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Posted: Tue Oct 13, 2015 2:07 pm
Please post your Creatures profiles here!
Remember, these are the self-imposed rules of your Creatures, but even so, have fun with it!
You are also allowed to make more than one! Here is a template to use when creating your creature, put as many feasible details into it as you can: Your Creatures Name:
What would you classify it as (mammal, reptile, avian, fish, amphibian, etc)
What kind of habitat would it normally live in:
What does your Creature look like (ie: fur, scales, feathers, body/shape structure, etc):
What does your Creature eat (carnivore, herbivore, omnivore, detritavore?):
How does your Creature find it's food:
When/how long does your Creature sleep (is it nocturnal or not?):
How does your Creature behave:
What are your Creatures fears/weaknesses (loud noises, certain vegetation, water? Not everything is perfectly geared toward survival):
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Posted: Tue Oct 13, 2015 4:03 pm
Cast and Crew:
Elder deWitt: The leader of Habit with a nervous demeanor, he and his team of clerks work tirelessly to make sure everything runs smoothly. From social gatherings to town repairs, he's the man who always has a plan. Granny Beety: The sweet old store clerk, and wife to Otis. She loves to dote on her granddaughter Nikole, and the other town youths. Her duties include making sure supply orders for the town are sent, and baking delicious pastries. Otis the Nightwatchman: A gruff old geezer and husband of Beety, who patrols the border of Habit when night falls. If he sees someone misbehaving (mostly Lonnie), he's quick to give a swift rap on the head with his walking stick Lonnie Twigg: A youth with a knack for growing produce, and aspires to own more than one cow. He is the twin brother to Leira. Very relaxed and often seen daydreaming, though a certain girl in town seems to put a spring in his step... Leira Twigg: The quick-witted huntress, and twin sister to Lonnie. With a sharp eye and even sharper arrow, she provides most of the towns game needs. Healer Yvenne: A foreign girl with knowledge of a number of herbs and remedies. With a steady hand and a calm manner, she cures what ails ya. Martha the Innkeeper: The gossipy city-gal, she owns the only inn or bar between the two towns. Always in on what's happening, she dazzles patrons with a smile (and rather odd hair styles). She owns an exotic pet that tends to get into mischief. Nikole: The rambunctious granddaughter of Beety and Otis. She takes it upon herself to travel the short distance between the towns to deliver mail and store orders. She is usually accompanied by Otis' dog. Brother Carelius: The moral center of the town, bringing peace to those who have had loss, or trouble in their life. An old friend of Otis and Beety. Gare the Blacksmith: He and his apprentices work day and night to keep the town supplied with his metal craft. From gardening tools, barrel rings, and cutlery, his hammer will strike out a masterpiece. Trent the Woodsman: A proud man who likes to throw his weight around, usually frequenting Martha's bar after the day is done. Though his personality may have some flaws, his handiwork is another matter entirely. Special Event Characters:
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Posted: Thu Oct 15, 2015 7:42 pm
Creature's Name: Goopy Classification: Goopy is a proud little Slime Monster about as big as a dog, they call themselves Gooplings. Habitat: Goopy lived in a secluded cave with his other Goopling family, moist damp places are a good place for a Goopling to thrive. Dry and hot places are not their strong suit. Diet: Goopy absorbs and dissolves anything that becomes trapped in his body. ...Very, very slowly though, so living things are not usually on the diet, they escape too easily. How does your Creature find it's food: Goopy usually just slimes his way across the land, and whatever ends up in his body is dinner, yum yum. When/how long does your Creature sleep: Goopy does not technically need to sleep, but Goopy will go into a slower conservation mode if Goopy does not get his nutrients. Behavior: Goopy is a happy-go-lucky little slime with few hopes and dreams, only knowing he wants to be the best Goopling ever! And seeing as he was the first to leave the Goopling cave he kind of already completed that goal. But still! He wants to be better, somehow! Onward! Gooplings in general though are predators... kind of. They will absorb anything and everything into their bodies in order to survive, and their acidic jelly bodies allow them to dissolve and get the nutrients of just about any object imaginable. Some things take longer to dissolve than others though. Metals and bone will stay in a Goopling's body for two weeks before being fully dissolved, with softer materials usually taking a day or two to be dissolved. Weaknesses: Gooplings aren't the most terrifying Creature out there. They're fairly slow and weak, and not really a threat at all as long as you don't get your body stuck in their jelly bodies. Gooplings also hate salt. A lot. Don't salt a Goopling unless you want it to suffer horribly.
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Posted: Thu Oct 15, 2015 7:58 pm
Creature Name: Galemninus
Classification: Endothermic Large Reptile
Habitat of Choice: Warm Marsh/Swampland
Description: Large (2.2 metres long, 1.8 metres wide) The creature has a yellowish tone and pebbly texture to boot. Dark blue coarse spiky fur along its spine and tail starting at the mid eye point and ending at the tails tip. Long muscular tail rudder like and powerful. Large forearms and claw tipped fore and hind paws. Squat sturdy back legs used for swimming/ running. Large flat head like a lizard with large and shiny black eyes. Serrated teeth that end in flat points. Muscular and bulky body.
Dietary: Seasonally Omnivorous. In times of wildlife activity the Creature's diet includes any large land mammals it can take down that stray too close to the swamp water edge. In the absence of sustainable prey, it resorts to eating roots it finds in it's natural habitat.
Behaviour: The Galemn is a strangely careful and inquisitive beastie. Patient to an extent, it waits for prey and often creatively disposes of them if they prove tough to capture. They are prone to creating routines and frequenting kill/foraging zones. The monster is also of a strong parental mindset, being intensely loyal and protective of it's mate and young. Can be playful at times, if not overbearing. Can be trained like a squirrel.
Weaknesses: Requires large amounts of food to stay active. May be overly loyal, dying in place of it's partner if need be. Loud movements outside of water. Heavy, fast for it's size, but not very agile. Has no natural camouflage outside of natural habitat. Can be very dumb sometimes. VERY afraid of fire.
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Anon Caedere Vice Captain
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Posted: Thu Oct 15, 2015 8:07 pm
SpeciesOwlbear NameLet's call him Bort. ClassificationMore or less a mammal. HabitatBort lives wherever he wants. Naturally lives in mountain forests, but can make do in lower elevations as well. AppearanceWell, this is a good jumping-off point. His head and upper torso are feathered, slowly giving way to thick fur that covers the rest of his body. He's a good 7 feet tall when standing on his hind legs. DietWhile he can eat berries, honey, etc. like a normal bear, what Bort prefers is meat. If he's capable of killing and eating it, it's fair game. If given a choice between meat and another food source, he'll always go for the meat first. Hunting MethodsHe'll scavenge from carcasses if he finds them, fish from the river, and take down mammals such as deer, rabbits, wolves... He'll usually avoid anything much smaller than a rabbit, they're not enough of a meal to be worth it. While his claws and sharp beak are his greatest assets, he also uses a crushing "bear hug" to deal the killing blow to larger beasts. Sleeping HabitsHe's currently awake most of the day, since he needs to eat as much as he can in preparation for hibernation. He'll sleep a few hours in the afternoon, but for the rest of the day he is awake and raring to go. BehaviorAs described above, Bort is getting ready for hibernation. He's an eating machine who's always on the move, and will be aggressive to any animal or monster that could reasonably fit into his diet. WeaknessesBort has not had good experiences with humans, so he's not likely to approach the town without compelling reason. If approached by a human, he'll attack if he feels threatened - though he'll retreat pretty quickly if that person fights back. In general, owlbears aren't very good at dealing with ranged fighting, since they're completely nonmagical. Their size is a double-edged sword, since while it means they're larger than most other animals they'd encounter, it also makes them easier to hit.
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Posted: Thu Oct 15, 2015 10:26 pm
Species: Cat sìth or Cat Sidhe (Fairy Cat) Name: Scáthach Classification: Feline Mammal? Habitat: Scottish highlands Appearance: Roughly the size of a medium dogDiet: A carnivore, tends to hunt things like rabbits and the like. Rarely goes for things bigger than itself unless it has others to feed, which is also rare. Sleeping Habits: Like most cats she likes to sleep the day away, though she is most active at night. Behavior: Cat sìth typically remain unseen to most, going about their lives with silent footsteps, most acting hostile when others do happen to stumble across them as they feel threatened and/or cornered. While most would prefer to stay away from humans, Scáthach finds them interesting and likes to watch them from her hidden spots, typically only seeing morning activities before falling asleep for the day. But despite the curiosity she is a very cautious feline who will go from passive to aggressive at the drop of a hat should you make her feel trapped or threatened in any way. She has also been known to curse peoples cows so their milk dries up if people don't leave milk out for her to drink and to snag the souls of the newly dead to play with. Fears/Weaknesses: As is common in fairies and fairy like creatures, iron burns and weakens the cat sìth much like a severe allergic reaction. And while not a fear or weakness per say, she does have a dislike of fire and tends to stay away from it.
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Posted: Sat Oct 17, 2015 11:06 pm
Your Creatures Name: Silhouette, or Silho for short. What would you classify it as: A shadow, 2D shape shifter What kind of habitat would it normally live in: Would normally be found in caves or dark forests where not a lot of light gets to the lower levels. What does your Creature look like: She's a strictly 2D creature with no texture or form of any kind. What does your Creature eat She eats the shadows of food (ie: shadows of apples, or shadows of prey animals) How does your Creature find it's food: Silho waits in the shadows for a creature to come by and devours it's shadow, or simply grazes on fallen fruits if she's not near any smaller creature. When/how long does your Creature sleep: When the sun is at its highest, she takes shelter where she can and sleeps until the shadows grow large enough for her to move about more freely How does your Creature behave: Silho has a very playful nature. She enjoys frightening people with her ability to change her shape. Her nature is more trickster rather then menacing. What are your Creatures fears/weaknesses Silho is weak against any direct sunlight or light beam. While the sun wont kill her, she is weakened by it. But a direct hit from a flash light can kill her if she's not careful. She's at her most fearful when she's trapped in a flat area with no shadows to hide in.
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Posted: Thu Oct 22, 2015 6:44 pm
Scythes, Watermelon, and Flowing Breezes. These are the things that bring me Joy. Your Creatures Name: Xenoshadow Classification: Amorphous Mammal Habitat: Dark areas with plenty of shade and little light. Can be found in forests, caves, some cities, and some mountainous regions. Cannot be found in deserts, grasslands, or open tundra. Appearance: Front View  Side View  *I actually made this back in high school when working with a program called 3ds Max* Diet: Carnivorous. It drains the blood and nervous fluids of its victims for sustenance, and always goes for the heart and brain if possible. Hunting Method: Senses the electrical signals of prey when in shadow form. It prefers to hunt via ambush, but if enraged or pursuing greater prey it will assail the target with slashing attacks and lightning blasts, which it can create by hyperactivating the electrical signals in the "mini-minds" within the three tendrils on its head. Sleeping Habits: Mostly nocturnal in nature, as it prefers to move by darkness. Is usually sleeping in Shadow Form unless actively hunting or prey nears. Behavior: Once a very aggressive and power-hungry species, the Xenoshadows were hunted to near-extinction by many who sought to protect their homes. This altered not only their behavior, but also their IQ, as in large numbers they share intelligence and grow more sentience. Now scattered, many are loners with only two base instincts: Survive and Feed. To that end, they have adapted greater use of a "Shadow Form", where one's body melts into a pool of shadow held together by the extensive electrical network that keeps the creature alive, and can move swiftly and silently through dark areas. Thus it does not have a physical brain but instead four nerve centers, one large and three small, that hold all the information in the Xenoshadow and comprise its "mind". Preferring ambush tactics when hunting, they sense prey much like a shark, by sensing electrical shifts in the terrain around them. If something that gives off high signals draws near, the Xenoshadow awakens and closes in on its prey, striking them from below and sometimes enveloping it depending on the size of the creature. It then drains them of blood and nervous fluids to sustain its own physical form, leaving behind the dried husk. If it comes into contact with a light source or water, it flees immediately back to a darker, drier spot. Repeated contact in differing locations angers the Xenoshadow, at which point it will attempt to destroy the source of the light or water should it emanate from another creature. Outside of Shadow Form, the Xenoshadow takes a humanoid appearance as part of its evolution, with the large Electrical Center forming the head and three smaller centers branching off as tendrils with sharpened ends that can pierce through most materials. These "mini minds" are always awake and do not require much sustenance, and serve to alert the Xenoshadow of approaching danger and scan the nearby vicinity. Being smaller, they react faster than the Xenoshadow and are adept at intercepting both prey and danger alike, making them vital to its survival. They are also capable of hyperactivating the electrical signals within into a single point that can be launched at more dangerous prey or predators, but unless near a source of electricity that can be absorbed, it cannot be used often due to the energy it expends. It typically only has 5 shots per feeding, as it often feeds on small animals. Larger, more complex animals grant the Xenoshadow more sustenance and allow it to solidify its physical form to a point where the nervous system if fully protected. Were one to feed on a large group of mammels it would gain sentience and begin to utilize higher thought processes, making it more dangerous. It prizes survival above all else, and will either run from or eliminate anything jeopardizing that survival. Weaknesses: Extremely photosensitive, the Xenoshadow is rarely spotted in broad daylight unless it has gained full sentience or has consumed a massive meal, as the light brings it extreme pain unless its physical form is solidified. Water also interrupts the electrical transmissions in its body, causing pain and potentially killing the Xenoshadow. As a result it avoids water at all costs unless solid enough that the nervous system is protected. Its capabilities are lessened should one of the mini-minds be cut off, but due to their fast reaction speed this is a difficult task. I am Xashowd, the Nocturne Zephyr!
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