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Post by Omegarex24 on Oct 8, 2009 5:01:50 GMT -5
Name: Carcharius Species: Mutant Shark Hybrid Alignment: Rogue Height: 50 meters Length: 160 meters Mass: 35,000 tons Intelligence: Wild Abilities: 1. Regeneration III- Carcharius has a very powerful natural regenerative ability. This allows him to recover from most wounds in seconds. 2. Improved Melee Weapons VII- Carcharius has several powerful weapons at his disposal, including his crushing jaws and bladed fins, making him a dangerous opponent to face head on. 3. Stamina Increase IV- Carcharius can keep going longer than most monsters in combat. 4. Strength Increase IV- Carcharius is a very strong monster and uses his strength to inflict more damage on his opponents. 5. Improved Senses II- Carcharius has a very keen sense of smell, and can even detect electromagentic fields, thanks to his Ampulle of Lorenzini. Attacks: 1. Anti-coagulant Bite- Carcharius's saliva contains a potent anti-coagulant that causes profuse bleeding in an effected monster for two minutes. It can even block regenerative functions, no matter how powerful. Carcharius is immune to his own anti-coagulant. Special Ability: 1. Blood Frenzy- Whenever a large amount of blood is spilled, Carcharius enters a state known as Blood Frenzy. During this potent rage, all pain receptors in hsi body are shut down and his strength and stamina are amplified. He will single-mindedly attack his target until one of them is dead or he passes out. 2. Carcharius is engineered to be immune to the effects of all known toxins, diseases and poisons. His immunity is so advanced that it even offers a high degree of protection from nanite based attacks and alien diseases too. Weakness: 1. Carcharius lacks any sort of ranged weapon. 2. carcharius fares poorly in desert environs, and prolonged exposure to intense heat will eventually dry him out, forcing him to retreat. Finisher: 1. Throat Rend- Carcharius tears his opponents throat out and eats it. Personality: Carcharius is a very-singleminded kaiju that lives to swim and eat. When in combat, he is remorseless and will not back down from an opponent that can be eaten. Against machines and other inorganics, he will only put up a token fight in defense of himself, but he will often back down as the opposition is inedible. Description/Picture: img157.imageshack.us/img157/6883/carchariusnd6.jpgfc08.deviantart.com/fs51/i/2009/279/f/7/Carcharius_by_Omegarex24.jpg(Note: Carcharius does have 3 fingers and a thumb on each hand. His coloration resembles a Great White's). Origin: Carcharius was created in the wake of the 2013 kaiju attacks by a group of rogue geneticists, who felt that only another monster could defeat other monsters and save humanity. They used the genes of several species of sharks, coupled with dinosaur DNA to create the ultimate super-predator. They endowed their creation with powerful defensive abilities such as regeneration and a thick hide to portect him from enemy attacks, but deliberately kept his mind simple in the hopes that he would be easier to control. This proved their undoing. Carcharius began to rapidly grow after his birth, and, despite the best efforts of his handles, broke free of his containment and killed the staff of the facility before escaping into the open ocean and continuing to grow and develop. He has rarely surfaced over the years, prefering to attack whales and fishing trawlers for food. But with a dwindling food supply, and the resurgence of giant monsters, his prey may soon be found elsewhere.
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Post by Omegarex24 on Oct 8, 2009 5:03:00 GMT -5
Name: Darktide (ATMS-X5) Species: Machine Alignment: GDF Height: 60 Meters Mass: 45,000 Tons Wingspan: 120 meters Intelligence: Piloted Abilities: 1. Flight at Mach 3 (Flight II) Darktide has numerous engines on his back and legs that allow for high speed flight and hovering abilities. 2. Barrier Fields (Shield I) Darktide can project a powerful forcefield from the crystal units on his forearms. These can block both physical and energetic projectiles, but kinetic force can still be translated through them. 3. TiTun3 Armor Plating (Thick Hide III) Darktide's chassis has now been outfitted with a new titanium/tungsten alloy that is both lightweight and durable, and is considerably more resistant to thermal damage than before. 4. DOS System (Invisibility II)- Darktide is now outfitted with the same optical camoflague that Lenneth and the XB-45s use. This not only renders the machine invisible to most forms of visual sensors, but also to radar, sonar and infra-red. Attacks: 1. Hyper NOVA Cannon (Plasma Beam III) A beam of brilliant crimson plasma energy fired from Darktide's maw. Can be charged for some additional strength. 2. Ion Linear Cannon (Charged Particle Cannon)- Mounted on Darktide's right shoulder is alarge powerful charged particle weapon. The gun takes several seconds to charge and utilizes the particle intake vents on either side of the core crystal to help power the weapon. The ILC fires an intense stream of compressed charged particles at ultra-fast speeds. The beam can penetrate some of the thickest armors available with ease and is also insanely hot, cauterizing any wound it creates. 3. TX-9D Hydra III Missiles (Missiles III) A burst of eight standard missiles fired from ports on Darktide's legs. Medium range, but excellent homing functions. 4. Harmonics Disruptor (Sonic Burst II)- Darktide's left arm now features a powerful sonic energy weapon that can be tuned to various frequencies to shatter a variety of materials, ranging from stone and metal, to bone, crystal and more. When used against fleshy targets, the burst instead renders the flesh into a jelly-like state. 5. Plasma Cutter (Energy Blade III) Darktide's right arm features a salvaged Plasma Cutter from Riptide's frame. This powerful energy blade can slice through armor and flesh alike with ease, and also cauterizes wounds, thus hampering regeneration. 6. Triple Impact Cannon (Railgiun)- Mounted on Darktide's left shoulder is a triple barrelled railgun weapon, which fires depleted uranium slugs at high speeds, each shell equipped with a small nuclear warhead, which detonates on impact. Thus, the weapon not only pierces armor, but also generates a potent shockwave which could cause more damage. It takes a few seconds for each barrel to charge between shots. Special Ability: 1. NXT Synthetic Neo-Diamond Hybrid Armor This powerful coating of armor covers Darktide's exterior, save for areas near the joints and weapons ports, and reduces the power of slashing weapons considerably. Additionally, it disperses heat on contact and nullifies negative effects from electrical attacks that adversely effect circuitry (EMPs). 2. Overboost System Darktide's new advanced output booster system not only allows the machine to exit Earth's atmosphere, but also allows Darktide to use an extra melee or energy blade attack. This secondary effect is usable three times per battle. Weakness: 1. Powerful crushing and piercing strikes will readily penetrate the NXT layer and damage the armor plating beneath it, rendering portions of the NXT unusable and prone to further damage. 2. Powerful freezer weapons directed at Darktide's chest can momentarily reduce power output, making the machine unable to use energy based attacks during the next turn. (Note: This only applies to concentrated attacks like the AZC or freezer masers. Darktide can still operate properly in space and arctic conditions). Finisher: 1. Corona-Eclipse Overdrive Cannon- Darktide's ultimate weapon and finisher attack, the CEOC is fired from the chest panel. the panel itself splits into four sections and opens up, similar to how Kiryu's chest would open for the Absolute Zero Cannon. The area is tied directly to the reactors, and immediately upon activation, the power-up sequence begins. It takes roughly 15 seconds to charge the weapon, during which time Darktide suffers from a steady decline in power output and combat effectiveness, to a maximum of 75% loss in power and combat effectiveness. Moments before firing, Darktide braces itself as best as possible, using a footlock system. (the footlock system does not activate unless the CEOC is being fired). Once fully charged, the CEOC unleashes a massive stream of super concentrated thermonuclear energy in a straight line ahead. It is similar in appearance to Gamera's Mana Beam, and most everything in it's path is vaporized during the weapon's firing. The beam also generates a powerful concussive shockwave that spreads out from the beam itself, which can knock all but the heaviest monsters back if they happen to be too close. The beam lasts for approximately six seconds before dissipating. After firing, Darktide is incapable of using any of it's weapons, and all but basic movement and subsonic flight. Because of the lengthy charge time and the weapon's drain on the reactors, Darktide uses it very rarely, usually against heavily armored foes or relatively stationary targets. Personality: N/A Description/Picture: fc72.deviantart.com/fs29/f/2008/109/c/7/Riptide_by_Omegarex24.pngLooks very similar with a few notable differences. First, the machine is a uniform black coloration with red highlights. The eyes are also replaced by a single visor occular unit. There are also a pair of particle intake vents on either side of the core crystal. The left arm Plasma Cutter has been replaced by a Harmonics Disruptor weapon, and the dual shoulder cannons are replaced by the Ion Linear Cannon and the Triple Impact Cannon. Origin: After suffering massive damage at the hands of Byose, Riptide's remains were salvaged and put to use in a new chassis for it's successor, Darktide. Incorporating new weapons technologies and the DOS system from Lenneth, Darktide is expected to be more than able to take down most any foes.
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Post by Omegarex24 on Oct 8, 2009 5:10:05 GMT -5
Name: Riptide (ATMS-X4) Species: Machine Alignment: GDF Height: 60 Meters Mass: 45,000 Tons Wingspan: 120 meters Intelligence: Piloted Abilities: 1. Flight at Mach 3 (Flight II) Riptide has numerous engines on his back and legs that allow for high speed flight and hovering abilities. 2. Barrier Fields (Shield I) Riptide can project a powerful forcefield from the crystal units on his forearms. These can block both physical and energetic projectiles, but kinetic force can still be translated through them. 3. TiTun3 Armor Plating (Thick Hide III) Riptide's chassis has now been outfitted with a new titanium/tungsten alloy that is both lightweight and durable, and is considerably more resistant to thermal damage than before. Attacks: 1. Hyper NOVA Cannon (Plasma Beam III) A beam of brilliant blue plasma energy fired from Riptide's maw. Can be charged for some additional strength. 2. Dual ANECs (Atomic Ray III) Riptide's twin shoulder mounted guns fire emerald green streams of concentrated thermonuclear energy. Can be charged for more power. 3. TX-9D Hydra III Missiles (Missiles I) A burst of eight standard missiles fired from ports on Riptide's legs. Medium range, but excellent homing functions. 4. Electroshock Anchors (Shock Anchor II) Twin harpoon tipped cables fired from the underside of Riptide's wrists. The can deliver 1.5 million volts of electricity. The cables can be retracted for multiple uses, and severed in the event that they become entangled or otherwise unusuable. 5. Plasma Cutter (Energy Blade III) The units on Riptide's wrists can project powerful plades of plasma energy. These energy blades can slice through armor and flesh alike with ease, and also cauterizes wounds, thus hampering regeneration. Special Ability: 1. NXT Synthetic Neo-Diamond Hybrid Armor This powerful coating of armor covers Riptide's exterior, save for areas near the joints and weapons ports, and reduces the power of slashing weapons considerably. Additionally, it disperses heat on contact and nullifies negative effects from electrical attacks that adversely effect circuitry (EMPs). 2. Overboost System Riptide's new advanced output booster system not only allows the machine to exit Earth's atmosphere, but also allows Riptide to use an extra melee or energy blade attack. This secondary effect is usable three times per battle. Weakness: 1. Powerful crushing and piercing strikes will readily penetrate the NXT layer and damage the armor plating beneath it, rendering portions of the NXT unusable and prone to further damage. 2. Powerful freezer weapons directed at Riptide's chest can momentarily reduce power output, making the machine unable to use energy based attacks during the next turn. (Note: This only applies to concentrated attacks like the AZC or freezer masers. Riptide can still operate properly in space and arctic conditions). Finisher: 1. Corona-Eclipse Overdrive Cannon- Riptide's ultimate weapon and finisher attack, the CEOC is fired from the chest panel. the panel itself splits into four sections and opens up, similar to how Kiryu's chest would open for the Absolute Zero Cannon. The area is tied directly to the reactors, and immediately upon activation, the power-up sequence begins. It takes roughly 15 seconds to charge the weapon, during which time Riptide suffers from a steady decline in power output and combat effectiveness, to a maximum of 75% loss in power and combat effectiveness. Moments before firing, Riptide braces itself as best as possible, using a footlock system. (the footlock system does not activate unless the CEOC is being fired). Once fully charged, the CEOC unleashes a massive stream of super concentrated thermonuclear energy in a straight line ahead. It is similar in appearance to Gamera's Mana Beam, and most everything in it's path is vaporized during the weapon's firing. The beam also generates a powerful concussive shockwave that spreads out from the beam itself, which can knock all but the heaviest monsters back if they happen to be too close. The beam lasts for approximately six seconds before dissipating. After firing, Riptide is incapable of using any of it's weapons, and all but basic movement and subsonic flight. Because of the lengthy charge time and the weapon's drain on the reactors, Riptide uses it very rarely, usually against heavily armored foes or relatively stationary targets. Personality: N/A Description/Picture: fc72.deviantart.com/fs29/f/2008/109/c/7/Riptide_by_Omegarex24.pngOrigin: Riptide represents CEE's first forray into anti-kaiju weapons technology, and is the basis of which all their other weapons are designed around. Although some of it's technology has become dated, Riptide is still a formidable opponent in any given situation.
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Post by Omegarex24 on Nov 2, 2009 10:13:59 GMT -5
Name: Cerulean Species: Draconic Bioweapon Alignment: Earth Defender
Height: 50 meters (biped stance)/ 25 meters (quad stance) Length: 100 meters Wingspan: 120 meters Mass: 22, 000 tons
Intelligence: Intelligent
Abilities: 1. Regeneration III- Cerulean lacks a lot of physical defense, which is made up for with a potent regenerative factor that allows most wounds to heal very rapidly.
2. Flight II- Cerulean can reach a maximum airspeed of Mach 3.
3. Ice Barrier (Shield II)- Cerulean can rapidly freeze the moisture around her into a powerful crystaline shield that reflects most types of energy beams back at the source.
4. Temprature Resistance II- Cerulean is immune to the effects of rapid increases/decreases in temperature.
Attacks: 1. Frost Beam (Freezer Beam III)- Cerulean can emit a beam of ultra-low temeprture energy from her maw, freezing whatever it comes into contact with.
2. Diamond Storm II- Cerulean can generate small, super-compacted ice crystals and then launch them at foes, which penetrate armor with relative ease.
3. Tidal Wave III- Cerulean can compress ambient water into a potent wave that smashes into foes and knocks them back for a good distance.
Special Ability: 1. Hydrokinesis- Cerulean is a powerful hydrokinetic, with the capability to control large amounts of water. The degree of her control is limited to the amount of water she is trying to manipulate. She can easily manipulate relatively small amounts, but doing something like moving an entire river or freezing a large patch of ocean takes considerably more effort.
Cerulean's hydrokinesis not only allows her to control the movement of water, but also its temperature, rendering it as cold and solid as ice, or turning it into a burnign cloud of steam. Her control is so great that she can even manipulate the water in living tissues, although she must be in contact with an enemy for this to function.
2. Cerulean's Hydorkinesis also grants her the ability to fly while underwater at her full speed by moving the water around her. This also allows her to breath underwater with no ill effects.
Weakness: 1. Cerulean's attacks all require water in order to function (with the exception of the Frost Beam), and thus, fighting in a desert or similarly arid environment renders most of her abilities useless.
2. Cerulean lacks physical defense and can be damaged by most attacks more than others.
Finisher: Meltdown Cerulean focuses her power and ither boils or freezes all the water in her enemy's body, killing them instantly.
Personality: Cerulean is a battle-hardened veteran of an ancient inter-steller war, and is thus a no nonsense combatant. She never toys with her foes and knows when its best to beat a hasty retreat. Given her rather weak physical frame, Cerulean prefers hit and run tactics to straight-up brawling.
When not in battle, she can be quite friendly, if a little mis-trusting of those claiming to be on her side.
Description: Cerulean is a lithe, almost serpentine dragon, with a long, graceful neck and tail, with a thin, muscular body and large wings. Her snout is long and pointed, with a pair of large horns sweeping back from the skull, with two smaller pairs beneath that, and a row of small, triangular dorsal spines running the length of her body. Her eyes are a pupilless green, with a skin a series of mottled greens and blues, resembling the ocean in some places, and ice in others.
History: Cerulean was created by a now extinct race of alien reptiloids called the Ssarok to help them fight against a galactic scourge many thousands of years ago. Although she arrived late on the scene, her prowess in combat was quickly developed, and the fact that she survived proved that she was good. Whent eh war finally ended, the last survivng members of her creators froze her in stasis at the North Pole, in the event that the war was not truly over.
Cerulean's containment pod recently malfunctioned, releasing its occupant into the world, for better or for worse.
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Post by Omegarex24 on Nov 7, 2009 7:36:08 GMT -5
Name: Cerberus AKA: XBM-2B "Guardian" Species: Machine Alignment: GDF (CEE) Intelligence: AI System Height: 60 meters Mass: 45,000 tons Abilities: 1. Hardened Alloy Armor (Thick Hide III)- Cerberus has reinforced armor plating to compensate for his lack of additional defensive measures. 2. Improved Melee Weapons VII- Cerberus possesses many powerful melee weapons, namely his powerful crushing triple jaw and the bladed tentacles. The secondary "heads" can also be used to batter opponents. Additionally, small explosive charges can be embedded in the opponents skin through the teeth. 3. 4. 5. 6. 7. Attacks: 1. Piercer Lasers (Laser Beams III)- The "eyes" on Cerberus' secondary "heads" can project powerful penetrative laser beams. 2. Disentigrator Guns (Particle Beam Cannons II)- The tentacles on Cerberus' back can split to reveal powerful particle beam cannons. These can swivel in most any direction and are equipped with secondary sensors allowing for independent targeting. 3. Electrical Pulse II- Cerberus can pulse electricity through his bite. 4. SLAMR High Yield Missiles (Giga Missiles III)- The guards over Cerberus' shoulders have now been outfitted with powerful high explosive missiles. These lack mobility, but have excellent range and penetrative functions. 5. 6. 7. Special Ability: 1. Advanced Shielding- Cerberus' internal components are shielded against EMPs, high magnetism, telekinetic pulses, electrical shocks, high frequency sonics and any other of the myriad of dangers to circuitry. 2. Time Delay Bomb- Cerberus's bite now contains small explosive charges that become embedded in the opponent's skin on contact. Cerberus can detonate these at a time of his choosing (as part of an attack), usually at a moment of critical importance. Weakness: 1. Although he is capable of flying from location to location, Cerberus lacks aerial mobility and is particularly vulnerable to damage while in flight. 2. Logic System- Cerberus' AI program, for all its power, is still a logic based system, and his attacks and defenses can be countered by performing in unusual or illogical ways. Finisher: 1. Jaws of Death- Cerberus latches on to a vital part of his foe's anatomy and proceeds to crush it into nothingness. Personality: Cerberus is part of an experimental AI program. Although simple in its programming, Cerberus is capable of advanced tactical planning. In battle, this makes him seem cunning to some. Typically, Cerberus advances without mercy, letting his armor and circuitry shielding take the brunt of the damage. Although his ranged weapons are powerful, he prefers melee combat. Description/Picture: omegarex24.deviantart.com/art/Cerberus-82419771Cerberus is a mottled jungle camouflage color. Origin: Cerberus is part of CEE's newer weapons program designed to make a move toward artificial intelligence. Although his programming is rather simple compared to what is expected in the future, it is still quite advanced. However, the program is still under wraps and additional testing will be required to get the AI programming working as desired.
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Post by Omegarex24 on Nov 7, 2009 7:37:49 GMT -5
Name: XBM-1A "Dark Valkyrie" Codename: Lenneth
Species: Machine Alignment: GDF (CEE)
Height: 55 meters Mass: 30,000 tons Wingspan: 120 meters Intelligence: Piloted
Abilities: 1. Improved Melee Weapon VII Lenneth has a number of melee weapons at her disposal, the large claymore being the most obvious and the shield spike on her left arm being the other. Additionally, she can detach the chain on her head and use it as a weapon or entangle foes with it. Additionally, the sword can now be super-heated, causing additional damage with each strike. The new NXT out coating greatly enhances its cutting power as well, making the weapon able to cleave through flesh and armor alike with relative ease.
2. Improved Strength IV Lenneth's hydraulic systems have received a massive overhaul, giving her incredible physical strength. She can now lift and throw over double her weight, which also adds more force to her physical blows.
3. Flight II Lenneth has numerous thrusters on her body, giving her incredible maneuverability at the cost of some overall speed.
4. Barrier Field (Shield I) Lenneth's shield has recieved an upgrade based on Riptide's Barrier Field generator. This powerful forcefield can block both physical and energetic assaults.
5. Digital optical Stealth Systems (Invisibility II) Lenneth has also received an upgrade, using technology fromt he Blackheart stealth bombers. She can warp light around her, rendering her invisible for brief periods of time. In addition, it can create a blurring effect, rather than outright invisibility, without the time limit restrictions of the full cloak.
Attacks: 1. Shock Anchor II- Using some of the specs from Riptide's version, Lenneth's chain can now be surged with electricity whenever it strikes a foe.
Special Ability: 1. Valkyrie Armor- Lenneth's armor is exceptionally tough, yet decidedly lightweight, striking an interesting balance between incredible durability and weight, making it fairly resistant to both physical and energetic attacks. The armor also absorbs power from electrical and EMP styled attacks and converts it into power.
2. Shield Launcher Lenneth shield is now attached to a powerful chain and is equipped with a series of rocket boosters, allowing her to fire it off at targets fairly close at hand. Once the bladed portion has impacted the opponent, she can surge electricity through it as well.
Weakness: 1. Lenneth lacks any true ranged weapons.
2. Pilot Inexperience Natalie is fairly inexperienced and is somewhat unsure of herself, causing her to make mistakes that can easily be exploited sometimes.
Finisher: 1. Vorpal Blade: Lenneth charges her sword up with a powerful energy field before decapitating the enemy. If they lack a head, or this would otherwise fail to kill a monster, she instead hacks the body apart.
Personality: N/A
Description/Picture: Lenneth is a humanoid mecha, with a vaugely female design to the body. Her head, torso, forearms and shins feature dark colored armor plating, while the rest is a pale, off-white color. Her helmet features a visor that covers the eyes, although the rest is largely featureless. The helmet also features a pair of wing-like extensions sweeping back from where the ears would be. A thick chain is attached to the back of the head and dangles between the shoulders, with a sharp spike at the end. A pair of massive wings, modeled after a bird's, extend from her shoulders. Lenneth also carries a large claymore style weapon, although she is strong enough to wield it in one hand. Finally, a shield-like device is attached to the left arm, with a bladed protrusion at the tip.
Origin: CEE's newest anti-kaiju weapon. Although still largely in development, the attack on Washington DC has prompted additional support from the government and outside investors to push the design forward. Lenneth takes a different approach than her predecssor, Riptide, focusing more on high speed melee combat, rather than a balance between melee and ranged attacks. Hopefully, the design will prove formidable enough to compete with Earth's newest enemies.
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Post by Omegarex24 on Nov 7, 2009 8:24:25 GMT -5
Name: Magmire Species: Lava Golem Alignment: Rogue Height: 60 meters Weight: 45,000 tons Intelligence: Alien Abilities: 1. Regeneration III- Magmire is constantly regenerating damage buy absorbing the very earth into his body, replacing any and all lost appendages. However, this does have some drawbacks (see weaknesses). 2. Thick Hide II- Magmire's rocky exterior and diamond-like support structures are very hard to damage. 3. DNA Absorption- Magmire can latch onto his foes and take samples of their DNA through tiny tendrils of bacteria, causing him to alter his shape during battle, gaining traits such as wings, tusks, etc. 4. Heat Absorption II- Magmire is immue to thermal damage. 5. Geothermal Control- Magmire has absolute mastery over the ground beneath him, making his Earthquakes and Eruptions more powerful. Attacks: 1. Inferno Overload Beam (Heat Ray III)- Magmire's primary ranged attack is a beam of pure thermal energy with temperatures easily reaching 1700 degrees C. When charging, magmire's dorsal spines glow with energy. 2. Fireballs (Fireball IV)- Magmire can also release a volley of explosive lava bombs from his maw. This are only moderately strong, but their sheer numbers often make up for it. 3. Earthquake II- Magmire can generate potent earthquakes around him, creating massive fissures which flare up with thermal energy underneath his foes, as well as destabilizing the ground and damaging burrowing monsters. 4. Eruption III- Magmire can generate potent volcanic eruptiosn beneath his foes, bathing them in searing hot lava. 5. Heat Pulse II- Magmire can generate a massive build-up of thermal energy and pressure, then release it in a close ange pulse, which blasts most any enemy back and sets the surroundings on fire. 6. Lava Blood I- Magmire's entire internal structure is filled with lava, meaning any attack that pierces the outer layer of "skin" is subjected to molten rock. 7. Heat Touch (Body Heat)- Magmire's mere touch is often enough to set monsters on fire and burn them severely. Special Abilities: 1. Body Structure- Magmire's entire body, save for the bacteria core and "nerve" system, is composed of lava, rocks and crystals. Because he lacks the need to breathe, he is immune to constriction and poison gas attacks. Also, diseases and viruses have their DNA denatured when they come in contact with the extreme heat of Magmire's body, rendering him effectively immune to biological weaponry. 2. Regeneration- Magmire's regeneration is constantly active for the body. Weaknesses: 1. Potent Freezer attacks will cause unsafe drops in Magmire's core temperatures, causing massive damage to the monster. 2. Magmire's regeneration, although constantly active, is not active at the same speeds for the core. If Magmire's core is damaged, the damage will last for the entire battle, until so much so much of the cre is damaged that Magmire is forced to retreat or succumb to his injuries. Finisher: Gates of Hell- Magmire creates a massive fissure to swallow his opponent whole, crushing them beneath the weight of the Earth above and the searing temperatures of the lava beneath. Personality- Magmire, for all his fearsome appearances, is suprisingly docile for a monster. He rarely attacks first and prefers to be left alone to feed and wander about. When provoked, however, he turns into a berserking inferno, burning all in his path without hesitation or mercy. Description/Picture: img.photobucket.com/albums/v606/1415161718/Magmire.jpgfc01.deviantart.net/fs33/i/2008/238/6/d/Magmire_by_Omegarex24.jpgMagmire's entire structure is composed of lava, rocks and crystals, save for the bacteria core and "nerve" system. The skeletal system roughly resembles Godzilla's with a reinforcd chest plate. History: Magmire was spawned when Godzilla fell through the crater of Mt. Mihara in 1985. A sample of his skin cells were absorbed by a colony of bacteria that thrived inside the crater, and the natural radiation inherent in those cells caused the colony to mutate. They grew to enormous size and attempted to recreate Godzilla's physical form using the raw materials readily available in the environment. He has spent some time gestating, but eventually came top-side after the available supply of certain chemicals dried up.
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Post by Omegarex24 on Nov 8, 2009 1:23:51 GMT -5
Name: Halcitrox Species: Draconic Bioweapon Alignment: Earth Defender Height: 60 meters (biped stance)/ 25 meters (quad stance) Length: 120 meters Wingspan: 140 meters Weight: 25,000 tons Intelligence: Intelligent Abilities: 1. Thick Hide II- Halcitrox's tough, scaly skin is more damage resistant than most monsters, making him harder to hurt. 2. Flight II- Halcitrox is capable of flying at speeds of up to Mach 3 with decent mobility. 3. Strength Increase III- Halcitrox is physically strong and is able to lift double his own weight while flying. 4. Improved Stamina IV- Halcitrox lacks regenerative functions, but can easily keep going even from wounds that would cripple other kaiju. 5. Improved Melee Weapons III- Halcitrox's claws are potent slashing weapons, and he can charge them with Shadow Energy for enhanced cutting power. Attacks: 1. Shadowfire Beam (Shadowflame Beam III)- Halcitrox can emit a stream of Shadow Energy from his maw with properties similar to a flamethrower. It causes intense heat damage, but lacks explosive force. 2. Shadow Sphere (Shadow Ball V)- Halcitrox can spawn a sphere of Shadow Energy between his hands and fire it at a foe. The sphere takes a few seconds to charge, but when it hits, it envelops the foe and pelts them with Shadow Lightning for enhanced damage. 3. Shadow Pulse (Dark Pulse II)- Halcitrox can pulse Shadow Energy through his touch, blasting foes back and surging them with power. 4. Shadow Blitz (Electrical Bolts III)- Halcitrox fires several bolts of Shadow Energy from his wings at the enemy, causing damage similar to an elecctrical attack. Special Abilities: 1. Shadow Energy- Despite the name and similar appearances, the type of Shadow Energy Halcitrox employs is not the same as that used by the Shadows of Evil. All Shadow attacks will affect SoE forces just as easily as any other type of attack. Shadow Energy is also capable of manifesting in a variety of forms, according to the user's will, and although it may act and damage foes in a fashion similar to those types of attacks, it is not the same energy composition, and as such, electrical or fire resistance won't protect enemies from any Shadow Attacks. 2. Advanced Metabolism- Halcitrox has an exceptional metabolic system, and can consume any kind of material. This also helps purge toxins from his system in half the time that it would take other kaiju to do the same. Weaknesses: 1. Shadow attacks consume more energy than other other weapons of similar types, and thus prevents Halcitrox from spamming them to much. 2. Although tenacious, Halcitrox is a bit inexperienced in battle, and his attacks and patterns can often be exploited by more cunning foes. Finisher: 1. Shadow Storm- Halcitrox offloads with his entire energy reserve and blasts his opponent to ashes, draining him entirely but finishing the job. Reserved for extremely tough foes. Personality: Halcitrox is a curious individual with a tenacious streak a mile wide. He never hesitates to protect those he deems his charges, or to attack anything that directly threatens him. Once engaged, he understands his limits, but often seeks to push beyond those limits, trying both himself and his enemy to the edge of their power. Description/Picture fc05.deviantart.net/fs38/i/2008/341/6/8/Halcitrox_by_Omegarex24.jpgHistory: Halcitrox was created by the same alien race that created Cerulean. However, he did not get to see combat, as the war ended before he could fully develop. He was sealed in stasis until a CEE research team found him and revived him. He spent many years growing to hsi present size, and treats humans as those he must now protect. He and Cerulean are also about the same effective bioloigcal age, but the latter has far more combat experience.
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