Werewolves: Difference between revisions
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==Overview== | ==Overview== | ||
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These monsters are all what is left of an alternate Earth where the alternate Requiem succeeded in his plans. Portal Corp knows of this dimension and can bring heroes here... if there's a reason powerful enough. | |||
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==Villain types== | ==Villain types== | ||
Revision as of 13:59, 16 July 2007
Overview
These monsters are all what is left of an alternate Earth where the alternate Requiem succeeded in his plans. Portal Corp knows of this dimension and can bring heroes here... if there's a reason powerful enough.
Villain types
Minions
Werewolf
These mostruous werewolves live their lifes completely in shadow. The sun never seems to rise on their bleak, ruined world.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee, Cone, Heavy Lethal, Foe Knockback
Werewolves claw attack cover a wide cone and can knockback its foes.
Resistance Auto, Self +Resistances: All Damage. Resist: Immobilization
Werewolves are highly resistant to all damage and Immobilization.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Lieutenants
Werewolf Champion
These mostruous werewolves live their lifes completely in shadow. The sun never seems to rise on their bleak, ruined world.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee, Cone, Heavy Lethal, Foe Knockback
Werewolves claw attack cover a wide cone and can knockback its foes.
Resistance Auto, Self +Resistances: All Damage. Resist: Immobilization
Werewolves are highly resistant to all damage and Immobilization.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Bosses
Werewolf Lord
These mostruous werewolves live their lifes completely in shadow. The sun never seems to rise on their bleak, ruined world.
Powers
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee, Cone, Heavy Lethal, Foe Knockback
Werewolves claw attack cover a wide cone and can knockback its foes.
Resistance Auto, Self +Resistances: All Damage. Resist: Immobilization
Werewolves are highly resistant to all damage and Immobilization.
Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.
Archvillains
Requiem
Ridolfo Uzzano has come a long way from his humble beginnings as one of Mussolini's lapdogs. The primary cause of his success was his fussion with a Nictus, a being of utter darkness. The Nictus gave Ridolfo the ability to scorch his foes with an infernal fire. Though he is now over 100 years old, Requiem remains a fearsome foe in battle.
Powers
Dark Matter Detonation Ranged, Targeted Area of Effect, Moderate Damage, Foe Knockback, -Recharge, -Speed
You hurl a blast of dark matter that violently explodes on impact, damaging all foes near the target. All affected targets attack and movement speed are slowed. Some foes may be knocked down. Damage: Moderate; Recharge: Slow.
Gravitic Emanation (Ranged) Foe Disorient, -Recharge, -Speed
You have been Disoriented, and your attack and movement rate have been Slowed by a Gravitic Emanation.
Resistance
Archvillain Class resistances
Named bosses
- Greywulf (Werewolf Lord)
- Scar (Werewolf Lord)