Turn 30:
Turn 29
Ulkas, the Horned Demon (Sarrak)
"Thanks for assistance, Liel, I think I'm getting more precise in my control with your observations. Seeing that many Essence being completely useless to us gave me an idea. What if we use Lesser Essence to farm monsters with my mind-control?"
"Let me elaborate. Astrosa, do you remember how we met initially? Your strategy was betting on luck heavily, but we can make it much more refined. Not all mosters we have met could consume Essence, but whose who did, might use this free Essence to evolve to the stage that is of use to us. Obviously, herding many weak monsters would be pointless, but stage 2 shows promise. Liel, how many of those weaklings a stage 2 monster would need to evolve into a passable snack?"
Ulkas grinned devilishly before adding:
"And in case we find someone as unique and understanding as myself, who knows? We could use some capable minions. What do you think?"
If controllers are too weak, kill them. Else, feed all Essence to one without brain to see what happens and if it can still evolve. Then, rush to our destination, using Astrosa eyes to seek good prey - or numerous stage 2 pack.
She smiled.
"Yes, I do fondly remember our meeting."Your body couldn't help but remember the pain from that time.
"But this time was different: you were worthy of my Essence. Those lowly creatures are not comparable to- Ah. I just understood. Hmm... that could be worth a try if feeding these insects won't take too much time."If I am not mistaken, about 10 of these Monsters Essence would be needed for a Tier 2 Monster to attain Tier 3.(A small note, I will use Tier when talking about Stage with Liel. Just for flavor.)
Luck Roll: [4]
It was just your luck, it just so happened that the less damaged of the Skalruogs had the potential to awaken. You forced all Essence into it-
The Skalruog 'Leader' evolved into an All-Eye SkalruogThe transformation was quick. The Skalruog humanoid shape didn't change, but eyes appeared all over its body, forming lines of eyes connected to its plexus.
It was still under your control, but was starting to fight it off.
Travel Roll: [1]
"Ulkas. It seems I underestimated this place."When Astrosa started with this low and serious tone, it was a sign she sensed a powerful being. One that she wasn't sure she could win against. She described her sensations to Liel, who gave an estimation of the enemy's stage.
Tier 8. That would be the the highest we have seen since we left Xatares."I think it sensed us too."Nearby Monsters:-Unknown Stage 8 Monster-1 Skalruog 'Leaders'
Controlled-1 All-Eye Skalruog
ControlledStage 3
Max HP 24
Max MP 22
STR 1
CON 1
POW -1
RES 0
INT 2
IND 2
[Poisons detected]
[No magic affinity detected]
HP: 29/29
MP: 48/48
Essence: 280/300
Status:
-Fine
Gear:
-Xatares Adaptative Suit
-Xatares Mining Armor
-Xatares Shielding Device (Glove)
Inventory:
-Ashafan Journal about the Taes ruins.
Contents: partial map of the early levels of the Taes complex. Expedition log.
-Xatares Shatterer
-Xatares Collapser
Location:
-Baldarus Plains, "Hole"
Companion: Astrosa
HP: 63/63
MP: 39/39
Essence: 20/750
Attributes:
STR 6
CON 2
POW 0
RES 0 (+2) (Bracelet)
INT 0 (+1)
IND 3
Status:
-Nothing
Gear:
-Xatares Adaptative Suit
-Xatares Mining Armor
-Xatares Shielding Device (Glove)
Inventory:
-Electrum Bracelet of Magical Protection (+2 Res)
-Xatares Shatterer
-Xatares Collapser
Companion: Liel
-Data still pending-
Status:
-Worn [Special]
Azarian, the Imbued Thoughtling (Dustan Hache)
ogres are smarter than they look, and being dead probably didn't change that. Devour the mind of one, and try to turn them on eachother. Hopefully it will weaken or kill the one that I dont control.
Mind Eater:Very Easy 4: [3]
Outcome: [4] -Failure-
A simple undead mind is very simple, close to that of an automaton. Yet you tried to eat the mind of that undead Ogre... only to realize both had no mind at all.
They were just moving corpses that would very definitely attack anything they would detect.
Nearby Monsters:-2 Undead Ogres
HP: 17/17
MP: 17/17
Essence: 5/20
Status:
-Fine
Location:
-South-Easternmost Nepkeros
> Control Tower
Viridikion the Green Dragon Hatchling (randomgenericusername)
((that guy waaay too strong and there was nothing I could have done. Escaping or fghting, both would have gotten me killed no mather what because of the area spell.))
Name: Viridikion
Species: Green Dragon Hatchling
Appearance: A newborn land-based fire-breathing reptilian. It has green scales covering his body, and bright green eyes. It just hatched from his egg a few seconds ago, but he's still quite big.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP: 10/10
MP: 10/10
Essence: 0/2
STR 1 -Strength : increases physical damage-
CON 1 -Constitution : increases physical resilience-
POW 0 -Power : increases special/magical damage-
RES 0 -Resistance : increases special/magical resilience-
INT -1 -Intelligence : increases your ability to submit others to your will-
IND -1 -Individuality : increases your ability to resist to others will-
Traits: You may have up to 2 Starting Traits
Green Dragon Scales: Viridikion's body is covered by hard to pierce protective scales, which reduce the damage from weak physical and elemental attacks in his skin and body.
Claws, fangs and a tail: Viridikion is an innnate predator. He has multiple natural weapons at his disposal,which he will use to hunt his food.
Skills: You may have up to 2 Starting Skills
Green Flame Breath: Spew green fire, which burns for a loner time than normal flame.
Charged Breath: An even stronger variant, which fires a pillar of very strong green fire like a beam, but damages the user and takes time to charge.
[4] The first thing you felt when you hatched from your egg was the soft sensation of fabric. Then the warm rays of the sun stroking your scales. And the light breeze that came from the tall and wide windows of the room with white stone walls.
A bell ringed. Before you stood a strange creature.
A Human wearing priest garments was sitting on a chair before you, carrying with him a plate on which rested juicy meat and delicious fruits.
"Viridikion" it said. It was your name.
HP: 10/10
MP: 10/10
Essence: 0/2
Status:
-Just born!
Location:
-Theocracy of Tymarch - Temple to the Titan
Skee, the Insect Parasite (Legendary Marksdorf)
((Holy heck. 20 Essence. I was expecting a lot, but not this much ! Seems like the Banera was reaallly strong.))
Claim the essence, then Transform : ((if I counted right, this should be enough for Skee to reach stage 2 right away))
Name : /
Species : /
Appearance : Skee's chitinous exoskeleton has grown into sturdy plates and fused with the head, making him look like a sort of miniature trilobite. His tail has grown longer, and the stinger sharper.
HP or MP increase : HP and MP
Attributes increased : INT, twice.
Traits gained :
Internal ducts - Skee grows ducts in host's body, allowing him to send poison or serum anywhere in his hosts' body. This can be used to imbue the hosts' claws or teeth with Skee's own paralytic posion for example, thus allowing him to indirectly inject it to his enemies.
Thoughtwalker - Skee can peer into his host's mind, allowing him to access its memories and knowledge to some extent. This can be used to perfectly imitate the host's usual personality, for example.
Bioengineer - Skee can manipulate his host's body, causing it to grow new organs, tissues and limbs over time, given sufficient nutrition. This can also be used to reinforce already existing organs, or to move them, or even repair internal damage.
Biobond - After staying in the same host for a while, Skee gets used to it and becomes much more efficient overall. Basically, the longer Skee stays in the same host, the stronger they both become.
Skills gained :
Bolstering Serum - Skee produces a serum which greatly boosts his host's strength, reaction speed, and dexterity for a short amount of time. Multiple injections will amplify the effect, but injecting too much serum can cause great damage to the host's body.
Regenerative Serum - Skee produces a serum which greatly boosts his host's natural regenerative capabilities, allowing it to quickly heal wounds or mend broken bones while also greatly reducing fatigue.
Mind Crusher - Skee unleashes a brutal mental attack which can cause disorientation, confusion, loss of consciousness or outright madness. Can also be used for mind control to a limited extent.
Brain Theft - Skee taps into his host's brainpower, temporarily increasing his own. The smarter the host is, the better this works, but it will never result in negative results, even if the host is dumber than its feet, because Skee is essentially using the host's brain as an auxilliary brain for himself.
Then, make your host say : "Against all odds, we've managed to defeat this fearsome beast through teamwork. Even though we lost several brothers tonight, this goes to show that if we stand united, nothing will be able to stop us. Now if just five of us were able to defeat a Banera, imagine what all Makralians would be able to do if they worked together. If any of you weren't convinced that reuniting all the packs was a good idea, I'm sure they've changed their mind now."
Before leaving, cut off the bladed part of the Banera's tail, then skin it and take its pelt. If you can't carry these alone, ask the other Makralians for help. With these, you should be able to craft something interesting later, such as a weapon for your host and possibly even armor. Have your host wear the Banera's head on his own. ((In a similar fashion to this))
Finally, head for the Makralian reunion.
Name: Skee
Species: Insect Parasite -Stage 2-
Appearance: Skee's chitinous exoskeleton has grown into sturdy plates and fused with the head, making him look like a sort of miniature trilobite.
Max HP: 17
Max MP: 17
STR 0
CON -1
POW 0
RES -1
INT 3
IND 1
Traits:
Parasitic Lifeform: Skee is a parasite. Outside of a host body, he's (almost) no different from a mundane critter and thus extremely vulnerable. However, once Skee has taken over a host, he's able to tap into their inner strength, increasing their strength and magical prowess, and maybe even revealing hidden abilities the host wasn't aware off. Depending on the size and mental resilience of the host, taking complete control of their body after entering it can take from 5 minutes up to several days. He can leave the host body at any moment, and they'll have no recollection of what happened. (Being inside a host replaces Skee's own Strength, Constitution, Power and Resistance by the host's, slightly increased.)
Internal ducts - Skee grows ducts in host's body, allowing him to send poison or serum anywhere in his hosts' body. This can be used to imbue the hosts' claws or teeth with Skee's own paralytic posion for example, thus allowing him to indirectly inject it to his enemies.
Thoughtwalker - Skee can peer into his host's mind, allowing him to access its memories and knowledge to some extent. This can be used to perfectly imitate the host's usual personality, for example.
Bioengineer - Skee can manipulate his host's body, causing it to grow new organs, tissues and limbs over time, given sufficient nutrition. This can also be used to reinforce already existing organs, or to move them, or even repair internal damage.
Biobond - After staying in the same host for a while, Skee gets used to it and becomes much more efficient overall. Basically, the longer Skee stays in the same host, the stronger they both become.
Skills:
Paralytic Poison : Skee's one mean of defense when outside of a host. He stings the enemy injects a strong paralyzing poison, resulting in complete momentarily paralysis. The poison is non-lethal although if an excessive dose is injected, the target might die from cardiac arrest.
Bolstering Serum - Skee produces a serum which greatly boosts his host's strength, reaction speed, and dexterity for a short amount of time. Multiple injections will amplify the effect, but injecting too much serum can cause great damage to the host's body.
Regenerative Serum - Skee produces a serum which greatly boosts his host's natural regenerative capabilities, allowing it to quickly heal wounds or mend broken bones while also greatly reducing fatigue.
Mind Crusher - Skee unleashes a brutal mental attack which can cause disorientation, confusion, loss of consciousness or outright madness. Can also be used for mind control to a limited extent.
Brain Theft - Skee taps into his host's brainpower, temporarily increasing his own. The smarter the host is, the better this works, but it will never result in negative results, even if the host is dumber than its feet, because Skee is essentially using the host's brain as an auxilliary brain for himself.
The other Makralians were awed before the feat. They celebrated, and unanimously choose you as the new Leader of the Pack.
"Shnapa! Shnapa!"
You ordered them to help you skin the Banera and cut its tail to wield as a weapon, but the Makralian's claws and hand shape made wielding something very unwieldy. It was very hard for your host to maintain a half-decent grasp on the tail. While Makralians could pick up things, they couldn't wield and manipulate them easily.
(The Banera has no fur)
You had your host wear the beast's head, further encumbering it. The Makralians didn't understand your strange behavior, but they didn't care. Your new pack then left for the Reunion spot...
After another day of walking you reached the Reunion spot. Around a massive tree, probably hundreds of Makralians were gathered. The area was bustling with activity, but the packs were still firmly separated.
Luck Roll: [1]
Your arrival was quickly noticed. A Makralian wearing the rotting head of a Banera and attempting to wield its tail. Your pack looked proud and confident, but every Makralians around gave you weird looks.
Nearby Monsters:-Hundreds of Adult Makralians
HP: 17/17
MP: 17/17
Essence: 10/20
Status:
-Fine
Location:
-North Savarde Jungle - Heading for the Reunion spot
Host: Adult Makralian
HP: 15/15
MP: 12/12
Essence: -/10(Not awakened)
Status:
-Fine
Attributes:
Str 1
Con 1
Pow -1
Res 0
Int 1
Ind 1
Known Skills:
-Rallying Call
-Vicious Bite
-Fur Hardening
-??
Go'Von, the Strangler Ooze (Puppyguard)
Go'Von
Ambush a small hunting party for snacks.
Luck Roll: [3]
Marandars, the Savage Country. So called by the other nations not because of the monsters roaming its lands, but because of their hunters. The Marandars, also known as the greatest known hunters of the civilized countries.
You lied in ambush close to the settlement, on the lookout for a small group of hunters. These strange creatures never left alone, always in groups of three. But by chance, one of the leaving groups was made of only two creatures.
You followed them silently, ready to ambush them once they would drop their guard.
Ambushing Hunters:Hard 12: [8]
Outcome: [1] -Critical Failure-
You suddenly lost track of them. Strange, until now they were moving at a regular pace and didn't seem t have detected y-
Spear:(Str 2 vs Con 1): [8]+5 (Ambush2 Spear3) vs [4]
Critical: [4] -Normal Hit-
Damage: ([4]+1)*1.5=7
One of the hunter appeared from behind, stabbing one of your arms into the ground with its spear. It was also wielding a shield, and was apparently wearing a full suit of fur and leather armor.
The other hunter was nowhere to be seen.
Nearby Beings:-1 Marandarsian Hunter
-1 Unseen Marandarsian Hunter
HP: 8/15
MP: 12/12
Essence: 8/10
Status:
-Fine
-Wounded
-One arm lost
Location:
-Baldars Plains, Savage Country of Marandars
> near a Marandarsian Settlement
Eximius Res, the Rusty Ring (Hawk132)
"... Let's wait for a short while, Veras. I do not want to endanger the villagers unnecessarily. One of my effects lessens fatigue and dulls pain. If we're lucky, the kid'll wake up soon. But if he doesn't show any signs of waking up, use it."
Let's wait for a bit. If Prias doesn't wake up, use Veras' tool.
[Rejuvenating]Moderate 10: [10]
Outcome: [6] -Overshoot-
Prias woke up, having recovered some of its energy. But its sense of pain was so dulled it could barely sense any. Veras explained the situation to Prias, and you also warned him of his current state.
"We have no choice. Better go before the pain starts kicking back."The group left all non-vital items here, at the entrance of the ruin. Then Prias lifted Veras to carry him on his back. You left toward the village of Safara.
Travel Roll: [4]
Was it luck or fate? Your journey back to the village was undisturbed, and it was a good thing. You wouldn't have survived an encounter with any creature, you were sure of it.
You arrived to the village of Safara. Prias, who couldn't feel pain anymore, had walked until the skin of his feet got scraped to the bone. The rest of his body was in an equally terrible shape, and you still remember the panicked looks and the tears of his friends.
[Timeskip...]
It will take some time for Veras and Prias to recover. What did you do in the meantime, and even after they recovered?
Nearby Monsters:-None!
HP: 15/15
MP: 4/12
Essence: 5/10
Status:
-Ring Form
Location:
-Safara (Eastern Village of Nepkeros)
-Unnnamed Ruined Nepkeros Magical Facility
Host: Prias, Human Villager of Safara
HP: 3/10
MP: 10/10
Status:
-Badly Wounded
-Bonded
Internal Scars
Gear:
-Large Composite Bow (6 Arrows) [Left Behind]
-Heavy Steel Shield [Left Behind]
Inventory:
-Lot of survival stuff
Attributes:
Str 0 (1)+1
Con 1+1
Pow 0
Res 0 (1)
Int -1
Ind 1
Notes:
-Locked Potential (True and acknowledged)
-Ancient Combat Techniques (Bonus to combat)
Companion: Veras, Human Archeomancist
HP: 1/10
MP: 9/25
Status:
-Critical State
Estimated Attributes:
Str -
Con -
Pow +
Res +
Int +
Ind =
Notes:
-Investigated Prias "restraints"
-Known Villagers:
Veras: the village's mage
Sandra, Septor, Iseis: Prias's close friends
Eten, Luaros: villagers on townwatch
Terrence the Bone Baron - (ironsnake345)
Well, I'm getting the short corner of this triangle.
Vel and the specter whose name I CANNOT remember are doing a lot better than I am; continue fighting, but focus more on defense; try to last until the others can give me a hand.
Adopting a more defensive stance, you started stalling for time.
Terrence (Str 1, Con 1) vs 3 Rippers
Attack!:
(Str 1 vs Con 1): [9]+2 (Bonesword2) vs [11,5,10]
Critical: [5]
Damage: [3,2,5]+1
(Str 1 vs Con 1): [9,12,3] vs [5]+2 (Defensive Stance2)
Critical: [8]
Damage: [5]-1 (Bones abound)= [4]
Vel vs 3 Rippers
(Str 1 vs Con 1): [8]+2 (Sword2) vs [12,2,4]
Critical: [4]
Damage: [5,2]+1
(Str 1 vs Con 1): [4,3,2] vs [1]
Critical: [-]
Damage: [12]=[12]
Artomal vs 1 Rippers
(...)
Damage: [6]
Terrence lost 4HPHooligans! Your footwork helped defend yourself a little better, but your body still ended up slashed and battered. Vel was doing good with his three opponents, that is until he suddenly managed to somehow trip? Which ended up badly for him.
Artomal on the other hand, had finished his two Rippers. He was unsure who to assist.
Nearby Monsters:-Artomal, 'Gentleman' Specter
Ally-8 Undead Rippers (humanoid, 4 to 6 clawed arms, no armor)
Vs Terrence:
> one to -4
> one to -3
> one to -6
Vs Vel:
> one dead
> one to -8
> one okay
Vs Artomal:
> two dead
HP: 3/15
MP: 12/12
Essence: 5/10
Status:
-Fine
Inventory:
-Bone Broadsword [Wielded]
Location:
-Deadland of Easenval
> Fog
Companion: Vel[/color]
HP: 1/15
MP: 12/12
Essence: 6/10
Status:
-Okay not fine
Inventory:
-Rusty Arming Sword [Wielded]
Squelchy, the Omnislime (Coolrune206)
Squelchy was starting to collect its thoughts. It began to realize that no matter where the slimes went, they would still be in danger. Thus, to Squelchy, the only logical next step was to become powerful enough to protect its group, whom Squelchy had grown quite fond of and considered to be like family to it. With this in mind, he gathered the group's strongest hunters and set off, telling the rest of the group to wait here. (That's assuming Xorosk doesn't tell them to leave. If Xorosk does, Squelchy tells the slimes to simply follow a light pheromone trail he will leave.) He then brings the small hunting group out to the forest to find some monsters with essence to harvest, leaving behind the aforementioned pheromone trail.
You ended up sharing your thoughts with Xorosk, who ended up being a very understanding and wise fellow. It gave you four days to gain strength, after which you would have to leave. In the meantime, he would protect your friends.
Gloop Blop and Zed had survived, and joined the hunting group. Two more slimes joined, Tacloo and Balabalababa, respectively a Spinebomb Slime and a Pungent Filth Eater. The former looked like a slimy cushion with countless spines that could be expelled with force. The latter was a brown-purple puddle that could eat anything, and could weaponize the diseases it held within it.
Your hunting group then left.
Hunting Roll: [3,5]
Luck Roll: [1]
In four days, you five fought several creatures of the Jungle. From beasts, to insects, to amorphous creatures. With coordination and determination, you took them all down, and even managed to kill a strong creature.
30 Lesser Essence gathered10 Medium Essence gatheredBut your hunts attracted unwanted attention, and the Elemanoptera attacked once more. And while Xorosk took them all out, he told you that you had to leave earlier than arranged, both for yours and the spring's safety.
Nearby Monsters:-Xorosk, 'Spring Guardian' Superior Miasma Dragon
FriendlyHP: 17/17
MP: 17/17
Essence: 6/20
Status:
-Fine
Location:
-Savarde Jungle - North Area
> The Sacred Spring
Companion: Gloup Blop (Inkblack Coroblob)
HP: 15/15
MP: 15/15
Status:
Companion: Swift Zed the Mad Tornado (Leaping Slime)
HP: 15/15
MP: 12/12
Status:
Companion: Tacloo (Spinebomb Slime)
HP: 15/15
MP: 12/12
Status:
Companion: Balabalababa (Pungent Filth Eater)
HP: 15/15
MP: 12/12
Status: