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Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Sep 06, 2010 11:50 pm


[O]

One-eye Bat E
- 1/1

A bat with one eye like a cyclops. It has a sharp bite.

[Orcs]

Large and brutish the Orcs have been driven back into the woods of Kranila and Fronta or into the Caves in Aramil, Nocturne and Yuran. Highly superstitious creatures even though they are quite capable of thinking. They usually have a wise and intelligent high priest as their leader. The high priests have been known to wield strange Magicks different from those of the arcanist. Aside from this the rest of their kind are dumb but immensely large and strong.

Orc Axeman D
- 4/1

The regular orc the axeman is not that smart or fast but he is strong. The axe is quite dull but the brute strength makes up for it. They also get easily irritated if the keep missing. Be careful when they throw the axe as it will equate to a C rank attack due to the brute strength.

Orc Charger C
- 5/4

This orc is Faster and Stronger than an Axe man with even its regular punches equating to a C ranked attack. Wielding no weapon and no armor just like the axeman he can easily be underestimated. Beware however as he can crush you easily.

Orc Hunter B
- 7/5

The Orc hunters are slightly more intelligent that the regular orc. These orcs use broadswords and shields in combat and they can throw a net made out of linked chains at the targets to stop them. Another thing is that they have a pet wolf with them. This wolf is used like how a hunting dog would be used but it being a wolf it's deadlier. They wear some iron over their forearm and chest as armor. It can perform up to B ranked attacks with both of the two Broadsword and shield styles.

Orc Brute B
- 8/6

They usually lead the attack Orc Brutes use the Greatsword and has fairly good armor as they wear steel breastplates and a helmet. Their legs however are only barely covered in leather armor. They use the Vindication style most of the time but prefer to just swing with brute strength. It can perform up to B ranked attacks with the Vindication style.

Orc High Priest A
- 4/6
Not yet seen in battle the high priests are quite intelligent and old. They dont fight and usually stay back at the hide out, they can give you a good story and you may learn from their wisdom. If you were to ask other orcs they supposedly could create magic.

Orc Fighter B
- 7/5
A proud warrior of the Orcs, the orc fighter has seen his share of battles. He fights with pride and fury against anyone that stands in his way. And if you bad mouth the orc race, he will shove his sword so far up your a** that you’ll have to say it around the tip of his blade.

Orc Giant S Boss
- 11/4

Not one of the brightest creatures in the world, but he certainly is one of the strongest. Just punching at the ground is enough to leave a small crater. So keeping distance would be best with this monster, since he can run or walk that fast. However his jumping speed isn’t that bad, and his reach is fairly long, so even that would probably not save you.

• Belly Flop A
The giant will jump high into the air and fall down to the ground, slamming his entire body weight onto either the opponent, or the ground. If he lands on the opponent, they will most likely be crushed. If he lands onto the ground, then he’ll cause the ground to shake violently, most likely causing you to fall over.
 
PostPosted: Mon Sep 06, 2010 11:52 pm


[P]

Plant Walker A
- 8/6

This is a plant that is able to uproot itself and move about freely. They eat like wild animals, munching down in the flesh using their mouth. It walks just like a man. Just like a plant, they have no brain so it's hard to kill it.

Piranha E
- 8/6

A regular piranha that is more knows as; "A fleshing eating little fish". They come in different colors and always eat in groups. Even though they are normal, their still serous dangerous for they will attack anything that can tasted just the single drop of blood in the water that been spilled. The most common number in a group are 10 to countless of them! With their razor sharp teethe and strong jaws, they can tear through any flesh to the bones in a very a short time.

Undead Piranha E
- 9/5

Similar description to a living piranha; they hunt in a group and chew down to the bones. The only difference is that they came back as skeleton and will not die easily even from the lack of water, though they still do need it to swim around.
 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Sep 06, 2010 11:54 pm


[Q]

 
PostPosted: Mon Sep 06, 2010 11:56 pm


[R]

Reavers B
- 9/10

These shadowy creatures are mostly transparent. They are crafted of ice and seem to glow from cracks on their body. These creatures are best known to hunt at night where they are best blended in the darkness. Reavers walk and have claws just like a wolf. Their eyes can glow, better eye sight in the snowy night of hunting their pray.

Rainbow Serpent B
- 6/12

A feathered cousin of the dragon, the rainbow serpent is far faster than it is strong but is unable to move with any true speed when not flying. It often attacks with the wind generated from its passing and raking claws but can also use its tail to devastating effect.

Roc A
- 9/10

The Roc is a giant predatory bird that is able to even fight dragons though it will normally avoid such dangerous foes. The Roc, despite being a flying bird type monster, is actually of the earth element and has feathers as hard as stone. It is suspected that an innate magic allows it to fly. It attacks by controlling boulders or its feathers to crush targets or with its large beak and claws. If hard pressed it will attempt to crush foes with its massive weight.

[Rats]


Electric Rat C
- 3/7

A rat that is about the size of a medium dog, it is rather large. For some reason, every part of its body is an electric yellow color, from the end of its tail to its eyes. Its fur stands on end as if it was constantly being shocked with static electricity. It is dangerous for two reasons. It is fast. And it can generate small bursts of electricity that generate from its entire head. (Electric burst does C rank damage, roll a six sided die. if 1 or 5, minor paralysis in the location that it struck.

• Electric Burst C
The Electric Rat's head begins glowing with energy. It orients its body in the direction it is facing, then unleashes a bolt of electricity in that direction. Has a 2 out of 6 chance of causing minor paralysis in the area it strikes.
(that chance if for limbs. If aimed it strikes the head or chest, the chance of paralysis is reduced to 1/6, and the roll of the die must be a 1 to take effect.)

Fire Rat B
- 6/5

This rat is the size of a Rottweiler hound, with fur that literally seems to be flames. The rat’s actual body size is unknown to all but those who have slain one, for the flames distort others’ perception of its body. This beast has no ranged attack, instead relying on its flaming body for combat – it strikes with a burning claw or tail, or bites with its fiery mouth.
This Rat is also known as the Ghost Hunter – it actively seeks out Paranormals (Ghost Bloodline), for it feeds on the energies that they give off. The fires of the Fire Rat’s fur start burning a blueish green hue when they are close to a ghost.

• Flame Strike B
The Fire Rat’s claws begin burning at an even hotter temperature than the rest of its body. This is painful for the Rat, but considering that the flames on its body normally are unbearable, this is quite dangerous to be struck by. It can cause harsh burns where it strikes.

•Burning Body -
The fur of the Fire Rat is actual flames. This results in it being very hard to fight – blades get too hot to hold onto, and most arrows will burn up before they strike it. To combat this foe, energy based attacks are needed – water or earth techniques, as fire techniques will heal the Fire Rat, and wind techniques below S-rank will result in nothing. Water techniques do double damage. Bullets are unaffected by the fire rat’s fur when used by an Adept Gunslinger or higher.

• Ghost Fire B
When a ghost (Paranormal Bloodline) is near them, the fur of the Fire Rat begins burning a blue green color. When this happens, Fire Rats become slightly faster and stronger (+.5 to speed and strength). In addition to this, if any Ghost abilities are used against them, the fire will automatically arc out to intercept it, blocking any supernatural attacks C rank or below.

Water Rat B
- 4/5

This is a truly aggravating enemy to fight. They generally are found with other Rat Pack Rats, though thankfully are only found near the Fire Rat when there is a Rat Boss in charge. These Rats are healers – they will hang back and avoid fighting, instead focusing on healing damage done to other Rats near them. This rat appears to be always wet – not like a drowned rat, but rather as if its fur was dripping water from the tips.

• Water Burst C
This technique is a blast of water that can stagger a full grown human male. The leading edge is actually sharp because of water pressure, and can cut into unprotected skin.

• Aqua Heal B
Quite possibly one of the most annoying abilities that a monster has ever been able to use. This technique can heal wounds on the Water Rat itself, and on every other kind of Rat Pack rat except for the Fire Rats.
The Water Rat squirts a jet of water that impacts the wounds of the other rats, healing them of the injuries. The reason this does not work on the Fire Rat is the effect of the fire fur. The Aqua Heal will actually put out the fire fur of the Fire Rat, leaving it vulnerable and unprotected. This will heal the wounds of a Fire Rat, but without its flames, this creature is an easy kill for even a trainee.

Earth Rat B
- 5/5

This Rat Pack Rat is relatively weak compared to the Fire Rat. It is more defensive in nature than the other rats, and tries to hide whenever it can. It digs into the ground and attacks from below with either stone columns or by bursting out of the ground and striking with its claws and fangs. This rat appears to be covered in a cloud of dust no matter where it is seen.

• Burrow -
This ability allows the Earth Rat to dig through nearly any kind of soil, be it sand, stone, or normal earth.

• Earth Spike D
The Earth Rat sends a spike of whatever it is digging through up into the air, extending about seven feet in length, and three feet in diameter at the base narrowing up to a sharp point. Easy to dodge for anyone Novice rank or higher.

Wind Rat B
- 4/6

This is possibly one of the most dangerous of the Rats to face alone. The rat literally seems to be created of the air around it. This Rat Pack Rat is hard to see – being made of the wind around it makes it so that it blends in perfectly with everything around it. Seventy percent of the time this Rat is invisible because of its habit of hiding within shadowy areas. The best bet of spotting this Rat Pack Rat is to stir up sand, dirt, or debris into the air. The Rat will appear because it cannot take these solid objects into its body, revealing where it is by the conspicuous lack of clutter in the air where it is. Sound and smell can easily detect this monster though – it is a favored prey of feral dire wolves, used to being able to sneak up on things that cannot see it, when something can tell where it is the Wind Rat is at a loss for what to do.


• Wind Cloak A
This is the ability that hides the Wind Rat from sight by gathering the wind into and around its body. This makes it weak to two types of elemental techniques – wind and fire attacks. Fire because of the obvious weakness of wind to fire, but it is surprisingly also weak to Wind attacks. Wind Techniques that strike this Rat Pack Rat strip away its protective cloak of wind, baring the rat’s weak and vulnerable body to follow up attacks.

Ratlings E-D
- 2/4

By and far, the most common Rat Pack creature ever found. These things are about as large as a cat, and can use tiny sparks of whatever element it is that they will eventually grow into. Aside from their large size and elemental ability, these things are similar in appearance to normal baby rats. These Rat Pack Ratlings are generally found following Rat Pack Rats of whatever element they are aligned with, though they can be found on their own deep in forests and caves. These creatures only band together with the Ratlings of other elements when there is a Rat Momma nearby.

• Elemental Genesis E-D
This is the primary ability of Ratlings. Fire Ratlings can create s small gout of flame, an ability that they lose when they become full grown, Electric Ratlings can generate a small burst of static electricity around their body, Earth Ratlings can create a cloud of dust around their torso, Water Ratlings can squirt a thin stream of water from their mouths, and Wind Ratlings can temporarily render themselves invisible like their full grown brethren.

• Growth -
This is incredibly rare to see in a combat situation. For unknown reasons (stress, age, diet, etc) the Ratling can spontaneously grow into their full grown version with whatever element they are aligned with. The problem is, after this sudden growth, the Rat Pack creature is incredibly weakened and cannot move for a short duration. (four posts of immobility)

Rat Momma C
- 3/3

This is not a combative creature, and will rarely be seen by those who are not actively hunting them down. They are only found underground. They are large and white, looking like massive albino rats. They are as tall as a full grown man, and wide as a wagon. Their sole purpose is to give birth to Ratlings, which they do with disturbing frequency.

• Birth -
The Rat Momma gives birth to a Ratling. From the moment of birth, the Ratling is capable of using the Elemental Genesis of its element.
(When Posting, Random Number Generate 1-5, each number ties in to a different Rat. 1 = Electric Rat, 2 = Water Rat, 3 = Earth Rat, 4 = Wind Rat, 5 = Fire Rat)

• Command -
The only defensive tactic that Rat Momma’s can use. This allows them to control Ratlings of the various elements and keep them together to provide defense. Around a Rat Momma, Ratlings will not try to run away from each other or fight each other, but instead work together to defend the Rat Momma.

The Rat Berzerker A
- 10/8
The rat berserker is a wild beast that only knows how to fight. Once it gets onto the battlefield, it goes into a wild frenzy and starts attacking anyone around it, whether they are friend or foe. He’ll keep on attacking until every one is dead, or is subdued by his own kind. He doesn’t feel pain when he’s in his attacking frenzy, and will keep attacking even if he loses a few of his limbs. It is suggested that you try to go for the kill right for the get go.

Rat Boss A
- 11/6

This is the most deadly Rat Pack Rat ever encountered by someone who survived to tell the tale. It is enormous – when down on all fours, it stands at nine feet tall, rivaling Giants for height. The beast is solid muscle along the length of its body, which is generally seven feet in diameter. The tail is a massive three feet in length, and completely flexible. Rat Bosses can use two elemental attacks of staggering power.

• Elemental Burst A
This is an attack of one of the five elements that a Rat Pack Rat can use. The Rat Boss’s eyes begin glowing to indicate the nature of whichever element it is about to attack with (yellow for electricity, red for fire, blue for water, green for wind, brown for earth), then it opens its mouth and roars, unleashing a wave of energy aligned with the element. Fire burns, electricity paralyzes, water freezes, earth crushes, and wind slices.

• Boss’s Command -
This is a more powerful version of the Rat Momma’s Command ability. This allows the Rat Boss to command three types of Rat Pack Rat – the two it is aligned with, and Ratlings.

Rat King S-SS
- 10/12

Nothing about this Rat Pack Monster King is known. It has never been seen and reported. Its abilities are a mystery, what it looks like is completely untold, this fearsome creature is known of only of a strange roar from deep beneath the earth that has made Rat Boss’s quiver in fear, or retreat from whatever it is that they’re doing to go deeper underground.
 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Sep 06, 2010 11:57 pm


[S]

Skeleton E
1/1

The basic skeleton. A Person long dead that has been raised from the dead. Having lost their flesh they are a bundle of bones. They Move like humans. They are mainly pawns or fodder when bigger creatures attack. These skeletons are sometimes armed with large bones as clubs.

• Bone Throw E
These skeleton have the ability to throw a few of their bones.

Skeleton Electrocutor C
1/3

This variation of the skeleton uses constant Electrical power as a weapon. It is unknown where they came from. If water skills are used on it you are hurt as well. If it is hit at close range you are electrocuted. The easiest way to kill these is with ranged weapons. They have the ability to fling single lightning bolts.

• Bolt C
The skeleton fires off a bolt of power. This power can be used once every three posts, and after using it the electric barrier is lost for one post.

Skeleton Knight D
4/2

These were the remains of a knight from long ago. This knight woke up to find his duty no longer had meaning and joined with the evil skeleton forces. This is similar to the basic summon of the necromancer class. It can use all the skills of the shield and broadsword styles, but at one rank weaker. it is however less durable as even a well placed e rank skill can kill them.

Skeleton dragon B
10/6

The remains of a dragon brought back to "life". This skeletal dragon is equal in size to a fully transformed soldier with the draconian bloodline. It is not capable of their abilities, but is very durable for a skeleton. They can breathe an indefinite amount of black fire that stems from dry air. The Fire actually sucks the dryness out of the area and uses it as power. This causes fire skills used near it to decrease in strength. The fire is also not stopped by water, but does not evaporate it. instead if an A rank water skill is used both will be deflected and fly off in a random direction.

Skeleton King SS
15/14

King of the Skeletons. The king, unlike his subjects, has had years to perfect his form. Through an enchanter, he has coated his body in enamel, causing his bone to be able to subtract 2 ranks in power to all skills used against him. The king is capable of using all Vanguard Skills, as he is more than capable of fighting his own battled.

Skeleton Witch Doctor A
9/6

These skeletons are very powerful and are one of few that are Extremely intelligent. In melee they use all the Scythe skills, but they are slowed by half because it uses them with one hand. It's scythe skills also causes the opponent to lose 200 energy with each hit. The most dangerous part about this monster is its regeneration. It's energy regenerates at a rate of 200 with every post. its own energy reserve is only 2500. In its other hand are three heads hanging on a chain. Each head has a unique skill.

• Old Woman Head
This Head has the power to unleash a screaming noise in a wave for 10 feet. Anyone caught in the blast is slowed by one rank. The feral bloodline is unaffected by this. Costs 500 energy

• Skeletal head
This head fires a concentrated blast of dark purple energy that latches onto an opponent. Someone caught in the blast is slowly cut to pieces. The feral bloodline is healed by this attack. It lasts two posts and costs 1000 energy

• Old Man Head
This head creates a field of energy as a shield that blocks up to d rank skills. It also burns anyone that touches it. The attacks of the feral class are unaffected by the shield, and it heals them upon touch.

Despite the feral bloodline's resistance to its attacks it will still actively attack them with the heads.

Skeleton Werewolf C
4/7

These are the remains of a werewolf. They are one of the faster skeletons being as fast as a master werewolf. Despite this they are only as strong as a human wearing clawed gauntlets. These Skeletons are hard to destroy as after they are knocked apart they will slowly reform. The peices must be crushed or blown away before they die.

Skeletal Hematophage B
6/6

These odd skeletons are similar to vampires and are very devastaing to them. The hematophages heart is carried outside the body. It is used as a weapon that absorbs the targets blood. Against a normal opponent it weakens them as if they were bleeding out, but against vampire it is devastating. It reduces their feed by half every time they are hit. The attack shows itself when the heart begins to glow.

Hellbone Titan A
10/6

Hellbone Titans, otherwise known as Pazuzu, is an monstrosity of the skeleton families. Standing at a height of 24ft and bones thicker then the human body this is a force to be reckoned with. Instead of two hands it has what looks like two prongs which can be used to spear its targets, being sharp enough to penetrate steel thats less then 12inches thick. Thicker and it'll be able to barely pierce it. Sometimes it'll stab at the targets once, sometimes up to five times consecutive. It will also bring them both down like a hammer. It also likes to stomp down on its targets with its heavy feet, and even at times do a sweep kick. Its bone density is said to be as thick as steel, making it difficult to kill. It tends to be around darkness or dark areas where the sun is setting or not out. They tend to travel alone, though sometimes two may be near the other

• Crushing Shockwave
Pazuzu slams or stabs both of its prong like hands/stomps its foot into the ground, creating a shockwave that'll knock targets around it to the ground that are lower then their rank.

• Breakbone Dance
A physical strike which catches its foes off guard. It stabs both its pincer like hands into the ground and then twists its body around as if it was break dancing, making its feet dangerous for it comes around rotating at high speed. It does this two times and then it flips itself into the air, coming back down onto the ground smashing one of its prong hands into the ground where the target would be. From the speed of this move, it cannot perform it again for two more posts.

Demon Snow Hound A
8/12

The youngest in a hound pack, Pups are still a strong fighting and hunting force. They passively blend into their surrounding so long as it is snow.

• Snow Jump C
Similair to a trickster's dash, this allows Zamiec to instantly put himself in a different spot in an area (within the thread)

• Blizzard C
Smiliar to the water magic Kirigakure, this manifests a raging snowstorm in the area that takes a B-rank or higher fire attack to dispell.

• Ice Claws C
A move where the persons draws water around their fingers and freeze it. They can also be sent forward, shooting them at an opponent. Also assumed that they can make ice gloves

• Ice Dome B
Zamiec may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack.

• Seeking Ice Impalement A
By digging his front paws in the ground, Zamiec creates a racing line of icy spikes to impale the enemy. The line will seek out the closest living or non-living target to spear them onto the ice.

• Arctic Needles A
This takes two posts to perform. Zamiec's fur becomes coated in ice, causing it to stand on end. The next post, they shoot out as thousands of tiny projectiles of death in all directions. This attack has a 10 yard radius.


Elder Hound of the Frost Pack S
9/13

The elder hounds of the pack, this is the decision making body for the other hounds to abide by. They passively blend into their surrounding so long as it is snow but their red marks look as floating magic runes in the snow.

• Multi-Snow Jump B
Similair to a trickster's dash, this allows the hound to instantly put himself in a different spot in an area (within the thread) up to 5 times a post.

• White Out C
Smiliar to the water magic Kirigakure, this manifests a raging snowstorm in the area that takes a B-rank or higher fire attack to dispell.

• Ice Claws A
A move where the persons draws water around their fingers and freeze it. They can also be sent forward, shooting them at an opponent. Also assumed that they can make ice gloves

• Ice Dome B
The hound may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack.

• Seeking Ice Impalement A
By digging his front paws in the ground, the hound creates a racing line of icy spikes to impale the enemy. The line will seek out the closest living or non-living target to spear them onto the ice.

• Arctic Needles S
The hound's fur becomes coated in ice, causing it to stand on end. Immediately afterward, they shoot out as thousands of tiny projectiles of death in all directions. This attack has a 25 yard radius.

Demon Snow Hound Leader SS
13/16

Leader of the hounds, Alpha seems to be more ghostly than the others, allowing him to blend into any environment. He is the final law for all hounds and none go against it.

• Multi-Snow Jump B
Similair to a trickster's dash, this allows the hound to instantly put himself in a different spot in an area (within the thread) up to 5 times a post.

• White Out C
Similar to the Mist Creation skill, this manifests a raging snowstorm in the area that takes an A-rank or higher fire attack to dispel. Visibility of almost 3 feet, the blizzard also pelts anyone in the area, dealing C Ranked damage from hail every post.

• Ice Claws A
A move where the persons draws water around their fingers and freeze it. They can also be sent forward, shooting them at an opponent. Also assumed that they can make ice gloves. The Hound Leader is fully capable of making these claws rapidly extend from six inches to almost 4 feet in length. The change in length is quick.

• Ice Dome C-SS
The hound may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack, one rank and below.

• Seeking Ice Impalement A
By digging his front paws in the ground, the hound creates a racing line of icy spikes to impale the enemy. The line will seek out the closest living or non-living target to spear them onto the ice. The Leader is more than capable of summoning stalagmite sized spikes from the ground, the further they need to travel, the bigger the spikes get.

• Arctic Needles S
The hound's fur becomes coated in ice, causing it to stand on end. Immediately afterward, they shoot out as thousands of tiny projectiles of death in all directions. This attack has a 25 yard radius.

• Blizzard S
A blinding, cold-choking blizzard comes into the area, cutting off all the senses at once while slowly freezing someone to death. This skill lasts 10 posts. It takes a fire skill of equal rank to stop this blizzard.

Specter of Shadows C
3/4

A specter, or dark spirit that was said to be hailed from darkness. It looks like a floating figure shrouded in rags and a turban, glowing white eyes and wielding a sword (though its only floating). These creatures tend to travel in packs of two or three and use alittle bit of magic. Its quite skillful in the way of the sword, though it only knows the Dao Sword skills. These creatures don't like holy light and will get much more aggressive when used around them. Physical attacks have half the strength against these guys. They tend to hang around Nocturne.

• Meani Don
A skill where the Specters create two skulls made of darkness which are the size of bowling balls above the target and fall down, having the same weight as one. However upon impact of him/her or the ground they explode, sending shards of the skulls everywhere in a 5ft radius.

Bone Behemoth S Boss
12/9

A strong necromancer two hundred years ago created these amazing skeletons by putting it together with bones from multiple animals. He spent so much effort in making these monsters that they now have their own source of energy. They are fast and very brutal in their attacks. No one knows what happened to the necromancer that made these monsters, but it is assumed that he gave them too much power and was killed by them.

• Death Roll C
The bone behemoth rolls into a ball, and start to rapidly spin and roll around the room. Anyone hit directly will suffer horrible wounds thanks to the spikes along its back and tail.

• Rend B
The bone behemoth focuses its energy into its claws and slashes at whoever’s nearby. It has enough power to cleave you in two, or leave a gaping hole in a stone wall.

• Omega Blast S
Most like the last attack you’ll ever see. The bone behemoth focuses its energy into its mouth, and forms a very tightly compacted energy ball. Once the ball is packed with enough energy, it explodes out of its mouth in a large beam attack. Anything standing in its way will disintegrate.
 
PostPosted: Mon Sep 06, 2010 11:58 pm


[T]

Thunderbird A
10/10

The thunder bird is a powerful cousin to the roc and is known as the storm incarnate. It's wings release strong winds with each flap and it's call is louder than thunder. It's feathers are said to channel lightning and the sun is never seen in it's presence.

Three headed hound A
10/8

The very hound in roman Greek that protect the gate from any trespasser from entering and/or leaving hell. Each of the head can breath out blast of fire to their foe. Beside burning their pray to a crisp, they can tier and shred them to many pieces. Each of the head's have a different taist they like best in their mouths. When ever they kill a prey, they share the body but each only take the serton part. One brinks the blood and the one eat the flesh. One devourer the soul, tell there's nothings left.

THAT S
13/10

THAT can smell your fear. THAT thinks you’re a lower life form. THAT will do everything in its power to make sure you never live to see another day. THAT is the father of IT.

• Shadow Drift C
THAT will completely dissolve into the shadows and reappear anywhere that is dark.

• Slash B
THAT will use his sharp claws to do a quick slash to the throat of the unworthy. If it doesn’t hit, THAT will quickly spin around to slash again.

• Burning Snakes A
THAT can make snakes made out of flame come out of any where from its body. The snakes will slither stealthily on the ground, and try to bite you. If they do, they’ll inject a poison in you that will feel like your veins are on fire.

• Horrifying Shriek S
THAT will let out a horrifying shriek that will make ears bleed, and whoever’s in front of it be flown back by the blunt force of the shriek.

The Imprisoned One SS Boss
21/15

A demon that been sealed away for thousand and thousand of years, chained into the earth for his punishment. He is one of many to be feared at. He breath and live on nothing but the framing heat by the magma. He well smash you with his mighty hot fist and burn you with his terrible inferno. Capable of using every fire skill and boosted by a rank, the Imprisoned One is fully capable in combat. Huge as he is, his speed and strength are nearly unmatchable.

Techno Queen SS Boss
12/1
This monster is very... compassionate for lack of a better word. The large cannon like things on her arms create an energy field around her that covers an entire thread area. Though she has a strength of 12 she hardly ever uses it. Her speed is only 1, but she hardly needs to move. She can use all the mechanist skills and add ons. Her body is formed of nanites, so if an addon won't fit with what she has on her body will reform into that add on. She cannot use arm addons while wearing her arm cannons, but can remove them if they become damaged. The arm cannons are able to form arms of static electricity tha tcan touch and hold things.

• Electric Love -
As long as the queen is wearing the arm cannons she can wrap her static arms around a persons heart. This technique works like a succubus' seduction skill, but is not resistable by humanoid life forms. It does not affect fully transformed draconics or werewolves, or shapeshifters in creature form, but does affect raging bloodlines. Mechanists have next to zero chances of escaping this effect. The electricity will affect their machine parts directly.

• Regeneration E
The nanites that form the queens body will reform when injured. Being hit by electrical attacks will cause the nanites to overload and take twice the power to regenerate the next attack.
 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Mon Sep 06, 2010 11:58 pm


[U]

Ursula, the Sea Witch A
3/2(6 in water)

An charming girl that loves to be by the water, but there's something wrong with her. Her skin is really pale, has no facial expression on her face, her eye's glow like a beast... she's not human. A witch that is bound to the waters, live her life as part of the sea creatures. She is known as the woman that controls the fates of ships and seaman's with her mystery powers. She fights with her magic ability to get her way on things. Twisted peoples life and destroy them if they get in the way.

- Can use any water and wind element skills up to B

• Storm A
Using her witch powers, she can cast a large storm coming in the way in the large body of water. The storm will create large winds, waves and heavy rain onto the area, tolerable times for a ship to be trapped in or to be swimming. Only a person with the strength of 6 that can survive fighting against the currents, if not they are most likely to drown.
 
PostPosted: Tue Sep 07, 2010 12:00 am


[V]

Vampiric Butterfly E
1/4

Seems like a crystalline butterfly but is actually a carnivorous parasite that sucks a victim's blood turning black and once full explodes.
 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Tue Sep 07, 2010 12:01 am


[W]

[Water Monsters]

Monster that live near sea or water.

Baby Simon -
0/1

Little baby creature just a size of a fist, likes to walk around on it's own to explore. The little baby's are too young to defend their self's and intend to wonder it's self way to often. But there's nothing to worry sins the Simon's will just make more of them. These little creature are actually are yummy to eat. You just boil them in water and you can just eat the hole thing, leaving nothing but the bones. It's impassible to keep these as pets sins they have to stay close to the water and the climate of the air.

Bolldell E
1/1

A little cute creature that's looks little like a tadpole. They are quite friendly sins the only way they can attack is by bitting people with it's teeth, so there's no worried about them.

Su-Horse D
1/2

A sea horse like monster that has it's skin, colorful change colors like a beautiful coat. Do not stare at it for long, because that's how it hypnotize people and do it's biding. When it got you, he either make you go to sleep and it well escape, or make you go attack your comrade near by.
The Su-Horse are only under water and can never go near land.

Water Flan C
4/3

A icky goo like monster that likes to hang around on shores. It's eats anything it can inside of it's gooey ingestion. It's a little tough to beat this one, sins it's just goo. Ame for it's organs and it would be finished quickly.

Walper C
6/2
A very large blubber like monster. It walk's very slow from it's large weight, but beware it's large spikes. The case of it's heavy weight is because it carry's large amount of water inside. It shoots a large ball of water out of it's mouth like a gun.

• Water Gun D
Shoot out a blast of water to the enemy. It's tough enough to push them right off from their feet.

Shiela C
4/3

A beautiful name to a festive sea serpent. It has smooth skin and purple fins. With it's jays, it can chomped throw a log in a instant.

Elber B
7/5

Very strong, reptile type sea people. The carried a their own harpoon to hunt and attack their pray. They are powerful swimmer and their skin are tough. It's difficult to defeat them sins they can still easily attack you on land.

Floor Dweller B
5/6

The floor dweller is a giant wide mouth fish that likes to spend it's time near the bottom of lakes, and the sea bed. It usually buries itself into the mud of the sea floor, and use one of it's antennae to attract potential meals. Once the meal get's close enough, it quickly lurches out of the mud to try to swallow the meal whole. But if it misses the first bite it has no trouble chasing after the meal for another chance to eat it.

Machine A
7/6

A sea monster that is a master of the blade it wields. They found any weapon laying around at birth and train their self's ever sens. They are very skilled from their sword and close hand to hand fight's. The only thing that they use to protect them self's are the metal peace on the wrist and ankles that they uses to block any blades.

Hydra S
10/7

Known as the water monster of Greek myth having nine heads, each of which, if cut off, grew back as two. But this is actually his son, Hydra the second. Unlike his father, He only has 5 heads and can't regrow two more heads after it been cut off. But it sill can chump down any thing this it's tough fanged mouth. It's scales are tough as a dragon and it shoot's powerful stream of water that can nuck over a 4 story building out of it's mouth.

Were-fox S
8/16
Were foxes are gods of speed. They are the fastest non-boss creatures to exist, with a base speed of 16 and strength of half that. They can use one kind of elemental magic that varies with each one, and each knows at least one melee style. They can use a tricksters dash, and airwalking skills. The were fox can transform into a full transformation in which their speed maxes to twenty, or one plus yours, which ever is higher. They do not have regeneration like normal were creatures nor the weakness to silver but they retain increased strength(half their speed rounded up) and a slight aversion to sunlight. Werefoxes are extremely intelligent, and can often pull any tricks you might be trying to pull as if they had read your mind. wild Werefoxes, since they have no aversion to silver, often replace their claws and teeth with ones made of silver. This is not natural, and not all of them have them.


• Luck
Once for every person in a fight, a werefox can simply seem to know what is going to happen. Because of their great speed this allows them to dodge most attacks at least once.

• Transformation S
The werefox gains all the bonuses of their true form. In addition to the speed and strength boost they gain special melee attacks, and they grow in size by roughly three feet. Their fur is pointy like needles in transformation, and while it cant puncture clothing, if they are hit bare handed it hurts.

The Turtle Titan SS Boss
40/5

The turtle titan is an inconceivably large turtle that lies on the bottom of the ocean floor. It doesn’t rise from its slumber that often, but ever once in a while it does and seeks something to eat. It rising out of the water is a wondrous sight, but also frightening when you realize just how large it is. The creature is an omnivore, and can be found in miscellaneous parts of the wild crunching on entire stretches of forestry like grass. It is territorial; if it notices you near it, it will a attack. While it may move slowly, the size of its body actually makes it quite fast in comparison to smaller beings. Not only that, but its skin is very thick, and its shell is nearly impenetrable.

• Squirt A
A powerful squirt of water is shot out of the turtles mouth with enough force to dig trenches in the ground.

• Stomp A
The giant turtle raises up one of its legs and slams it at the enemy with enough force to leave a giant crater.

• Tidal Wave S
The turtle has control over the water, so with enough concentration it can cause a tidal wave to roll in from the coast. The tidal wave is almost as large as the turtle, and can wreck cities

[Wurms of Amaranthine]

The wurms are a common sight in the Deserts of Amaranthine. They can be found around the massive stone hives that shoot out of the sands. Their combat style is basic, but effective. The warm the enemy at high speeds and endless numbers. Once they get in close, they rip opponents to shreds with their large, scything claws. For most, this isnt a problem, however, the wurms are linked through a hive mind mentality. They have no fear and need no rest. Another result of the hive mind, is that all wurms will share genetic mutations with the rest of the hive, even if the others dont have it.

Wurm Soldier D
5/5

The most basic of the wurms. It is highly adaptable and deadly in numbers.

Mind Wurm C
3/6

All Wurms may now use mage skills up to C-ranked

Death Wurm C
4/5

All wurms regenerate wounds over a 2 post time span

Speed Wurm C
3/7

All wurms gain +1 speed

Acid Wurm C
4/5

All Wurms may now melt through armor and burn flesh with their attacks

Spitter Wurm C
2/6

All wurms may now spray a sticky toxin at their enemies. This poison causes blindness and paralysis.

Strength Wurm C
7/3

All wurms gain +1 str

Elemental Wurm C
3/5

All wurms may use 1 element up to C-ranked

Wurm Queen A
5/5

The wurm queen may spawn 1 Wurm soldier every 3 posts.

Wurm Titan S
10/5

All wurms stats are now 7/7 and shoot metal quills

• Tectonic Upheaval A
The Titan drills into the earth and lifts upwards, breaking large junks of the ground up and tossing them into the air

• Churn A
The Titan lifts it's self into the air, then crashes down in a spiral, making a large crevasse where it landed. This sends chunks of dirt into the air and crashing to the ground

• Twin Split S
There are 2 now
 
PostPosted: Tue Sep 07, 2010 12:05 am


[X]

 

Fist of the Bro Star

Shirtless Seraph


Fist of the Bro Star

Shirtless Seraph

PostPosted: Tue Sep 07, 2010 12:08 am


[Y]

 
PostPosted: Tue Sep 07, 2010 12:09 am


[Z]

Zambu S Boss
10/15

A powerful female demon that lived for thousands of years. She's covered in tough scaly armor that is her own body. Her speed is so great, she leaves after-images in her movements. There is a large tail growing from the back of her head that lashes at nearby opponents.
 

Fist of the Bro Star

Shirtless Seraph

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