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Beast Blood
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The Hunter's Moon Hub

Post by Beast Blood »



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A wise man once said "a hoonter must hoont".

Jaktomrader is the realm of Hraaldstag, Lord of the Hunt, a cold and rugged taiga housing snowy mountains and tall looming pines. Every three years, the Lord of the Hunt brings forth participants, willing or not, to his Storjakt - Great Hunt, announced by the moon turning a deep orange or red color in the sky.

Surviving the cold is alone a great feat of strength, but Jaktomrader is also home to dangerous, hostile wildlife. Wildfolk are druids lacking the willpower to keep their senses and susceptible to letting the animal spirit overcome them, losing their former selves to become wild. Among them is the dreaded Svarturbjorn. Roaming packs of slobbering feral worg, bristleback beasts and bloodthirsty bears are particularly ferocious animals that cannot be allowed to walk any other realm than Jaktomrader, where their overpowering drive to kill serve as a challenge to any finding themselves in the realm of the Hunt. Vanstalld are malformed Beasts of conflicted minds; they are typically insane, mad Beasts that live in constant pain. Haunting the forests like ghosts are the Ogden, wicked creatures born from a corruption of the Beast Blood. Circling the air are Blood Carrion, vicious carrion birds waiting for just the right moment to strike. Never ones to refuse challenges, Skallbor can also be found here, especially the Baersarks. The Welvyr is a particularly vicious creature, apex predator of the realm.

For those willing to try and tame the beasts of the realm, or team up with fellow Prey or Hunter, the walk in the realm of the Hunt is a less harrowing endeavor. Braving the wilds are also a herd of mighty Olgfolk, who live in a great lodge open to anyone the hardy moosebear people welcome.

The most important place in Jaktomrader is its very North, where Hraaldstag himself lives. Should any manage to reach the massive glacier or otherwise impress the Great Hunter enough, they face the biggest challenge yet: Hraaldstag himself. Only by confronting him are the prey allowed to escape…

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So, uh… after trying to kick up an RPG on a separate site and failing to get even a single thread starting up, I decided to start it here.

The rules are as follows:

In General:
1. Do not be disrespectful.

2. Be reasonable. RPGs with multiple people writing can’t always go the way one wants, but there’s no need to make a fuss over it. If something rubs you the wrong way, be reasonable about it and discuss it calmly.

3. Failing to abide to the above gets you removed from the game. I’d like to avoid such things as the RP failing because a single person causes trouble and whatnot.

For Characters:
1. You can have up to 5 kaiju and 5 characters. It might sound limiting, but if 5 people each bring 10 creations, we’ll have 50 different creatures to keep track of; it quickly adds up. The reason the limit is in place is to avoid cluttering things by bringing characters that end up doing nothing (which I’m myself guilty of) and promoting development of the chosen characters. It’s not meant to be tyrannical, but to optimize.

2. Only serious and all-original creations are allowed. That is, no joke monsters or things such as Mecha-Manda or Hyper Godzilla or what have you. It makes more sense for the story/setting.

3. 130 meters is the maximum height for monsters; 360,000 tons is the limit to what they can lift up with their strength. Boss monsters can be up to 160 meters tall and lift up 600,000 tons. Smaller scale characters cannot be taller than 20 feet, since it causes too much trouble. I’m thinking of allowing a “medium” range of character between 20 and 100 feet, though. We’ll see if there’s any interest in that.

4. All characters must have a combat-oriented weakness, such as being weak to piercing hits or heat-based attacks. Slow speed is a weakness, but though it can make it easier to write an attack, the auto-hit system means slow monsters do not have their weakness actually exploited and so they still need a combat-based weakness.

For Combat:
1. No breaking limbs, breaking bones or rupturing organs. A rule of thumb is "hurt, but don't break". An exception can be dislocations; for example, a dislocated shoulder, as they can be shoved back into place when the injured character's turn comes. Be aware that such dislocations need to be kept to a minimum of times they can happen in a single fight.

2. No rendering weapons useless. An exception is disarming the enemy from, say, a sword or whatever they are holding, in which case they get their weapon back when their turn comes.

3. Combat posts have one attack that automatically hits, one attack from your opponent that also automatically hits, and end with one that is left undecided for the next poster to decide if it hits or not. If a fragile speedster type of character is fighting a character that is slow, they get one more attack against them, to make up for their fragility fighting against a tougher/stronger opponent.

4. Combination attacks are made up of five, consecutive, melee-only hits. Please use your better judgment to decide what should be included in a combo attack; repeatedly hitting a foe with a huge sword is hardly fair.

5. Be aware that any of the above rules can be ignored if all participants of a fight are okay with it. For example, you can ask for your opponent's permission to rip off their limb, but make sure to let others know of it so you are not punished for nothing.

6. If a player has not answered in two weeks, you are free to leave the encounter or KO their character or whatever you want to do, so long as it isn't killing them.

7. A fight ends when the players figure it lasted long enough. It's up to them to decide who is the winner or if it's a draw.

8. If two or more enemies are fighting the same character, that character gets an extra post equal to the amount of foes they are fighting to avoid turning them into punching bags. If they're fighting two characters, they get two posts per round, if they're fighting three, they get three, so on and so forth.

Character Template:

Name: The name of your character. You may include a pronunciation guide if you wish.
Alias: If your character has nicknames or titles, list them here.

Height: For non-bosses, the maximum height is 130 meters. For bosses, 160 meters.
Weight: Use your best judgment for this.

Info: Describe who your character is. Can be a little summary or a longer one.

Description: Describe what your character looks like here.

Personality: Describe what your character acts like. Make sure to be as informative as you can.

Powers and Abilities:
- Power Name: Description.

Weaknesses:
- Weakness Name: Description.

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Name:
Alias:

Height:
Weight:

Info:

Description:

Personality:

Powers and Abilities:

Weaknesses:


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The Olgfolk of Jaktomrader

Instead of posting stats/bios for each of those, I’ll just post the species’ bio/stats:
Spoiler:
Name: Olgfolk

Height: 10 to 12 feet
Weight: 10 to 12 tons

Description: The Olgfolk are bulky, bipedal, moose-like creatures typically found adorned with thick coats of any shade of brown. Less commonly, white, grey and black Olgfolk can be found in snowier areas. They can easily be recognized by their sharp, palmate antlers, which are found on both male and female Olgfolk. They have little in the ways of dimorphism, though the males tend to have the “palm” pointing towards the back of their heads, whereas that of the female Olgfolk point forward. Olgfolk are often seen wearing red and green clothing and simple armor made of hides and feathers. Many of the Olgfolk braid their beards and fur and may decorate their antlers as well. They also are fond of painting tattoos over their upper bodies.

History: The Olgfolk were among the first creatures to appear when Ristaang's Blood was spilled. Wandering South from the Isle of Solveig where the Beast Blood was originally spilled, many of the first tribes of Olgfolk settled in the large pine forests of Skagling.

Culture: The Olgfolk are skilled lumberjacks and craftsmen, especially when it comes to woodworking. They live in wooden lodges, using their woodworking techniques to build cozy homes for themselves. A single herd usually shares the same great lodge. Warm and friendly people, the Olgfolk are calm and peaceful, but fearsome when roused. They live in moderately-sized tribes of anywhere from 10 to 30 individuals. Olgfolk love to play acoustic music, typically using bassy stringed instruments accompanied by mysterious-sounding woodwinds and deep drums. They form very close-knit communities and are highly social.

Powers and Abilities: The Olgfolk each can lift thrice their weight above their heads, with their muscular bodies acting as armor and fur insulating them against temperature extremes. They are clever creatures and possess sharp senses. They are also excellent swimmers.
The Olgfolk of Jaktomrader have lived there since Hraaldstag first brought over a few of the first members of the species for his Storjakt. As the Olgfolk are skilled trackers, hunters and fishermen and easily travel through woodlands, they gladly stood to the challenge and ended up adopting the realm of the Hunt. The Hirstaang tribe live in the eponymous Hirstaang Hall (also called the Hall of Hirstaang). Unless they are antagonized, the tribe will happily help hunters and prey finding themselves in Hraaldstag’s realm.

The members of the tribe are as follows:

- Thursk the Thirsty: An unusually large male and chieftain of the herd. Has greyish fur.
- Sten the Shaper: Blacksmith. Has dark brown fur.
- Skaal the Skald: A, well, skald, aka a storyteller and musician. Wise and offers advice. Has white fur.
- Eigir the Warrior: The lead warrior of the tribe. Has brown fur.
- Hyngnar the Wanderer: A tracker and traveler from a subspecies of Olgfolk. Looks more like a burly bipedal caribou/reindeer than a moose. He’s really there for flavor and lore.
- Horski the Healer: The (you guessed it) healer of the tribe. Has black fur.
- Rorn the Tracker: Knows the area inside and out and excels at tracking prey and laying traps. Has spotted white and greyish-brown fur.
- Sovarr the Sea-Strider: Builds and handles kayaks and canoes; fisherman. Has silvery bluish fur.
- Kovar the Mighty: A guard. Has black fur, but differs from Horski in that she is bigger, has red markings, and darker antlers. She also has brown eyes as opposed to Horski’s green.
- Rigmor the Runemaster: A rune carver that sculpts and creates enchanted wooden doodads and totems; also blesses weapons, tools and boats. Has pale brown/blonde fur.
- Hanorr the Hammer: Builder and sculptor/wood carver. Pale grey fur.

Should any of the champions need something, the Olgfolk of Hirstaang can provide.

With that out of the way, let’s get started.

---

Players:

Obbs:

Noataq:
Spoiler:
Name: Noataq (“no-ah-tawk”)
Aliases: Noa, Big Poppa Bear

Height: 130 meters
Weight: 240,000 tons

Description: Noataq is a bulky, polar bear-like creature armed with icy spikes and antlers, and whose tail ends in a spiked club. Interestingly, his hands are not furry, unlike his feet. They instead possess hard, wrinkled skin. Noataq’s fur is white, while his antlers have a bluish tint and his belly and hands are dark brown. His eyes are light blue and his claws dark grey.

https://i.postimg.cc/wvFpf55m/noa-s-arc ... llview.jpg

Personality: Noataq is a calm and patient Beast. He views his fellow Beasts as his family and is prone to act fatherly towards them. He acts both gruff and gentle at the same time. He commonly emits quips during combat. Although he is generally peaceful, he has no qualms using his great strength to stomp his foes to the ground.

Powers and Abilities:
- Not Unlike the Waves: Noataq is capable of controlling water in all of its various forms, lending him a very wide array of abilities. He is notably fond of creating watery tentacles around his arms and performing strong attacks with them. Although his waterbending allows him to move blood, he refuses to use it unless he becomes enraged, in which case his already considerable strength and waterbending abilities are enhanced, turning him into an even more dangerous foe. Noataq has a connection with the moon, which is responsible for affecting the tides on Colossus. His powers are strengthened by it.
- Strength: Noataq is a very strong creature, capable of lifting three times his weight above his head. A single swat of his paw is enough to send his foes toppling down. (Limited to 360,000 tons.)
- Resilience: Noataq’s muscles are dense and strong enough to serve as armor, working with his thick fur to help him fend off attacks to an extent. His fur insulates him against the heat and cold, although he is immune to the cold to begin with.
- Tooth and Claw: Noataq’s natural weapons, backed by his strength, are very useful to him. His tusked jaws and claws can carve and crush bone with little to no effort. His spiked tail club is also quite dangerous.
- Noataq’s antlers and spikes, though they are not made of bone or keratin, are still very hard to break, being made of dense, resistant ice. He keeps them especially cold at all times, to avoid them melting in warmer weather.
- Noataq’s body temperature is naturally cold, and his fur is usually sprinkled by thin sheets of ice. Raising his temperature when attacking him actually takes a bit of time.
- He possesses dermal bumps beneath his paws, which give him a better grip on the ice he walks on.
Weakness: Powerful heat-based attacks can get past his insulating fur and cold temperature.

Theme Song:
Knarstygg:
Spoiler:
Name: Knarstygg the Brute (“kuh-narr-stewg” or “nar-steeg”)

Height: 140 meters
Weight: 400,000 tons

Description: Knarstygg is a towering Beast, a mountain of muscle, icy blue fur and jagged points. He possesses four arms, which he is fond of using to endlessly - and gleefully - pummel his opponents. His underbelly is white. Knarstygg has an elongated furry “beard” that reaches his waist level. He has four tusks; two of them face downwards much like a saber-toothed tiger’s, and the two others face upwards as do the tusks of most Colossian creatures. His ears are long and pointy and he is adorned with a long nasal horn, as well as very long and sharp claws.

https://img00.deviantart.net/5b5b/i/201 ... cq442w.png

Personality: Knarstygg is truly a joyous soul, a happy creature with a great love for combat. He has never been defeated, curious to one day meet a foe that can match his power. While brutish, he is not actually aggressive, though he dislikes other monsters tugging and pulling on his beard.

Powers and Abilities:
- I Cast Fist: Wearing his “Brute” alias well, Knarstygg is a physical powerhouse, using brute strength, skill and natural weaponry to stomp his foes into oblivion.
- Lil’ Buddies: Knarstygg is able to summon golems usually made of snow and ice to keep him company and to do battle at his side. These “snowlems” are typically a tenth of his size, though he can shape massive golems bigger than himself.
- Cold Disposition: Knarstygg’s body temperature is very cold and frost radiates from his fur. Enemies walking within a three hundred meters radius around him will suffer from lowered body temperatures and sluggish movements. If they remain too long within his vicinity, they may even suffer from frostbite at their extremities. Knarstygg’s allies are protected from his aura of cold. He is a waterbender, able to control water to his will, but more commonly wields ice.
- Frostsaber: Knarstygg possesses very long claws and two pairs of sharp tusks, all of which being perfectly capable of carving through the thickest of materials with ease, especially with his brute strength behind it. He commonly places a razor-edge of ice along his claws and spikes to make them even sharper. Along his back and on his shoulders and knees are spikes that protect him and serve as weapons.
- Mighty Glacier: Knarstygg is a very tough Beast, capable of taking hits from a creature of his own strength without any real issue. His thick, insulating fur, flesh and muscle defend him well.
- Knarstygg’s tail is dense and prehensile, however short it is, allowing him to wield it as a blunt weapon.

Weaknesses:
- Knarstygg is terribly slow, lumbering around with an unhurried gait. His size allows him to extend his arms to reach his foes, and he will often utilize his waterbending to pull his opponents near him with waves or icy grappling hooks, though he will not catch up to them in a sprint. Once they are caught, however, there is often no escaping his grasp.
- His insulating fur can only withstand heat to a degree. The layer of rime from his fur can be melted, and his body itself burned by flames.

Theme Song:
Feronius
Spoiler:
Name: Feronius ("fur-ROW-neeus")
Alias: The Ferocious, The Fierce, Slumber, Ol' Sleepyhead

Height: 80 meters on all fours
Weight: 300,000 tons

Description: Feronius is a huge, black bear-like Beast adorned with sharp, palmate antlers and long, deadly claws. From his upper jaw grow long tusks. His coloring is somewhat reminiscent of a loon and would be moreso were the spots white as opposed to brown. His underbelly, as well as his antlers, are brown. His eyes are a brilliant red, to a point where they appear to glow. While typically seen lumbering on all fours, Feronius is equally capable of moving on two legs.

Personality: Feronius is a short-tempered Beast who prefers to be left alone. He will not go looking for fights; the fights come to him. He is content with wandering cold forests and slumbering most of his days away.

Powers and Abilities:
- Maul: Feronius possesses brutish strength that works in conjunction with his deadly teeth and claws to make short work of his enemies.
- Ironfur: Feronius is protected by thick fur, skin and layers of fat, helping him absorb physical blows. Though his fur douses the effects of magical attacks to a degree, his skin itself cannot do the same.
- Rage of the Sleeper: Feronius can channel his rage into strange magic, swirling around his form like red flames. He can fire these crimson flames at his foes, force physical attacker away with red pulses or charge his teeth and claws with it. The effects are similar to fire, with the added use of leeching health from his opponents. (Latter banned in combat because no.)

Weaknesses:
- Feronius cannot use his Rage-based abilities for very long unless he uses them in short bursts.

Trivia: "Feronius the Ferocious" is the name of a wolf boss in a murloc RPG game.

Theme Song:
Tyberius
Spoiler:
Name: Tyberius ("tahy-BURR-ius")
Aliases: Tyber, Tibbers

Height: 130 meters when reared up
Weight: 380,000 tons

Description: Tyberius resembles a monstrous mix between a bear, a boar and a bull - a massive, mountainous mass of muscle covered in thick spotted brown fur. A long row of thicker fur runs from her muzzle to the tip of her tail, as well as along the back of her limbs and below her chin, throat and underbelly. Possessing beastly tusks pointing up from her lower jaw and adorned with two jutting horns threatening her foes' advance, Tyberius also has long mole-like claws she uses to burrow through the earth and her enemies' bodies equally. Her eyes are green. While commonly seen lumbering on all fours, Tyberius can just as easily stand and walk on two legs.

Personality: Tyberius is a very stern and serious Beast; not one known to be openly hostile, but one known to quickly become aggravated at the sight of those disrespecting nature.

Powers and Abilities:
- Earthbender: Tyberius is able to control the earth and its derivatives (metal, glass, etc.) to her will. She also possesses power over plants and can spontaneously grow them from the ground.
- Big Brute: Tyberius is a physical powerhouse, able to bash and maul her foes senseless. Her heavy weight, long reach and towering height are all on her side to provide her with ways to overpower and crush her enemies.
- Maul: Tyberius' long tusks and powerful jaws act like near-inescapable, organic bear traps; once her jaws have latched onto a foe, they will not be able to free themselves without being severely injured. Her claws allow her to burrow, climb and maul her foes without breaking a sweat.
- Charge: Tyberius' horns are solid and nearly unbreakable, able to endure extreme stress applied to them. Gaining speed on four legs, she can charge and gore her foes like a bull.
- Tough Skull: Like her horns, Tyberius' skull is immensely tough, allowing her to inflict powerful headbutts.
- Stubborn: "Stubborn as a rock" can suitably be used to describe Tyberius. She will power through the worst pains and toughest mind controls.
- Thick Hide: Tyberius' thick furry hide helps her deflect physical blows, especially from slashing and blunt damage. Arrows can go through her fur, but need enough force to bypass the fur and actually pierce her flesh and muscle.
- Insulation: Tyberius is protected from both temperature extremes.
- Hot Breath: Tyberius can expel hot air from her maw and, to a lesser extent, her nose, in a cone in front of her. With more concentration, she can fire this heat in a searing column of a bright orange color. Not only able to melt steel to slag, it also knocks back opponents hit.
- Bristles: Tyberius possesses bristles like those of a boar amidst her darkened fur, turning her mane into a dangerous row of needle-like hairs. When curling into a ball and rolling over her opponents, she can practically carve through them like butter.
- Tyberius is equally at ease lumbering on all fours than on two legs.
- As with all Beasts, Tyberius naturally possesses excellent senses.

Weaknesses:
- Tyberius' sharp senses can be overwhelmed by strong smells and loud noises.
- Tyberius is weak to poison.
- Tyberius' size and preference towards conserving her energy makes her very slow to move, beyond her occasional bursts of speed.
Gira
viewtopic.php?p=1725604#p1725604

Hayes
viewtopic.php?p=1725614#p1725614

Corzak
viewtopic.php?p=1725962#p1725962

Tyrantgoji
viewtopic.php?p=1726035#p1726035

Monster X
viewtopic.php?p=1727035#p1727035
Last edited by Beast Blood on Fri Dec 04, 2020 9:09 pm, edited 12 times in total.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Giratina93 »

Ramia
Spoiler:
Name: Ramia Vitra
Alias: Rider of the Sun, Apostle of Thunder

Height: 6ft 3
Weight: 190 lbs

Info: In days long past, when gods and man strove to create a better world, there was the Kingdom of the Sun. Its Emperor, Damos, founded it after his tribe was saved from the cruel tyranny of a dragon by the God of Death. Damos's oldest daughter was handed to the God as a gift, but the Emperor had other children. During his fifty years of reign, his children would grow and have children of their own, and one of them was the finest warrior the kingdom ever knew, and a faithful follower of the gods, Ramia. Born the daughter of Damos's youngest son, Ramia envied her father and her grandfather, and especially the tales of the god who made her life a possibility. She devoted her life to them and joined a temple that served the Goddess of Thunder and Lightning, Artos.

However, she would find herself needing to take a different path than one in full service of the gods as calamity struck the kingdom. The forces of Sheol, lead by a despot ruler, launched a vicious assault on the realm of man, and Ramia, refusing to let the demons and creatures of Sheol destroy her home, trained in the art of warfare and joiend the frontlines in the final weeks of the conflict. She proved herself a talented and courageous fighter against the Gyu-Oni hordes and against the demonic machines that ravaged the landscape. By the time the armies of Sheol were defeated thanks once again to the help of the God of Death, Ramia had slain over a thousand Gyu-Onis, fifty Minotaurs, seven Nagas and even killed a hydra. She had also made a name for herself by saving the lives of hundreds of other soldiers, and avenged thousands more who she could not save. She was awarded and honored by her uncle, the current King, and arrangements were made for her to be the next in line rather than her uncle's own flesh and blood.

Yet, this would not come to pass. While on her way back from the farmer's market, she was beset by bandits. During her fight, a bright light enveloped her, and now she finds herself in a strange and alien world, with only one way out...

Description: Ramia is a tall, strongly build woman who many mistake for as a man when she is in her armor. Her skin is fair and smooth, and her dark brown hair is curly and reaches to her shoulders. She is long legged, and many have said that the homely village clothes and even the royal garments she wears when visiting her uncle only detract from her beauty. Scars run down her arms and across her back, the remains of her battles in the demonic front. Her armor is silver in color, and splotched red down the sides and the edges, and thicker around the chest and shoulders for protection.

Personality: Ramia is a deeply religious woman, and a staunch believer in the gods her parents and parent's parents spoke of... and ONLY those gods. As such, anything she sees as an offense to said gods or a challenge is met with disdain and hostility. She also refuses to stand aside and let innocent people suffer and perish, as she feels it is her duty as a servant of Artos to aid the sick and needy. She also loves to eat, and will never turn down an opportunity to have a bite or two, something that sets her apart from most other worshipers of the gods. While she is an expert in combat and knows of the laws of the gods inside and out, Ramia can be forgetful and is easily distracted, having gotten lost numerous times at night despite it being only a half day's journey from her village to the kingdom's capital.

Powers and Abilities:

~Thunder Lance: Ramia's primary weapon is a massive nine foot long lance she can carry in one hand. This was a gift she claims was bestowed to her by the Goddess Artos, and as such, only she can wield it; anyone else who touches the lance has ten million volts of electricity race through their body. The lance itself is sharpened to a molecule's width at the tip, and made of Arbanium, making it nigh unbreakable and able to pierce everything up to reinforced steel. Ramia can throw this lance over fifty feet, and with it imbued with electricity, being struck by it is like being struck by lightning itself. She can recall it to her hand as well, same as the shield she uses in her other hand.

~Raiban: The steed Ramia rides upon is a juggernaut of a horse, one that stands thirteen feet at the shoulder and weighs two tons. Raiban is covered in charcoal grey hair and black armor, and can run up to seventy miles an hour. This is the finest steed in the kingdom, descendant of Damos's own prized horse, and a companion Ramia would never depart from. Raiban also serves as Ramia's internal compass, being able to remember locations and pinpointing people far better than she can.

~Divine Intervention: Ramia is a priestess before a warrior, and she carries with her the sacred text of the Goddess Artos. When puzzled, she can call upon the spirit of the Goddess for aid, and Artos can aid her by empowering her with electricity or giving her guidance. By sheer virtue of being a Priestess of Artos, Ramia is impervious to high temperatures and electricity.

~Buff Lass: Even without her weapons, Ramia is very strong for a woman, She can dead lift nine hundred pounds, and is trained in hand to hand combat.

Weaknesses:Ramia's greatest weakness is her fervent dedication to her goddess and helping others. Those who know her can easily bait her into a bad situation with the right investment, and she is too lenient with her trust, as she believes she, a priestess, cannot do wrong. Without her book, Ramia's prowess diminishes, and without her horse, so too does her mobility. She exhausts quickly as her metabolism is on the higher end of the spectrum, and when she's hungry she becomes lethargic and cannot even lift her own lance. Lastly, her armor, while great at deflecting slashing and piercing blows, can be easily warped and broken by blunt force, and Ramia lacks regenerative properties if she does not have her book on her.
Menai Anglesey
Spoiler:
Name: Menai Anglesey
Alias: ???

Height: 5ft 8
Weight: 85 lbs

Information: Menai was born sickly, with a voracious disease that robbed her of any control of her body beneath her neck. She is bed ridden, and despite everything the doctors gave her, her condition failed to improve. How she was chosen to be one of the combatants of Hunter's Moon remains a complete enigma, as unlike many of the others partaking, she has no way of protecting herself, no combat experience, no strength or anything of note like the others selected.

Description: Were one to look only at her face, Menai would be a pretty, if not beautiful woman with a soft, elegant look and long raven hair. However, her eyes give off a dead, toxic look, and the rest of her body is but skin and bones; the only real meat on her is her face. She is extremely anorexic, and confined to the type of clothing one might see from a hospital patient.

Personality: Menai can be distant, but also needy with her condition. She prefers to keep to herself until she needs something, and tends not to say much. She considers herself a more cerebral person than physical, yet there is something of a competitive streak to her, something she keeps hidden due to her shortcomings. She also is intolerant of non-human creatures and spiteful of them, likely due to her own powerlessness and suppressed fears.

Powers and Abilities:

~The Cerebral Mind: While Menai is severely lacking in the physical department, her mind is as sharp as ever. She has a near photographic memory, and prides herself on being smarter and better learned than everyone else around her.

Weaknesses: Due to her illness, Menai is incapable of even standing on her legs, let alone moving by her own power. She is completely dependent on those around her to do anything bar chew her own food.
Empress Cardel
Spoiler:
Name: Empress Cardel
Alias: The Twin Headed Serpent

Height:120 meters
Length:350 meters
Weight: 150,000 tons

Information: Empress Cardel is the oldest and largest of her race, the Cardel Eels. while a normal individual is only 200 meters long, she is far larger than that, and far more dangerous. This is due to the fact she was directly exposed to the blood of the slain gods on her home world. Once just a normal eel, she has ballooned into a titanic blood hungry monster, thousands of years old. All the Cardel Eels seen today, those that the likes of the Holy Knights dread and fear, are her spawn. For a long time, many thought there was only one Empress Cardel, only for another, this one to manifest in public areas of the Holy Knight empire, attacking and destroying anything in its wake with little true resistance. How such a massive creature could suddenly appear even in landlocked cities hundreds of miles from the ocean or even the nearest river, is a complete enigma.

Description: Empress Cardel is an eel... but one unlike any other eel on earth. Her mouth is a mix of a Moray Eel's and a Lampreys, the former in the sense in that its actual toothed jaws, and the latter in that they can extend to form a suction cup. Three long dorsal fins runs down the side of the massive creature, and a short stubby pair of horns jut out from the top of her head. She is olive green in color, and is covered in a viscous mucus that is only noticeable when she secretes it out of water. This particular Cardel Eel is unusual in that she has a second, fully functional head that branches off from the neck. This second head is a pale creamy white in color, and skinwrapped with very little flesh on it.

Personality: A simple, yet hungry creature. Surprisingly, unlike her spawn, Empress Cardel is sentient, and capable of speech, to the point she has given herself her name. She is also cunning, and always hungry. Wherever it is blood, electricity, or oil, she can and WILL devour it for food. Her main head is incredibly aggressive and voracious, while her secondary head is incredibly placid and sickly.

Powers & Abilities:
-Arrow Tongue: mutated beyond what a normal Lamprey's tongue is, Cardel's is capable of being launched 150 meters into the thickest armor or hide. Not only does this create a wound, but it also allows for the harpoons embedded in the sides of the tongue to launch out as well, cutting through blood vessels of oil pipes for extra damage. There are special grooves in these harpoons that allow fluids to run up them, into the tongue, then back into the mouth of the oversized fish.
-Icy Blood Beam: While the former is something all Cardel Eels contain, it is the Empress that can weaponize the fluids in her body. With some blood stored in a chilled pouch in the throat, she can fire it as an icy beam at the foe. This comes at high velocities, and the icy shard in there can slice through flesh, while the main beam can floor the average foe.
-Powerful Jaws: all Cardel Eels carry powerful jaws, but the Empress's are a step above in terms of power. She can bite through all but the strongest armor, then extend her jaws to form a Lamprey-esque suction cup to latch onto the foe while sucking away at their blood.
-Coils: ...which is where her main body comes into play. Powerful muscles line the sides of her body, so when she constricts, there is little hope for escape. Many an Enforcer have fallen because a Cardel Eel wrapped around them, then pierced the cockpit with their dreaded tongue. Empress's are strong enough that she can act like an anaconda... few things can escape her dreaded grip.
-Mucus layer: When threatened, all Cardel Eels are able to secrete a layer of mucus from their bodies. This makes them very hard to grasp, and acts as insulation against electrical attacks. Infact, Cardel Eels EAT electricity, and aren't affected by it. This mucus layer is also poisonous, though not too much. All it will do to the average kaiju is leave a horrible taste in their mouth, or clog up their throat if they are dumb enough to swallow the mucus.
Ice Immunity: In addition, due to the perpetual cold water Cardel eels favor, they don't mind freezing cold. That and Electricity are the two main things they shrug off.

Weakness: Cardel eels hate heat, and fiery attacks can dry them out, if not cause major damage. Intense heat can burn away the mucus covering, leaving them vulnerable to piercing blows.
Last edited by Giratina93 on Wed Mar 11, 2020 4:17 pm, edited 4 times in total.
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GotengoXGodzilla wrote: It could be said that kaiju regeneration is like human dodging, basically.
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HayesAJones
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by HayesAJones »

My three beautiful daughter

Ragnhild:
Spoiler:
Name: Ragnhild (“Rag-nild”)
Aliases: Forsojdaughter, Sixfinger

Height: 8'3''
Weight: 325 lb

Info: Among the innumerable worlds that glitter in the dark, endless depth of the multiverse, there is Noraage, a flat, cold, harsh land that lies above a black sea, its rivers draining off its edges, yet never running dry. Noraage is a place where its inhabitants can carve their own paths, even creating entirely new breeds of creatures through personal actions. Noraage is a world of hybrids and halflings, its population divided between the old races, its original colonizers who still hold most social and monetary power there, most especially menn, or humans in our tongue, and the new races, the mixed-blood children of the old races. Among the rarest of the new races are the varuls, the children of menn and vargar, giant carnivores with the heads of wolves, the bodies of bear, and the tails of foxes. And among the varuls, one of the most unique and impressive is Ragnhild, a well-known bounty hunter who wanders Noraage in search of silver, shunning the company of other varuls, a rarity among the community-focused new race. Enormous even for a varul and wearing the clothes of an adventurer, of a maor (the singular form of menn; many old words on Noraage have separate singular and plural forms), she has a striking, unmistakable figure around which numerous rumors swirl. Because she is secretive about her past however, only her very closest companions, comfortably counted on one hand, know the truth: she was, unlike many members of the new races, who were children of rape, victims of neglect, or both, raised by two loving parents until angry acquaintances of her father, a maor woodsman, burned down their home. Saved from death by the bodies of her parents, who shielded her until and beyond their final moments, she was found and adopted by Forsoj, an elderly dwerg, or dwarf in most languages. Though her new father saw her grow into an adult, albeit one of nearly half the age of a mature human, tragedy would strike again. Only a few years into her career as a warrior-for-hire, she visited home to find Forsoj victim to a strange murder, all blood drained from his body. Worse yet, all evidence pointed to the killer being a fellow varul. Contrary to all rumors, this is why Ragnhild does not seek company with her own kind, instead focusing her energy into her work and the few close friends she has made doing so. In the years since Forsoj's death, she has become one of the most accomplished varul on Noraage, surpassed only by Mattuger, a figurative and literal giant among them and the pillar of varul society.

Description: Ragnhild is a biped of huge stature and bestial appearance. While her upper body is essentially human, sharing our limb and torso musculature, she is covered in thick, dark brown fur and has a superficially lupine head, though her snout is shorter than any true wolf's. Her hands too are strange, wide and thick-fingered like paws, but with dexterous digits and a fully opposable thumb. In fact, she seems to have two thumbs; a sixth digit emerges from just above the wrist on the inward-facing side of her hands, though it is wickedly sharp and rigid as if carved from bone. It is only able to fold down, not curl or grasp like its fully developed counterpart. The rest of her digits are tipped by curved, semi-retractible claws, more like those of a cat than a canine. Ragnhild's lower body is more divergent. Although varuls are born with bushy, flexible tails that can stretch nearly three feet in length, Ragnhild's rump is host to only a pitiful stub. Her tail was cut off by maor trophy hunters several years ago. She also, like most varuls, has especially long legs for her height, making her seem lanky, even slender, despite an impressive wreath of muscle around most parts of her body. Many varuls have bold patterns on their face and appendages, but Ragnhild's coat is unusually muted. Her muzzle and brow are only slightly paler than the surrounding fur and her limbs just barely darker. Rather than having the “mask” and “sleeves” of some varuls, she has only impressions of them, as if she once wore them with enough devotion to permanently muss and discolor her hair. Ragnhild has small, dark eyes that glitter reddish in sufficient light. Ragnhild's canine teeth are enormous, just visible even when her mouth is closed, as if reminding others of the danger she poses. Larger canines are considered a male trait among varuls, so Ragnhild is regarded as mannish by her kin.

Ragnhild dresses typically for a warrior of Noraage. Her main piece of clothing is a long, pale yellow tunic with a collar and cuffs made of undyed leather that falls halfway down her thigh. It is worn tight across the chest and bound at her waist by a thin belt. Both this low-profile waistband and her simple, ankle-high shoes are dyed bright red. When braving the elements, Ragnhild dons a basic, rectangular cloak of the same hue and protects her naked legs from mud and snow with leather leg wraps. As with many of Noraage's tailed races, varuls typically substitute leg wraps for trousers when they are traveling, working, or expecting to plunge into battle. In combat, Ragnhild trades her cloak for a chain shirt with half sleeves, fastening her waistband over it so it can hold her knife.

Ragnhild's knife, a ten-inch, multipurpose blade made hardy to survive its wielder's powerful body, is part of a three-piece arsenal common among the wandering mercenaries and bandits of Noraage, particularly those with great size and reach like varuls. The centerpiece of this arms kit is a six-foot long axe, its beard useful for hooking shields and its horn a deadly thrusting blade, able to pierce throats from a distance; it is almost as much a spear as an axe. Rounding out these two weapon is a nine-foot yew bow. Though few things seem more frightening than a varul bearing down on you with an axe held overhead, a varul on the horizon with a bow drawn back is perhaps among them. Varuls are terrifying archers, their beastly eyes sharp, especially at dusk and dawn, and their inhuman strength allowing them to punch through both obstacles and armor with their arrows. Knives, axes, and bows are common even among the unskilled poor of Noraage, but their ubiquity is for good reason.

Ragnhild compared to an average maor

Ragnhild compared to the largest of mortal varuls

Ragnhild prepared for travel

Ragnhild prepared for battle

Personality: Ragnhild is a stubborn, stoic soul who mostly offers stern glares and terse responses to those around her, but her handful of true friends know a much different side to her. While the bitter and competitive nature of Noraage has hardened most of its occupants, nurturing a selfish, kill-or-be-killed attitude that has been mythologized as an afterlife that rewards only the bold, casting the meek into purgatory, she had the fortune to be exposed to both parents who accepted and loved each other deeply despite their differences and an old healer who helped any in need of help, not only his own. It is for this reason that Ragnhild, powerful and successful as she is, is perhaps most notable for her great kindness. Having known both caring and cruelty from a variety of people, she does not judge based on what others are, but rather who they are, and as a result she has made a number of trusted allies despite her highly reserved nature. Her deepest inner circle is made up of only a few, but she has gotten along with menn, the revived dead, and even gods. Ironically, it is other varuls she has the most difficulty coexisting with. In direct contrast to popular religious belief that the weak should be used as stepping stones for the strong to reach paradise, Ragnhild cannot stand to see others bullied, beaten, or cheated. She will make all manner of excuses for herself, crafting explanations for why her actions were actually pragmatic or self-interested, but the meek will be defended nevertheless. One of the most obvious examples of her generosity is in dinner portions. One might be surprised to learn it, but she is actually a talented cook. Because Noraage is dominated by menn, meals and field rations are sized and price by their standards, making it very expensive for larger creatures like varuls to properly feed themselves. As a result, Ragnhild has taught herself how to forage and prepare her own food, and she has become quite practiced at it. Despite most often only cooking for just one or two, she always makes enough to share with passing travelers; naturally, they are only invited to eat because otherwise the leftovers would go to waste.

Powers and Abilities:
- Varg Blood: Unlike some of Noraage's races, both old and new, neither menn or vargar have access to the might of magic, so nor do varuls like Ragnhild. What Ragnhild does have, however, is bestial strength and keen senses passed onto her by her mother, a skilled hunter in life, and her maternal grandfather, famed for his battles with elves. Besides sharp eyesight that allows her to confidently take aim at targets almost 300 yards away, most of all at dusk and dawn, when varuls see best and most other creatures see poorly, she has an animalistic sense of smell and hearing that makes it rare for others to surprise her unless they specifically account for them.

Undoubtedly the greatest gift bestowed upon Ragnhild by her mother's blood, though, is that she is never truly unarmed. She can casually lift over 600 pounds and has access multiple weapons even when separated from her axe and bow. Ragnhild's jaws can crunch down with over 250 pounds of force, and her omnivorous teeth can puncture, sheer, and crush alike. Equally, if not more, capable of cutting flesh are her sharp claws, which can extend like daggers leaving their sheathe in preparation for use.

Ragnhild's varul biology gives her another useful tool that some might find surprising: her false thumb. On Noraage, varuls are famous for their death grips. While it is not as nimble as a true thumb, this “pseudo-thumb” can fold down with near mechanical strength, making the grasp of a varul hard to break and even harder to escape, a matter not helped by the vicious claw that tips the impostor digit. Being difficult to disarm and able to perform brutal grapples are obvious advantages lent by this savage sixth finger, but another, less expected one is the ability to scale larger foes. While varuls tower over menn, Noraage is home to true giants who do the same to varuls. Ragnhild has fought many foes who dwarf her, so the ability to cling to and climb where these hugely powerful enemies cannot reach her is a useful one for the bounty hunter.

Weaknesses:
- Sensory Overload: Ragnhild's incredible senses come with a downside. If she is exposed to too great of a stimulus- a thunderous sound, a pungent odor, a blinding light- without warning, she will be subject into pain, disorientation, or both.
Tait:
Spoiler:
Name: Uddisson Tait (familial names are placed before personal names in dwergar culture)

Height: 4'6''
Weight: 65 lb

Info: While varuls are among the rarest of Noraage's new races, dreughs, the children of menn and dwergar (or "dwarves" in most tongues), are the single most populous. A common sight in maor communities of all sizes, hamlets to towns, they are perhaps the least discriminated against among the new races, though they are by no means held as equals to their maor parents. Stereotyped as thieves, dreughs find it difficult to find work or permanent places of residence, so they often end up as dossers and must resort to petty robbery for survival, fueling the very suspicions that forced them onto the streets to begin with. This was largely the experience of Uddisson Tait, son of Varinnsson Uddi, after the passing of his father. While many dwergar are healers, wise in the way of herbs and wound-cleaning maggots, Uddi was a true doctor, interested in the science and methodology of medicine. This made him valuable to wealthy menn, particularly those in large trade settlements where many people tread, bringing with them even more illnesses, so Uddi and his son lived well. Once Uddi died, however, falling victim to one of the very plagues he sought to understand, Tait swiftly found himself without a home. He was fortunate enough to never fall upon thievery though. Instead, he tried his luck hunting bounties, his quick hands and quicker mind leading him to success, albeit only moderate. His reputation skyrocketed once he found a partner in Ragnhild. The varul became his other half, both in life and business. Not only is she a friend he hopes to spend the rest of his life with, she is also the power to his smarts, the force behind his will. She is the powerful body that allows him to fulfill his grand ambitions. But on Jaktomrader, he is once again alone and must fend for himself, at least for the time being.

Description: While Tait has the stature of a ten-year-old boy and is, in fact, still very youthful for his breed, his features have a great sense of age and wisdom to them, a weight that does not match his small frame. His heavy-lidded, dark drown eyes are small and deep-set, and his broad nose sits between two deep creases, as if too heavy for his round, weak-chinned face. His hair, however, is thick and wavy and energetic, nearly as rich brown as his twinkling eyes. Like most dreugh, he has a broad build and proportionally large hands with long, bony fingers. His usual attire is a deep blue tunic with a reddish collar and cuffs, a leather belt, a plain pair of trousers, low hide shoes, and a lively smirk. When expecting to endure the elements, he dons a scarlet cloak identical to Ragnhild's, aside from size of course. His war wear too is similar: a long chain shirt worn over his tunic and under his belt. Tait carries into battle a six-inch knife, a six-foot spear, and a pair of two-foot swords. Both of the latter have twenty-inch blades, which is convenient seeing as they often accompany each other. Small folk like dreugh find that similarly small shields absorb too little of the shock from blows to be worth carrying, but small weapons are light enough to be dual wielded. Tait prefers to pair a sword with his spear to increase his reach, but is also proficient with two swords.

Tait next to an average maor

Tait next to Ragnhild

Tait prepared for travel

Tait prepared for battle

Personality: In most ways, Tait is Ragnhild's opposite. Loud and gregarious, he is a spark of life in the chilly land of Noraage, and now in Jaktomrader as well. He may, in fact, be too talkative, quick to say too much and anger those who may wish to do him harm. His tongue is as sharp as his mind, so it tends to make swift cuts. Relatively privileged for one of the new races, he tends to underestimate the depth of bigotry others can hold. While very intelligent, a tactician and smooth-talker, the plan behind Ragnhild's might, he lacks some degree of social awareness and can come across, seemingly purposely at times, as insensitive. He also lacks Ragnhild's deep sense of protectiveness. Tait is by no means unkind, a good person and pleasant company, but he tends to put the wellbeing on himself and his partner before that of others, or at least considers it just as heavily. Just as his father fought mass diseases out of a desire to understand injection, not necessarily to save their victims, Tait often does the right thing knowing it will also benefit him. While Ragnhild is always keenly aware of who and what she is dealing with, Tait is more open-minded and treats everyone more or less the same, man or woman, maor or not.

Powers and Abilities:
- Dwerg Blood: Unlike the bestial and powerful varuls, dreughs are one of the most mundane and ordinary hybrids from Noraage, essentially small, oddly proportioned menn. Their only superhuman ability is great dexterity. Dwergar are famous for their healing hands, possessing fast, thin fingers that can expertly attend wounds and nurture colonies of medical maggots (many also become artists for the same reason). Their children the dreugh are also quick of hand, but not to quite the same degree, so they are better suited to larger scale tasks such as scribing, stealing, or wielding light weapons. Tait has chosen to pursue the latter. While his weapons lack length, weight, or both, they do not want for speed. Tait is quick on both his feet and with his tools, able to dart in and out of an opponent's reach while jabbing at weak points and knocking away attacks in lieu of shielding them. Tait does not aim to overpower his foes, but to outspeed and outmaneuver them, dealing the death of a thousand cuts rather than cleaving in two as Ragnhild can do. Even at a distance, he can surprise. With four weapons on his person, he can afford the risk of throwing one or two, aiming to injure or distract enemies. Naturally, his spear is the most reliably hurled, able to fly and strike with potentially lethal force for over ten meters, but it is also the slowest and most telegraphed due to its length. Throwing a sword is more uncertain and cannot kill past the midrange, but it is quicker and often more surprising. Hurling his knife is even more extreme. It can be thrown extremely quickly, leaving his hand in almost half a second, but it is unpredictable in flight due to not being balanced at the hilt like a proper throwing knife. At the same time, it is perhaps the most affordable to use over longer distances, as Tait rarely finds himself close enough to larger opponents to use such a small weapon effectively in melee.

Weaknesses:
- Small Folk: Logically, Tait's greatest weakness in combat is his size. Shorter than the average dreugh, an already small race, it is rare for Tait to come up against someone who does not tower over him. On Jaktomrader, it may very well be impossible.
Villalba:
Spoiler:
Name: Villalba
Aliases: 007, Veraguas

Length: 38 meters
Wingspan: 259 meters
Weight: 4,195 tons

Info: Sixty years ago, on an Earth much like our own, a nightmare marched across Asia. Defying both reason and the armies of the word's superpowers, this walking catastrophe began a new age of human existence: an age of monsters. The progenitor of this age, however, seemed for a time to be an outlier, an, "aberration," as a presidential candidate once famously derided. The first aberration, Titus, so named for Indian photographer Nishant Titus, whose backlit image of the creature became iconic, was terrible, but it was also alone. When aberrations returned, it was en force. Nine different giants spilled over the world during what would become known as the Reemergence, and among the most dangerous and destructive of them was Villalba.

Description: Villalba is a goliath spectral bat born, like all aberrations, from the exposure of a normal animal to the mysterious green fireballs known as Aiello orbs. She strikes a far different silhouette than any regular-sized bat, however, as her hindlimbs have become another set of wings, smaller and comparatively shorter than those formed around her forelimbs. When fully outstretched, these secondary wings almost resemble the tail of a raptor: a broad wedge that tilts and flicks to steer her body in flight. When she is of need of more aggressive acceleration or maneuvering, though, they can flap independently from her primary wings, which are themselves not tremendously long when one considers the size of her barrel-chested body. Villalba's wings are broader than lengthy, blunted, almost squared, at the tips, as if stretched to fit a frame that is slightly too large. Her forewings are armed with long, recurved thumb claws, each terribly sharp and grooved like those of a cat. Unlike many mammalian aberrations, where the fur becomes reduced, quill-like, or both, Villalba has thick, woolly fur that covers most of her body, even the dorsal surfaces of her wings. The hair there is especially wiry and tends to clump together, forming tassels that trail behind her like the tatters of an old cloak. This long, wavy fur is a rich, reddish brown and mosaicked by a menagerie of lichens, adding off-white, gray-green, yellow-green, and even shocks of yellow and orange to her coat, particularly across the back and wings. In the brutal cold of Jaktomrader, ice join this complex mat of texture, pressed into her scalp and shoulder blades and hanging from her underside like the fangs in her hound-like jaws. When she flaps her wings, power snow swirls behind her. When she flies, a blizzard rages. Villalba does, however, have some hardened, needle-like fur on her chin and especially around her nose-leaf, forming a sort of spiny spade that crowns her robust muzzle. These quills shudder tellingly with the ultrasonic noises Villalba uses to see without her huge, doll-like eyes. Also characteristically for a mammalian aberration, her skin has thickened, changing from the thin, almost papery pink of an unaffected bat to something rubbery and deeply wrinkled skin like that of a hippopotamus around her mouth and groin. The undersides of her wings are also naked, but deep black instead of brownish; they are as if pieces of the night sky have become entangled with her arms and stuck fast.

Personality: Villalba is a catastrophic, albeit quite young, force of nature, among the newest of all living aberrations. Like the wicked, corpse-eating ghouls of lore, she is motivated only by her great and terrible hunger. She unrelentingly sweeps across entire continents and fearlessly faces older, very possibly much more dangerous foes, all in the hope of gorging herself. Newborn aberrations are desperate for nutrients to fuel their rapid, violent growth and resort to devouring the very earth for its detritus. This creates deep scars in landscapes that many full-grown aberrations come to inhabit, but this process seems to have hit a hitch with Villalba. Unlike her monstrous kin, she never became satiated, even after her maturation; her tastes merely changed. Instead of earth, she now craves flesh. If it is flesh infused with the energy of the strange, life-bringing fire of Aiello orbs, or a similarly potent energy, all the better. Villalba is no ordinary aberration. She is an aberration who hunts aberrations, as well as other giant creatures. Even smaller beings such as humans are not safe from her awesome hunger if she goes too long without an appropriately sized meal. One should not let her youth nor her primal nature fool them however. Villalba is a creature of intelligence, great intelligence in fact. Capable of cognition far beyond that of most animals, she is keenly aware of both her strengths and weaknesses, and seeks to cater to the former while covering for the latter. Though she will fight larger, stronger, and faster titans, she will do it on her terms, levying time of day, weather conditions, and geography to try and turn the tides of battle in her favor. This makes her a threat far above her weight range.

Powers and Abilities:
- Aberrant Anatomy: For the most part, Villalba is very typical for an aberration; that is to say, she is extraordinary. She, like all aberration, is a living fusion reactor. Like a star, she is powered by self-propagating nuclear fusion, negating the need for air, water, and food. While young aberrations do need to consume copious amounts of organic mater to increase their mass, a mature aberration does not need to eat unless attempting to heal grievous wounds. In other words, Villalba does not need anything to maintain her body, only to repair it. Ironically, the gluttonous bat does require even a crumb to live forever. Her voracious hunger is merely ghost of her past.

Despite the tremendous heat required to host her internal fusion, Villalba's body is cool to the touch, if one were so bold as to try. Aberrant biologies are extremely insulated. In fact, their huge size may be to help retain heat and keep their star-like hearts burning for all time. Thankfully for those around them, this means their skin is thick enough to block the harmful ionizing radiation they internally emit. It is also rich in minerals from their birth in “earth scars,” almost more stone than flesh. Aberrations do, however, freely emit non-ionizing radiation, such as visible light, from their orifices, though only upon very very close inspection. At such ranges, they may effect electronics in a manner similar to electromagnetic fields.

Aberrations necessarily have a healing factor. Because their bodies are constantly damaged by their own oppressive weight, their muscles and bones are reinforced at the same rate; they are always in a state of breakdown and repair. Like exercise, this makes them tremendously strong, even for their size, and the ability to heal minor wounds almost instantly renders them more or less immune to light damage, though more serious harm lingers until they can rest and eat. They also have an extreme tolerance for pain. Because they suffer microfractures and muscle fatigue at all times, full-grown aberrations typically grow used to mild agony. This is why newborn aberrations are perhaps the most dangerous: they are still unused to and irritable from pain.

- Electrical Storm Generation: Villalba seems to favor lurking within thunderclouds, swimming through their charcoal depths like a shark in the blackness of the ocean. This is not entirely accurate. Rather than seeking electrical storms, the aberrant bat actually causes them. All aberrations emit positrons, or antielectrons, positively charged subatomic particles produced by nuclear fusion, but only Villalba retains them on her body due to her woolly fur. The strong positive charge around the flying “abe” (short for aberration) gives a weaker positive charge to both the ground, where she rests and hunts, and the highest layer of clouds, where she prefers to be when airborne. This combined with the natural inclination for the bottoms of clouds to gain a negative charge encourages lightning to strike both within clouds and to the earth below.

Though her inclination for electric storms is merely incidental, Villalba eagerly puts it to use. Between her powerful sense of smell and ability to echolocate, it is rare for her to be at sensory disadvantage when hidden within a rumbling thunderhead. It does not matter if her enemies are faster or stronger if they cannot see her while she can easily find them. When Villalba launches an attack, it is usually by plunging down out of a lightning storm unannounced.

- Flying Bruiser: Despite being a creature of flight and thus lightweight construction, Villalba's physical power should not be underestimated. She has a colossal bite force when compared to other mammalian carnivores, able to apply between 530 and 670 tons of force with her bestial jaws. The surface area of her wings is also comparatively gargantuan, giving her the ability to move large portions of her weight easily. Spectral bats evolved to kill and carry very large prey items, so Villalba is well equipped to fight creatures her own size or even greater.

If Villalba seems unusually hardy for a flying creature, it may be because she does a majority of her fighting on the ground. She rarely engages in extended airborne combat, instead dropping onto foes as soon as she seems an opening. Her aim is usually to land a savage bite on the skull or neck, especially from behind, where she cannot be reached. Her vicious claws are mainly used to wrestle victims into position for this. Villalba is quite capable of terrestrial movement, striding about on four folded wings like a gangly quadruped. Surprisingly, she is actually quite fast when she has the room to build up speed, reaching what resembles a gallop and clocking in at almost 670 miles per hour. It is difficult for her to maneuver of the ground, however, her momentum making turns cumbersome.

The same cannot be said for her movements in the air. While a slow flier for her size, outpaced by many modern aircraft despite surpassing Mach 2.5, she is unmatched in agility, able to twist around in an instant and hover effortlessly. She can, though, reach respectable, even impressive, airspeeds when freefalling. There are few horizontal races she could win, but there is equally little time to react when she comes screaming down from the top of the atmosphere.

- Particle Beam: A rare few aberrations are able to direct their internal radiation in order to accelerate particles and generate a destructive oral beam; Villalba is among these uncommon and dangerous abes. While the energetic and thermal cost of expelling power directly from their star-like cores is prohibitively expensive for most aberrations, Villalba has a distinct advantage: the lichens in her fur leech nutrients directly into her skin. This allows her to generate metabolic heat in addition to the infernal warmth gifted to her by the Aiello orb that birthed her. Even so, she cannot use this beam weapon for extended periods of time. A five-second burst would be extraordinarily long.

Luckily for Villalba, this bluish purple blast does not need to last very long. It is extremely potent, able to disrupt molecular and atomic structures, rendering the durability of skin, armor, and other protective means null. Reaction time too matters little, as the beam travels close to the speed of light. The column of glowing, ionized air that accompanies it lags behind due to its blinding speed, appearing to merely point out the deep, charred injuries it causes. Thankfully, it is easily predicted. When Villalba's nuclear heart flares in preparation for generating the beam, the indistinct light from her jaws swells into a spotlight, clearly marking her targets.

Because the beam creates an ion channel down which electricity can travel without resistance, lightning is drawn to its path, mirroring it as if an afterimage or, if the beam is sustained for a time, joining it in a helix of ionized air and plasma. This is poor news for Villalba's foes considering she often attacks from within electrical storms.

- Ultrasonic Pulse: Spectral bats echolocate using extremely short bursts of ultrasonic sound, inaudible to human ears. The same is true of Villalba, but her gargantuan size means she is capable of much more. By extending the length of these high-frequency probes, the aberrant bat can bombard other creatures with heavy waves of intense sound. This has little to no effect on beings of similar size, causing discomfort at most to those with weak constitutions, but smaller existences such as humans are subject to nausea, disorientation, and even intense pain under the sonic assault. At worst, the ultrasonic waves can destroy eardrums and cause lung or intestinal damage.

Weaknesses:
- Fusion Engine: While aberrations theoretically can't tire due to their fusion reactor cores, they are the results of natural systems and therefore flawed. It is potentially possible to cool the body of an abe to the point where the fusion reaction that gives it life begins to slow, or possibly even stop. The cold of Jaktomrader has done nothing to slow Villalba however.

One might have more luck with the other extreme: extraordinary heat. Because they already have astronomical internal temperatures, further superheating may overcome the limits of their insulation, adversely affecting their bodily functions.

Lastly, most simply, and certainly most reliably, is simple physical trauma. Just as damage to the human body interrupts the chemical processes that compose us, tremendous impacts or deep injuries can destabilize and even stop the fusion reactions in the heart of all abes.

- Featherweight: Despite her physical ferocity, Villalba is extremely light for a creature of her caliber and can thus be easily overpowered in direct contests of strength. This is why she must lean so heavily on what advantages she does have. She must be pragmatic to seize victory, or perish trying to do otherwise.
Last edited by HayesAJones on Tue Apr 14, 2020 11:01 pm, edited 7 times in total.

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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Corzak The Mighty »

Sure, i'll bite.

Vulfrad Beastslayer
Spoiler:
Name: Vulfrad Beastslayer
Alias: Ulgerth
Age: 37
Species: Human (Werebear)
Gender: Male
Alignment: Chaotic Neutral
Homeworld: Aster

Height: 6'3" (human form); 9'7" (werebear form)
Weight: 215 lbs

Description: A mountain of a man with long black hair and a thick beard that reaches down to the middle of his chest, Vulfrad is heavily built and extremely muscular. His body is covered in several scars, the most notable being a massive bite mark that stretches across his left pectoral, shoulder, and shoulderblade. He is clad in the furs of many beasts he has slain, most notably bears. His belt is made of bear hide, as is his helmet. He wields a silvered axe that glistens with magical power.

Personality: Vulfrad is cold and distant. He is not particularly friendly to outsiders and prefers to be left alone. He does, however, hold immense respect for skilled or strong warriors, and prefers to associate himself with them. He is a fan of hunting and does it as often as he can.

History: Vulfrad is a chillborn, a human native to the frosty northern regions of Aster. He quickly proved himself in his small village to be a masterful hunter and a brave warrior, skilled at killing beasts such as mammoths, bears, and dire wolves. Vulfrad was good friends with a man named Ulgerth - some of his tribe would argue that they were more than friends, but none could confirm for sure. One day, Vulfrad and Ulgerth were out on a hunting trip when they were ambushed by a terrifying beast - a particularly large and nasty werebear! The duo fought valiantly against the werebear, but they stood no chance against the brute. In the ensuing conflict, Vulfrad was bitten across the shoulder by the therianthrope, which left him grievously wounded and unable to defend himself. Ulgerth, in an attempt to save his friend, threw himself at the fearsome werebeast. He managed to distract the werebear long enough for Vulfrad to escape, but was viciously killed in the process.

Alone and confused, Vulfrad eventually made it back to his tribe, but was quickly made an outcast. He was blamed for the death of Ulgerth and quickly excommunicated from his home, left to die from the curse of therianthropy coursing through his veins. Vulfrad would take the name of his fallen friend and live in the wild away from other people, eventually learning how to fully control the beast inside of him. After years of living alone, Vulfrad eventually found himself at Yhorm's encampment, and quickly found himself accepted there. He eventually became a permanent resident of the encampment, finally at peace with himself. However, his heart still holds the desire for revenge against the werebear that killed his friend and ruined his life, but deep down he knows it was never meant to be...

Powers and Abilities:

Battle fury - Vulfrad can whip himself into a berserk frenzy when engaged in battle. When enraged, Vulfrad becomes resistant to pain and fights at full force, irregardless to damage to his body. Due to this, Vulfrad is able to pull off incredible feats of strength while enraged, such as snapping swords in two, smashing down wooden walls in one blow, and cleaving a man in two with a single swing of his axe. However, while enraged, Vulfrad focuses exclusively on fighting - he will not vocalize beyond feral grunts and snarls, and will not perform any mentally strenuous task beyond hunting down his next opponent.

Therianthrope traits - As a werebear, Vulfrad has an innate resistance to cold weather, resists damage from physical blows not involving silver, can see four times as far in low light as a normal human, and has a keen sense of smell.

Werebear form - At will, Vulfrad can transform himself into a monstrous amalgamation between man and bear. This form grants him improved resistance to physical attacks, able to shrug off all but the mightiest blows that lack a silver edge, and grants him immense strength. He can easily plow over an elephant in this form, and can flip over a car with a swing of his arms. However, as his werebear form is not innate, he must fight against his inner beast during full moon or involuntarily transform into his werebear form, acting akin to a wild animal and losing all semblance of humanity until the following dawn.

Weaknesses: As a Therianthrope, Vulfrad is weak to silver. Silver weapons can penetrate his hide normally, and overexposure to silver makes him visibly ill.
Balar the King of Thieves
Spoiler:
Name: Balar
Alias: The Brigand, King of Thieves

Height: 7'3"
Weight: 250 lbs

Info: Born to a lowly bugbear slave in the dark years following the fall of the Phoenix King in Maritus, Balar was originally known as Tuk to both his family and his peers. Tuk learned to survive within the confines of the oppressive fiefdom that he was born into. Balar learned very quickly that the world was not fair, and that the only way to move upwards in life was to take what others had, whether by force or through guile, wit, or charm. He quickly proved to be a troublesome slave, often stealing supplies and food from the taskmasters and giving it back to his fellow goblinoids. He was often beaten for his transgressions, but this did not stop him from doing what he did. During his times being punished, Tuk would hear stories about a brave goblin king who swept across Maritus in days of old under the name Balar. This inspired the young Tuk, who always aspired to be someone special. Eventually, Tuk rallied the goblinoid slaves against their masters and staged a rebellion, rallying both goblinoids and disenfranchised humans, elves, dwarves, and others, eventually managing to wipe the small kingdom off the face of Maritus completely.

Having achieved such a great goal, Tuk renamed himself Balar, after the great goblin hero of old. But his heart desired more than merely freedom for his people. As he had learned as a youth, to truly be free, he had to take what the other kingdoms had, or they would forever be nothing more than criminals on the run. Balar then turned his organization into a powerful cabal, working to subvert governments, steal powerful artifacts, and kill anyone who dared disagree with his plans. Balar successfully managed to get many of the kingdoms around Maritus to turn a blind eye to his crimes in fear of his retribution.

Before he was summoned to Jaktarensmane, Balar was preparing to begin excavations into an ancient vault, seemingly hidden away from the world with the intent of either protecting what lies within, or protecting the world from whatever is in there.

Description: Balar is a particularly large and menacing bugbear. Like most bugbears, he has sickly, pallid skin, more a mustardy yellow than a fleshy brown, with thick, coarse hair on his forearms that runs from the top of his wrists to the bottom of his elbows, along with a thick "mane" of hair that covers the top of his head and most of his neck. He has pointed, knife-like ears that stick out to either side of his head. His face is quite flat, with a broad nose that flares outwards similarly to a pig's, and a broad mouth filled with razor sharp fangs. He has thin hands with long, spindly fingers that end in tough claw-like nails. His build is tall and lean, but not thin and lanky like most bugbears are; rather, he is quite broad in the shoulders and has a very strong jawline and eyebrow ridge, giving him a menacing appearance compared to most of his species. His back is adorned in hundreds of scars from the many lashings he recieved while a slave.

Personality: Balar is cold, ruthless, and unforgiving. He views everything in the world as belonging to him, for he had earned it by earning his freedom. Balar follows the creed of "take what you want and keep what you steal", and encourages those who flock under his banner to think the same. When Balar wishes to get something, he will do everything in his power to achieve that goal, including lying, killing, and cheating his way to it. He has absolutely no qualms with breaking rules and tricking others if it helps him with his amibition. In combat, Balar possesses little to no honor; he will use whatever is at hand to gain the advantage over his opponent, including harming innocents and bringing bystanders into the fray.

Powers and Abilities:

Bugbear Physique - Balar is an incredible specimen of a bugbear, easily one of the strongest of his kind. Balar can easily lift 600 pounds over his head, with a maximum weight of around 1200 pounds. His immense form is very durable to light blows, such as punches and kicks from the average person. He has extraordinarily long reach, thanks to his species' inherently long, ape-like arms, allowing him to reach up to almost a meter and a half away form his body. He is quite athletic, able to do acrobatic maneuvers such as dodging attacks, gymnastics, and sprinting at high speeds when not in his heavy armor.

Guile - Balar is not merely physically adept, but socially adept as well. Balar is skilled at manipulating others into acting on his behalf, and can lie as easily as he breathes. He is not above wooing individuals with physical goods or sexual favors if it means getting done what he wants.

Adamantine armor - Collected during one of his many raids of tombs and smaller lordships, Balar wears a set of heavy adamantine armor. This armor is absurdly durable, resisting immense heat, cold, and all forms of physical damage. However, it is also ungodly heavy - while in his armor, Balar is significantly less mobile.

Rod of Lordly Might- Another of the many artifacts Balar collected while raiding, this powerful rod is blessed with the power of an ancient demigod. While he wields it, Ralar has the ability to induce panic in anyone he so pleases. He can influence the minds of lesser creatures, such as animals, to act on his behalf, though only if it is within their nature to act in such a way. The rod is also a deadly weapon, capable of opening up into a burning one-handed axe forged of adamantine.

Weaknesses: Bugbears tend to have bad tempers, and Balar is no exception. Despite his cold, collected demeanor, he is prone to fits of rage, leading to him acting irrationally and often engaging in savage violence without regard to caution or strategy. In addition, while in his adamantine armor, he is incredibly slow and cumbersome, having trouble even getting back onto his feet in it.
There'll be more to come later on.
Last edited by Corzak The Mighty on Thu Mar 05, 2020 10:23 am, edited 3 times in total.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Gigantis »

Oh, i wanna join!

Jormungandr
Spoiler:
Length:312 feet
Weight: 80,300 tons.
Backround: The massive daughter of the once powerful trickster god Loki. Million years have growth has made the massive snake grow to incredible size. Little to no memories of her father, or even the Norse world itself remains. Her memories knocked away by Thor and his mighty hammer...but one things does remain: Her fathers lust for destruction.
Appearance: She has dark blue skin with a white underbelly and an orange neck. Her eyes pupiless and a glossy black. Her mouth has three separate sets of sharp teeth and a massive purple tongue. Her blood is not the average crimson red, but rather a strange yellow that also serves as a massive power.
Powers: She can move incredibly fast for her size, up to 300 miles per hour. She can swim and also burrow herself underground simply by swaying her head back and forth. She breathes fire like a dragon, and her yellow blood is also a dangerous radioactive toxin that effects her foes.
Weakness: Unfortunately, and as the history books read, has a great weakness to electricity. Thor used this to his advantage and knocked her memory clean with it. Also has trouble seeing things much smaller than her.
Last edited by Gigantis on Mon Mar 09, 2020 8:14 am, edited 2 times in total.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Beast Blood »

tyrantgoji wrote:Oh, i wanna join!
Jormungandr
Spoiler:
Length:312 feet
Weight: 80,300 lbp.
Backround: The massive daughter of the once powerful trickster god Loki. Million years have growth has made the massive snake grow to incredible size. Little to no memories of her father, or even the Norse world itself remains. Her memories knocked away by Thor and his mighty hammer...but one things does remain: Her fathers lust for destruction.
Appearance: She has dark blue skin with a white underbelly and an orange neck. Her eyes pupiless and a glossy black. Her mouth has three separate sets of sharp teeth and a massive purple tongue. Her blood is not the average crimson red, but rather a strange yellow that also serves as a massive power.
Powers: She can move incredibly fast for her size, up to 100 miles per hour. She can swim and also burrow herself underground simply by swaying her head back and forth. She breathes fire like a dragon, and her yellow blood is also a dangerous radioactive toxin that effects her foes.
Weakness: Due to being, well, a snake, she simply cannot adapt to cold temperatures, for she moves at a very sluggish rate. Also, has trouble seeing things much smaller than her.
Come on in. I'm always happy to meet new RPers and monsters I haven't met yet.

Couple of things:
- Is the "lbp" from her weight stat supposed to be "lbs" or is that a measurement unit I've never heard of? All I get from Google is "lower back pain". If that's pounds, then you might want to change that to tons, since 80,300 pounds is super light compared to the other monsters. She'd get kicked around senseless.
- Given that the setting is quite cold, I would advise against choosing cold temperatures for a weakness. She won't have much fun in there at all. Maybe weakness to thunder/electricity would work better? It'd tie in nicely to Thor defeating her, given that he's the god of thunder.
- From what I can gather, she's basically just destructive? There's not much said about her personality other than a lust for destruction.
- How strong are her fire breath and toxic blood? It says the toxin affects monsters, but doesn't say how exactly. And is the toxin the "massive power" mentioned in her appearance thing?
- 100 MPH is actually kind of slow for a kaiju, so maybe somewhere between 300 to 500 MPH would work better for what you want?

Going to wait up for a couple more bios friends are sending, then we good to goh.
Last edited by Beast Blood on Thu Mar 05, 2020 8:15 am, edited 2 times in total.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Gigantis »

Beast Blood wrote:
tyrantgoji wrote:Oh, i wanna join!
Jormungandr
Spoiler:
Length:312 feet
Weight: 80,300 lbp.
Backround: The massive daughter of the once powerful trickster god Loki. Million years have growth has made the massive snake grow to incredible size. Little to no memories of her father, or even the Norse world itself remains. Her memories knocked away by Thor and his mighty hammer...but one things does remain: Her fathers lust for destruction.
Appearance: She has dark blue skin with a white underbelly and an orange neck. Her eyes pupiless and a glossy black. Her mouth has three separate sets of sharp teeth and a massive purple tongue. Her blood is not the average crimson red, but rather a strange yellow that also serves as a massive power.
Powers: She can move incredibly fast for her size, up to 100 miles per hour. She can swim and also burrow herself underground simply by swaying her head back and forth. She breathes fire like a dragon, and her yellow blood is also a dangerous radioactive toxin that effects her foes.
Weakness: Due to being, well, a snake, she simply cannot adapt to cold temperatures, for she moves at a very sluggish rate. Also, has trouble seeing things much smaller than her.
Come on in. I'm always happy to meet new RPers and monsters I haven't met yet.

Couple of things:
- Is the "lbp" from her weight stat supposed to be "lbs" or is that a measurement unit I've never heard of? All I get from Google is "lower back pain". If that's pounds, then you might want to change that to tons, since 80,300 pounds is super light compared to the other monsters. She'd get kicked around senseless.
- Given that the setting is quite cold, I would advise against choosing cold temperatures for a weakness. She won't have much fun in there at all. Maybe weakness to thunder/electricity would work better? It'd tie in nicely to Thor defeating her, given that he's the god of thunder.
- From what I can gather, she's basically just destructive? There's not much said about her personality other than a lust for destruction.
- How strong are her fire breath and toxic blood? It says the toxin affects monsters, but doesn't say how exactly. And is the toxin the "massive power" mentioned in her appearance thing?
- 100 MPH is actually kind of slow for a kaiju, so maybe somewhere between 300 to 500 MPH would work better for what you want?

Going to wait up for a couple more bios friends are sending, then we good to goh.
Oops! Yeah that's ment to be tons. My bad! I'll change that.

..Kinda didn't think about the cold setting. I can easily change it to lighting!

Well not just destructive. She has a lust for it yes, but she has surprisingly peaceful moments sometimes when nobody's out to slay her and she's satisfied. She also has a bit of a soft spot for other beings that have god heritage because there's none she can really recall and it made her think she was the only one. Almost reminds her of her father..

They're not instant death. Fire breath can't bypass tough armor and certainly not fire proof skin. Toxin blood is the "massive power " i was talking about. It takes about an hour to really effect the opponent.

Lastly, i'll change her speed to 300. Thanks for letting me join!
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Monster X »

Hi all, I missed our RPG sessions badly and I’ve currently got more time on my hands now so I’ll join in.

Name: Gigarma
Alias: The Stone Giant, Lord of Storms, Master of the Elements.

Height: 100 Meters
Weight: 90’000 Tones

Info: Gigarma is the guardian deity of Hyperborea, the land beyond the North Wind. It was said that in times of need, the god would posses the great statue the people made in his likeness and battle their enemies. For thousands of years Gigarma guarded his people from enemy and monster alike, but in time the great civilisation fell to decadence and cruelty. Disgusted with what his worshipers had become, Gigarma turned his fury upon Hyperborea. He freed those his people had enslaved and erased the land from existence.

Broken hearted, Gigarma then plunged himself deep into the ocean. To sleep until a worthy cause summoned him forth once more.

Description: Gigarma is a gigantic warrior made of stone, carved in the likeness of a man dressed in centurion-like armor. His head is helmeted and bares two great horns that rise up to the sky on either side. His face is uncovered and noble. At his left side hangs a stone sheath, within which is a sword with a stone grip and metal blade.

Personality: Gigarma is a noble and fair warrior. He protects those he deems as worthy from all threats, meeting foes with the same force they would use on others. He only slays those who are truly evil and without honour. To him the idea of hunting for sport is barbaric. He is incapable of speech however and can only let his motives be known by his actions.

Powers and Abilities:

Body of Stone: Gigarma’s body is made from the element of stone. It is impervious to most forms of attack save those that are armour piercing, drilling or are focused explosions. He is able to regenerate his form by absorbing more of the elements of earth and fire, but he is rendered completely inactive when doing so. Gigarma can lift up to 360,000 tons.

Heart of Fire: Within the Stone Giants breast beats a heart of living fire. It is what gives him life and animated his form. When his body is damaged it bleeds molten magma which can burn his enemies. He can unleash a blast of white hot flame from his mouth.

Lord of Storms: Gigarma is able to manipulate the weather and create thunder storms. He can then call down tornadoes and lightning bolts to upon his foes.

Master of Wood: Gigarma is also able to stimulate the grown of plant life, specifically trees. He can make them grow rapidly to a height equal to his own. He then uses them entangle his enemies or act as a barrier against attacks.

Sword of Steel: A blade made of the purest tempered metals, Gigarma‘s sword is practically unbreakable and it’s sharpness never dulls. he can combine it with the elements of fire or lighting to make it more lethal to his foes.

Weaknesses:

Attacks that are armour piercing, drilling or are focused explosions can damage his stone body.

He cannot fly and his movements are slowed in water.

Without his sword he has difficulty damaging enemies with thick armour unless they have a specific weakness.

If his Heart of Fire is extinguished he will die.
Last edited by Monster X on Sun Mar 08, 2020 4:09 pm, edited 5 times in total.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Beast Blood »

Hey X, nice to see you again. Adding stone boi to the list, though we're going to treat his armor as highly resistant rather than downright impervious.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Monster X »

Beast Blood wrote:Hey X, nice to see you again. Adding stone boi to the list, though we're going to treat his armor as highly resistant rather than downright impervious.

Thats more then fine. I look forward to playing a good guy for once.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Gigantis »

Man i'm excited. Been wanting to get into more than one RPG for a change!
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Beast Blood »

I wonder for how long I can keep my little tradition of posting music to fit the scene in every other post. lol
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Gigantis »

Beast Blood wrote:I wonder for how long I can keep my little tradition of posting music to fit the scene in every other post. lol
IDK, guess till you run out of music that fits the RPG. :lol:

Things are realy coming to a head now. Jormy and Gigarma are about to clash, and these wolf humanoids are everywhere! Wonder what's to come next..
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Corzak The Mighty »

LET THE GIANTS FIGHT.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Beast Blood »

Just an idea for you two - if you want to see Gigar and Jormun team up, Feronius can nudge them into working together against him.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Corzak The Mighty »

Hell ya, let's two a team up!
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Monster X »

If Tyrantgoji is ok with it then so am I.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Gigantis »

Monster X wrote:If Tyrantgoji is ok with it then so am I.
AW HECK YEAH MAN LETS DO THIS! :huge:

..Oh, i really should've read this before my post on the RPG. Sorry. :oops: Trust me though it's gonna happen later on down the line! We just gotta find out how is all. ;)
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Beast Blood »

Lmao it's cool. We're just getting started. We have plenty of time for stuff to happen.

Also, have a picture of my newest Beastie, who will be joining the RPG:
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Edit: And she's been added to the first post.
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Re: Jaktarensmane - The Hunter's Moon Hub

Post by Monster X »

Gigarma can only absorb fire when in a state of healing. He cannot do this in combat as it leave him too vulnerable to attack. He can also heal from earth alone but this takes much longer.
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