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Author Topic: Mob Idea Discussion  (Read 68593 times)
Rayblon
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« Reply #45 on: August 03, 2017, 06:41:45 PM »

Skrike

So, this one took a bit of thought, but I think I have a god idea of what it is now. A basic description of it would be a set of five runes that comprise the main body and appendages of the creature. Or rather, as hands and feet; the runestones would be connected to the main body with these tendrils of unstable looking energy, and the creature would seem to be more energy than material. Around the four appendage runes would be swirling collections of blade fragments. The skrike creates a notable screech of grinding metal along with some ethereal screams in combat.

A skrike is capable of locomotion on ground using quadrupedal movement, but it needn't follow any pattern. The appendage runes would hook onto the ground haphazardly when walking(think octodad). It would move at a respectable pace in a flat area, but excels in areas where there are walls and many high walls and ceilings. Skrikes would be able to leap and latch onto walls and ceilings with extreme speed. While they can fire blade fragment projectiles at the player from anywhere, they do so preferentially and more accurately from a high vantage point. Skrikes will also attempt to leap at the player; while the attack is somewhat slow when they're on ground, a leap attack from a wall or ceiling is almost impossible to avoid despite having short range. If an appendage rune is destroyed, it will cause a concussive blast that will launch orbiting blade fragments as shrapnel. Destroying all of the appendage runes will allow the player to collect its body rune, but they can also destroy the main rune to kill it quickly.

They would be quite loud in combat, maybe they would serve as watchmen amongst magic constructs and attract Takwin and the like
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Duff_Beer
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« Reply #46 on: September 07, 2017, 08:30:50 PM »

Thresher

Some sort of burrowing snake or worm like creature that lives in hot dry areas and launches up out of the ground when you least expect it, to attack your face, or head in general, with various rows of sharp pointy teeth in it's almost starfish like mouth.

Like a small, maybe less ugly version of tremors or something.
« Last Edit: September 07, 2017, 08:33:31 PM by Duff_Beer » Logged
Rayblon
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« Reply #47 on: April 19, 2018, 08:33:58 PM »

Angel's Curtain

A truly gargantuan sea creature enveloped in lightly colored flowing fins that, as the name implies, looks similar to a curtain from the right perspective. Sans fins, it would likely have a somewhat vertically short body with a flattened top. I imagine the fins on top taking on a bushier appearance, with the edge of the top protruding to the sides to form what may look like wings. The tail has a flattened and elongated fin that trails behind it as it swims. Underneath an angel's curtain is its namesake bouquet of long, flowing fins, long enough to completely veil a galleon. Behind this curtain is a large lamprey-like mouth. They do not need to eat often and can most often be found simply drifting along. Curiously, these creatures are able to and often do effortlessly consume entire sunken ships, spiriting it and the dead in it away like an angel would.

Engaging in combat with an Angel's curtain, one will find that those flowing fins are in fact lined with sharp spines that will tear through unprotected flesh and damage armor, though barring an attacker being shaken off they are vulnerable to combatants that get in close. They can also suck attackers into their mouths and crush them, which is devastating and usually fatal. They are also capable of performing a death spin of sorts, which would push attackers away and deal heavy damage to foes that are too close or that are knocked off in the process. When slain, they will begin ejecting as many of their most recently consumed items as possible, though their meat and fins may be harvestable to some end.
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Rayblon
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« Reply #48 on: May 23, 2018, 03:31:13 PM »

Marachara

A large form of hermit crab that stands at about waist height if you include its colorful spotted shell. They can be tamed, albeit slowly, by feeding them food. They'll pick away at just about any kind of food, but have a distinct preference for fish and soft fruit. Inside their claws are rattles which are usually used to ward off would be predators, but with training, you can probably teach them to play certain melodies.

Penkbill

A strange and bulky flightless bird with a short, thick neck and a comparatively massive and extremely wide duck-like bill. Their bill is surprisingly durable, and would-be predators would do well to stay away from an angered Penkbill. When they aren't feasting on beach grasses and fruit, Penkbills tend to amble along the beach looking for beached marine life to push back into the water, using their bills as leverage devices.
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Rayblon
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« Reply #49 on: June 04, 2018, 06:12:32 AM »

Fleshweld

"Some would say that death... is a kindness, and undeath, if it should apply, is not the worst desecration one's body could know. That is what we had thought.

We did not know of the red chapel, a consecration of flesh and undeath. They hung from the ceilings, headless necks bloated with meaty roots reaching into the stonework, writhing about and twitching as we passed underfoot, in various states of dress and undress. Those were the complete ones. Halved bodies lined the walls, the ones that had arms reached out to us, stared at us. The floors were lined with poor souls that were cut down the middle like filleted fish, fronts and backs of their bodies protruding from the floor, entirely fixed to ground like a macabre carpet. The pews were each topped with rows of heads, they would turn on their meaty bases to cast their white, lifeless gaze upon us, bloody, rotten mouths gaping, a captive audience to whatever depravities happened here. And at the altar? A massive four pointed star covered in meat, the bottom covered in legs, the top with arms, chunks of hearts and meat pulsing in its center, all of it waving about. Parts that were mutilated beyond recognition protruded from all over, spreading a veneer of slime and wriggling about as though they were worms born only of muscle and sinew. Some were molded around and fused to sconces and torches. It had to be cleansed. We built pyres, doused the pews with oil, lined that abominable idol with kindling, and lit the pyres.

It did not burn. The meat lining the chapel groaned and moaned, and sizzled, but it lived and flailed as though the chapel itself had become enraged by our attempt to cleanse it... it was not long after that the butcher came. It claimed them all, it hunted us, and it took everyone in town, all but me. I live, and I will have a reckoning yet! I must part in the morning to tell- [blood soaks the rest of the page, making it illegible]"

Fleshwelds are well explained above, and quite diverse, with their defining characteristic being that they are naturally rooted to walls, ceilings, the ground, or some other solid surface. They would occur naturally in blood meadows on occasion and are usually passive unless the block they are bound to is damaged by a player. The idea is that one can use body parts or otherwise mutilated corpses and reanimate them this way, to create fixed attackers where there would otherwise be unusable or difficult to use parts, as far as necromancy is concerned. When possible, the equipment attached to a body or part before being welded is preserved. eg an arm in platemail will retain the platemail, legs keep pant legs, boots, etc unless the necromancer removed them beforehand.
« Last Edit: June 04, 2018, 11:44:42 AM by Rayblon » Logged

Rayblon
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« Reply #50 on: June 04, 2018, 07:18:15 AM »

Obliteska

A floating stone and crystal construct in the same vein as a congraig, but much more specialized and advanced. Standing at about 10 feet tall, this construct is extremely durable and is resilient against magic as well as most physical attacks. The obliteska's main body is a cylindrical mass of carved stone around a usually quite large congealed crystal core, with large sockets in the stone to hold its obelisks. Each obelisk is usually lined with runes and inset with a multitude of small crystals, save a much larger crystal set into the flat base of each obelisk.A core usually has five to eight obelisks, though an obliteska has no practical limit to how many obelisks it can control in theory. The large crystals set into the obelisks are their weak point, though destroying the stone housing is technically possible. A crystal dislodged from an obelisk is still able to attack, but only using the two basic discharges

In combat, Obliteskas are very complex fighters. First, an obliteska is able to propel their obelisks at opponents with enough force to embed them into the ground or walls, even stone or brick. While this has a slow chargeup, it is likely to instantly kill anyone that decides not to evade. When their obelisk is planted, it can begin using magical discharges.

There are two basic forms of magical discharge, the most basic being a magic bolt that is fired automatically. The second basic form is invoked by the obliteska firing a magic bolt at the primary crystal of an obelisk, and causes the planted obelisk to release a shockwave.

More advanced discharges typically require certain formations for obelisks, and while it doesn't necessarily require them all to be planted, its strength scales to the number of appropriately placed obelisks. A circular formation placed around the obelisk causes kinesis barriers to form between each obelisk, the interior of the circle creating a damaging aura while the obelisks continue to fire damaging projectiles. While shockwave discharges can be released by arena obelisks, their range is limited to a fraction of the arena. The arena can be broken by damaging one of the obelisks, or by dealing a blow strong enough to disrupt the core's magic(likely requiring set-up by a magic user or some kind of simultaneous concussive blow). A tight cluster of 3 or more obelisks would be able to cast massive magic bolts that explode on impact. Alternatively, if a large number of obelisks are in view of every other obelisk and they are irregularly placed, they can begin firing deadly waves of energy between themselves.

Planting obelisks is not all that an obliteska can do to manipulate them. It can perform forceful recalls, which propel planted obelisks out of the ground back into their sockets, potentially crushing an unfortunate soul in the process. Additionally, they can use free obelisks to swing radially around the core or slam a side down forcefully. With at least three free obelisks and two planted obelisks, an obliteska can create a potent shield around itself while firing charged blasts at random.

The core isn't helpless either, and retains many of the abilities of its obelisks even on its own, except much more powerful. If all obelisks are destroyed, the core is able to fire enhanced magic bolts and release massive shockwaves. The obelisk sockets, lined with crystal themselves, are able to fire volleys of magic bolts simultaneously, or even constant beams of energy if the situation demands it.

By default, they are heavy electric/magnetic casters, but there's nothing stopping an obelisk from using heat/cold/light/dark crystals or some combination thereof.
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Rayblon
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« Reply #51 on: September 18, 2018, 06:15:03 PM »

Hecatoncha Cumula

Hecatoncha Cumula, once known as the titan sky king. When the shattering happened, he remained whole, but fragmented all the same. The sky king became an unwitting scourge, cursed to walk in unending storms, driven to insanity and equally unending rage and desperation by the perpetual chaos.

The hecatoncha cumula is a truly mammoth unshattered so fragmented that its travels bring with it a massive and devastating storm system. Its movement is predetermined and consistent between worlds, as with other unshattered. The main body of this creature appears to be a tempest of ethereal hands, with the fragment entity that is in this world being the only part that attacks(To jog anyone's memory that forgot, unshattered are creatures that exist and overlap within a transdimensional space. One version of the hecatoncha cumula exists in every world, but it bleeds into other worlds and creates an ethereal afterimage in other worlds. They behave similarly enough between worlds that they always share roughly the same space, however, only the iteration native to your current world would know to target you specifically.)

The Hecatoncha Cumula's body that the player would face off against is seemingly avian, with humanoid characteristics but considerably less 'human' than his counterparts within the avian race. In his time, he may have been mistaken for a dragon when in flight, but the devastation he brings with him now is far graver. He is among one of the most powerful unshattered, and may himself be ascended into godhood for his power.

The Hecatoncha Cumula is a great example of what the anomalous effects of being an unshattered may bring with it, as a display of sheer power.

The hecatoncha Cumula is able to strike out with its hands, of course, using sweeping strikes that phase through the land and tear apart anything living it passes through. At range, he sends out afterimages of his claws, which are sent out as projectiles. As they travel, begin to dissociate into a number of projectiles 'vibrating out' of the main afterimage. As they begin to vibrate like this, the electricity fades but their destructive  potential greatly increases, and they degrade structures and harm living targets even more extensively, more dissociated projectiles also causing more widespread damage to the player. He can charge this attack with open hands, accumulating electricity on his claw tips which will cause bands of chain lightning to leap between the afterimages and scorch the area nearby.

He can also throw punches that as a melee attack cause devastating concussive blasts and environmental damage; the damage to the player should be fairly obvious. At range, the punches are thrown and form a chaotic fist projectile that is dissociated, and leaves behind a trail of a dissociation aura which causes light damage. Like with the claw afterimages, the fist doesn't cause blunt damage, but rather shreds your insides as it passes through you. Although it may be possible to survive the initial contact, the resulting explosion is considerably less survivable. Afterimages of the fist will also burst outward with the concussive blast. The dissociation trail left behind begins detonating in to rending blasts from the fist. Punches can be charged to function as ball lightning as well, arcing to nearby surfaces and causing moderate AOE lightning damage. Additionally, charged fist projectiles send out debilitating pulses of electricity on impact, which can be avoided by getting in the air.

He can poke his head out of the tempest and deliver a powerful, charged gale in any direction. This can be avoided by hiding behind a block, and can create charged areas. Getting caught in the gale can cause paralyzing electric damage, and will throw you back. If you hit a block in the process, you'll end up taking considerable blunt damage.

Charged areas are spaces that will attract lightning strikes, are targetted by his electric magic, and can be seen in the form of sparks flying off of metal equipment, or possibly arcing between water droplets.

He can beat his wings, creating additional, smaller tempests that will draw players in and hold them in the air. Lightning strikes can electrify these tempests, and players held inside tempests are prioritized to get hit by lightning. One can free themself from a mini tempest by using some sort of concussive magic or item inside to disrupt the winds.

Finally, he can charge the main tempest itself, drawing electricity into it from the surrounding clouds before sending out a devastating shockwave of electricity in several forms; a slow chaotic electric wall that can be avoided similarly to the gale(though unless you're underground the electricity will still arc and hit you a bit), and several paralyzing pulses that pass along the ground, creating charged zones as they expand outward.
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Rayblon
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« Reply #52 on: November 28, 2018, 01:07:05 PM »

Gore

A gore is a slime-like undead formed of blood, viscera, bone fragments, and any other flesh that may be too damaged or incomplete to be raised as fleshwelds or in use with amalgamated undead. While costly to raise and maintain, these creatures are incredibly difficult to kill using melee combat, with many gores able to recombine even after being hit by powerful explosive blasts. depending on their composition, they may have a number of abilities, like spraying acid, expelling flammable toxic gas, or even launching bone shards at opponents. Getting too close to a gore can have even more dire and horrific consequences, as they can latch on and begin asphyxiating and invading combatants(naturally, this will result in severe illness later). They are easily repulsed using magic at that stage, but a quick reaction is key to surviving these rotten masses.
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Sean
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« Reply #53 on: December 10, 2018, 06:44:23 PM »

I want a Marachara pet!
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"People willing to trade their freedom for temporary security deserve neither and will lose both." - Benjamin Franklin
Rayblon
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« Reply #54 on: December 13, 2018, 02:53:06 PM »

I want a Marachara pet!

It will live on your front porch and rattle at those darn kids on your lawn.
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