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Post by Orcus on his Throne on Feb 28, 2018 5:10:54 GMT
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Post by Orcus on his Throne on Mar 21, 2018 1:14:18 GMT
Name: Garmr
Alias: The Hound of Hel Homeworld: Niflheimr Alignment: Lawful Neutral
Height: 57 m Length: 165 m Weight: 56,000 tons
Description: Garmr resembles a great hound formed out of solid ice. His body is spined and jagged, with layers of blad-elike ice ridges adorning his body like armor. The hound's paws each end in a set of vicious, talon-like icy blades that curve inward, and his tail is essentially an icy cudgel with rows of spines adorning it. The hound's head appears completely devoid of "flesh", instead appearing akin to a gaunt skeleton with horrifying, glowing sapphire eyes. Billows of icy mist emerge from the hound's bony maw, giving the creature a frightening appearance.
History: Appearing from the deepest depths of Niflheimr to serve his master, the ancient being known as Hel, Garmr travels the mortal plane in search of souls to claim for his master.
Personality: Garmr is calm and collected, very patient in his pursuit of prey. He rarely engages foes directly, preferring to use the environment to his advantage to keep foes off-balance for an easy kill.
Powers:
Cold shroud - Garmr is constantly surrounded in a cloud of numbing mist. Creatures below kaiju size that enter the mist suffer instant effects of frostbite. In addition, this mist acts as cover for Garmr, making him difficult to directly locate, especially in the north.
Damnation - Creatures slain by Garmr are damned to wander the frozen torment that is Niflheimr for all eternity. From this dimension, there is little chance of escape, and reviving those sent to this realm is impossible without divine intervention.
Fimbulwinter (1 use) - Garmr can alter the atmosphere around him once per day, dropping the surrounding temperatures within a 200 meter radius to absolute zero. This is invariably fatal to lesser creatures, and can potentially kill even kaiju-sized opponents unable to withstand intense cold.
Frostbite - Garmr's jaws are strong, able to grip onto opponents with ease. In addition, the mist constantly shrouding his jaws allows his bite to inflict terrible cold wounds upon his opponents, usually in the form of frostbite and ice burns.
Frost breath - Garmr can unleash a cloud of biting frost upon his foes. His breath easily reaches sub zero temperatures, leading to severe frostbite and necrosis.
Frozen glare - A creature whose gaze meets Garmr's eyes suffers rapid freezing before becoming encased in a block of ice. This is invariably fatal for smaller creatures, but is little more than an inconvenience for kaiju-sized opponents.
Ice spikes - Garmr's icy body acts like a thick layer of armor, deflecting slashing attacks with ease. In addition, enemies that strike garmr have the potential be be impaled by his icy spines, which rapidly inflict frostbite on creatures wounded by him.
Weakness: Garmr is horrified by fire, which inflicts massive damage to his body. In addition, he is easily distracted by the scent of rotting flesh, which he compulsively eats.
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Post by Orcus on his Throne on Mar 25, 2018 22:52:06 GMT
Name: Zahhak Alias: The great worm Home: Sliinthynmrtiin Alignment: Chaotic Evil Height: 60 meters (squat); 126 meters (reared up) Length: 470 meters Weight: 70,000 tons Description: Zahhak is a serpentine beast of absolutely monstrous proportions. The beast's body appears to be created from detritus and corpses, with a mixture of plant matter, soil, and bones making up the majority of the beast's form. The creature has two muscular front legs that end in a set of bony claws that seem to have been formed from many bodies. Its body protrudes hunks of wood, bone, and rock to create a lumpy, spiny texture along its tube-like frame. he creature's head appears as a monstrous amalgam of many bodies, with bones and stone acting to form the monster's teeth while plants and dirt form the musculature that holds it all together. The monster's head appears similar to an anaconda's, though sharp jutting chunks of stone and wood give it a vicious, cruel appearance. The creature's tail ends in a slim whip-like protrusion that allows it to strike opponents with brutal efficiency. History: Zahhak was formerly a high priest of the Saurians, or a Axhag Taa as they are commonly referred to. His name has since been long forgotten to him, and has become known only by his name as a monster. The saurian was curious of the darkness that lurked deep within Sliinthynmrtiin, and abandoned his priestly duties to discover the source of the evil that plagued the sacred wetlands. To his surprise, he found a temple of some sort, crafted from obsidian stone and resting at peace near the edge of the wetlands. It is said within he found a dark and terrible artifact of immense power. The artifact corrupted him and drove him insane, warping the magics the spirits granted him into a twisted mockery of the shaman's way. His body fused with the wetlands itself, before he was consumed by its power, becoming the abomination known only as Zahhak. The saurian shamans sealed Zahhak within the earth, and it is said it would only awaken when the wetlands' magic ceased... Personality: Zahhak is little more than a mindless engine of destruction. It has no will of its own and seeks only to kill and destroy. It holds no malice towards any particular creature, and simply seems to spread its malevolent influence out of determination to survive. Powers: Aura of Madness - Zahhak's most dangerous ability is one that it has no control over. Creatures that get within 600 meters of Zahhak rapidly begin to go insane and lose touch with reality. It is this ability that sends the wildlife of Sliinthynmrtiin into mindless frenzies at times, forcing the saurian to contain the "evil". Those who stay within the aura long enough (usually 2-3 weeks) eventually lose all sense of self and are subsumed into Zahhak's body. Wracking Touch - Zahhak's main form of defense against attack is the terrible curse that afflicts the creature itself. Any creature Zahhak touches is wracked with unimaginable pain, as the creature's curse is intended to inflict misery upon those who interact with it. Zahhak does this by activating the pain receptors in the region touched by him using dark magic. The Dead Walk - Zahhak can animate the dead, usually in the form of hulking monsters known as "Zlteka", or "Demons" in the saurian tongue. These dead appear as mockeries of the original creature fused with soil and plant life, allowing them to walk using Zahhak's fell influence over plants. Wracking Breath - Zahhak can unleash a cloud of solid black mist from its mouth that has the same effects as his touch. Organic Subsumption - Zahhak can absorb dead matter into itself to create an effect similar to regeneration, rapidly rebuilding its body from damage. Cracking Tail - Zahhak's tail is immensely powerful, able to deliver blows that can send creatures of similar mass as Zahhak flying backwards and flooring creatures up to triple its own mass. In addition, Zahhak's tail cracks fast enough through the air to create sonic booms, which it uses to disorient potential opponents and damage creatures in the air.
Form of the Mudslide- Zahhak can disassemble its body and transform its body into a slippery, slogging mass of mud, stone, bone, and wood in order to travel more quickly or to hide itself. In this form, Zahhak's wracking touch does not function, but the monster may attempt to engulf smaller creatures, potentially killing them and reviving them as Zlteka.
Weakness: As a creature of dark magic, holy magic deals irreparable damaghe to his form. Fire dries out the ever-shifting mud and water that helps form his body, which can slow down the pace of its subsumption and prevent it from entering its mudslide form. Lightning deals extraordinary damage due to his moist form absorbing it more easily.
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Post by Orcus on his Throne on Aug 30, 2018 19:39:33 GMT
Name: Achu Mehmnuun Height: 32 meters length: 100 meters Wingspan: 367 meters Weight: 1,000 tons Alignment: Neutral Evil Description: Achu Mehmnuun appears akin to a great insect-like creature wreathed in pure darkness. Its body is akin to a cicada's, with six "legs" and a chitinous two-piece torso. Its wings are akin to a great moth's and are wreathed in a constant cloud of shadows, making it appear as if the sun has vanished when it flies by. Its head is akin to a mosquito's with a pair of soulless red eyes that glow ominously and a long proboscis it uses to feed on living creatures. History: When Dohulmajiis was slain by the Sunwyrm, the souls that had been claimed by the demon did not vanish with it. Confused, in pain, and wishing to become alive once more, the spirits coalesced in a desperate attempt to become some form of life once more. Enraged by the suffering they endured at the hands of the demon, the spirits became corrupted with rage and hate, warping them into a monstrous entity of pure malice and hate. On this day, what the Draxons refer to as Achu Mehmnuun - Spirit of Hatred in the common tongue - was born. It is said the monster still roams Lemuria, seeking life force to feed its own lack of life and fill the void within itself. Personality - Achu Mehmnuun is a creature of pure spite and hate. The creature is jealous of the life others live and seeks to take it from them. It actively hunts for living things in an attempt to regain the life that was taken from the countless souls that make up its monstrous body. Powers and Abilities: Shadowreaver traits - Achu Mehmnuun, being the first shadowreaver, possesses all the traits present in his lesser kin, including the ability to use dark magic. Astral Body- Like the Hounds of the Black God, Achu Mehmnuun has the ability to use the astral dimensions to teleport. It is unknown how he does this, though it is believed to be a remnant of Dohulmajiis' abilities assimilated by the creature. Engulf - Achu Mehmnuun has the ability to warp its body into an amorphous mass of pure negative energy to overwhelm a larger foe. It can engulf creatures up to 100 meters tall or 200 meters long. While in this state, the creature steadily consumes the life force of its opponent, physically weakening the creature significantly and often killing it very quickly. It takes roughly 5 minutes for Achu Mehmnuun to kill a creature of equal size with this attack. Control Shadowreavers - Achu Mehmnuun has the innate ability to command its lesser kin to fight for it. It mostly uses this if it needs to cover an escape or does not feel like fighting a potential threat directly. Shadowreavers must be within 50 miles of Achu Mehmnuun for them to receive its commands. Blighted Wind - Achu Mehmnuun can conjure powerful wind gusts filled with the dark energy that suffices his body. These wind gusts often affect areas up to 500 meters in front of it and create gusts of up to 150 miles per hour. In addition to buffeting smaller foes, it also slowly drains the energy of any living creature affected by it, which only serves to further empower Achu Mehmnuun. Weaknesses: As with all Shadowreavers, sunlight is fatal to him, and regular light frightens him away.
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Post by Orcus on his Throne on Nov 29, 2018 3:52:30 GMT
Name: Vastotyrannus Homeworld: A Dark Cloud Rises Earth Height: 75 meters Length: 170 meters Weight: 150,000 tons Alignment: Neutral
Description: Vastotyrannus is a shrimpy version of a creature known as the "Grizzlyhawk" - a species of ground-based avian that has achieved a superficial resemblance to creatures of the family Tyrannosauridae. Unlike normal members of her species, Vastotyrannus's layer of downy feathers is a freakish albino white, unlike the shades of black and brown normal to her species. The left side of her beak is heavily deformed and appears cracked open, exposing the interior row of saw-like teeth and causing her tongue to hang out lazily from her jaws. Her left eye is completely missing, with instead a massive layer of scar tissue covering it.
History: Vastotyrannus (meaning "Despot of the Waste") is a Grizzlyhawk albino and runt that has become infamous among the KAA. Despite her smaller size and bulk compared the average Grizzlyhawk, Vastotyrannus is incredibly vicious and aggressive. She relentlessly hunts down and kills anything that gets into her territory of Manhattan Island; she has even been witnessed taking down Ironfurs. The few expeditions to the ruins of the New World make sure to steer clear of Vastotyrannus, in fear of the brute ambushing and destroying their vehicles.
Powers and abilities:
Crushing bite - Vastotyrannus possesses the powerful beak of her species, with a bite able to crush several layers of reinforced steel girders, and a peck that can shatter the side of mountaintops.
Keen eyesight - Like the rest of her species, Vastotyrannus can see things with pinpoint accuracy up to 20 miles away, and can also see in near total darkness. This allows her to track prey even in the worst conditions.
Insane Determination- Vastotyrannus' dedication to the kill is something to behold. Once she has locked on to prey, or has detected an intruder into her turf, she begins to relentlessly pursue the target. While she is no stronger than a normal member of her kin, she will not relent from her hunt, bar severe injuries. She once reportedly stalked an expedition that accidentally ventured into her territory for three weeks, following them across the entire eastern seaboard in an attempt to murder them. Once a fight is initiated, it is sually life or death; only the ocean will keep Vastotyrannus from chasing the creature until it is dead.
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Post by Orcus on his Throne on Feb 9, 2019 3:23:21 GMT
Name: MK I Kaiju Demolitions Unit "Koschei"
Height: 103 meters Weight: 150,000 tons
Description: Designed to be the superior to Erebus, the first Kaiju hunting piloted robot, the Koschei is built more for defense and raw firepower than agility and versatility. The Koschei is built akin to a brick, with a broad torso, large shoulder plates, and squat legs and arms, along with a surprisingly small "head". The machine has a set of treads on its feet to help it move more easily across the ground, no longer requiring it to pick up its legs and risk damaging the internal structure. In addition, the machine possess highly flexible legs and arms that allow it to push itself up from a prone position and flip itself quickly back onto its feet. On the Koschei's back is a large cannon that rises about 10 meters over its "head". Finally, it is notable that the Koschei lacks any melee weapons; instead, it relies completely upon firing upon foes form a distance to kill them quickly.
Personality: The Koschei is piloted by the arrogant and brash Vladimir, a eastern european pilot intent on proving himself the best pilot in the KAA. The Koschei is thus commonly seen doing stunts of bravado in order to prove the superiority of the pilot.
History: After the resounding success of the Erebus in the face of several kaiju threats, most notably in the battle of Omega City against the extradimensional entity referred to by common people as "The Beast of the Apocalypse", the KAA scrambled to recreate their success with an even more effective machine. After several years of planning, the KAA created the Koschei, named for the immortal king in Russian mythology, and released it more success than they had ever imagined. The Koschei's tankier build, more adaptable frame, and greater firepower made the Koschei much more effective at destroying a kaiju threat, leading to the Erebus being relegated to a simple cleaner rather than a front line kaiju-killing machine.
Powers and Abilities:
Tungsten armor plating - the Koschei is built to be nigh impenetrable, which is helped thanks to its heavy defenses. The Koschei's armor makes it highly resilient to heat, cold, and all forms of physical damage.
Mk III plasma shielding - Much liek the Erebus, the Koschei has a barrier generated from its back that creates an invisible shield around its hull. This plasma barrier protects it primarily from plasma and electricity-based attacks, but also helps lessen the impact of physical damage as well. Excessive abuse can take down the barrier, however, which takes 8 hours to recharge.
MK I combat tread feet - The Koschei is unable to fly; however, its feet and arms are instead equipped with treads along their bottoms and up the length of them to allow for greater mobility on the ground. These treads allow the Koschei to roll over most rubble and rough terrain, and also allow the machine to roll along the ground on its back or front should be fall over.
Mk II combat joints - The koschei's limbs are incredibly flexible, using an advanced 280 degree rotation joint that allows the machine to flip itself back onto its feet hsould it be knocked over much more easily than if it did not.
Mk I Kaiju Shredder Cannons - The Koschei has a set of four heavy railguns set along its shoulders. These guns rise up from within the machine's body and can rotate forward and backward in a 180 degree arc. The Kaiju Shredder cannons fire out a round of depleted uranium with enough force to rip most kaiju on the KAA's world in half upon imapct; however, tougher monsters usually suffer severe bodily damage or potentially lose a limb. The Kaiju Shredder Cannons can only be fired a total of 12 times in a day or else risk damaging the machine's internal structure.
MK I void missiles - The Koschei has an advanced version of Erebus' missiles. They are akin to its bunker busters, designed to puncture a monster's hide and detonate inside them, but rather than using conventional explosives, the missiles are filled with unstable dark matter that was collected from the so-called "Beast of the Apocalypse's" emergence site. The explosion, if it does not simply obliterate the monster, begins to rapidly eat the kaiju from the inside out, causing horrific internal damage that kills within minutes if left unchecked.
MK IV plasma repeaters - Along the Koschei's arms and waist are roughly 8 plasma repeaters akin to the Erebus' that fire at a rapid rate - roughly around 2000 rounds per minute or its equivalent. These plasma bolts are not particularly strong in impact, but can leave hideous burns and can reduce smaller monsters to slag in a rapid pace. These repeaters recharge themselves using the sun and the Koschei's movement, allowing them to be fired near indefinitely.
MK I Hammer of God- the most powerful weapon ever designed by the KAA, the Hammer of God is a dangerous weapon that makes use of the dark matter that came from the so-called "Beast of the Apocalypse's" emergence, along with preexisting antimatter technology developed for Erebus' Umbral cannon. Getting onto all fours, the Koschei charges up the cannon for roughly 30 seconds, before unleashing a devastating beam roughly 8 meters wide of black and purple energy that can reach up to 30 miles away. Anything struck by the beam is ripped apart at a subatomic level, with smaller kaiju being utterly destroyed and larger kaiju left with a visible gaping hole in their bodies, leaving them little time to survive if a body shot. However, the Hammer of God has its limitations - namely, the cannon takes a long time to charge, has incredible recoil that pushes the koschei 20 meters backwards, poor accuracy at close range, and a cooldown time of 1 week.
Weaknesses: The Koschei is not very fast or nimble, nor can it adequately defend itself in melee outside of simple melee strikes; this means enemies that somehow bypass the initial volley can close the distance and attack the machine with little trouble. In addition, the machine is highly vulnerable to electricity due to tungsten's highyl conductive properties, and the lack of flight means the machine is less able to escape unwinnable situations.
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