so0meone
Member
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This is gonna be a long post.... I logged into AQW to farm some rep and it occurred to me I hadn't grabbed my Power Gem this week. So I did, realized I had 3 and picked up Crimson SpitFire. I decided it would be cool to see these sets as possessable characters in OS (DISCLAIMER: The AQW team designed them, not me). All 4 are suggestions for Legendary characters (on par with Black Dragon, in other words). Some of the skills are still probably a bit (or more) OP. Character #1: Azure SpitFire Appearance: See AQW sprite with ASF Helm. Exactly the same. Element: Fire Description: Similar/identical to AQW description, making it clear that Azure SpitFires use clever tricks to win battles. Special cards: #1: Smolder Cost: 7 Fire charges Description: Slow-burning azure flames immediately deal 1 damage and apply a DoT that deals progressively worse damage over the next 3 turns (3,4,5 for a total damage of 13 in Effect: 1 damage immediately. 12 damage dealt over the next 3 turns #2: Corrode Cost: 8 Fire charges Description: White-hot (azure-colored) flames burn through the opponent's shield like nothing, reducing it to mere ashes at your feet. The residual heat also burns them for a small amount. Effect: Deals 6 damage. Deals 15 damage instead if the opponent has a shield up (of any amount). Any damage not stopped by the shield is dealt to the opponent as damage. #3: Firewall Cost: 5 Fire charges Description: A great wall of azure fire is raised between you and your opponent, burning them if they try to attack. Effect: For each Attack card the opponent plays, they take 4 damage. Lasts 2 turns. Unblockables are not counted for this. You still get hit for normal damage. #4: Firestarter Cost: 0 Fire charges Description: Your opponent's power only fuels your fire! The next hit you take will do no damage and increase your Fire energy by 5! Effect: See description. #5: Embers Cost: 6 Fire charges Description: Even the glowing remains of the fire can be turned into a weapon.... Effect: Applies a DoT that lasts for 2 turns. Damage is equal to the last damaging hit (either from an attack card or special card) dealt to the opponent. Corrode will cause a 6-point DoT regardless of the damage it did. 6: Cauterize Cost: 9 Fire charges Description: Call forth a flame to heal your own wounds by closing up the cuts! Effect: after 2 turns, heals you for all the damage you took within that time. Character #2: Crimson SpitFire Appearance: See AQW sprite with CSF Helm. Exactly the same. Element: Fire Description: Similar/identical to AQW description, making it clear that Crimson SpitFires use brute force to win battles. Special cards: #1: Explosion Cost: 8 Fire charges Description: You set off a major internal explosion within your opponent! Effect: 12 damage #2: Sear Cost: 7 Fire charges Description: The searing heat of your crimson flame incinerates your opponent's reserves! Effect: Deals 4 damage. The opponent loses 5 Energy from the element of their character. At the start of the opponent's next turn, 2 random cards are removed from their hand. #3: Wither Cost: 10 Fire charges Description: Your crimson fire burns so hot, it actually withers your opponent's life force in addition to doing damage! Effect: 8 damage. An additional 8 damage is dealt at the end of the opponent's next turn, for a total of 16. #4: Afterburner Cost: 7 Fire charges Description: Your flames ravage your opponent, but the intense heat also burns you.... Effect: 15 damage. Applies a DoT to you dealing 3 damage per turn for the next 3 turns. #5: Energy Burn Cost: 3 Fire charges Description: Energy is naturally unstable but your flames can make it downright dangerous! Effect: The opponent takes 6 damage the next time they charge. They still get the charges. #6: Solar Flare Cost: 15 Fire charges Description: Call upon the blazing power of the sun to inflict massive damage! Effect: 20 damage. Character #3: Deathshead Destroyer Appearance: See full Deathshead set from AQW. Same. Element: Shadow Description: Again, see AQW description of armor Special cards: #1: Death's Mark (different from Mark of Death) (1 in deck) Cost: 6 Shadow charges Description: Death is patient because in the end, it's inescapable.... Effect: Deals no damage. The next time Death's Mark is used, deals 18 damage (this is why there's only 1, so you can't get 2 in one hand) #2: Creeping Death Cost: 9 Shadow charges Description: Death sneaks up on its victims.... Effect: Deals no damage. Applies a progressively worse DoT lasting 4 turns. Damage is 2-3-4-7 for a total of 16. #3: Death's Veil Cost: 6 Shadow charges Description: Death is as invisible as it is inevitable.... Effect: For the next 2 turns, you take no damage from any sources. #4: Soul Steal Cost: 0 Shadow charges Description: Strike at your foe's very essence with this horrifying technique. Effect: Deals no damage. Reduces your opponent's charges (the element of their character) by 4. Gives you 2 Shadow charges #5: Equalize Cost: 10 Shadow charges Description: Death is the ultimate equalizer.... Effect: Deals damage equal to the difference between your maximum HP and your current HP. #6: Death's Bounty Cost: 7 Shadow charges Description: Nothing stands between Death and his bounty.... Effect: Deals unblockable damage equal to half the target's shield. If there is no shield, deals 5 damage. Character #4: Champion of the Rainbow Appearance: Again, full AQW Champion of the Rainbow set Element: Light Description: Yet again, same as in AQW Special cards: #1: Refraction Cost: 6 Light charges Description: Rainbows are formed by splitting white light, but you can also split your enemies! Effect: 5 damage. If Prism was used in the same hand, deals 10 damage instead. #2: Prism Cost: 5 Light charges Description: Pass light through it and see what happens.... Effect: A 1-turn stun. If Refraction was used in the same hand, applies a DoT for 2 damage per turn for 3 turns. #3: Double Rainbow Cost: 8 Light charges Description: I think you're seeing double.... Effect: Re-applies any effects on both you and the target. Champion of the Rainbow skills affected are: Prism, Sensory Overload, Rainbow Bridge. #4: Sensory Overload Cost: 4 Light charges Description: 7 colors can be way too many.... Effect: Deals 6 damage over 2 turns. If Rainbow Bridge was used in the same hand, heals you for 6 HP over 2 turns as well (3-3). #5: Rainbow Bridge Cost: 0 Light charges Description: Use the rainbow to create a link between you and your opponent! Effect: For the next 2 turns, you gain Light charges equal to the charges gained by your opponent. If used on the same turn as Sensory Overload, you gain 2 charges per turn in addition to the charges gained by the opponent. #6: The End of the Rainbow (1 in deck) Cost: 12 Light charges Description: I wonder what you'll find.... Effect: Effect varies depending on what card(s) it's used with. Refraction: Heals you for the damage dealt by Refraction. Prism: Returns Light charges to you equal to the total damage that will be dealt by the DoT(s). Double Rainbow: Deals 2 damage for each effect re-applied by Double Rainbow. Sensory Overload: Reverses any DoT effects applied to you. Rainbow Bridge: Next turn, all damage you take is dealt to your opponent and vice-versa This one would need Charge-boosting Artifacts to be at its best. I know this is really long, but it was really fun to write. Feedback MUCH appreciated.
< Message edited by so0meone -- 11/9/2012 20:25:47 >
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