aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
149
BATTLE 1 - TURN 13
Somnium made Waterzooi and their converted ally less affected by the poisonous gas released by the foes. They also made both Loki and Enkefaros a bit more resistant to that gas by providing last Enkefaroses information which Somnium could receive…
Waterzooi decided to follow Loki’s main swarm, with the allied blob following it. It then evolved the said blob…
(Ally HP regenerated to full, Temporary Strenght boost now permanent)
The gas-attacking enemies have ran away, perhaps they need to recharge their gas-spewers?
Loki’s main swarm tried to get the pilus enemy to Waterzooi, however only remains were left of it. The two other swarms merged in a previously undiscovered area and flew up, revealing the last section of a huge boulder.
The main swarm then explored southwards, revealing a large passage, meanwhile the other swarm climbed up the big boulder and turned into a rather barebones human, searching for foe corpses in range, however no were found. It seems like the only option for healing available is to heal alongside Waterzooi, or perhaps Somnium? The human feels like a divine force will remove them from the boulder if they stay on it any longer…
(+3 XP to Somnium, +3 XP to Waterzooi, +1 XP to Loki, -1 HP to Waterzooi)
(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
Pink - Toxic Gas
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: 28
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.