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Post by Executus Gira on Feb 27, 2018 19:51:25 GMT
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Post by Executus Gira on Feb 28, 2018 1:51:22 GMT
Name:Demogorgon Aliases: Tyrant of the Abyss Height: 30 meters Weight: 500,000 tons Length: 240 meters (from front to tip of tail) Wingspan: 370 meters (from wingtip to wingtip) Description: Demogorgon is a demon of apocalyptic proportions, in the shape of a gigantic flying manta ray. Across her back are bony protusions, and a pair of long intertwining tails flow behind her. Her underside is lined with a gaping maw across her stomach, and on each wing is a massive crimson eye, all within a skull pattern across her underbelly. Her underside is a sickly pale creamy white, while her back is pitch black and running with dark purple veins. In her human form, Demogorgon has long long raven hair and stands at 6ft 3, and weighs 240 pounds. Her skin is pale white, and she wears a tattered black cloak , a remnant of the power she used to hold. However, she can change her appearance and attire at a whim, such as changing her hair color, length, or what clothes she is wearing. Backstory: Very little is known of the tyrant, aside from that she seems to herald from a realm where she ruled earth with an iron fist. Rumors say she once served as second in command to an even more powerful demonic being, but no evidence of its existence has been found. Personality: Demogorgon is an oddity among demons. On the surface, she is a power hungry monster who cares little about those around her unless they are allies she is well acquainted with, or a means to an end. Yet, her desire for power has been curbed in recent times, and she happily ruled a more grounded empire than many of the demonic realm would desire. She is long tempered, and takes a while to enrage, but if she does get angry, it is a terrifying sight to behold. She loves to toy with her prey, let it amuse her as long as possible, until its purpose has ended. She is crafty, and smarter than she will let on at times. Powers: -Strength of the Ancient Ones: Demogorgon is a powerful adversary, and even a swing from her wings can send a foe of her weight sprawling, or conjure up winds able to blow anything weighing less than a hundred thousand tons away. She can fly at mach 4 thanks to manipulating her own gravity field. In her human size, her strength translates to being able to lift five times her weight, and move at thirty miles an hour. -Wind Vortex: By opening her mouth and expelling out air, Demogorgon can fire a tornado toward her adversaries, a wind stronger than her normal wing gusts. Anything weighing less than 200,000 tons can be blown back unless it is properly rooted to the ground, and the earth can be carved up by the sheer force alone. -Eye lasers: Channeling demonic energy into her eyes, Demogorgon can fire them out as concentrated beams of nether, able to boil and gouge through flesh and metal alike, and exploding with five hundred tons of TNT. These can be aimed anywhere she can see, and she is adept at keeping them on the target. -Tentacles: Wrapped around her eyes are a myriad of tentacles, each around thirty meters long and seven per eye. These tentacles can uncurl and lash out at anything that draws too close, with each one able to push ten thousand tons. The tentacles can also discharge netheral energy, shocking anything wrapped up in them with cell boiling, matter decaying energy. -Energy Spheres: Also from her mouth, Demogorgon can gather, and fire out spheres of netheral power at her opponents. These detonate with sickening force, over a thousand tons of TNT, and can blast through all but the hardest of metals and hide. Abilities: -Armored Back: The bony protrusions along Demogorgon's back are a deterrent from attacking her blind spot behind her. The bones are sharp, and it is easy to scratch oneself on them. -Telepathy: While Demogorgon is capable of (and would much rather prefer)speaking orally, she can send her thoughts into the minds of others, either as an opposing tactic, or for strategic thinking. -Regeneration: when she is not expending energy in combat, Demogorgon can rapidly regenerate any injuries sustained in a matter of minutes. -Shadow Movement: Demogorgon can break herself down into shadowy particles, and reform wherever she desires. This is useful to avoid a powerful blow, or to sneak up behind someone. -Netheral Frame: Even among other Abyssian demons, Demogorgon is an oddity, and her constant generation of netheral energy is one such trait. Thanks to absorbing the energy from the Inferno during the attack on Mival, her power has risen to a point where she has naturally resumed creating netheral energy discharge from her attacks. Netheral energy, being the basis of the Legoneckir's blood, is highly mutagenic with increased exposure. Even without use of her eye beams and energy spheres, Demogorgon's body now radaites very small, unseeable waves of netheral energy... Weakness: As armored as it is, Demogorgon's back is her blind spot. While the front is nowhere near as armored, the myriad of weapons and powers she can unleash makes frontal assaults a dangerous task. Electricity hampers her manipulation of her magnetic field, and can ground her for a brief period, though she is quick to build a temporary resistance to it. Aetheral energy or holy power is lethal to her, and can shut her regeneration off, allowing for a swift blow to permanently destroy a part of her, like one of her eyes. Theme: www.youtube.com/watch?v=gfG9aJzFPd4
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Post by Executus Gira on Feb 28, 2018 2:32:28 GMT
Name: Recultition Alias: N/A
Height: 110 meters Weight: 170,000 tons Length: 240 meters (from leg tip to leg tip, either front to back or side to side)
Description: The Recultition is a spin-off entry from the main Enforcer line of machines. While Enforcers tend to be bipedal or quadropedal, the Recultition is a six limbed machine with a low center of gravity. It is a mobile weapons platform, with the top of the machine housing an array of machine guns, missile launchers, gas grenades, and a chamber which houses a plasma whip to be ignited and fired when required. The machine is a motley green and brown coloration, and stacked with armor plating especially on the legs and main body. The main platform is spherical, meant to allow it to rotate a full 360 degrees to fire in all directions. The chamber for the plasma whip is shaped like the magazine for an assault rifle, and housed on the back of the platform.
Information: The Recultition is not like ordinary Enforcers. Instead of moving swiftly out into enemy territory alone and bringing the fight to the foe, it is instead more of a support machine, meant to accompany other Enforcers or armed forces, or to maintain key chokepoints to block off an invading force due to its slow speed and high fuel consumption rate. This is intentional, to prevent the Recultition's owner, Lady Chalodna, from taking the glory from the Holy Knights with authentic Enforcers, as part of her existence in their program.
Weapons: -Gatling Guns: The Recultition comes equipped with six Gatling guns constructed onto its body: Two are on the sides of the front legs, two on the back legs, and two on the front of the platform, below the exit of the plasma whip side by side. These Gatling guns fire 4,200 round per minute each gun, and each bullet is over 30 mm in size, designed to pierce armor and detonate within, causing horrific damage. At a distance of 4,000 meters, they can all hit an area 40 feet in diameter with acute precision. Monster hide is no exception... -700 lb Missile Barrage: Ontop of the Recultition are twelve missile pods that can be fired at will. Each of these has over 700 lbs of ordinance, more than enough to obliterate entire city blocks. These missiles lock onto the heat signature of the enemy, and the chances of shaking them off are near impossible. -Flamethrowers: On the sides of the Recultition are a pair of highly volatile gas chambers. When ignited, super concentrated flames spiral out of the chambers, reaching over 200 meters infront of the mecha, at tempratures high enough to melt rock and silicon. -Plasma Whip: The signature weapon of the Recultition. Plasma energy is generated within the chamber on its back, and channeled to produce a solid whip controlled by the electromagnetic properties within the machine. This whip can wrap around targets, and extend to 250 meters in length, while burning as hot as the flamethrowers themselves the entire time. However, use of the Plasma Whip drains at the Recultition's energy reserves at an alarming rate, making it a weapon scarcely used... -Armored hull: The armor plating and structural integrity of the Recultition means that it is far sturdier than most Enforcers of its size class. Falls from eight hundred meters and over 200,000 tons slamming into it causes only minor dents and issues. The metal that makes up the machine is highly heat resistant, and the machine is EMP proof as well.
Weaknesses: Ontop of the Recultition's glacial speed of 35 MPH, the machine suffers from an incredibly high fuel consumption rate: Without regular fuelings, it runs out of energy within 48 hours, assuming no extraneous activities. The machine guns and missile pods can easily be destroyed with extra force, and cold temperatures can cause the flamethrower and plasma whip chambers to malfunction and struggle to operate properly. Should none of the offensive options be available, the machine is reduced to a near impenetrable brick.
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Post by Executus Gira on Mar 9, 2018 4:00:01 GMT
Name: Grandeus Alias: N/A Height: 160 meters Weight: 250,000 tons Appearance: Grandeus is a monster of an Enforcer, and among the largest in the Holy Knight's deployment. It resembles a giant walker, supported on four spear-like segmented legs that connects to the central unit, and that to the head unit, shaped like a saucer or UFO. also branching out of the saucer are twin arms ending in giant metallic claws. On each of Grandeus's wrists are rotators similar to the turbines on a jet or ship, and the arms are widened, creating an artificial shield of sorts. Three glowing eyes adorn the top of the head unit. Information: Grandeus was once the mightiest Enforcer ever build, and the prized vehicle of the holy emperor Jettro. The machine's overwhelming power, and its pilot's brutality and lust for blood, carved a path of destruction and fear for the emperor , as monsters and fellow Enforcers alike felt the wrath of the Grandeus, until Jettro handed the control of this prized war machine to his daughter, Prateria. Now she is the pilot of this awe-inspiring colossus, and wields its deadly power as she sees fit, while her father has other forms of power in mind... Powers: -Launchers: From two tentacle-like launchers that can extend from its back just below its shoulders, Grandeus can launch extremely powerful, highly explosive beams of energy. These can be rapid fired, and are strong enough to blow most kaiju over. - Rotators: Grandeus has metallic rotators on located on each of its wrists, giving its punches a form of saw-like action. Given the fact that Grandeus can lift twice its own weight, its punches pack a nasty load. -Drills: The three metallic claws on each hand can fuse together into a drill that the Grandeus can use to pierce and breach armored hides and rip through flesh. These drill spin at a speed of 850 RPM, and extend out an extra fifteen meters. -Shield Arms: Grandeus's arms are wide, and the metallic alloy on them allows them to be used as shields, blocking most energy and attacks when shielding the face. Extreme heat, piercing blows, blunt force, and slashing attacks all are ineffective against the shields -Electrical Discharge: The three eyes on the top of Grandeus can unleash a series of bolts upon the opponent, sending billions of volts of electricity into them. -Heat Ray: By bringing its hands together, the Grandeus can convert the plasma that fuels it into a weapon, sending it cascading out toward the foe. This flaming beam carries potent kinetic force with it, and can melt silicon with ease. -Mobility: While on land, the Grandeus is hardly the fastest or agile mecha, moving at a standard 100 MPH, the story changes when it takes to the sky. By withdrawing the central body and legs into the saucer, it can take flight, with speed almost unmatched in the kaiju world at mach 8. However, in this form it can only rely on its electrical discharge for defense.
Weakness: The Grandeus is a machine designed first and foremost for offensive pressure, with its only defense being its shielded arms. The rest of the metal, while able to shrug off a few blows, is vulnerable to powerful blows, and the spear-like legs make toppling it over rather easy should one be able to overpower it. The shield arms are also vulnerable to acid, rendering them useless.
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Post by Executus Gira on Mar 20, 2018 22:17:21 GMT
Name: Squama Alias: N/A Height: 150 meters (When reared up) Length: 500 meters Weight: 210,000 tons
Appearance: Squama is a unique Enforcer, specifically designed to its pilots interest. While most Enforcers tend to either be bipedal or quadropedal, Squama is a large dark brown colored mechanical serpent made of Arbanium metal, designed in the shape of a King Cobra. Two large fangs protude from the top jaw, and large spikes run down the edges and sides of the machine. Next to these spikes are holes, and the end of the tail is a drill.
Information: Vick's personal Enforcer, Squama is an all terrain machination, similar to the alleged Rabinas. While decently strong in physical might, Squama's strength lie in its unorthodox fighting style; It is an Enforcer designed to wear down and weaken the opponent as much as possible before having to land a blow, either through toxins or through constriction or overwhelming of the senses. This is the preferred fighting style for its pilot Vicks, who would rather tilt the scales in his favor as heavily as possible before engaging in combat.
Weapons: -Diggernaut: While an all terrain Enforcer, Squama's most at time on a different elevation than its enemies, either in the water or underground. It can swim at mach 5, and tunnel through the earth at a slower but still respectful mach 2 thanks to its powerful head, or if it needs to go in reverse, its drill tail, which spins at 900 RPM and can bore through even diamond. -Serpent Strength: While nowhere near the strongest Enforcer, Squama is still a force to be weary of. Its fangs, ten meters in length, can bite down with 180,000 tons per square inch, and if it can coil around a foe, the force exerted from the coils tightening can reach three times that. The tail, weighing 40,000 tons alone, can be swung at 500 MPH, delivering a deadly strike if it lands. -The Venom Lord: Squama's primary weapon is the massive storage of toxins it carries. Like a real snake, these can be delivered through the bite straight into the flesh, or can be fired out from the fangs in a concentrated mist. Also, the holes along Squama's sides can deliver this same mist, filling the air with poisonous fumes which are heavier than air and stick close to the ground. These fumes attack the blood vessels and flesh of a foe, dissolving the vein's barriers, melting the blood cells themselves and causing massive internal bleeding and eventual death as the victim melts from the inside out. (This venom takes a few minutes to begin affecting the foe, or five rounds in a fight. Plenty of water and fruits can help counteract the effects of the poison)
Weakness: Electricity and intense heat can wreck havock on Squama's armor, as can strong slashing blows between the metallic segments. Likewise, fire can ignite the poisonous fumes, engulfing the serpent in a deadly chain reaction.
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Post by Executus Gira on Mar 20, 2018 22:41:20 GMT
Name: Madibog Alias: N/A Height: 100 meters Length: 170 meters Wingspan: 230 meters Weight: 180,000 tons
Appearance: Another oddity for a mecha, Madibog is designed in the shape of a large, silvery chrome mantis, and shares the same proportions as a praying mantis. The claws are over fifty meters in length and serrated on one side, and the legs are long and spindly. Beneath the wings are missile pods.
Information: Bile's personal Enforcer, Madibog is designed with its own special combat style in mind; That of an ambush hunter with fierce swift blows and weaving in and out of danger on the fly. Its camouflage aids with this stealth style of combat.
Weapons: -Stealth Striker: Madibog has all the makings of a silent and deadly fighter, and this is best shown with its unique state of the art metallic covering. powerful electrical currents running through the hull of Madibog causes the metallic surface to heat up and begin shimmering, creating such a difference in temperature between the machine and the surrounding air that light bend over and around the Enforcer, hiding it from view even in broad daylight. To deactivate it, the current needs to just stop, and the advanced experimental metal rapidly cools down, casting the effect off. The wings beat fast enough to allow Madibog to fly through the air at mach 4, but only for short distances. Otherwise, it scurries around at half the speed. -Capture and Burn: The armed claws of Madibog are its most fearsome weapons. The same electrical current that gives the machine its invisibility can also be redirected into super heating the claws, reaching temperatures of 3,000 degrees Celsius. This lets the mantis slice and carve up anything it wants to. Alternatively, the claws can part, and strong microfiber nets can be discharged to capture smaller prey for transport or containment. These nets can fire up to 200 meters away, and are designed to contain creatures as large as a five story building. -Malicious Missile Massacre: Beneath both wings are twelve missile pods each. each pod contains a 750 pound warhead that's heat seeking, and can track and follow its target for 25 miles before detonating.
Weaknesses: Madibog is not designed to take blows, instead preferring to rely on hit and run tactics when exposed. While immune to heat and electricity, cold temperatures can cause the electrical circuits to malfunction, depriving it on its stealth and its primary weapons.
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Post by Executus Gira on Apr 8, 2018 6:15:52 GMT
Name: Candrasin Alias: Lord of the Night, Diety of the Darkness Height: 180 meters (When reared up) Length: 410 meters Wingspan: 510 meters Weight: 250,000 tons
Appearance: Candrasin is a large serpentine like wyvern with blackened scales covering the top and sides of its body, and a pale blue underbelly . Its wings are leathery and more like a bat in structure, with elongated fingers to support the membrane than those of a pterosaur or more traditional dragon, and its face is narrow and covered in a black layer of fur. Bright blue lines flow down the length of the wyvern, along with a series of sharp spines along the back, ending in a thagomizer on the tail, each of the tail spikes itself covered in smaller spikes. The fangs on the lower and top jaws are elongated and stick out of the mouth, overlapping with each other. Though it has eyes, they are pale and milky, and do not provide it with sight.
Information: Candrasin, among the few who know of the wyvern's existence in the modern era, is regarded as one of the original gods of Lemuria. Many who descended from immigrants warped to the planet claim it was present when they were there.It was a creature feared for its wild attacks and violent nature, blindly lashing out at everything surrounding it. Entire settlements and cities were ravaged by the mad monster, consumed in white flames and trampled underfoot. The last known sighting of the creature, several decades prior, was at the base of Mt. Tamboa.
Weapons and Powers:
-Aetheral Flames: Despite being an ancient resident of Lemuria, Candrasin holds a large resevoir of aetheral power within it. The flames the wyvern billows not only are incredibly hot, but are especially potent against netheral beings like demons, tearing them apart at the cellular level with burns that can never heal. -Dragon's Ire: Even in a blinded state, Candrasin can still easily pinpoint its foes. It is always emitting a low frequency hum from a sack hidden beneath its nose. These sound waves bounce off everything in a 900 meter radius around the monster, and paint a 3D image of the world it is in. It can even hear the beating of a human heart from that distance away. -More Fierce than Fire: Candrasin is not particularly powerful for a monster of its scale, it can push 1 1/2 times its own body weight, and lift 3/4ths of its body weight with either its mouth, or its sharpened talons. Its tail can strike like a bullwhip, and be swung at speeds of mach 2 , for a devastating blow. It can fly at mach 4, and move on the ground at half the speed. -An Unusual Specimen: Along with the aetheral flames, the wyvern exibits limited telekinetic abilities, able to form a psychic barrier around itself to reflect all but the most powerful hits, though only from one specific direction. It can also generate an aetheral mist from its nostrils, which over time overstimulates the pain receptors of a creature that enters in, and can lock down smaller beings in a fake wave of pain and agony.
Weaknesses: Candrasin is only active during the night. When the sun is out, or the moon is obscured, the wyvern is sluggish in both body and mind, and its aetheral powers are inaccessible.
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Post by Executus Gira on May 23, 2018 4:36:48 GMT
"Grandeus was the most powerful Enforcer... but no longer! The greatest minds in the Holy Knights, and the greatest craftsmen lead by my own vision, have created a weapon to surpass the gods, to surpass any living thing! NO FORCE ON EARTH OR IN HELL, OR IN ANY REALITY, CAN WITHSTAND THE WRATH OF THE JIXLONG!" ~Holy Emperor Jettro Name: Jixlong Alias: Titan Dragon, Ultra Enforcer Height: 190 meters Length: 440 meters Weight: 310,000 tons Description: Jixlong is the largest Enforcer ever to be designed, a towering monolith of arbanium steel and nanofibers molded and designed in the shape of a large therapod dinosaur. There is a noticeable lean in the machine's bipedal stance, and its head is somewhat small, but lined with large serrated metallic fangs. The front of its skull is lined with twin cannons, and running down its back and sides are other laser cannons, turrets, and missile launchers. The bottom of the hulking machine is a deep blood red in coloration, and the top a light grey. In the center of its chest, and on its back, are two fan intakes, and in its mouth lays a final laser canon, one far larger than the ones on its snout. Information: Jixlong is a secret Enforcer designed for Jettro's personal use once he decided to hand over Grandeus to his daughter Prateria. The existence is one known only to the pilots closest to the Emperor himself, and those who were tasked with building it have either been sworn to silence, or killed off upon completion. Currently, it is incapable of running due to the high energy cost required to operate... Weapons: -Charged Particle Cannon: The laser built within the Jixlong's maw is its most powerful weapon. By gathering residue energy from its surroundings into its fan intakes, and also relying on the life force of the soul used to power it, the Jixlong can channel that energy into a destructive beam capable of turning sand into glass in an instant, and setting the sky ablaze. The explosive capabilities of this beam are estimated to be upward of 150 tons of TNT, if not greater, and able to punch through 50 meters of reinforced titanium steel and concrete with ease. It takes 30 seconds to charge, and a full five minutes to cool down before re-use. -Danger Claws: Despite being built first and foremost as a stationary gun deployment, the Jixlong is far from helpless up close. A swing of its 40 meter long claws can send a 100,000 ton monster sprawling with ease, and it can bite down with incredible force, and pick up a 120,000 ton monster in its jaws and fling it like a ragdoll. The massive tail can also be swung at supersonic speeds, delivering a crippling blow to all but the most sturdy of enemies. -Carpet Missiles: Along the sides of the Jixlong are numerous missile pods and turrets and lesser beam lasers. The lasers are only a fifth as strong as the CPC combined, yet can still deliver painful blasts to an opposing monster. The missile pods, when launched, seperate into bunches of seven, and each has a payload of 20 tons of TNT. The turrets are GAU-9 Gatling guns, and they can fire 4,200 round per minute each gun, and each bullet is over 30 mm in size, designed to pierce armor and detonate within, causing horrific damage. At a distance of 4,000 meters, they can all hit an area 40 feet in diameter with acute precision. In total, there are five beam lasers, seven turrets, and four missile pods on the Jixlong. -Impenetrable Armor: Unlike its prototype enforcer the Rabinas, the Jixlong is armored to take even the worst hits imaginable, and keep in moving. The Arbanium armor plating is incredibly resiliant, able to withstand temperatures of up to 5,000 C, and highly resistant to piercing, blunt, and slashing blows. Weaknesses: The side weapons adorning the Jixlong are not as heavily armored as the machine itself is. They can easily be destroyed to ruin its self defensive measures. The Jixlong is also a highly immobile, lumbering titan, meaning it has little hope of outmaneuvering an opponent, and can easily be flanked if it cannot land a blind hit with its tail. The Jixlong also requires exorbitant amounts of energy to run, and cannot remain active for longer than half an hour before the average bunch of souls used to power it are sucked dry of power and rendered useless. Lastly, the fan intakes on its back and on its chest are less armored than the rest of its body. Powerful explosive blows to this region can damage the intakes, preventing it from using its most powerful attack if severely damaged enough, and further damage beyond that can even reach into the core of the machine, causing irrepairable and lethal damage. This is why the Jixlong is hunched over, to protect the chest fan intake. Theme
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Post by Executus Gira on Jun 23, 2018 7:09:11 GMT
Name: Barachiel Alias: The Audito of Wrath. Height: 150 meters (reared up) Length: 450 meters weight: 210,000 tons
Appearance: A unique kind of angel called an Audito, Barachiel is as majestic and awe inspiring as she is dangerous and powerful. A divine serpentine angel of gold and marble, Barachiel is the largest of the angelic host, a super weapon even by the standards of her race. Six sets of claws run down the length of her body: Two near her head, two halfway down, and two near her tail. Several angelic rings, similar to those which make up the Ophanim, orbit around her body.
Backstory: The Audito were the largest of the angels that dwelled in Heaven, behind only the Archangels themselves in power. Barachiel, the most powerful of the Audito, was the only Audito to be seen as an equal in power and influence to her Archangel peers of Cercil and Sasriel. Her allegiances during the brief civil war were with Cercil, as she saw Sasriel's rise to power as a perversion of what the Creator had truly meant. Of all the angels to try and fight Mulek, and later against the fell tyrant which destroyed heaven, Barachiel was the one leading the charge, a fearless warrior outmatched against the freak of nature Death Knight and the ultimate evil angelkind had ever faced. Before her destruction, she befell the same fate as Valshir, sucked into a rift in time and space into the new world of Lemuria...
Personality: While Barachiel prides herself as a warrior of justice and slayer of evil, she is more pragmatic and understanding of the world around her than the unflexible Valshir. She is, begrudgingly, okay with making deals with being of nether or demons if she can see it is for the greater good. However, she is quick to anger, and such truces are usually fleeting should her temper be raised.
Powers and Weapons:
~ Flames of Purgatorio: Thanks to her sheer size and power, few can match the raw ferocity and wrath of the Audito. Barachiel's already razor sharp claws, six meters in length, can be set ablaze with holy fire, which netheral or demonic creatures find especially lethal. Barachiel can also fire a concentrated beam of holy flames at her foes. To non-netheral beings, these are but ordinary, 3,000 degree celcius flames, and to aetheral beings, all they feel is the kinetic force.
~Divine Sapience: A trait to all Audito, Barachiel exudes an aura of power and authority around herself at all times in her true form. Those who remain too close to her can begin to feel overwhelmed and their will to fight slowly ebb away from them. However, those strong of will can power through this aura of divine authority for up to several minutes.
~One of a Kind: Barachiel can make herself invisible by changing how her scales reflect light. This can make tracking her down troubling and problematic, but once she launches an attack, her invisibility goes away.
~Master of the Elements: Ontop of her holy flames, Barachiel can also channel the divine energy within her into bolts of lightning which she can fire at her enemies, either through her claws or from her mouth.
~The Creator's Blessing: Barachiel can fly at speeds of mach 5, and her mouth can clamp down with over 300,000 tons of pressure. She can also change her form and appearance to that of a human, with most of her powers intact, albeit scaled down to fit her human frame.
Weaknesses: Like all angels, while Barachiel is impervious to flames and electricity and piercing blows, she is highly vulnerable to netheral energy, acid and powerful blunt attacks to the head. Cold temperatures can also slow her down and weaken her flames.
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Post by Executus Gira on Aug 8, 2018 9:16:50 GMT
Name: Superfortress Diablo Alias: N/A Height: 110 meters Length: 320 meters Weight: 290,000 tons
Description: The Superfortress is not your average Enforcer. This gigantic machine bears a close resemblance to a tank more than anything else, a tank that moves around on eight powerful treads. A square armored platform houses several large cannons and weapons.A glass dome just beneath the front of the main platform allows the pilot and crew of the Superfortress to see the outside world.
Information: The Superfortress, as its name implies, is a nearly indestructible tank of a machine, designed first and foremost for intimidation and overwhelming firepower as well as incredible defense. While lacking in proper close range weapons, the Superfortress is a long ranged weapon of mass destruction, perfect for breaking through barriers and punching holes in otherwise impervious targets.
Weapons:
~Plasma Cannon: The middle of the three cannons at the top of the machine, the Plasma Cannon takes its power straight from the engine of the Superfortress. Similar to the Recultition, the plasma is generated, then channeled into a concentrated beam of heat and kinetic energy. This beam can last up to five seconds.
~Gamma Seige: The leftmost of the three cannons has powerful magnetic slugs inserted in by the loading crew. Once loaded, the machine charges up, then fires the slug out with tremendous kinetic power, able to blast through the toughest of steel and blast monsters of equal size clear off their feet. It takes a full minute to reload a slug.
~Electro-spear: The rightmost of the three cannons has a retractable spear loaded in at all times. When fired, this spear can travel over 400 meters, and thanks to its arbanium composition, can easily pierce through an enemy's hide. An electrical current of 150 million bolt volts is then channeled through the spear and into the foe. A cable then reels the spear back in...
~Hell's Flames 2: Electric Boogaloo: Should an enemy come too close to the Superfortress, the pilot can open up holes along the bottom and sides of the machine to expel contained napalm, which can spread and burn away at everything within 300 meters of the machine.
~Grond Can't Breach it: The armor plating that covers the Superfortress is identical to those of the Hellfire Enforcer, granting the machine a nearly indestructible hull: It is completely impervious to heat and electricity, and piercing blows merely bounce off.
Weaknesses: Similar to the Recultition, the Superfortress has an incredibly high consumption rate: if not refueled within 24 hours of continued action, it will cease to move, and be defenseless. it is also slower than the Recultition, moving at 20 MPH. The diamond reinforced armor is highly susceptible to blunt damage and acidic properties. It is also completely helpless against foes attacking from its blind spot above and behind it...
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Post by Executus Gira on Aug 21, 2018 6:34:32 GMT
Corverius, Tyrant of Fear Alias: Angel's Bane, Herald of the Dark Era Age: Unknown (Possibly millions of years old) Gender: Unknown, presumed Male Height: 115 meters Length: 390 meters Weight: 190,000 tons
Appearance: Corverius is a hulking monstrosity of a fiend, solidly built and hunched slightly. Its main body is reptilian in appearance, but built more like a mammal than a reptile. Four elongated muscular arms barely scrape against the ground, tipped with enormous claws more resembling eagle talons than hands. The head is long and ape-like in appearance, except for the round open mouth on the end, an open cylinder lined with hundreds of razor sharp teeth like bronze, and four spear-like appendages lined within. Seven jagged horns adorn the back of the skull, and a jagged row of spines runs down the back of the creature and taper off at the end of the long prehensile tail.
History: Very little is known of this creature and its past. The only possible sources of information regarding it stem from the High Council's leader, and the scattered notes of the deceased Queen of Sheol, Persephone, seeking to locate the Angel's Bane and control its full power for herself. These notes stem from her time in the Acasari Resistance, before her ascension to the throne. Once this was complete, all references to the Angel's Bane ceased...
Powers and Attacks: Oblivion's Wrath: Corverius has strength almost unrivaled among creatures of similar size, able to lift 475,000 tons with the combined strength of all four of its arms. Its sharpened claws can rend through most armor and hide, and are over thirty meters each.
Element Aid: Corverius has the power to channel electricity through its body at will. This has both offensive and defensive applications; Not only can it give its powerful punches and slashes extra power , but it can use this electricity to defend itself, sending 1 million volts into a foe that tries to attack it.
Tempest Flare: From its mouth, Corverius can unleash either a fireball or a concentrated stream of flames at its opponent. While the heat can reach temperatures double that of molten lava, the flames themselves hold a strange aetheral element to them, so while creatures immune to heat are safe from being burned, they are still afflicted by the attack itself and the kinetic force behind it, causing netheral beings and demonic creatures especially to suffer damage on a cellular level, as if struck by acid.
Harpoon Tongues: Similar to the Cardel Eel, Corverius can launch its tongue- like appendages seventy meters ahead to pierce into a foe's hide. Strangely enough, the actual bite itself is rather weak due to the mouth structure, but Corverius can make up for this by siphoning the life energy of a victim and draining it, leaving it feel weakened and exhausted for a brief period of time (One full turn, and can only be used once per battle.)
Acidic Saliva: The acid dripping from Corverius's maw is highly corrosive, slowly melting through flesh, while rapidly eating away at metal.
Divine Fear: Corverius's most interesting ability is that it can prey upon the mental state of a foe. The aura coming from the creature, if it so chooses, can cause a foe to begin seeing visions of their worst nightmares, whatever they may be. Corverius itself is unaware of what these are, but while the victim is hesitant in dealing with their fears, this can allow Corverius to deliver devastating blows, ending the vision upon contact. If the victim realizes it is merely their mind playing tricks on them and can convince themselves that is the case, the vision also ends. (Once per battle, and interchangable with the draining bite; neither can be used in the same battle)
Powerful Build: Corverius is fast and sturdy. Able to reach speeds of mach 4 at full sprint, it can evade and maneuver around foes with surprising ease. Ontop of that, most attacks aimed at its body fail to give it any pain, so regardless of how many gouges and injuries it sustains, it never seems to stop. Thanks to its clawed feet, it's difficult to knock the monster over. Blunt attacks also do barely any damage to the creature, bouncing off its scaly hide.
Prehensile Tail: Corverius's tail is a dangerous tool of its own. Not only can it knock over foes and deliver stinging bruises and crack bones, but it can wrap around enemies and yank them off their feet, pulling with 190,000 tons of force.
Weaknesses: Despite how powerful and lethal Corverius can be, a few weaknesses have been found. It despises being around floral vegetation, which seems to cause it to become lethargic and overwhelmed, hence it prefers to eliminate all vegetation around it when entering a new area. At the same time, the head is the only part of its body that it can feel pain in. Powerful enough blows can easily disorient it and force it on the defensive, and aetheral or divine beings are immune to all but the kinetic force of the flames. Likewise, mecha pilots are shielded and safe from both the life draining bite and the fear aura.
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Post by Executus Gira on Aug 23, 2018 21:20:58 GMT
Name: Senkuma ALias: Senkuma the Destroyer Age: Hundreds of thousands of years Gender: Male Height: 140 meters Weight: 270,000 tons
Appearance: Senkuma is a towering demon with a humanoid frame. He has six massive muscular arms that end in short stubby claws, and jagged spikes run down his back. His feet are cloven hoofs, and his head is covered in a large white fanged mask. Behind the mask is an insectoid head, resembling that of a beetle larvae of sorts but more fleshy than carapace, complete with four split mandibles.
Backstory: In a distant timeline, Sheol was devastated in the wake of a cataclysmic event. Hundreds of thousands of years of history and culture were wiped out, and the greatest warriors that had ever lived perished... but their remains somehow were still intact. These remains were gathered together by a scientist, a survivor of the apocalyptic event, and merged together to create the ultimate demon a creature without equal. The scientist's attempts, after many failures and setbacks, eventually succeeded, and Senkuma was born. However, by the time of his birth, the lab had already been displaced into the heart of No Man's Land, and his creator nowhere in sight. Yet, Senkuma still held a desire to fight, an urge to test his strength and accomplish what he had been born to do. After dozens of years wandering the nomadic dunes and fighting off any strong monsters he came across, he was confronted by a newly arrived Circe and her entrage of followers, including the monster Corverius. The two immediately clashed upon laying eyes upon each other, and with their strength evenly matched, the dunes shook with their conflict until Circe put an end to the battle. She had seen the great demon's power in her visions, and told him that, if he were to lend his strength to protecting her efforts and keeping away all intruders at bay, her work in this world would yield the kind of challenge Senkuma desired, a fight that would push him to his limits. The demon agreed, and now patrols around the base of the defiled temple...
Personality: Senkuma cares little for what Circe's end goals are, only that his thirst for combat and a true challenger is satisfied. Winning or losing isn't what is important to him, but the thrill of the fight itself, and how far he can be pushed to his limits. Out of combat, Senmuka is surprisngly talkative and interested in both the world he has found himself in, and the world he was created in. Circe's visions tell him some things, yet he doesn't know if they are the full truth, and what she may be leaving out. He has no qualms about killing and murdering others, so long as it can get him the fight he so desires.
Powers and Abilities:
~Genetic Power Unmatched: Being born of Genetic manipulation and engineering, Senkuma's strength is to be marveled at and feared. With all six of his arms, he can lift over 440,000 tons over his head, and throw that mass over 500 meters away with ease. His punches come fast and hard, and he's trained himself to hone for an opponent's weak spots.
~Power Bestow: A unique trait to Senkuma is that he can bestow some of his own strength into a person or creature. The gaze of his eyes can transfer his own energy into a subject, and increase their mass up to his own size. While this would normally cause their bones to shatter and break, the bestowed power prevents this aspect of the square cube law from interferring with Senkuma's fun. This endowment only lasts five minutes, and then the power is returned to the demon. A variant of this power also lets him shrink down to human form, with his strength reduced to match.
~Webbing: Senkuma can fire powerful strands of webbing from his mouth to enwrap a foe in, though more often he uses this to cage an enemy in with himself, so there is no escape for either party. This webbing is like that of a spider, but far larger and far stronger and sturdier, able to withstand a third of a million tons of stress on it before snapping.
~Immortal: Senkuma was designed to be the greatest demon ever, and his creator has succeeded in many ways. While Senkuma's durability is only average, he is incredibly hard to put down; Slicing off a finger or even an arm is only temporary, as he can place them back on and let the living ligaments and fibers in his body reattach the severed appendage. Even cutting him down from the top of the head to his chest isn't enough, as his own body's internal regeneration and strange workings allow him to survive even in this state.
~Conjurement: Senkuma can manipulate the raw energy around him to form a spear over 50 meters in length. This spear cannot be broken, and is wreathed in bluish flames, a powerful weapon that is especially potent against supernatural foes. He can also generate a wall of thorns over sixty meters high and thirty meters thick when he plants his hands in the ground, and generate a mixed sphere of fire, ice, and electricity between his hands, and launch the orb at his foes, striking them with an explosive force comparable of 200 tons of TNT.
Weaknesses: Senkuma's power comes at the cost of a high metabolism, which means he has to eat often. When out of fuel, his regen slows to a crawl and his conjuration fails him. Likewise, severing and destroying his head is the best way of permanently putting him down. He also is highly allergic to pollen and spicy food, and despite being able to drink hundreds of gallons of alcohol with ease, anything with caffine is highly intoxicating to him. Lastly, there is no challenge or fight he will back down to, meaning it can be easy to stage a fight that is heavily against his favor.
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Post by Executus Gira on Oct 23, 2018 5:09:44 GMT
Name: Tyrannosicrus Alias: Tyrant Slayer Height: 70 meters (84 meters) Length: 210 meters (245 meters) Weight: 90,000 tons (110,000)
Description: Creature Log Entry 3457. A giant terrestrial therapod so named for its behavioral habits. Unlike the far larger Tyrantris, Tyrannosicrus have longer proportioned legs to their body, and have narrower, shallower skulls. Coloration is of an emerald green with white splotches across its skin, and with a charcoal grey underside. three large claws extend from the short-yet powerful forearms, hooked at the end to enhance slashing and cutting. These arms are the primary disemboweling tools of the Tyrannosicrus. A powerfully built S-curving neck allows for it to deal with large amounts of stress. Also unlike their larger distant relatives, they lack the signature spikes on the tail, but instead are covered in head to toe with light weight, yet durable armor.
Personality/History: The name Tyrannosicrus means, "Tyrant Slayer". At first, this name sounds all sorts of regal and imposing, but the fact of the matter is, they deserve no such regards. You see, the Tyrannosicrus are baby murderers. Their very life style revolves around those of the alpha predator Tyrantris, in what I hypothesize to have once been a predator-scavenger relationship, until they realized that the young were easy pickings. They hang back, watching from the shadows until the parents head out to hunt, then move in for an easy kill. While killing off the young of rivals is nothing new in the animal kingdom, Tyrannosicrus take it to a whole new level. The armor on their back is there to withstand the bites of young Tyrantris, and their heat pits enable them to sense an otherwise invisible young predator hiding or setting up an ambush. From a few recent individuals I have hunted, the stomach contents were 85% Tyrantris remains, the rest composing of Hadresus, Hydrotherium, and the odd Cardel Eel. They are rarer than the alpha predators, but are responsible for 65% of all Tyrantris deaths. Of recent interest was a large female and her slightly smaller mate, who have taken to hunting older and older individuals, even fully grown adults. How they do this is a result of teamwork and patience, outmaneuvering and taking down the titans on their own...
Attacks/Powers:
-Therapod Strength: Powerful leg muscles allow the Tyrranosicrus to make lighting fast bursts of speed, useful for escaping larger predators and to launch an ambush to leap onto larger prey. Likewise its neck and arm muscles means it can hoist creatures its own weight up just in its mouth, then hurl them like ragdolls. A jaw pressure of 250,000 tons per square inch doesn't hurt either.
-Razor sharp talons: The claws of the Tyrranosicrus are very sharp, able to slice through hide with ease, and the hooked nature of them means that once they sink into flesh, escape is near impossible.
-Armor plating: The lightweight, yet durable armor along the creature is meant to protect it from harm. Fire and poison has no affect on it whatsoever, and piercing merely grazes off. This armor runs along the back of the therapod, and the underbelly, as well as the bottom of the neck, areas prone to juvenile Tyrantris bites.
-Fiery breath: By inhaling deeply, then exhaling, the Tyrranosicrus can unleash a potent sea of flames upon the foe. generated by an internal sac within the neck.
-Camouflage: Just like their larger relatives,the Tyrranosicrus can change their own pigmentation at will, allowing them to hide themselves from sight. However, this camouflage isn't perfect, and large amounts of stress and pain can send it awry.
-Heat Pits: Unlike their larger counterparts, they have specialized heat pits located under the nostril. This allows them to track down and "spot" hidden prey, or approaching camouflaged danger by their heat signature.
Weakness: Due to their light bodied nature, the Tyrannosicrus don't take blunt trauma very well, and don't take cold well either. Also, with how the armor is laid out, the sides of the predator are exposed to harm.
~Tiffany, Researcher and Builder of the Holy Knights.
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Post by Executus Gira on Oct 23, 2018 5:39:36 GMT
Name: Tyra (Species: Tyrantris) Alias: Queen of the New World Height: 110 meters Length: 340 meters Weight: 420,000 tons
Description: Creature log entry 1072. Every kingdom needs a ruler, and Tyra is the largest of them all. Her kind, the Tyrantris, are enormous therapods with deep long heads and long powerful forearms tipped with jagged claws. Unlike the smaller Tyrannosicrus, Tyrantris's legs are shorter yet more stocky in build, and jagged curving horns jut from the top of their head. The tail has scutes running down the length with spikes tipping the end, and with the dull green and brown coloration on the females, is ideal for camouflage in the rich jungles. What makes Tyra special is the deeper red splotches along her side and on the top of her head, and her rightmost horn being cracked in half.
Information: Large even by Tyrantris standards, Tyra is the reigning queen of her land. All Tyrantris require a large territory to sustain themselves, and Tyra is no different. She is a curious, highly intelligent animal who pays little heed to humans that are alone as they are no threat to her, but she is cautious, as she is well aware that humans usually means Enforcers, which are often an easy meal for her. Toward larger creatures, she can be fiercely territorial, and as one fellow pilot figured out the harm way, capturing one of her young and bringing them into a densely populated city is a very unwise move.
Powers/Weapons:
~Bite of the Carnosaur: Tyrantris jaws are powerful weapons, capable of biting down with over 500,000 tons per square inch. This is in sharp contrast to how they started off, where their bites were weak but they killed prey with their neck muscles and shaking them like a ragdoll. This bite pressure came into being to crush and dismember Enforcers as fast as possible. She can lift over 250,000 tons in her mouth alone, and her arms are strong enough to help lift her off the ground.
~Thagomizer: A strange weapon to be carried by a carnivirous creature, the Tyrantris has seven meter long spikes on the end of its tail. They can be swung with lethal force and with devastating precision, crippling a creature of similar size with a single blow.
~Intellect: No creature in the Holy Knight database, bar the supermermaid Charybdis, is as intelligent as Tyra, who possesses levels of intellect and deductive reasoning that are shockingly human. She is quick to learn on the fly when presented with a unique adversary, and has learned to take up several different ambush spots outside of certain walled cities, to prey on whatever Enforcers walk out. Most surprisingly, she has even been able to mimic certain sounds, words, and even entire phrases in perfectly accurate tones and pitches, to lure those none the wiser to their deaths.
~The Chameleon: Unlike the smaller Tyrannosicrus, a Tyrantris's breath is not an inherently hostile weapon. Instead, it can convert the water molecules that gather in its throat into a mist which it can breath out. This mist reacts with special pigmentation on its skin, which causes light to refract in such a way that the Tyrantris becomes all but invisible. Even its footsteps and breathing become muted in this mist.
Weaknesses: being built primarily as ambush hunters, Tyrantris tire out quickly and cannot keep up sustained chases or combat. If the initial attempt at a kill fails, chances are it will back down and try again later. Cold temperatures are also a deterrant to the Tyrantris, and Tyra's stubborness and curiosity can be used against her if she's not on high alert.
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Post by Executus Gira on Dec 19, 2018 4:07:33 GMT
Name: “Scylla”
Alias: Project Titan, Hellfire Tyrant
Height: 160 meters
Length: 340 meters
Mass: 240,000 tons
Gender: Female
Description: Diagnostic Entry 34159. To say that the cloning process was a success would be a grave understatement. The specimen, code named Scylla, has developed into a prime weapon of mass destruction. All three heads, each supported on a muscular 80 meter long neck, are in perfect form, with no abnormalities. Scale covering is obsidian in pigmentation, but also is covered in hell fire that stems from an unidentifiable internal source. Body type is that of a wyrm, with a powerfully built torso and arms to allow the bio-form to move along the ground with great ease. Each skull is adorned with three spiraling horns that branch out, no doubt for intimidation factors, as well as a small forward facing horn on each head. The tail of the bio form is rigid, yet oddly flexible, and composes over half of the length of the creature. The heads have no eyes, but have six glowing orange sacks running down the face in pairs, used for sound projection.
History/Personality: Research entry 32975. Data analysis on the history of the Hell-fire Wyrms is incomplete. All known records alluding to them are either in tatters, or portrays them as mindless savages who only seek to destroy. While I bear the highest of doubts in regards to these views, what I have pieced together is nonetheless fascinating, and offers a glimpse into a primordial world, a world before the modern form of Hell took its shape.
Before Hell was what it is today, the land of Nether was ruled by a myriad of bizarre and extinct lifeforms unlike anything alive today. Hornoads, Jetriles, Butroids… all of these were once part of a complex and intricate ecosystem that flourished in the pre-Hellian days of the Underworld. Then, when Lucifer created his empire and his own demonic forces, the local wildlife was subdued, slain, and driven to extinction to make way for the new inhabitants. None of these, however, were as fearsome or lasted as long as the Hell-fire Wyrms. The alpha predators of this ecological system, the Hell-fire Wyrms were resilient, and held a special power that made them a danger even to the Dark Lord himself…
They could control the very Hell-fire around them, Hell-fire that could inflict eternal burns and destruction upon those afflicted with it. For a while, it was a hopeless cause to stop the beasts. Their firepower was more than enough to slay any devil. It was then, though, that a plan was formulated into subduing them… starve them out. With their very ecosystem destroyed, the high metabolism of the monsters became their own demise. Without proper sustenance, the fiery dragons were rendered extinct, bar one, one that was born from an egg harvested for the Dark Lord. The beast was perfectly obedient under its master, and served him loyally, until the day the Dark Lord was no more. With his master gone, the creature was stuck with grief, and took its own life by hurling itself off a cliff. That, bringing the end of the Hell-fire Wyrm, would have been the end of their story…
That was until I was requested to tamper with creation, millions of years later. Due to the pressure caused from recent uprisings, as well as Vintage, Lord Persephone has requested me to create a new bio weapon, one far more consistent and controllable than her largest Elite Guard, the draconian mermaid Charybdis. I took the DNA of the Sea Lord herself, and that of the ancient monster Tannin that had attacked us so long ago, to fill in the missing gaps in the DNA structure. I was highly fortunate to have access to such DNA, as well as the ancient bones of that tamed Hell-fire Wyrm, stored right in the High Queen’s lobby in her palace. Having asked permission from her, I have been able to create a creature that, though not 100% Hell-fire Wyrm, is as close to a true, living breathing one as can be created. The results have pleased even myself. The creature is far more docile and curious than expected, and is rather friendly, a far cry from the terror I had read about. It is still a formidable hunter, as I learned when one of the scientific staff tormented the beast and taunted it with food, despite my earlier warnings. When I came back to the scene of the disaster, several Imp teams, a pair of Ogres, and even an Enforcer prototype unit had been turned to roasting scrap metal. This, when combined with the news that Vintage had its own netheral monster, greatly alarmed me. If they could control this netheral beast… the results would be cataclysmic. So, in an attempt to stave off any such catastrophe, I injected Scylla, the name we gave to our hydra, with substantial supply of Aether, from which I cannot disclose the source of. The beast bore no ill signs, and seems to have somehow enjoyed the paradoxical mixture of elements in its genetic makeup.
The bio-weapon has survived well past all logical scenarios, even the demise of Lord Persephone. With the dark queen's death, Scylla had one final trial to overcome. When we arrived at a walled city to make amends with the God of Death and his allies, the city was under threat of Vintage, and their own netheral creature. I ordered Scylla to aid Crigan, but even with her firepower, the two of them were only an even match against Vintage' trump card, and in the final moments of the battle, an unforseen event transpired: the colliding energies consumed the entire city in a white shroud, and with it, went my greatest creation and I. We were dislocated, cast into a strange primordial jungle with a few other survivors. Now, we can only hope to find a way out...
Attacks: The following were recorded during the early test fights against Scylla. Our very own Charybdis, the only one able to withstand most of the creature’s blows, volunteered to take the hits and record how hard they were.
-Razor Fangs and Claws: Analysis of the dagger like weapons the Hellfire Wyrm wields have showcased surprising results. When swung at maximum strength, Scylla has been able to disembowel and slice apart any Imp or Ogre that was too close to it during the creature’s dreaded rampage. They are also highly useful for anchoring itself into obsidian rock , which allows it to perform sneak attacks from above in large caverns. Against Charybdis, the tests were pleasing, and against most other forms of flesh and steel, it had no problem cutting through The fangs are a similar story, though they drip with a deadly hemotoxin that can cause decay in flesh for short periods of time. The jaws behind those fangs can crunch down with a estimated bite force of 250,000 tons per square inch, and the necks they are on can easily constrict and throw 200,000 tons of weight.
-Hell-fire Manipulation: This one power… that which halted an entire army of the Dark Lords. Wherever it be by providence or fate, the lack of Hell-fire outside of the Underworld means this ability is highly nerfed from what it could do. However, it can still use the very Hell-fire flowing in its veins as a weapon, spewing it out as a trio of fiery beams capable of great damage.These are not ordinary flames, for they are a special state of Nether, a composition which includes 32% Aether mixed within. In this form, the heat is like that of fire, but the burns are the result of Nether interacting negatively with the cells of most organisms. Even creatures immune to heat and fire are not safe, though while the heat is ignored, the nether devastates them all the same. It can also warp these beams around with this very power. In regards to the Hell-fire fuming form its body, a surprising aspect is that it does not instantly burn those near it. They have to keep physical contact with the creature for more than a second in order to be burned. This allows fast, swift strikes against it to be possible for those averse to the heat.
Locking Tail: The bones within the Hell-fire Wyrm’s tail can lock together, creating a stiff rod that can cause severe bruises. The speed of the impact has been clocked at 500mph, when ample force is thrown behind it. When more slashing is required, the tail becomes flexible, making it into a whip that can lash out against most foes.
Ironclad Scales: Testing the durability of the Hell-fire Wyrm has shown that it lives to the accounts of old. Most light attacks merely bounce off the scales with little actual damage done to it. Naturally, heat is absorbed through the scales, rendering most fire assaults useless. Heavier attacks can break through the scales, but they run the risk of burns
Hyper senses: Despite the blindness of the Hell-fire Hydra, they are still capable of locating and reacting to prey with startling accuracy. Its sense of smell, a million times greater than that of a human, can pick up a drop of blood in a lake of Hell-fire. Tracking down of prey is done with constant echolocation and sense of smell, allowing it to create a near perfect view of its environment off of sound, scent, air vibrations, and the ability to “see” the heat signatures of its foes through special heat pits located just above the maw of the bio-weapon. Any additional powers the species may have, from intelligence to possible shape shifting, is unknown, though the current hypothesis is that the Hell-fire Wyrm were too primitive to be sentient, or capable of transformation.
Weaknesses: Despite the enhancements provided to the organism, Scylla has flaws which we have not been able to counteract. Due to how heightened its sense are, sensory overload can disorient the beast. Also, water and coldness are tragedies waiting to occur, and cause sluggishness and great pain to the bio-weapon. Also, if one were to mask their own scent, control their body heat, and stay perfectly still, they could theoretically drop off the radar of the beast. We currently seek ways to bypass these weaknesses, but for the moment, there is nothing we can do without heavily altering the genetic structure.
~ Laeptus, Head of the Scientific Endeavors of Hell Core
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Post by Executus Gira on Dec 21, 2018 7:24:00 GMT
Name: Hyperion Alias: The Ancient Titan, the Sealed Evil of the Abyss, World Eater Height: 130 meters when reared up Length: 250 meters Wingspan: 200 meters Mass: 185,000 tons
Appearance: Hyperion is a large Abyssian demon in the form of a Dragon. His hide is obsidian black, and covered in jagged sharpened scales running down his length. A diadem of horns adorns his narrowed head, and a pair of wings spreads from his back. His tail is long and built like a whip, with sharp spines running down the length of his back.
Backstory: The second eldest son of the creator of the abyss, Hyperion was the logical next in line, as his older brother, Karzahni, lacked the power or physical prowess to rule. Hyperion began his rule after Lucifer sealed Zuldes away in a pocket dimension, and the Dragon ruled as his father would have wanted. Tensions between the abyss and Sheol,the part of the underworld the fallen angels made their own, never grew into outright violence because of Hyperion and his console.
This wasn't to last, as some demons decided to take their chances and usurp Hyperion. Many tried, but the dragon's fangs and powers were too great... until one tricked the Dragon into a state of dormancy.This lasted for thousands of years, until he was revived, but not out of generosity. The current ruler of Sheol, Persephone, brought his spirit to life in the body of a succubus, much to the rage and annoyance of the Abyssian. He searched for a cure, and was granted one by the god of death... but now, with him being warped to Lemuria in the wake of the cataclysm of Marlore, all too familiar problems have returned...
Personality: Hyperion is a proud, royal warrior who is obsessed in perfection. It is what he strives to be, as he considers his father Zuldes to be what perfection is. He used to harbor a hatred for Aetheral beings, a hatred well established from the demise of his father, but this hatred has subsided from the entire group to only those individuals involved. He is interested in human life, and likes to fight.
Powers and abilities:
-Infernal flames: Hyperion is a beast of the flames, and his fire is dangerous. Reaching temperatures of 3,000 Celsius, these fires can be unleashed either as plumes of fire, or as explosive fireballs.He can even channel these flames through his arms and claws.
-Abyssian wrath: Hyperion is a powerful being, able to lift twice his weight, and swing his tail as mach 2. His claws can rend through most metal as well.
-Telepathy: Similar to Demogorgon, Hyperion can speak through the mind, allowing him to bypass language barriers. He can understand any foreign tongue with remarkable ease.
-Shapeshifting: Also similar to Demogorgon, Hyperion can take on a human form. Normally, he would decided what this human form would look like, but because of the nature of his displacement into Lemuria, the human form he is stuck with is anything but...
-Weaknesses: Hyperion's sheer bulk and weak wing muscles prevents him from flying. He is also vulnerable to toxins and to acidic effects, and lacks a reliable means of regeneration.
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Post by Executus Gira on Jul 18, 2019 3:18:07 GMT
Name: Demiurge Alias: The Storm Lord Height: 150 meters (Reared up), 90 meters (on all fours) Length: 320 meters Wingspan: 230 meters Mass: 200,000 tons
Appearance: An abyssian demon in the form of a dragon, Demiurge stands out from the rest of his draconic kind. Six large crystalline wings adorn his back, and flow down his tail into more rigid dorsal plates. His eyes are not on his head, but rather in the underside of his wings, one eye per wing. The underbelly of the dragon is a deep crimson red, while the upper back is a dull greyish white, with the colors intermingling along the wings and claws. A single obsidian black horn juts from the back of the skull.
Backstory: Born of the Abyss, very little is known of Demiurge, except that the beast was present when the archangel Lucifer sealed Zuldes away and carved Sheol out of the Abyss.
Personality: Boastful, proud, and arrogant, Demiurge views himself as not just a powerful Abyssian, but as a Demon God, and as a Demon God, he demands worship and tribute from lesser beings. He is rash and haughty, but does a good job of hiding this nature behind a more placid, reserved mask. He is naturally curious about the world, and what could be useful to him or be a possible threat. His attention lately has been focused on a certain kaijuologist, Alex Saalman, and how different he is from the humans of Demiurge's time.
Powers and Weapons:
~Hurricane's Tempest: Demiurge can form powerful tempests around him. These winds can blow smaller monsters weighing less than 50,000 tons off their feet, and can stop all but the most powerful fireballs or other projectiles and deflect them away. However, he must be concentrating to form these tempests, which can leave him open to being blindsided.
~Wrath of the Four Seasons: Demiurge holds sway over three other elements besides the wind. He can create powerful flames of up to 5,000 C, bolts of lightning of up to 10 million volts, and freezing icicle shards and a cold aura of -150 C. He can also imbue his own claws, fangs, and tail with these elements to increase his physical damage. He can also manipulate water to coat himself in an icy armor (Once a match), or to ensnare an opponent.
~Devil's Recitation: Harnessing the demonic powers within him in a similar vein to Demogorgon, Demiurge can unleash powerful beams of netheral energy from his wing eyes down upon the target. These function identically to Demogorgon's own eye beams.
~Strength of Tartarus: Demiurge is a strong physical fighter, able to push twice his body mass, and pick up to 150,000 tons with his neck muscles when biting a target. His fangs exert 175,000 tons of pressure, and his tail can be swung at 500 mph, delivering a dangerous strike to a target.
~Heat Pits: Even when unable to see, Demiurge can still detect where his opponent is. specialized heat pits beneath his nostrils create a thermal reading of the world around him.
~Hide of Gaia: Demiurge is a tough cookie to crack. When encased in his ice armor, piercing blows glance right off, and it takes tremendous pressure or heat in excess of 5,000 C to melt through. Without his armor, his hide is succeptible to piercing blows and slashing attacks, but he takes blunt trauma remarkably well, and is highly resistant to heat and the cold as well.
Weaknesses: Demiurge's greatest enemy is his own ego. Viewing himself as a Demon God without peer, he is all too happy to be goaded into taking attacks or entering circumstances he has no business being in, and can easily end up handicapped as a result. While he has fast regen, it only works when he is resting, and his eyes are particularly vulnerable to being struck at. This is why he prioritizes encasing them in ice first and foremost. When his wings are iced over, he cannot fly as they are more rigid, and ontop of his vulnerability to piercing and slashing attacks, high frequency sounds can shatter his ice and weaken him.
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