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Post by Executus Gira on Feb 28, 2018 4:45:37 GMT
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Post by Executus Gira on Feb 28, 2018 4:45:59 GMT
Name: Legoneckir Alias: N/A
Height: 12 feet to 60 meters Length: 18 feet to 180 meters Weight: 4 tons to 90,000 tons
Description: Legoneckir are strange, cephalopod monsters that are named for two defining features: Their massive muscular legs which carry their biolumnescant body, and their elongated worm-like head and neck. Two small eyes line the top of the head, but are primitive and only able to detect light and differences in shadow. They are bipedal, carrying themselves in a horizontal stance with their heads usually low to the ground in search of any edible matter, for they are highly omnivorious and carry a metabolism rivaled only by the mammalian shrew. Their mouths are lined with thousands of razor sharp teeth and several barbed tentacles. Their blood is a deep dark blue, and is said to cause grass and other plant life to grow voraciously wherever it is spilt.
Behavior: Legoneckir are highly aggressive, high metabolistic opportunists; They will consume and eat either plant or animal material no matter what it is, even their own kind. However, if a large enough prey item or food supply presents itself, small groups can work together to bring down the prey. Aside from this, they are also highly intelligent, a staple for a cephalopod. They prefer to dwell in moist environments like jungles and swamps, but have been spotted in arid deserts, so long as a body of water is present for reproduction and hydration. To consume prey, they fire their tentacles out and ensnare a victim, before reeling it back so their powerful legs can pin the foe. Then, they rip the victim apart and swallow the chunks whole, their thousands of inner lined teeth shredding through bone and flesh to aid digestion. No prey item is too small, or too large for a Legoneckir to target.
Abilities: -Rubber Strength: Squids and octopus are notorious not only for their high intelligence, but also muscle power, and the Legoneckir does its oceanic relatives proud. At full size, their massive legs are capable of launching over 270,000 tons of mass away from them, and launch their owner into the air, oftentimes to land upon a prey, or escape from a predator. Even at elephant size, this translates to being able to leap three times their height into the air and kicking a foe weighing up to 16 tons away. They can push and bowl over foes 2/3rds of that weight limit with ease, and their tentacles, which can extend over sixty meters in length, have a lifting power of twice their owner's weight all together. -Armored Carapace: The mantle of the Legoneckir covers the bulk of its body, and the backside has developed a thick, leathery texture. This makes it difficult to penetrate, and is heat resistant, allowing the Legoneckir to ward off fiery attacks and even electrical charges if it brings its back to them. The underside is not so armored, and highly vulnerable to such blows. -Tar Mucus: If threatened or grabbed by an assailant, the Legoneckir can secret a black tar from its pores. This is highly slick material, and makes maintaining a grip on the monster difficult. Within moments, the tar hardens in response to the air around it, changing into a natural superglue that binds the predator's maw or fingers together and takes tremendous strength (or lots of moisture) to undo, all while the Legoneckir slips away.
Weakness: The elongated worm-line head and neck of the Legoneckir are its most vulnerable and fragile body parts. A few strong blows to the head is usually enough to down or even kill one, and their bipedal stance means that while they can move relatively fast (40 MPH at elephant size, mach 3 at full size), a trip can prove fatal.
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Post by Executus Gira on Feb 28, 2018 4:46:16 GMT
Name: Myre Worm Alias: N/A Height: from 2 feet from top of head to bottom of head, to 15 meters from top of head to bottom of head. Length: 30 feet to 120 meters Weight: 3 tons to 90,000 tons
Description: Myre Worms are armored insectoid worms with serrated mandibles and feelers at the tip of their heads. Their bodies are covered in numerous sharpened legs, giving them a centipede appearance. Their coloration is such that they are a boldy drab brown, a perfect match for the environment they prefer to dwell in, but their feathery feelers are vibrant and green. Their eyes are nonexistent...
Behavior: Myre Worms are a rare, hypercarnivorous species of invertebrate one may expect to see in warm deep waters far off the coast like their relatives the Bobbit worm. However, these creatures have been found swarming not just in shallow waters (even up to the beach line and past it in some cases), but also in fresh water rivers and even lakes and swamps. They are blind, relying on their sense of smell and feeling the air and water around them with their feelers for approaching prey. Should the feelers sense something nearby, the worm, anchored in its hole in the mud or soil, fires out, and snatches at its prey at lightning speed, before dragging the victim back in to be slowly digested.
Abilities: -Armored Hide: A Myre Worm is well equipped to defend itself. Its carapace is as hard as reinforced steel, and difficult to punch through. -Venomous Bite: The Myre Worm's mandibles, serrated curving jaws flowing with a deadly biotoxin, can close at lightning fast speeds, and for smaller prey, can slice them in half. Even a 30 meter long specimen can punch through three inches of steel with its bite, and its venom can cause blood clotting and cellular damage within ten minutes. -Coils: Even if yanked out of its hole, a Myre Worm is a fierce opponent. It can coil around a foe, and squeeze with tremendous pressure, slowly tightening its coils every time its victim breaths, until they suffocate to death, or until it delivers a lethal bite to the head or neck. When dragging prey back into their hole, they can pull back with four times the strength of their weight.
Weakness: Without eyes, they are blind, and rely on their sense of smell and detecting air and water vibrations around them. If their feelers are damaged or destroyed, they are doomed to starve to death, and they are highly vulnerable to low temperatures and piercing blows between their armored segments. Also, their movement outside of their holes is incredibly slow, at their own body length in ten seconds.
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Post by Executus Gira on Feb 28, 2018 4:46:42 GMT
Name: Arthrocriptes Alias: N/A Height: 10 feet to 50 meters Length: 40 feet to 270 meters Weight: 5 tons to 120,000 tons
Description: Arthrocriptes are massive arthropod predators that superficially resemble the larvae of a beetle or an ant lion. Their heads are flat, and end in two curved exaggerated pincers, with low tilting horns along the back of the head and body. The body is heavily armored with reinforced plating, and the body is carried on twelve long, sturdy legs which also double as flippers for aquatic movement. Their tail can bend over their head, and ends in a bulbous external organ.
Behavior: Arthrocriptes, like the distantly related Myre Worm, are aquatic predators, but unlike the otherwise stationary ambush hunters, the Arthrocriptes are active chasers, lunging forward and biting down into the weak spot of a victim and subduing it with their powerful legs. Once pinned, the arthropod begins to siphon up blood through the pincers into the stomach. They can survive outside of water thanks to primitive lungs, but rarely stray far.
Abilities: -Even More Armor: Like the Myre Worm, the exoskeleton of the Arthrocriptes is a tough shell to crack. Only the sharpest of blades can punch through, and it is highly heat resistant. -Crushing Bite: The jaws of the aquatic predator slam shut like a vice, and can punch through most hide with startling ease. the preferred target to aim at is a weak point, or the back of the neck at the jugular for easy blood draining. -Herculean Strength: Like most insects, the Arthrocriptes is a juggernaut of power, able to hurl its own body weight into the air with its jaws. -Bloody Geyser: While the Arthrocriptes feeds off of blood, it has a special use for the leftover fluid. instead of being turned into waste, it gathers into the organ at the end of its tail. When threatened, the bad blood can be fired as a high pressure stream, strong enough to cut through metal and blast foes up to 3/4ths of its weight head over heels.
Weakness: If turned upside down, the exoskeleton on the underside is far easier to rip into. Likewise, the gaps between segments along the tail can be ripped into and torn apart, allowing easy access to the vulnerable innards. Lastly, high pitch noises disorient the insect, and can rupture the organ, leading it to be useless.
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Post by Executus Gira on Feb 28, 2018 4:46:50 GMT
Name: Hydrotherium Alias: N/A Height: 50 meters (110 standing upright) Length: 140 meters Weight: 100,000 tons
Description: A close relative of the ground sloth, and presumably most closely related to Thalassocnus, the Hydrotherium is a large hulking herbivore with gigantic claws, powerful muscular arms and a thick bulky body covered in greenish-grey fur and moss and kelp. Their head has a elongated trunk like lip.
Behavior: Hydrotherium are strictly herbivorous and semi aquatic in nature. They spend most of their time feeding off undersea plant life found near the coast, and suppliment their diet with broad leaf trees. To evade detection from predators, they cover themselves in kept which masks their scent and helps them blend into their green environment. They are passive animals, but should they be threatened, they can become fiercely defensive. Their common range is along chilled coastlines, where large marine predators are normally few and far between.
Abilities: -Bone Armor: Wedged between the fur and the fat of the Hydrotherium is a special layer of small bone called Osteoderms, and form a defense against penetration and slashing weapons, especially bites and claws. -Brute Strength: Despite being passive herbivores, a Hydrotherium is still a dangerous animal to try and hunt. A single swing of their ten meter long claws can disembowl a Titanodon and cripple an Enforcer of the same size. Their claws alone are not sharp enough to tear through metal, but the sheer force behind their swings lets them punch through regardless.
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Post by Executus Gira on Jun 23, 2018 2:22:16 GMT
Name: Hadrodon Alias: N/A Height: 10 meters to 70 at hip Length: 45 to 200 meters Weight: 30 to 140,000 tons
Description: A large Lambeosaurine monster, Hadrodons are the splitting image of their much smaller dinosaur namesakes; Their mouths are duck shaped, and carried on small curving necks supported by large bulky bodies. Their tails are stiff and rigid, existing to help them maintain their balance on both all fours and when running on their hind legs. The back of the head is adorned with a large bony crest that flows down the back of the neck and turns upward halfway down and bends back above the head. The females are a drab brown and feature a smaller crest structure, while the males are a menagerie of bright colors.
Behavior: Hadrodons are strictly herbivorous animals that are commonly found in open scrub forests and grasslands. In Lemuria, their range is common through the northern and eastern regions of Farrango and the southern rim of No Man's Land. They are highly social animals, living in herds of six to 20 depending on the size of the animals themselves. Smaller individuals live in areas of sparser vegetation growth, while the giants thrive in the lush forests where they can graze to their heart's content.
Abilities:
-Sound Bytes: A Hadrodon's primary defense is the music it can create through its head crest, thanks to special air tubes that flow from the nasal cavity up through the crest out specialized holes. While in most hadrosaurs this is only for communication, Hadrodons can take it one step further with weaponized sound blasts. Should they feel threatened by a large predator, a Hadrodon can generate a brown note of sorts which it and other animals of its kind are immune toward, yet can be deadly for would be attackers. This brown note reverberates at such a frequency that it can damage ear drums and burst blood vessels if prolonged exposure happens, causing internal bleeding. The more Hadrodons that engage in this song of death, the louder it becomes, and the more agonizing the music. -Size: A Hadrodon's saving grace can come not just from its vocalizations, but from its sheer bulk. Even at their smallest, there are few predators of that size range which can handle a Hadrodon, and at full size, an angry Hadrodon can crush a Titanodon's skull beneath its feet, or break its ribs with a tail swipe. However, these herbivores, should their sound defense prove fruitless, will more often than not run.
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Post by Executus Gira on Jun 23, 2018 2:45:33 GMT
Name: Ophanim Alias: Heaven's Wheels Length: 6ft-20ft Height: 6ft-20ft Weight: Unknown
Description: Of all the angels in Heaven, none are so strange as the Ophanim. They are a series of intersecting wheels which spin around and within each other. Each wheel is covered with countless staring eyes, and each wheel has a single stationary wing to move it through the air and keep it afloat, four wings in total. The wheels are pure gold in color, and the wings those of glass.
Behavior: Ophanim are the living wards of Heaven, designed to see and know everything that happens around them. They are more akin to living machines than creatures, following strict pre-established protocol with little room for variance. Some say that to gaze upon the form of an Ophanim is to be consumed with madness, yet there is little actual evidence to support this. Ophanim communicate without verbal components, but instead by flashing their eyes in specific patterns which only other Ophanim and their angelic superiors are aware of.
Abilities:
- Divine Glory: An Ophanim, despite being a living sentry, has plenty of offensive properties on its own. Aetheral bolts can fire from each of its eyes. Even together, these bolts merely stimulate the pain receptors in a living creature, and at most can cripple them through sensory override, but the bolts can also take on a more physical manifestation, turning into cages to entrap beings weak to Aether within them until further reinforcements arrive.
-Flash: f in danger, an Ophanim can generate a harsh burst of light from all of its eyes, bright enough to temporarily blind most creatures and allow it to escape.
-Selfdestruct: If all else fails, an Ophanim can overload its own body with aetheral energy, and explode with the force of fifteen tons of TNT. All of an Ophanim's eyes close, and the wheels stop in place before this explosion occurs.
Weaknesses: Outside of selfdestruction, an Ophanim lacks any means of killing an enemy, and can only restrain foes. Those not weak to Aether will still feel pain from the bolt cage, but can push through them with enough dedication and willpower. While Ophanim are immune to heat, electricity, ice, and blunt and piercing blows, they are highly suceptible to netheral attacks, and to acid.
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Post by Executus Gira on Jun 26, 2018 6:08:55 GMT
Name: Chirot Alias: Heaven's Warriors Length: 40ft to 100 ft Weight: 3 tons-25 tons
Description: The Chirot (from which the word Chariot originated from) are large flaming serpentine angels, with bodies of gold and silver. Four wings and three rows of spikes run down their length, and their mouths are somewhat elongated, like that of a crocodile. They lack arms or legs.
Behavior: If the Ophanim are the sentrys, the Chirot are the hit and run specialists of the angelic army. Their entire goal is to dart in, create as much chaos and mayhem in the backlines as possible, then dart back out to allow the big guns to wreck havoc on the enemy. They are somewhat sentient creatures of the divine realm, not as high as the more traditional angels, but above the Ophanim in influence and power.
Abilities:
~Holy Flame: Chirot are constantly surrounded by divine holy fire, which makes even approaching them a challenge for netheral beings. They can unleash fireballs of the aetheral fire at foes, which even for those immune to holy powers, still explode with three tons of TnT. They can also coil around a foe, and burn them alive with their flames.
~Speed of Divinity: The Chirot are fast and decently strong. They can fly at speeds up to 95 miles per hour, or create holy signs in the sky to teleport from one area to another, which because of the atmosphere in Lemuria, is limited to a hundred miles. They can bite down with up to 300 pounds of bite force, and inject holy energy straight from the bite into the enemy, causing cellular degeneration.
Weaknesses: While the Chirot are fast and strong, this speed comes at the cost of durability and immunities. They are only immune to heat and aetheral attacks. Water can douse their flames and leave them sluggish, as can cold temperatures. Powerful blows can disorient them or knock them out or even kill them, and they are mortally weak to netheral attacks.
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Post by Executus Gira on Jul 11, 2018 1:36:00 GMT
Name: Sable Wyvern Alias: The Abyss's Flames Length: 30ft-75t Weight: 1-8 tons Description: So named for their blackish brown coloration, the sable wyvern is a herald of death and destruction, with a sleek body, a wingspan that can range from 40 feet to over a hundred feet, and powerful winged forearms that can carry it across the ground and through the air. The horns on the back of its head curve back inward, and their feet are adorned with jagged eagle like talons. Their long triangulated snouts have six eyes upon them, three on each side.
Behavior: The Sable Wyvern is a harbringer of death and destruction wherever it goes. They are just at home running across the ground on all fours in search of prey as they are flying in the air. They are elite bioweapons in Circe's forces, engulfing villages, towns, and even cities in blackish flames. There are no known wild Sable Wyverns: The ones in Lemuria are all under Circe's control, spawned by her dark powers as with the rest of her forces.
Abilities:
~Decay of Nether: The black flames a Sable Wyvern breaths are far more dangerous than your average fire. They are netheral in composition, which means anything that isn't netheral or demonic in nature suffers from flames that eats away at the very flesh itself. The Sable Wyvern can also choose to instead unleash a stream of poisonous fumes or acid from its mouth, acid capable of melting away at steel.
Weaknesses: Like with all netheral beings, the Sable Wyvern is highly vulnerable to aetheral or divine power, as well as electricity.
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Post by Executus Gira on Jul 11, 2018 2:14:04 GMT
Name: Vo-gra Alias: The Walking Dead Height: 6ft-14ft Weight: 220lbs-2tons
Description: What at first glance appears to be human is quite clearly not, not anymore at least. Carried by two bloated oozing feet, the Vo-gra's bodies are twisted, malformed abominations of the human frame. Their bodies are muscular, oozing a putrid puss from between the peeling green skin. Their arms have erupted into jagged bony talons half as long as they are tall, and their heads now lay within the center of their hulking torsos.
Behavior: The Vo-gra are among the staple of Circe's forces. Once they were humans captured, enslaved or brought into her service, and subjected to the corrupting powers of her dark magic. The victims are very much awake and screaming in pain as their bodies burst and erupt into mockeries of the human form, until all free will and sentience is lost. They live only to destroy and kill, unless specifically tasked otherwise by Circe. In her defiled abode, Circe holds hundreds, if not thousands of Vo-gra under her control, and tens of millions run rampant in the world she took over, Molly's world.
Abilities:
~Blasphemous Power: The Vo-gra, no longer hindered by human limitations and empowered by Circe's magic, are powerful adversaries to deal with. Their claws can shred through a car in a single swipe, and they can lift and throw their own body weight with ease. They can run up to forty miles per hour, and leap 20 meters in a single bound. Some that still retain some semblance of human intelligence can even use weapons.
Weaknesses: Despite their power, the Vo-gra are surprisingly fragile. Strong blows can break off their arms, and a shot to the head immediately puts them down. Likewise, they are weak to fire and explosives.
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Post by Executus Gira on Jul 11, 2018 2:22:55 GMT
Name: Hell Ravens Alias: Winged Death Height: 3ft-6ft Weight: 30lbs -90 lbs
Description: These are not your ordinary ravens. Hell Ravens are enormous corrupted birds with serrated fangs beneath their blackened beaks, and four violet eyes on their heads. Their claws are more akin to those of an oversized woodpecker mixed with a dromeaeosaur than of a standard raven, and with a wingspan of fifteen feet, they pose a looming presence.
Behavior: The Hell Ravens are Circe's favored spies, as they act as her eyes and ears in the outside world. Normally they are found soaring up to a mile in the air, watching what goes on below out of sight of most people. They are drawn where death is, or where a powerful being resides. Usually seen in up to groups of two to six, these voracious birds are more than keen to take some flesh for themselves.
Abilities:
~Venomous Bite: The fangs of the Hell Raven carry a potent neurotoxin with a specific effect: A bite from the bird causes nerve damage to that specific area within several minutes, but an aimed bite to the back of the neck can let the venom to cripple the spinal cord and cause brain damage, leaving the victim helpless as the hell raven then either rips into the victim, or takes it back to be used by Circe.
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Post by Executus Gira on Aug 8, 2018 2:22:16 GMT
Name: AAT-14 Hellfire Enforcers Alias: The Burninators Height: 70 meters Length: 130 meters Weight: 114,000 tons
Description: A specialized sub-division of Enforcer, the Hellfire Enforcers all share the same basic appearance: That of a large mechanical boar with four tusks jutting from the sides of the mouth. The entire machine is covered in thick diamond infused titanium alloy, giving it a heavily armored appearance.
Weapons:
~Hell's Flames: The ends of the tusks are actually pressurized chambers containing large quantities of napalm. When faced with well entrenched or resilient enemies, the Holy Knights send in their armored mecha-pigs, who unleash torrents of napalm upon the battlefield. Reaching temperatures of over 1,200C, entire miles of grassland and forest can become a raging inferno within moments, and if victims survive the horrid temperatures, they can succumb to carbon monoxide poisoning, hypothermia, or suffocation from lack of oxygen. Two cannons on the back of the Enforcer can propel firebombs in an arched range of 300 meters, over walls and into populated city areas.
~Noxious Fumes: A hole in the back end of the Hellfire Enforcer contains a deadly toxic gas that, when released, can cover a hundred meters around the Enforcer at a speed of thirty miles per hour. Similar to mustard gas in appearance, this gas causes cellular degeneration and internal bleeding, along with third degree burns and eye tissue to degenerate, creating permanent painful blindness if exposed to large quantities. When in contact with the napalm, the gas is highly explosive, creating an explosive fireball that can engulf the entire Enforcer, as well as anything within 500 meters. Thanks to the armor plating, this explosion is harmless to the machine, but reaching temperatures of 5,000 C and with tremendous kinetic force, the explosion is frightening and dangerous to anything around the Enforcer.
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Post by Executus Gira on Oct 24, 2018 6:18:52 GMT
Name: Calidente Gigantis Alias: N/A Height: 3ft - 35 meters Length: 12ft-140 meters Weight: 1000lbs -170,000 tons
Description: Calidente are large, amphibious creatures which, despite being more closely related to salamanders and newts, bear a closer look to that of a crocodile; Their snouts are elongated and end in a knob of sorts, their backs are covered in a scaly exterior in conjunction with their more smooth semipermiable hide, and their toes are adorned with claws to help grip the earth. Their coloration tends to be a drab bluish grey, but in the summer months can become a lively green as algae grows along their backs. In a full sized adult, 50 meters of body is the tail alone, which can weigh 70,000 tons.
Behavior: Calidente are a strange creature, vastly different from the mammalian and reptilian lords of the land and sea. They are an ancient creature, one that is far more vulnerable to the changing climate and temperature than its contemporaries. In most areas, competition with more efficient aquatic predators has driven its kind to extinction, but in the northern cooler regions of Lemuria, the Calidente scrape by, where the pickings are too lean for mamallian predators, but the water is too cold for reptiles. There, they hibernate in the lakes on the edge of the tundra until the spring season, where they haul their bodies into the river systems and toward the coasts or larger lakes to feed. They are somewhat social and curious animals, and while not particularly bright, have an intelligence on par with a dog. They hunt by lurking beneath the waves, then ambushing prey when it gets close and dragging them under.
Abilities:
~Vicegrip: While the teeth in the mouth of a Calidente are not particularly long, they are sharp and their jaws are strong, able to shut down with 120,000 tons of pressure. The teeth secrete an enzyme which produces a burning toxin into the flesh of the target, so even if they do escape, the victim feels as if they are burning alive, until the pain becomes too much and they succumb, a trait which has earned the Calidente its name.
Weaknesses: Calidente are sluggish creatures on land, and are easy to dehydrate if they remain out of the water for too long. They are also sensitive to heat and electricity, and their soft sides and undersides are vulnerable to attack. When they bite and swallow prey, they have to close their eyes to protect them, meaning they strike blind.
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Post by Executus Gira on Dec 19, 2018 3:34:21 GMT
Name: Gyu-Oni Alias: Boar Heads, Brutes Height: 7ft-80 meters Length: N/A Weight: 320lbs-90,000 tons
Description: Gyu-Oni are large bipedal demons that inhabit the Underworld. Their faces are elongated and broad, like those of a boar, with six curving, pitch black tusks sprouting from the lower jaw. Their bodies are similar to those of humans, but bulkier and covered in a thick, greyish-black warty skin. For feat, they have stubby clawed hooves, and their hands are razor sharp talons. They usually carry a large club with them, and are usually seen in pairs.
Info: The Gyu-Oni are among the most plentiful demons to inhabit Sheol, once being the primary work force behind Persephone's war machine. The first recorded instance of their interaction with humanity was during the Human/Demon wars, where the war general Tyralus led a heavily fortified army of Gyu-Oni against several human outposts. Despite having superior technology, the humans were slaughtered and devoured, and things only got worse and the Gyu-Oni came with even more heavily advanced armor and weapons. Long had they been the backbone of Persephone's army, but with her demise, those loyal to her have scattered. Some wander Lemuria alone, easy prey for other predators, while many have been taken under Circe's wing with the promise of further bloodshed and violence.
Personality: Brutish, simple, mindless savages, most Gyu-Oni know nothing of finesse, only the desire to fight and kill. When one gets hungry, the entire pack goes into a blood lust, scouring any nearby lands until all are full. They even kill for sport, as horror stories have told of entire human settlements being ripped apart, finger by finger, limb by limb, just for kicks. Some have elevated themselves above this primitive way of life, and have mannerisms almost identical to a normal human's although with a far worse temper.
Abilities:
-Size Shift: All Gyu-Oni can shift from a height of 7ft to a height of 80 meters whenever they so please.
-Strength and Speed: The Gyu-Oni are ruthlessly strong for their size, able to lift 3 times their own weight thanks to their musculature system. This also allows them to be fast, as a human sized one can run up to 40 MPH
-War Club: The average Gyu-Oni wields a war club made of Obsidian rock that is covered in spikes. With their strength, this club smashes through most armor, and can down the average foe with a well placed hit.
- Poison Claws: even without their clubs, they are not to be taken lightly. Their claws secrete a deadly toxin that erodes away at the flesh of those injured.
Weakness: The Gyu-Oni have heightened senses, so sensory overload is particularly painful for them. Also, as they are primarily physical attackers, they need long ranged support to be truly effective, unless given such weapons to use. Also, should they lack armor to wear, the Gyu-Oni are TERRIBLY frail. They are easy to tear apart, especially when in their giant sizes, a byproduct of the failed genetic manipulation that granted them the ability in the first place.
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Post by Executus Gira on Feb 23, 2019 1:29:12 GMT
Name: Celestials Alias: N/A Height: 5ft6-13ft 6 (male), 5ft 4-13ft4 (Female) (Normal range is 5ft4-7ft3 for both male and female) Weight: 90lbs -1,700 lbs
Description: If one were to compare a Celestial to a human, one would be hard pressed to notice much in the way of differences at first. However, Celestials can grow much larger than a human can. Those raised in ideal conditions can become almost twice as large as the average human. Their skin is soft to the touch, and usually without blemish or fault. The average Celestial's hair ranges from a greyish black to a soft blonde. A grown Celestial woman's shoulders tend to be much broader than a human's, and the men have a stockier build and shorter legs proportionally than a human.
Info: An ancient race, the Celestials were an attempt by the God of Darkness Yami to recreate the original perfect human, before their kind had fallen into decadence and sin. With their own planet to live on with its own ecosystem, the Celestials thrived, and created a great city for themselves. At first, it seemed as if Yami's attempt to recreate a perfect people had worked... but among those who came to the new world, were the seeds of decay, and the Celestial people became no better than the humans they were meant to replace. Greed, avarice, and lust filled their hearts, and their ruler murdered anyone who dared defy them. The new ruler who replaced them tried to steer his people straight, but it was too late. Their god, disillusioned and realizing that this was the natural course of all free will, abandoned his people, and so it was the Celestial world was razed by a creature unlike any other, a harbinger of the end times. With their technology, many tried to fight, and with their prayers, many others prayed for salvation... but they alone were powerless, and the help that did come, other gods who had heard their prayers, were too late to save them from their fate. Some managed to flee the world, but the seeds of evil sown by the harbinger of the end times slaughtered many aboard the most populated vessel. Now, all that remains of the Celestials are a few scattered survivors, a practically extinct remnant of a mighty race.
Personality: In many ways, Celestials are similar to humans in mentality. They want the same things, they have the same thoughts and needs, and the same natural downfalls. However, Celestials tend to be very haughty by nature, a very prideful race who view themselves as the perfect humans, superior to all other forms of mankind.
Abilities:
~Chosen by the Gods: All Celestials are born with some form of latent talent. Some might be able to control flames, others can control the earth, or bend light around them. These powers are derived from the gods themselves, and which one a Celestial is born with, is pure chance. However, these are limited in their scope, and a far cry from what the god in particular can do with those same powers. A few Celestials, with enough training, can hope to rise beyond these limitations.
~Faster, Smarter, Stronger: Pound for pound, a Celestial is inherently superior to a human in body mass and strength. While human bones and ligaments are what limits their power, a Celestial's bones and ligaments are twice as strong, enabling them to carry on feats impossible for the average mortal to accomplish. Their skin is also naturally more durable, able to withstand piercing and slashing blows. a few Celestials have taken this durability to the extreme..
Weaknesses: A Celestial's metabolism is far higher than that of a normal person, so they are hungry quite frequently, and produce a lot of body odor if they don't wash regularly.
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