supplies, 3 - 6 in amount.
Success nets you a Giant Blemmigan Beak and 4 - 9 Supplies as you get a lot more out of the big mushroom.
The Giant Blemmigan Beak can be used as an Auxilliary item. It changes the sound of your ships horn to a loud Blemmigan callout. If you do this near an island with Blemmigans on it, you’ll hear a callback Blemmigan song. There are a few different songs. One does nothing, but sounds nice. One raises terror by 15. The last lowers terror by 5.
Tentacle Strikes - It moves very slowly, but it’s REALLY big and its tentacles have a lot of reach. The closer you get, the more tentacles can strike your ship in succession.
Blimeygan Beak - If it gets really close, it can initiate a special attack the grabs your ship, pulls it in and it takes a big ol’bite out of it for 100 hull damage. Normal tentacle hits do 30-40 hull damage.
Blemmigan Barrage - If you stay out range of the Blimeygan’s tentacles (which is basically on the border where forward weapons can hit, but your deck guns can’t) it will try it’s ranged attack - launching large numbers of Blemmigan spores at your ship. These do minimal hull damage, but cause your ship to be slowed by one degree. At two hits, your ship cannot move anymore, and the player undergoes a storylet.
Dealing with the Blemmigan Barrage - The storylet is of your crew desperately trying to peel the blemmigan spores off your ships sides and engines. This is a hearts challenge. If the player succeeds, they successfully dislodge the Blemmigans and the ship can get moving, but only at 1 degree of throttle. If there is a rare success, they dislodge all of the Blemmigans and the ship can move freely.
If they fail, a bunch of the Blemmigan Spores hatch into Hostile Blemmigans, leading to a second storylet.
In this Storylet, the player faces an Irons challenge to defeat the swarm of hostile Blemmigans on the deck of the ship. Success means the Blemmigans are killed with minimal lost crew (1-2), and the player goes back to the removal storylet. Rare success means no crew die in the process. Failure means the fight continues on and the crew is pushed back with slight losses (1-2) and more terror (+4 per dead crew). Rare failure means the crew suffers a major defeat and has to try again, losing 2-4 Crew and getting +5 terror for each crewman lost.
Hidden Enemy - Obviously, this would be a boss encounter. A hidden one, that only enters the world if the player kills enough Blemmigans in the game, either by dumping them overboard or in the random encounter where they discover them on islands. Kill at least 100 Blemmigans (with 20 per island encounter combat) and it will spawn the Blimeygan near the Uttershroom.
The player can only permanently remove the threat of the Blimeygan by seeding Blemmigans to almost every port in the game, and getting their "Propagation Blemmigans" counter up to 21 before recieving a unique option to calm the Blimeygan at the Uttershroom.
Yeah . . . that was fun!
edited by MisterGone on 2/24/2015
edited by MisterGone on 2/28/2015