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Post by Inferno Rodan on Oct 6, 2009 21:47:09 GMT -5
Name: Suchodon Species: Chimera Height: 35 meters Length: 105 meters Mass: 18,000 tons Intelligence: Intelligent- This means that the monster is very intelligent and capable of planning attacks and communicating with both monster and humanoid. They are susceptible to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to six abilities. 1. Thick Hide (Rank 2) - Suchodon has crocodilian armor scutes on his neck and back. Thicker than Rank 1. 2. Improved Senses (Rank 1) - Suchodon has an exceptional sense of smell thanks to his forked tongue and vomeronasal organ in the roof of his mouth. He also has tiny sensory pits called dermal pressure receptors along his jaws which detect pressure changes in water. 3. Improved Melee Weapons (Rank 7) - Melee weapons are now stronger and cause much more damage than normal. They are now perfect for shredding your opponent and delivering powerful crushing blows. Much stronger than Ranks 3, 4, 5 and 6. 4. Ground Speed Increase (Rank 2) - Suchodon can move much faster than normal. Faster than Rank 1. 5. Swift Swim (Rank 2) - Suchodon can swim much faster than normal. Faster than Rank 1. 6. Poison Immunity (Rank 2) - Suchodon is immune to poison based attacks. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Neurotoxin Injection (Rank 3) - Suchodon can inject a neurotoxin through his bite. It attacks the nervous system, slowing a kaiju’s movement and causing dizziness. Lasts 6 turns, including both you and your opponent’s turns. 2. 3. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Advanced Circulatory System: Suchodon possesses an extremely advanced circulatory system, which he inherited from his crocodilian DNA. Nearly any wound will stop bleeding within under a minute. This is not regeneration; his blood vessels close off at the wound, preventing much blood loss. Because the clotting of blood is irrelevant to this process, anticoagulants do not hinder it. Additionally, his immune system is extremely powerful as well, rendering him immune to disease and infection. 2. Suchodon’s venom is not injected in the traditional sense. Instead, it flows along tiny grooves in his teeth and enters the foe’s bloodstream via capillary action. As such, the duration of the effects are halved. However, because the venom is injected passively, it’s injected every time he bites. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Suchodon has no ranged weaponry. 2. See 2nd Special Ability. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Death Roll: Suchodon latches his jaws onto his opponent and rolls his body violently, wrenching off whatever is in his mouth. Personality: Suchodon is rarely one to initiate conflict without reason, though he will not hesitate to do so if ordered to. In battle, he is a cunning and intelligent fighter, utilizing his speed and agility to outmaneuver his opponent while getting in attacks of his own. He’s extremely tenacious, especially when it comes to defending humans. Description/Picture: fc03.deviantart.net/fs70/f/2010/085/b/5/Infernoverse___Suchodon_by_Inferno_Rodan.jpgfc00.deviantart.com/fs51/f/2009/270/7/3/Suchodon_Running_by_Inferno_Rodan.jpgfc00.deviantart.com/fs44/f/2009/087/6/5/Suchodon_head_detail_by_Inferno_Rodan.jpgColor is green, with a pale gray underside.
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Post by Inferno Rodan on Oct 6, 2009 21:59:56 GMT -5
Name: Scorpius Species: Mutant Height: 17 meters (tail extended) 50 meters (tail raised) Length: 130 meters (tail extended) 80 meters (tail raised) Mass: 27,000 tons Intelligence: Wild- This means that the monster has intelligence similar to that of a wild animal. Relying on instincts, these monsters often have little brain power, but are immune to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to six abilities. 1. Thick Hide (Rank 3) - Scorpius’ exoskeleton is very durable. 2. Improved Senses (Rank 1) - Scorpius is able to sense subtle vibrations, both in the air and in the ground. The comb-like pectines on his underside also grant him a very good sense of smell. 3. Burrowing (Rank 1) - Scorpius can burrow at slow speeds. 4. Poison Immunity (Rank 2) - Scorpius is immune to poison based attacks. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Acidic Spray (Rank 3) - Scorpius can spray a stream of powerful acid from his stinger, which burns a foe on contact. Stronger than Rank 2. 2. Hemotoxin Injection (Rank 3) - Scorpius can inject a hemotoxin into a foe. It attacks the red blood cells, disrupts blood clotting, and causes terrible pain. Lasts 6 turns, including both you and your opponent’s turns. 3. Neurotoxin Injection (Rank 3) - Scorpius can inject a neurotoxin into a foe. It attacks the nervous system, slowing a kaiju’s movement and causing dizziness. Lasts 6 turns, including both you and your opponent’s turns. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Venom Cocktail: When stinging his opponent, Scorpius injects a combination of both hemotoxin and neurotoxin, resulting in the foe being afflicted with symptoms from both venoms simultaneously. Duration of the effects are the same. 2. Scorpius’ claws are incredibly powerful, possessing crushing power in excess of 120,000 tons. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Sonic attacks. They don’t cause him increased damage, per se, but they overwhelm his senses and disorient him, as well as cause him immense pain. Basically like Titanosaurus. 2. Scorpius is very hydrophobic. He will (reluctantly) wade through shallow water, but will not go deeper than the length of his legs will allow (i.e. about 10 meters). Should his body be submerged, he will panic and immediately try to get back to land. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Acid Trip: Scorpius stings his foe and, instead of injecting venom, pumps them full of acid. Personality: Scorpius is a vicious beast motivated by little more than hunger. He’ll attack at the slightest provocation, always pressing his attack and not backing down unless he finds himself completely outmatched. An exception to this is when he encounters inorganic foes. Because they aren’t edible, he generally won’t attack them unless they attack him first. He’s likewise much more prone to disengaging conflict with them, because, again, he has no reason to fight them beyond self-defense. Description/Picture: Scorpius essentially looks like a gigantic emperor scorpion. It should be noted that Scorpius is somewhat thinner than that picture, so he does not have the exposed skin on his sides.
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Post by Inferno Rodan on Oct 6, 2009 22:40:56 GMT -5
Name: Tortonne Species: Mutant Height: 50 meters Mass: 37,500 tons Intelligence: Cunning- This means that the monster is somewhat intelligent and capable of planning attacks, but isn’t high up there when it comes to brains. This is usually for monsters that are cleverer than the Wild monsters, but not as smart as Intelligent. They are susceptible to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to six abilities. 1. Thick Hide (Rank 3) - Tortonne is literally armored head to toe. 2. Resistance to Pain (Rank 1) - Tortonne feels less pain than normal. 3. Improved Melee Weapons (Rank 2) - Melee weapons are now stronger and cause more damage than normal. Stronger than Rank 1. 4. Strength Increase (Rank 4) - Monster’s strength increases by a large amount. He is able to lift well over four times his own weight. 5. Defender (Rank 1) - Go into a state of defense, increasing defensive power, but decreasing attack power. 6. Shell Withdraw (Rank 1) - Tortonne withdraws into his shell, protecting his limbs from attacks. His shell’s durability is also drastically increased passively. 7. Improved Stamina (Rank 4) - Tortonne’s stamina is dramatically improved, allowing him to tank blows and take quite a bit more damage than Rank 3. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. 2. 3. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Tortonne is immune to all forms of poison. 2. While slow to anger, heaven help the creature that does manage to invoke Tortonne’s fury. When enraged, his strength and stamina increase by 1 rank (or the equivalent thereof if Rank 4, so strength increased to over 6x his own weight and even further increased stamina). Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Tortonne has no ranged weaponry. 2. Tortonne is sloooooowww. Not so much his reaction time (like blocking attacks or making his own attacks), but when it comes to actually moving himself as a whole, he’s very easy to outmaneuver. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Torture Rack: Tortonne hefts his opponent up so their back lays across his shoulders, gripping their legs with one hand and their head with the other. He then pulls down with both arms until something gives, usually their spine. Personality: Tortonne is a tank. Period. He’ll take nearly any hit, allowing his shell and armor to absorb damage, before countering with a powerful blow of his own. Outside of battle, he’s one of the most peaceful kaiju there is, much preferring to munch on foliage than get into a fight. As such, he’s never one to start a fight. If you leave him alone, he’ll leave you alone. But get him mad, you better be ready to have your face broken. Description/Picture: fc12.deviantart.com/fs41/f/2009/016/9/2/Tortonne_likes_Christmas_by_Inferno_Rodan.jpgHis color is mostly dull brown, while his plastron (the part on his shell covering his stomach and chest) and the armor plates on his arms, legs, and tail are all light brown.
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Post by Inferno Rodan on Oct 6, 2009 23:01:01 GMT -5
Name: Heavyclaws Species: Machine Height: 23 meters Mass: 40,000 tons Intelligence: AI- This is for mechs and cyborgs only. This means that the monster is controlled by an advanced artificial intelligence and has a similar level of intellect that Intelligent monsters have. Being controlled by a computer, they are immune to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Improved Melee Weapons (Rank 2) - Heavyclaws has powerful claws and spike-tipped legs. 2. Thick Hide (Rank 2) - Hide/armor is armored to a good degree. Thicker than Rank 1. 3. Swift Swim (Rank 3) - Heavyclaws has several powerful water jets positioned around the perimeter of his body which propel him through the water at very high speed. 4. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Claw Cannons (Plasma Beam Rank 3): One located between the “fingers” of either claw. These cannons are incredibly powerful, taking about 3 seconds to fully charge. Similar in appearance to Heisei Mechagodzilla’s Plasma Grenade. 2. Chaingun (Rank 2): Fire large energy bullets at a rapid pace from four gatling guns concealed in each of Heavyclaws’ claws. Stronger than Rank 1. 3. Laser Beam (Rank 2): Heavyclaws can fire medium powered, thin beams of heat from his eyes at a foe. Stronger than Rank 1. 4. Micro Missile Massacre (Missiles Rank 3): Dozens of missiles are fired from launchers concealed under multiple hatches on top of Heavyclaws’ shell. They have a high degree of homing ability and are extremely tenacious (to the point of following the target into the water), making evasion nearly impossible. Stronger than Rank 2. 5. Rocket Claws (Grapple Hooks Rank 1): The front 2/3 of Heavyclaws’ claws can be launched at foes via rocket boosters. They remain attached to the rest of the arms by thick cables, which allow them to be retracted at will. If the claws are latched onto something, this will result in either the object being dragged toward Heavyclaws or vice-versa. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. God Bless Guns: Heavyclaws can simultaneously fire all his weapons. Doing this quickly builds up a tremendous amount of heat around him, so he can’t do it often without risking overheating. 2. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Heavyclaws has difficulty righting himself if flipped onto his back. 2. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. PH34R DA MEKA-CLAW: Heavyclaws places a small transmitter on his foe and immediately runs away as fast as he can. A few moments later, a massive missile streaks down from the sky and blows the opponent to smithereens. Personality: Heavyclaws could best be described as overdramatic. His movements are often exaggerated and he constantly strikes poses. He’s quite comical in combat, coming off as playful while blasting the shit out of stuff. Description/Picture: ![](http://img56.imageshack.us/img56/9774/giantcrabxk6.jpg) Except made of silver/gray metal.
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Post by Inferno Rodan on Oct 6, 2009 23:17:53 GMT -5
Name: Myrmek Species: Giant Ant Colony Height: Variable (usually around 50 meters) Length: Variable Mass: 30,000 tons Intelligence: Unnatural- This means that the monster has a brain that does not follow the typical style mankind is used to. This is mainly for creatures that have no “true” brain, but are very intelligent. Having no true brain, they are immune to the effects of mind reading. In the case of Myrmek, it operates under a hive mind and isn’t intelligent. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Improved Senses (Rank 1) - Given that Myrmek has trillions of sets of eyes and antennae looking and sensing in every direction simultaneously, it should go without saying that it is very aware of its surroundings. 2. 3. 4. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. 2. 3. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Body Composition: Being composed of trillions of ants holding onto each other, most physical blows will simply sink into Myrmek’s body. Explosives are worth little against it as well, since a rather insignificant amount of ants are killed, while most will simply be blown away and land unharmed nearby, where they will quickly rejoin the colony. Also, the colony is able to shift its distribution on the skeleton it inhabits, granting increased strength to a given area. In this same vein, groups of ants can move away from an area to avoid incoming attacks. The entire colony can also abandon the skeleton if they see fit. The ants themselves are voracious eaters, and have incredibly sharp mandibles. Whenever they contact living tissue, they immediately begin stripping away and devouring flesh. They also possess stingers which they use to inject formic acid laced with digestive enzymes. Due to the fact that it isn’t uncommon for the ants to come in contact with their own acid, it isn’t surprising that they’ve developed a countermeasure to avoid injuring themselves. Every ant secretes an alkaline substance which neutralizes acids. 2. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Fire and ice attacks are extremely effective against Myrmek, as they can quickly kill off large sections of the colony. It’s not specifically the temperature that deals so much damage, so a standard heat or freezer beam won’t do any more damage than, say, a bolt of electricity. However, attacks like flamethrowers, napalm, freezing mist, liquid nitrogen, etc deal massive damage because they cover such a large area. 2. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Devour: Myrmek engulfs its foe and devours their flesh, leaving only bones behind. Personality: Myrmek lives only to consume any living thing in its path. It advances relentlessly, ignoring what is thrown at it as it tries to swarm over its opponent. Description/Picture: fc09.deviantart.com/fs37/f/2008/287/5/8/AT_Myrmek_by_Scatha_the_Worm.jpgHuge thanks to Scatha the Worm for the pic. Myrmek usually stands upright on two legs. Its “flesh” appears to be a constantly writhing, black mass. Its skull, which is reminiscent of a Saber-toothed cat, is mostly exposed, with empty eye sockets. The shoulders are rather narrow. 5-fingered hands tipped with large, black claws are attached to its body by large, powerful arms. The bones of its forearms are partially exposed in the middle. Its torso is rather unremarkable, aside from the partially-exposed rib cage. The legs are thick and powerful, with feet equipped similarly to its hands. It has a long tail with several small spikes jutting out in random directions along its length. The reason Myrmek appears the way it does, is because it is, essentially, the largest colony of ants ever to exist. They have taken up residence on the skeleton of a deceased kaiju, likely one that they themselves killed and consumed. It is even possible that the skeleton is composed of parts from more than one kaiju. The reason for this is simple: locomotion. The colony can move faster and more efficiently due to the structure the skeleton provides. It also allows them to more effectively engage other kaiju, which seem to be their primary food source. If they were to simply swarm a kaiju, a huge number of the colony could be crushed simply by said kaiju toppling over. By engaging with a structure, they minimize the risk of damage. The colony holds itself, and the skeleton it surrounds, together in a similar manner to how army ants make their bivouac. Each ant holds onto the surrounding ants with its legs. This is also how the colony moves. The individual ants essentially act as muscle fibers.
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Post by Inferno Rodan on Oct 6, 2009 23:46:09 GMT -5
Name: Garaga Species: Mutant Length: 75 meters Mass: 20,000 tons Intelligence: Wild- This means that the monster has intelligence similar to that of a wild animal. Relying on instincts, these monsters often have little brain power, but are immune to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Thick Hide (Rank 2) - Garaga’s diamond-shaped, interlocking scales are very tough and bony, making them very effective armor. 2. Swift Swim (Rank 2) - Garaga is a fish, so it should go without saying that he’s a proficient swimmer. He is generally rather slow, cruising along at around 20 knots, but is capable of explosive bursts of speed in excess of 100 knots. 3. 4. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Watery Vortex (Rank 1) - Surround a foe within a vortex of intense water, crushing them for moderate damage. 2. Tidal Wave (Rank 3) - Unleash a small tidal wave upon a foe, dealing powerful damage. The tidal wave also knocks the foe back 75 meters. 3. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Jaws: Like his smaller brethren, Garaga’s jaws are very powerful and full of large, sharp teeth. These teeth are not serrated, instead being conical. As such, they are not suited for slicing flesh. They are, however, ideal for gripping. It should be noted that his upper jaw has two rows of teeth. 2. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Garaga, being essentially an oversized fish, is incapable of surviving out of water for extended periods. However, his swim bladder is attached to his throat and can function as a lung and his pectoral fins are quite strong, so he is actually capable of traveling over land for short distances by “crawling” in a manner similar to that of the walking catfish. Also, he prefers freshwater, though lack of suitable food sources often force him to venture out into the ocean. 2. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Om Nom Nom: Garaga bites his opponent’s head off. Personality: Garaga is a giant gar, and he pretty much acts like one. He’s generally nonaggressive, content to swim around and eat smaller aquatic denizens. He won’t hesitate to defend himself, though, and will do so viciously. Description/Picture: fc01.deviantart.com/fs30/f/2008/057/5/8/Garaga_by_DinoHunter2.jpgfc06.deviantart.com/fs35/f/2008/239/e/6/GvD__Crimson_Wave_by_DinoHunter2.jpgHuge thanks to DinoHunter for both pics. His primary color is an olive green on top which fades to white on his stomach. His spots are brown.
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Post by Inferno Rodan on Oct 7, 2009 0:25:30 GMT -5
Name: Didontops Species: Mutant Height: 20 meters Length: 60 meters Mass: 19,000 tons Intelligence: Cunning- This means that the monster is somewhat intelligent and capable of planning attacks, but isn’t high up there when it comes to brains. This is usually for monsters that are cleverer than the Wild monsters, but not as smart as Intelligent. They are susceptible to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Improved Senses (Rank 1) - Since he spends so much time underground, it makes sense that Didontops has exceptional night vision. He is not blinded or otherwise hindered by bright light, though. 2. Burrowing (Rank 2) - Didontops can burrow at moderate speeds. 3. Improved Melee Weapons (Rank 2) - Melee weapons are now stronger and cause more damage than normal. Stronger than Rank 1. 4. Improved Stamina (Rank 2) - Monster’s stamina is improve by a moderate amount, allowing it take more damage than Rank 1 before going down. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Earthquake (Rank 1) - Create an earthquake, shaking the ground around a foe, making it very loose and hard to stand on. 2. 3. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Sand Tomb: Didontops digs underneath his opponent, weakening the ground to the point that it collapses, trapping and partially burying it in a pit of earth and rubble. 2. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Didontops has no ranged weaponry. 2. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Dogpile!: Didontops roars loudly. The earth shakes before exploding upward as hundreds of smaller Didontops leap onto the foe, crushing it under their combined weight. Personality: Didontops is like a giant puppy. He’d rather play with other monsters than fight them, but he’s a scrappy little bugger should he need to fight. A wily foe, Didontops excels at annoying his opponent by popping in and out of the ground around them and constantly making them lose their footing on weakened ground. Description/Picture: fc08.deviantart.com/fs40/f/2009/027/1/b/Didontops_by_Inferno_Rodan.jpgHis color is mostly light brown, with darker brown and black highlights. His beak and nasal horn are dark gray, and his tusks are white.
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Post by Inferno Rodan on Oct 11, 2009 23:14:13 GMT -5
Name: Skolex Species: Mutant Height: 75 meters (reared up) Length: 150 meters (stretched out) Mass: 32,000 tons Intelligence: Wild- This means that the monster has intelligence similar to that of a wild animal. Relying on instincts, these monsters often have little brain power, but are immune to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Burrowing (Rank 1) - Monster can burrow at slow speeds. 2. Poison Immunity (Rank 2) - Monster is immune to poison based attacks. 3. Camouflage (Rank 2) - Monster alters skin to blend into the environment, making it harder to see. Lasts up to 30 seconds. 4. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Acidic Saliva (Rank 1) - Saliva of the monster becomes corrosive, and is able to melt flesh and metal. 2. Toxic Gas (Rank 3) - Release a could a poisonous gas and particles, which chokes the monster and causes dizziness and temporary blindness, as well as doing powerful damage. 3. Absorption (Rank 3) - Absorb energy from a foe. You gain all the energy absorbed. 4. Quazor Gas (Rank 3) - Fire a powerful explosive stream of gas at a foe. Stronger than Rank 2 5. Glue Launch (Rank 1) - Skolex can launch streams of a sticky, glue-like substance at a foe, restricting movement of whatever is targeted for 10 seconds. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Squishy: Having no bones and lacking an exoskeleton, Skolex is quite squishy. Aside from making him tremendously flexible, this means blunt force attacks have a reduced effect on him. He’s also able to stretch or contract his body and appendages somewhat. 2. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Skolex is prone to dehydration, so heat-based attacks are highly effective against him. 2. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Super Glue: Skolex sprays his opponent with a special type of glue that he produces in limited quantities. This glue hardens on contact and bonds to the target’s flesh at the molecular level, effectively becoming part of the flesh itself. A splash of this glue across the face could be fatal in itself if it seals the airways shut. If they survive this, they will certainly be completely immobilized, allowing Skolex to move in and drain them dry. Personality: Skolex is very much a sneaky monster. He’ll rarely fight an opponent head on, instead much preferring to slink around them and immobilize them before striking and quickly pulling away to repeat the process. Description/Picture: www.youtube.com/watch?v=f8oV4RBYR9U (starting at 2:00) upload.wikimedia.org/wikipedia/commons/f/fe/Onycophora_%28515525252%29.jpgwww.kingsnake.com/westindian/peripatusjuliformisdanicus4.JPGSkolex is a velvet worm of immense proportions. His color is brownish red with a dark stripe running down the length of his back and black, red, and orange specks scattered all across his body. Where normal velvet worms have a pair of tiny claws on the end of each foot, Skolex’s claws have grown into large, black meat hooks.
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Post by Inferno Rodan on Oct 13, 2009 20:51:27 GMT -5
Name: Champ Species: Natural Height: 65 meters Length: 100 meters Mass: 35,000 tons Intelligence: Cunning- This means that the monster is somewhat intelligent and capable of planning attacks, but isn’t high up there when it comes to brains. This is usually for monsters that are cleverer than the Wild monsters, but not as smart as Intelligent. They are susceptible to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Improved Senses (Rank 1) - Champ possesses echolocation for hunting and navigating in darkness or murky water. 2. Swift Swim (Rank 3) - Monster can swim at extremely fast speeds. Much faster than Rank 2. 3. 4. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Watery Vortex (Rank 1) - Surround a foe within a vortex of intense water, crushing them for moderate damage. 2. Waterbolt (Rank 5) - Fire a powerful bolt of water at a foe. Can be charged to be made stronger. Stronger than Rank 3. Fired from his mouth. 3. Hydro Pump (Rank 3) - Fire a stream of water at a foe, dealing powerful concussive damage. Stronger than Rank 2. Fired from his mouth. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Sonic Blast: Champ focuses his echolocation onto his opponent and unleashes an immensely powerful pulse of sound at them. Though it rarely does outward damage, it often wreaks havoc on opponents’ internal systems, leaving them rattled and with bruised organs. God forbid the opponent is an air-breather; the concussion ruptures the fragile air-filled lungs and causes them to fill with blood. However, this attack is only effective underwater. 2. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Champ is effectively immobile on land. 2. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Call Nessie: Champ calls on MM’s kaiju, Nessie, and together they rip the enemy apart. Personality: Champ utilizes his extreme speed and maneuverability underwater to full effect in combat, swimming circles around his opponent and attacking them from all angles. He’ll try with all his might to keep the battle in the water, and should he somehow be dragged onto land he’ll likewise focus on trying to get back into the water. Description/Picture: fc06.deviantart.com/fs32/f/2008/225/7/b/Champ_by_Inferno_Rodan.jpgMain color is white. His spikes are black, blotches are light gray surrounded by dark gray, underside is a very pale cream color, and eyes are light blue.
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Post by Inferno Rodan on Oct 15, 2009 21:29:54 GMT -5
Name: Sauropede Species: Mutant Height: 70 meters (50 meters at the shoulder) Length: 300 meters Mass: 90,000 tons Intelligence: Wild- This means that the monster has intelligence similar to that of a wild animal. Relying on instincts, these monsters often have little brain power, but are immune to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Thick Hide (Rank 3) - Hide/armor is now heavily armored. Thicker than Rank 2. 2. Improved Melee Weapons (Rank 2) - The small centipede legs on Sauropede’s neck are extremely sharp and surprisingly strong, making them very effective at piercing hides. The sheer mass behind even the most basic of his strikes makes them immensely powerful as well. 3. Strength Increase (Rank 2) - Sauropede’s strength is increased by a moderate amount. 4. Improved Stamina (Rank 4) - Sauropede’s sheer size means his stamina is dramatically improved, allowing him to tank blows and take quite a bit more damage than Rank 3. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Sonic Burst (Rank 1) - By cracking his tail like a massive whip, Sauropede can generate enough sound to cause massive pain to the ears. 2. Hemotoxin Injection (Rank 1) - Sauropede’s fang-like mandibles can Inject a hemotoxin into a foe. It attacks the red blood cells, disrupts blood clotting, and causes terrible pain. Lasts 2 turns, including both you and your opponent’s turns. 3. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Constricting neck and tail: Sauropede is able to coil his immensely powerful neck and tail around opponents and constrict them. 2. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Sauropede is very slow. 2. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Crush: Sauropede crushes his opponent under his incredible bulk. Personality: Sauropede is a peaceful creature by nature, and generally only attacks when he feels threatened. He relies first and foremost on his tremendous size for both offense and defense, throwing his weight around to batter his opponent and letting his bulk soak up damage. Description/Picture: fc05.deviantart.com/fs45/f/2009/065/5/5/Sauropede_by_Inferno_Rodan.jpgHis skin is gray, and his armor, centipede legs, and mandibles are maroon.
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Post by Inferno Rodan on Oct 17, 2009 22:07:20 GMT -5
Name: Panzer Species: Mutant Height: 25 meters Length: 80 meters Mass: 39,000 tons Intelligence: Wild- This means that the monster has intelligence similar to that of a wild animal. Relying on instincts, these monsters often have little brain power, but are immune to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Thick Hide (Rank 3) - Hide/armor is now heavily armored. Thicker than Rank 2. 2. Improved Senses (Rank 1) - Panzer has exceptional senses of hearing and smell. 3. Improved Melee Weapons (Rank 2) - Panzer’s various spikes and huge tail club are powerful weapons. 4. Strength Increase (Rank 4) - Monster’s strength increases drastically. It is able to life well over four times its own weight. 5. Ground Speed Increase (Rank 1) - Monster can move slightly faster than normal 6. Improved Stamina (Rank 3) - Monster’s stamina is improved by large amount, allowing it take more damage than Rank 2 before going down. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. 2. 3. 4. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Crusher Horns: Panzer’s Crusher Horns can exert incredible pressures in excess of 120,000 tons. 2. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Panzer has no ranged weaponry. 2. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Skull Smash: Panzer shatters his opponent’s skull with a swing of his tail club. Personality: Panzer is generally peaceful, but he’s quick to anger when harassed. He fights much like a bull, albeit one with a gigantic tail club. He charges opponents, either gripping them with his Crusher Horns or simply using them to toss the foe around. He’s equally fond of battering opponents with his tail club and slicing them up with his tail blades. Description/Picture: fc07.deviantart.com/fs38/f/2008/325/5/e/AT_Panzer_by_Scatha_the_Worm.jpg+ a tail club and with shorter spikes along the tail. The Crusher Horns are beefier too. Huge thanks to Scatha the Worm for the pic. Panzer has the basic build of a Euoplocephalus, with similar spike arrangement and tail club. Along the sides of his body, he has spikes similar to those on Hylaeosaurus. Along the sides of his tail, he has triangular bony plates like Gastonia (his tail itself is somewhat thicker than in this picture, to support his large tail club). The edges of these plates are razor-sharp and overlap when his tail is swung, resulting in a shearing effect on the “compressed” side. Panzer’s most striking feature, however, is the pair of massive, pronged horns which sprout from above his shoulders, pointing straight forward and extending approximately 40 meters past his head. These horns have several spikes along their inside surface which point inwards, though a few on their upper and lower sides point up and down. Panzer can squeeze these horns together to grip and crush opponents. His skin color is mostly dark gray with a tan underside, with his armor being very dark gray (almost black), and the various horns/spikes/plates/scutes are bone-colored.
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Post by Inferno Rodan on Nov 1, 2009 20:54:40 GMT -5
Name: Famine Species: Demon Height: 45 meters Mass: 15,000 tons
Intelligence: Intelligent- This means that the monster is very intelligent and capable of planning attacks and communicating with both monster and humanoid. They are susceptible to the effects of mind reading.
Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Resistance to Pain (Rank 2) - Monster feels no pain at all. 2. Temperature Resistance (Rank 2) - Monster is immune to drops and increases in temperature. 3. Poison Immunity (Rank 2) - Monster is immune to poison based attacks. 4. Disease Immunity (Rank 2) - Monster is immune to disease based attacks and effects. 5. Breathless (Rank 2) - Monster does not breathe, giving it full immunity towards toxic gases. 6. Improved Stamina (Rank 4) - Monster’s stamina is dramatically improved, allowing the monster to tank blows and take quite a bit more damage than Rank 3. 7.
Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Toxin Ray (Micro Oxygen Spray Rank 2): Famine can fire a bizarre beam from his hands which causes flesh to die and melt. 2. Chameleon Tongue (Rank 1) - Famine can extend his tongue out at lengths up to 150 meters to lash a foe or reel them in. 3. Bacterial Breath (Rank 3) - Famine breathes a deadly cloud filled with bacteria. These bacteria inflict a disease on the foe that reduces their movement speed and reaction time. Lasts 6 turns, including both you and your opponent’s turns. 4. 5. 6. 7.
Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Famine: Not surprising given his name, Famine is able to drain nutrients from his opponent’s body via his touch. This results in decreased muscle mass and general weakening of the target; essentially a “withering” effect. The area in direct contact with him is obviously affected first, but the damage spreads further the longer he remains in contact, meaning he could kill an opponent if he simply held onto any given body part long enough. 2.
Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Attacks made of “pure” energy (i.e. not plasma, shadow, or the elemental energies) deal increased damage to Famine. 2.
Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Unjust Scales: A huge (100+ meter), ornate, glowing white balance scale appears behind Famine. White, fiery energy jumps off of his wounds and goes onto one of the weighing pans of the scale. The same happens for his opponent, but the energy goes to the opposite pan. Then, the energy on Famine’s side is transferred to the opponent’s side, tipping the scale out of balance. Instantly, all of the damage inflicted to Famine during the battle is inflicted to the opponent as well.
Personality: Famine is a sadomasochist. He gets off on watching things wither and die, and finds it endlessly amusing when opponents inflict harm on him. He doesn’t feel pain, and can suffer horrific wounds without being bothered, so he lets attacks hit him without second thought. If the opponent has a bladed weapon, he will probably at some point make the opponent impale him just to taunt them and show how useless it is. Of course, all of this damage he sustains will ultimately be his opponent’s undoing should they survive long enough for him to unleash his Unjust Scales.
Description/Picture: Famine appears as a humanoid with black skin. He has barely any muscle mass, and is essentially skin and bones. As one would guess, his head is rather skull-like (much like the Crypt Keeper), lacking lips and only having partial cheeks, and the very sparse hair it possesses is gray. His eyes are pure black. His arms are disproportionately long, hanging down past his knees, and his fingers are long as well. His legs end in hooves. His sole piece of clothing is a tattered brown fur loincloth which seems to barely cling to his hips.
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Post by Inferno Rodan on Nov 1, 2009 20:58:46 GMT -5
Name: Death Species: Demon
Height: 45 meters Mass: 19,000 tons
Intelligence: Intelligent- This means that the monster is very intelligent and capable of planning attacks and communicating with both monster and humanoid. They are susceptible to the effects of mind reading.
Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Resistance to Pain (Rank 2) - Monster feels no pain at all. 2. Temperature Resistance (Rank 2) - Monster is immune to drops and increases in temperature. 3. Poison Immunity (Rank 2) - Monster is immune to poison based attacks. 4. Disease Immunity (Rank 2) - Monster is immune to disease based attacks and effects. 5. Breathless (Rank 2) - Monster does not breathe, giving it full immunity towards toxic gases. 6. Improved Stamina (Rank 4) - Monster’s stamina is dramatically improved, allowing the monster to tank blows and take quite a bit more damage than Rank 3. 7. Teleportation (Rank 1) - Monster can teleport up to 200 meters from its current location
Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Dark Pulse (Rank 1) - Death can pulse shadow energy through his touch to weakly shock a foe. 2. Impulse (Rank 2) - Create four moderately powered orbs of darkness and launch them at a foe. Stronger than Rank 1. 3. Intimidate (Rank 2) - Intimidate the foe, causing the foe to cower in terror for 10 seconds. 4. Shadow Ball (Rank 5) - Death can form a powerful ball of shadow energy between his hands and fire it at a foe. Can be charged to be made stronger. Stronger than Rank 3. 5. Shadow Vortex (Rank 1) - Death surrounds a foe within a vortex of darkness, blasting them for moderate damage. 6. 7.
Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Necro-Scythes: The curved blades on Death’s arms are Necro-blades, meaning anything they cut will immediately begin to decay. As such, all but the fastest of regeneration is rendered useless against wounds inflicted by them. Additionally, they can be coated with shadow energy to increase their cutting power. He can also launch crescent-shaped shadow energy blades from them by slashing. These energy blades have moderate cutting power and don’t explode. 2. Hollow: Much like the demon Darklore, Death is able to make himself intangible for short periods. Any attacks directed at him when in this state will simply pass through harmlessly, but he is likewise unable to attack his opponents. He appears translucent while in this state.
Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Attacks made of “pure” energy (i.e. not plasma, shadow, or the elemental energies) deal increased damage to Death. 2. The effects of Flash are doubled against Death (Rank 1 blinds him for 6 seconds and Rank 2 blinds him for 20 seconds and stuns him for 10 seconds).
Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Soul Removal: Since Death is, well, himself, he is able to remove the souls from living creatures. The power of the host is directly proportional to how difficult the soul is to remove. In other words, he could rip the soul out of a sick human with a mere thought, but it would be essentially impossible to pull the soul from a strong, healthy kaiju.
Personality: Unlike Famine, Death is generally a no-nonsense fighter. He mercilessly destroys opponents, only occasionally easing up to berate them. He does take great pleasure in terrorizing his foes, though, and will sometimes screw with the more intelligent ones if he senses any fear in them.
Description/Picture: Death, like Famine, is essentially humanoid in shape and possesses hoofed feet. His skin is a pale, sickly green color. Again like Famine, his head is very skull-like, but even more so and is completely bald. His eyes are little more than glowing red points emanating from his eye sockets. He’s more bulky than Famine, but is still quite thin. Though his arms aren’t oversized like Famine’s, his fingers are still rather long. Long, upwards-curving, double-edged blades extend from the sides of his forearms. His clothing consists of tight, black leather pants, around the top of which is a belt. The large, silver metal belt buckle is engraved with a skull.
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Post by Inferno Rodan on Nov 2, 2009 15:39:22 GMT -5
Name: Cryogodzilla Species: Mutant
Height: 45 meters Mass: 30,000 tons
Intelligence: Cunning- This means that the monster is somewhat intelligent and capable of planning attacks, but isn’t high up there when it comes to brains. This is usually for monsters that are cleverer than the Wild monsters, but not as smart as Intelligent. They are susceptible to the effects of mind reading.
Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Regeneration (Rank 3) - Heals wounds extremely fast. Allows tentacles and such to regenerated within 10 seconds of being cut off. This takes affect two turns after the wound occurred. 2. Improved Melee Weapons (Rank 2) - Melee weapons are now stronger and cause more damage than normal. Stronger than Rank 1. 3. Cold Absorption (Rank 2) - Monster absorbs cold based attacks, making them null. 4. Disease Immunity (Rank 2) - Because of his incredibly low body temperature, Cryogodzilla is immune to disease based attacks and effects. 5. Strength Increase (Rank 3) - Monster’s strength increases by a large amount. It is able to lift well over twice its own weight. 6. Breathless (Rank 2) - Monster does not breathe, giving it full immunity towards toxic gases. 7.
Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Freezer Beam (Rank 3) - Cryogodzilla can fire a powerful beam of ultra low temperature from his mouth at a foe. It freezes whatever it hits on contact. 2. Ice Mist (Rank 1) - Cryogodzilla can exhale a mist of incredibly low temperatures. 3. Cold Pulse (Rank 2) - Cryogodzilla can pulse coldness throughout his entire body, blasting a foe off of you and doing powerful damage. 4. Diamond Storm (Rank 1) - Cryogodzilla can launch a barrage of fairly small, but very sharp, shards of ice from his mouth. These shards are launched with sufficient force to puncture even tough armor. 5. 6. 7.
Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Body temperature: Cryogodzilla’s surface body temperature is somewhere in the vicinity of -300 degrees Fahrenheit due to his blood containing a chemical which somehow remains at that low temperature. Indeed, his mere presence seems to suck heat out of the area, drastically dropping the temperature. So it should go without saying that prolonged contact with him is a very bad idea for nearly any kaiju as it can very quickly cause frostbite. 2. Cryokinesis: Cryogodzilla can condense moisture out of the surrounding air into ice. He can use this to encase anything he touches in ice. Another favorite tactic is forming weapons such as spikes on parts of his body. These act as extensions of his body, so he could, say, stab an opponent with one of these spikes and then make ice spread out from the wound. He actually has a form of this ability active at all times to prevent ice from forming on his body because of his body temperature.
Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Because of the semi-crystalline nature of Cryogodzilla’s body, sonic attacks deal him increased damage. 2. As one would guess, Cryogodzilla has an extreme aversion to heat based attacks.
Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Ice Tomb: Cryogodzilla freezes his opponent into a block of ice, then shatters them like glass.
Personality: Cryogodzilla is cold, and not just in the temperature sense. He’s brutal, showing no mercy and giving no quarter to opponents. He’s equally at ease with long- and close-range combat, but will usually soften opponents up with ranged attacks before moving into melee.
Description/Picture: Take Heisei Godzilla as the base. Enlarge the arms somewhat and give him a larger head. Change the color of his skin to pale blue, except on his chest/stomach. The skin in those areas is almost pure white save for a very, very light blue tinge which seems to come from beneath the skin itself. In place of Heisei Godzilla’s dorsal plates, Cryogodzilla has three rows of thick, icicle-like spikes down his back of similar length to Godzilla 2000's plates. His knees each have a trio of smaller icicle spikes arranged horizontally across the kneecap (similar to the spikes on Final Form Destoroyah’s knees). At the end of his tail is a spiked mace-like club. This club is somewhat oval in shape, and the short spikes that cover it are icicles like those found on the rest of his body. He leans forward slightly (like Godzilla 2000), accounting for his shorter height.
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Post by Inferno Rodan on Nov 8, 2009 0:34:53 GMT -5
Name: Ophion Species: Mystical Guardian Reptile Height: 60 meters (reared up) Length: 200 meters Mass: 17,500 tons Intelligence: Intelligent- This means that the monster is very intelligent and capable of planning attacks and communicating with both monster and humanoid. They are susceptible to the effects of mind reading. Abilities: This includes things such as regeneration, thick hide, flight, improved melee weapons, etc. You can purchase up to seven abilities. 1. Thick Hide (Rank 3) - Under each of Ophion’s scales is an osteoderm, which makes him deceptively tough. 2. Burrowing (Rank 3) - Ophion is quite possibly the fastest burrower in existence. He can literally dive into the ground and slide through the earth at immense speeds. 3. Ground Speed Increase (Rank 2) - Monster can move much faster than normal. Faster than Rank 1. 4. Geothermal Control (Rank 1) - Monster is capable of bending the forces of the earth around it, allowing it to alter the landscape. This ability increases the power of the Earthquake attack as well as the Eruption attack. 5. 6. 7. Attacks: This includes what attacks your monster can perform, such as corona beam, missiles, heat rays, etc. You can purchase up to seven of these. 1. Aether Sphere (Energy Balls Rank 3): Ophion can launch a single powerful ball of energy from his mouth at a foe. Can be charged to be made stronger. Much stronger than Rank 2. 2. Terra Inferno (Earthquake Rank 2): Create a large fissure, which heads towards a foe. The fissure flares up energy, doing moderate damage to the foe upon contact. 3. Mystic Bolts (Gravity Bolts Rank 3): Moderately powered, purple bolts of energy fired from his eyes. 4. Illusion (Rank 1) - Spawn an illusion of either yourself or the foe. This illusion has the same abilities of whatever it was made it be identical to, but all its attacks are half as damaging. Any attack that the illusion performs counts as one of your attacks in a turn, but creating the illusion does not. The illusion can be destroyed in one hit and does not take up a foe’s attack during their turn. 5. 6. 7. Special Ability: Special abilities are uniquely designed by the player for their monster. This does not follow the monster point system like normal abilities do. Instead, you make up your own ability that’s just for your monster. It does not need to be on the abilities list at all, but you may add one of them if you desire so instead of spending your points. Once you make 10 purchases for the kaiju, it gains a second special ability. See the rules for further information. 1. Scales: Ophion’s scales are incredibly smooth. Because of this, they essentially act as mirrors and can deflect lesser energy attacks entirely. More powerful energy attacks fare much better, but their overall effectiveness is still reduced substantially because the scales still disperse much of the energy. The reflective ability of the scales is naturally affected somewhat by the angle at which the attack hits them, with attacks coming from more oblique angles being more effectively reflected than attacks coming from at a direct right angle. Of course, given the slim, essentially cylindrical nature of his body, actually getting such a direct hit is difficult at best. They provide a similar, albeit significantly less effective, defense against bullets for the above reasons. Lastly, his smooth scales, combined with his lack of any other appendages and very squirmy movement, make Ophion extremely difficult to keep any sort of grip on. 2. Solar Flare: By looping his body into a circle, Ophion is able gather solar energy, his reflective scales focusing the energy into the center of the circle and eventually firing off a hugely powerful beam of intense heat energy. The longer he gathers the energy, and the brighter the sun, the stronger this attack becomes. Weakness: Every monster has some sort of weakness. To begin things off, you MUST have one weakness. This is created when you first have your kaiju. After you make over 10 purchases for the kaiju, it must gain a new weakness, making a total of two weaknesses. You may add another one if you feel so. 1. Despite being difficult to actually get a grip on, should another monster actually manage to get a hold on him there is very little he can do about it thanks to his lack of appendages. The osteoderms under his scales also significantly reduce his flexibility compared to a snake, further hindering his ability to escape such a situation. 2. While the Solar Flare becomes stronger in bright sun, it likewise weakens as the sun does. If it’s heavily overcast, it will take much longer for him to gather the same amount of energy. It cannot be used at all at night. Finisher: Monsters have one powerful attack specifically designed for, well, finishing off a kaiju. This can be used only if your opponent allows you to kill their kaiju. Finishers are designed by the player and are not bought via MP. 1. Kamikaze Autotomy: Ophion is able to shed all or part of his tail, which makes up two thirds of his total length. Like a lizard’s tail, it will continue to move after it’s been detached in order to hopefully distract the opponent. However, the tail has one extra trick. Ophion is still able to telepathically control its movement, allowing him to attack with it. Once it comes in contact with the opponent, the muscles on the side touching the foe violently contract to the point that the skin tears and the spine breaks, curling the appendage far beyond what it normally could. The opponent is constricted with such force that they themselves are often crushed, but at the very least they are held in place long enough for Ophion to make his getaway. Understandably, this is a tactic of last resort, as it leaves him quite weakened for a few days while he regenerates his tail. Personality: Compared to his brother/partner/friend Pavoroc, Ophion is much more subdued in demeanor. Where Pavoroc is snarky and combative, Ophion is calm and collected. He relies on cunning where Pavoroc prefers the more direct approach. As one would guess, he much prefers ranged combat, but his razor-sharp teeth can make nasty weapons in a pinch. Description/Picture: fc02.deviantart.net/fs50/f/2009/290/9/8/Ophion_by_Inferno_Rodan.jpgAt first glance, and even subsequent glances to the average person, Ophion looks like little more than an oversized snake. However, more herpetologically-inclined people will notice his eyelids and visible ear openings. Ophion is, in fact, a gigantic glass lizard - a legless lizard. His coloration is primarily olive green along his back and a light cream on his underside. A series of thin, colorful stripes separated by black stripes run along the entire length of his sides, all the way to the tip of his tail. These stripes break into irregular speckles on the sides of his face.
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