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Official Bob-Omg Social: Count to 300 bob-ombs!

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
If you want it, you can have it.
But you've got to learn to reach out there and grab it.

It's in the photograph
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
VOLKNERR

Volknerr (pronounced Vallk-near) is a character created by yours truley, Getocoolaid, for the Tabletop RPG Rifts. Rifts takes place several hundred years after a nuclear fallout caused not only the near extinction of Mankind, but also opened up several dimensional rifts, introducing Magic and many magical creatures to this world, alongside alien races who saw the nuclear fallout as an opportunity to claim this new barren planet as their own. All sides decided to make an uneasy peace, and now all these creatures live alongside one and other in an Earth where running into a Goblin or Elf is just as likely to happen as running into a Wizard, Alien, or soldier weilding planet-shattering weaponry. That is to say, very common.

Volknerr himself is a Human and is what's known as a Russian Necromancer, obviously a Necromancer who hails from Russia, which is nw one of the most powerful nations in the world. Necromancy in the world of Rifts is a bit different from other forms, as it not only allows the user to summon the undead, but also fuse themselves temporarilly with the body parts of dead creatures, their own body parts growing in size and becoming as powerful as the creature they where taken from. Volknerr, despit what the picture looks like, has a permanent (GM Approved)Dragon Claw on his left hand, making it grown to about 3 times it's normal size, turned blood red, with huge claws and scales, as an effect of a curse combined with a spell gone awry. The Staff he weilds in-game is known as the Necronstaff, a rare Greatest Runes weapon, witch greatly increases the magical power of the user, as well as having a few tricks up it's own sleeve, as well as a very powerful bite to it, making it a decent close rang weapon, despite Volknerr totally and completely failing in that regard. The Necronstaff itself is different from the one in the picture, though not incredibly so, as the height is roughly the same, though the top is a bit more stylized with 3 different skull, one of which is full, front and center. The staff itself looks to be made of bone as well, giving it a white, if faded, look. He also weilds what's known as an Impaler, which he's affectionatley dubbed "Vlad", another rare Greatest Runes item. Impalers are swords which have 4 spikes growing out of them, which can expand at the users will, as well as the powerful curse known as Soul Eater, in which an Impaler whill latch onto an opponent and drain their soul, effectively killing them in the process. Impalers are also semi-sentient and can move around on their own, but will always follow the commends of their maset. Volknerr's Impaler, Vlad, is seen at the start of the match as attatched to Volknerr's left side, as Volknerr will weild it with his Dragon Claw, his right hand is always clutching the Necronstaff. Additional asthetics include a belt made of what looks to be animal remains, with a large satchel on his hip, along with, instead of a gem resting on his crest, the skull of a Dragon Hatchling, which is ony a bit larger than the gem shown above.

As for his personality, aside from his obviously dark and deadly persona, his foot is planted firmly in the heroic side of Selfish. While he's generally cold and generally keeps to himself, he doesn't discriminate and is willing to work with a team for the greater good (and personal gain). His word is his bond, and he will never betray a teammate, even in the face of certain death.

Stats
Size <> 8
Weight <> 5
Speed <> 7
Jump <> 3
Aerial Speed <> 6
Fall Speed <> 4
Range <> 10

In terms of stature, Volknerr is about the height of Ganondorf, though a bit thinner. His Necronstaff reaches a head and a half higher than he does, though is not part of his hurtbox. His gigantic Dragon Claw, on the other hand, is, as it's roughly the size of one of Bowser's hands, and is always held out in front of him. His weight is pretty accurate to his in-game hand to hand combat prowess: he can hold his own for a little bit, but is very squishy when not controlling his undead creatures. He's also got great soeed for his size, as, well, he is always on the run in a fight, calling undead creatures from afar to aid his group in battle. Don't let the supposed lack of staying power fool you, though, as Volknerr is very skilled in his chosen form of magic, and is very capable of holding his own in a fight.

SPECIAL ATTACKS

Down Special <> Animate the Dead
Volknerr slams his Necronstaff into the ground, muttering an unintelligible babble of magical words. As he does this, 4 corpses with rotten flesh and exposed bone raise out of the ground. at random parts of the stage. The zombies are all around the heght of Link, and run forward at a pace that even Ganondorf would mock. They each have a relatively respectable 15% HP, and crumble into visible dust and bone on the stage when defeated. The Zombies attack with the generic zombie chomps and scratches that you would expect from such undead minions, with the scratch having the range of Bowser's Jab, dealing 3% damage, and the bite having a grab hitbox that reaches the length of Mario's grab, as the zombies grip the foe and bite into them, dealing a more respectable 10% damage. To top it all off, Zombies will automatically give chase to any opponent within a 1 SBU range of them, and only stop if the opponent leaps more than 3 SBUs into the air or runs 4 SBUs away from them. Zombies also have but 1 pathetic jump to their name, and will keep running into a wall if they can't jump.

Another great thing is that Volknerr can have up to 13 Zombies on the stage at once, as 1 Zombie automatically raises out of the ground every 2 seconds, at a random point on the stage, provided the capacity has not reached 13. Once it does reach 13, Zombies will stop rising up, and if Volknerr wants any new ones, he'll have to re-input the move, and even then, he must raise 4 Zombies at the start, so if any more than 9 are out when the capacity has been reached (as in, a tenth one came up, and then 1 to 3 more where killed), Volknerr cannot summon any more. The Zombies are completely aligned to Volknerr and any allies he may have, though Volknerr and allies are 100% capable of destroying any Zombie they see fit.

Neutral Special <> Pile of Bones
Volknerr raises his hands toward the sky, muttering some magical enchantment for the Necro Spell Pile of Bones. After a brief bout of starting lag, Volknerr and his Necrostaff collapse into a pile of bones, resembling the ones your Zombies fall into when they are defeated. From here, Volknerr is completely immobile, but able to perform his Neutral and Side Specials effectively. Volknerr CAN be hit, however, and if he's dealt any attack by an opponent his bones will laggily re-assemble themselves. He isn't entirely invisible either, as that Dragon Hatchling skull he wears is very much a visual indicator of where he is, even if it does somewhat blend in with the other bones, it's still visually different (and larger) than a human skull.

Also of note is that Volknerr's Impaler, Vlad, does not sink into the pile of bones, instead scurrying off, giving players full control. Vlad moves at a speed of 2 and is about the size and weight of Pikachu. Vlad uses the Smashes, and can still do so when being controlled directly. It can use the smashes in the air, and climb up walls because it can't jump (the only way it'll end up in the air is with knockback), and if it's knocked off the stage, it's gone for the stock. It has it's own invisible damage meter, though by default it starts with the same damage that Volknerr has taken.

Opponents who try to pick up Vlad like a sword will succeed, only to have Vlad latch onto them like a parasite, and begin to suck their soul out through wherever it's latched. Opponents will be dealt 2% damage per second wit Vlad attached to them, but will also have every move in their arsenal besides specials replaced with a sword swing. Their Smashes also become absurdly powerful, each dealing 20% damage and good knockback in the direction that they where used, making Vlad an excellent repellent for Volknerr's Zombies. While Vlad is attached to opponents, Volknerr can still make Vlad use it's Smashes, though they will only deal damage and no knockback, all while giving opponents full ability to move and swing during the start-up lag, possibly turning your Smashes against you.

Opponents also cannot get rid of Vlad on their own, having to wait for Volknerr to call it back (which he'll want to - they'll tear through your Zombies with Vlad) by double-tapping the Special button. Volknerr can also use the double-tapping to release Vlad without turning into a Pile of Bones, as from here Vlad will be controlled by a fairly smart AI ally, though Volknerr still controls when Vlad uses his attacks. Of course, opponents can avoid this by simply not picking Vlad up, but the prospect of huge damage and knockback is all to tempting for some.

Side Special <> Gaseous Breath
Volknerr holds the Necronstaff forward, uttering another spell. The mouth on the staff opens up, releasing a gas that spreads about and expands at 2 SBUs per second, holding it out for 3 seconds. The gas is a sickly green color, and deals 2% damage per second to anyone standing in it. The gas cloud can be added to at anytime, but the gas itself only stays onstage for 5 seconds before dissipating. The gas cloud obscures everything that enters it, showing only vague outlines of the foes and minions trapped within. Volknerr is completely vulnerable during the beginning lag, duration, and ending lag of the move, so it's in your best interest to defend yourself before using it.

The gas can be pushed around by wind moves, too. Trapping foes in the gas cloud with Zombies is one of the best ways to quickly rack damage and make sure the foe can't see where they're going to go. Another good use is to use a quick one over the corpses of dead Zombies to mask his hiding among them, making it harder for opponents to find where you hide among the bones. During the time you are in a Pile of Bones, Volknerr can secretly add on to the gas cloud, as it would be impossible to tell where the gas comes from while inside.

Up Special<> Union With The Dead
Volknerr reaches into his satchel, pulling out a pair of Dragon Wings the size of Charizard's. He places them on his back, muttering a spell as a green aura covers him. After exactly 1 second of lag, the Dragon Wings become a part of him, allowing him to zip through the skies at the speed of Captain Falcon's dash with full freeflight. During this time, he has access to his Smashes, Throws and Specials only, as all of his aerials and tilts have been replaced with powerful flaps of his wings, which create wind hitboxes in said direction. He stays in this state for 10 seconds before the magic wears off and the Dragon Wings fall, unusable. While this may seem like a very good move, and may even be a bit broken, here's the thing: this is Volknerr's only recovery. And, just like all Necromancers are limited to what supplies they have on them, so is he: he can only use this move twice per stock, as he only has 2 pairs of the rare wings with him.

STANDARD ATTACKS

Jab <> Swipe
Volknerr swipes forward with his Dragon Claw, reaching about 3/4ths of a SBU forward, dealing 3% damage to any opponent it comes into contact with. It also works the way Mario's cape works, turning around projectiles and characters it contacts. This is a good way to get Zombies going in the right direction, as well as to generally protect yourself from enemies who are camping with their projectiles.

Forward Tilt <> Bite
Volknerr thrusts the Necronstaff forward, reaching a full SBU forward. The centermost skull on the staff then bites down, dealing a good 5% damage. It also is a grab hitbox, latching onto anyone it hits, allowing Volknerr to use directional throws in any direction he chooses for set knockback. He can use this move on any moving thing on the stage - minions, opponents, Zombies... It's a good spacing move, as well as a great move for putting Zombies in their place.

Down Tilt <> Rattling Bones
Volknerr slams the Necronstaff into the ground, creating a small shockwave that reaches 1.5 SBUs in both directiong around him. Any opponents who are hit by the shockwave are dealt 5% damage and trip, though that's about it. Any Zombies in that are caught in the shockwave will fall into a pile of bones, completely immobile. These Zombies will be raised whenever the Neutral Special is used, as long as 13 Zombies are not on the screen, essentially allowing you to reserve Zombies. If there are, say, 12 Zombies on screen and you have 5 in bone piles, only 1 will rise, and so on.

Up Tilt <> Drag Down
Volknerr reaches up with his clawed hand, jumping slightly. If he manages to come into contact with an opponent, he grabs, pulling them downward and slamming them into the ground, dealing 6% damage. Yes, this is a generic pull-down move, but it works well with several other moves, especially some of your throws and aerials, as well as getting falling or jumping Zombies in front of you.

GRAB GAME

Grab <> Dragon Claw
Volknerr reaches forward with his Dragon Clawed hand for a deceptively awesome grab range, reaching a bit farther than the fat penguin monarch. He grabs foes by the face, pulling them in very near to him, and pummels them by squeezing down on their face, dealing 3% damage each squeeze. This grab does come with a bit of heavy lag if missed, as that claw is heavy (it alone adds 1 unit to weight) and hard to control, so it takes Volknerr a quick second to recover.

Down Throw <> Stench of the Dead
Volknerr pins the opponent down with his Dragon Claw, holding the Necronstaff to their face. He releases a red mist, which covers the opponent and produces a red aura around them. After this, he gives them a whack with the handel of the Necronstaff, sliding them across the ground a good 1/2 SBU away, with 5% damage to boot. Volknerr has just cursed the opponents with Stench of the Dead, a spell which attracts all undead creatures with the smell of rotted flesh, a Zombie's primary food source in Rifts. Any and all of Volknerr's Zombies on the stage will turn to the cursed opponent, ignoring all other chases and foodstuffs, giving chase relentlessly for the next 10 seconds, which is as long as the aura lasts. The Zombies will now go back to their normal ways, the stench having left them, acting as they normally would.

Back Throw <> Death Trance
Volknerr holds opponents out in front of him, bringing the Necronstaff up to their face. This time, he releases a Yellow aura from the mouth of the skull, causing the opponent's eyes to glaze over and gain a blank expression on their face. Opponents now have their movement halved and attack speed greatley reduced, resembling the Zombies in movement. Jumps and aerial movement stay the same, and the opponent can use all of their attacks normally, if a bit moe slowly and punishably. This status effect lasts for 7 seconds, and besides slowing opponent's approach, also makes them easy pickings for Zombies.


AERIAL ATTACKS

Forward Aerial <> Sands of Time
As he's in the air, Volknerr holds forth the Necronstaff, which begins releasing yet another misty aura, this time a White one. The mist reaches forward a good SBU in front of Volknerr's position, floating in the direction in almost a snake-like way. If an opponent is in the vicinity of this mist, the simply freeze in place - yes, opponents will simply freeze in their positions in the air, the freeze lasting for 2 seconds. Volknerr is totally vulnerable while casting the spell, adding to the medium lag that surrounds the move. This is a good move for getting Volknerr out of aerial trouble, allowing him to use his speed to get the hell out of dodge, as well as making opponents easier pickings for Zombies to jump after, especially if Zombies are chasing after their stench at the moment.

Back Aerial <> Wind Magic
Volknerr turns in the air,

SMASH ATTACKS

Up Smash <> Impaler Spikes
If Vlad is still at Volknerr's side, the charging animation is the same for all of the other smashes: Volknerr grabbing it's hilt, preparing to swing it. After charge has been released, stabs forward with Vlad, reaching a full 1 and 1/2 SBUs diagonally upwards. This swing alone does 15% damage and fairly good knockback, but is also incredibly laggy (Impalers are very heavy weapons, and Volknerr isn't exactly the strongest human), leaving him open to attacks from the back. Notice I said from the back, as this move deals a second hit. After the first initial swing, there is a brief beat, before the 4 spikes sticking out of the Impaler (2 on top, 2 on bottom) extend out in their perticular directions, each reaching another 1.5 SBUs out from the sword original hitlength. The angles of the spikes are all 30 degrees outward from each other, making this an effective wall that is hard to avoid. The entire length of the spikes are hitboxes, which deal 10% damage to any enemy they hit, along with Pinning them in place. This Impaling of the foe isn't exactly hard to break out of, and all moves that don't require the foe to dash are still usable in this state. Opponents, however, cannot move while pinned down, making them easy pickings for Zombie attacks. The Spikes retract themselves after 2 seconds, again making this very powerful attack very slow and very punishable if it misses.

If Vlad is independant of Volknerr, the spikes function in largely the same way, except Vlad points itself straight upwards, so the angles hit differently, but the function is largely the same.

Forward Smash <> Charging Blow
Taking the same charging stance, Volknerr makes one adjustment to the animation: hit foot is now pointed out further than the other smashes. The charge is also considerable longer than the others - this move is incredibly laggy, on both sides. He then pretty much copies Ike's Side Special, in terms of animation, charging forward 2-5 SBUs, getting dragged behind Vlad as it flies forward. It will fly the full distance, cutting through any opponents it touches, dealing 20% damage and huge upwards knockback, making this a very good KO move. As said, though, the ending lag is atrocious, leaving Volknerr open to any attack that the opponent wishes to hit him with.

If Vlad is out by itself, the move functions almost exactly the same way, the only difference being in the length Vlad can travel and the lag: the move will only reach 1-3 SBUs, along with a much shorter hitbox, as well and having the ending lag halved so that it is not quite so horrible.

Down Smash <> Low Sweep
Volknerr takes the same stance as his Up Smash as he charges, making it fairly good for mindgaming. After the relatively low charge time, Volknerr uses Vlad as an actual sword for once, delivering a low sweeping blow that deals 17% damage and good knockback to anyone it hits. The lowness of the sweep can also disrupt the bones of the Zomies, causing them to scatter when hit, mixing them up.

When Vlad is alone, it can use this move to accomplish pretty much the same goal, delivering hard blows and scattering Zombie bones. This is especially good when used in tandem with your Neutral Special, being able to more effectively hide Volknerr (all of his bones will stay in the same pile when scattered because of magic), as well as any hidden Zombies in the bones.
 
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