With the defeat of The Void and subsequent merging of him with his original soul, Metal Man, much more information has been acquired. The Void posessed four known forms, those being Tridus, Sha'Fol, Gerald Robotnik, and Xalron. He himself has fought the Questers once, and his current form is not so much a form but being 'one' with Metal, whom he assists in times of distress and when he's losing battles. Despite his defeat, he remains a tough combatant.
|Host #1: Tridus|
|Description: This is Tridus, while possessed by The Void. He was nearly invincible in this form, and remained so until both the Chaos Breaker and Wolfman's Transformer were used on him. Armageddon was further required to finish off this extremely powerful Void. This was the most powerful instance known; he ALONE attempted to destroy everything the Questers lived for.|
|STR||50||Insane Health||Health is END * 20. DR is 0.|
|END||50||Ethereal Body||Normal attacks cannot harm you, 1/4 from elemental physical attacks, 2x from magical attacks.|
|AGI||50||X-Zone Defense||AC is 5; invisible to Smash Dex; only takes up to 100 damage per turn, anything above that misses.|
|DR||0||Chaos Maker+10||+100 "Chaos" damage, +2 to hit.|
|The Seven Sins|
|Wrath||Tridus warps time and then attempts to slash the enemy 3d4 times. DC 32 MNT check to avoid time warping; he'll try to attack at least once even if you resist it.|
|Jealousy||The target's most powerful special move is disabled for 5 rounds. DC 30 MNT check.|
|Gluttony||Tridus runs up and tries to steal tons of coins from the opponent. DC 30 AGI check. You take 20 damage from being hit, and then your coins (100 for every 5 below the DC you roll) are launched into you, dealing 1 damage per coin stolen.|
|Laziness||The target only gets 1 TP regenerated for the next 3 rounds. DC 30 MNT check.|
|Ignorance||The target's magical attacks fail entirely until it is Tridus's turn again. Opposed MNT checks.|
|Selfishness||Tridus attempts to steal 25% of the target's HP to refill his own. DC 30 END check to resist.|
|Hatred||Tridus's damage is doubled for three rounds.|
|The Seven Virtues|
|Tolerance||Tridus gains 20 DR for 3 rounds.|
|Praise||The target must repeat the actions of their last turn for five more rounds. DC 30 MNT check.|
|Modesty||The target loses their weapon for three rounds. DC 30 AGI check.|
|Industriousness||Tridus's TP regain is doubled for three rounds.|
|Intelligence||Tridus automatically succeeds all checks for three rounds.|
|Generosity||Tridus gives the target 100 HP in exchange for 100 of their EXP. DC 30 AGI check.|
|Love||The target is confused for 5 rounds. DC 30 MNT check.|
The Void has had three known forms, of which Tridus, Sha'Fol, and Gerald Robotnik were used for the vessels of corporeal existance. The Void's primary weakness has always been the need for a host; without this need, it could easily destroy reality without fighting or even existing in the real world. A detailed breakdown of the power of the three known forms, and his accomplice, Matek, are below.
Description: This is Tridus, while possessed by The Void. He was nearly invincible in this form, and remained so until both the Chaos Breaker and Wolfman's Transformer were used on him. Armageddon was further required to finish off this extremely powerful Void. While the later Voids are statistically more impressive, they lack the near-invincible defense which this being posessed at the first true appearance.
AC: 5 (Special)
Special Defense: Tridus is immune to all physical attacks. Only elemental/magical parts of attacks damage him. He takes half damage from holy or dark attacks. He's HEALED by dark + holy attacks. Instant death or status effects are instantly reflected to attack the caster. Besides this attribute, he is invisible to the smash dex. He can only be hit with one attack action per turn. Attacks that deal over 100% damage total deal no damage if they break the 100% mark.
The Seven Sins (These hurt enemies)
The enemy is hit by their own strongest attack instantly.
The enemy is cursed to use random attacks until hit by another attack.
All items, weapons, and other equipment no longer work for the target.
The target effected is unable to use to-hit mod bonuses; all their rolls are d20s.
All INT-based effects and attacks are disabled for the target.
Everyone takes 10% damage to refill 5% of Tridus' HP.
The enemy is unable to attack anyone but themself.
The Seven Virtues (These help Tridus)
Tridus is shielded from the target's attacks.
The enemy has to repeat their last turn's actions exactly for 5 more turns.
Tridus (ironically) snatches a weapon from someone.
Tridus takes two turns instead of one! (Can be used every 3 rounds)
Tridus is able to constantly get critical hits off of one person.
The HP of the entire group is added together and then redistributed evenly.
Tridus causes someone to stop attacking him and attack someone else.
A second form, the True Void, existed. This being the form revealed after Tridus was defeated. Unfortunately, information on it is scarce; it never used its true attacks.
Description: As it turns out, Tridus's magic was but one step away from the strongest. When the virtues and sins were connected, a sort of paradoxial power showed up, creating something of extreme destructive power.
AC: 10 (Special)
Special Defense: Same as Tridus.
Armageddon: The Void uses all of the attacks in existance simultaneously. An ability apparently bestowed equally to creators and destroyers of the universe, the only other being with this ability is VG, who used it to defeat The Void. Despite the power of this ability, it was countered by the Questers when he did use it.
More information on The Void's real form should, hopefully, be found some day. Now, for the Void's second form, which was revealed in an ancient tower, lost in the desert. This ultimately turned out to be a part of the lost land of Atlantis. However, a form of The Void which was masquerading as Gerald Robonik blocked the way! Then it morphed into some weird guy.
Omega Sword: Opposed INT checks. Loser takes an instant 200 damage.
Chaos Wave: SPD checks, DC 16, for all. 50 damage and stun to all who are hit.
Black Lightning: 3 d20+12, deals 66 dark damage per hit.
Corrupting Grasp: d20+28; deals d500 damage on hit.
Supernova: DC 20 INT check for all. If fail, d200 damage.
Dark Energy Blast: 3 d20+21; deal 34 dark damage per hit, plus blindness and sealing.
Psycho Mode: Unable to use any attacks besides Omega Sword, Chaos Wave, Corrupting grasp; take half damage from all attacks, do double damage, AC boosted to 25. Lasts three rounds.
These special attacks take three rounds to start. One to charge up; another to release the intended destruction; and a final one to recover from the massive energy use.
The Fallen Questers: Affects all, save for Jeff Maxwell's attack. Attacks are as follows.
1. Linkbot's Rocket Fists: 2 d20+12 34 fire damage per hit.
2. Jeff Maxwell's Deathray: d1000 random damage to one target.
3. Swords-dancing from Roybert: d7 hits, d20+28 to hit and 52 damage per hit.
4. Skyhigh's Shadow ball: INT check, DC 22. 200 dark damage if hit.
5. Alys's Slashers: 2 d20+12 80 damage per hit.
6. Digi's Yellow Submarine: INT check DC 18 to avoid confuse, berserk, and sealed, as well as 30 damage.
7. Ruvyn's Final Slice: d20+56 deals 56 damage.
Matek: Effects at random; depends on move.
1. Hyper Beam: Deals an instant 100% damage.
2. Shield: Becomes immune to one attack for the rest of the battle.
3. Dimensional Surge: d2 attacks, d20+10 to hit. If it hits, INT save DC 15. If the save is failed, HP is halved. It deals 20% damage per hit as well.
4. Holy Lightning: d20+15. Deals 50% holy damage, also d2 chance of paralysis.
5. Die, Infidel!: 5 d20+8. 15% per hit. Also, the enemy is dazed instantly.
6. Dimensional Tsunami: Take 100% damage in damage; DC 20 INT save for all enemies. those hit take 10 damage, and 10 more for every number below 20.
7. Plague: DC 15 INT check. If number goes below, bad status affect. If it goes above, good status effect. Nothing if there is a tie.
8. Ultimate Divider: DC 18 SPD check. If fail, HP is halved; number lost heals Void.
9. Thunderball Assault: 10 d20. Take 50% damage per hit, electric damage.
10. Black Hole: INT save, DC 20. If effected, you are trapped in a black hole, disabling melee attacks, and halving your HP each turn... d2 is rolled each turn. If you get a 1, the black hole continues. If you get a 2, it dissipates.
That form, while being deadly and having an ancient relic to boot, lacked the true insanity of the last form known, where he actually did represent Gerald. As he had taken him over.
Description: "I am the X-zone!" Clearly, Gerald Robotnik is totally insane. He carried but one weapon... something of enough power to take down entire armies. A self-titled beamsabre named 'Vendetta', powered by a mysterious, plasma energy, gave him unheard abilities, and possibly tainted his already ruined mind. Blindly put towards destruction, not only was he armed with this nightmarish blade, he was fast enough to ounter-attack back anything thrown at him. He was a priority-one enemy; destroying him was the secret to not only stopping his recurring assaults on reality, but to free Shadow from possible control.
AC: N/A; He chooses to counter-attack all attacks with a swipe of the saber. d20+31, deals 45 damage and stops attack if he beats your roll. He rolls once per action of yours.
Saber Swipe: d20+41, deals 85 damage. A quick swiping motion of his orange saber.
Saber Wave: SPD check DC 20. Affects three. A wave of the saber which deals 35 damage to those it hits.
Saber Laser: d20+41, deals 125 soul damage. If killed by this, it takes two rounds to come back. The saber fires a slow but powerful beam of obliteration at the enemy.
Saber Boomerang: d20+41; a general-purpose throw, which threatens everyone. Deals 20 damage.
Power Absorb: Creepy orange lightning flies off of Gerald. He yells "YOUR SOUL IS MINE!" Opposed INT checks. If Gerald succeeds, he gains 2d6 of your points from a stat of his choosing. The stat loss on your behalf is gone when you die; but the gain for Gerald is PERMANENT.
Dark Matter: Opposed INT checks. Gerald projectile-summons black matter onto the target. If they are hit, they are totally immobilized for one round, and unable to attack.
Those are the Void's three forms. However, there was more to it! Matek, The Void's chosen successor, had a brief campaign in the name of this monstrous being. However, he failed, while The Void appeared twice more and outright refused to die. Matek actually appeared after the first Void, but is listed down here because he's merely an ally. All records show him as being irreversibly dead, at least as of now.
Hyper Beam: Deals an instant 100% damage, but Matek must miss next turn. Also ends round.
Shield: Matek becomes immune to an attack type of choice. Can be cast repeatedly to change type. 1 per round.
Dimensional Surge: A worm-like blast of the highly corruptive dimensional ether flies out to hit the opponent. d2 attacks, d20+10 to hit. If it hits, INT save DC 15. If the save is failed, HP is halved. It deals 20% damage per hit as well.
Holy Lightning: A HUGE lightning bolt flies at the target. d20+15. Deals 50% holy damage, also d2 chance of paralysis.
After 1000 Damage, the attacks below were usable.
Die, Infidel!: After yelling this, Matek will slash at the chosen target 5 times. 5 d20+8. 15% per hit. Also, the enemy is dazed instantly.
Dimensional Tsunami: Matek sacrifices 100% HP in order to cause a HUGE tidal wave of Dimensional Ether to hit the entire room. INT save DC 20 is required. The attack will deal 10% damage by default, and another 10% for every number below 20. Plague: INT save DC 15. If the save goes 5 above, then the target gains a good status effect. If it ties, nothing happens. If it goes below, for every 1 below the DC, person gains a bad status effect.
Ultimate Divider: Matek shoots a fast beam of rainbow energy. SPD save DC 18 to avoid. If it hits, HP is divided in two, and the HP lost goes to heal Matek.
With only 500 HP left, Matek would use these attacks.
Thunderball Assault: 10 d20. If hit, you take 50% damage per hit, electric damage.
Black Hole: INT save, DC 20. If effected, you are trapped in a black hole, disabling melee attacks, and halving your HP each turn... d2 is rolled each turn. If you get a 1, the black hole continues. If you get a 2, it dissipates.
Unholy scream: Now that he's angry, Matek unleashes the big guns. INT save, DC 18, for everyone. Anyone who fails or matches the DC is Stunned and Blinded.
Immolation: One of Matek's last attempts to destroy a Quester. He glows, and then bursts into flames... as does his target. Flames consume both targets, dealing 50% damage. STR save DC 20. If you fail, you are annihilated for the rest of the battle.
He was also known to do all his attacks at once, as a weakened Armageddon, against a target of his choice, after being reduced to his last 100 HP. He would do this once every round, desperate to kill the Questers.
The Void has been confirmed to be the being which represents the X-zone. In fact, reports show that it is the entire X-zone, concentrated. Sardis Mongul was the last known being to posess the ultimate knowledge of what the X-zone was; it is rumored Atlanteans and Solarians knew well of it, beforehand. More research is always being performed on this fascinating subject, but current information leads to the startling realization that The Void is merely a tool...