Morning Star
09-01-2005, 10:36 PM
*Edits are in Orange
Second Edits are in Lighter Orange
Name: Body Snatcher
HP: 28
Armor: 0
Power: 0
Range: 5
Block: 0%-meaning anything will hit it
Movement: 5 tiles (teleportation)
Recovery: 2 turns after attack, 1 after move
This design is "very" rough I basically thought about it for 15 minutes. The look of this creature is similiar to the wisp, as it's transparent, but the form of a human. A Ghoul/Wraith if you will. Also he floats above ground so that Golem Quake will not affect him. What this unit does is "jumps" into his victims. He cannot control his victim he just does status effect while inside. He can "jump" up to 5 enemy unit. His attack pattern is similiar to the pyro's cross
*Attack Pattern
XXX
XXX
XXX
Any units within that cross shape will be affected. If any of the units move that does not mean that the status affects will wear off. to do that the initial person that was "jumped" still needs to be hit, poisoned, paralyzed.
When inside the enemy unit the status effect is as follows:
*+1 extra recovery time. Example: While inside Scout, the Scout Attacks, then Moves, after move we see that instead of 2 turn recovery there is 3 turn recovery instead.
*-6 to overall attack strength. Example: Scout is "jumped" by Body Snatcher, Scout then proceeds to attack Cleric, instead of hitting for normal damage of 18 he hits cleric for 12 due to -6 attack from Body Snatcher.
*Also if the BSN jumps a cleric the heal strength will only be 6 instead of 12.
*Wards can also be "jumped", When a ward is "jumped" by the BS all attacks (physical or otherwise can hit the ward. It would definitley suck if the other person had no magic users or Tyrant to knock him out)
*Barriered characters are still susceptible to being "jumped" following the same rules as posion and paralysis
BSN while in the primary unit the BSN will do -4 damage every turn and minus 8 on the initial "jump" to enemy unit as well as replenish his own hps by +4 if needed. The surrounding units if any will only suffer from -6 attack and +1 recovery. The BSN can only take +4 hp's away from the person that he "jumped"
*+1 Recovery time and -6 attack is not stackable meaning that if u happen to inhabit the same person and rejump him after your recovery time the status effects will stay the same.
To remove the Body Snatcher from his victim a few things need to happen:
*The "jumped" enemy has to be attacked which causes the BS to jump out and into the space in which the attacked enemy is facing. Hitting a unit that the BSN is in does not cause the BSN to take damage. All that does is cause him to exit the host. The only way a BSN will take damage is from being attacked while not inside of another unit
*If the "jumped" enemy is poisoned or paralyzed this will cause the status effects to wear off. However the BSN will still remain in the enemy unit until hit. What this means for the controller of the BSN is that if there is no wait time left they can simply rejump the same enemy, another enemy unit, or retreat.
I "do" like this idea and please please give feedback so that i can refine this unit. Any and all feedback is welcome and appreciated. I think with the changes it does make the unit more wortwhile and maybe a little more interesting too than my original idea I have edited once more just to see what feedback will come from them. If anything I would like to get a score on what you guys think Thanks
Edits are in Orange
Second Edits are lighter Orange
Second Edits are in Lighter Orange
Name: Body Snatcher
HP: 28
Armor: 0
Power: 0
Range: 5
Block: 0%-meaning anything will hit it
Movement: 5 tiles (teleportation)
Recovery: 2 turns after attack, 1 after move
This design is "very" rough I basically thought about it for 15 minutes. The look of this creature is similiar to the wisp, as it's transparent, but the form of a human. A Ghoul/Wraith if you will. Also he floats above ground so that Golem Quake will not affect him. What this unit does is "jumps" into his victims. He cannot control his victim he just does status effect while inside. He can "jump" up to 5 enemy unit. His attack pattern is similiar to the pyro's cross
*Attack Pattern
XXX
XXX
XXX
Any units within that cross shape will be affected. If any of the units move that does not mean that the status affects will wear off. to do that the initial person that was "jumped" still needs to be hit, poisoned, paralyzed.
When inside the enemy unit the status effect is as follows:
*+1 extra recovery time. Example: While inside Scout, the Scout Attacks, then Moves, after move we see that instead of 2 turn recovery there is 3 turn recovery instead.
*-6 to overall attack strength. Example: Scout is "jumped" by Body Snatcher, Scout then proceeds to attack Cleric, instead of hitting for normal damage of 18 he hits cleric for 12 due to -6 attack from Body Snatcher.
*Also if the BSN jumps a cleric the heal strength will only be 6 instead of 12.
*Wards can also be "jumped", When a ward is "jumped" by the BS all attacks (physical or otherwise can hit the ward. It would definitley suck if the other person had no magic users or Tyrant to knock him out)
*Barriered characters are still susceptible to being "jumped" following the same rules as posion and paralysis
BSN while in the primary unit the BSN will do -4 damage every turn and minus 8 on the initial "jump" to enemy unit as well as replenish his own hps by +4 if needed. The surrounding units if any will only suffer from -6 attack and +1 recovery. The BSN can only take +4 hp's away from the person that he "jumped"
*+1 Recovery time and -6 attack is not stackable meaning that if u happen to inhabit the same person and rejump him after your recovery time the status effects will stay the same.
To remove the Body Snatcher from his victim a few things need to happen:
*The "jumped" enemy has to be attacked which causes the BS to jump out and into the space in which the attacked enemy is facing. Hitting a unit that the BSN is in does not cause the BSN to take damage. All that does is cause him to exit the host. The only way a BSN will take damage is from being attacked while not inside of another unit
*If the "jumped" enemy is poisoned or paralyzed this will cause the status effects to wear off. However the BSN will still remain in the enemy unit until hit. What this means for the controller of the BSN is that if there is no wait time left they can simply rejump the same enemy, another enemy unit, or retreat.
I "do" like this idea and please please give feedback so that i can refine this unit. Any and all feedback is welcome and appreciated. I think with the changes it does make the unit more wortwhile and maybe a little more interesting too than my original idea I have edited once more just to see what feedback will come from them. If anything I would like to get a score on what you guys think Thanks
Edits are in Orange
Second Edits are lighter Orange