Elite Pirate (PEACH) - My first attempt at a CR [Archive] - Wizards Community

Post/Author/DateTimePost
Prime32

09-09-06, 05:52 PM
Is this CR accurate? I'm trying to build creatures around CRs now, but it could be a bit higher or lower.

http://metroid-eu.com/prime_creatures/elitepirate.jpg

Elite Pirate
Large Monstrous Humanoid
Hit Dice: 25d8+50 (162 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 20 (-1 size, +1 Dex, +10 natural)
Base Attack/Grapple: +25/+35
Attack: Slam +31 melee (1d6+10) or Shoulder cannons +27 ranged (3d6, range increment 100 ft.)
Full Attack: Slam +31 melee (1d6+10) or Shoulder cannons +27 ranged (3d6, range increment 100 ft.)
Space/Reach: 10 ft./10 ft. (15 ft. with scimitar)
Special Attacks: Shoulder cannons, Wave quake
Special Qualities: Damage reduction 5/-, Darkvision 60 ft., Energy barrier, Resistance to fire, cold, electricity and Phazon 5
Saves: Fort +10, Ref +15, Will +16
Abilities: Str 23, Dex 12, Con 14, Int 10, Wis 10, Cha 15
Skills: Intimidate +30, Listen +18, Search +28, Sense Motive +10
Feats: Awesome Blow, Cleave, Combat Expertise, Improved Bull Rush, Improved Sunder, Iron Will, Point Blank Shot, Power Attack
Environment: Undergound
Organisation: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always lawful evil
Advancement: 26-30 HD (Large)
Level Adjustment: –

Energy Barrier (Su): An elite pirate can activate or deactivate this ability as a move action. While this ability is active, the elite pirate is immune to all ranged attacks (even spells) but can take only a single move action each round. Elite pirates often ready this ability, activating it when an opponent attacks.

Wave Quake (Su): As a full-round action, an Elite Pirate may slam its fists into the ground every 1d4+2 rounds. This deals 5d8 points of Phazon damage to all creatures within 20 ft (Reflex DC 22 half). The save DC is Strength-based. This attack may not be used if the Elite Pirate is not in contact with the ground. Use on unstable ground may cause it to collapse.

The Space Pirates were constantly finding new uses for the mysterious substance known as Phazon. They used it to transform all types of creatures into mutants with greatly enhanced abilities. Eventually, they started experimenting on themselves. After months and years of aborted embryos and mentally crippled subjects, they finally succeeded in creating a supersoldier. Armed with heavy-duty weapons, the Space Pirates cannot produce them in large numbers...yet.
savant_warlord13

09-09-06, 09:53 PM
What is it exactly?
Roivas

09-09-06, 11:26 PM
Metroid Prime baby, I like the monster though I would consider outsider[native] or abberation better types for the space pirates. As far as the stats go you should up it's AC to around 27 just to make him stay up longer, it's slam attack seems kinda weak and it's size should be Huge[my opinion]. The energy shield should only be activated on it's turn though, if you give the creature a powerful ability that limits it's offensive power that's fine but it shouldn't be something that can be used on other player's turns.
All in all a cool idea, but hard to apply to a normal D&D game. After all what class is Samus?
Insane Pixie

09-09-06, 11:35 PM
The energy shield should only be activated on it's turn though, if you give the creature a powerful ability that limits it's offensive power that's fine but it shouldn't be something that can be used on other player's turns.

It can only activate it on it's own turn, but if it was only effective on the pirate's turn, it'd be absolutely worthless. PCs aren't going to be firing arrows or casting spells at it on the pirate's turn, they're going to be doing that on their own turns.

I don't know a lot about Samus or Metroid Prime, but you should probably give it some weapons out d20 Future to go with the space theme.
Roivas

09-10-06, 12:20 AM
The last line is what I'm refering to, the part that says, "When attacked by a ranged weapon, the elite pirate may attempt a Reflex save (DC = 10 + attacker’s attack bonus) to activate this ability.". That makes the monster too powerful as the text implies that the creature can try to activate it to save vs. incomming arrows whether the shield was up or down on it's turn. I do think the shield should be continuos until the start of it's next turn, and it could also ready an action to activate it, but other than that the power goes too far, good build though.
thasis

09-10-06, 01:50 PM
I would suggest giving some flavor text as that is a primarily important aspect, almost as important as the technical shiznit.
Prime32

09-10-06, 03:46 PM
I would suggest giving some flavor text as that is a primarily important aspect, almost as important as the technical shiznit.

Eh? I have flavour text.

I thought the shield might be too powerful, but that's the way it works in-game. I've removed the reflex save.

I based the size on the pictures in one of the Core Books (I forget which) that show a great red wyrm, a purple worm, a cloud giant, an ogre, a human, a halfling and a housecat. Omega Pirate is Huge.

And I was thinking about making these aberrations (but not normal Pirates). The standards for aberration should be a bit higher with Metroid creatures, or you're just going to stat everything as an aberration and make rangers too powerful (favoured enemy).
Prime32

09-10-06, 04:00 PM
Again, I'm not sure of the CR

http://content.answers.com/main/content/wp/en/0/07/Phazon_elite.jpg

Phazon Elite
Large Monstrous Humanoid (Phazon)
Hit Dice: 30d8+60+3 (183 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 21 (-1 size, +12 natural)
Base Attack/Grapple: +30/+40
Attack: +1 scimitar graft +36 melee (1d6+11/18-20 plus 1d4 Phazon) or Shoulder cannons +30 ranged (2d6, range increment 100 ft.)
Full Attack: +1 scimitar graft +36 melee (1d6+11/18-20 plus 1d4 Phazon) or Shoulder cannons +30 ranged (2d6, range increment 100 ft.)
Space/Reach: 10 ft./10 ft.
Special Attacks: Shoulder cannons, Wave quake
Special Qualities: Damage reduction 10/-, Darkvision 60 ft., Energy barrier, Insanity, Phazon blood, Resistance to fire, cold, electricity and Phazon 5
Saves: Fort +10, Ref +14, Will +21
Abilities: Str 23, Dex 10, Con 14, Int 8, Wis 4, Cha 21
Skills: Intimidate +33, Listen +18, Search +18, Sense Motive +10
Feats: Awesome Blow, Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Point Blank Shot, Power Attack, Toughness
Environment: Undergound
Organisation: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: –

Energy Barrier (Su): A phazon elite can activate or deactivate this ability as a move action. While this ability is active, the phazon elite is immune to all ranged attacks (even spells) but can take only a single move action each round. Phazon Elites often ready this ability, activating it when an opponent attacks.

Phazon Blood (Ex): Each time a Phazon Elite takes damage, it deals 5d6 points of Phazon damage to all adjacent creatures and objects as it splatters its blood on them. A successful Reflex save (DC 15) halves the damage.

Wave Quake (Su): As a full-round action, a Phazon Elite may slam its fists into the ground every 1d4 rounds. This deals 7d8 points of Phazon damage to all creatures within 20 ft. and 5d8 points of Phazon damage to all creatures within 40 ft. (Reflex DC 31 half). The save DC is Strength-based. This attack may not be used if the Phazon Elite is not in contact with the ground. Use on unstable ground may cause it to collapse.


In the early experiments of the Elite Pirate project, the Space Pirates used Phazon liberally - too liberally. Most of the first test subjects died quickly...but some did not.

"Phazon Madness" is a recorded ailment among Space Pirates. Those who spent long hours in the mines would start to exhibit strange behaviour, claiming the Phazon was whispering to them. They horded Phazon, defending it with their lives. The pirates have not discovered the cause of this phenomenon.

Bathed in Phazon, the first ELite test subjects heard not whispers but screams. They embraced the Phazon and grew to terrible size and power. These "Phazon Elites" were even more powerful than the final Elite Pirates, but their lifespan was shortened both by the Phazon and the normal pirates forced to defend themselves against insane outbursts. These freaks are too valuable to destroy, however - at least one is kept in stasis, experimented on constantly as the Pirates attempt to discover the secrets of their incredible power. As a last resort they may unlease it on an intruder who has penetrated too deep into their operations.
Prime32

09-11-06, 05:28 PM
Old version

Dun dun dun...
The CR is too low on this, I'm sure of it. This thing could live inside the tarrasque if it could convince it to eat Phazon.

EDIT: Maybe not - I increased the hardness/hp of the spores from 5 to 10 and doubled the power of the Phazon missiles. Still needs more work.

http://content.answers.com/main/content/wp/en/a/a9/Metroidprimeguide_52.jpg

Omega Pirate
Huge Monstrous Humanoid (Phazon)
Hit Dice: 40d8+240 (400 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 24 (-2 size, +16 natural)
Base Attack/Grapple: +30/+48
Attack: Slam +38 melee (1d8+10 plus 1d6 Phazon) or +1 scimitar graft +39 melee (1d6+11/18-20)
Full Attack: Slam +38 melee (1d8+10 plus 1d6 Phazon) and +1 scimitar graft +34 melee (1d6+6/18-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Phazon missiles, Wave quake
Special Qualities: Darkvision 60 ft., Energy barrier, Retreat, Phazon dependence, Phazon healing, Phazon spores, Resistance to fire, cold and electricity 5
Saves:
Abilities: Str 31, Dex 10, Con 22, Int 12, Wis 10, Cha 15
Skills:
Feats: Ability Focus (Wave quake), Awesome Blow, Cleave, Great Cleave, Combat Expertise, Diehard, Endurance, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Point Blank Shot, Power Attack
Environment: Undergound
Organisation: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always lawful evil
Advancement: None
Level Adjustment: –

Combat
Omega Pirate attacks enemies until all its spores are destroyed. It then uses its spell-like abilites to turn invisible and teleport to a nearby Phazon pool. It may call in low-level Space Pirates to distract enemies. When it has regrown all of its spores, it re-appears behind a PC and continues to attack.

Energy Barrier (Su): Omega Pirate can activate or deactivate this ability as a move action. While this ability is active, Omega Pirate is immune to all ranged attacks (even spells) but can take only a single move action each round. Omega Pirate often readies this ability, activating it when an opponent attacks.

Spell-like Abilities (Sp): As a full-round action, Omega Pirate may use invisibility or dimension door. If it uses dimension door to appear adjacent to an enemy, it may immediately make an attack against that creature.

Phazon Dependence (Ex): Omega Pirate must absorb Phazon regularly to stay alive. Each day it does not absorb Phazon it loses two points of Constitution and one spore.

Phazon Healing (Su): Omega Pirate is immune to the effects of Phazon – it can use it to heal its wounds. Each full round Omega Pirate spends in a Phazon pool heals 5 hit points and 4 points of ability damage and regenerates 2d4 spores.

Phazon missiles (Ex): Full-round action once every 1d4 rounds – +33 ranged (1d4 plus 1d4 Phazon) - Attack 10 times.

Phazon Spores (Ex): Omega Pirate’s body is covered in ten Phazon Spores that generate a defensive field rendering it almost impervious to harm. Each spore grants it hardness 5 – the effects of multiple spores stack. Spores can be sundered – each has hardness 10 and 10 hit points – but when a spore is destroyed all adjacent creatures and objects take 5d6 points of Phazon damage. A successful Reflex save (DC 15) halves the damage. When all spores are destroyed, Omega Pirate is stunned for 1 round. It uses its invisibility ability on the next round.

Wave Quake (Su): As a full-round action, Omega Pirate may slam its fists into the ground every 1d4 rounds. This deals 10d8 points of Phazon damage to all creatures within 20 ft. and 7d8 points of Phazon damage to all creatures within 40 ft. (Reflex DC 38 half). The save DC is Strength-based. This attack may not be used if Omega Pirate is not in contact with the ground. Use on unstable ground may cause it to collapse.


Among the subjects for the Elite Pirate project, one took to Phazon infusion like no other, growing to immense proportions even relative to the other Elite Pirates. Its very metabolism was altered to become Phazon-based. "Omega Pirate", as it was named, is the most powerful Elite by far - its only weakness is its massive hunger for Phazon. If Omega Pirate does not ingest Phazon regularly, it will die.
Vanigo

09-11-06, 06:43 PM
Dun dun dun...
The CR is too low on this, I'm sure of it. This thing could live inside the tarrasque if it could convince it to eat Phazon....
Actually, I'm not sure if it should be even as high as it is. The phazon spores give it tremendous resilience, true, but they're fragile as hell, and with its crappy AC it'll never survive the one round of being stunned if it's up against a 20th level party. What's worse, its offense is almost nil. It can barely break 30 damage a round without critting, it's slow, it can't fly, and its ranged firepower is laughable. At 20th level, anyone with evasion could take this thing in melee, and a flying archery specialist would have this thing down in three rounds, tops. (Well, three rounds of it not using its Energy Barrier, anyway.)
Prime32

09-12-06, 04:37 PM
I know it suffers some of the tarrasques problems, but how can I solve them without deviating from the source material? More attacks per round? Enhanced missiles?
Vanigo

09-14-06, 12:05 AM
Well, what you've got here is an extremely unbalanced creature. I don't mean unbalanced as in broken, here, I mean unbalanced as in his offensive and defensive abilites are way out of sync with each other. (Incidentally, this guy doesn't have the Tarrasque's problem, exactly - the Tarrasque is helpless at range but devastating in melee, while this guy is equally helpless in melee and at range.) What you should do is tone down his defenses and jack the hell out of everything else. Give him iterative attacks with that scimitar, for starters, and make it do size-appropriate damage, and maybe add some phazon damage to it. Make his missile launcher fire fewer, more powerful missiles - 3 missiles that do 5d6 damage each, maybe, but capable of firing every round. Make the phazon spores only give maybe 2 hardness each, but also give him a deflection bonus equal to the number of active spores. Change the energy barrier to improved cover - I seem to recall being able to shoot around that thing occasionally, myself. Give him more natural armor, and probably some actual armor, too.
Prime32

09-14-06, 04:22 PM
Like this?

EDIT: A few minor changes


Revised
Omega Pirate
Huge Monstrous Humanoid (Phazon)
Hit Dice: 40d8+240 (400 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 28 (-2 size, +18 natural, +2 armour)
Base Attack/Grapple: +30/+48
Attack: Slam +39 melee (2d6+10 plus 3d6 Phazon) or +1 scimitar graft +40 melee (3d6+11/18-20 plus 1d6 Phazon)
Full Attack: Slam +39/+34 melee (2d6+10 plus 3d6 Phazon) and +1 scimitar graft +35/+30 melee (3d6+6/18-20 plus 1d6 Phazon)
Space/Reach: 15 ft./15 ft.
Special Attacks: Phazon missiles, Wave quake
Special Qualities: Darkvision 60 ft., Energy barrier, Phazon dependence, Phazon healing, Phazon spores, Resistance to fire, cold and electricity 5, Spell-like abilities, Telepathy 100 ft.
Saves:
Abilities: Str 31, Dex 10, Con 22, Int 12, Wis 10, Cha 15
Skills:
Feats: Ability Focus (Wave quake), Awesome Blow, Cleave, Great Cleave, Combat Expertise, EnduranceB, Epic Prowess, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Penetrate Damage Reduction (adamantine), Point Blank Shot, Power Attack
Environment: Undergound
Organisation: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Always lawful evil
Advancement: None
Level Adjustment: –

Combat
Omega Pirate attacks enemies until all its spores are destroyed. It then uses its spell-like abilites to turn invisible and teleport to a nearby Phazon pool. It may call in low-level Space Pirates to distract enemies. When it has regrown all of its spores, it re-appears behind a PC and continues to attack.

Energy Barrier (Su): Omega Pirate can activate or deactivate this ability as a move action. While this ability is active, Omega Pirate has improved cover but can take only a single move action each round. Omega Pirate often readies this ability, activating it when an opponent attacks.

Spell-like Abilities (Sp): As a full-round action, Omega Pirate may use invisibility or dimension door. If it uses dimension door to appear adjacent to an enemy, it may immediately make an attack against that creature.

Telepathy (Su): Omega Pirate can communicate with all Space Pirates within 1,000 feet.

Phazon Dependence (Ex): Omega Pirate must absorb Phazon regularly to stay alive. Each day it does not absorb Phazon it loses two points of Constitution and one spore.

Phazon Healing (Su): Omega Pirate is immune to the effects of Phazon – it can use it to heal its wounds. Each full round Omega Pirate spends in a Phazon pool heals 5 hit points and 4 points of ability damage and regenerates 2d4 spores. Omega Pirate remains in the pool only as long as it takes to regenerate the spores and usually activates its energy barrier while healing.

Phazon missiles (Ex): Full-round action every other round – +33 ranged (3d6 plus 3d6 Phazon) - Attack 6 times.

Phazon Spores (Ex): Omega Pirate’s body is covered in ten Phazon Spores that generate a defensive field rendering it almost impervious to harm. Each spore grants it hardness 2 and a +1 deflection bonus to AC – the effects of multiple spores stack. Spores can be sundered – each has hardness 8 and 10 hit points – but when a spore is destroyed all adjacent creatures and objects take 5d6 points of Phazon damage. A successful Reflex save (DC 15) halves the damage. When all spores are destroyed, Omega Pirate is stunned for 1 round. It uses its invisibility ability on the next round.

Wave Quake (Su): As a full-round action, Omega Pirate may slam its fists into the ground every 1d4 rounds. This deals 10d8 points of Phazon damage to all creatures within 30 ft. and 7d8 points of Phazon damage to all creatures within 60 ft. (Reflex DC 38 half). The save DC is Strength-based. This attack may not be used if Omega Pirate is not in contact with the ground. Use on unstable ground may cause it to collapse.
Vanigo

09-14-06, 09:15 PM
Well, I was thinking improved cover only against ranged attacks, but improved cover against everything works too. Oh, by the way, I'm pretty sure BAB for racial hit dice beyond the 20th do give more iterative attacks.

Hmm...

Oh, give it an organization that reflects all those other pirates that come in when you're fighting it... You might want to bump the spores back down to 5 HP 5 Hardness - since this guy can bring them back at any time (and with considerable speed), the PCs need to be able to knock them off fast. Fighting this guy when he's standing in a phazon pool the entire time - which he's plenty smart enough to think of - would not be fun. You've got a Retreat ability listed, but you never describe it.

I don't know, its offense still seems a touch anemic. Maybe you should give it some more SLAs to round it out.
Prime32

09-15-06, 02:46 PM
I added telepathy (Space Pirates only)

What about a jump bonus? Omega Pirate is never seen to jump, but the other Pirates are good jumpers, so...

Retreat was the original name for the spell-like abilities. Edited.

Not only would killing this guy in a Phazon pool be difficult, the Phazon would deal damage to PCs standing in it too (10d12 each round according to the rules below, assuming the Phazon layer is thin). :D I meant to say "each full round doing nothing".


New Energy Type

Phazon: The Metroid universe adds a new energy type on top of the already existing 5 (fire, cold, electricity, acid, and sonic). This is called Phazon. Phazon is an organic radioactive bio-mutagen, which forms rapidly and poisons all life, including non-living matter and incorporeal creatures. Phazon does normal full damage to objects with hardness, apply hardness normally. Phazon is radioactive, and mass amounts of Phazon masses in one area can create a radioactive area (see below). Otherwise, treat Phazon energy as normal. Items can have give Phazon resistance to their wearer, and Phazon can be blocked with spells and area effects. When a creature dies from Phazon exposure they have a 50% chance of becoming a Phazon corpse (see below).

New Game Effects and Features

Phazon Patch: A Phazon Patch is a patch of Phazon in organic form, in an area. The smallest Phazon patch is 5 feet by 5 feet (one square) and does 1d12 Phazon damage to anything that is inside it immediately, per round. Be it at the beginning of a players turn (if they were forced there or moved there on their own) or simply if they fell into a pit with Phazon in it. A Phazon patch can be long in one direction, or even vertically up a wall. Each space is considered a 5 foot space and does 1d12 damage to creatures inside it. Objects are usually un-affected. For each extra 20 feet of Phazon in squares, add 1d12 damage. For example, a 4x4 space of Phazon would do 5d12 damage (four 20 foot spaces plus the initial 1d12).
Three dimensional filled spaces work differently. These spaces have to be completely filled with Phazon and not just the ground layers. If a Phazon patch takes up 2x2x2 squares (that of a large creature), increase the damage to 4d12. If it takes up 3x3x3 squares (that of a huge creature) increase the damage to 9d12. For a 4x4x4 space (that of a gargantuan creature), increase the damage to 16d12. If a Phazon Patch grows to an immense size, a 6x6x6 space (that of a colossal creature), increase the damage to 36d12 a round. This is because the Phazon at that size creates a bio-electrical Phazon field. Remember this damage is for Phazon that takes up a complete space that size, not just across the ground, use the rules above for those.
Phazon creates radiation, any area that has had Phazon in it for more then a week has low radiation. For more then a month, medium. For more then 6 months, high. For more then a year, Intense. An area exposed to Phazon, and not using another radiation source, can only have complete radiation if it is filled completely with Phazon Patches at least 90% and has been that way for at least a year.
Phazon grows at a rate of 1 foot per week. Phazon can be destroyed with condensed Light or Dark energy (each 5 foot space of patch has effectively 30 HP, Hardness 6, and AC of 4, and fast healing 5, although Phazon patches take ¼ (one-fourth, 4 times less) damage from all other elemental types except light or dark). Phazon can be harvested, and stored in solid iron or steel containers. The containers must be coated in an alchemical mixture (cost 15 scrap to make, 2 days time for 1 gallon) to prevent the Phazon from growing. The containers are highly unstable, and easy to destroy. Spilling the Phazon out everywhere. Phazon requires oxygen to grow, and will stop growing (but not die) if no oxygen is present.

Radiation: An area can be radioactive, whether it be from large amounts of Phazon on the area, or simply because there is a device or object causing extreme radiation (such as an ancient artifact, or even a magic item). If an area is irradiated, the radiation generally spreads until it has a large area effect. Radiation cannot pass through walls and will stop if enclosed in a room or any other enclosed area. Based on the severity of radiation, a character inside a radioactive effect may be in danger depending on how long they are exposed.
Below is a chart with explanations of what happens in the case of radiation exposure. Severity is how severe the radiation is (low being a small radioactive rock, and intense being a room filled at least 75% with Phazon). Minimum Exposure is the time a character has to spend in that radiation before they are affected, and must make a save. If characters fail their save, then they do not have to make a save again until exposed to another radiation source. If they succeed, they must roll a save every time the Minimum Exposure repeats (for example, if the minimum exposure is 1 round, it would be once a round). DC is the fortitude save DC once affected. Incubation is the incubation period before the results take effect on a failed save (like a disease). Results is the constitution drain from mutation after the incubation period. Mutation occurs lightly on the body, but mostly just in constitution drain. You lose 1 point of Charisma for each 6 points of constitution drained. The mutations from radiation cannot be cured naturally and must be removed by a magical or otherwise powerful source (such as Positive Energy Beam). Constitution drained always has a minimum of 1.
Severity - Minimum Exposure - DC - Incubation - Results
Low - 1 hour - 15 - 1d4 days - 1d4 – 1 Con
Medium - 30 minutes - 18 - 1 day - 1d4 Con
High - 10 minutes - 22 - 1d6 hours - 1d4 + 1 Con
Intense - 1 minute - 26 - 1 hour - 1d6 + 1 Con
Complete - 1 round - 30 - 1 minute - 2d6 Con

The DC can be increased by +2 for each full month that area has been exposed to radiation. The challenge level of a radiated area is as follows. Low – 1, Medium – 3, High – 8, Intense – 14, Complete – 18, provided they are alone. Adjust if an encounter is involved. If an immense amount of Phazon is in the irradiated area (which also does Phazon damage if coming in contact) consider adding +2 to the DC depending Phazon coverage. As well as +2 to the CR.
Flymolo

01-29-07, 09:59 PM
I personally don't like the Metroid DnD Phazon stats very much at all. For one thing, Phazon always caused the same amount of damage in the Prime games, whether it was a tiny spill or a cavern filled with ore. I remember numerous times when I fell right into a hallway filled with Phazon, but I only lost a couple energy tanks while running to a platform at the end of the cavern.

Additionally, the idea of Phazon growing 1 ft./week somehow seems... wrong. After all, it landed on Tallon IV many years ago, right? Why hasnt it covered the planet? Maybe instead of growing, it mutates animals into producing Phazon, thereby spreading it (and causing all of the wierd glowing/radioactive animals around on Tallon IV).

Finally, why is Phazon useful as a fuel, stat-wise? Maybe it can be burned for the equivalent to 10 XP (or 250 gold) per cubic foot or per pound, something most fuels cannot achieve?
Prime32

01-30-07, 04:50 PM
The Phazon has reanimated this thread...
Huh? Oh, never mind.

Phazon does seem to "grow", though. Of the many creatures on Tallon IV, only a few have a Phazon-based metabolism (Omega Pirate and Metroid Prime), and they produce some kind of weird gel that seems to be harmful to Phazon-based creatures - maybe it's the end-product of their digestive system (i.e. Phazon poo). Oh, and I think there are better uses for such a highly radioactive substance than burning...
Flymolo

02-01-07, 01:56 AM
Meh, it just seems like Phazon would've covered a significant portion of the surface area of Tallon IV if it really did spread at a rate of 5-ft. per week. 5 feet times 52 times however many hundreds of years... It's been a while since I played the game, but wasn't the Phazon mostly confined to underground areas near the meteor crator? I didn't totally miss mile-wide Phazon fields sitting out in the open, did I? Maybe Phazon eats living creatures to grow (like the blob), maybe it consumes certain minerals to grow, but unless it grows at a rate of about 1-ft./year, it would've consumed most of Tallon IV's surface if it grows from Oxygen.
Return of the Flumph

02-01-07, 07:58 AM
Give the Omega Pirate his rightful number of attacks per round with the scimitar graft, and his offensive capability will be up in the area it should be in.