Cardplayer89
09-01-2005, 08:12 PM
Green is for edits.
From the darkest, deepest areas of the unknown world, there lives a select few beasts of which possess grandeur strength and control of fire beyond imagine. They influenced the shape of the continents, the heat of the core, but they never could affect the surface of the globe above them... until now. Having finally harnessed the power of volcanoes, these beasts rise to the surface, ready to do battle whereever battle is to be found. Unfortunately, the cooler enviroment, in addition to the moist atmosphere, dampens their capabilities.
Apperance: Humanoid apperance, however, its clothing consists of pitch black armor that looks glassy (obsidian, but stronger... somewhat...), and it's skin is in your team's colors.
Just to be clear...
Up is North
Down is South
Left is West
Right is East
on ALL diagrams
The Rifter (Creature)
HP: 45
Armor: 10
Blocking: 40% front, 20% sides
Recovery: 3 turns
Movement: 3 squares
Attack: 15 for Flames/5 for Rift
Attack Pattern:
1. Flames- Pillars of flames erupt from the 8 squares around The Rifter, dealing 15 damage (non-blockable, armor applies) to friend and foe.
EX:
XXX
XRX X=Pillar square
XXX R=The Rifter
2. Rift- Divides the arena in a straight line, shown by the entire row of tiles dropping out from view. The row is determined by the direction The Rifter is facing (divides along his sides).
EX:
XXXXXRXXXXX (The Rifter is facing North or South)
X
X
X
X
X
R
X
X
X
X
X (Rifter is facing East or West)
Units standing on the rift formed will be "knocked off" (paralyzed units are moved, but not un-paralyzed) backwards or to their right, depending on which direction the rift is formed. If there is a unit on their right, that unit jumps to the right, opening a spot (or backwards). If the rift is formed along the wall of the arena, all units on the wall are knocked towards the center (off the rift). The Rifter follows this action as well. 5 blockable damage is issued to each unit on the Rift (including The Rifter). The rift will last for 2 rounds, in which no unit may physically cross the rift (only the Dragon Tyrant is exempt from this rule, as it can fly over the rift. Mud Golems would not be able to cross the rift due to the air in between the spaces. Same reason for the Wisp). NOTE: DMW, Mud-quake, Wisp attack, etc. STILL CROSS THE RIFT, with the rift counting as one square of attacking distance. In the event a Ward is caught in the rift, the rift would stop at the Ward due to the magical imbuements of the earth it sits on. 5 damage is still issued to the Ward. If one rift strikes another, the rift is not affected, and continues to spread across the board, as the rift is formed from inside the earth up.
EX:
XXXRXXXWOOO (Rifter is facing North or South)
X=Damaged squares
R=The Rifter (damaged as well)
W=Ward (damaged as well)
O=Unaffected squares
Uhm... I don't think I missed anything, I'm not going to write how this unit can be used because everyone could use it differently. -crosses fingers and prays Legacy finds fewer than 20 flaws- :D
From the darkest, deepest areas of the unknown world, there lives a select few beasts of which possess grandeur strength and control of fire beyond imagine. They influenced the shape of the continents, the heat of the core, but they never could affect the surface of the globe above them... until now. Having finally harnessed the power of volcanoes, these beasts rise to the surface, ready to do battle whereever battle is to be found. Unfortunately, the cooler enviroment, in addition to the moist atmosphere, dampens their capabilities.
Apperance: Humanoid apperance, however, its clothing consists of pitch black armor that looks glassy (obsidian, but stronger... somewhat...), and it's skin is in your team's colors.
Just to be clear...
Up is North
Down is South
Left is West
Right is East
on ALL diagrams
The Rifter (Creature)
HP: 45
Armor: 10
Blocking: 40% front, 20% sides
Recovery: 3 turns
Movement: 3 squares
Attack: 15 for Flames/5 for Rift
Attack Pattern:
1. Flames- Pillars of flames erupt from the 8 squares around The Rifter, dealing 15 damage (non-blockable, armor applies) to friend and foe.
EX:
XXX
XRX X=Pillar square
XXX R=The Rifter
2. Rift- Divides the arena in a straight line, shown by the entire row of tiles dropping out from view. The row is determined by the direction The Rifter is facing (divides along his sides).
EX:
XXXXXRXXXXX (The Rifter is facing North or South)
X
X
X
X
X
R
X
X
X
X
X (Rifter is facing East or West)
Units standing on the rift formed will be "knocked off" (paralyzed units are moved, but not un-paralyzed) backwards or to their right, depending on which direction the rift is formed. If there is a unit on their right, that unit jumps to the right, opening a spot (or backwards). If the rift is formed along the wall of the arena, all units on the wall are knocked towards the center (off the rift). The Rifter follows this action as well. 5 blockable damage is issued to each unit on the Rift (including The Rifter). The rift will last for 2 rounds, in which no unit may physically cross the rift (only the Dragon Tyrant is exempt from this rule, as it can fly over the rift. Mud Golems would not be able to cross the rift due to the air in between the spaces. Same reason for the Wisp). NOTE: DMW, Mud-quake, Wisp attack, etc. STILL CROSS THE RIFT, with the rift counting as one square of attacking distance. In the event a Ward is caught in the rift, the rift would stop at the Ward due to the magical imbuements of the earth it sits on. 5 damage is still issued to the Ward. If one rift strikes another, the rift is not affected, and continues to spread across the board, as the rift is formed from inside the earth up.
EX:
XXXRXXXWOOO (Rifter is facing North or South)
X=Damaged squares
R=The Rifter (damaged as well)
W=Ward (damaged as well)
O=Unaffected squares
Uhm... I don't think I missed anything, I'm not going to write how this unit can be used because everyone could use it differently. -crosses fingers and prays Legacy finds fewer than 20 flaws- :D