Somnium has been focused at infiltrating minds of the belgium-blobs. This fighter noticed one quickly approaching Waterzooi and their ally, and so all the willpower has been focused on infiltrating that enemy, turning it into an ally… However it seems like that the graps won’t last very long, and the enemy will free itself roughly at [TURN 19]. After that it will most likely secure it’s mind, not being able to get accessed again…
(You gain 1 extra action per round which you have to spend on a controlled being until it has freed itself, you may also use other actions for the controlled agent to do more stuff)
Waterzooi upgraded it’s ally once more, giving them a superior stealth statistic… (Ally Stealth up to 30) It also seems to be a lot more consious about it’s surroundings. After that, the two figures went eastwards. They encountered a foe with a flagellum, but Somnium managed to take over it’s mind… However another one is coming and ready to gas the whole area any moment…
Loki’s Main swarm has split in two, discovering that the passage they discovered is a dead end. The Western swarm left the rock, feeling a divine presence pressuring it to leave the boulder. The two larger swarms also found some material which could be used to seal off the entrance to the dead end, however no enemies for Somnium are in sight…
(+3 XP to Somnium, +1 XP to Waterzooi, +1 XP 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
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: 33
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.
western swarm: a1: explore the nearby unexplored area, A2: go to rejoin the other swarms
easternmost swarm: A1: look for stuff to block off the passage it’s in. A2: block off the end of the passage, then go back west
top swarm: A1: split to have one swarm work on blocking off the main entrance to the valley as best as it can, and the other fly towards the enemy near waterzooi A2: have the swarm that went to the purple blob turn into a fist above where it’s going and fall, and continue trying to block off the entrance with the other swarm
Action 1: “look around” my coverted belgium-fighter, studying its anatomy and relaying the information about it to other fighters
Action2: since the belgium fighters appear cellullar in nature, I study the one I converted even more in-depth, trying to find its basic instructions and commands, especially apoptosis
Converted fighter action: move away from Waterzooi, attacking other enemies to draw their attention
Somnium, after getting a hold of an enemy, started relaying information about it to other fighters. This enemy is fast and spews gas as an attack, however it’s surface isn’t very resiliant to damage, nor is it very stealthy. Somnium also studied it’s anatomy, revealing that the belgium-blobs of this kind must recharge for a bit before being able to again use the gas attack. Nothing similar to apoptosis function was found, but Somnium noticed that the enemies seem to get information from The Great Belgiumer about where the terran fighters are. Somnium then led this fighter and attacked another foe similar to the possessed one nearby… (Rolled 6/6) The gas cloud has badly damaged the foe, but right after that it released a gas cloud of it’s own! (Rolled 4/6) The whole congegration of terran fighters in this area was hit by a cloud of mildly toxic gas, however past experience allowed them to receive less damage than they would normally get…
Waterzooi, seeing the hostile gas cloud from the attacked foe, tried to resist any health loss… (Rolled 1/6) It didn’t seem to work, but at the same time a bit of energy needed for genetic manipulation has been regenerated…
Loki sent it’s westernmost swarm to explore the nearby black spot on the map. Soon enough all of it was revealed. The easternmost swarm meanwhile was tasked with making the entrance to the valley’s end harder. It managed to find enough material to nearly completely lock it and left some to block this passage if needed. The upper swarm meanwhile split in two, one of it’s parts started blocking off the valley as a whole, while the other one flew towards the ally congegration. It entered the toxic gas cloud and turned into a fist right above the enemy responsible to releasing it… (Rolled 5/6) The belgium-blob has been utterly destroyed by the impact of the fist which used to be a swarm of bees just a few seconds ago…
Waterzooi’s ally went to an another gas-spewer approaching the congregation and attacked it before it could notice… (Rolled 4/6) The enemy was turned into a formless pulp.
(-2 HP to Loki, -2 HP to Waterzooi’s Ally [8/10], -2 HP to Possessed Blob [8/10], +4 XP to Waterzooi, +4 XP to Somnium, +6 XP to Loki, +1 Energy 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
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: 37
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.
A1: fist: turn back into a swarm and go above the next enemy blob’s path. top swarm: continue blocking off the entrance. eastern swarm: go to the end of the valley and start setting up a hive. western swarm: rush to the valley
A2: fist swarm: turn back into a fist aimed at where the enemy blob will be again. 2nd top swarm: fully block off the entrance and glue the rocks together with wax. western swarm: climb the mountain and continue flying towards the valley. eastern swarm: continue setting up the hive.
could bringing dead enemies to it provide food after some time that i can use to heal others and slightly accelerate (or enable) my passive healing but that can’t be carried without some sort of fluid vessel?
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.
A1: westernmost swarm: continue rushing east.
topmost swarm: fly towards the valley entrance and have the dying bees be surrounded by other bees to carry them.
Valley entrance swarm: start making the wall thicker but leave a path specifically for waterzooi.
Hive swarm: start digging tunnels into the rocks that the bees can pass through and piling the bits of rock in a corner somewhere
A2: west swarm: enter the valley. Valley entrance swarm: continue last action. Almost dead swarm: enter the valley and turn into a hand with a bladder on it that’s holding all the dead and dying bees, hive swarm: turn the rock bits into sharp sand and mix some of the sand with wax to expand the hive with the bee cement
Somnium has researched the method by which The Great Belgiumer and their allies communicate. It didn’t take long for this fighter to see a way of distrupting the method. (Foes have a 1/3 chance of failing to move this turn) The enemy next to the possessed blob tried to attack it with a gas attack… (Rolled 2/6) It released a small cloud of harmful gas…
Waterzooi and it’s friend brought one of Loki’s swarms to itself, with the humanoid using some energy to upgrade the swarm… (Loki’s Human Form Strenght Increased 1.5 times)
Loki’s western swarm has been rushing east, managing to enter the secure valley after descending from a large boulder. The swarm which has been present near the cluster rushed towards the valley, turning into a hand with a bladder full of dead bees just north-west of the ex-western swarm. The swarm which has been working on sealing off the secure valley started making the walls even thicker, but it left a thin spot which waterzooi could traverse. The hive-builder swarm meanwhile has focused on extracting rocks and mixing them with the hive structure to increase it’s size.
(-1 HP to The Possesed Blob (down to [6/10]), -1 Energy to Waterzooi, +3 XP to Somnium, +2 XP to Waterzooi, +2 XP 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
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: 43
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.