The Great Belgiuming (April Fools Forum Game)

its time to break the silnse of the demns

  1. unique blob with loki to evolve them
  2. move more east
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you want to have the ally “merge” with a loki swarm?

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both actions: further embed myself into the belgium-fighters’ communication system

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@willow I need your votes.

Bladder hand: A1 and A2: crawl towards the hive to deliver the bee corpses to the hive to bee repurposed as honey

Hive swarm actions: continue expanding the hive

Western valley swarm actions: dig east

Entrance swarm: set up a small hive in the corner for guard bees to rest

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BATTLE 1 - TURN 19

Somnium mastered the ways of communication disruption…
(Foes have 1 in 2 chance of not moving this turn)
The possessed foe finally freed itself of the possesion.

Waterzooi commanded it’s ally to merge with the Loki swarms. The heavily mutated blob underwent a process similar to apoptosis, and then merged with loki’s swarm near the valley entrance. Strangely enough the effect seems to have been spread between all the swarms…
Waterzooi then started moving eastwards…

Loki’s swarm with a bladder full of deceased bees started making it’s way towards the hive, but without the ability to fly it is now only over a halfway to the strange graveyard…
The hive swarm expanded the hive, digging out even more space…
The ex-western swarm started digging into the boulder to the east…
The Valley Entrance Swarm, after absorbing the allied blob, set up a small hive from the rubble made when building the wall; It will be a nice place for some bees to rest in. However just as it finished building this structure, a hostile belgium-blob with a flagellum attacked!
(Rolled 2/6)
Only a small cloud of toxic gas was emitted…

(-1 HP to Loki, +10 Speed to Loki’s both forms [will not carry on to the next battle], +2 XP to Waterzooi, +3 XP to Loki, +4 XP to Somnium)

(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

FIGHTERS:

Loki

ADVANTAGES:
1: Extra Form
2:

3:

DISADVANTAGES:
1:

2:

DESCRIPTION:

STATISTICS:
(FORM 1 - Human):
STEALTH: 20
SPEED: 10 (20)
STRENGHT: 20 30 Normal Damage
HEALTH: 12/30

(FORM 2 - Bees):
STEALTH: 20
SPEED: 20 (30)
STRENGHT: 10 Normal Damage
HEALTH: 12/30

EXPERIENCE: 37

ABILITIES:

PASSIVE:

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: 47

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)

Enkefaros

ADVANTAGES:
1:

2:

DISADVANTAGES:
1:

DESCRIPTION:

STATISTICS:

STEALTH: 20
SPEED: 20
STRENGHT: 10 Normal Strenght + 10 Distance Strenght
HEALTH: 0/15
EXPERIENCE: 45

ABILITIES:

ACTIVE:
Time Dilation: When Active, can do 3 actions in one sub-round.

Waterzooi

ADVANTAGES:
1:

2:

3:

DISADVANTAGES:
1:

2:

DESCRIPTION:

STATISTICS:

STEALTH: 20
SPEED: 20
STRENGHT: 10 Normal Strenght
HEALTH: 11/11 + Partial Protection (Abilities)
EXPERIENCE: 50
(DISADVANTAGE) ENERGY: 2/5

ABILITIES:

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. (Too overpowered)

@doomlightning @Ferrus_coloni @willow

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A1: main hive swarm: expand the hive, guard swarm: drop rocks on the hostile blob until it’s dead, hand: continue crawling to the hive, western valley swarm: continue digging east

A2: main hive swarm: expand the hive. guard swarm: see if ithe blob is dead, and if it’s not, keep dropping bigger rocks on it. Hand: deliver the dead bees to the hive, and turn back into bees, then merge with the hive swarm. Western valley swarm: continue digging east

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and if the blob dies from A1, what shall it do?

Split the swarm so as much as possible can stay defending the valley while the rest roll the dead blob to the main hive

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Oh also, see that other purple spot in the place where the congregation used to be? Yeah, that flagellum blob will most likely come to your guard swarm next, unless somnium successfully stuns it again…

Edit: @Ferrus_coloni @doomlightning I need your votes.

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yes yes

  1. improve more XP by duplicate ally?
  2. move afyetr east
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The ally blob no longer exists.

What does this mean?

RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR

i forgo make a new blob

and after

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What do you want to do with the 1st action then?

I will move east

that what i meant u knoiw

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So moving east twice…

Edit: @Ferrus_coloni I need your votes.

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Action 1: further integrate myself in enemy communication systems

Action 2: force all communications to pass through me before their intended reciever, since I’m sharing sensory information between all fighters already, these enemy communications should also be visible to them

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BATTLE 1 - TURN 20

Somnium embeded itself further into the network which the foes have been using to track the terran fighters’ locations. However, at the same time the one watching this whole battle, The Great Belgiumer, seemingly noticed that something is wrong and started to communicate with it’s “universal defenders” via new, mysterious means, balancing out Somnium’s new advantage… However as long as the old network is still up (and it doesn’t seem like it will be up for much longer…), Somnium forced all data travelling via it to pass thru this strange fighter’s construct first. As it turns out, all data comes from one source and travels to one destination - there aren’t any talks between the individual foes on the battlefield. As so no sensory data from enemies was received.

Waterzooi travelled far east, arriving at the opposite side of the pit. It saw a huge cloud of strange gas just north of itself - a most likely toxic gas.

Loki’s main hive swarm has been busy expanding the hive, using materials attained from digging up corridors into walls of the large boulder.
The guarding swarm started fighting the foe which just attacked it…
(rolled 6/6)
The enemy splattered around the place after a rock carried by the bees dropped right onto it. The swarm then split, with one part remaining on guard and the other heading towards the main hive with fragments of the splattered foe. At the same time, an another Flagellum-Blob arrived, but the remaining bees attacked it before the ex-possed enemy could release a cloud of toxic gas…
(rolled 6/6)
Despite the small size of this swarm, it too managed to easily defeat a charging foe…
The hand-swarm finally arrived at the site of the main hive, deposited the glorious remains it gathered and, after turning back into bees, merged with the main hive swarm, busy with expanding this hive even more…
(Hive options: Fully Heal 1 Terran Fighter OR Fill up 50% of missing Health of 2 Terran Fighters)
The formerly westernmost swarm continued to dig through the rocks, slowly nearing the main hive…

It appears that The Great Belgiumer is preparing for a new annoucement. What could it be this time?

(+2 XP to Somnium, +1 XP to Waterzooi, +13 XP to Loki)

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
Orange (When not a single dot) / 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

FIGHTERS:

Loki

ADVANTAGES:
1: Extra Form
2:

3:

DISADVANTAGES:
1:

2:

DESCRIPTION:

STATISTICS:
(FORM 1 - Human):
STEALTH: 20
SPEED: 10 (20)
STRENGHT: 20 30 Normal Damage
HEALTH: 12/30

(FORM 2 - Bees):
STEALTH: 20
SPEED: 20 (30)
STRENGHT: 10 Normal Damage
HEALTH: 12/30

EXPERIENCE: 50

ABILITIES:

PASSIVE:

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: 49

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)

Enkefaros

ADVANTAGES:
1:

2:

DISADVANTAGES:
1:

DESCRIPTION:

STATISTICS:

STEALTH: 20
SPEED: 20
STRENGHT: 10 Normal Strenght + 10 Distance Strenght
HEALTH: 0/15
EXPERIENCE: 45

ABILITIES:

ACTIVE:
Time Dilation: When Active, can do 3 actions in one sub-round.

Waterzooi

ADVANTAGES:
1:

2:

3:

DISADVANTAGES:
1:

2:

DESCRIPTION:

STATISTICS:

STEALTH: 20
SPEED: 20
STRENGHT: 10 Normal Strenght
HEALTH: 11/11 + Partial Protection (Abilities)
EXPERIENCE: 51
(DISADVANTAGE) ENERGY: 2/5

ABILITIES:

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. (Too overpowered)

@doomlightning @Ferrus_coloni @willow

hive action: fully heal loki
(i should buy a revival jelly skill after this battle)

A1: hive swarm: EXPAND HIVE EAST! dig swarm: dig west. corpse transferral swarm: continue to bring the corpse bits to the main hive. guard swarm: haul bits of the dead belgium blobs up to the guard hive

A2: hive swarm: EXPAND HIVE EAST! dig swarm: dig west until hive reached. corpse transferral swarm: continue to bring the corpse bits to the main hive. guard swarm: make more bees

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Would that revive dead players?