Oh so that it what you call a purple taste, interesting…
BATTLE 1 - TURN 11
Somnium has focused their actions at making other allied fighters stronger in this critical moment…
Waterzooi managed to focus on their Energy reserves, managing to regenerate 1 point, and instantly spending it on the allied blob, but before that came a small battle…
(Rolled 5/6)
The allied blob managed to hit the enemy belgium-blob in a lethal way! The modification has reached the ally…
(Allied blob HP regenerated to max, Stealth from 10 to 20)
A pilus enemy and flagella enemy are approaching from the north-east, while Loki’s main swarm came with news of another flagella foe coming from the north-west…
Enkefaros has retreated to the west, while 4 blobs are chasing them. It decided to target the enemy which used to be to the south of it…
(Rolled 1/6)
The attack missed…
Loki’s main swarm has finally reached Waterzooi, and the foe it baited is following the swarm. Meanwhile, the two uppermost swarms combined and went northwards, discovering a force of enemies coming from that direction…
(Rolled 3/6)
An enemy belgium-blob attacked the small swarm, causing it some damage.
(+3 XP to Somnium, +5 XP to Waterzooi, +1 XP to Enkefaros,+1 XP to Loki, -2 HP to Loki)
(Removed to not take up forum space)
LEGEND:
Green - LOKI
Blue - ENKEFAROS
Orange - WATERZOOI
SOMNIUM - Together with other fighters…
Red - BELGIUM FIGHTERS (First Spawn)
Purple - BELGIUM FIGHTERS (Second spawn - type 1)
Light-gray - BELGIUM FIGHTERS (Second spawn - type 2)
Light Blobs - BOULDERS (blocks movement)
Yellow - Converted BELGIUM FIGHTERS
MAP MOVEMENT SPEED = (Speed Statistic / 2) Pixels (Map is 100 X 100 Pixels across in total, including the unclimbable walls)
SIGHT RANGE - 5.5 Pixels Radius From a Fighter’s Center
Overstimulation Immunity: More effective attacks the more enemies are fighting you
Insomnia: Less chance of hitting enemies
Somnium
ADVANTAGES:
1:
2:
DISADVANTAGES:
1:
DESCRIPTION:
STATISTICS:
STEALTH: 20
SPEED: 20
STRENGHT: 10 Normal Strenght, 10 Control Strenght
HEALTH: 20/20 + Partial Protection (Abilities)
EXPERIENCE: 21
ABILITIES:
PASSIVE:
Memory Attack: Can only be damaged by enemies who attack the idea of it’s existance (50% chance to miss attacks)
Disembodied: Doesn’t have a body for self, relies on puppets to interact with the world. The Puppets inherit their own statistics. Your own statistics are separate from them.
ACTIVE:
Pupeteer: If Control Strenght is higher than any strenght an enemy has, they can be pupeteed. MAX amount of puppets = 5.
(Before you Puppet anything, you can infect an enemy like an invisible parasite ghost, in that state you can’t damage the enemies)
PASSIVE:
Equilibrium Zone: Energetic and Kinetic attacks are weakened if they are within this zone, regenerates energy if such attack is commited
Dimension Weaver: When Hit an enemy, temporarily adds the best advantage to The Fighter (Lasts until the fight with this/those entity/entities ends)
E=MC2: Special Energy Statistic which measures how many Active Abilities can you cast.
ACTIVE:
Genetic Manipulation: Can Modify an enemy’s genome, changing it’s statistics, abilities and even alignment. You need to first inspect an enemy in order to use this ability.
MISC.:
Other Stuff
10 XP can add 5 points to a statistic,
100 XP can add an advantage/ability OR upgrade an already existing advantage/ability.
Fight will include cube dice rolls:
1- You miss
2- Strikes a worse area
3- Strikes a worse area
4- Strikes as expected
5- Strikes as expected
6- Strikes critical area
Damage is affected by the rolls of the dice, and is closely tied to strenght.
Various strenght types to various things (control S. allows for control of enemies, distance S. allows to hit enemies from further away.)
Damage drains Health.
If you have more stealth than an enemy, you will be able to attack them from surprise, giving you a lot larger chance of critical hit.
Speed determines how fast can you cast actions - at 20 speed it’s 2 actions/sub-round, and it scales as +10 speed = +1 action/subround, easy to understand.