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Author Topic: Mob Idea Discussion  (Read 6765 times)
Rayblon
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« Reply #30 on: February 08, 2016, 02:33:27 PM »

Grimoire

A demonic looking wolf/bat thing. like some one tried to blend together the head and body of a wolf and a bat together, but mostly the latter, and added wing flaps under the forelegs like a flying squirrel.  Makes for gliding easy after launching itself towards it's victim to tackle it to the ground and attempt to eat it alive.  Only comes out in the deep dark night time.

Found it in the evon webcomic.  But they just call it a grim.  Grimoire sounds more spooky.

Erm... A grimoire is a book. xD
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Duff_Beer
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« Reply #31 on: February 08, 2016, 04:36:25 PM »

Grimoire

A demonic looking wolf/bat thing. like some one tried to blend together the head and body of a wolf and a bat together, but mostly the latter, and added wing flaps under the forelegs like a flying squirrel.  Makes for gliding easy after launching itself towards it's victim to tackle it to the ground and attempt to eat it alive.  Only comes out in the deep dark night time.

Found it in the evon webcomic.  But they just call it a grim.  Grimoire sounds more spooky.

Erm... A grimoire is a book. xD

In real life perhaps. But in a fantasy mideval setting, how many people do you think are going to know that off the top of their head?
It sounds spooky and forboding and has the word grim right in it. Perfect for a monster that wants to gnaw on your bones.
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Rayblon
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« Reply #32 on: February 08, 2016, 05:17:47 PM »

Grimoire

A demonic looking wolf/bat thing. like some one tried to blend together the head and body of a wolf and a bat together, but mostly the latter, and added wing flaps under the forelegs like a flying squirrel.  Makes for gliding easy after launching itself towards it's victim to tackle it to the ground and attempt to eat it alive.  Only comes out in the deep dark night time.

Found it in the evon webcomic.  But they just call it a grim.  Grimoire sounds more spooky.

Erm... A grimoire is a book. xD

In real life perhaps. But in a fantasy mideval setting, how many people do you think are going to know that off the top of their head?
It sounds spooky and forboding and has the word grim right in it. Perfect for a monster that wants to gnaw on your bones.

Excerpt from Wikipedia:

"A grimoire (/ɡrɪmˈwɑːr/ grim-war) is a textbook of magic, typically including instructions on how to create magical objects like talismans and amulets; how to perform magical spells; charms and divination; and how to summon or invoke supernatural entities such as angels, spirits, and demons.[1] In many cases, the books themselves are believed to be imbued with magical powers, though in many cultures, other sacred texts that are not grimoires (such as the Bible) have been believed to have supernatural properties intrinsically. In this manner while all books on magic could be thought of as grimoires, not all magical books should.[2]"

We're gonna have some serious problems if people don't know what the name for a magic book is in Mythruna.
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Rayblon
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« Reply #33 on: March 05, 2016, 07:24:38 PM »

Kamalak

A set of runic devices orbiting around a floating ball of energy. It is a semi-intelligent golem of sorts. Although fairly slow, the device is extremely difficult to physically damage, as only the runes can be struck with weapons. It is, thus, best subdued with a trap or magic. The construct can invoke up to three runes at a time by moving them to the center of the energy ball, and can possess up to ten runes. There are two types of runes; runes that denote an attack type(arrow, energy bomb, blast, detonate), and basic elemental runes. If a Kamalak loses all of its attack type runes, the attack will default to detonate. Very rarely, a Kamalak will possess a nova rune, which can only be invoked alone and detonates in a blast of alternating energies; effectively dealing all types of elemental damage to anything in range.

Some Kamalaks are more intelligent than others, in a manner of speaking.  Newly created Kamalaks may improperly use runes; for instance, using a blast rune when attempting to strike a distant archer, or attacking someone wearing pelts and thick leather with frost magic instead of fire. They're capable of learning, but are not sentient as we understand it.
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« Reply #34 on: March 05, 2016, 10:48:12 PM »

Reminds me a tiny bit of the Seons in the book Elantris.  (Good book by the way.)  They couldn't really attack or anything,though.  Just talk and hang out and stuff.
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Rayblon
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« Reply #35 on: March 06, 2016, 05:07:53 AM »

Rapture

The earths crust is their canvas of destruction, castle walls their ladders. Deadly maws trailing across every surface. A rapture is a vicious living crack that tears across surfaces and degrades any structural and building blocks its components travel over. Raptures attack by trailing under their victims and opening the earth beneath their victim's feet; attacking victims with the material of the surface they're on. Raptures can only travel along large solid surfaces, so can be trapped by surrounding them with water or fencing them in with surfaces that are too small for them to travel on. In some cases, closing a door may be enough to trap a rapture until it corrodes a room enough to create an exit. Raptures are very predictable entities that live for the hunt. Simply piercing a rapture is enough to immobilize and often subdue it, but larger raptures may be able to resist being immobilized and dislodge objects that pierce them. Raptures are best defeated by splitting them, accordingly. Easier said than done, though, given their speed.
« Last Edit: March 06, 2016, 07:32:05 AM by Rayblon » Logged


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« Reply #36 on: March 07, 2016, 04:07:43 AM »

You do realize that all you basically did is put the word "living" in front of an earthquake right?
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Rayblon
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« Reply #37 on: March 07, 2016, 05:56:12 AM »

You do realize that all you basically did is put the word "living" in front of an earthquake right?

Cheeky. I'd be a bit concerned if normal earthquakes hunted people, though... Or trailed across the walls of buildings.

I'd also be concerned if you could stop an earthquake by stabbing it.
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Rayblon
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« Reply #38 on: March 08, 2016, 05:18:58 PM »

Dhallaud

A tome host to a bounty of musical lyrics, made animate by magic, flies about the room. The innocuous lyrics of age old ballads, once used to recount the past and inspire the future are now used by the tome itself. The songs resonate with the very souls of their allies... and victims. These powerful entities are highly specialized synergists and saboteurs that conjure arcane songs to change the tide of battle. They also possess a basic attack that can silence magic users for a short time and break attack stances. Although fairly weak alone, anything with a soul will be made far more formidable at their side. Dhallauds can completely negate aggro from golems.


Creed doll

Cloth vessels that are just above being golems. Depending on the order they serve, they act to enforce against different offences. Although regularly used by certain churches, creed dolls can be created by anyone using sacrifices. Creed dolls will enforce the will of the sacrificed using physical attacks. Although they're extremely weak to fire, are slowed by water, and can't wield blunt weapons, they are resistant to bladed weapons and cannot be harmed using blunt weapons. They aren't particularly fast or slow, but are extremely dextrous with small arms and occasionally bows, and never tire. Creed dolls may be used as assistants for minor tasks, and can be trained to function on a specific schedule. Unlike a typical golem, creed dolls are slightly autonomous and will outright refuse to work if they are given an egregious workload.


Genagrog

A mass of flaying skin, scales, fur, tumours and pus-filled sacs, ever growing. These wretched creatures lost themselves to a monster-spawning plague, and became extremely infectious hosts for the disease. They are coated in slimy secretions that can infect their victims on contact. A single genagrog has the potential to infect an entire city, but they are very slow. The plague itself causes NPCs to become monsters if left untreated, and inflicts a debuff that damages players more the longer they're infected.
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« Reply #39 on: March 11, 2016, 04:03:23 PM »

I saw this in a movie once. I don't really have a name for it but its essentially a living tree, usually an oak or weeping willow, all leafless and gnarled, that uses sound mimicry to lure prey to it and into a little knothole at it's base around its roots that works as it's mouth.  If the prey ends up being too wise for the tree and figures out whats going on, the tree can just use its branches and roots to wrap around it's victim and drag it down into it's knothole mouth and eat it up.
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Rayblon
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« Reply #40 on: March 12, 2016, 04:54:58 PM »

Congraig

A floating, shapeshifting cluster of raw or carved stone. In some ways, this is a physical counterpart to the Kamalak. It can take on several programmed forms which are stored in a crystal based core. They cannot incorporate new material on their own, so they degrade over the course of many years unless someone manually maintains them. Like Kamalaks, they can serve as guardians or companions, but are machina, through and through. They cannot learn anything beyond their basic protocols, but are adept at what they do from the onset. The core is rarely exposed, but it can be destroyed in a few hits with blunt damage. Otherwise, destroying enough stones will make it unable to attack. Some of the forms would include a broadsword form, a hammer form, a ball, and a spear.



Kamalaks pt. 2
It should be noted that Kamalaks can, over time, develop their intellect and acquire new traits that can evolve into true sentience and even sapience, but such development can take decades or generations, and doesn't make them any stronger. They function on the principles of adaptation and evolution, while congraigs function on the principle that a single, superior method exists. Kamalaks can theoretically live indefinitely, and independent of any runes, so it's not impossible for one to become sentient. It's rare, though, and necessitates a constant pressure to develop those traits. Not many see the merits of such a developed Kamalak, but the few that do discover a much greater use for them as advisors, strategists, clerks, and friends, perhaps. So... They're not sentient as we understand it because they have to evolve and acquire traits that function as precursors to true sentience first. They're rare enough to never interfere with the general concensus that they're very simple entities, however. It should also be noted that while Kamalaks cannot regenerate runes, they can recover from serious injury given time; though, they can't use elemental magic when they lose all their elemental runes, and can only release life energy at that point. Despite their heavy magic use, Kamalaks lack magic sense, which is why they need the runes to guide their attacks.
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« Reply #41 on: March 12, 2016, 05:33:43 PM »

Bat winged killer vampire monkies with sharp fangs and claws that want to rip you apart.
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Duff_Beer
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« Reply #42 on: March 13, 2016, 08:38:11 AM »

Now I'm sure we are all aware of the stereotypical zombies and skeletons in myth and lore that come out of the ground to devour the living.

But, if you ever read goosebumps stories, you will notice that is not allways the case. Some of them are just plain lazy and reach their arms up out of the soil when a person walks over their grave and tries to pull the living person down into the ground with them to eat them alive at their leisure.

I think that would be an interesting situation to have here. walking along in a graveyard at night, next thing you know some skeleton hand is grabbing you and pulling you down into the ground as you wriggle and writhe and try to break free.
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Rayblon
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« Reply #43 on: December 19, 2016, 01:26:54 PM »

Corpsemaw

So, this is an idea that came to me a couple of days ago. May or may not have been a night terror, erring on it just being my depraved mind at work. So, this mob is an undead... or maybe not. I'm not sure, really. It could be alot of things, really, and the name could be adapted to certain other meanings that don't explicitly imply undead-ness. I'm actually liking the idea of it being alive more the more I think about it. Maybe it's attracted to undead or corpses, and normally functions as a benign decomposer of sorts? Would be an interesting twist. Concerning diplomacy, it would probably just ignore you unless you do something to threaten it or harm it. It could be used in a base as a sort of garbage disposal for meat, as it doesn't need human shaped food to thrive. They would likely be very solitary creatures, barring the presence of a battlefied or the site of a massacre. A notable trait is that they have a very strong citrus-y and syrupy scent, especially on the inside(so they pretty much always smell pleasant).



It will be humanoid, hunched, and very... fleshy looking, but there will be bony ribbing that looks like zippers along the front, spreading outward from the chest(think starfish feet). These ribbings can open up to reveal a venus flytrap kind of deal(except becoming a more terrifying wall of flesh), encompassing the mob's arms, legs, torso, head, etc, and those bony ribbings extend out into huge, curved spikes or fang-like protrusions. Inside would probably be a bunch of cilia erring on tentacles but the creature would be otherwise hollow. It can be assumed that the cilia double as muscles and digestive organs. The creature's hands would have similar spikes as the seams coming off of each finger, to function as claws; each finger being somewhat elongated and seamed themselves. It would have four toes each tipped with similar talons, distinctly nonhuman. Each toe would probably arch a bit and would be somewhat splayed when not walking. So, it can be a predator. Just as well since it would have a natural aggression toward undead, now that I think about it.  The creature itself would be fairly intelligent, probably with the intelligence of a horse or something similar. This is because 1. Stealth can end up being very important to getting a meal and 2. they benefit from knowing when a corpse can be left in the open, or when it needs to be secured someplace. They don't like the prospect of leaving bodies in the open for very long, at any rate. Their eyes are chitin covered and beady. Not particularly large, but well developed enough that they've got reasonable visual acuity and can tell the difference between a hostile and a passive by sight. Drawing a weapon when there are no other aggressors nearby has the chance of being interpreted as a threat. Aside from squelchy digestion sounds, a corpsemaw would be able to vocalize using chirps, but it only does so when it's around trusted individuals or other corpsemaws.

The creature would secrete acid on the inside when it's anticipating a meal, and presumably it would be able to spit/spray said acid on attackers if needed. It would be especially effective against cloth and leather armor, but would probably cause some significant corrosion to iron or steel as well. Its attacks would include a basic swipe, an acid slap where it opens up its hands, the spit attack, and perhaps a 'blooming' lunge where it tries to engulf part of you. If an attacker is overpowered by them, then they would open up and systematically engulf their victim while they digest them. Perhaps they would have a poison inside that would keep their prey incapacitated? It would ensure certain death, but they aren't predators by nature either so they probably wouldn't get an adaptation like that. Anyway, once a corpsemaw engulfs you, that's considered 'game over' as far as I'm concerned. A corpsemaw that is unable to find a meal would likely go into some sort of hibernation in favor of actively hunting. Corpsemaws always engulf from the front toward the back.

Since diplomacy is one of my hangups, I think that this creature allows for a fairly natural evolution of interaction. Feeding it or staying around it for a good amount of time or defending it would build trust and affection. Socializing them and having others approach/feed it would socialize the creature over time until it trusts all members of a race/races. Building trust in at least 3 races would likely just bump up the baseline for all races unless they have never encountered them. Trust would allow you to guide them places... like to your home. Trust would be lost if you guided them to a room and left them to starve, however. When guiding one, food helps, but it shouldn't be essential. With a high enough affection, it may begin trying to mimic the player and doing things that they regularly do, as a sort of social imprinting. With trusted individuals, they would probably become extremely averse to 'opening up' in a way that may harm them, but could probably be coaxed into doing it with some work and a great deal of affection. At first, it would trigger its feeding response(though it will not advance). They would likely only be comfortable working with you like that once a day. As they're made comfortable with opening up and the association between opening and feeding wanes, the feeding response will slowly stop happening when you work with them, eventually reaching the point where the cilia on the inside don't even move when it opens up outside of feedings. At that point, you could work with them as a sort of exosuit symbiote, with benefits to strength at the cost of being a bit clumsy at first, inhibiting smell, hearing, sight, etc. The more mimicry it has done prior, the lower the starting dex penalty. The corpsemaw would, over time, develop a strong bond with the player and the perception penalties would become smaller and smaller until you're able to see as if you were the corpsemaw and such. At that stage, a corpsemaw would be able to sustain itself using life energy from its host, making it an ideal solution for mages that find themselves needing strength and constitution rather than magic. Most elemental magic is nonfunctional, and healing magic is confined within the corpsemaw while being worn, meaning you can only heal yourself and your corpsemaw host when you're acting as symbiotes. Wearing a corpsemaw entails relinquishing any existing armor, though you could presumably don armor that is appropriately fitted after the fact at a heavy penalty to your smell and endurance(assume it breathes through its skin). While wearing a corpsemaw, their smell is completely ignored on your HUD, and your sense of smell is gradually enhanced as your bond grows. In combat, it would ideally gradually pick up on certain habits of the player, and attempt to synergize on occasion for greater benefit in combat. When the user's magic energy is sufficiently depleted, the corpsemaw will still maintain sensory functions and supplying you with air, but will no longer be able to help you in combat, returning your strength to normal along with the added weight of the corpsemaw. Its defensive buff would remain. They wouldn't really be able to accommodate/protect tails or wings by default(aside from forming holes), but with frequent use, they may begin adapting to the physique of the wearer and provide coverage for those areas. Theoretically, a corpsemaw that is bonded with, say, a reptilian and an avian would eventually adapt features from both(though, flight and such would be pretty much impossble so it would be more aesthetic than anything). Hee hee.

Beyond my wacky symbiosis idea, they would probably be used by mage factions to clean up battlefields where identifying combatants would be infeasible/unlikely. Almost no manpower needed to clean up the field and a group of 5 or so could reduce a small battlefield into fertilizer pretty quickly.
« Last Edit: December 20, 2016, 10:00:23 PM by Rayblon » Logged


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« Reply #44 on: May 02, 2017, 03:00:57 AM »

Obsidia

A cephalopod that would live in a round orb made of glass or crystal with an arm-sized hole to escape/eliminate/eat through. They can withstand extreme temperatures, so are able to create these balls directly from the source, or using their thick, crystallizing mucus, congealing shards into these spheres. Although physically weak, they are able to effectively roll their housings about and deal crushing blows to prey and predator alike. They are immune to bladed damage within the sphere, barring a lucky thrust, but their housings are weak against blunt damage. When their shells break, they do so explosively outward, sending glassy shrapnel in every direction. They have an outer layer of sharp crystals from their mucus, but cannot effectively exploit them on an offensive level.
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