Post by sineG yuG lareneG on Oct 22, 2011 20:20:28 GMT -5
Formerly the commander of the Shy Guy army, he no longer commands many of his kind. However, he fought his way back from death, and has become determined to lead those who never succeeded to victory. He's pretty swift, but he lacks most means of attack, opting to command from the safety of his Toy Tank. General Guy does have a revolver though, that inexplicably survived the bombing of Mt. Rugged.
Subspace Blast (20 Days) Using our old allies' technology, we modified a cardboard box and made it so it creates a black hole that lasts a good minute. It draws in nearby objects and sends them somewhere across the battlefield, helping me make a getaway if someone's pursuing me. Where they end up is proportional to their strength; a hero may only be flung 50 feet away, but a troop would be transported clear across the battlefield. Unfortunately, I can only use one of these per battle.
Tall Tales (20 Days) It's amazing to see all the drivel Luigi wrote in his diary. I can recount tales from Luigi's Diary that has our enemies enticed by it's incredible stories. Most enemies won't even notice what I'm doing if I keep reading, but I can't shake 'em that way.
Lucky Strike (20 Days) I'll be honest, most of my military success was due to luck. If I'm ever in a critical situation, then I can fire off a round from my revolver that's guaranteed to rebound and cause something impressive to happen. But it'll only work once, so I can't rely on it.
Passive:
General's Will (20 Days) You dare slack off on the General? Efficiency is key! Under my influence, troops will be able to pull off complex formations and carry out tactics on the spot. I can even frighten grunts into thinking I have every right to be were I am, but my influence losses power the greater number I'm commanding.
Legendary Weapon: The Toy Tank
Perhaps the oldest surviving relic of the Shy Guy army, this battered block lost the few armaments it had. But it can still transport about 5 people and keep them relatively safe. Damage to it transfers to General Guy, but it negates about half the damage done, making up for the inability to do anything other than command while in it. And since he can't lug around a tank everywhere he goes, it can shrink down to a real toy in it's inactivated state.
Lightbulb (20 days) Now it's not entirely weaponless. Mounted near the hatch, it'll send arcs of electricity at anything within 50 feet every couple of minutes. And unless you fancy being cooked, trying to get inside the tank won't be so easy.