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Post by pendragon71037 on Mar 22, 2015 22:56:06 GMT
Goblins: nothing particularly special; they're dumb, cowardly, and ridiculously plentiful. Clawed hands work well enough as weapons. Best used as cheap fodder, they obey all commands without question, more out of fear of punishment than any loyalty.
Dark Pikmin Foot Soldiers: the first REAL troops of this mercenary band, they have a decent amount of skill with their blades. They can generally win in 1 on 1 situations against other Ordinary class units, but they're teamwork is terrible.
Dark Pikmin Mages: no abilities currently, but they DO seem quite receptive to magical training...
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Post by pendragon71037 on Mar 22, 2015 23:16:37 GMT
Orcs: Like goblins, but stronger, better, sma...okay, maybe not smarter.. Quite savage, these fill the role of cheap Special class units.
Dark Pikmin Fighters: Possessing incredible skill with a blade, as well as a number of projectile weapons, these masters of the night can sneak right up to an alert guard, take their boots and belt, and leave them wondering why their feet are cold and their pants falling down. And then cut his throat out without alerting the guard three feet away.
Dark Pikmin Priestesses: Spellcasters of a most powerful sort, they worship the goddess of Dweevils, Lolth. Like her, they are all female, and cunning, and merciless, in the extreme.
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Post by pendragon71037 on Mar 30, 2015 1:08:39 GMT
Mind Flayers: Picture a Pikmin. Now give it a nice, flowing robs that covers its feet. Now make it levitate. Now turn its entire body into a jelly-like substance. Finally, replace its entire head with a gross octopus head. What you have now is essentially a Mind Flayer. While that gooey, disgusting skin doesn't offer much in the way of defense, that won't matter in most situations, as Mind Flayers are capable of sending out cone-shaped blasts of mental power that can freeze a charging Bulbear. And if they get close to you watch out, because they'll use the tentacles (which reside on their head) to invade your mind more personally, and completely dominate your will, making you their slave.
Displacer Beasts: A six-legged Panther-esque creature, with whip-like structures coming out of their shoulders. Those, combined with strong teeth and raking claws, already make these beasts formidable. But the real treat is their innate ability to bend visible light, making them completely invisible, or even appear to be several feet from where they actually are! Just imagine getting charged by one of these things, shooting at it, and seeing it not slow in the slightest, and then BAM! It hits you from another direction entirely.
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Post by pendragon71037 on Apr 1, 2015 0:31:42 GMT
Categories of Abilities of Dark Pikmin: melee (basic), melee (advanced), magic (basic), magic (advanced), other. (Note: only basic and advanced melee are in effect at this point)
Detailed explanation:
Melee (basic): Open to: Foot Soldiers, Priestesses, Fighters Entails: incredible stealth and agility in and out of battle.
Melee (advanced): Open to: Fighters Entails: amazing hand-to-hand combat, perfect accuracy with thrown or shot (like from a gun) projectiles.
Magic (basic): Open to: Mages, Priestesses, Fighters: Entails: Levitation, Faerie fire (harmless fire that can outline a target, making it easier to hit), globes of darkness.
Magic (advanced): Open to: Priestesses General prowess in offensive, defensive, and healing magic (fireballs, lightning bolts, temporary enchanting of weapons, the like)
Other: Open to: all Entails: precise infrared vision, general ability to navigate in the complete absence of visible light (by hearing, touch, and even smell in rare cases).
Jarlaxle himself can use both basic and advanced, in both classes.
Downsides: They fight only for themselves and won't hesitate to throw one another into the path of an enemy. For another, although they're fast, they're not necessarily very strong (either in the sense of durability or regular strength).
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