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

Ch 1: Main 4: Combat Turn 4

A Magical Anomaly

Main Chapter 4, Combat Turn 4

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Choice Made:

[X] [Curtana] Might be able to stun it for a moment, if it works, you can nail one of its legs with two charges… but that might take a bit of a time to summon. (40% Success chance, 80% Injury chance on fail (+10 from Pierced Back)) (Centurion is Stunned for 1 turn. +25 to success) (Pick a side to attack on success) (Appropriate 15% bonus on success) (-20% of Curtana's charge) (-2 Grendel Charges on success)

[ x ] Right Side Defaulted

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Dice Rolls:

To Succeed = 56 = FAILURE!

To Avoid Damage = 41 = FAILURE!

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Effects:

* - 20% Curtana Charge

* Major wound - Pierced Shoulder (-5 to success chances) (Major health Drain (Negated by Angels Halo) (Heals in 8 turns)

* ??? Happens in 5 Turns.

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You summon [Curtana], the cylindrical weapon of Mercy melting into them with an almost silent hum.

You don’t stop running, holding the weapon in one hand as you snap it in the Centurions direction.

The weapon hums once.

And then it screeches with its banshee-like shriek.

You’re off running before the weapon can fully recoil, form surging to get a better angle on the Centurion as the shockwave of the blast hits it in the side.

The Centurion barely flinches, still turning in your direction as small streams of white light fall off its bo-

Your instincts scream at you to block.

You do so with [Curtana] not having enough time to call upon [Grendel’s Arm] in that instant.

A flurry of six lances made of white energy shoot out from the Centurions right hand as its chest twists around at an unnatural speed. Its sword clattering forward as it extends its arm in your direction moments after.

The first lance crashes into your weapons form, shattering on impact. The second into the ground near you. The spray of crushed ceramic and brief shockwave helps to push you away from the third that barely misses your thigh.

The fourth crashes into [Babr-e Bayan] and your barriers flare, pushing it just far enough that it scratches your cheek and sends you flying.

The fifth catches you in the shoulder, the hexagons dulling the blow slightly as they flicker before giving out.

The lance pierces.

And your vision goes white as your shoulder burns from the searing hot energy.

You slam into the ground, ripping the wound further as you mentally cry out. The wind knocked out of you in that single blow.

Your blood splashes onto the ground.

But you’re back on your feet after a moment.

Your blood flaring up into your [Angels Halo] as the spear fades into motes of light…

You watch the white particles get sucked into the wound itself, and it closes ever so slightly. Searing pain dulling to a sharp throbbing…

You also notice that the lances that missed you have faded into the same motes of white light. And those too drift into your body…

You don’t get to dwell on that for long, having to slip through the Centurions fingers with the barest of margins as its hand closes around you.

Dust explodes into the air and you use the cloud to momentarily obscure yourself from view. Dashing backwards for a moment before launching yourself at the fist.

Might as well make use of its lack of a pointy stick.

You dash along the arm, [Grendel’s Arm] firmly clicking into place.

You…

[ x ] Punch downwards towards its elbow. Two charges should mangle it pretty badly you think. Probably disable its arm for a bit. (65% Success Chance (-5 from Pierced Shoulder), 35% Injury Chance (+10 from Pierced Back)) (-2 Grendel Charges) (Inflicts 2 Minor Wounds on Centurion) (30% Chance to halve Injury chance for 1d4 rounds)

[ x ] Rush to the shoulder, it’ll be trickier, but you can probably nail a hit on its neck if you time it right. That should do some damage if you use two of your charges. (55% Success Chance (-5 From Pierced Shoulder), 45% Injury Chance ( +10 from Pierced Back)) (-2 Grendel Charges) (Inflicts 2 Major wounds on Centurion) (30% Chance to Stun Centurion for 1 round, +40 to success chance next round)

[ x ] It might take a moment, but if you can get to its neck, you can probably fire [Gae Bolg] into it. That should definitely do some nasty damage. (40% Success Chance (-5 from Pierced Shoulder), 50% Injury chance ( +10 from Pierced Back)) (-1 Gae Bolg Charge) (Inflicts 1 Critical wound on Centurion if Success is is at least 60, else inflicts 2 Major wounds on Centurion)

[ x ] You’re closer now, maybe [Curtana] can stun the Centurion better now… hopefully (50% Success Chance (-5 from Pierced Shoulder), 45% Injury Chance on fail (+10 from Pierced Back)) (-20% Curtana Charge) (Inflicts Enhanced Stun on Centurion for 1 round, Guaranteed Critical Success on the Next Round))

[ x ] Use the arm as a springboard, it should give you some distance for you to retreat and down a can of Heal real quick. (Turns one Random Major wound into a minor wound, or completely heals two minor wounds. Prioritises Major wounds first.) (-1 Heal can ) (5 Remaining)

[ x ] Something Else? (Write in)

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Charges:

[Gae Bolg] : 1 Charge (2 Turns till next charge)

[Curtanta] : 80% Remaining (Gains +5 For every turn not used)

[Grendel's Arms] : 7 Charges Remaining (+1 Charge in 5 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 6 turns)

Pierced Shoulder - (Reduced Range of Movement) (-5 to Success Chance) (Major Health drain (Negated by Angels Halo)) (Only takes effect in Boss Fights) (Heals in 8 turns)