Update 64: Back from another long break
Eximius Res, the Rusty Ring (Hawk132)
How dare you hang on to (un)life with 3HP!? Another Mana Drain, and hopefully drain some MP this time!
Assuming the fight ends, hoover up the 10 Essence and the party will continue forth.
Previously, Eximius and Prias met with an adventurer group passing by the village of Safara. At first taking Prias as a guide to complete a mission of their own in investigating the Deadland, the adventurers then decided to follow the budding Hero in his quest to understand what ails the land of his home.
To that end, they must head toward Satroya, the ancient capital of ruined Nepkeros. The journey will be difficult, and they already came across a few creatures: Ashen Ogres, and now Skeletal Wyverns.[Prias: Mana Drain]
Prias STR: 3
> Skill: Ancient Combat Techniques (+4)
> Situation: None
> Other: Mana Drain (+2AL) Nepkeros Deadsteel (+3AL)
Wyvern CON: 1
> Skill: None
> Situation: Grounded (-4)
> Other: None
Attack Die: 1d16
Attack Modifier: 4
Attack Level: 6=1+5
Defence Die: 1d12
Defence Modifier: -4
Armor Level: 0
Attribute Difference (STR vs CON): 2
Final Attack Level: 8=6+2 (3d8)
Attack Roll: 12=[8]+4
Defender Roll: -3=[1]-4
[Successful Attack]
Damage (3d8): [16]
Mana Drain (STR3 vs RES1): [11] vs [8]
Mana Drain successful. Half of damage inflicted drained as MP.MP Drain Value: 8
Eximius has recovered 8MP. 21/29 -> 29/29Before the Skeletal Wyvern could retaliate, Prias jumped on the back of its neck and plunged the sword straigth through its skull. The undead creature howled in what seemed like pain as its magical energy was drained away at the same time the unlife force keeping it together dissipated through the gaping wound. And at last, the creature dropped lifeless.
Without so much as a word, your wielder took out the sword and wiped it in one firm move. He then passed by the lesser Essences of the monsters you just defeated, as you instructed.
+10 Lesser EssenceSeeing the adventurers had finished with their share of the job, Prias went to check up on them. None of them seemed to have been wounded, but he still asked just in case.
"Any wound?"Shavrine, the Ranger of the party, replied with a nod.
"We are all good, no scratch even. We eat these for breakfast.""Well, uh, I will pass thank you very much."The party chuckled, and Shavrine spoke on behalf of his group.
"Anyway, we are ready to keep going. No dallying right?""It would be best no to, yes. Let's pick up the pace."Prias and the adventurers then resumed course, leaving behind the monstrous skeletons. There was not much idle talk, with everyone being focused on the mission.
...Time passes...Further into the Deadland 2 (Luck): [6] -Overshoot-
The deeper you went, the more it seemed time slowed to the point of freezing. The grayed ceiling of clouds, near unmoving, neither wind nor sound to break the heavy silence. If not for the thumping of their own heartbeats, the adventurers themselves might have doubted whether or not they were still alive.
Days passed, uneventful thanks to a combination of good fortune and skillful pathfinding. Now the capital would soon be in sight, as you had reached the inner Deadland where not even Prias had dared thread. There the curse took a more physical tangibility: a low fog of eerie white crawling across the floor like a skulking creature watching your every move. It was usually faint enough to be transparent, but where the fog was thick, danger was sure to lurk. To make matters worse, breathing was laborious to those not used to the Deadland, and apart from Prias everyone showed signs of unnatural exhaustion.
Something dawned on Prias. He privately spoke to you.
"Eximius, can I share something? I made a mistake as a guide. We traveled too fast through the Deadland, our luck and eagerness are now turning against us."You understood what he was talking about. Their bodies didn't have time to adapt to the air of Nepkeros, and the scarcer air of the inner lands had caused a shock to their bodies, even though they were trained adventurers. Most likely a normal person wouldn't even be able to stand.
"I'm conflicted. I can't have them keep following in that state, but time is also of the essence. I don't think they will be able to recover even if we rest either. Drats... What do you think Eximius? I think the best would be for me to continue on alone, but maybe I am overestimating myself. Or underestimating them."Current Location: Nepkeros Eastern Deadland
--> Deadland
--> Inner Deadland (you are here)
Nearby Creatures:Monsters [Enemies]
- None
Adventurer Party [Allies]
-
Werbald the Squire [Exhausted]
-
Malmey the Mage [Exhausted]
-
Caromash the Scout [Exhausted]
-
Shavrine the Ranger [Exhausted]
Exhausted: an affliction equivalent to a Medium Disadvantage (-2 to rolls)Current Goals:- Reach Satroya, the capital of Nepkeros
- Uncover the cause of the curse of the land
Stage: 4 -Medium Stage-
HP: 29/29
MP: 29/29
Essence (min. Lesser): 45/120
Attributes:
STR 3
CON 3
POW 1
RES 1
INT -1
IND -1
Status:
-Healthy: no bonus or malus
Traits:
Bonded Weapon [Innate]
Nepkeros Deadsteel [+3AR]
Of Ambition [Innate]
Of Vigilance [Innate]
Of Protection [Innate]
Of Erudition [Innate]
Regenerating [Innate]
Inventory <Bag> [Innate]
Slaying [Innate/Combat]
Hawk-Eyed [Innate]
Armament Integration and Adaptation [Innate / Variable AL]
Magic Focus [Medium Advantage to Host spellcasting]
Of Warding [+1AR vs Magic Attacks]
Skills:
Limiter Release [Combat Active]
Blink [Innate Basic Magic]
Illusion [Innate Basic Magic]
Intermediate Mana Manipulation [Innate Intermediate Magic]
> Mana Shield [+1 Armor / Innate Basic Magic]
> Mana Wave [+2 Attack Level / Innate Basic Magic / 3MP]
> Mana Burn [Innate Basic Magic / 1MP]: Inflict Medium disadvantage to magic on hit.
> Mana Burn Wave [+2 Attack Level / Innate Intermediate Magic / 4MP]: Mana Wave + Mana Burn
> Mana Slash [+6AL / Innate Intermediate Magic / 5MP]
> Manaburn Slash [+6AL / Innate Intermediate Magic / 6MP][/color]
Regeneration Overdrive [Innate Intermediate Magic]
Sever / Crush [+4 Attack Level]
Elemental Aspect [Innate Intermediate Magic / 2MP]
Mana Drain [+2 AL / STR vs RES for effect / half damage drained, excess ignited as damage]
Doppelganger [Innate Intermediate Magic / Illusion / 6MP]
Known Locations:
-Avercan, Frontier Town of Nepkeros
-Safara, small town-village of Prias
Knowledge:
Host: Prias, Human Hero of Safara
HP: 20/20
MP: 20/20
Attributes: [Final] (Base{Modified}+Training+[Bonus])
STR [3] (1{3}+1)
CON [3] (1{3}+1)
POW [2] (1{1}+1)
RES [2] (1{1}+1)
INT 1
IND 3
Status:
-Healthy: No bonus or malus
-Bonded [To Eximius]: set the base Attribute to the highest of either Eximius or Prias.
-Of Vigilance [From Eximius]
-Of Protection [From Eximius]
-Of Erudition [From Eximius]
Gear:
-Monstrous Leather Armor Set [+1 Armor]
-Healing Amulet [Increase recovery / Active Healing Spell / Spent]
Inventory:
(Consummables)
- Trapping Gear (x3): can be used to set a crafty trap, with effects varying depending on the type of trap.
- Quality Recovery Potion (x2): potent potions containing an incredibly pungent red liquid crafted using the organs of monsters slain by Prias and Eximius. Recover up to 20HP on a use.
- Strength Pill (x1): white pill crafted via alchemy using the bones and fangs of monsters slain by Prias and Eximius. Temporarily increases strength by 2, but cannot exceed 5.
(Misc)
Traits:
-Awakening Hero [Innate]
-Deadland Survivor [Innate]
Skills:
-Ancient Combat Techniques [Intermediate Skill]
-Experienced Hunter [Intermediate Skill]
-Intermediate Arcane Magic [Intermediate Arcane Magic]
> Lesser Flame [Basic Arcane Magic]
> Flame [Intermediate Arcane Magic]
> Arcane Shot [Basic Arcane Magic]
> Arcane Shot+ [Intermediate Arcane Magic]
-Accelerated Flow [Combat Skill]: at the cost of stamina and/or HP, the user can move at incredible speeds for extended periods of time.
Notes:
-Prias Ambition: Save Nepkeros, the ruined kingdom
-Investigated Prias "restraints"
-Known Villagers:
Veras: the village's mage
Sandra, Septor, Iseis: Prias's close friends
Eten, Luaros: villagers on townwatch
Purrbul the Small Tiger Slime - (Egan_BW)
Feeling slightly hungry (this is the only feeling that Purrbul ever has), Purrbul glomps a nearby fern, thus filling out the important role of "vulnerable herbivore" in the local monster ecosystem.
Everything in the world has a role to play, be it little or big. Such as this tasty fern, whose role is to grow and become sustenance for you. The same could be said of you, whose role might similar: grow and become sustenance for something else. Or is it?
Well, that's not the kind of reflexion something such as you would have. All that occupies your limited mental space is usually hunger, but now some of that mental space is being freed as the fern disolve into nutrients inside you.
Luck: [2] -Bad-
As satiety starts lulling you into sleep, you hear a familiar humming sound. One that doesn't bring particularly pleasant memories. Jolting awake, you look around and see a shadow passes over you. It is a bird known for feeding on flower nectar with its long beak. It also happens that bird predates on slimes, which it also eats by stabbing and slurping on them with the aforementioned beak.
This one specimen has green and yellow feathers and look in good health, but that's not important at the moment: it has seen you, time to think fast!
Current Location: Marandars
--> Monster Pit
Nearby Creatures:- Unnamed Hummingbird monster
Hostile[HP??/?? MP??/?? STR?? CON?? POW?? RES?? INT?? IND??]
Current Goals:- Feed and grow
- Not get eaten
HP: 10/10
MP: 10/10
Essence: 0/2
Attributes:
STR -1
CON 1
POW 0
RES 0
INT -1
IND 1
Status:
Traits:
Mundivorous [Innate]
Accidental Mitosis [Innate]
Skills:
Glomp [+2AL]
Intentional Mitosis [Special]
Known Locations:
Sobol Swamps
Knowledge:
Nothing noteworthy
The Swamp Slugipede - (Wolfkey)
Swamp Slugipede
Run away from the goblin. If i fail to get away from it, turn around and try to swallow it again.
Live to fight another day, that's probably what someone would say for you.
Escape:Moderate-Hard (12): [14]
Outcome: [5] -Overshoot-
Having had enough whacking in the past few seconds, you dove back in the swamp and darted away as fast as you could. You don't know what the goblin did behind you, but it seems it failed to pursue you if it ever attempted that. You took a breath of relief, hiding in the shadow of a mound of mud and moss protruding from the swamp.
Right as you started to consider what to do now, you felt that mound
move. Then it emerged from the swampy waters, revealing a massive frame covered in mud and moss. It was a mammal you had vaguely heard of in whispers, a large maw with flat teeth, a hide and fat layer both so thick it was near impenetrable. It was hornless, but had a huge bony bump on its forehead to bash victims with. Around these parts it's called a Bonehead.
It doesn't seem like it noticed your presence. That's a good thing, this creature is very territorial and knows how to throw a tantrum.
Current Location: Sobol Swamps
Nearby Creatures:- Unnamed Swamp Herbivore "Bonehead" [Unaware of your presence]
Current Goals:- Not die
HP: 9/10
MP: 0/10
Essence: 0/2
Attributes:
STR 0
CON 1
POW 0
RES 1
INT -1
IND -1
Status:
Traits:
Mana absorption [Innate / Passive]
Slippery & Squishy [Innate / Passive]
Skills:
Swallow Whole [+2AL / half damage drained as MP]
Blend In [Intermediate]
Known Locations:
Sobol Swamps
Knowledge:
Nothing noteworthy
Squacks the Carrion Bird - (Devastator)
<Squack> "Those stupid bugs, they aren't thinking three-dimensionally! They don't know much about up and down. Lets get very high and see what they do next." </Squack>
https://youtu.be/CUcNM7OsdsY
(Non-squack, so the bugs can understand.) "This isn't nearly enough to stop the Fire Lord. There aren't even enough of you to catch us."
Gain altitude to get an advantage in terms of momentum or air positioning. Both myself and Kra will use [Squack] to try and disorient the insects for a further advantage. Kra can use any other abilities if she has them, I don't know her powerset.
Skra Status has been updatedName: Skra
Species: Scorching Vulture -Stage 3-
Appearance: A medium-sized bird of prey with charcoal feathers with hints of charred red. It mostly eats carrion, but it can perfectly hunt with its flame based abilities.
Base Attributes:
Max HP: 28
Max MP: 17
STR 4
CON 1
POW -1
RES 1
INT -1
IND 0
Traits
Carrion Eater [Innate]: Can eat rotten or tainted food that would be passed up by others.
Fireproof Plumage [Innate]: Benefits from a natural armor against fire based attacks or hazards. +2 Armor against fire attacks.
Intermediate Flyer [Intermediate/Combat]: Equivalent to an Intermediate Flying Skill.
Controlled Flammable Oil [Innate]: Skra produce a highly flammable oil in small quantities, which can be used for various attacks. Skra does not take damage from fire caused by its own oil, unless it was tampered with. Can detonate under specific circumstances.
Flintstone Talons [Natural Weapon]: Sharp but brittle talons that can be used to start fires. Each attack coat the target with a bit of flammable oil. The talons regrow naturally after breaking. +2 Attack Level.
Skills
Squack [None vs INT]: A confusion inducing cry, making it difficult to tell its point of origin. Can inflict a light disadvantage to the target.
Scorching Beak/Talons [STR vs CON]: Skra coats its beak or talons with a flammable oil and strike at its target. +2 AL, Fire damage.
Flaming Spit [STR vs CON]: Skra spits a ball of flammable mucus at the target, igniting it right before spitting. Rather weak. +1AL, Fire damage.
Detonate Oil [STR vs CON]: Skra lets out a strident shriek that detonates activated oil in its surroundings, inflicting damage to anything coated in oil. +1-3 AL, Fire damage.
Previously, Squacks initiated its plan to end the Elemanoptera menace for good. The first phase was under way, creating a sufficient enough disturbance to weaken the defences of the main hive, and then sneak in and assassinate the Queen. Right now, Squack and Skra are facing the first vanguard party of the insect monsters.Skra replied with confidence and soared with you to the skies.
"Got it Squacks! They won't see us coming, yahaaa!"Chasing after you, the insects robotically warned you for invading their territory. There wasn't a hint of emotion in their voices.
"Intruders confirmed. Order to eliminate. Order to eliminate."
Squack! (d10 vs INT): [10]
ES1: [4]
ES2: [6]
ES3: [1]
3EHL #1A: [3]
EH #2A: [3]
EH #3A: [2]
EH #4A: [8]
3EHL #1B: [5]
EH #2B: [1]
EH #3B: [8]
EH #4B: [4]
Once you had confirmed all the insects were chasing after you, you suddenly turned around and let out a combined squacking cry with Skra to great effect. The squads jolted in confusion as some thought they heard you from various directions.
Current Location: Savarde Jungles (North)
--> Elemanoptera Hive Outskirts
Nearby creatures:Initial Scouting Party:
-Elemanoptera Scout #1 [HP17/17 MP17/17 STR0 CON1 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
-Elemanoptera Scout #2 [HP17/17 MP17/17 STR0 CON1 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
-Elemanoptera Scout #3 [HP17/17 MP17/17 STR0 CON1 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
Hunting Squad A:
-Tri-Elemanoptera Hunter Leader #1A [HP28/28 MP18/18 STR0 CON1 POW3 RES1 INT-1 IND0]
Status: Confused [Light Disadvantage]
-Elemanoptera Hunter #2A [HP17/17 MP17/17 STR1 CON0 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
-Elemanoptera Hunter #3A [HP17/17 MP17/17 STR1 CON0 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
-Elemanoptera Hunter #4A [HP17/17 MP17/17 STR1 CON0 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
Hunting Squad B:
-Tri-Elemanoptera Hunter Leader #1B [HP28/28 MP18/18 STR0 CON1 POW3 RES1 INT-1 IND0]
Status: Confused [Light Disadvantage]
-Elemanoptera Hunter #2B [HP17/17 MP17/17 STR1 CON0 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
-Elemanoptera Hunter #3B [HP17/17 MP17/17 STR1 CON0 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
-Elemanoptera Hunter #4B [HP17/17 MP17/17 STR1 CON0 POW2 RES1 INT-1 IND-1]
Status: Confused [Light Disadvantage]
Tri-Elemanoptera Hunter Leader: chosen individuals of the hive to lead mono-elemental members of the hive in various missions. They are able to use the elements of fire, ice, and lightning.
Elemanoptera Hunter: a mono-elemental member of the lesser caste, tailored for combat. Stronger and fiercer, but more fragile than scouting units. Overwhelm their targets with numbers and aggression.
Elemanoptera Scout: a mono-elemental member of the lesser caste, sturdier than the hunters to ensure better survivability in unknown environments.
Ally:
- Skra the Scorching Vulture (Stage 3)
[HP28/28 MP17/17 STR4 CON1 POW-1 RES1 INT-1 IND0]
Current Goals:-Defeat the Elemanoptera
-Overturn the Awakening
HP: 25/25
MP: 21/21
Essence: 10/50
Attributes: [Final] (Base+Training+[Bonus])
STR 4
CON 0
POW -1
RES [4] (2+[2])
INT [ 0] (-1+1)
IND 0
Status:
- Healthy
Traits:
Exceptional Flyer [Intermediate Skill/Combat]
Diamond Claws +1 [+3AL / +5AL on first strike]
Carrion Eater [Innate]
Skills:
Squack [None vs INT]
Weakpoint Strike [STR vs CON]
Melee Tornado [Combat Passive]
Hit and Run [Combat Passive]
Lesser Spell Resistance [Basic Innate Magic]
Spell Resistance+ [Intermediate Innate Magic / 3MP]
Known Locations:
-Esmerande Sea
> Exile Island
-Delta Chasms
-Savarde Jungle
Knowledge:
[Character] Skra the Scorching Vulture (stage 3)
[Characters] Carrion Birds
[Characters] Weak Slimes
[Character] Catfish Monster in its pond
[Character] Mysterious Insect Scout
Notes:
-Settlement at Exile Island
Skee, the Insect Parasite (Legendary Marksdorf)
Skee calmly analyzed the situation. Contrarily to the Arachnastinians, the Makralians lacked any real ranged firepower, which put them at a massive disadvantage on this battlefield. The heavy cavalry also seemed threatening, but the Great Horde had more than enough brawn to match this kind of fighter, and once the archers stopped raining arrows on their heavy frontliners, they would be able to break through with no problem. However, it's not like Skee and his pack could easily take down the archers... First, they would have to get to them unnoticed. Being discovered would risk an immediate counterattack, which would most likely skewer them right there and then. And then, even if they got to close range... Skee wasn't sure he could deal with that black leader. He hadn't faced any such Arachnastinian in the previous battles, and he could tell he was most likely much more dangerous than the small fry he'd had to deal with before. No matter how much he thought about it, there was no way to safely get rid of them.
Or at least... no way to do it alone.
Skee, remembering the tournament matches he had watched after getting crushed by Napash knew that in the entire great horde was just one Makralian that was perfect for this job. Klikshi the Gale. With his blazing speed, he could easily get to the archers, allowing you to follow right behind while they'd be distracted by his attack and take them out in coordination. Now the only thing left to do was contact him.
Using his new found [Telepathy], Skee attempted to speak with Klikshi, speaking these words. "Hello, Greater Leader Klikshi ? This is pack leader Shnapa, I'm speaking to you directly in your mind. I've spotted where the enemy archers are, along with what seems to be one of their leaders. I think that with your great speed, we could easily take them out and eliminate this ranged threat which we have no means to match. This would in turn allow other Greater Leaders such as Napash and Knakarsh to fight more easily. What do you say ? Just think your answer, I'll be able to hear it as well."
"Shnapa, we're gonna have to take out these archers. This shouldn't be too different from our last battle, but be careful of the Black Leader. Just like you said, you can fully handle the body now, although I'll intervene if necessary."
If Klikshi agrees, communicate the location of the Black Leader and his archers cohort to him telepathically. Then, warn your pack that the level of enemies in this battle will be greater than what they've faced before, and that they should try to save themselves if they're in danger. Once Klikshi has made his move, or is close enough, go with your pack to attack the archers, using [Mind Crusher] on the Black Leader and [Telekinesis] to try and snap his greatbow. Then, you can focus your [Telekinesis] on enhancing Shnapa's speed and the power behind his strikes. If arrows are shot at you, quickly use [Psychic Forcefield] to defend yourself.
If Klikshi doesn't agree, try using [Mind Crusher] from afar on the archers, while watching out for retaliation. Shnapa should be able to focus on dodging at the distance. This should at least relieve some of the pressure on Knakarsh.
Shnapa's Status updatedName: Shnapa
Species: Makralian -Stage 1 (Unawakened)-
Appearance: A tailed primate with a crocodilian head. Its heavy fur is dark gray with streaks of clear brown.
Base Attributes:
Max HP: 15
Max MP: 12
STR 1 (+1)
CON 1
POW -1
RES 0
INT 1
IND 1
Traits
Razor Fangs [Innate]: Shnapa's jaw is filled with razor shap teeth which regrow at astonishing rate. +2 AL.
Jungle Hunter [Innate]: Makralians are adept at moving in the jungle, and their tracking skills are nothing to scoff at. Equivalent to an Intermediate skill.
Heavy Fur [Innate]: Shnapa's thick fur protect its body against blows and the elements, can be hardened at will.
Skills
-Symbiotic Battle Style [Novice]: a novel battle style based on the principle of two minds for one body. Its user moves are extremely hard to read, as if one were fighting two different persons.
-Makralian Fighting Style [Novice]: a brutal brawler style that puts everything on savage offense and rapid decisive hits.
> Vicious Bite [STR vs CON]: a signature move of the Makralian Fighting Style. Sink one's fang viciously to shred flesh apart. +1 AL, might inflict serious wounds.
-Rallying Call [INT vs IND]: a leader's call to inspire subordinates. Can also inspire ambivalent creatures by comparing INT against IND.
-Fur Hardening [Active]: increases AR by 1 on activation.
The battle between Makralians and Arachnastinian rages on. Skee has been analyzing the battlefield, searching for the best move that would let his side gain the advantage. He formulates a plan to take down the hidden archers, summoning Klikshi the Gale...Contact Klikshi with TelepathyLuck: [2] -Failure-
You sent the telepathic message to Klikshi, hoping for a positive answer. When you heard the reply of the Greater Leader, your hopes were quickly dashed.
"What's that? Shnapa? Ah right I remember you! I- Wrah! Sorry I'm busy with some fast as hell scum! I can try heading where you are once - COME BACK RAAH! - ONCE I AM DONE WITH YOU I-"The thoughts of Klikshi became overcome with primal emotions, cutting off the telepathic link. It seemed the Greater Leader was himself very busy with something else, so they couldn't assist you immediately. But you were prepared for that outcome, and would push forward nonetheless.
You relayed your strategy and orders to the squad. They understood the gist of it, and swore not to overdo it to the point of risking their lives needlessly.
Operation Start!Sneaking around the battle:Easy 6: [11]
Outcome: [1] -Success-
Thanks to your prior battlefield analysis you identified a clear path to your target, one that would allow you to avoid needless confrontations with enemy warriors. Your squad moved swiftly across the battle line, and then in the trees while avoiding attention.
Finally the targets were now in your sights. The Black Archer wasn't alone, several other archers were under its command. You could count at least twenty of them, but there were more still. Too many for your squad to take all of them down, but that was okay. So long as you could thin out their numbers without risking your lives, that would count as a win.
You gave the signal to attack and everyone lept out.
Round 1:Skee used Mind Crusher (2MP)
[Skee: Mind Crusher (+4 AL vs INT)]
Skee INT: 4
> Skill: Biobond (+1)
> Other: Mind Crusher (+4 AL)
Arachnastinian Marksman INT: 0
> Skill: None
> Situation: Surprised (-2)
> Other: None
Attack Die: 1d18
Attack Modifier: 1
Attack Level: 5=1+4
Defence Die: 1d10
Defence Modifier: -2
Armor Level: 0
Attribute Difference (INT vs IND): 4
Final Attack Level: 9=5+4 (3d10)
Skee Attack Roll: 14=[13]+1
Defender Roll: 4=[4]
[Successful Attack]
Damage (3d10): [19]
Confusion: [2] -Failure-
With your signature mental attack, you blasted the Marksman with such mental force it recoiled in pain. It immediately recovered its bearings and started aiming at you, but your Telekinetic attack was faster.
Skee used Telekinesis (2MP) on the Chitin Greatbow.
[Skee: Telekinesis (INT vs STR)]
Skee INT: 4
> Skill: Biobond (+1)
Arachnastinian Marksman STR: 2
> Skill: None
> Situation: Surprised (-2)
Attack Die: 1d18
Attack Modifier: 1
Attack Level: None
Defence Die: 1d14
Defence Modifier: -2
Armor Level: None
Skee Attack Roll: 6=[5]+1
Defender Roll: 9=[9]
[Failed Attack]
The material of the greatbow was sturdier than you expected, so rather than crush it you opted to pry it out from the hands of the archer. A fierce struggle ensued between the Arachnastinian and the invisible force pushing and pullibg on its greatbow. In a feat of pure determination, your opponent managed to break your telekinetic attack and resumed aiming at the charging Shnapa. Just in case, Shnapa hardened his fur and you created a Psychic Forcefield.
Shnapa uses Fur HardeningSkee creates a Psychic Forcefield (-4MP)[Arachnastinian Marksman: Greatbow Spearshot (+4 AL vs CON)]
Arachnastinian Marksman STR: 2
> Skill: Elite Marksman (+5)
> Situation: Wounded (-2)
> Attack Level: Chitin Greatarrow (+4 AL)
Shnapa CON: 1
> Skill: Symbiotic Battle Style (+2)
> Situation: Psychic Forcefield (+4) Telepathy (+2) Biobond (+1))
> Armor Level: Fur Hardening (+1 AR)
Attack Die: 1d14
Attack Modifier: 3
Attack Level: 5=1+4
Defence Die: 1d12
Defence Modifier: 5
Armor Level: 1
Attribute Difference (STR vs CON): 1
Final Attack Level: 6=5+1-1 (2d6)
Marksman Attack Roll: 9=[6]+3
Shnapa Defender Roll: 10=[1]+9
[Failed Attack]
[Open to counterattack]
The sound of a thick silken rope spliting the air was followed by a heavy whistle from the fired spear. Even with his enhanced reflexes, Shnapa wouldn't have been able to dodge the blinding fast arrow which had pierced through your forcefield with brute force alone. Fortunately the forcefield caused the greatarrow to veer off course slightly, just enough for Shnapa to dodge it by a hair.
Shnapa couldn't let the marksman fire that bow again. He closed the distance and brought down the banera blade with the savagery of the Makralian style.
[Shnapa: Banera Tail Slash]
Shnapa STR: 2
> Skill: Makralian Fighting Style (+2)
> Situation: Bolstering Serum (+2) Telekinesis (+2) Counterattack (+2)
> Other: Bladed Banera Tail (+2 AL) Telekinesis (+1 AL)
Arachnastinian Marksman CON: 1
> Skill: Arachnastinian Fighting Style (+4)
> Situation: Wounded (-2)
> Other: Enhanced Light Chitin (+2 AR)
Attack Die: 1d14
Attack Modifier: 8
Attack Level: 4=1+3
Defence Die: 1d12
Defence Modifier: 2
Armor Level: 2
Attribute Difference (STR vs CON): 1
Final Attack Level: 3=4+1-2 (1d8)
Shnapa Attack Roll: 19=[11]+8
Defender Roll: 14=[12]+2
[Successful Attack]
Damage: [1]
Shnapa felt the blade scratching against the incredibly tough chitin, cracking it slightly. The Arachnastinian drew what looked like an ebony scimitar with a glistening edge.
Makralian squad abstraction:
-> Knap-knap 1d12 (+2): 10=[8]+2
-> Apa-nap 1d12 (+2): 4=[2]+2
-> Kenep 1d12 (+2): 12=[10]+2
-> Peshnep 1d12 (+2): 13=[11]+2
Meanwhile, the squad was doing overall quite well. Save for Apa-nap, they took no damage so far and had started harassing the archer lines.
------Telekinesis actions have been updated------Telekinesis [Innate Intermediate Magic]:
> Telekinetic body support: Cost 1MP. Confers a Medium Advantage (+2).
> Telekinetic object manipulation: Variable cost depending on the target's weight and size. Move an object. INT vs STR if the object is wielded by someone.
> Minor Telekinetic attack [Basic: +1 AL / 2MP / INT vs CON]: a direct telekinetic attack.
> Medium Telekinetic attack [Intermediate: +3 AL / 6MP / INT vs CON]: a strong telekinetic attack. Powerful, but energy inefficient.
------Telekinesis actions have been updated------Current Location: Central Savarde Jungle -- Arachnastinian Territories --- Inner Arachnastinian Territories
Nearby Creatures:[Immediate Surroundings]
-Arachnastinian Marksman
[HP5/25 MP10/21 STR 2 CON 1 POW 0 RES 1 INT 0 IND 0]
-Arachnastinian Archers [20+]
[HP15/15 MP??/12 STR 0 CON 1 POW 0 RES 1 INT 0 IND -1]
-Shnapa's Pack [Friends!]
[HP10 MP10 STR 1 CON 1 POW 0 RES 0 INT -1 IND -1]
-> Knap-knap 8/10
-> Apa-nap 4/10
-> Kenep 8/10
-> Peshnep 8/10
[Big Battle!]
-Hundred of Arachnastinian
-Hundred of Makralians
[Makralian Horde]
-The Horde Leader: Krauraka
-The 7 Greater Leaders
-The 39 Lesser Leaders
-The 24 last contestants
-Nearly a thousand of Adult Makralians
[Arachnastinian "Spiderfolk" Kingdom]
-Countless Arachnastinians
Current Goals:-Defeat the Arachnastinian Archers
-Win the War between Makralians and Arachnastinians
HP: 25/25
MP: 5/21
Essence: 20/50
Attributes:
STR 0
CON -1
POW 0
RES -1
INT 4
IND 2
Status:
-[Biobond]: Light Advantage (+1) to most actions
Traits:
Parasitic Lifeform [Innate INT vs IND]
Internal ducts [Innate]
Thoughtwalker [Innate]
Bioengineer [Innate]
Biobond [Innate]
Mind over Matter [Innate Passive INT vs INT]
Force of Ego [Innate Passive IND vs IND]
Telepathy [Innate Active INT vs IND]
Skills:
Paralytic Poison [Natural Weapon vs CON]
Bolstering Serum [Combat Active]
Regenerative Serum [Combat Active]
Mind Crusher [+4 AL vs INT / 2MP]
Brain Theft [Combat Active]
Telekinesis [Innate Intermediate Magic]
Psychic Forcefield [Innate Intermediate Magic]
Wave of Terror [Innate Intermediate Magic]
Symbiotic Battle Style [Novice]
Inventory:
-Banera's Bladed Tail [+2AL vs CON]
Known Locations:
Knownledge:
Knakarsh the Mighty
Ksho the Furless
Rushnu the Toxic
Krauraka the Hungry
Klikshi the Gale
Shokal the Howler
Napash the Rock
Napkak the Mysterious
Host: Adult Makralian (Shnapa)
HP: 7/15
MP: 12/12
Essence: -/10(Not awakened)
Attributes: [Final] (Base+Training+[Bonus])
STR [2] (1+[1])
CON 1
POW -1
RES 0
INT 1
IND 1
Status:
-[Biobond]: Light Advantage (+1) to most actions
-Bolstering Serum: +1 STR and Medium Advantage in Combat (+2)
Traits
Razor Fangs [+2AL Innate]
Jungle Hunter [Innate]
Heavy Fur [Innate]
Skills
-Symbiotic Battle Style [Novice]
-Makralian Fighting Style [Novice]
> Vicious Bite [+1AL / STR vs CON]
-Rallying Call [INT vs IND]
-Fur Hardening [Active]