Topic: Forum Games /
A "Small" Adventure (Sign-up phase) Unlocked Slots
Flaming Scorpion (thenewampkit)
Body: 14/14hp, 20/20 energy, 2 defense, 2 attack (Fire), +15% shake, +5% grapple, 9% dodge, 1% accuracy
Pincers: 8/8 hp
Stinger: 6/6 hp
Burning Pincers (melee): Temporarily heating up his pincers, the Scorpion grabs at his prey, burning it with deadly heat. Hits Single body part (1.5x fire damage, minimum 2)
[Has a 50% chance of inflicting a DoT of base damage x 0.75 fire for 2 turns. + or – 20% chance dependent on enemy resistances/weaknesses, the effect’s damage is not lowered by defense but only by resistance.]
Toxic Burn (semi-ranged): The Scorpion fires a stream of liquid fire from his stinger, scorching the enemy and corroding his prey’s armor. Entire Body (0.6x fire + 0.6x toxic damage)
[Reduces enemy defense by 1d4.]
[Has a 50% chance of inflicting a DoT of [base damage*0.35 toxic + base damage*0.25 fire] for 2 turns.]
Main basic attack: Pinching [fire damage] and stinging [toxic damage]. (choose one)
Demonic Spider (BCLEGENDS)
Body: 13/13 HP, 20/20 energy, 0 defense, 4 attack (fire), +10% shake (grapple), +10% latch (grapple), +10% accuracy
Fangs: 10/10 HP
Spinneret: 5/5 HP
Projected Bite (semi-ranged) – Attack: Hits single body part, dealing [base damage x1.0 fire] damage immediately, then [base damage x0.3 toxic] damage per turn for three turns with a 33% chance to have an added benefit.
Energy Cost: 5
1. Burning Venom – The attack deals an extra [base damage x0.3 fire and x0.1x toxic] damage per turn for three turns. (25% chance)
2. Paralytic Agent – The targeted creature has a 30% to be paralyzed each turn for 4 turns with the first two turns being a 50% chance. (25% chance) Larger creatures may only have the affected body part paralyzed.
3. Anaesthetic – The attack puts the target to sleep for five turns, making them unable to act until the effect wears off; however, the effect has a 30% chance to wear off prematurely at the end of every turn, this chance increasing by 10% for each attack the target sustained that turn. (25% chance).
4. Hallucinogen – The attack confuses the target for three turns, forcing them to use skills and attack targets at random, including themselves (if applicable) and allies. (25% chance).
Web Shot (ranged AoE) – The demonic spider aims its spinnerets at a target, and fires a spray of acid-covered silk that, if it hits, simultaneously snares the target’s movement and begins the process of melting them down for consumption; however, the spider must then wait for a while before it can produce more silk to fire. Attack: Hits one target, or up to three members of a swarm; hits all body parts, dealing [base damage x0.25 toxic plus base damage x0.25 fire] damage to each per turn; afflicted targets cannot move or attack anything other than the silk unless the action requires no or very limited movement. Flying targets lose their ability to fly and ongoing effects last until target manages to break free of the silk, which counts as having [base damage x1.5] HP for this purpose, (100% cut, 50% pierce, 0% blunt, 50% stretch – if the bug in question has arm-like limbs) 10% less accurate than average attack; this attack cannot be used two turns in a row. Energy Cost: 4
Dragon Mantis (Mantis draconis)
Body: 12/12 HP, 20/20 energy, 0 defense, 4 attack (Air), +20% shake (grapple), +10% dodge.
Blades: 9/9 HP.
Wings: 7/7 HP.
Fire Breath (body, ranged, AoE): Costs X energy, where 5 ≤ X ≤ 10. The Dragon Mantis’s most infamous ability, which expels a stream of flames from the insect’s mouth. If used at range, this attack deals [(1 + 0.1X) * base attack] Fire damage immediately, and continues to take [0.05X * base attack] Fire damage per turn for 3 turns, to all body parts of up to three adjacent targets. If used at point-blank range, all damage dealt by this attack is tripled, but it can only hit a single body part of a single target. This ability is quite taxing on the Dragon Mantis’s body, depending on the amount of energy used, and thus has a cooldown of (X – 4) turns.
Wind Blade (blades, ranged): Costs X energy, where 0 ≤ X ≤ 5. The Dragon Mantis makes a slashing motion with its blades, and creates a fast-moving blade of razor-sharp wind that can cut enemies at range. If used at range, this attack deals [(0.5 + 0.1X) * base attack] Air damage to one body part of one target. If used at point-blank range, this attack deals double damage. Note that if used at point-blank range and spending 0 energy, this attack deals the same damage as a basic attack.
Xenophioconceptus Mortiusformīca (ilovekirby12)
Body: 12/12 hp, 20/20 energy, 1 (+1p) defense, 3 attack (toxic), +10% shake (grapple), +10% latch (grapple) +10% dodge
Fungal System: 7/7 hp
Fungal Armor: 9/9 hp
Spordeal Bite (fungal system, melee, one target)
The zombie ant concentrates deadly amounts of toxic spores onto the enemy, along with an acid to melt through most armor/defences.
Initially deals (base damage x 0.75 earth/grass), ignoring up to two points in defence (save for some specialized armor), and inflicts (base damage x 0.35 toxic) for three turns.
Additionally, upon success, this attack has a small (5%) chance of infecting the target insect (spores are how fungi spread), causing the spores disrupt and control the target’s actions, causing them to attack allies instead of enemies, or subsequently deal harm to themselves from the confusion for two turns. If the target had taken damage prior, weakened by some status effect, or is simple minded (a worm’s brain is probably easier to infect and take control of than say a tarantula) the chance instead is (15%), and lasts for three turns. Creatures with complex brains, inorganic organisms and mindless creatures will not be affected. (the player gets to control them)
Energy cost: 6, cooldown: 2
Fungal Armor (fungal armor, passive)
The armor covering the main body protects the ant from some damage, as bites, stabs etc do not easily penetrate this armor. It adds a defence of one, and is laced with poison spores, giving contact attackers/latchers a (30% chance) to take (base damage x 0.35 toxic, stacks) for three turns.
Tinder Moth (SypherKhode822)
Tinder Satchel: 9/9
2 Attack 2 Defense
5% Latch 15% Shake
5% Dodge 5 Accuracy.
Wind Gust: Using it’s powerful wings, the Tinder Moth generates a powerful downbeat, generating a powerful burst of wind. (1.5x damage) (4x when combined with ignition)
(Energy cost: 4 Cooldown: 1)
Ignition: Shifting some of the Tinder powder made naturally by the Tinder Moth to the scraping vertebrae located slightly below the rear legs, the Pyre Moth can create a quick flare that can grow in strength and power by how much Tinder Powder is sent to the blaze. Naturally, this is often combined with it’s Wind Gust to send a stream of fire at it’s enemies. (2.0x damage) (4x when combined with ignition)
(Energy Cost: 5: Cooldown: 3)
Storm Hornet (Vespa procella) (hamuka)
Body: 12/12 hp, 20/20 energy, 1 defense, 3 attack (Electricity), +5% shake (grapple), + 15% latch (grapple), + 10% dodge
Mandible: 6/6 hp
Stinger: 10/10 hp
Stunning Sting (stinger, melee) – The hornet injects its stinger into the victim, and emits a short, high-voltage electric charge, causing deep, painful electrical burns. In some cases, the charge may travel via the nervous system, causing paralysis of the limb affected, or the entire body in extreme cases.
Attack: deals (base damage × 1.5) electric damage. 20% chance to stun the targeted limb for 1 turn, making skills on that body part unusable. 5% chance to stun the entire body for 1 turn, making all skills (including base ones) unusable. Costs 6 energy.
Confusing Spit (mandible, ranged) – The hornet uses its large mandibles to spit electrified water at the target, which can put out very small fires while also having the effects of electricity if used at close range. The hornet usually aims said water at the target’s eyes, and as such, can reduce eyesight significantly if the attack is well-aimed. Of course, the hornet has to wait a while before using this ability again.
Attack: deals (base damage × 0.75) water damage and (base damage × 0.5) electric damage. 25% chance to reduce accuracy by 20% for 3 turns. Costs 4 energy. Can’t use two times in a row.