User:TheNuttyOne/SmashWiki Quest 2: The New Generation (RPG): Difference between revisions

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m (→‎Drill Blaster Mark 2: Fortunately, probation is kilometers away.)
(→‎Mega INoMed: consistency with Dots Nukem)
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*'''Mega Evolve''' - INoMed Mega Evolves into Mega INoMed, doubling stats for 3 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.
*'''Mega Evolve''' - INoMed Mega Evolves into Mega INoMed, doubling stats for 3 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.


===Mega INoMed===
====Mega INoMed====
{|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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*Ability: '''Power CSS Jargon''' - Mega INoMed talks about advanced CSS, with a 60% chance of confusing enemies whenever Mega INoMed attacks.
*Ability: '''Power CSS Jargon''' - Mega INoMed talks about advanced CSS, with a 60% chance of confusing enemies whenever Mega INoMed attacks.


====Special Attacks====
=====Special Attacks=====
*'''Hyper rollback''' - Mega INoMed rollbacks repeatedly, dealing high 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 high damage to enemies within a 3 square radius. Costs 15 SP to use, and works against all enemies.


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*'''Insta KO''' - Mega INoMed releases dark energy, instantly KO'ing all enemies within a 3 square radius. Costs 60 SP to use.
*'''Insta KO''' - Mega INoMed releases dark energy, instantly KO'ing all enemies within a 3 square radius. Costs 60 SP to use.


====Initial Attack====
=====Initial Attack=====
*Deals moderate damage to enemies within a 5 square radius, with a 20% chance of a random atatus ailment.
*Deals moderate damage to enemies within a 5 square radius, with a 20% chance of a random atatus ailment.



Revision as of 08:10, November 17, 2015

Since AirConditioner's "SmashWiki RPG" hasn't been updated since early 2013 (besides PikaPlayer and DekZek adding themselves today), I figured- hey, why not recreate it for the newer users on SmashWiki? So this is SmashWiki Quest 2: The New Generation. Yay for sequels!

Basic Gameplay

Battle System

The battle system is identical to its prequel's, using a tactics RPG system like Advance Wars. As before, unless stated all attacks have a four block range.

Stats

The stats are mostly identical to the previous game, with some changes:

  • HP, Attack, and Defense: Well, duh.
  • SP: Special Points. Required to use most attacks.
  • Luck: Determines the probability of getting a critical hit when attacking, and getting critical defense when being attacked (which will minimize damage).
  • Activity: Replaces speed from the previous game, determining how likely a user is to move first. However, unlike speed, it also increases the chances of an enemy encounter.

For the sake of this article, we will list our stats as they would be at Lv. 50.

Status Ailments

  • Poison: Poisoned users and enemies take a small amount of damage each turn.
  • Burn: Burnt users and enemies take a slightly larger amount of damage each turn. Unlike poison, after three turns Burn starts having a 20% chance of fading away.
  • Entrancement, Shock, and Sleep: All three are functionally identical, keeping the afflicted user or enemy from moving. However, Sleep lasts longer than Shock, which lasts longer than Entrancement.
  • Confusion: Confused users and enemies have a 50% chance of damaging themselves on every turn.
  • Frozen: Frozen users and enemies cannot move, and also take poison-leveled amounts of damage every turn. Fire-based moves have a chance of thawing anyone frozen.
  • Irritation: Irritated users and enemies can land attacks six blocks away, but have an 80% chance of attacking an enemy or party member that was not selected as the target (unless none are within six blocks).
  • Hype: Hyped users and enemies can land attacks five blocks away, but they have a 25% chance of taking recoil damage (which is about 10% of the damage the attack used causes.)

Basic Attacks

All users can use the following attacks:

  • Improve: The user edits a page to improve it, causing damage. It costs 1 SP.
  • Trivia: The user adds an interesting trivia point, which has a 35% chance of causing entrancement. It costs 2 SP.
  • Special Attacks: Each user has four unique special attacks, which can be seen below.
  • Flee: Flees the battle.
  • Defend: Increases defense for the next turn. It costs 1 SP.
  • The RC: Using Special:Recentchanges, the user sees all attacks usable by the enemies. It costs 3 SP.
  • Undo: The last move used is undone. It costs 5 SP.
  • Log Out: The user skips their turn.

Rollback Powers

Only rollbacks, admins, and crats can use the following attacks:

  • Rollback: The last three moves used are undone. It has a chance 20% chance of causing entrancement to each person in battle, including party members. It costs 10 SP.

Admin Powers

Only admins and crats can use the following attacks:

  • Delete: All party members and enemies within two blocks of the user are instantly killed. It costs 15 SP.
  • Block: One enemy within two blocks of the user is instantly killed. It costs 10 SP.

Crat Powers

Only crats can use the following attacks:

  • Promote: For one turn, a selected party member can use any Rollback or Admin powers, depending on which is selected. Rollback powers cost 10 SP, while Admin powers cost 15 SP.
  • Restore: All killed enemies and party members within two blocks are revived. It costs 15 SP.

Skill Attacks

Skill attacks are unique attacks that can be learned by any user under special circumstances.

  • Assumption of Faith: The user remembers SW:AGF and treats everyone nicely. If used on a party member, their stats will be boosted. If used on most enemies, they will be confused. If used on a n00b, they will assist the party for the remainder of that battle. It can be learned by studying the Scroll of Good Faith in the SW Library, and takes 15 SP.
  • Unfair Trick: The user supplies a blind link to Special:Logout to the target, which they innocently click, causing them to miss their next turn. It can be learned by using Log Out three times in one battle, and takes 3 SP.
  • Random: The user goes to Special:Random and are teleported to a random place on the battlefield. It can be learned by reading the Sign of Navigation in Sidebar Village, and takes 1 SP.

Party Members

Feel free to add yourself.

DatNuttyKid

HP SP ATK DEF ACT LUCK
150 35 60 120 150 90

Ability: No Knowledge - Attacks have a 10% chance of having their damage halved due to Nutta not being knowledgeable enough to know they're supposed to do more.

Special Attacks

  • Transparency - Nutta takes a non-transparent image and makes it transparent, causing entrancement. It costs 2 SP.
  • Unsigned Signature - Nutta throws his signature at the target, which has a 75% chance of confusion due to its resemblance to the unsigned template. It costs 3 SP.
  • Underused - Nutta defeats the target in a Smash match using an underused character, which has a 25% chance of causing confusion and a 25% chance of causing entrancement. It costs 5 SP.
  • Grammar Nazi - Nutta gets angry at the target for using poor grammar and attacks them, which has a 25% chance of causing confusion and a 30% chance of causing irritation. It costs 7 SP.

Ganonmew

HP SP ATK DEF ACT LUCK
120 25 70 65 300 100

Ability: Large-Scaler - When there are more than 4 enemies on the battlefield, Ganonmew's activity and attack increase depending on how many enemies there are.

Special Attacks

  • Charisma - Ganonmew heals all allies below half their health by 20%. Costs 5 SP.
  • Red-Hot Fire - Ganonmew unleashes a powerful flame which does double the normal damage to n00bs. Costs 7 SP.
  • CSScissors - Ganonmew modifies the battlefield which does continuous damage to enemies for 5 turns. Costs 6 SP.
  • Mistake - Ganonmew flubs, dealing damage to all enemies except vandals and has a 50% chance of confusing them, but also slightly damages all teammates. Costs 4 SP.

Nyargleblargle

HP SP ATK DEF ACT LUCK
150 20 80 80 200 150

Ability: Missing - When attacked by a vandal-type enemy, Nyargleblargle has a 20% chance of disappearing.

Special Attacks

  • Smash 5 Idea - Nyargleblargle summons an item that has a random effect due to no one but them knowing what it's supposed to do. Costs 2 SP.
  • Consensus - Nyargleblargle spends one turn gathering consensus, then unleashes a powerful attack that is boosted by a higher amount of party members. Costs 7 SP.
  • H@x - Nyargleblargle modifies the game thanks to a really easy exploit, temporarily granting them stronger stats for a few turns. Costs 6 SP.
  • Protect - Nyargleblargle protects a page for three turns, making them and other party members within a two unit radius temporarily invulnerable. Costs 10 SP.

Aidanzapunk

HP SP ATK DEF ACT LUCK
150 40 90 70 250 130

Ability: Obscure Facts - When Aidanzapunk uses Trivia, it also has a 50% chance of confusing the opponent.

Special Attacks

  • Summon - Aidanzapunk summons a random Smash 4 character that uses their neutral special move to attack the opponent. Costs 8 SP.
  • Glitchfest - Aidanzapunk activates a glitch that makes the rest of the party invincible for the rest of the battle. Uses the rest of Aidanzapunk's SP.
  • Sonic Speed - Aidanzapunk gets to attack first for 5 turns. Costs 3 SP, and can't be used again during those 5 turns.
  • Final Smash - The next attack used by Aidanzapunk does 3x the normal amount of damage, however, if he is attacked, he loses the Final Smash. Costs 15 SP, and has a 3 turn cooldown period.

DekZek

HP SP ATK DEF ACT LUCK
150 25 130 100 125 100
  • Ability: Alias- This user cannot be targeted by vandals until they are attacked.

Special Attacks

  • Video Game Essay User writes a well written essay about video games for class. Causes entrancement due to being easily understood, yet of superb quality. User can deal 20 damage in the next turn while their opponent is distracted. Takes 1 SP.
  • Creative creates a randomly generated character who fights alongside DekZek. Takes 2 turns and 10 SP.
  • Cleanup undoes all ailments caused by spambots in the last turn, and tags debris on the field for speedy deletion. When Cleanup is used, any Recent Changes will fail. Takes 5 SP.
  • Researcher If a non-rank restricted special move is used five times while this move is being used, DekZek will be able to use that move for the rest of the battle. 0 SP.

INoMed

HP SP ATK DEF ACT LUCK
175 95 110 150 100 120
  • Ability: CSS Jargon - INoMed talks about CSS, with a 40% chance of confusing opponents whenever INoMed 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 down - INoMed powers down, Reducing stats by 20% for 3 turns, in exchange for 20 SP.
  • 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.
  • Mega Evolve - INoMed Mega Evolves into Mega INoMed, doubling stats for 3 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.

Mega INoMed

HP SP ATK DEF ACT LUCK
350 115 220 300 200 240
  • Ability: Power CSS Jargon - Mega INoMed talks about advanced CSS, with a 60% chance of confusing enemies whenever Mega INoMed attacks.
Special Attacks
  • Hyper rollback - Mega INoMed rollbacks repeatedly, dealing high damage to enemies within a 3 square radius. Costs 15 SP to use, and works against all enemies.
  • Heal - Mega INoMed releases healing waves, healing allies within a 4 square radius. costs 30 SP to use,
  • INoMed's Trident - Mega INoMed uses a trident, causing heavy hamage, to enemies within a 5 square radius, Costs 25 SP to use.
  • Insta KO - Mega INoMed releases dark energy, instantly KO'ing all enemies within a 3 square radius. Costs 60 SP to use.
Initial Attack
  • Deals moderate damage to enemies within a 5 square radius, with a 20% chance of a random atatus ailment.

Disaster Flare

HP SP ATK DEF ACT LUCK
120 85 90 130 100 45
  • Ability: Conflict Resolver Disaster Flare resolves any dispute within the party, with a 30% chance of raising a random stat for every party member.

Special Attacks

  • Tough Guy Disaster Flare makes a heroic stance, which raises his stats by 20% at the cost of 7 SP.
  • Conjurer Disaster Flare heals a chosen party member by 100 points, at the cost of 12 SP.
  • Magic Repair Disaster Flare heals a chosen party member's SP by 50, at the cost of 12 SP.
  • Unoriginality Disaster Flare breaks his limits, using a random attack from Super Smash Bros. in the process.

ScoreCounter

HP SP ATK DEF ACT LUCK
90 127 127 150 30 30
  • Ability: FanFiction Writer This user is completley immune to any attack relating to shipping or sex jokes.

Special Attacks

  • Mouse Slide Accidentally reverts the last attack of another user, dealing slight damage to the target, before rectifying his mistake, both increasing the original attack's power, and healing more damage than was delt next turn. Costs 11 SP.
  • Dancing all Day Continously reverts a target's edits, focusing on nothing else until the target can no longer be targeted. Single-time cost of 12 SP. Only executable between 6AM and 11PM GMT/BST.
  • A Million Is A Statistic Tries to encourage a user he's taken a shine to. Costs 22 SP, has a chance of saving that unit from death by any cause other than blocking, forces an escape for both user and target.
  • Amused Reads the comment someone has made about him, compares it to something else he's heard, laughs and moves on. Costs 5 SP, increases all damage done to the target slightly, decreases all damage taken from the target slightly.

Dots

Dots returns to this game much stronger than the previous.

HP SP ATK DEF ACT LUCK
150 100 140 120 250 120
  • 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).

Special Attacks

  • 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. While Dots can use Special Weapons infinitely alone, charged special weapons consumes ammo. 10 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. 25 SP.
  • Quad Damage Dots uses a Quad Damage that amplifies his attack damage by a factor of 4 (quadruples). Lasts for 5 turns. 40 SP.

Dots Nukem

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).

HP SP ATK DEF ACT LUCK
500 500 400 400 400 100
  • 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%.
Special Attacks
  • Just sit there and wait Dots Nukem just sits there and wait which causes small damage, confusion status, and poison status to enemies within a 2 square range who don't get what he's doing. 5 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 two 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 hit becomes a critical hit. Lasts for 3 turns. 200 SP.

MeatBall104

HP SP ATK DEF ACT LUCK
100 (constantly refilling) 100 100 100 100 20
  • 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.

Special Attacks

  • Extreme Heartburn: (Costs 50 SP to use, and can only be used once per battle). MeatBall104 will ingest a Carolina Reaper, before letting out a massive, fiery belch. The burp will burn all enemies within a ten-block range, but will only hurt party members within a one-block range. Everyone who was burned will be covered in flames for three turns. These flames will cause irritation, lower their defense to 1, and slowly deplete their HP. The attack will also cost MB104 80 HP as recoil damage due to the intense spiciness.
  • Catering Service: (Costs 10 SP to use). MeatBall104 will chuck a large dish of lobster mac-and-cheese into the enemy party, causing 100% entrancement to all of them as they fight over it and start to chow down, which also causes them damage. This also boosts the luck of all party members by 40%.
  • Playing With Food: (Costs 5 SP to use). MeatBall104 will toss a random food item onto a random square on the battlefield, which will affect whomever steps on it. A bottle of hot sauce will triple the attack of a party member, but will burn an enemy. A honeycomb will simply immobilize anyone who touches it for five turns. A banana peel will cause whoever steps on it to slip and fall over, creating a shockwave that damages anyone within a six-block range, and leaves them irritated for five turns. A carton of expired milk will cause slipping as well, but will also poison its victims.
  • Forced Team-Up: (Costs 1 SP to use). MeatBall104 will grab a random party member from within a three-block range, and curl them into a ball. He will then toss them upwards and whack them back down with a leg of lamb, causing minor damage. Upon hitting the ground, the ball will roll across the field, damaging any enemies and party-members within its path. If the attack is timed correctly, then the thrown party member will return to the party carrying the entire inventory of the last enemy it hit, which it will keep for itself.

Drill Blaster Mark 2

HP SP ATK DEF ACT LUCK
300 110 110 110 300 300
  • Ability: Ice Burn - All attacks have a 60% chance of either burning or freezing anyone hit.

Special Attacks

  • Regeneration Wave - DBM2 heals all allies by 20% of their max HP. Costs 2 SP.
  • Hyper Offense - DBM2 assumes a defensive stance. For that turn, all allies' attacks get a random boost ranging from 10% to 50%. Costs 5 SP.
  • Hyper Defense - DBM2 assumes a defensive stance, enduring anything with at least 1 HP and forcing all enemies to target him. Allies cannot be damaged during that turn. Costs 5 SP.
  • Telekinesis - All enemies take heavy damage. Costs 7 SP.

Enemies

Vandal

Vandals are mainly the attackers of the enemy groups and are the most common.

  • Vandalize - The vandal vandalizes a page, damaging all users within four blocks and having a 50% chance of causing confusion and a 10% chance of causing irritation.
  • Edit War - The vandal reverts a page to its vandalized state, undoing the last attack that hit it.

n00b

n00bs are mainly distractions and cannot do much damage, but nearly always cause status ailments, hindering party members.

  • Ignorance - The n00b ignores a policy or a warning, which has a 90% chance of causing irritation.
  • Rage - The n00b throws a fit, attacking all users within 2 blocks, which has a 20% chance of causing irritation and a 10% chance of causing confusion.

SpamBot

SpamBots cannot cause damage, but cause multiple status ailments.

  • Spam - The SpamBot posts a link or an image to a spam site, which has a 25% chance of causing confusion and a 30% chance of causing irritation to all users within six blocks.
  • Virus - The SpamBot gives the target a virus, freezing them. It also has a 10% of causing irritation to all users within six blocks.

Sockpuppet

Sockpuppets are not good at attacking, but can give other enemies stat boosts.

  • Support - The sockpuppet mimics the last attack used.
  • Self-Praise - The sockpuppet praises the target, which boosts the target's stats and has a 10% chance of causing entrancement to all users within three blocks.