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A Magical Anomaly
Ch 1: Main 4: Combat Turn 2

Ch 1: Main 4: Combat Turn 2

A Magical Anomaly

Main chapter 4, Combat Turn 2

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Choice Made:

[X] Attack them both, two charges should give you the chance to take both of them out in a single blow if you time it right. ( 30% Chance of success, No injury on success, 50% Chance of Injury on Failure, 50% chance for a Free turn) (-2 Grendel Charges) (-2 Mesmers)

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Dice Rolls:

To succeed = 94= Success!

To avoid damage = NULL = AUTOMATIC SUCCESS!

Free turn = 51 = Success!

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Effects:

* 2 x Destroyed Mesmers

* 2 x Stunned Scouts - 2 turns remaining

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* Free Turn (Delays ??? by 1 turn)

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* -2 Grendel Charges

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Your dash forwards is fast.

Faster than before. A subtle glow of purple under your feet that pushes you just that little bit further.

You approach the Mesmers in record time, one charge slamming into place as you parry the first ones claws off your gauntlets.

You duck and weave around a flurry of rapid strikes, sparks blooming off [Babr-e Bayan]’s hexagons like a miniature firestorm with each parry and deflection.

You catch an overeager fist, slamming a dragonscale covered elbow into the Mesmers face as you rotate around.

You use the momentum and a twist to heave the Mesmer off its feet and around in a rotation as a second charge slams into place.

A fast toss is amplified by a subconscious burst of purple energy as you send the Mesmer slamming into its charging counterpart, metal chest meeting metal chest in a cacophony of shrieking metal.

You’re dashing further forwards, pulling a fist back and cocking two hard punches right as you reach the two creatures.

You wish you could cry out, give a battlecry to cement this moment in your own little legend.

Sadly the FEAR closes your opening mouth and makes you stumble, breaking you from your mid battle trance as a Mesmers flailing claw strike your chest.

The wound is minor, not even worth worrying about as [Babr-e Bayan] takes the force of the claws, turning a cut into a mild thump.

But it’s enough to snap you back into reality, FEAR bleeding away as your fists both surge forwards.

One Mesmer is back on its feet. But it soon has none to stand on as [Grendel’s Arm] meets its chest.

Steam explodes, two overlapping gunshots thunder and you're forced back a meter or two as the charges explode.

A large cylinder of red energy disintegrates the two Mesmers and the floor under them, metal scattering in all directions as both your gauntlets hiss and click.

Red particles rapidly shoot out, and then get sucked back in as your exhaustion from an intense day of fighting and surviving fades just a little.

The scouts are still stumbling, failing to get back to their feet, and you rush past the hole in the floor towards them.

You’ll need at least two charges to finish them… unless you can stack them on top of each other… they don’t seem as armored as the Mesmers you suppose. Slimmer and smaller than them. No claws either.

You spot one of the rifles on the floor and mentally hum in though, ignoring the subtle burst of FEAR even at the unheard noise.

You… (Options that were Presented)

[ x ] Burn two charges to punch each of them in the chest. They’re stumbling so much it’ll be hard to miss… though you probably shouldn’t taunt fate like that… (2 x 90% Chances to succeed, One for each.) (No injury chance) (-2 Grendel Charges) (-1 or 2 Scouts depending on hit)

[ x ] Pick up the rifle and try to use it. Worst case, you can smash it over the head of one scout. ( 35% Chance to succeed in using the rifle) (2 x 75% chances to hit the scouts if you succeed) (Acquire Scout Rifle as a Disposable Weapon) (- 1 or 2 Scouts) ELSE (85% chance to physically hit a scout with the rifle) (55% chance to destroy the weapon) (-1 Scout)

[ x ] Pick up and throw one Scout on the other, then punch them with a single charge… this should work… probably ( 55% Chance to destroy both Scouts) (85% Chance to destroy one Scout if first roll fails) (20% Injury Chance) (-1 Grendel Charge)

[ x ] Something else? (Write in)

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Charges:

[Gae Bolg] : Recharging - 1 turns remaining

[Curtanta] : 95% Remaining (Gains +5 For every turn not used)

[Grendel's Arms] : 8 Charges Remaining (+1 Charge in 6 turns)

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Injuries:

Pierced Back - (Reduced Flexibility ( -10 to dodge chance)) (Major Health drain (Negated by Angels Halo)) (Only takes effect in Boss fights) (Heals in 8 turns)

Cut thigh ( -5 to success chances) (Minor Health drain (Negated by Angels Halo)) (Heals in 1 turns)

Minor Cuts x2 - ( Minor Health drain (Negated by Angels Halo)) (Heals in 1 turns)