Post by The Great MM on Mar 14, 2009 18:11:58 GMT -5
Name: Thresher
Species: Genetically Engineered Shark Monster
Alignment: Grand Alliance (Klenthurians)
Height: 55 meters
Mass: 25,000 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. Extraordinary Jumping - 10
2. Swift Swim (Rank 1) - 35
3. Ground Speed Increase (Rank 2) - 75 (110-35)
4. Telekinesis (Rank 3) - 245 (345-100): Thresher can now read minds, levitate for an unlimited period, and move large objects such as buildings and monsters.
5. Transforming Body Parts - 150: Your body parts may now take on the forms of many different objects, such as swords, maces, etc. Just his hands.
6. Thick Hide (Rank 2) - 100: Hide/armor is armored to a good degree. Thicker than Rank 1.
7. Invisibility (Rank 1) - 150: Monster can become invisible for up to 10 seconds.
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. Energy Ray (Rank 2) - 105: Fired from mouth. Better known as an Ion Beam.
2. Energy Pulse (Rank 2) - 150 (200-50): Pulse energy throughout your entire body, blasting a foe off of you and doing powerful damage.
3. Energy Disks (Rank 2) - 125 (175-50): Create two disks of energy and launch them at a foe. They have moderately powered cutting ability. Stronger than Rank 1.
4. Energy Bite - 25: Better known as an Ion Bite.
5. Reflective Powers (Rank 3) - 450: Can catch a beam in your hands and toss it straight back at a foe. The beam is doubled in power when it is returned back to the foe.
6. Chaingun (Rank 2) - 65: Fire large energy bullets at a rapid pace from a large gatling gun. Stronger than Rank 1. Right hand transforms into it.
7. Acidic Blood (Rank 1) - 35: Blood of the monster becomes corrosive, and is able to melt flesh and metal.
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. Can coat sword with energy to increase damage.
2. Thresher can teleport up to 500 meters.
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. Is lightweight, and while fast and decent armored, he takes blows hard, especially blunt ones.
2. Is an aquatic monster at heart and requires a water source to get a source of energy. Can't be out of the water for more than a few hours at a time.
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. The Slice and Dicer: Thresher will stab his sword into his opponent's gut and slice up, ripping out of the shoulder. As the body falls apart, he'll quickly slice down, taking the right arm off, and repeat the process with the left before finally slicing the head off in just enough time to move down and slice the upper body off of the lower half.
Personality: Thresher is smart, but also crazy. He likes to make damage that is painful, and he enjoys it. He's highly sadistic and twisted, wounding his opponents, letting them bleed for hours, before coming back to finish the job. The smell of sea water and blood just enhances his craze.
Description/Picture:
![](http://fc06.deviantart.com/fs31/i/2008/220/0/b/Thresher_by_DinoHunter2.jpg)
Origin: Thresher isn't Klenthurian-made, nor is he really from space. He was created on Earth, centuries ago, by an alien race that would become known as Atlantis. During an Ion Bomb test in the Atlantic, the blast awoken the shark monster, and also mutated it. Psychic already, it was graced with Ion powers. After attacking a city, Thresher was captured by the Klenthurians. Not controlled in any way, the armored shark gladly joined the ranks.
Species: Genetically Engineered Shark Monster
Alignment: Grand Alliance (Klenthurians)
Height: 55 meters
Mass: 25,000 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. Extraordinary Jumping - 10
2. Swift Swim (Rank 1) - 35
3. Ground Speed Increase (Rank 2) - 75 (110-35)
4. Telekinesis (Rank 3) - 245 (345-100): Thresher can now read minds, levitate for an unlimited period, and move large objects such as buildings and monsters.
5. Transforming Body Parts - 150: Your body parts may now take on the forms of many different objects, such as swords, maces, etc. Just his hands.
6. Thick Hide (Rank 2) - 100: Hide/armor is armored to a good degree. Thicker than Rank 1.
7. Invisibility (Rank 1) - 150: Monster can become invisible for up to 10 seconds.
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. Energy Ray (Rank 2) - 105: Fired from mouth. Better known as an Ion Beam.
2. Energy Pulse (Rank 2) - 150 (200-50): Pulse energy throughout your entire body, blasting a foe off of you and doing powerful damage.
3. Energy Disks (Rank 2) - 125 (175-50): Create two disks of energy and launch them at a foe. They have moderately powered cutting ability. Stronger than Rank 1.
4. Energy Bite - 25: Better known as an Ion Bite.
5. Reflective Powers (Rank 3) - 450: Can catch a beam in your hands and toss it straight back at a foe. The beam is doubled in power when it is returned back to the foe.
6. Chaingun (Rank 2) - 65: Fire large energy bullets at a rapid pace from a large gatling gun. Stronger than Rank 1. Right hand transforms into it.
7. Acidic Blood (Rank 1) - 35: Blood of the monster becomes corrosive, and is able to melt flesh and metal.
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. Can coat sword with energy to increase damage.
2. Thresher can teleport up to 500 meters.
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. Is lightweight, and while fast and decent armored, he takes blows hard, especially blunt ones.
2. Is an aquatic monster at heart and requires a water source to get a source of energy. Can't be out of the water for more than a few hours at a time.
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. The Slice and Dicer: Thresher will stab his sword into his opponent's gut and slice up, ripping out of the shoulder. As the body falls apart, he'll quickly slice down, taking the right arm off, and repeat the process with the left before finally slicing the head off in just enough time to move down and slice the upper body off of the lower half.
Personality: Thresher is smart, but also crazy. He likes to make damage that is painful, and he enjoys it. He's highly sadistic and twisted, wounding his opponents, letting them bleed for hours, before coming back to finish the job. The smell of sea water and blood just enhances his craze.
Description/Picture:
![](http://fc06.deviantart.com/fs31/i/2008/220/0/b/Thresher_by_DinoHunter2.jpg)
Origin: Thresher isn't Klenthurian-made, nor is he really from space. He was created on Earth, centuries ago, by an alien race that would become known as Atlantis. During an Ion Bomb test in the Atlantic, the blast awoken the shark monster, and also mutated it. Psychic already, it was graced with Ion powers. After attacking a city, Thresher was captured by the Klenthurians. Not controlled in any way, the armored shark gladly joined the ranks.