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Post by The Architect on Jun 7, 2010 9:46:49 GMT -5
Metroid Queen Aliases: None Appearance: Metroid 2: Return of Samus (GB), Metroid: Other M (Wii) Origin: The sixth and final stage of the metroid life cycle. Origination Point: SR388 Origin Type: Alien Order Type: Order Neutral Danger Level: 9 Abilities: -Kinetic Levitation: Metroid Queen can harness kinetic energy that allows her to levitate for long periods of time. -Life Drain: Metroid Queen can drain the life out of her enemies by latching on to them by their fang-like tentacles. Metroid Queen will continue to do this until either the enemy or herself is dead. -Bite: Metroid Queen can use her jaws to bite enemies in combat. Unlike most bites these are extremely powerful. -Bouncing Mouth Globs: Metroid Queen can use bouncy globs from her mouth to attack enemies in combat. -Adaption: Metroid Queen can adapt to any environment. -Enhanced Senses: Metroid Queen has highly advanced senses that allows her to home in on targets. -Metroid Spawn: Metroid Queen can spawn other metroids by laying eggs.
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Post by The Architect on Jun 7, 2010 10:02:57 GMT -5
Infant Metroid Aliases: Bantee Metroid Appearance: Metroid 2: Return of Samus (GB), Super Metroid (SNES), Metroid: Other M (Wii) Origin: New born metroids. Origination Point: SR388 Origin Type: Alien Order Type: Order Neutral Danger Level: 1 Abilities: -Kinetic Levitation: Infant Metroids can harness kinetic energy that allows them to levitate for long periods of time. -Ram: Infant Metroids can ram enemies in combat. -Adaption: Infant Metroids can adapt to any environment. -Enhanced Senses: Infant Metroids have highly advanced senses that allows them to home in on targets. -Thick Membrane: Infant Metroids have very thick membranes that protects them from all attacks that are not cold based. They can be killed if frozen. -Evolve: Infant Metroids can evolve into juvenile metroids.
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Post by The Architect on Jun 7, 2010 10:03:30 GMT -5
Juvenile Metroid Aliases: None Appearance: Metroid Series (Entire Series) Origin: Creatures from SR388 to destroy the x parasites and the first true stage of the metroid life cycle. Origination Point: SR388 Origin Type: Alien Order Type: Order Neutral Danger Level: 6 Abilities: -Kinetic Levitation: Juvenile Metroids can harness kinetic energy that allows them to levitate for long periods of time. -Life Drain: Juvenile Metroids can drain the life out of their enemies by latching on to them by their fang-like tentacles. Juvenile Metroids will continue to do this until either the enemy or themselves are dead. -Adaption: Juvenile Metroids can adapt to any environment. -Enhanced Senses: Juvenile Metroids have highly advanced senses that allows them to home in on targets. -Thick Membrane: Juvenile Metroids have very thick membranes that protects them from all attacks that are not cold based. They can be killed if frozen. -Energy Instill: On rare occasions juvenile metroids can instill life into their allies, mainly those they consider their parent. -Evolve: Juvenile Metroids can evolve into alpha metroids.
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Post by The Architect on Jun 7, 2010 10:04:11 GMT -5
Alpha Metroid Aliases: None Appearance: Metroid 2: Return of Samus (GB) Origin: The second stage of the metroid life cycle. Origination Point: SR388 Origin Type: Alien Order Type: Order Neutral Danger Level: 2 Abilities: -Kinetic Levitation: Alpha Metroids can harness kinetic energy that allows them to levitate for long periods of time. -Ram: Alpha Metroids can ram enemies in combat. -Adaption: Alpha Metroids can adapt to any environment. -Enhanced Senses: Alpha Metroids have highly advanced senses that allows them to home in on targets. -Evolve: Alpha Metroids can evolve into gamma metroids.
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Post by The Architect on Jun 7, 2010 10:04:37 GMT -5
Gamma Metroid Aliases: None Appearance: Metroid 2: Return of Samus (GB) Origin: The third stage of the metroid life cycle. Origination Point: SR388 Origin Type: Alien Order Type: Order Neutral Danger Level: 3 Abilities: -Kinetic Levitation: Gamma Metroids can harness kinetic energy that allows them to levitate for long periods of time. -Life Drain: Gamma Metroids can drain the life out of their enemies by latching on to them by their fang-like tentacles. Gamma Metroids will continue to do this until either the enemy or themselves are dead. -Ram: Gamma Metroids can ram enemies in combat. -Adaption: Gamma Metroids can adapt to any environment. -Enhanced Senses: Gamma Metroids have highly advanced senses that allows them to home in on targets. -Evolve: Gamma Metroids can evolve into zeta metroids.
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Post by The Architect on Jun 7, 2010 10:05:11 GMT -5
Zeta Metroid Aliases: None Appearance: Metroid 2: Return of Samus (GB) Origin: The fourth stage of the metroid life cycle. Origination Point: SR388 Origin Type: Alien Order Type: Order Neutral Danger Level: 7 Abilities: -Kinetic Levitation: Zeta Metroids can harness kinetic energy that allows them to levitate for long periods of time. -Life Drain: Zeta Metroids can drain the life out of their enemies by latching on to them by their fang-like tentacles. Zeta Metroids will continue to do this until either the enemy or themselves are dead. -Ram: Zeta Metroids can ram enemies in combat. -Mouth Globs: Zeta Metroids can spew globs from their mouth to attack enemies in combat. -Adaption: Zeta Metroids can adapt to any environment. -Enhanced Senses: Zeta Metroids have highly advanced senses that allows them to home in on targets. -Evolve: Zeta Metroids can evolve into omega metroids.
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Post by The Architect on Jun 7, 2010 10:05:40 GMT -5
Omega Metroid Aliases: None Appearance: Metroid 2: Return of Samus (GB), Metroid Fusion (GBA) Origin: The fifth stage of the metroid life cycle. Origination Point: SR388 Origin Type: Alien Order Type: Order Neutral Danger Level: 8 Abilities: -Kinetic Levitation: Omega Metroids can harness kinetic energy that allows them to levitate for long periods of time. -Life Drain: Omega Metroids can drain the life out of their enemies by latching on to them by their fang-like tentacles. Omega Metroids will continue to do this until either the enemy or themselves are dead. -Ram: Omega Metroids can ram enemies in combat. -Mouth Globs: Omega Metroids can spew globs from their mouths to attack enemies in combat. -Claws: Omega Metroids can use their claws to attack enemies in combat. -Adaption: Omega Metroids can adapt to any environment. -Enhanced Senses: Omega Metroids have highly advanced senses that allows them to home in on targets. -Royal Evolution: Some omega metroids can evolve into the Metroid Queen.
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Post by The Architect on Jun 7, 2010 10:06:07 GMT -5
Mochtroid Aliases: None Appearance: Super Metroid (SNES) Origin: Failed clone juvenile metroids at Outpost Maridia. Origination Point: Zebes, Outpost Maridia Origin Type: Alien/Mutant Order Type: Chaos Neutral Danger Level: 6 Abilities: -Kinetic Levitation: Mochtroids can harness kinetic energy that allows them to levitate for long periods of time. -Life Drain: Mochtroids can drain the life out of their enemies by latching on to them by their fang-like tentacles. Motroids will continue to do this until either the enemy or themselves are dead. -Adaption: Mochtroids can adapt to any environment. -Enhanced Senses: Mochtroids have highly advanced senses that allows them to home in on targets.
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