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Posted: Thu Jul 21, 2011 11:39 am
So! In case you come up with a brilliant idea for a beast of some kind I've created this thread for you. These beasts can be absolutely vicious or docile and cuddly. But they must have at least two strengths and two weaknesses. [align=center][size=24][b][color=grey](first letter)[/color]Remainder of name[/b][/size][/align] [img]IMAGE HERE[/img]
[b]Locations found:[/b](Creature can be found in multiple locations in both nations) [b]Danger Level:[/b] ( 0=No danger at all, these are for beasts of burden (kinda like an ox or a donkey or another working animal) X =little to no danger XX=Someone with a basic knowledge of combat can win XXX=Someone trained in combat can win, all others should run away XXXX= Danger level is quite high, even someone skilled in combat will have difficulty winning and will likely leave the fight injured XXXXX=RUN AWAY AT ALL COSTS, only absolute masters of their combat abilities can even dream of winning this fight) [b]Escape Roll:[/b] [i]Alone:[/i] [i]Group:[/i]
(The series of numbers between one and twenty to be the escape roll. This is where a player rolls the dice along with their post IF they choose to attempt to escape the creature. Escape Rolls are based on Danger level. There are two levels of escape Roll, one for when alone and one for when in a group) When Alone: 0=N/A X= 1-18 XX=1-15 XXX=1-12 XXXX=1-10 XXXXX=1-8
When in a group: 0=N/A X=1-8 XX=1-10 XXX=1-12 XXXX=1-15 XXXXX=1-18)
(Description and backstory of creature)
[align=center][i]Strengths[/i][/align] -strength 1 -strength 2
[align=center][i]Weaknesses[/i][/align] -Weakness 1 -Weakness 2
Have fun with it and be creative! Don't rip off of all ready existing creatures!
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Posted: Thu Jul 21, 2011 2:35 pm
Om'shad Locations found: Sol Solis Nation, The Snow Land of Kielael, The Mountain Land of Caehoul Danger Level: 0=No danger at all, these are for beasts of burden Escape Roll: N/A Alone: N/A Group:N/A A general mount, the Om'shad were actually a creature that had been on the verge of disappearing. Despite their horns, other creatures and even escaped experiments hunted them into near extinction. However before they could disappear completely someone discovered that they could act as beast of burden. While they are somewhat slow, they can speed up to the point that they can beat a person running. Mostly found in the Sol Solis region, though some are used in the Mountain Land of Caehoul. These grass eaters, are now breed by a number of people not just as mounts, but for their fur. Which is used for everything from clothes, to lining, fill blankets, etc. Both genders produce quite a bit of fur, however their horns which are also used to make weapons and such grow longer on males than females. Strengths - They can alternate between certain speeds, though they aren't faster than other creatures. - Their true talent is jumping. They can get quite high and far over ditches. Weaknesses - They are not very violent. Which is why they were nearly wiped out, their horns are mating ritual tool more than a protective tool. - While the only grow think fur for the winter, they're thin spring and summer fur is not thin enough to survive the heat of other areas.
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Posted: Thu Jul 21, 2011 2:36 pm
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Posted: Thu Jul 21, 2011 8:33 pm
Skinburrow Locations found:Primarily found throughout the Unholy Nation. Most common in the Desert Nation of Merseyr. Danger Level: XXX Escape Roll: Alone: 1-12 Group: 1-7 The Skinburrowers are a tricky race, and rarely attack directly. They find a human shell - a sick or injured person if they can manage it, or a corpse if they can find no wounded/weak hosts. They then jump onto their intended host and begin burrowing into the host - an endeavor that always kills the host if it is still alive. But that doesn't matter for the Skinburrowers - they just want the meat of the body. They then become somewhat like puppeteers - they infest their host body's nervous system and musculature and can control the movements of the body. They don't use this to try infiltrating the nations or anything like that - they are just looking for their next victim. Skinburrowers who are in hosts will stumble along, the body decaying at a reduced rate due to enzymes from the monster that has infested it, until they find someone who looks vulnerable and is traveling alone. If they can find someone, they drop to the ground and begin faking being injured, in an attempt to lure their new target closer and to get them to let their guard down. When their target is in range, the Skinburrow host will suddenly lean forward as if in great pain - and leaving their back widely exposed, giving the Skinburrow plenty of room to strike out from. The Skinburrow will then erupt from the back of their host and try to latch onto their target quickly. If forced to fight while inside a host, Skinburrowers are sluggish and weak, and easily dealt with. However, killing a Skinburrow host only forces the monster out of its shell, beginning a whole new game. Once outside of a host, Skinburrows become much more difficult to deal with. They are relatively fast - faster than most bloodlines in fact. They are about the size of a large canine, and tend to leap back and forth quickly from side to side. Thankfully their attacks are weak - not strong enough to get through most armors thicker than leather. However, if they can get their fangs in you, you are in severe danger - a single bite can give the Skinburrow enough time to break a fang off inside of you - which will eventually grown into a new Skinburrow inside of you, killing you in the process. Thankfully this is a slow process, and if you simply take a burning brand to the bitten area soon after the fight, you can kill the infestation before it has a chance to spread. Strengths -strength: Undetectable. Once inside of a host, there are no outwards signs of what is inside of them. -strength: Rebirth. If a Skinburrow can bite a target, and the bite is then left untreated, there is a high chance (70%) that it will have broken off a fang inside the target, which will grow into a new Skinburrow. Weaknesses -Weakness: Unhealing Host. While they are not themselves detectable, there is the simple fact that the host they are infesting will begin decomposing from the outside in as the Skinburrow eats away at them. This means that most hosts will end up looking gaunt and like walking corpses - a help for their injured ploy to lure new victims in, but a severe weakness to anyone who knows what to look for. -Weakness: Skinburrows have an intense aversion to two things. Bright lights/fire, and Shadowmasters. The first reason is that bright lights and fire severely weaken them and can kill them if exposed for too long, and the reason they avoid Shadowmasters is because the parasitic armor completely negates them.
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Boku_ha_Ronnel Vice Captain
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Posted: Thu Jul 21, 2011 8:37 pm
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Posted: Fri Jul 22, 2011 11:35 am
Yvgar Locations found:The Desert Land of Merseyr and parts of the Wastelands Danger Level: X =little to no danger Escape Roll:Alone: X= 1-18 Group: X=1-8 These brown and tan skinned lizard like creatures can not only stand the heat, but also a vast weight as well. Almost the size of two average height people on top of each other, their padded feet allow them to shuffle over the sand and heated earth with ease. They survive on the small lizards and a few gallons of water. They're hide is very strong, which is one reason why they are often breed just for their hid. They're claws and horns should not be ignored, since if you offend them or threaten them they will use it. Strengths - They are pretty strong, able to carry multiple people or a large amount of luggage. - They don't need much to survive, since they are able to retain resources rather well. - They're bodies, especially their feet, are wonderful for getting around on sand and dry land. They're bodies also make them rather speedy. Weaknesses - Cold will kill them. - They don't last very long, they grow up rather fast and stay only for a little while about 20-25 years at most.
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Posted: Fri Jul 22, 2011 11:37 am
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Posted: Tue Jul 26, 2011 4:22 pm
Freinbas Locations found: The wasteland Danger Level XXXXX=RUN AWAY AT ALL COSTS, only absolute masters of their combat abilities can even dream of winning this fight Escape Roll: Alone: 1-8 An unknown creature from deep within the earth. It used to prey on Kalulu, but it found it's way into the light, and now roams around, killing everything in sight so ti can feed and grow stronger. There is only one, but it lives for thousands upon thousands of years. Strengths -Extremely fast and huge. -Merciless, and a super--hunter. All of his senses are extremely powerful. - Extremely hard body. Weaknesses -His senses. -Inside of him. If you could cut him from the inside, he would be easy to kill, but he likes to chew the things he eats.
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Garden of Wisteria Vice Captain
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Posted: Tue Jul 26, 2011 10:08 pm
Locations found:Wastelands Danger Level:X. Actually, 0-XX depending on what age they are and how they have been raised. Some wild ratlings can been XX but a baby ratling or a timid adult could be a 0. Escape Roll: Alone: 1-18 Group: 1-8 Like the Assassins, the Sobolan came to be with the creation of the Wastelands. The Soloban are more intelligent than the average beast. They quickly develop the ability to speech, within their first year. And can walk within hours of birth. They reach adult size by the end of their two year old year. However, the can continue learning and developing throughout their lives. So an older Sobolan living in a village with their owner might have a mastery over language, though still somewhat basic compared to people. Their intelligence is basic but some have shown proclivity for more natural skills as a gardener, apothecary , or healer. Sobolan living in the wild tend to have only a few words and feral senses more than intelligence. These can be somewhat dangerous as they tend to attack in groups rather than singly. However, if a Sobolan is taken as a companion and taimed, they are not useful as an aide in battle. They are only slightly fast but fairly weak. Their greatest skill is the ability to climb and comes in handy for their main battle strategy, running away. But if they are skill in making curatives, they can be useful. Otherwise they can perform basic tasks such as preparing simple meals, washing clothes, handling supplies and running small errands. The younger a Sobolan is taken in, the more loyal it is to its owner, in general. There are always exceptions to this rule. Just like their attitude their appearance is subject to great variety. Some are more humanoid while others are more rat-like. They all stand and walk on their hind legs, but when they run they can drop down to all fours for a little extra speed. Their adult height while standing is usually between three and a half to four and a half feet. In the wild these creatures tend to live in colonies and survive by scavenging. They will war with other colonies and attack and kill any lone Sobolan that might be wandering. They are often cowardly though when it comes to stronger beasts or humans. They rarely attack humans and in those rare cases it is usually only a few scratches and bites before they run away. They do have strong claws and sharp pointy teeth but are physically quite weak compared to the other beasts of Saegareth. Strengths -Climbing. As these creatures are often fearful and nervous, their ability to run away is important to them. The claws on their hands and feet allow them to grapple to most surfaces and can often climb right up walls if they can get enough grip. -Gardening and Healing. This is more of a skill that they often excel at if they choose to learn it. -Loyalty- Those raised in domesticity often become extremely loyal to the one raising them, even if their ‘owners’ are less than kind. Weaknesses -Cowardice- They fear anything even slightly larger or stronger than them and flee conflict, often even abandoning their owners side. It is rare that they would do anything to assist their owner in a confrontation combat wise and even if they did, they are sloppy and ineffectual fighters. The only advantage that they ever have is in a swarm. -Stigma – Although they can speak, reason, learn and hold small jobs, they are still relegated to the beast world and looked on most often with disgust and revulsion. They are somewhat tolerated because they can be useful servants, but are definitely not seen as people.
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Posted: Tue Jul 26, 2011 10:19 pm
Scorpium Locations found:Through Wastelands and Sol Solis. They were also found through some parts of Saieth but as they are most often considered pests, they have been hunted to near extinction in the Unholy Nation. Danger Level: X Escape Roll: Alone: 1-18 Group: 1-8 Scorpium, or Scorps as they are more commonly known, have long been considered a major pest of Saegareth. However, for years they have been bred or captured and raised in domesticity because they also make terrific, though mouthy, servants. Scorps are short, humanoid/reptilian creatures. This can cause their appearance to vary from small humanoid with green skin to large reptile that walks upright, though this can be controlled with breeding and most fall somewhere in between usually towards the more humanoid appearances. The average Scorp is about three feet tall and thickly built with leathery green skin, scaled over the joints, protruding parts and top of the head. Their ears are often bat like, large and pointed. They often have totally black eyes so it is hard to see their slitted pupils. But their eyes and ears are off great use to them as they see extremely well and their hearing is even better. This allows them to avoid most attacks and would keep them safe if not for their general bad humor which predisposes them to want to attack more than run. However, their enhanced attributes do not extend to their more battle appropriate parts. Their teeth are sharp but very small and would only do moderate damage on bare skin, hardly be felt through leather and have absolutely no effect on armor. Their nails grow pointed but are not strong or particularly sharp. So their attacks are more a nuisance than anything. In the wild, these creatures are drawn to filth and refuse so they can most often be found in trash dumps, back alleys and wherever trash can be found. They will burrow in trash to make homes, eat rotten food and generally smell like the wrong end of an Yvgar. However, no matter how much or how little human interaction these wild Scorps have with humans, they all possess excellent language skills and are extremely sarcastic and rude on most occasions. A characteristic that they share with their domesticated kin. Scorps are very easy to domesticate. Though there are Scorp breeders a plenty, especially through Sol Solis and the Wasteland, it is almost as easy to catch a wild young Scorp and raise them in your house. In domesticity, Scorps seem to go the other direction in turns of filth, they are extremely OCD and must clean everything. They will spend all day cleaning the house and washing clothes and dishes if they are allowed and often only sleep when they simply fall down exhausted. This seems to please them greatly though even though they grumble almost constantly. Domesticated Scorps attach themselves closely with one or two members of a household and will stay close to them and defend them from any perceived danger, at least to the best of their limited ability. This quality seems to vary on how well they are treated. Scorps are quite intelligent and enjoy when they are treated as such. Besides their excellent cleaning skills, Scorps make excellent ‘watch dogs’ with their heightened sight and hearing. It is said that they can see clearly in the dark as well as the light at distances exceeding 500 feet and hear much further. This quality alone has made them very appealing companions. Strengths -Increased hearing and sight- Helps them to see threats far before there are imminent. -Language- They are excellent communicators, much to many owners chagrin and often with far too colorful language. -Cleaning- Domesticated Scorps become obsessed with tidying their environment which makes them attractive companions. -Loyalty- This is sometimes important to owners though their lack of fighting ability really makes this somewhat moot. Weaknesses -Lack of fighting ability- They have tiny teeth and ineffective nails that don’t manage to do much damage at all. Coupled with their size and compounded by their habit of rushing toward danger rather than away, they were only too easy for Saieth exterminators to hunt down. -Stigma- They are seen, in some regions such as Saieth, as disgusting pests and hunted. In these regions ownership of them is anywhere from frowned upon to forbidden. -Attitude- Owners often grow tired of Scorps grumbling and backtalk. And their bad habit of attack guests that they decide are a threat.
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Garden of Wisteria Vice Captain
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Posted: Fri Jul 29, 2011 10:31 am
Since woods isn't part of the guild anymore I'm not going to bother with his.
Otherwise: Approved and Approved heart heart
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Posted: Fri Jul 29, 2011 10:59 pm
Mynocks Locations found:Unholy lands and some caves Danger Level: X-XX Dangerous in large numbers Escape Roll:Alone: 1-15 Group: 1-8 Though these little guys look much like bats, they are more vicious than any normal bat. It was said that an Alchemist accidentally created these little guys when a bat flew into his lab and crashed into a series of potions. It is unknown how these guys reproduce but their numbers are high in the Saieth. Preferring dark spaces, these Mynocks are very protective of their homes. Any unwelcome visitor will have not just one to deal with but a bunch as these creatures prefer to attack in groups. Strengths - Ability to see in the dark and to hear the tiniest bug's wings. - Speed to dodge attacks, thanks to their bat like structure. - When attacking in large numbers, they can easily confuse their enemies while their claws and fangs go for soft flesh. Weaknesses - Any kind of light from the sun to flame hurts their eyes and they often tend to retreat from the light. - Separating one from the bunch will cause the singled out one to become weaker and far easier to kill.
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Boku_ha_Ronnel Vice Captain
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Posted: Fri Jul 29, 2011 11:19 pm
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Posted: Fri Jul 29, 2011 11:21 pm
Coeurl Locations found: Merseyr and Kaeheer and some parts of Sulyll Danger Level: XXX Escape Roll:Alone: 1-12 Group: 1-12 These creatures are lovers of wide open spaces and freedom. They hunt and travel alone and only in their territories. If one travels into another territory it is only during breeding season or if they wish a fight. Anything that is a unknown to them is watched before pronounced a threat or prey. If it is a threat that the Coeurl feel safe against, they will try to take it out quickly. If it is a threat they know is far to strong for them, they will tend to disappear as if they were never there. If you are counted as prey, it is better to hold still rather than run, for they can reach faster speeds than you. Strengths - Endurance and speed- the Coeurl can run for long distances without tiring - These cats are intelligent for beasts, predicting before ever encountering if you are food or an enemy. Weaknesses - These cats cannot handle being pinned. If you corner one of these between high cliffs or where it can not jump out of the area, it will get claustrophobic and more than likely try to hide rather than fight. - Attacking its feelers coming from the back of its head is a sure way to win in this fight. They are extra sensitive and if cut off or enough damage is given to it, this creature will either die or lose all fight.
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Boku_ha_Ronnel Vice Captain
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Posted: Fri Jul 29, 2011 11:35 pm
Miss Akuma: Coeurl, Approved!(Klanaxen Locations found: Everywhere. Danger Level: 0 - XXX (Single is easily handled, but they tend to swarm, which is a deadly proposition.) Escape Roll: Alone: 1- 12 Group: 1 -12 The Klanaxen are mole-like creatures that are actually closer to the size of a small dog or a large cat. They have teeth that are approximately six inches long, and claws that are five inches long. Alone, they are not a problem for anyone to deal with - their hide is quite thin so nearly anything that strikes them will go through it to cause damage. They have a weak sense of smell, and sight - but they are incredibly like moles in one regard. They are underground burrowers. They tunnel through the ground and sense potential prey by feeling the vibrations. These creatures will normally not attack when by themselves, and instead will burrow away if they are found out in the open without other Klanaxen around. However, if you have the misfortune to come across a group of more than ten - which is pretty typical for encounters with these foes, for they travel in groups of fifteen generally - then they will come swarming out of the ground, claws ripping and teeth biting as soon as prey is detected. These creatures are thought to have been created by a Rune Writer on accident. He was trying to enchant his pet mole in order to make it live as long as he did, but unfortunately the experiment went wrong, and the resulting Klanaxen killed the poor man before he realized what was going on. And to make matters worse, it eventually became apparent that Klanaxen could breed with normal moles despite moles being physically smaller than the monsters - and worse, the Klanaxen 'gene' as it were, would breed true in every case, and the resulting pups would grow up to be Klanaxen as well. Strengths -Underground. These creatures are incredibly hard to detect until the burst from the ground, already attacking. -Swarms! These monsters rarely travel by themselves, and are generally found in groups of fifteen or more, a substantial threat. Weaknesses -Light: Due to their burrowing nature, their eyes are incredibly weak, and highly sensitive at the same time. They can see normally when above ground, but flashes of light will blind and daze them for several minutes. (Three posts) -Soft hide: These creatures are incredibly easy to kill if you can hit one - most lows will cut or bash straight through their hide, sometimes killing them instantly.
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