Chapter 191: B2: C91: Pre-Grimrock Party Notes (Hannah) 2
Zarian’s Journal Entry Party Notes (Hannah) – Early Summer, 1533 D.E:
<>
Hannah Townhouse: Age 31, Born Mid Spring, Outsider, Freedom Leader, Gnoll Elder, Knight Destroyer, Free For Real +2, Legendary Runic Engineer, Level 86.
Traits (12 Total): Weakness Sensor (Uncommon), Rune Affinity (Rare), Lore Eater (Epic), Runic Mystic Intensity (Epic), Runic Inventive Genius (Epic), True Architect (Epic), Side Quest Rich (Rare), Unstoppable Research (Epic), Warcraft Master (Legendary), Armor Wrecker (Rare), Aura Generator (Epic), Aura Mechanic (Epic).
Alpha Skills (5/5): Cube Maker Magic +3 (Level 52), Enchantment +3 (Level 50), Rune Alteration +2 (Level 49), Rune Scan +2 (Level 46), Summon Magical Intelligence +2 (Level 33).n/o/vel/b//in dot c//om
Beta Skills (3/15): Mystic Rush Tank +2 (Level 33), Tranquil Mind (Level 0), Summon Wizard Hat (Level 0).
Stats Per Level: +2 Willpower, +1 Agility, +1 Wonder, +3 Mysticism, +6 Free.
Stats (1,753 Total): 396 Willpower, 90 Strength, 197 Agility, 365 Wonder, 705 Mysticism, 0 Free.
Achievements (21 Total): Rune Seeker of the Forgotten Kingdom (Epic), SSS Genius Beyond the Lore Eater (Epic), Enchantment Jammer (Rare), Rapid Fortress Builder (Epic), Freedom Leader (Divine), True Architect (Epic), People Manager (Epic), Runic Intellectual (Epic), Side Quest Windfall (Rare), Master Breaker (Mythic), Lesser World Boss Killer (Divine), Arch Cherub Silencer (Divine), Angel Blaster (Divine), Intellectual Punching Bag (Epic), The Smartest Little Tank (Epic), Limit Pusher (Epic), Aura Generator (Legendary), Berserk Crafter (Epic), Knightly Destroyer (Rare), Unearthing The Forgotten (Epic), Intensely Expedient Builder (Epic).
Thoughts: Daaaaaamn, Hannah, you’ve been on the grind! Look at you go, killer!And here we thought only Naomi had unreasonable amounts of determination. It turns out if you give an Alabamian-turned-Floridian a glimpse of having absolute power and godly control, she’ll sink her teeth into it and won’t let go.
Granted, I think Hannah is going to want to take a break from the hardcore training and give herself some time to feel human again, which is understandable. I think we can all use some reprieve once we secure Foodie and make sure she’s safe and sound.
Hannah got the Knight Destroyer in her origins now. Honestly, isn’t the reason plate armor and knights went out of fashion because of technological advances? Huh … that feels thematic with Hannah, really.
As for the traits, let’s group them up. There’s twelve of them, but they might not be so evenly numbered.
The first grouping has Lore Eater, Side Quest Rich, and Unstoppable Research. Why these three together? Because it’s Hannah’s low key cheat traits. Now that I’m grouping traits together, I can better see how members of my party are growing into their OP-ness and this is Hannah’s way of doing it by wolfing down large amounts of applicable knowledge and acquiring a deluge of side quests from the Star System. If it wasn’t for Hannah’s bravery and tough mentality, she could’ve trapped herself in the village and try to grow herself through knowledge and side quests. But we both know that would’ve made her too fragile.
The second grouping has Weakness Sensor, Rune Affinity, Runic Mystic Intensity, Runic Inventive Genius, True Architect, Warcraft Master, and Armor Wrecker. The reason this grouping of traits is so large is because it’s the central pillar of who and what Hannah is. Since traits are born more from the soul, regardless of how they are rewarded, they are tied heavily to the core essence of our being. And the second grouping covers all how Hannah is amazing in a workshop, on a construction site, on the battlefield, or even in the enemy’s face. She can build. She can destroy what others have built. She can do it all at once.
The third grouping is Aura Generator and Aura Mechanic. These two are new for Hannah and incredibly useful. Aura Generator pushes Hannah’s aura recovery so high it’s shocking, and it improves the aura recovery of others nearby. Aura Mechanic is a more articulate, precise, and powerful version of my former Basic Aura Manipulation while less flexible and less wide reaching than my current Aura Mastery. Nonetheless, Hannah is for sure a Tier 4 with these two traits on top of everything else.
When it comes down to her skills, the scalability of what they can achieve and her potential keeps skyrocketing.
Cube Maker Magic +3 is the bullshit Minecraft power on super steroids. It’s cheap, easy, magically malleable and conductive, and comes with high production speeds while maintaining high quality. Even I think this skill is cheating!
Enchantment +3 makes me nostalgic for when Hannah only had Basic Enchantment and could only enchant a few things. I was so excited for her before she realized how awesome she will become. Now she’s striding forward and upward with more confidence, with more knowledge of runes, with more complex enchantments under her belt, and with a hunger to learn more and more. Anyway, the best way to describe this is that most legendary items we find on our adventures are best served feeding our dungeon because Hannah can make us better gear.
Support the author by searching for the original publication of this novel.
Rune Alteration +2 lets Hannah change enchantments on the fly or change the enchantments of something else. She missed out on getting the +3 advancement, but that’s fine. This skill is still stupid busted with how capable Hannah is and how defenseless most people are with protecting their own enchantments.
Rune Scanner +2 is going to do amazing things now that Hannah has Aura Mechanic. She won’t need to rely on her eyes anymore. I almost want to feel bad for others who are reliant on their enchantments if they get within the range of Hannah’s aura and this skill’s magic.
Summon Magical Intelligence +2 is a helpful skill that produces a helpful guy named Magi who looks like a well-dressed slender man. Too bad we left him in Ride-or-Die Village to help over there. The skill seems unable to level up right now as a trade-off for having Magi elsewhere.
Mystic Rush Tank +2 is one of my top favorite skills of all our skills because it wants Hannah to throw herself face first into combat for the full benefits of this skill. Now, that might seem dumb because even with one skill, Hannah shouldn’t be able to outright tank and overcome more physical fighters. Well, that’s why the SECOND GROUPING matters so much because Hannah can actually turn herself into a ridiculously strong and tanky fighter by inventing, enchanting, and doing crafty stuff in the heat of a fight, which boosts her Mysticism, which boosts Mystic Rush Tank +2 by a lot, and the skill is already very high in quality, so it’s powerful on its own either way. So, yeah, I like this skill. I even like how the +1 advancement allows Hannah to coast in the midrange and attack while receiving a more moderate boost. The +2 advancement comes with the glass cannon feature and … well … Hannah needs to promise to be very safe and careful if she uses the glass cannon feature.
She has two Level 0 skills, Tranquil Mind, and her hard wizard hat. Nothing much to say there.
Now, what’s the downsides to Hannah’s build? There aren’t many other than that she needs to build or break down things constantly and be aggressive. Maybe if someone can impede her process and disrupt her concentration, they can royally screw her up.
Thankfully, her Willpower has grown a lot, so her mind is more secure, and she has free for real +2, so it’s harder for others to go in and mess with her. But that’s still a weakness if Hannah faces someone similar to Naomi who is great at disruption.
But the chances of that are low. So that leaves Hannah with three optional roles to play in our party.
One, Artillery Hannah.
Two, Berserk Hannah.
Three, Gunner Hannah.
Artillery Hannah keeps Mystic Rush Tank +2 in the beta section and sits back. She sips on a fruity beer and lets her biggest magic guns fire from afar. She can safely use the glass cannon option even for extra oomph. And she can create magic artillery rounds live to buff herself before she shoots all her guns. This is also the reason Hannah’s a Tier 4, a destroyer of civilizations. She can build magic artillery guns from the land at a rapid pace and have them rain destruction and fire down on a city, leveling it without the action costing her too much.
Berserk Hannah is the opposite. She’s rushing forward. She’s aggressive. Mystic Rush Tank +2 is definitely going to stay in the alpha section while Rune Scan +2 goes into the beta section. Thanks to having Aura Mechanic, Hannah can still scan runes efficiently regardless of the debuff. This way, Hannah’s Cube Maker Magic +3, Enchantment +3, and Rune Alteration +2 can work together with Mystic Rush Tank +2 to make her a creator and destroyer, a crafting battlefield berserker. However, this version of Hannah’s quite risky and leaves her open to getting thrashed or killed by more powerful melee opponents or those who can disrupt her process.
Gunner Hannah is my favorite version. It bridges the qualities of Artillery Hannah with Berserk Hannah without putting Hannah too far into the frontline. Basically, Hannah hauls a personal cannon or two with her that’s more human-sized. She makes rounds on the fly, shoots from the midrange, applies other enchantments and mystical powers and crafts, and can call in arty support from the artillery battery she’ll leave in a secured location. This, of course, requires my help with the spectral spiders – who we will deem Team Arty – being established on site of the artillery battery. She’ll have to pre-create various rounds and establish simple and automated golems that can load these rounds with Team Arty directing them, but the pre-work would lead to absolute domination of most operations.
After doing some workshopping, and gushing over the idea of Gunner Hannah, I think Hannah agrees with me. She doesn’t want to be far from the action, but she doesn’t need to throw her face into it.
The biggest problem is deciding on which skill should go in the beta section, and after some back-and-forth debating, Mystic Rush Tank +2 is better off in the beta section with the option of switching it with Rune Scan +2 if Hannah needs the glass cannon feature to set up for a big, big hit. Since she’ll stay in the midrange, she should have opportunities to switch the two skills around from alpha to beta and back for different situations, making Gunner Hannah even more flexible.
Also, having Hannah on site makes it easier for her to see things more directly along with me. Her Aura Mechanic and Aura Generator with my Aura Mastery and Aura Magnificence are powerful together and very helpful for the party overall.
Hannah looks happy hearing all of that. She’s smiling more, even.
I think … she’s forgiven me for sure.
She’s definitely glowing after all she’d achieved. There’s genuine excitement blazing out of Hannah’s puzzle-like aura as she pokes and prods at my aura. I poke and prod at her aura and tease her into little aura contests where we push and pull.
I’m kind enough to let her think she can beat me before I gently crush her. She laughs it off and challenges my aura once again. Para doesn’t join in, but she shares some impressions of joy and pride in Hannah’s growth and accomplishments.
<>