Editing User:TheNuttyOne/SmashWiki Quest 2: The New Generation (RPG)

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*'''Quiet Dealings''': The user remembers [[SW:QDV]] and does not make a big deal out of a vandal appearing. If used on a party member, they will be come confused. If used on most enemies, they will become irritated. If used on a vandal, they have a 10% chance of falling asleep. It can be learned by studying the Scroll of Silence in the SW Library, and takes 5 SP.
*'''Quiet Dealings''': The user remembers [[SW:QDV]] and does not make a big deal out of a vandal appearing. If used on a party member, they will be come confused. If used on most enemies, they will become irritated. If used on a vandal, they have a 10% chance of falling asleep. It can be learned by studying the Scroll of Silence in the SW Library, and takes 5 SP.
*'''Smash Direct!''': The user makes the "Directly to you" pose and new Smash info appears behind them, which causes everyone within a four block radius to become hyped. It can be learned by visiting Search Central five times, and takes 3 SP.
*'''Smash Direct!''': The user makes the "Directly to you" pose and new Smash info appears behind them, which causes everyone within a four block radius to become hyped. It can be learned by visiting Search Central five times, and takes 3 SP.
*'''Proposition''': The user comes up with an idea for a new policy and tells everyone within a five block radius about it. All party members affected have a 50% chance of being confused, a 45% chance of being hyped, and a 5% chance of being irritated. All enemies affected will always be confused.


===Items===
===Items===
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**'''Stub orb''': The Stub orb does not have the typical smash design on the entire thing, instead being a dull green with a small, brighter green smash logo on the bottom. When thrown at a party member, their Improve attack will increase in power for two turns, while if thrown at an enemy their stats will fall.
**'''Stub orb''': The Stub orb does not have the typical smash design on the entire thing, instead being a dull green with a small, brighter green smash logo on the bottom. When thrown at a party member, their Improve attack will increase in power for two turns, while if thrown at an enemy their stats will fall.
**'''Cleanup orb''': The Cleanup orb is gray with a broom design on it. When thrown at an ally, they will be unable to attack for 3 turns, but on the fourth turn their Improve attack will be 75% stronger for the rest of the battle.
**'''Cleanup orb''': The Cleanup orb is gray with a broom design on it. When thrown at an ally, they will be unable to attack for 3 turns, but on the fourth turn their Improve attack will be 75% stronger for the rest of the battle.
**'''Incomplete orb''': The Incomplete orb is the same color as the smash logo on the Stub orb, but is not a full orb, looking as though someone bit part of it off<!--I blame Meatballs, he's the eater of the party!-->. When it is first used, the user will be distracted for two turns fixing it. After these two turns, they will throw the orb, doing massive damage to the target. However, the target was chosen on the first turn, so if they leave the radius, the move will fail.
**'''Incomplete orb''': The Incomplete orb is the same color as the smash logo on the Stub orb, but is not a full orb, looking as though someone bit part of it off<!--I blame Meatballs, he's the eater of the party!-->. When it is first used, the user will be distracted for two turns fixing it. After these two turns, they will throw the orb, doing massive damage to the target. However, the target was chosen on the first turn, so if they leave the radius, the move will fail
==Party Members==
==Party Members==
Feel free to add yourself.
Feel free to add yourself.
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*Ability: '''CSS Jargon''' - INoMed talks about CSS, with a 40% chance of confusing opponents whenever INoMed attacks.
*Ability: '''CSS Jargon''' - INoMed talks about CSS, with a 40% chance of confusing opponents whenever INoMed attacks.
**''Sub-ability:'' '''King-Of-The-Hill''' - Post-game, INoMed's moveset completely changes.
====Special Attacks====
====Special Attacks====


*'''Power rollback''' - INoMed rollbacks repeatedly, causing heavy damage in the process to enemies within a 3 square radius. Costs 10 SP to use, but only works against vandals.
*'''Power rollback''' - INoMed rollbacks repeatedly, causing heavy damage in the process to enemies within a 3 square radius. Costs 10 SP to use, but only works against vandals.
**''King-Of-The-Hill:'' '''Power Rollback v2''' - INoMed rollbacks repeatedly, causing moderate damage in the process to enemies eithin a 3 square radius. Vandals suffer 30% more damage. Costs 10 SP to use.


*'''Heal''' - Produces healing waves that heal all allies witin a 3 square radius. Costs 15 SP to use.
*'''Summon''' - INoMed releases waves of energy, with a 50% chance of summoning Duke Nukem. This also allows Dots to become Dots Nukem. Costs 30 SP to use, and can only be used once per battle.
**''King-Of-The-Hill:'' '''Summon''' - INoMed releases waves of energy, with a 40% chance of summoning Duke Nukem. This also allows Dots to become Dots Nukem. Costs 30 SP to use, can only be used once per battle, has a 33% chance of dealing 50HP recoil damage to both Dots AND INoMed, and has a recharge time of 2 battles.


*'''INoMed's Trident''' - INoMed uses a Trident, Dealing damage to enemies within a 4 square radius, with a 10% chance of a random status ailment. Costs 8 SP to use.
*'''INoMed's Trident''' - INoMed uses a Trident, Dealing damage to enemies within a 4 square radius, with a 10% chance of a random status ailment. Costs 8 SP to use.
**''King-Of-The-Hill:'' '''Stat switch''' - INoMed performs an offensive stance, switching his ATK/DEF, and ACT/LUCK. Also weakly damages enemies within a 4 square radius. Costs 5 SP to use.


*'''Mega Evolve''' - INoMed Mega Evolves into Mega INoMed, doubling stats for 4 turns, and deals moderate damage during the first turn to enemies within a 5 square radius, with a 20% chance of a random status ailment. Costs 35 SP to use, but can only be used once per battle, and cannot be chosen by ThePikaPlayer's "Random Pick" attack.
*'''Mega Evolve''' - INoMed Mega Evolves into Mega INoMed, doubling stats for 4 turns, and deals moderate damage during the first turn to enemies within a 5 square radius, with a 20% chance of a random status ailment. Costs 35 SP to use, but can only be used once per battle, and cannot be chosen by ThePikaPlayer's "Random Pick" attack.
**''King-Of-The-Hill:'' '''Mega Evolve v2''' - INoMed Mega Evolves into Mega INomed, doubling stats for 4 turns, and lets Mega INoMed attack again for the first turn. Costs 35 SP to use, but can only be used once per battle, and cannot be chosen by ThePikaPlayer's "Random Pick" attack.
 
====Mega INoMed====
====Mega INoMed====
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*Ability: '''Power CSS Jargon''' - Mega INoMed talks about advanced CSS, with a 50% chance of confusing enemies whenever Mega INoMed attacks. This also has a 50% chance of ignoring protection from the Hackers' "Cheatz" attack whenever Mega INoMed attacks.
*Ability: '''Power CSS Jargon''' - Mega INoMed talks about advanced CSS, with a 50% chance of confusing enemies whenever Mega INoMed attacks. This also has a 50% chance of ignoring protection from the Hackers' "Cheatz" attack whenever Mega INoMed attacks.
**''Sub-ability:'' '''King-Of-The-Hill''' - Post-game, Mega INoMed's moveset completely changes.
 
=====Special Attacks=====
=====Special Attacks=====
'''Note:''' All of these Special Attacks cannot be chosen by ThePikaPlayer's "Random Pick" attack if INoMed has not Mega Evolved into Mega INoMed at any point during a battle.
'''Note:''' All of these Special Attacks cannot be chosen by ThePikaPlayer's "Random Pick" attack if INoMed has not Mega Evolved into Mega INoMed at any point during a battle.


*'''Hyper rollback''' - Mega INoMed rollbacks repeatedly, dealing heavy damage to enemies within a 3 square radius. Costs 15 SP to use, and works against all enemies.
*'''Hyper rollback''' - Mega INoMed rollbacks repeatedly, dealing heavy damage to enemies within a 3 square radius. Costs 15 SP to use, and works against all enemies.
**''King-Of-The-Hill:'' '''Hyper Rollback v2''' - Mega INoMed rollbacks repeatedly, cauding heavy damage to enemies within a 4 square radius. Costs 20 SP to use.


*'''Heal''' - Mega INoMed releases healing waves, healing all allies within a 4 square radius. costs 25 SP to use.
*'''Heal''' - Mega INoMed releases healing waves, healing all allies within a 4 square radius. costs 25 SP to use.
**''King-Of-The-Hill:'' '''Summon''' - Mega INoMed releases waves of energy, with a 50% chance of summoning Duke Nukem. This also allows Dots to become Dots Nukem. Costs 40 SP to use, can only be used once per battle, has a recharge time of 2 battles, and has a 20% chance of dealing 50HP recoil damage to both Dots AND INoMed.


*'''Mega INoMed's Trident''' - Mega INoMed uses a trident, causing moderate damage to enemies within a 4 square radius, With a 20% chance of 1-2 (70% chance of 1 status ailment, 30% chance of 2 status ailments) random status ailments. Costs 15 SP to use.
*'''Mega INoMed's Trident''' - Mega INoMed uses a trident, causing moderate damage to enemies within a 4 square radius, With a 20% chance of 1-2 (70% chance of 1 status ailment, 30% chance of 2 status ailments) random status ailments. Costs 15 SP to use.
**''King-Of-The-Hill:'' '''Stat switch''' - Mega INoMed performs an offensivs stance, switching his ATK/DEF and ACT/LUCK. This also deals moderate damage to enemies within a 4 square radius. Costs 20 SP to use.


*'''Insta KO''' - Mega INoMed releases dark energy, instantly KO'ing all enemies within a 2 square radius. Costs 30 SP to use, and can only be used once.
*'''Insta KO''' - Mega INoMed releases dark energy, instantly KO'ing all enemies within a 3 square radius. Costs 40 SP to use, and can only be used once.
**''King-Of-The-Hill:'' '''Insta KO v2''' - Mega INoMed releases dark energy, instantly KO'ing all enemies within a 3 square radius. Costs 40 SP to use, and can only be used once.
 
=====Initial Attack=====
*Deals moderate damage to enemies within a 5 square radius, with a 20% chance of a random atatus ailment.


===[[User:Disaster Flare|Disaster Flare]]===
===[[User:Disaster Flare|Disaster Flare]]===
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===[[User:Dots|Dots]]===
===[[User:Dots|Dots]]===
Dots returns to this game much stronger than the previous. While the first game had him appear in his Super Saiyan form, he appears in his Super Saiyan 2 form, the next ascending form obviously. 
Dots returns to this game much stronger than the previous.  
{|class="wikitable" style="text-align:center" border="5"
{|class="wikitable" style="text-align:center" border="5"
!HP!!SP!!ATK!!DEF!!ACT!!LUCK
!HP!!SP!!ATK!!DEF!!ACT!!LUCK
|-
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|160||50||150||140||250||120
|150||50||150||120||250||120
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*Ability: '''Super Saiyan 2''' Dots starts off with the Second Armor, giving him an air dash in addition of already having a dash from the first game (Leg Upgrade), Able to spot hidden items in the overworld area (Head Upgrade), Can fire two third-level charged shots, both dealing heavy damage each (Buster Upgrade), and 50% damage reduction and giving him access to Giga Crush (Body Upgrade).
*Ability: '''Ultimate Armor''' Dots starts off with the Ultimate Armor, giving him an air dash and hover boots (Leg Upgrade), Infinite ammo for his special weapons (Head Upgrade), A Plasma Charge Shot and charged special weapons (Buster Upgrade), and 50% damage reduction and giving him access to the Nova Strike (Body Upgrade).
:*Additional Ability: '''Wall Climb''' Like the first game, Dots can also scale walls up to one elevation level. 5 SP.
 
====Special Attacks====
====Special Attacks====


*'''Air dash''' In addition to already having a dash, Dots can air dash. Like the regular dash, he can also do a dashed shot in the air for decent damage to the air-based enemy the shot hits. 5 SP.
*'''Hover boots''' Allows Dots to hover in the air for two turns, allowing him to avoid Ground attacks. 5 SP.


*'''Charged weapons''' With the Buster upgrade, Dots can charge special weapons. 10 SP.
*'''Charged weapons''' With the Buster upgrade, Dots can charge special weapons. While Dots can use special weapons infinitely alone, charged special weapons consumes ammo. 10 SP.


*'''Giga Crush''' Dots can unleash a massive explosion, dealing massive damage to all enemies in battle. It requires a full gauge to perform, as he needs to be hit 10 times in order for it to be full. The gauge does not reset to zero hits after any battle. Does not work on bosses. 30 SP.
*'''Nova Strike''' Dots surrounds his body with immense energy and charges at his opponents with an invincible tackle that travels 15 squares in a line, dealing massive damage to enemies that are hit within the line. 10 SP.


*'''Shouryuken''' Dots does a powerful uppercut that does 10000 hits of minor fire damage to the target. Melee attack that requires Dots to be right next to his target. No SP but needs full health.
*'''Quad Damage''' Dots uses a Quad Damage that amplifies his attack damage by a factor of 4 (quadruples). Lasts for 5 turns. 20 SP.


====Dots Nukem====
====Dots Nukem====
Once Duke Nukem is recruited as a mercenary, Dots can combine with Duke Nukem (when he is summoned by the party) to become Dots Nukem. In terms of power level, Dots Nukem in comparison to Ultimate Super Saiyan Dots is about four times more powerful.
When Dots fuses with Duke Nukem (if both are present and are allies in battle), they can combine to become Dots Nukem. Can only last until the end of the battle and requires Dots to use all of his Max SP to fuse (meaning once the battle's done, Dots will be left with 0 SP).
 
Although extremely powerful (and possibly broken), there are some limits to this. It requires Dots to use all of his Max SP to fuse (meaning once the battle's done, Dots will be left with 0 SP). Can only last until the end of the battle and can only fuse once; if Dots Nukem dies in battle, they split back in two and both faint. There is also a delay time of the next fifteen battles of when Dots and Duke Nukem can fuse again. Therefore, Dots has to be wise when it is a good time to fuse. Also, Duke Nukem can only be hired in the post-game. :/
 
{|class="wikitable" style="text-align:center" border="5"
{|class="wikitable" style="text-align:center" border="5"
!HP!!SP!!ATK!!DEF!!ACT!!LUCK
!HP!!SP!!ATK!!DEF!!ACT!!LUCK
|-
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|5000||5000||5000||5000||5000||5000
|600||600||500||500||500||500
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*Ability: '''Kick ass and chew bubble gum. And I'm all out of gum''' For every enemy Dots Nukem defeats, it increases his attack by 50%.
*Ability: '''Kick ass and chew bubble gum. And I'm all out of gum''' For every enemy Dots Nukem defeats, it increases his attack by 50%.
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=====Special Attacks=====
=====Special Attacks=====


*'''Rocket Launcher''' Dots Nukem pulls out the Rocket Launcher from ''Quake'' and shoots a rocket at the enemy, dealing heavy explosive damage in a direct hit and has a two-square radius splash damage. 5 SP. It could also be used to Rocket Jump, allowing Dots Nukem to be airborne for a turn so he can land anywhere in a 15-square radius on the next turn but he does take some damage as well. 50 SP
*'''Rocket Launcher''' Dots Nukem pulls out the Rocket Launcher from ''Quake'' and shoots a rocket at the enemy, dealing heavy explosive damage in a direct hit and has a two-square radius splash damage. 5 SP. It could also be used to Rocket Jump, allowing Dots Nukem to be airborne for a turn so he can land anywhere in a 15-square radius on the next turn but he does take some damage as well. 10 SP


*'''Tau Cannon''' Dots Nukem charges for a turn to fire the Tau Cannon, dealing massive damage to enemies in a straight line. 100 SP
*'''Tau Cannon''' Dots Nukem charges for a turn to fire the Tau Cannon, dealing massive damage to enemies in a straight line. 50 SP


*'''Fast Shot''' When this ability is activated, Dots Nukem can be able to attack with a firearm for three times per turn but this trades off with 30% less attack damage per shot. Lasts for 5 turns. 200 SP.
*'''Fast Shot''' When this ability is activated, Dots Nukem can be able to attack with a firearm for three times per turn but this trades off with 30% less attack damage per shot. Lasts for 5 turns. 100 SP.


*'''Sniper'''. When this ability is activated, every attack involving a firearm that Dots Nukem successfully hits becomes a critical hit. Lasts for 5 turns. 500 SP.
*'''Sniper'''. When this ability is activated, every attack involving a firearm that Dots Nukem successfully hits becomes a critical hit. Lasts for 5 turns. 150 SP.


===[[User:MeatBall104|MeatBall104]]===
===[[User:MeatBall104|MeatBall104]]===
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!HP!!SP!!ATK!!DEF!!ACT!!LUCK
!HP!!SP!!ATK!!DEF!!ACT!!LUCK
|-
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|100 (constantly refilling)||100||100||100||100||20
|100 (constantly refilling)||35||100||100||100||20
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*Ability: '''Metabolism''' Being a self-proclaimed food enthusiast, MeatBall104 is always snacking on the battlefield, causing his HP to constantly refill. When it is not his turn, he may even toss a food item at a random party member, healing them too. All of that food also provides him with a lot of energy, which is why his other stats are so high by default. To avoid being a game-breaker however, he does suffer from a low amount of luck, and extreme susceptibility to critical hits, which are among the few things that can kill him.
*Ability: '''Metabolism''' Being a self-proclaimed food enthusiast, MeatBall104 is always snacking on the battlefield, causing his HP to constantly refill. When it is not his turn, he may even toss a food item at a random party member, healing them too. All of that food also provides him with a lot of energy, which is why his other stats are so high by default. To avoid being a game-breaker however, he does suffer from a low amount of luck, and extreme susceptibility to critical hits, which are among the few things that can kill him.
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===[[User:ThePikaPlayer|ThePikaPlayer]]===
===[[User:ThePikaPlayer|ThePikaPlayer]]===
ThepikaPlayer returns with a few nerfs and less Pokemon-themed attacks, yet still packs a punch.
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!HP!!SP!!ATK!!DEF!!ACT!!LUCK
!HP!!SP!!ATK!!DEF!!ACT!!LUCK
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*'''Ability''': Probation Risk - At the start of a battle, ThePikaPlayer has a 20% chance of dealing 15 Damage to himself on each turn, but raising his stats by 5 in the process.
*'''Ability''': Probation Risk - At the start of a battle, ThePikaPlayer has a 20% chance of dealing 15 Damage to himself on each turn, but raising his stats by 5 in the process.
**''Sub-Ability'': Pichu - Only used at the start of a battle. May spawn a Pichu at the start of the battle, lowering ThePikaPlayer's stats by half, and the Pichu taking the other half.
====Special Attacks====
====Special Attacks====
*'''Random Pick''' - ThePikaPlayer randomly uses one of the other party members' attacks, using his SP for the required amount.
*'''Random Pick''' - ThePikaPlayer randomly uses one of the other party members' attacks, using his SP for the required amount.
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*'''Power Switch''' - ThePikaPlayer gives half of one of his stats to another party member. Requires 5 SP.
*'''Power Switch''' - ThePikaPlayer gives half of one of his stats to another party member. Requires 5 SP.
*'''Volt Tackle''' - ThePikaPlayer uses Pikachu's Final Smash, dealing heavy damage on all targets hit, including allies. Requires 30 SP.
*'''Volt Tackle''' - ThePikaPlayer uses Pikachu's Final Smash, dealing heavy damage on all targets hit, including allies. Requires 30 SP.
====Pichu's Stats====
{|class="wikitable" style="text-align:center" border="5"
!HP!!SP!!ATK!!DEF!!ACT!!LUCK
|-
|100||23||95||45||55||100
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=====Pichu's Special Attacks=====
*'''Jolt''' - Deals low damage, but will cause Entrancement. 5 SP.
*'''Wanted for Smash''' - Pichu goes into a frenzy because he was wanted for smash, dealing high damage. Uses remaining SP. Damage is lower with lower SP.
*'''Smazz!!!''' - Pichu does it's down smash from Melee. Deals damage around in 1 square. Uses 11 SP.
*'''Join with Maker''' - Pichu joins with ThePikaPlayer, carrying over all stats and status conditions.


==Enemies==
==Enemies==
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[[Special:Watchlist|Watchlist, Inc.]] is a small business that keeps an eye on the entire wiki. By visiting it, the party will be made aware of locations with abnormally large amounts of enemies or, if they have not completed the plot, where they need to go next.
[[Special:Watchlist|Watchlist, Inc.]] is a small business that keeps an eye on the entire wiki. By visiting it, the party will be made aware of locations with abnormally large amounts of enemies or, if they have not completed the plot, where they need to go next.
The [[Special:Upload|River Egami]] is a river that flows through the northern part of SmashWiki. Strange images are known to appear in the water, which are often used as examples around the wiki. Rarely, an Orb will also be found floating in it. Its role in the plot in undetermined. It also has a stream flowing off of it known as [[Template:Fairuse|the Stream Esu Riaf]].
{{User:DatNuttyKid/Navigation}}

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