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Boku_ha_Ronnel

Shirtless Shapeshifter

PostPosted: Sat Jan 29, 2011 1:09 pm


Alright here are the new undead so far!


Zombies! The Shambling Undead
Basic Zombie
Rank: Trainee
Strength / Speed: 4 / 2
Health: Standard
Description:
This creature is only one step above a basic skeleton, but less advanced than any other undead. It is not fast at all – it’s muscles have all rotted away now, and it can only move at a shambling shuffle. While they are not fast, they have a fearsome strength. Only dangerous in humongous groups, or against weak characters.
Abilities:
None
Notes:
Fire techniques do +1 rank of damage against Zombies.
Holy Techniques do +1 rank of damage against Zombies.
If a Basic Zombie is killed via a Fire technique, there is a fifty/fifty chance of it becoming a Basic Skeleton.

Zombie Champion:
Rank: Novice
Strength / Speed: 7/4
Health: Standard
Description:
This creature is actually a fair threat – if it can get to you. Generally one is found leading a group of five/six Basic Zombies. It is stronger than most normal people, but can still be defeated. Zombie Champions wear a shield and carry a spear, though they can’t do anything special with either object Abilities:
None
Notes:
Fire techniques do +1 rank of damage against Zombies.
Holy Techniques do +1 rank of damage against Zombies.
If a Zombie Champion is killed via a Fire technique, there is a fifty/fifty chance of it becoming a Basic Skeleton.

Zombie Priest:
Rank: Novice
Strength / Speed: 5/5
Health: Standard
Description:
This is one of the more aggravating Zombies. This annoying foe can heal itself and other zombies through a dark spell that only they have access to. Aside from that, these creatures can summon one Basic Zombie to their aid if given enough time.
Abilities :
Can use Six Spells worth of energy.
Zombie Heal: This spell can heal 1 C-rank worth of damage, or 2 D-ranked worth. This takes up two spells worth of energy from the Zombie Priest’s pool.
Summon Zombie: This technique summons a Basic Zombie from the earth around the Zombie Priest. This takes up four spells worth of energy from the Zombie Priest’s Pool, and can thus only be used once.
Notes:

Fire techniques do +1 rank of damage against Zombies.
Holy Techniques do +1 rank of damage against Zombies.
If a Zombie Priest is killed via a Fire technique, there is a fifty/fifty chance of it becoming a Basic Skeleton.


((Thanks to Pad Chief for this Undead!))
Blightscuttler
Rank: Adept
Strength / Speed: 1 / 11
Health: Fragile
Description:
An ordinary human zombie at a first glance. When it starts to attack this assumption is immediately vanquished. Its body shakes and from its back come five long legs that carry it along the floor. Its strength is low so it has a few special abilities.
Abilities:
Bile Blast: The zombie shoots acidic bile from its mouth at its enemies. This melts clothes and armour and severely wounds enemies. Does not work on undead type creatures.
Deadwalk: Wherever the zombie walks the ground is corrupted. Earth abilities do not work on this ground and holy type attacks take a -1 penalty to effectiveness.
Notes:
+1 Rank of damage from holy spells
+1 Rank of damage from fire spells



Ghosts: The Ethereal Undead!
Basic Ghost:
Rank: Trainee
Strength / Speed: 1 / 3
Health: Nonexistant
Description:
This is an annoying foe, and nothing more. It simply floats around attempting to run into people. They are floating blue creatures that look like a small puppy that has curled up, and has a reddish nimbus around it. Any energy attack that isn’t elemental will kill it. Fire attacks can burn it to death, water passes through ineffectively, earth passes through ineffectively, wind causes it to disperse for fifteen posts. Simply, an annoyance for when you are dealing with more dangerous opponents.
Abilities:
None.
Notes:
A floating enemy. Annoying, not a threat.
Nazarene Ghost
Rank: Trainee
Strength / Speed: 1 / 4
Health: Nonexistant
Description:
A slightly more annoying foe. These catlike creatures dart along on the ground, running into their enemies. Any elemental attack save those of earth will destroy it, and any energy attack will destroy it.

Shifting Wight (Thanks to Pad Chief for this foe!)
Rank: Novice
Strength / Speed: 0/5
Health: Fragile
Description:
A shifting wight is a malicious ghost that lures travelers the wrong way so it can take them to its lair and take their bodies for itself. The shifting wight has only one characteristic that always remains true. It always carries an identifiable object in all its forms like a lantern or a item of clothing. The Wight cannot attack directly.
Abilities:
Shift: The Wight's form shifts to whatever it desires. Shifting Wights usually have a similar theme in their choice of form. Shifting Wights will always create a very faint blue glow around their bodies that is visible to seers at all times, and to others when they are in the dark.

Bodysteal: The Wight takes a body for its own. This can only be done inside the lair of a Wight. This backfires on Holy and Unholy beings. Unholy beings will trap the soul with in themselves and use it as energy for their own purposes. Going into Holy type beings will destroy the Wight entirely. This only counts for those of higher ranks.
Notes:
Immune to physical attacks and most magic. Can only be banished temporarily. To kill, they must try stealing the body of a Holy or Unholy being/class.

Reflected Wight ((Thanks to Pad Chief for this Foe!))
Rank: Adept
Health: Sturdy/Fragile
Description:
A malevolent ghost that inhabits mirrors and other reflective surfaces including water (though it is a bad place to hide as ripples in water harm them). They, unsurprisingly, only inhabit rooms full of highly reflective surfaces with little light. They cannot attack physically but they can take over the bodies of people that make eye contact with them.

When possessing a body they make it equal to one rank higher in all fields and will attempt to kill everyone around them and then the person being possessed. The possession can be broken by knocking out the person being possessed.
Abilities:
Body Jacking: They take over the body of a person who has made direct eye contact with them. Has a 10 post cool down time.
Notes:
They can only be killed by destroying all reflective surfaces within a room or putting it into pitch black darkness. It is usually impossible to destroy all reflective surfaces as they have sources of water within their hiding places; or by trying to steal the body of a Paladin or Cleric.


The Others: Fearsome Frights!
Undead Witch ((Thanks to Kato-Flameking for this Foe))
Rank: Adept
Strength / Speed: 8/4
Health: Tough
Description:
Powerful Witches often times come back from the dead after they are killed, (unless their hearts are burned or ingested). Though their magic begins to fade soon after they become an undead witch they gain extreme strength, though they will also lose this over time because of the bodies decay. The witches drain the blood of their victims, often times waiting under the ground for them to walk across before they use their now monstrous strength to grab them and then drain them of blood with their razor sharp teeth.
Abilities:
Blood Drain: The Undead Witch sinks her teeth into her victim and begins draining the blood from their body, similar to a vampire. But while Vampires simply use this as a method to recover lost energy, the Undead Witches must do this frequently, or else they will begin to fall apart. If an Undead Witch goes for more than four RL days without draining blood from something, they will decay completely beyond the point of recovery.
Notes: -they only come out after dark or in dark places.
-Fire is 2x as effective against them.
-Only normal way to kill them is through burning the heart/or something ingesting it. Though this doesn't mean you couldn't cut them to shreds and then when they couldn't drain the blood from something they'd begin to decay normally.
-Can't break free from their grip unless you have a strength rating equal to or greater than 8.
-Holy Attacks deal fire damage against them, but only at a +1 ranking.
-Holy technique used that strikes their heart will kill them.
PostPosted: Sun Jan 30, 2011 9:10 am


I overtuned this one for the Necropolis a bit.

Wight Maiden
Rank: Master
Strength / Speed: 1/11
Health: Tough
Description:
A Wight more dangerous than most of the others. It can be created only from the soul of bitter, very young, girls who die before they know what love is. The Wight is immune to effects to lower its own abilities and can override the defenses of almost anyone. They, like most Wights, are intangible and cannot be attacked.

They possess the ability to steal bodies like other Wights however they can only steal bodies of people with serious psychological issues (that means everyone who put 'insane' and the like in their character personalities) and thus are potentially far less deadly than most Wights.

What makes them deadly then is not their ability to steal bodies but rather their ability to actually affect the physical world. They have a minor level of telepathy and telekinesis and while they cannot be attacked physically they can attack physically themselves.

They are extremely sturdy when compared to normal Wights and will both last longer and outright ignore most damage. They can, like most Wights, be only damaged with energy attacks. Maiden Wights are special in that they receive healing from anything with an unholy energy to it and are immune to all four elements.

Their only saving grace is that they never, ever, hunt in packs. They are too greedy.


Abilities:
Body Jacking: They take over the body of a person of their choosing. Can only take the bodies of those with serious psychological issues. Has a 10 post cool down time.
Caressing Aura: Being too close to them gives you the feeling that hundreds of hand are feeling your body. Touching every place on you. Even your insides such as your heart and liver. It is extremely unnerving.
Reality Warping: They can warp reality to phase in and out of existence for exactly a second once per every 5 posts.
Minor Telepathy: It talks to people in their minds. Rarely. The way Wraiths speak even in their minds is nearly incomprehensible to ordinary humans.
Minor Telekenesis: Objects around the room no larger than 500cms cubed can be thrown by the Wraith.
Deathless: Unless they are killed on sanctified or holy ground they will not be able to pass on and will simply reappear at a later date. Just angrier and more powerful. Be warned.

Notes:
They may only be released from their cycle of death and rebirth by destroying them on holy ground. Failure to do so will result in them growing more powerful and possibly into a more advanced Wight.

Pad Chief

Winner


Boku_ha_Ronnel

Shirtless Shapeshifter

PostPosted: Sun Jan 30, 2011 9:30 am


-whistles-
Damn, that thing'll give people nightmares.
PostPosted: Sun Jan 30, 2011 9:39 am


Hang on. Forgot to add two of its abilities.

Pad Chief

Winner


Boku_ha_Ronnel

Shirtless Shapeshifter

PostPosted: Sun Jan 30, 2011 9:47 am


-shudders- Ok. Yeah. THAT'S going to be a rare roll. Maybe the boss of one of the floors.
PostPosted: Sun Jan 30, 2011 9:52 am


Well of course. It doesn't sound common for a start.

Not to mention it's also got the highest threat level of any of the monsters so far I think. It would be very difficult to destroy alone.

Also. I remember some music that might be good for the Necropolis. For certain rooms at least. Check out the Saya no Uta soundtrack if you've got time.

Lawdy lawd was that music unnerving.

Bad idea to do that particular song. Schizophrenia is better.

Pad Chief

Winner

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