Anyone here ever heard of Make Your Move on the Smashboards? It's A sort of competition where the users there can create a Super Smash Bros. moveset for any character they can imagine, even if they aren't from Nintendo games, or video games in general!
That's basically the premise here. You're tasked with creating MMRPG Prototype statistics for a character not yet featured in-game. This could be a character from the Mega Man X, Zero, ZX, Legends, Battle Network, or Star Force subseries, a 'bot from other media, or a fan project. Unlike Make Your Move, this is purely for fun, but you can comment on each other's movesets (Just keep any criticisms constructive!).
Note that whatever characters you create probably won't added to the game. Adrian's got his work cut out for him as it is!
A complete moveset MUST contain the character's... -...Name, and what game they come from. -...Core Type (Cutter, Flame, etc.) Determines what MMRPGP moves the character can use. Usually related from what moves the charter uses in their game, their appearance, and what weapons/gear you get from them. -...Attack(How much damage they deal), Defense(How much damage they take), and Speed(How fast the robot moves to attack, and how accurate their attacks are). You have 300 points to spend on each stat. -...Weakness(What moves do double damage to them) and Resistances(What moves to half damage to them). Give your 'bot two each. -...Affinity(Moves heal them), OR Immunity(Moves that do no damage to them). Give ONLY one of either.
You could also add some extra bits to add some flair to your character, such as... -...A numerical designation(i.e. Proto Man is DLN-000) -...A class. If you've played Pokémon, these are like the little sub-designations in the Pokedex entries(i.e. Pikachu is the Electric Mouse Pokémon, Proto Man is the Renegade Prototype Robot). They can describe the character's personality, abilities or job. -...Quotes for when the character enters battle, taunts their opponent, wins or losses. Can be derived from their source material, or interpreted from their personality.
If you have any confusion on what a moveset looks like, I'd recommend checking out some examples in the Database. I hope to see plenty of cool ideas for characters!
EDIT: In order to make this topic a little more interesting (I mean, the last post was over a year ago), it is now open to characters from ALL video games, not just Mega Man.
EDIT 2: In celebration of the field-centric Star Force Update, you can now create fan-made fields! I mean, what's the point of making bunch of awesome fan-made robots without some place for them to kick each other's butts?
A complete field MUST contain...
-The field's name. Composed of two words or phrases (three if you're pushing it, don't even think about four). -What game (Mega Man or otherwise) the field comes from. -The Field's primary core type. -The field's multipliers (Core types, damage, recovery, experience). Primary core type gets an automatic x2 multiplier. -The Robot (fan-made or otherwise) associated with the field. -The Mecha (fan-made or otherwise) associated with the field.
Optional:
-A short description of what the field looks like (1-2 sentences is good). -Music that plays during battle (link to YouTube or another video/music-sharing website).
Make-A-Moveset: What If... Posted by Spinstrike on August 4th, 2013 at 5:41pm Viewed 19495 Times
Quotes- Start: "...Let's get this over with." Taunt: "The power I have has no equal!" Victory: "You were not even worth my time. Come back when you're stronger." Defeat: "Ah, a worthy opponent...I look forward to next time, (#robot)."
Weaknesses: Earth, Impact, Nature Resistances: Laser, Space Affinities: None Immunities: Electric
Signature Moves-
(Any robots that are "stunned" by his attacks are prevented from acting next turn)
Name: Stun Ray Learned At: Level 1 Power: 10 Speed: 3 Energy: 1 Range: Front Row Accuracy: 95% Description: “The user fires a small spark that has a 60% chance of stunning its target."
Name: Electric Orb Learned At: Level 5 Power: 25 Speed: 3 Energy: 3 Range: Select Target Accuracy: 90% Description: “The user charges up a sphere of electricity and shoots at a target of his choice, occasionally hitting nearby robots for 10% of the original damage. Has a 40% chance of stunning."
Name: Twin Laser Learned At: Level 10 Power: 20 Speed: 3 Energy: 2 Range: Front Row Accuracy: 90% Description: “The user fires three sets of two small lasers side by side straight at the target. High chance of critical."
Name: Asteroid Rush Learned At: Level 20 Power: 40 Speed: 1 Energy: 4 Range: All Accuracy: 70% Description: “The user summons many asteroids to come falling down on the field, damaging all robots. The total amount of damage depends on how many asteroids hit, so some robots will be completely destroyed, while others may only take a small amount of damage...or all can be destroyed."
Field- Name: Checkpoint Gate First Appearance: N/A Primary Core Type: Space Type Multipliers: Space x1.6, Electric x1.4, Laser x1.2, Wind x0.8, Nature x0.6, Earth x0.4 Description: Located just outside the Earth's atmosphere, a gate is placed at the entrance of a top-secret space station used to test experimental defense weapons. This gate is a three-dimensional maze of energy, and the government places this robot in charge of guiding authorized people through the maze to access the top-secret station, since he is the only robot capable of withstanding the energy. Super Arm Block: What appears to be a giant Yoku block covered in electricity. Adds Electric element to Block. Music: Not from a Mega Man game, but ah well.
Weaknesses: Explode, Water Resistances: Laser, Space Affinities: None Immunities: None
Ability- Name: Quick Laser Learned At: Level 1 Power: 10 Speed: 5 Energy: 0 Range: Random Target Description: “The mecha fires a tiny laser at any robot on the field that it identifies as an enemy. Always acts first."
Posted on May 4th, 2014 at 10:05pmEdited on 2014/05/04 at 10:15pm
Posted 2014/05/04 at 10:05pmEdited 2014/05/04 at 10:15pm
#2
May the Fourth be with you! As a Star Wars fanatic, I knew I had to do something productive for Star Wars Day. So here's a moveset for Darth Vader, Dark Lord of the Sith!
Name: Darth Vader Designation: SLN. (Sith Lord Number) 004 Class: Imperial Enforcer Robot Core Type: Shadow
Quotes- Start: “You don’t know the power of the Dark Side.” Taunt: “There is no escape. Don’t make me destroy you.” Victory: “I find your lack of faith…disturbing.” Defeat: “The force is strong with this one…”
Responses (In support of KingYamato)- Attack: “I have you now!” “It is useless to resist.” “I will deal with you myself.”
Hit: “Impressive. Most impressive.” “Now, release your anger.” “Your powers are weak.”
Hit by weakness: “(Doctor) has taught you well.” “What?!”
Affected by beneficial passive: "Now *I* am the master.
Affected by detrimental passive: “You have failed me for the last time, (Doctor).”
After item use: “What is thy bidding, my master?” “As you wish, (Doctor).”
Revived by extra life: “Apology accepted, (Doctor).”
Signature Moves- Name: Force Choke Learned At: Level 1 Power: 16 Speed: 3 Energy: 4 Accuracy: 100% Range: Front Row Description: “The user crushes the target with the power of the Force, occasionally damaging their shields to reduce defense by 20%.
Name: Lightsaber Slash Learned At: Level 5 Power: 24 Speed: 3 Energy: 8 Accuracy: 94% Range: Front Row Description: “The user slashes the target with a plasma blade to deal damage!”
Name: Lightsaber Throw Learned At: Level 10 Power: 6 Speed: 4 Energy: 8 Accuracy: 90% Range: Select Target Description: “The user hurls a plasma blade at the target, striking up to three times and deal massive damage!”
Field- Name: Death Star First Apearance: Star Wars Episode IV: A New Hope (1977) Primary Core Type: Shadow Type Multipliers: Shadow x2.0, Space x1.7, Laser x1.3, Wind x0.8, Earth x0.5 Description: An interplanetary space station armed with a planet-destroying superlaser. The players battle in one of the station’s hangers, filled to the brim with TIE starfighters and Han Solo’s freighter, the Millennium Falcon. Stormtroopers stand on guard in the background, intently watching the battle. Super Arm Block: A glossy, durasteel crate. Music: [“Death Star”]( http://www.youtube.com/watch?v=bO0uIFuBFFk) from Star Wars for the NES
Quotes- Start: “Stop right there, Rebel scum!” Taunt: “Look sir, droids!” Victory: “They’ll be alright. Inform Lord Vader we have prisoners!” Defeat: “These aren’t the droids we’re looking for…”
Ability- Name: Stun Blast Learned At: Level 1 Power: 8 Speed: 3 Energy: 0 Range: Target Description: “The user fires a laser blast at the target to deal damage and occasionally reduce speed by 5%.”
Quotes- Start: "Prepare to become scrap metal, insolent fool..." Taunt: "Did you honestly think you can beat me?!" Victory: "Fool! Did you would be able to win against the controller of life and death?!" Defeat: "I'll have my revenge,(#robot)!."
Weaknesses: Copy, Earth, Laser Resistances: Time, Flame, Space Affinities: Shadow Immunities: Impact
Signature Moves- Name: Wil-O-Wisp Learned At: Level 1 Power: 14 Speed: 3 Energy: 0 Range: Front Row Accuracy: 100% Description: “The user shoots a small flare at the target, damaging their weapons to reduce offence by 10%!"
Name: Phantom Flash Learned At: Level 5 Power: 27 Speed: 5 Energy: 4 Range: Select Target Accuracy: 85% Description: "The user emits a flash of light that damages the enternal systems and shields by 27%!"
Name: Infused Light Learned At: Level 24 Power: 100 Speed: 5 Energy: 8 Range: Select Target Accuracy: 100% Description: “The user is ingulfed in a blinding light that mysteriously revives one disabled robot on the user's side of the field with full life and weapon energy, and optimises the robot's shields by 25%"
Field- Name: Mystic Cemetary First Appearance: N/A Primary Core Type: Shadow Type Multipliers: Shadow x1.7, Flame x1.4, Earth x1.4, Laser x0.8, Copy x0.4, Water x0.2 Description: Located in the middle of nowhere, this grave site hosts the shells of disabled robot masters from the past. With a surprisingly arid temperature, this misty arena for Phantom Man hosts fake gravestones which are actually Tomb-Mets in disguise. Super Arm Block: An mossy, old tombstone Music: N/A
Weaknesses: Explode, Time Resistances: Laser,Flame Affinities: None Immunities: None
Ability- Name: Wil-O-Wisp Learned At: Level 1 Power: 14 Speed: 3 Energy: 0 Range: Random Target Description: “The mecha shoots a small flare at the target, damaging their weapons to reduce offence by 10%!"
Quotes Start: "I'll cryo-freeze you with some English beef!" Taunt: "You've got a formidable enemy right in front of you!" Victory: "There is nothing I can't freeze!" Defeat: "B-but...I'm the strongest!"
Weaknesses: Flame, Electric Resistances: Water, Nature Affinities: Freeze Immunities: None
Signature Moves
Icicle Fall Learned: Level 1 Power: 9 Speed: 3 Energy: 4 Accuracy: 84% Range: Front Row Description: "The user fires icicles from both sides, then launches them at the opponent. This ability hits twice."
Icicle Sword Learned at: Level 6 Power: 18 Speed: 3 Energy: 6 Accuracy: 89% Range: Front Row Description: "The user creates a sword out of ice, then spins toward the enemy."
Diamond Blizzard Learned: Level 11 Power: 18% Speed: 3 Energy: 8 Accuracy: 92% Range: All Opponents Description: "The user charges up power on the first turn, then attacks all robots on the target's side of the field!"
Perfect Freeze Learned: Level 16 Power: 36 Speed: 3 Energy: 10 Accuracy: 100% Range: All Opponents Description: "The user manipulates the temperature of the air around them to freeze all robots on the opposing side, lowering their speed by 30%! However, the user's attack, defense, and speed are all lowered by 10% of their base values as a result of this attack."
Field
Name: Misty Lake First Appearance: Touhou Koumakyou ~ the Embodiment of Scarlet Devil Primary Core Type: Freeze Type Multipliers: Freeze x2.0, Water x1.6, Crystal x1.4, Wind x0.8, Flame x0.6 Description: A mysterious lake in Gensokyo where fairies and youkai seem to gather. A strange mist occasionally envelops the entire lake. Super Arm Block: A large chunk of ice. Super Arm becomes Impact/Freeze on this field. Music: MEGA ZUN - Stage II or MEGA ZUN - Stage III
Posted on July 9th, 2014 at 2:32amEdited on 2014/07/09 at 12:45pm
Posted 2014/07/09 at 2:32amEdited 2014/07/09 at 12:45pm
#5
Been a while since this thread's seen the light of day! I figured that in light of all the updates going around, it might be a smart idea to shake the dust off this topic and see if people have any clever ideas.
...Unfortunately, I'm not here to put forward anything right now. I should have something interesting to post sooner or later, but for right now, I'm only here to give these templates a once-over. --- Robot Name: Designation: Class: Core:
Weaknesses: Resistances: Immunities: Affinities:
Energy: Attack: Defense: Speed:
Quotes Start: Taunt: Victory: Defeat:
Signature Moves [For Each Move] Name (+ Type) Learned at Level: Power: Accuracy: Speed: Energy: Range: Description:
Description: --- Field Name: First Appearance: Primary Core: Multipliers: Robot: Mecha: Description: Music: --- Mecha Name: Designation: Class: Core:
Field: Description: --- (Note that stats, in this instance, are the base stats, i.e., the stats they would have at level 1. Traditionally, Robots and Generation 3 Mecha get 400 points to distribute between the four categories, Generation 2 Mecha get 300 points, and Generation 1 Mecha get 200 points.)
(Also note that a Robot's Description is normally a good paragraph or so long, while Mecha and Fields only need one or two sentences. See MegaBossMan's bio-making topic for more information.)
Weaknesses: Time, Impact Resistances: Electric Immunities: Laser Affinities: None
Energy: 123 Attack: 98 Defense: 94 Speed: 85
Quotes Start: How about a game of Blackjack? Wait, you want to fight? Well, okay. Taunt: That is what you get for going all in. Victory: Don't be surprised, the odds of me winning were 30,939 to 1. Defeat: How is this possible?!? I stacked the deck!
Signature Moves Calculate Learned at Level: 1 Power: N/A Accuracy: 97% Speed: 3 Energy: 1 Range: Front Description: The user subtracts the user's speed from the user's attack and does damage equal to the result. If the result is 0 or a negative number, the attack does 10 damage.
Jackpot Learned at Level: 11 Power: 23 Accuracy: 88% Speed: 4 Energy: 4 Range: Front Description: The user shells out fake Zenny at the target, lowering the target's speed by 8%.
Robot Description Dr. Wily created Gamble Man at first to infiltrate casinos and scam customers, but he later modified him for battle. Despite being made for statistics, he occasionally miscalculates. Good Point: Confident. Bad Point: Hasty. Likes: Cutting the deck. Dislikes: Mathematicians.
--- Name: Shady Casino First Appearance: Um... here? (Again, I made this robot up) Primary Core: Shadow Multipliers: 2x Shadow, x 1.2 Crystal, x 0.6 Electric Robot: Gamble Man Mecha: Card Cutter Description: Gamble Man works in a casino where less-than welcoming customers gamble. Fluorescent lights pierce the shadows the large slot machines make. Music: FRLG Game Corner Music
Signature Move: Card Stack Power: 14 Accuracy: 83% Speed: 5 Energy: 0 Range: Front Description: The Card Cutter stacks the deck and deals the target a useless card.
So, that's it! Let me know if I put anything in wrong or if I misunderstood something.
What an excellent first post. I didn't intend for the "Robot" "Field" "Mecha" bits to actually be part of the template, though...that was just to indicate which one is which.
Also, the "Robot" part of the Field template is simply to indicate which Robot calls that Field its home (e.g., Abandoned Warehouse is Cut Man's Field). The other Robots that can appear on a Field are determined by core matches—so (As of right now, anyway, since not every Flame core Robot is done) Heat Man, Pharaoh Man, and Flame Man can all appear in Steel Mill.
Posted on July 17th, 2014 at 12:21pmEdited on 2014/07/17 at 12:22pm
Posted 2014/07/17 at 12:21pmEdited 2014/07/17 at 12:22pm
#9
Happy birthday to me! Yep, today's my birthday, so here's a special birthday moveset! Behold, the most iconic boss from the original Mega Man…the Yellow Devil!
Name: Yellow Devil Designation: WGN. (Wily Guardian Number) 001 Class: Dividing Nanobots Guardian Core Type: Impact First Appearance: Mega Man
Signature Moves- Name: Devil Shot Learned At: Level 1 Power: 24 Speed: 3 Accuracy: 95% Energy: 4 Range: Select Description: “The user fires a giant energy ball at the target to deal damage!”
Name: Devil Divide Learned At: Level 6 Power: 32 Speed: 2 Accuracy: 86% Energy: 8 Range: Front Row Description: “The user divides into four small globules on the first turn, reducing all stats by 5% to do so. On the next turn, the globules crash into the target for massive damage! It seems this attack can be disrupted early by an Electric-type ability…”
Name: Devil Absorb Learned At: Level 12 Power: 40 Speed: 1 Accuracy: 90% Energy: 10 Range: Front Row Description: “The user absorbs the target into their body and deals damage before flinging them across the field and forcing them to switch robots! This ability gains a secondary type based on the core of the last robot it was used against!”
Field- Name: Nanotech Pipeline First Appearance: Mega Man Powered Up Primary Core Type: Impact Type Multipliers: Impact x2.0, Water x1.3, Swift x0.6, Nature x0.2 Description: This menacing area resembles a mix of the Yellow Devil’s chambers from Mega Man and Powered Up. Tubes of strange, multicolored liquid tower over the battlefield. Could Dr. Wily be creating more Devil-type robots…? Super Arm Block: A slime-filled tank Music: [“Yellow Devil” by RushJet1]( http://www.youtube.com/watch?v=ZXQDpxzbJqQ) (Start at 20:50 and end at 27:10)
Mecha- Name: Petit Devil Designation: MIDE. 001/002/003 Class: Levitating Eye Mecha Core Type: Impact First Appearance: Mega Man 9
Ability- Name: Mini Devils Learned At: Level 1 Power: 8 Speed: 2 Accuracy: Energy: 1 Range: Front Row Description: “The user deploys three smaller copies of itself to rush the target and deal damage.”
Posted on July 18th, 2014 at 7:21pmEdited on 2014/07/18 at 7:23pm
Posted 2014/07/18 at 7:21pmEdited 2014/07/18 at 7:23pm
#11
Well, I have had ideas for several robot masters now, so here is one of them!
Name: Fracture Man Designation: DWN. 082 Class: Chemical Mining Robot Core: Earth
Weaknesses: Flame, Freeze Resistances: Wind Immunities: None Affinities: Water
Energy: 102 Attack: 126 Defense: 81 Speed: 91
Quotes Start: I hope you are ready to lose your footing! Taunt: Ha! To think all those tree-huggers thought I was hazardous to the environment. Victory: Can you feel the pressure? Defeat: I think I may have used to much sand.
Signature Moves Fracture Pump Learned at Level: 1 Power: 9 Accuracy: 83% Speed: 4 Energy: 1 Range: Front Description: The user injects chemicals into the ground the opponent is standing on, causing it to shake.
Pipe Rupture Learned at Level: 9 Power: 17 Accuracy: 81% Speed: 5 Energy: 2 Range: Select Description: The user causes a fracture pipe to explode under the target, dealing damage.
Robot Description At one point in time, fracturing was seen as an efficient, powerful way of collecting underground chemicals. Unfortunately, research showed the dangerous effects fracturing has on the environment. Dr. Wily created Fracture Man for quick underground chemical gathering. Good Point: Sturdy. Bad Point: Ignorant. Likes: Drill Man. Dislikes: Environmentalists.
--- Name: Chemical Mines First Appearance: MMRPG Prototype Primary Core: Earth Multipliers: 2x Earth, x 1.6 Water, x 0.5 Nature Robot: Fracture Man Mecha: Pipe Layer Description: One of the few remaining fracturing sites in the world. Large machinery works night and day to create pipelines and fracture the earth below them. Music: Mega Man 7's Guts Man/Heat Man/Snake Man Music remix.
Signature Move: Pipe Throw Power: 8 Accuracy: 97% Speed: 4 Energy: 0 Range: Front Description: The Pipe Layer tosses a pipe at the target, dealing damage and lowering defense by 7%.
Well, I'm bored of waiting for Spinstrike to get back on board with Skullgirls Wave 2. I guess I'll pass the time by making some Skullgirls Fields...
Name: New Meridian Streets First Appearance: Skullgirls (2012) Primary Core: Nature Multipliers: Nature x2Freeze x1.3Earth x1.3 Robot: Filia Description: The sprawling streets of New Meridian are not for the faint of heart. Curious people walk by this junction all the time, and it's not uncommon for a fight to break out. The concrete jungle seems to extend out in every direction, towers of cold, unfeeling stone as far as the eye can see. A certain homeless girl can often be found in this part of town... Music: Since Skullgirls's soundtrack is out of our legal zone, I'll be using WizzyWhipitWonderful's original themes for the Skullgirls characters, starting with Filia's Theme. --- Name: Medici Tower First Appearance: Skullgirls (2012) Primary Core: Impact Multipliers: Impact x2Explode x1.7Crystal x1.3 Robot: Cerebella Description: Space is limited as you engage your foe in an elevator, rising up to the office of the head honcho of the Medici himself. You climb up, and up, and up, passing various billboards and advertisements, including for a curious "Salt Co." Due to the close quarters, any attack that covers a fairly large area will be effective here. Music: Cerebella's Theme --- Name: Anti-Skullgirl Lab 8 First Appearance: Skullgirls (2012) Primary Core: Laser Multipliers: Laser x2Electric x1.7Shadow x0.9 Robot: Peacock Description: Perhaps the only place where you are even vaguely safe from the Skullgirl's grasp is in this little hidden building, where the creatures designed to kill her are built. Machines of all sort are everywhere, most of their functions unknown. Music: Peacock's Theme --- Name: Glass Canopy First Appearance: Skullgirls - Fukua Update (2014) Primary Core: Explode Multipliers: Explode x2Cutter x1.7Impact x1.2 Robot: Parasoul Description: This high-society ball arranged by Princess Parasoul also coincidentally has some of the most powerful figures in the Canopy Kingdom military attending! High-class guests watch on as you battle it out, perhaps making idle-minded comments about how one or two of those ruffians are actually kind of handsome. Mind the heavy glass chandeliers above your head; would hate to shatter one of them, would we? Music: Parasoul's Theme --- Name: Maplecrest Village First Appearance: Skullgirls (2012) Primary Core: Earth Multipliers: Earth x2Cutter x1.7Electric x0.6 Robot: Painwheel Description: The quiet suburb of Maplecrest is where Carol grew up...before she became the...thing she is now. As everyone else locks their doors and windows, do battle on a dusty plain outside, and hope you don't hurt her too badly. Music: Painwheel's Theme --- Name: Little Innsmouth First Appearance: Skullgirls (2012) Primary Core: Water Multipliers: Water x2Swift x1.7Flame x1.4Explode x0.7 Robot: Ms. Fortune Description: This Dagonian slum on the outskirts of the Canopy Kingdom is full of naught but docks and water! Do battle atop a bamboo platform, surrounded by others, practically designed for freerunning and good-natured fun. There's a certain cool cat around here who has made this place her home. Music: Ms. Fortune's Theme --- Name: Grand Cathedral First Appearance: Skullgirls (2012) Primary Core: Time/Space (Counts as a Fusion Field) Multipliers: Shadow x2Time x1.4Space x1.4 Robot: Valentine and Double (In separate encounters) Description: In the dim candlelit light, the grand visages of the Divine Trinity suddenly don't seem so welcoming. All is silent, save the sound of your combat, and every sound echos deeply through the vast, yawning rooms. No place to run, no one to hear you if you scream. Trinity help you. Music: Valentine's Theme or Double's Theme
I might be making some more full bios soon enough...but I'm not sure.
These are amazing, CHAOS! Again, sorry I've neglected our little project; I've had a lot on my plate these last few months (finals, my summer job, prepping my costume for Comic-Con, etc.)
I said I might be back soon, and I decided, "what the heck." So...it's time for justice. SHOVEL JUSTICE! --- Name: Shovel Knight Designation: WAN-001 (Wandering Adventurer Number 001) Class: Chivalrous Excavation Robot Core: Earth
Quotes Start: "Prepare to taste justice...SHOVEL JUSTICE!" Taunt: "I don't need a blade to fight evil." Victory: "As long as you fought honorably, you will always have your dignity." Defeat: "...I'm sorry...I...have failed..."
Signature Moves Shovel Slash Learned at Level: 1 Power: 12 Accuracy: 99% Speed: 3 Energy: 4 Range: Front Description: The user steps forward and slashes at the target with a shovel. This move is fairly weak, but covers two types and costs little energy.
Shovel Burrow Learned at Level: 10 Power: 45 Accuracy: 85% Speed: 3 Energy: 8 Range: Front Description: The user burrows underground for a turn, then bursts from underneath their opponent for massive damage.
Shovel Bounce Learned at Level: 20 Power: 25 Accuracy: 90% Speed: 3 Energy: 8 Range: Front Description: The user leaps upon the target, striking them from above with a shovel. If the target used an offensive ability in the same round, this move will activate twice.
[Description exempt, because I don't know how to tackle it for a fellow like this] --- So that's what we're doing today. What do you guys think, who from Shovel Knight deserves one of these (Aside from the obvious main characters)? The Order of No Quarter? The other Wandering Adventurers?
Posted on July 23rd, 2014 at 6:22pmEdited on 2014/07/23 at 6:28pm
Posted 2014/07/23 at 6:22pmEdited 2014/07/23 at 6:28pm
#15
I feel Black Knight could use one. Or perhaps Shield Knight? Or maybe we do both, then the Order? If you need any help with quotes or bios, I'm your man!
Shovel Knight is the game of the year for me. I can't even describe how much I love it. It goes in the style of multiple NES games, but it expands upon the formula. I love it.
I see that you don't have a description for Shovel Knight. Allow me.
Shovel Knight Despite his small size and unusual "blade", Shovel Knight is a grand knight with a love for gold and Shield Knight. His trusty weapon, a Shovel, proves to be a valuable weapon in battle with various types of attacking, including bouncing around to attack from the skies or slashing the opponent with a mighty strike. The Shovel isn't his only weapon however! He has a large variety of items and armors, all great for fighting evil and finding large amounts of treasures for an even larger amount of items! Shovel Knight is your average protagonist, fighting for a damsel, but he is honest and helpful, a shining example of the Code of Shovelry. For the Order of No Quarter to challenge him and take away his beloved.....They've dug their own grave!
Well, of course. I felt like Shield Knight, Black Knight, and The Enchantress would all be shoe-ins for a bio. The Order of No Quarter, too. I'm mostly concerned with the Director-For-a-Day "bonus bosses," comprised of Reize Seatlan, The Baz, Phantom Striker, and...um...Mr. Hat? What type would Mr. Hat be, anyway?
Nice work with that Bio! If you'd like to do a Spinstrike-style collaboration, I would be overjoyed with that. Of course, I'd do most of the work, since you have canon stuff to work on (Then again, so do I, but I'm much less dedicated). How about it?
Yeah, they're all shoe-ins. The Director-For-a-Day bonus bosses sound interesting to work on. I imagine he could be Cutter though, seeing as how he fires off sharp objects. Well, least the only thing I can think of.
Yeah, sure, sounds fun. I'm done with bios for now, as I just finished Field Bios. I was thinking on moving onto Mega Man 5 bios, but considering we're not there yet, it can wait a while, perhaps until their weapons are made. In the meantime, I'll work with you on the SK project!
And so the collaboration begins, with a handshake and a...blast of confetti? First up in the evil Enchantress's Order of No Quarter, it's King Knight! --- Name: King Knight Designation: OQN-001 (Order of No Quarter Number 001) Class: Supercilious Usurper Robot Core: Swift
Quotes Start: "Who let these filthy peasants in here?" Taunt: "All shall bow down before me!" Victory: "Long live the king!" Defeat: "My crown! My kingdom! All in shambles..."
Signature Moves King's Scepter Learned at Level: 1 Power: 20 Accuracy: 85% Speed: 4 Energy: 4 Range: Front Description: The user dashes forward at the target, striking them with a golden scepter. If this move misses, there is a 50% chance it will stun them instead, preventing them from using an ability that turn if they haven't used it already.
King's Herald Learned at Level: 20 Power: 10 Accuracy: N/A Speed: 3 Energy: 8 Range: Entire Battlefield Description: The user summons an orchestra of trumpets to play a herald in his honor, blasting confetti all about the stage. At the beginning of every turn, each Robot on each side of the battlefield will be hit with a confetti projectile raining down, which deals Swift/Wind damage. This effect will disippate after 5-7 turns.
Description: King Knight was born to rule...or so he says. For many a year, he wandered the land, deposed and stamped upon due to his haughty attitude toward the "filth of the world," until he heard of a dark sorceress and her schemes to throw the land into chaos. Eager to participate, he joined her force and usurped the throne of Pridemoor Keep as a display of his loyalty. Despite being a rather large fellow, King Knight can move with great speed, and has been known to call down heralds in his name in the middle of battle. Though King Knight appears to care only for the lavish life of a ruler, he's never been given a chance to prove his effectiveness as a leader figure—he's always been kicked off his throne too quickly. Perhaps now will be his big chance...? --- With luck, he'll get a Field and Mecha all to himself sooner or later, too. For now, though, we'll be focusing exclusively on the main characters as Robots.
Do you feel the darkness in the night? Sure would scare me if there was something in the corn-HOLY KARP! Oh, it's just Specter Knight. Well, while he's here, might as well bust out the Moveset me and CHAOS made......
Quotes Start: "This is no place for someone like yourself. Be gone, mortal!" Taunt: "Even if you somehow manage to live, you will still die!" Victory: "No matter how much you fought, you cannot prevent the end." Defeat: "My time shouldn't be up yet! This can't be the end!"
Signature Moves Specter Draining Learned at Level: 1 Power: 9 Accuracy: 100% Speed: 3 Energy: 2 Range: Select Description: The user uses dark powers to damage the opponent for 3 or less turns. An added bonus to this technique is that the opponent can lose up to 6% of each of their stats every turn this move is active, which will be divided in half and given to the user to have a boost in all their stats.
Specter Scythe Learned at Level: 13 Power: 18 Accuracy: 66% Speed: 5 Energy: 4 Range: Front Description: The user throws their scythe to the opponent, having the chance to hit up to 6 times! Each hit lowers one of the opponent's stats by 5%, then adds it to the user's own stats, meaning there's a chance to get up to 25% of one of the opponent's stat to have it added to your own!
Description: Specter Knight was one of the most cruel and cunning warriors the world has ever seen, and nothing seemed to be able to stop him.....Except death. Brought back to life by the Enchantress's sorcery, Specter Knight utilizes powers from the other side, focusing on draining the opponent's life-force, slowly weakening them before he uses his scythe for the kill. Although he follows the Enchantress's commands, he only does it because her magic is the only thing keeping him alive. His entire existence is deception to reality, and he is no more than a dead man walking. --
Like CHAOS said, we're going to focus on the robots, not the Fields or Mechas. Maybe one day.......
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