~Contest Monster Submissions~
Submitted by Random Mistakes:Globster Matriarch [24] <= Submitted monster
Attack- 1
Defense- 0
Combat Dice- 0
Magic- 0
Life- 75 (15)
Equip- 0
Abillities- Spawn (3), Regeneration (5)
Actions- Plink
Spells- N/a
Items- N/a
Standing around two meters high, and made up of a gelatinous grey material with a rough outer membrane, the Globster Matriarch is the second highest 'ranking' in the Globster Hivemind world. These behemoths crawl so slowly, that they seem 'almost' defenseless. However, the Matriarch is extremely tough, able to stand against both heavy physical attacks, and extreme magical forces for long periods of time. Its main purpose however, is to create globster 'Spawn'. And even in a threatening situation, it will still spew out globster eggs every so often.
Globster Overwatch [24]Attack- 0
Defense- 0
Combat Dice- 0
Magic- 0
Equip- 0
Life- 40 [8]
Abillities- Mirror Damage, Healing Aura [5], Buff Stat -Combat Dice [5]
Actions- plink, stunning blow, punch
Spells- N/a
The 'controller' of a group of globsters. Whether it be a scavanging group, a war party, or a scouting force, there is always atleast one of these controlling the lower classes; making sure they do the job right. Unlike the other globsters, these have no armored parts and know some form of psonic communication. The outer membrane is a brilliant silver dome. Underneath are ten spindly legs. Slow and steady, these 'brain bugs' have really no need for the armor or spikes, as they have the strange abillity to reflect almost every attack.
With treatment in special oils, the outer membrane can be used to create light armor, and be used as a spell creation reagent.
((Inspiration comes from the Fedaration Droid Control Ships
mrgreen ))
Healing Aura affects your party-member's regen right? Or did you change it to affect only the character's.
Globster Bezerker [24]Attack- 6
Defense- 1
Combat Dice- 1 (1d3)
Magic- 0
Equip- 0
Life- 35 (6)
Abillities- fast actor [4], regeneration [3], Fury [4]
Actions- smash, pounch, retaliate, stunning blow, power-up
Spells- N/a
Better, faster, stronger, and heck of a lot harder to kill, the Globster Bezerkers are the second generation of the battle-class. These 'bezerkers' as they are called, are slightly autonomos, although they still listen to the Overseers and the even more independant 'Valkyries' for orders. Sleeker than the average soldier, they shed regenerative and defensive properties for a lighter frame. This extra speed allows the Bezerker to deal quick hit-and-runs, as well as become the war party's scouts. Most globster 'raiding partes', as they are described, consists of six soldiers, two bezerkers, one overseer, and a valkyrie.
They have been known to canabalise the weaker globster soldiers and workers in times of need... Or when one annoys a bezerker. They will never stand up against overseers, valkyries, or anything else higher up. They use an extra sent of legs at the front which have evolved into razer sharp claws to attack.
((Inspiration: Super Battle Droids
3nodding ))
Globster [10]
Attack- 2
Defense-2
Combat Dice-1 (1d3)
Magic- 0
Life- 10 (2)
Equip- 0
Abillities- Regeneration (3)
Actions- N/a
Spells- N/a
Items- N/a
Adult Globster spawn; Basic worker stock.
Globster Soldier [18]
Attack- 4
Defense- 3
Combat Dice- 3 (1d
cool Magic- 0
Life- 15 (3)
Equip- 0
Abillities- Regeneration (5)
Actions- Smash
Spells- N/a
Items- N/a
Adult Globster spawn; Basic Fighting stock
All globsters have main bodies that are horizontal oval shaped slabs of grey goo. They have armored pincers at the front, spiny shell covered legs ((The more, the higher breed; workers=4-6, soldiers=8, matriarch and above= too many to count)), and also a tail used to swiming. This tail resembles a giant green lobster tail; which is where these things got its name.
At death, the armored parts of the shell fall off, while the body will float to the surface of the water ((They're ambphibious)) and wash ashore.
Copyright 'Spiders, Snakes, & Mistakes' Productions, DO NOT USE WITHOUT CONSENT OF RANDOM MISTAKES.
Submitted by Jordan Windsfury:Support, Annoyance
Trickster: [24]
A: 3, D: 3, C: 2 (1d6), M: 0, L: 4 (20), E: 0
Abilities: Fast Actorx2 [8], Speedy Actor x2 (4)
Actions: Plink, Pounce, Punch, Shield Bash, Smash, Special Block, Spell Block, Stunning Blow, Taunt
Spells: None
Items: Elixir of Action x2
A handy fellow to have along, the Trickster provides the appropriate distraction to your opponent in any situation. No serious threat as a stand-alone opponent; but with the right support crew, a definite annoyance.
Submitted by Atrus_Legnacra:The Triad!Kings Knight (24)A:5
/8D:3
/4C:3
M:2
L:4 (20)
E:4
SFX: Regenerate x3
Spells: Frost (200)
Actions: Power Up(200), Retaliate (200)
Items: Long Sword (300), Buckler(100)
Queens Knight (24)A:0
D:0
C:0
M:8
/10L:3 (15)
/4 (20)E:3
SFX: Fast Caster(4), Skilled Caster(4), Speedy Magic(2)
Spells: Heal(200), Energy Burst(200), Stun Bolt(200)
Actions: none
Items: Seal Charm (100), Conjurer's Amulet (200)
Jacks Knight(24)A:0
D:6
/10C:0
M:0
L:5(25)
E:4
SFX: Magic Pull(3), Special Pull(3), Defender(3)
Spells: none
Actions: Spell Block (100),Shield Bash(100) Power Up(200)
Items: Light Armor(400)
The traid are fairly standard, a King, with a royal breat-pale, but a crown, and ceremonial regailia. The queen wears white robes, simple and elegent, with a sort of tiara on her head. The Jack wears full plate armor, and just a shield. He will protect the Queen before the King, as the King has decreed it so. They fight in tandem, working together. (More of a boss, I'd guess, or mini-boss maybe.)
Obviously, the Queen is the toughest figure, she normally alternates between stunning, and useing an EB/Heal combo. The Jack will do what he can to take damage for the Queen, knowing she will heal him; he will power up his defensive capibilities before his attack. The King alternates between Frosting and Retaliateing, when he's not powering up.
If possible, they share AP and MP, the party gaining a defult 3ap/mp a round... Basically it gives the Queen more spells, and the Jack and King more chances for action.
Submitted by Perrian:Mini-Independant Armor
After the first set of big armor was destroyed in Santa's place, the people who first made that armor now mass produced more armor that walked by itself, but walked by itself in seperate pieces with their own personalities. Some are funny, some are agressive, some are nice, and some are just plan strange.
Head (24)
Attack- 0
Defense- 0
Combat Dice- 1d8 (3)
Magic- 10
Equip- 0
Life- 25 (5)
Items- none
Abilities- Skilled Caster (4), Vindictive(attack), Vindictive(magic)
Actions- none
Magic- Heal, Stun Bolt
Right arm- Sword (24)
Attack-8
Defense-4
Combat Dice-2d8 (6)
Magic-0
Equip-0
Life- 20 (4)
Items-
Abilities- Vindictive (magic), Vindictive (special)
Actions- none
Magic-none
Left Arm- Shield (24)
Attack-0
Defense-6
Combat Dice- 2d8 (6)
Magic-0
Equip-0
Life- 20 (4)
Abilities- Magic Shield (3), Defender (3), Vindictive (special), vindictive (attack)
Actions- none
Magic-none
Right Leg (19)
Attack- 3
Defense- 3
Combat dice 1d8 (3)
Magic-0
Life- 20 (4)
Equip-0
Items-
Abilities- Vindictive (attack), vindictive (magic), Skilled Actor
Actions- Kick
Magic- none
Left Leg (19)
Attack- 4
Defense- 3
Combat dice- 1d8 (3)
Magic-0
Life- 20 (4)
Equip-0
Items-
Abilities- Vindictive (special), Skilled Actor
Actions- Kick
Magic- none