Post by The Great MM on Feb 28, 2010 15:25:28 GMT -5
Name: Thunder
Species: Klenthurian-Made Chimera
Alignment: Global Defense Form (Imar)
Height: 55 meters
Length: 100 meters
Wingspan: 130 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 six abilities.
1. 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 . - 400
2. Flight (Rank 2): Monster can fly at speeds up to Mach 3- 60
3. Electrical Absorption (Rank 3): Monster absorbs electrical based attacks, making them null and increasing its strength. - 400
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. Electrical Bolts (Rank 3): Fired from his bull-like horns. - 260
2. Electro Magnetic Beam: Fire a large beam of electro magnetic energy at a foe. This is extremely powerful, and causes more damage to machines and cyborgs. Known as the Thunder Beam and fired from mouth. – 450.
3. Energy Balls: (Rank 4) Launch several large energy balls at a foe. Charged in his hands and thrown. Each is composed of electricity. Called Thunder Orbs. - 270
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. Thunder Shock: Thunder can surge electricity through any part of his body, shocking anything he touches or touches him. In addition, Thunder's energy balls are composed of electricity, not normal energy.
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. Since he has dog ears, Thunder naturally doesn’t like sonic, high pitched noises. They bring him pain.
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-Charged Thunder Beam: Thunder super-charged his Thunder Beam to insane levels of power. His fur stands on end and energy dances all around him before he launches a blinding beam of insane amounts of electricity at his opponent, the intense temperatures generated, and the sheer force of the beam, almost vaporizes his victim.
Personality: Thunder is usually what one would call a guard dog when not provoked. He can be fun and carefree, but piss him off, you get his horns.
Description/Picture:
the-great-mm.deviantart.com/art/MM-s-World-Thunder-143968062
scatha-the-worm.deviantart.com/art/B-Day-Request-Thunder-96469577
Origin: Thunder was designed by the late Dr. Ackert to be another Klenthurian weapon, but one of their strongest. Not talked about much by the scientist, Thunder was still a pup when Solaron stole it from the lab and escaped. The creature was brought to the GDF, namely Imar, where it started its training, transforming from a Klenthurian kaiju of destruction to a monster bent on protecting and fighting for man.
Species: Klenthurian-Made Chimera
Alignment: Global Defense Form (Imar)
Height: 55 meters
Length: 100 meters
Wingspan: 130 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 six abilities.
1. 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 . - 400
2. Flight (Rank 2): Monster can fly at speeds up to Mach 3- 60
3. Electrical Absorption (Rank 3): Monster absorbs electrical based attacks, making them null and increasing its strength. - 400
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. Electrical Bolts (Rank 3): Fired from his bull-like horns. - 260
2. Electro Magnetic Beam: Fire a large beam of electro magnetic energy at a foe. This is extremely powerful, and causes more damage to machines and cyborgs. Known as the Thunder Beam and fired from mouth. – 450.
3. Energy Balls: (Rank 4) Launch several large energy balls at a foe. Charged in his hands and thrown. Each is composed of electricity. Called Thunder Orbs. - 270
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. Thunder Shock: Thunder can surge electricity through any part of his body, shocking anything he touches or touches him. In addition, Thunder's energy balls are composed of electricity, not normal energy.
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. Since he has dog ears, Thunder naturally doesn’t like sonic, high pitched noises. They bring him pain.
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-Charged Thunder Beam: Thunder super-charged his Thunder Beam to insane levels of power. His fur stands on end and energy dances all around him before he launches a blinding beam of insane amounts of electricity at his opponent, the intense temperatures generated, and the sheer force of the beam, almost vaporizes his victim.
Personality: Thunder is usually what one would call a guard dog when not provoked. He can be fun and carefree, but piss him off, you get his horns.
Description/Picture:
the-great-mm.deviantart.com/art/MM-s-World-Thunder-143968062
scatha-the-worm.deviantart.com/art/B-Day-Request-Thunder-96469577
Origin: Thunder was designed by the late Dr. Ackert to be another Klenthurian weapon, but one of their strongest. Not talked about much by the scientist, Thunder was still a pup when Solaron stole it from the lab and escaped. The creature was brought to the GDF, namely Imar, where it started its training, transforming from a Klenthurian kaiju of destruction to a monster bent on protecting and fighting for man.