aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
178
You can do that, but you must carry the enemy corpses immedietly after killing them as they wither away very quickly.
BATTLE 1 - TURN 17
Somnium made further studies on the possessed enemy, finding that powder made from boulders around the arena could temporarily disable the gas-spewing weapons. Somnium then tried to focus on an another flagellum entity standing in front of it, but then it got attacked by Waterzooi’s ally! (Rolled 4/6) The enemy which Somnium focused on has been utterly destroyed, but before dying it tried to release a cloud of gas… (Rolled 1/6) Looks like it failed. Somnium then tried to get the possessed blob to share the messages they get from The Great Belgiumer. It found that The Great Belgiumer is sending raw data to the enemies, seemingly their coordinates on the arena…
Waterzooi decided to move south-east of the congregation with it’s ally, but not before the ally killed an another foe. After arriving at a safer place, some energy was regenerated.
Loki’s fist swarm moved on to kill an another enemy… (Rolled 4/6) The enemy got anihilated by that impact, but it tried to release toxic gas… (Rolled 3/6) Some toxic gas was release, but less than before. The Eastern Swarm meanwhile has set up a hive at the dead end of the valley. (Hives work by having corpses delivered to them, when fed corpses they unlock some regenerative possibilities for Loki) The Northern Swarm worked belgium blocking off the entrance to the valley, connecting rocks together with wax in the end. The Western Swarm started to rush towards the valley, climbing up a large boulder…
(+3 XP to Somnium, +3 XP to Waterzooi, +6 XP to Loki, +1 Energy to Waterzooi, -1 HP to Loki, -1 HP to The Possessed Blob (down to [7/10]))
(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 - Possessed BELGIUM FIGHTERS
Dark Grey (If not the border) - Toxic Gas
Lime - Loki Hives
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: 40
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.