The universe is divided into countless worlds. Most are empty and lifeless, supporting nothing but a few particles. Others are sentient by themselves and capable of affecting other worlds and even consuming them and some are truly godlike. And yet there are many inhabited by life and many creatures, quite intelligent and capable of even travelling between the worlds. But travel between worlds is beyond painful, as the different rules of the new world tear whatever enters apart, or worse. To survive or enter a foreign world one needs the help of locals, either by opening portals, summoning, creating a local shell to inhabit, or any other of the various methods. Invasions are possible, but rare and usually only the strongest beings are capable of doing so.
Keb was thought of as a minor god. It was considered to be a god of chaos and life. Like other chaos gods, it had a tendency to randomly "poke" other worlds by sending creatures or creating rifts between the worlds, which annoyed others greatly, and finally a major god called Rannok finally decided to destroy it, and crushed the world of Keb with its might and added its energy to its own realm. Unlike other gods, Keb did not die with its world. What the other gods had assumed was chaos, with the occasional order of life, was instead a gift for adaption. Instead of dying in the realm of Rannok, Keb instead changed its own form, and soon it grew like cancer inside the world of Rannok, when one piece of it was destroyed, the others had already multiplied. Unable to fight Keb, Rannok died.
But Keb was no longer what it used to be. It was no longer a god content to poke others and see what would happen. It wanted to spread. Unlike other gods it did not care what the rules of the worlds were, nor about how powerful it could become, it simply adapted to deal with it instead of attempting to break the rules of the worlds. Soon it had infected other worlds, and took any means to spread further. It was honestly easier than it had expected.
In the world called Thiand a group of mages were in trouble. They had been forced into a corner, and if they did not do something they would surely die. As a last resort they decided to summon help from the world of the god Nayz. They would surely have to pay dearly afterwards, but survival was more important at the moment. Little did they know that Nayz had been killed by Keb and its world taken. The portal opened, but nothing emerged for a while. The mages thought the delay quite odd, but they died before understanding the reason. Usually the portal would have been closed at that moment, but Keb kept it open, and Shadows of Keb began pouring through.
Keb had been expecting resistance, but this was new for it. The locals appeared to be wielding ranged weapons of some kind, and had apparently killed the mages that opened the portal. They had not yet fired at the Shadows of Keb, but were obviously prepared to fire if any of the Shadows approached. [Units highlighted in
blue will fire on the first moving hostile they see]
You currently control all the Shadows of Keb. The portal produces a Shadow of Keb at the beginning of your turn, which may act on the turn it was summoned.
What is the plan?
Shadow of KebHealth: 1 hp
Speed: 1 tile/turn
Energy Storage: 1 e
Abilities:
Dash [Cooldown 2 turns, can be used after movement]
Move up to 3 tiles in any direction [Counts as movement for reaction fire and reaction fire accuracy penalty]
Attack enemy [100% accuracy, 1 range, damage is equal to moved distance]
Manifest Change [Cost 1 energy]
Gain/Change/Add/Remove any trait, ability or stat [Requires Knowledge of trait/ability/stat]
Traits:
Foreign Will die after 6 turns.
Unknown? ? ?
Abilities:
? ? ?
Traits:
? ? ?
General stats:
Kills: 0
Deaths: 0
Times Change Manifested: 0
Knowledge:
Basic Universal Mechanics [Health, Movement, Physical Abilities and Traits]
I hope it's not too confusing. Ask if there are any questions.
Notes:
You can move and attack diagonally.
You can move units in any order.
You can move and use an ability on the same turn only if an ability allows it.
It's possible to do a guaranteed kill on an enemy this turn. Make sure it's actually guaranteed.
The death counters on all the Shadows are at 0 as if they were summoned this turn.
An extra Shadow pops on the portal. Don't forget to move it out of the way unless you want to block the portal for a turn.
All Shadows have full energy. You can manifest change, but you won't be able to remove the foreign trait afterwards, unless you found some way to gain more energy quickly.