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Yeah, I'm sorry this has taken so long. Well, the revision is mostly pretty obvious, basically just updating non-Samus profiles for the verse (there's a tiny Samus addition too), mostly adding stuff, removing a few things, deleting a few profiles too. I'll be going through all non-Samus profiles in basically random order and outline the changes proposed. Those not mentioned are (IMO) fine to stay as is. Quick note that this being my sandbox is a bit messy and has a few random notes strewn about, any information that makes it in the profiles will obviously be better put together.
Where this leaves us is that the Chozo page as is is not indicative of the Chozo's actual abilities and generally of insufficient quality. I was going to recommend deleting it (and I understand that the Chozo are a big part of Metroid lore but I personally would rather have the page be deleted than it be low quality), but I was talking with @Chariot190 and he mentioned that he might work on researching them, so maybe help him out.
Perhaps less controversial (maybe?) but I do recommend deleting the Chozo Statue page. It's a composite of things that don't really have any relation (Chozo Statues are Chozo tech with limited movement, Torizos are Chozo defense systems with little canon lore, "Elephant Bird" doesn't actually even have a key but is an X Parasite mimicking a Chozo Statue's appearance and Nettori is another X Parasite copying a plant infesting the remains of a Chozo statue), and it has no scans and kind of lackluster indexing.
I suggest deleting the Megaroid page, it has no scans, some bits I think are wrong and very little source material to go off of, they don't really explain the Megaroid much in S&J. You could make a workable page but in absence of anyone willing to do so, I think it can be cut. Similarly the Ruins Test is pretty barebones, based on an ambiguous boss with no lore and is arguably wrong in some interpretations.
Chozo
I'll just take ownership and say this is my fault, but I basically just didn't research the Chozo back when I went through the whole series. Their lore is weird, often retconned, sort of vague and I just didn't feel like it, it was already a ton of work and trying to figure out a page for the Chozo would make it significantly more. I didn't and still don't have the time or interest to research them.Where this leaves us is that the Chozo page as is is not indicative of the Chozo's actual abilities and generally of insufficient quality. I was going to recommend deleting it (and I understand that the Chozo are a big part of Metroid lore but I personally would rather have the page be deleted than it be low quality), but I was talking with @Chariot190 and he mentioned that he might work on researching them, so maybe help him out.
Perhaps less controversial (maybe?) but I do recommend deleting the Chozo Statue page. It's a composite of things that don't really have any relation (Chozo Statues are Chozo tech with limited movement, Torizos are Chozo defense systems with little canon lore, "Elephant Bird" doesn't actually even have a key but is an X Parasite mimicking a Chozo Statue's appearance and Nettori is another X Parasite copying a plant infesting the remains of a Chozo statue), and it has no scans and kind of lackluster indexing.
Space Pirates
One of the messier aspects of Metroid worldbuilding, especially to index since they don't keep much of their tech throughout the entire series. Regardless, P&A is here, splitting physiological abilities / infantry equipment / other tech.- Base pirates get Martial Arts, Weapon Mastery, Surface Scaling and a few resistances
- Through equipment they get a bunch of abilities, like various weaponry, phazon stuff, invisibility, flight, stat amp, resistance to samus' weaponry
- Other technology: Cyborgization, hacking, forcefields, space flight, the size beam from Federation Force, cloaking, a black hole, etc
- Analytical Prediction gets the justification changed, Matter Manip/Teleportation/Regen is removed because honestly I don't know what it's supposed to be, and most of MB's abilities because they're incorrect.
- She gains Earth Manip for terraformation (does that count?), Homing Attack, resistances to Samus' weaponry. Her Super Metroid self gets regen, tech manip for draining Samus' ammo (closest thing) and a few minor things.
- Absorption is removed since that's just feeding himself, Gravity Resistance is no longer a thing since we don't treat Zebes as having super high gravity anymore, Omega Ridley's Regen is nerfed to "just" Low-High since Dark Samus' biology is different from his and his regen wouldn't necessarily scale to hers.
- Base Ridley gets a few random abilities, Enhanced Senses, Animal Manip, Organic Manip, Stat Amp and a few resistances.
- Meta Ridley gets all his weapons systems added and acrobatics.
- Omega Ridley gets Hypermode abilities like stat amp and NPI, as well as a few things he does in his fight.
- Proteus Ridley is lame and gets basically nothing.
- Compared to his original profile, his regen goes down (most he's seen growing back are belly spikes and parts of his fingers, it's just very fast Mid-Low) and he loses Invulnerability, gains resistances to Samus' stuff, Body Control for his fingernails, organic manip for shooting goop and underground mobility for being a surprisingly fast digger.
Metroids
I recommend turning the Tallon Metroid one into a more generic "Metroid (Off-World)" one to include the Metroid Prime 3 ones like the Metroid Hatcher. I also revised the P&A for the "normal" Metroids, which I'd name "Metroid (SR-388)" to clarify the difference.- All Metroids lose Transmutation, gain Healing (via being able to use the energy they absorb to heal), Transformation & Accelerated Development (since they can quickly transition to greater forms), flight and resistance to samus' weaponry
- Alpha through Queen Metroids get a few miscellaneous things from their boss battles, lose Invulnerability.
- I didn't put the "Giant Baby Metroid" stuff in the sandbox cause it mainly stays unchanged, just with a few scans added.
X
Abilities are here for the X. I noticed that the SA-X (whose P&A is essentially just the X chassis + most of samus' stuff) has a hacking feat that would backscale to Samus, whether it's due to her inherited intellect or her suit's abilities (probably the latter).- The X's regen is upgraded since their entire forms can be destroyed, they get elemental intangibility and the abilities obtained from the beam weaponry they use are adjusted to match Samus' new P&A.
- The SA-X's massive P&A is just the X's + Samus', since it absorbed her abilities. I excluded the more mental/spiritual ones, everything else got carried over.
Galactic Federation
I suggest fusing the Marines page with the Federation Force one, given they inherit all the default abilities and besides that game the marines really don't have too much unique stuff.- Base marines get Energy Manip for their weaponry and Space Survival. For optional equipment Explosions via... explosives, Plasma via Anthony's Plasma Gun and Ice Manipulation via freeze guns.
- The FedForce marines get Stealth and Vehicular Mastery and Hacking via things showcased in that game, as well as all of their mechs' P&A receiving a total overhaul. Most of the old stuff is still fine, I just organized it and added scans and a few things like superhuman precision.
Metroid Prime Hunters Bounty Hunters
All of their new P&A has been outlined here. Each of them has their signature weapon and the ability to transform into a smaller form for traversal, and they all share the same resistances to the weapons available in the game. It's basically all universal stuff.Phazon
Leviathans... could be removed but I don't think they're doing any harm, what I would do is remove Mind Manipulation because the corruption stuff is already under the umbrella of general Phazon abilities. And then there's the Parasite Queen, and I don't think there's any harm in scaling her to Samus, Phazon-affected beings get very strong and I don't think there's a reason to disregard the boss battle as particularly game mechanics-y.Others
Gorea's surprisingly impressive P&A also comes with a unique calc for his full power state, High 6-A (keeping it a possibly rating because there's a few unknowns, as detailed in the calc).- Most of Gorea's P&A is shared with the MPH Hunters, since it steals all of their weapons and shares their resistances, but it's got its own thanks to the game's various bits of lore and its ability to steal and copy powers. Essentially everything on the page is new.
- I removed the Zero Mission and Prime 1/Hunters keys. Basically all of the P&A in the sandbox is new.
- Joey mostly gets scans + Empowerment, Willpower and Resistances.
- Crocomire's stuff is just bodily abilities + resistances and plasma breath.
- Nightmare, X Parasite abilities aside, just gets scans and homing attack from Other M. The 900x gravity stuff and the black holes are removed since neither is accepted.
I suggest deleting the Megaroid page, it has no scans, some bits I think are wrong and very little source material to go off of, they don't really explain the Megaroid much in S&J. You could make a workable page but in absence of anyone willing to do so, I think it can be cut. Similarly the Ruins Test is pretty barebones, based on an ambiguous boss with no lore and is arguably wrong in some interpretations.
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