| | Re:Monster (Alpha) Character List | |
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+14Savannah Spectreprotocol Haio Co Kenji LexxiLove Vêlas Laughing Jack Xi Jinnouchi Haru PunkPrincess Sid Aurielle 18 posters | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re:Monster (Alpha) Character List 20th October 2017, 3:36 am | |
| Hey, your Admin here ^.^ So I saw that the sort incarnation of the Monsters rp was actually pretty popular at least until Basara vanished once again, so I've decided to try my hand at it, I discussed a lot of concepts with him and well since this is not the Pre-Alpha but the Alpha, well I figure why not add them. I won't overwhelm you guys I promise, now without further ado the differences are: In the Alpha you got the choice of not only Goblins but four other races, with each of them starting in different sections of the forest. Each race starts off with nothing, but basic clothing (loincloth for males or a dress-like rag for females), a Racial Skill, a basic Proficiency & a water stone which lasts for 30 days (IC) after which it vanishes and one must find a new means of sustenance. The differences between each race is as follows: - Goblin:
If you choose to start as a Goblin you will be two days old and the size of a child, there are little differences between male and female goblins besides the fact that males are bald and females typically having short hair. They are all green skinned hominoids, and out of the five races have the fastest growth rate out of the five races due to their rate of procreation.
Starting Location = Goblin Cave (Great Forest Center) Race Pros: Diverse Rank-Up System Race Cons: Weakest Starting Race
- Kobold:
If you choose to start as a Kobold you will be five days old and the size of a child, there are little differences between male and female kobold besides the fact that males have brighter colored fur than females do. They are all covered in brown fur and resemble anthropomorphic canines, and out of the five races are considered the nimblest and most intelligent.
Starting Location = Kobold Den (Great Forest South-East) Race Pros: Organic Weaponry Race Cons: Survival starts in Base
- Orc:
If you choose to start as a Orc you will be six days old and the size of a child, the differences between a male and female orc has to due with their secondary sex characteristics as while both are stout, females have breasts while males don't. They are all pig faced humanoids and have pink skin, and out of the five races are considered the strongest and most hardy.
Starting Location = Orc Mine (Great Forest North-West) Race Pros: Pseudo-Job System Race Cons: Unhelpful Npcs
- Lizardfolk:
If you choose to start as a Lizardfolk you will be four days old and the size of a child, the differences between a male and female Lizardfolk has to do with their body type, males are more beast-like (Reptilian Heads & Bulkier Bodies) while the females are more human-like (Human-like faces with reptilian eyes). They all possess translucent scales giving them a grey coloration, and out of the five races are considered the toughest & most resilient.
Starting Location = Lizardfolk Burrow (North-East) Race Pros: Environment Adaptability Race Cons: Unfavorable Terrain
- Myconid:
If you choose to start as a Myconid you will be three days old and the size of a child, their are no differences between a male and female Myconid mainly because initially all Myconids possess both sexes. They all resemble Mushrooms with their faces being in their stalk while they likewise have limbs attached to it, and out of the five races are considered the sturdiest & most magical.
Starting Location = Myconid Patch (South-West) Race Pros: Decreased Hunger Race Cons: Increased Thirst
It is a survival based rp and its semi-casual for now, with some skills and such that will give you an advantage, though the ways to obtain these will be hidden for now as well as evolution paths. But as a hint, please note the decisions you make and actions you take, how you act to what you do, this will determine your path of evolution. Furthermore if you die you get the option of either: A. Starting as another member of your chosen race, you will be in the same time-line as everyone else, even from the same starting location but unlike the others you decided to stay in longer while the quick ones decided to head out and get themselves killed. B. Starting as a different race in a different section of the forest, unlike the above option you will have no idea about your former character (due to being a completely new one) and it can be interesting to see how those you used to belong to, or even knew in the past, interact with the new you. Either choice allows you to eventually encounter the corpse of your former character however be aware that you are not the only one who might have such good fortune by stumbling upon whatever gear or food your former character left behind... Due to there being different Races a couple of new factors to the survival aspect are present; do you strive alone against the unknown, do you co-operate with those the same as you or do you forsake them for foreigners? Do you try and bridge connections with the other races, will you try and eliminate the competition or will you pick and choose who you'll ally with and wage war against the others. Just like before there are many hidden factors to be discovered it's up to you to reveal them. So hey, Have Fun. (If you have questions you can find me in the cbox, or message me on Discord) ApplicationName: (Keep Simple) Gender: (Male, Female or Undecided in the case of Myconid) Race: Goblin, Kobold, Orc, Lizardfolk or Myconid Appearance: (Minor noticeable differences to tell you apart from the others) Level: 1/100 Experience:: 0/100 - Code:
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[b]Name:[/b] [b]Gender:[/b] [b]Race:[/b] [b]Appearance:[/b] [b]Level:[/b] 1/100 [b]Experience:[/b]: 0/100
Racial Skills*Note: Feel free to make your own, however I will judge whether it's a suitable basic replacement for whatever Racial Skill the Race normally gets. - Goblin:
Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 1/100 Experience: 0/100 - Code:
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[b]Name:[/b] Ambush [b]Effect:[/b] Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. [b]Level:[/b] 1/100 [b]Experience:[/b] 0/100
- Kobold:
Name: Organic Barb Effect: Though fragile, Kobolds are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency. Level: 1/100 Experience: 0/100 - Code:
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[b]Name:[/b] Organic Barb [b]Effect:[/b] Though fragile, Kobolds are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency. [b]Level:[/b] 1/100 [b]Experience:[/b] 0/100
- Orc:
Name: Stench Effect: Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. Level: 1/100 Experience: 0/100 - Code:
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[b]Name:[/b] Stench [b]Effect:[/b] Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. [b]Level:[/b] 1/100 [b]Experience:[/b] 0/100
- Lizardfolk:
Name: Shed Effect: Though durable, Lizardfolk are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is recovered. Level: 1/100 Experience: 0/100 - Code:
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[b]Name:[/b] Shed [b]Effect:[/b] Though durable, Lizardfolk are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. [b]Level:[/b] 1/100 [b]Experience:[/b] 0/100
- Myconid:
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients some how, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level: 1/100 Experience: 0/100 - Code:
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[b]Name:[/b] Drain [b]Effect:[/b] Though magical, Myconids are still plants and they must get nutrients some how, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. [b]Level:[/b] 1/100 [b]Experience:[/b] 0/100
Proficiency*Note: Unlike the Racial skill you can not make your own, however just like everything else new ones can be earned ICly. - Goblin & Orc:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 1/100 Experience: 0/100 - Code:
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[b]Name:[/b] Basic Blunt Weapons [b]Effect:[/b] The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. [b]Level:[/b] 1/100 [b]Experience:[/b] 0/100
- Kobold & Lizardfolk:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100 - Code:
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[b]Name:[/b] Basic Natural Weapons [b]Effect:[/b] The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. [b]Level:[/b] 1/100 [b]Experience:[/b] 0/100
- Myconid:
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Level: 1/100 - Code:
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[b]Name:[/b] Basic Ambient Mana [b]Effect:[/b] The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. [b]Level:[/b] 1/100 [b]Experience:[/b] 0/100
Last edited by Aurielle on 23rd November 2017, 11:39 am; edited 2 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Re:Monster (Alpha) Character List 20th October 2017, 3:13 pm | |
| Name: Autumn Gender: Female Race: Pixie Appearance: - Tier 0 - Myconid:
Autumn appears as a mushroom like all other Myconids, but their cap is a dark orange with white spots upon it.
- Tier 1 - Pixie:
Autumn appears as a petit naked woman with skin the color of milk chocolate with darker freckles peppering her flesh, honey brown eyes and long golden brown hair with tight curls, falling in a bang over one eye. She possesses pointed ears, beautiful angular features and pearlescent dragonfly wings. Level: 8/100 Experience:: 0/100 - Stats & Reserves (Superior Species = 2+ Per Milestone till Lvl 50, then 1- at 75 & 100):
Health - Mana - Hunger - Thirst 8 - 20 - 60 - 30
Str - End - Res - Dex - Mag - Int - Lck (F) - (F) - (F+) - (F) - (E) - (E) - (F-)
At Tier 0 added 1 + to: Intelligence (25), Magic (50), Intelligence (75), Magic (100) At Tier 1 (+ to Int) added 2 + & 1 - to: ??? & ??? (25), ??? & ??? (50), ??? (75), ??? (100)
EquipmentMessenger Locust Mandible (Tier 0 Tiny -Slash- Weapon: Dmg Boost 1, Durability 3) Poison Viper Fang (Tier 0 Tiny -Pierce- Weapon: Dmg Boost 1 & 1/10 Chance of Poison, Durability 5) Poison Viper Shawl (Tier 0 Small -Neck- Armor: Guard Boost 1, Durability 15) Yellow Baboon Loincloth (Tier I Humanoid -Legs- Armor: Guard Boost 2, Durability 30) Lesser Water Spirit Stone Lesser Earth Spirit Stone Loot (At Myconid Patch)Beastman Racial Meat: When eaten fills Hunger for 1 Hour & Gives a +2 to your next Skill Gain Roll (Can be eaten Twice or shared with 1 other) Humanoid Monster Meat: When eaten fills Hunger for 3 Hours (Can be eaten 3 times or shared with 2 others) Generic Meat: When eaten fills Hunger for 12 Hours Generic Plants: When eaten fills Hunger for 12 Hours Pointy Stick Tier 0 Small -Pierce- Weapon (Dmg Boost 1, Durability 5) 1 Messenger Locust Mandible (Tier 0 Tiny -Slash- Weapon: Dmg Boost 1, Durability 3) - Skills:
Name: Basic Language (Pixie) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Shroomish which is a dialect of Plant Communicate and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Shroomish (Plant) 2-25 - Oniese (Oni) 26-50 - Plant Communicate (Plant Racial Monsters) 51-75 - Common (Humans) & Sylvian (Fae) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 10/100 Experience: 0/100
Name: Calm Effect: Some monster's know how to tap into their rational mind harnessing logic to get an edge in a battle, other's unfortunately for them don't. This skill inflicts a minor penalty to the user's Str in order to give them a minor bonus to their Mag, a sacrifice of physical strength for magical. Level: 1/100 Experience: 0/100
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients some how, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level: 37/100 Experience: 25/100
Name: Glide Effect: Sometimes it's all about how you fall, rather than the fact that you are falling. This skill is learned by those who typically possess wings, excess skin or have managed to use other things in their pursuit of slowing their fall. As such they are able to glide for a short period of time delaying the speed at which they fall to the ground, furthermore they are able to stop gliding at any moment to fall to the ground which can be used to give them a minor bonus to their next melee attack due to the added force from their fall. This skill grows more effective with additional levels. Level - Gliding Duration 1-25 - 1 P.T 26-50 - 2 P.T 51-75 - 3 P.T 76-100 - 4 P.T Level: 1/100 Experience: 0/100
Name: Meld Spores (Pixie) Effect: Melders are a special designation within the society of plants which are capable of producing parasitic spores which allow them to meld with a target and siphon their MP in order to utilize magic rather than the user's own for 1 Turn. This has a chance of being successfully attaching to a victim (1) and with higher levels the chance of successful attachment increases. 1-50 = 1 51-Max = 1 & 5 Level: 1/100 Experience: 0/100
Name: Pixie Dust Effect: Pixies are capable of producing powder from the flapping of their wings which upon being inhaled has a chance of inflicting the Hallucinate status (Success Chance of 1). With increased levels the chance can be improved. 1-25 = 1 26-50 = 1, 5 51-Max = 1, 5, 10 Level: 1/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 56/100 Experience: 0/100
Name: Sporelingo Effect: Though non-verbal communication is not uncommon sometimes it helps to be able to clue other people into it. As such Myconid's have learned how to release particular spores which transmit what they are saying to the minds of those who communicate verbally. This technique is able to deposit one spore via contact which remains until it is removed or until the next day as the spores can't survive for that long after being released Level: 62/100 Experience: 0/100
- Proficiency:
Name: Basic Dual Wield Effect: A basic style of weapon proficiency. A couple of creatures think being able to use two weapons at the same time makes them more dangerous. This adds a minor bonus to their attack modifier with both weapons, while likewise giving a minor penalty to their defense modifier (blocking only) when dual wielding weapons in battle. Level: 38/100 Experience: 0/100
Name: Basic Meditate Effect: Very few monsters are able to meditate, this is due more to the danger of it not because it isn't useful. This skill allows one to spend time meditating in order to recover MP more rapidly than normal, for every 2 Hours Spent Meditating, a monster can regain a Minor amount of MP Level: 1/100 Experience: 0/100
Name: Basic Minor Weapons Effect: The 5th most basic of the weapon proficiency list. Most creatures know how to swing a stick, but rarely a monster learns how to swing a twig. This adds a minor damage boost based on the size of the weapon being wielded with the user being able to effectively use larger weapons with increased leveling. Level - Size of Weapon - Dmg Boost 1-25 - Medium S - 0 26-50 - Humanoid - 1 51-75 - Small - 1 76-Max - Tiny - 2 Level: 31/100 Experience: 0/100
Name: Basic Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 59/100 Experience: 0/100
- Magic:
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because know how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Rolls 1-3 = Failure 4-5 = Magic Attack 6-7 = Minor Debuff to 1 Stat (Enemy) 8-9 = Minor Buff to 1 Stat (Self) 10 = Random Beneficial Effect Dependent on Mod Level: 36/100 Experience: 25/100
Name: Ambient Mana: Life Drain Effect: Tier II Magic. By learning how to channel ones magic into their Drain Skill and focusing on a target to trigger it's effect the monster has gained a standard albeit useful hybrid attack & restorative magic. The damage that is dealt to a victim is added to the user's hp, however it is only half as effective on corpses, while using this skill on undead results in the user taking double damage. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 39/100 Experience: 0/100
------------------------------ - Followers:
- Elfbeau:
Name: Elfbeau Gender: Male Race: Elf Appearance: Elfkid is rather feminine due to resembling his late mother, a typical pretty body though he's young so it's unknown whether or not he'll grow out of it. Racial Level: 22 Job Level:Farmer: 40/100 Cleric: 40/100 Experience:: 0/100 - Stats & Reserves:
Health - Mana - Hunger - Thirst 10 - 20 - 20 - 20
Str - End - Res - Dex - Mag - Int - Lck (F) - (F) - (F) - (E) - (E-) - (E-) - (F)
At Tier 0 added +1 to: EquipmentViper Fang Scythe (Tier 0 Humanoid -Pierce- Dmg Boost 1 & Farming Tool, Durability 15) 1 Miner Jumpsuit (Tier 0 Humanoid -Legs- Armor: Guard Boost 1, Durability: 15) 1 Miner Top (Tier 0 Humanoid -Torso- Armor: Guard Boost 1, Durability: 15 - Skills:
Name: Domesticate Effect: Gained through the Farmer Job. Farmers have the ability to employ monsters in their service at the downside of reducing their stats upon them becoming allies. The Farmer can only have as many monsters they can have companions (Monsters take .5 in comparison to a normal companion's 1). Increased skill level reduces the amount of reduced stats inflicted. 1-50 = 3 Stats Lower 51-Max = 2 Stats Lower Level: 1/100 Experience: 0/100
Name: Plant Effect: Gained through the Farmer Job. The Farmer plants a berry, nut or fruit seed, speeding up the rate of growth by 1 Day. With additional leveling the speed of growth can be increased further. 1-50 = 1 Day 51-Max = 2 Days Level: 1/100 Experience: 0/100
- Proficiencies:
Name: Basic Farming Tools Effect: Gained through the Farmer Job. Gain a minor bonus when utilizing Farming tools making one more proficient at doing said tasks. Level: 54/100 Experience: 40/100
- Magic:
Name: Basic Restorative Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because know how to use it, is a completely different story. This allows the use of raw magic to heal which is based on the user's Magic after paying the price to preform it (6 MP) however when targeting Vulnerable, Delicate or Vital locations the bonus is turned into a penalty. Level: 10/100 Experience: 75/100
*Note: Still need 2 Cleric Skills
- Slothtress:
Name: Slothtress Gender: Female Race: Beastwoman Appearance: Slothress is a sloth type Beastwoman with sharp eyes and a physique gained from mining. Racial Level: 18 Job Level:Miner: 83/100 Experience:: 0/100 - Stats & Reserves:
Health - Mana - Hunger - Thirst 50 - 5 - 15 - 20
Str - End - Res - Dex - Mag - Int - Lck (E-) - (E) - (F) - (E-) - (F) - (F) - (F)
At Tier 0 added +1 to: Equipment Pickaxe (Tier I Small -Pierce- Weapon: Dmg Boost 2, Durability: 12) Greater Tanuki Shield (Tier 0 Small -True Shield- Guard Boos 1, 19 Durability) 1 Miner Jumpsuit (Tier 0 Humanoid -Legs- Armor: Guard Boost 1, Durability: 15) 1 Miner Top (Tier 0 Humanoid -Torso- Armor: Guard Boost 1, Durability: 15 - Skills:
- Proficiencies:
Name: Basic Mining Tools Effect: Gained through the Miner Job. Gain a minor bonus when utilizing Mining tools making one more proficient at doing said tasks. Level: 82/100 Experience: 0/100
*Note: Still need 4 Miner Skills
Last edited by Sid on 9th December 2020, 4:33 pm; edited 11 times in total | |
| | | PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 31
| Subject: Re: Re:Monster (Alpha) Character List 20th October 2017, 4:20 pm | |
| Name: J'Tali Gender: Female Race: Ophidian = Medium S sized Snake-like monster with stout arms & legs, with a tail as long as a Humanoid sized monster. Appearance: Small horned ridges along the brow Level: 78/100 Experience:: 32/100 - Gains:
Blessing of the God of Earth = Scale color changed to beige Resistance to Earth & Gem (Gain Viridian Markings reminiscent of dirt)
- Skills:
Name: Shed Effect: Though durable, Lizardmen are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 100/100 Experience: 0/100
Name: Choke Effect: The monster grabs a victim with their limbs tightening them around the neck to strangle a victim. While not as effective as its job equivalent victims sustain damage as long as they are unable to break free which requires strength exceeding that of the user by at least 1 +. Level: 100/100 (Max) Exp: 50/100
Name: Topple Effect: A basic attack which involves first leaping onto a target and then using ones weight to try and topple them to the ground. This technique is capable of knocking down those with less strength than the combination of the user's strength + their size modifier. This results in the victim being knocked off their feet and onto the ground. Size - Str Modifier when Topple is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 100/100 (MAX) Exp: 0/100
Name: Prehensile Tail Effect: Some monsters use their limbs to grab stuff, few monsters can use their tail for such a purpose. This skill allows a monster to use their tail to hold something however it isn't as strong as the use of their other limbs without additional leveling 1-25 - 3- Str 26-50 - 2- Str 51-75 - 1- Str 75+ - Equivalent to Str Level: 15/100 Exp: 0/100
Name: Rock-Scale Effect: A special skill bestowed to a monster that has consumed a Lesser Earth Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Earth Spirit Stone. The Lizardfolk due to lacking skin imbues mana into their scales in order to harden them (1 +) at the cost of 1 MP. This skill can be kept active at the cost of depleting 1 Mp each time the Lizardfolk is hit in order to reactivate it, or inactive which results in the Lizardfolk having to reactivate it each time it is to be used. Level: 100/100 (MAX) Experience: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carnivores can eat Meat and have their hunger filled for 2x the time as normal monsters while they can eat Plants and have their hunger filled for 0.5x the time as normal monsters. Level: 86/100 Experience: 0/100
Name: Poison Teeth Effect: Ophidian are known for their dangerous bites, due to their teeth secreting a poison which is capable of inflicting the hallucinate status on a victim bitten. This has an increased chance of happening with additional levels and starts off with a singular chance (Success Chance of 1) 1-25 = 1 26-50 = 1-2 51-75 = 1-3 76-Max = 1-4 Level: 51/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 100/100 (MAX) Experience: 0/100
Name: Libido (Lizardkin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Lizardkin they primarily kidnap dwarves reducing the time till birth by -5 Days in comparison to normal. Level: 94/100 Experience: 0/100
Name: Bite Effect: The mouth is both a eating tool and a weapon in the right hands, some monsters know this. This skill works by the user using their jaws to bite prey to deal damage, in exchange for being unable to dodge for 1 Turn they can keep hold of a target to inflict the Bleed Status on a victim. Level: 18/100 Experience: 0/100
- Proficiency:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 100/100 (MAX) Experience: 50/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 90/100 Experience: 0/100
Name: Basic Language (Ophidian) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans) & Lizz Speech (Scaled Racial Monsters) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 26/100 Experience: 0/100
Name: Command Lizardkin (Lesser) Effect: The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Minor Boost to Intimidation Chance 2+ - Minor Boost to Persuasion Chance 3+/1 Grade - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 2 Grades - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 4 Grades - Orders which can be self-harming in nature. Level: 19/100 Experience: 0/100
- Stats:
Strength = D- Endurance = E Resilience = E- Dexterity = F- Magic = F+ Intelligence = F+ Luck = F+
Tier 0: + to Str (25), Int (50), Mag (75), Lck (100) Tier 1 (Str, Str): 2+ to (Pending, Pending), (Pending, Pending)
- Companions / Zardj'tali friends:
- ZwardYaya:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 75/100 Experience: 0/100 Name: Shed Effect: Though durable, Lizardmen are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 50/100 Experience: 0/100 Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 22/100 Experience: 0/100 Name: Basic Language (White Lizardkin) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers)1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 16/100 Experience: 0/100 Name: White Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting a status condition on various foes. Black Lizardkin exhale a breath which inflicts the Cold status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-35 - 1 (1) 36-65 - 1, 5 (2) 66-99 - 1, 5, 10 (3) Level: 54/100 Experience: 0/100 Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 25/100 Experience: 0/100 - Stats:
Level: 78/100 Experience:: 82/100
Strength = F+ Endurance = E- Resilience = F+ Dexterity = F- Magic = F+ Intelligence = F- Luck = F-
Tier 0: + to End (25), Mag (50), Mag (75), Str (100) Tier I: - to Lck (25), Int (50), Mag (75)
- Zwardtenor:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 75/100 Experience: 0/100 Name: Shed Effect: Though durable, Lizardmen are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 53/100 Experience: 0/100 Name: Basic Language (White Lizardkin) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers)1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 16/100 Experience: 0/100 Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 34/100 Experience: 0/100 Name: White Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting a status condition on various foes. Black Lizardkin exhale a breath which inflicts the Cold status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-35 - 1 (1) 36-65 - 1, 5 (2) 66-99 - 1, 5, 10 (3) Level: 54/100 Experience: 0/100 Name: Topple Effect: A basic attack which involves first leaping onto a target and then using ones weight to try and topple them to the ground. This technique is capable of knocking down those with less strength than the combination of the user's strength + their size modifier. This results in the victim being knocked off their feet and onto the ground. Size - Str Modifier when Topple is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 18/100 Exp: 0/100 Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 60/100 Experience: 0/100 - Stats:
Strength = F+ Endurance = E- Resilience = E- Dexterity = F Magic = F- Intelligence = F+ Luck = F-
Tier 0: + to Str, End, Res, Int Tier I (Dex): - to Lck, - to Mag
Last edited by PunkPrincess on 13th December 2020, 7:25 am; edited 47 times in total | |
| | | Haru
Posts : 526 Join date : 2013-01-10 Age : 29 Location : under a blanket
| Subject: Re: Re:Monster (Alpha) Character List 22nd October 2017, 1:02 am | |
| Name: Bion Gender: Male Race: Bullywug Appearance: A black stripe leads from the corner of his eyes to the side of his head. Level: 7/100 Experience:: 75/100 - Equipment:
Lesser Water Spirit Stone 11 Poison Viper Fang Tier 0 Tiny -Pierce- (Dmg Boost 1 & 1/10 Chance of Poison, Durability 5) Night Viper Hood Tier I Humanoid -Helmet- (Guard Boost 2, Durability 30, 1/8 Chance of Poison) Night Viper Wraps Tier I Humanoid -Torso- (Guard Boost 2, Durability 30) 2 Dirty Rag Pouches (Tier 0 Humanoid -Bag- Tool: Storage Capacity = 3 Small Objects, 5 Tiny Objects or 2 Small Objects & 3 Tiny Objects)
- Status:
HP = 30 MP = 10 ---------------- Hunger Limit = 35 Thirst Limit = 40
Strength = E- Endurance = E- Resilience = F+ Dexterity = F+ Magic = F Intelligence = F Luck = F
- Skills:
Name: Antivenom Effect: This skill is gained from a creature ingesting at least two different kinds of poison and surviving. Upon surviving the second poisoning, the user’s body will begin to adapt antibodies that can be used to lessen, or with dedicated practice, even cure a poison in the creature’s system. Skill Level - Effect 1-25 - -1 damage dealt from poison 26-50 - -1 post to poison duration 51-75 - -2 post to poison duration 76-100 - Immunity to Tier 1 and below poisons Level: 36/100 Exp: 0/100
Name: Shed Effect: Though durable, Lizardmen are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damaged scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 80/100 Experience: 0/100
Name: Libido (Lizardkin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Lizardkin they primarily kidnap dwarves reducing the time till birth by -5 Days in comparison to normal. Level: 46/100 Experience: 0/100
Name: Retractive Tongue Effect: In monster species who are primarily insectivores, they typically feature a retractable tongue which has a sticky or pointed tip which is much longer than their actual body. This skill allows a monster to have their tongue dart out of their mouth in order to preform various tasks with a minor bonus to Dex when relying on it for such things. Level - Length of Tongue - Tasks Capable 1-25 - Same Length as Body - Hold Objects 26-50 - 1 Size Longer - Grab Objects 51-75 - 1 Size Longer - Knock-away Objects 76-Max - 2 Sizes Longer - Swing Objects Level: 1/100 Experience: 0/100
Name: Camouflage Effect: Inflict Minor Penalty to success chance when being tracked by a foe, reducing the odds of being successfully tracked by double the penalty if used while not wounded. Level: 50/100 Experience: 0/100
Name: Webbed Appendages Effect: Req. Tier I Rank-up. Bullywugs are adapted to the water, it's why they have webbed hands and feet so that they can move around more easily. This skill grants a Minor Bonus to the user's Dex while moving in water, while when submerged the monster is capable of remaining under fore double the duration of a non-aquatic monster. Level: 1/100 Experience: 0/100
Name: Skulk Effect: Ranked up from Sneak. Gains a minor Bonus to attack when attacking a foe from their blind-spot, and a Slight Bonus to their Dex when moving around under cover of stealth. Level: 1/100 Experience: 0/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 10/100 Experience: 0/100
Name: Catch Effect: A basic defensive skill which involves catching a object. This technique is capable of allowing one to catch an object falling towards them if they have the strength to lift it. This skill can also be used to catch an object thrown at the user if when dodging or/& blocking reduces the damage sustained to 0. Becomes unavailable if one does not have any free hands to catch an object. Level: 21/100 Exp: 0/100
Name: Nocturnal Effect: For those monsters who have hunted exclusively during night 5 times in a row, they have learned to adapt to the night. As a result, Nocturnal monsters gain a minor boost to all damage when hunting at night. Level: 30/100 Experience: 0/100
Name: Night Vision Effect: After hunting in the dark for an extended period of time (2 nights in a row), the user’s eyesight has adapted. While active, the creature using Night Vision gains a minor boost to dex in darkness, but a minor penalty to dex when in well lit areas. Level: 15/100 Exp: 0/100
- Proficiency:
Name: Basic Minor Weapons Effect: The 5th most basic of the weapon proficiency list. Most creatures know how to swing a stick, but rarely a monster learns how to swing a twig. This adds a minor damage boost based on the size of the weapon being wielded with the user being able to effectively use smaller weapons with increased leveling. Level - Size of Weapon - Dmg Boost 1-25 - Medium S - 0 26-50 - Humanoid - 1 51-75 - Small - 1 76-Max - Tiny - 2 Level: 79/100 Experience: 0/100
Name: Basic Close Projectile Effect: A basic style of ranged weapon proficiency. A couple of creatures think being able to use a ranged attack at short range makes a dangerous attack. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Blocking only) when using a ranged weapon up close in battle. Level: 5/100 Experience: 0/100
Name: Novice Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a slight bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100
Name: Poison Effect: Most monsters learn how to kill things on their own, other monsters learn how to use harmful things to kill for them. This skill allows the monster to poison an item by harnessing raw materials or carves, for a set amount of time which grows longer based on the leveling. 1-2 = Failure - 1 Turn 3-4 = Partial Failure, Tier 0 Poison (Halved Duration if not a tool) - 1 Turn 5-6 = Slight Success, Tier 0 Poison (Full Duration if not Weapon/Armor) - 2 Turns 7-8 = Moderate Success, Up to Tier I Poison (Target Dependent) - 2 Turns 9-10 = Success, Up to Tier II Poison (Target Dependent) - 3 Turns Level: 1/100 Exp: 0/100
Name: Basic Language (Bullywug) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans) & Croakery (Ambibious Racial Monsters) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
| |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Re:Monster (Alpha) Character List 23rd October 2017, 10:06 pm | |
| Name: Tia Gender: Female Race: Vampire Spawn Shinobi {Divine Protection of the Demi-God of Blood}Appearance: Slim with scarlet eyes, crimson hair with pale bloodless skin with scarlet claw markings tattooed across her body and two puncture mark scars on the left side of her neck. The rest of her Humanoid sized body is eerily similar to a human despite her possessing bat-like ears and slits in her wrist which store her organic blades. Likewise when she extends her fangs her face changes to become more bat-like, with the two white birthmarks in the shape of streaks going down from below her eyes gain a pink flush. Level: 5/100 Experience:: 0/100 - Current Stat Pool (Rare Superior Species):
40 HP 45 MP ----------- 55 HB 60 TB 20 IB ----------- Strength = E Endurance = E- Resilience = F- Dexterity = D- Magic = E+ Intelligence = D- Luck = F Slash Tolerance & Bleed Resistance (Rare Superior-Species Tier I) Chill Tolerance & Shock Resistance (Rare Superior-Species Tier II) Shadow Resistance (Blessing of the Demi-God of Blood) Blood Immunity & Oil Tolerance & Water Tolerance (Divine Protection of the Demi-God of Blood)
At Tier 0 Added + to: Strength (25), Magic (50), Dexterity (75), Intelligence (100) At Tier I (+ to Int) added 2 + to: Intelligence (25), Magic (50), Dexterity (75), Endurance & Strength (100) At Tier II (+ to Dex) added 2 + to:
Equipment1 Organic Fangs 2 Organic Blades (Sai) 2 Lesser Water Spirit Stones Wolf Leader Skull (Tier II Humanoid -Helmet- Armor: Guard Boost = 3, Durability = 80) Cobra King Scale Cloak (Tier III Medium (M) -Neck- Armor: Guard Boost = 4, Poison Immune, Fire Resistant, Slash Resistant, Durability =140) Seven colored gloves (tier 1 humanoid -gloves- Armor: guard boost = 2, durability = 40) - Racial:
Name: Organic Fang Effect: Ranked up from Organic Barb & Req. Kobold Type Sub-Species. Though fragile, Kobolds are able to produce what is known as an Organic Weapon, though this one is a mutated version due to emerging from their teeth. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency (Minor Boost). Level: 3/100 Experience: 0/100
Name: Basic Ninjutsu Effect: Vampire Spawn Shinobi, like their shifty brethren have an increased mastery of one of the fundamental ninja arts, namely ninjutsu. This gives a minor bonus to the success of elemental status effects, if one possesses an affinity for it. Affinity Strength (Magic/Skill Tier Affected) Basic (N/A) Lesser (I) Base (II) Greater (III) Level: 1/100 Experience: 0/100
Name: Novice Taijutsu Effect: Ranked up from Basic Taijutsu. All Ninja, like their shifty brethren have an increased mastery of one of the fundamental ninja arts, namely taijutsu. This deals slight damage if an attack is thrown without use of weapons, merely relying on ones own body whether limbs or natural weapons. Level: 7/100 Experience: 0/100
Name: Organic Sai (Vampire Spawn Shinobi) Effect: Ranked up from Organic Blade. Unlike their morally just counterparts Kobold Shinobi are lowkey with their organic weaponry which they are able to both attack with & throw as a projectile. The Organic Sai gained from this skill is counted as a natural weapon in regards to boosting proficiency (Slight Boost). Level: 9/100 Experience: 0/100
Name: Spawn Hearing Effect: Vampire Spawn have impressive hearing, akin to those of bats albeit refined due to being monsters. As such this technique gives a Slight Bonus to detecting monsters who are using specific hiding skills. This detection gets more potent with additional skill & this can eventually even include inflicting a Slight Penalty on monster fleeing chance. 1-25 - Skulk 26-50 - Disguise 51-75 - Ambient Mana: Shroud 76+ - Slight Penalty to Fleeing Monsters Success Chance Level: 1/100 Experience: 0/100
Name: Novice Language (Vampire Spawn) Effect: Req. Tier II. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a Dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. Due to having Ranked-Up from Urd this individual also speaks Were Speak. Languages Known (Speakers) 1-50 - Kobonish, Terran, Beast Speak, Common & Dungeon Script 51-Max - Dragon Tongue & Sanguine (Vampiric Creatures) Level: 39/100 Experience: 0/100
- Proficiency:
Name: Basic Monster Weapons Effect: Ranked-Up from Basic Natural Weapons. The most primal of the unarmed proficiency list. Some creatures rely solely on their unaltered biological weaponry while others seek to emulate others by using the natural weapons of other in their pure form. This adds a minor bonus attack and defense modifier when using natural weapons & carved monster parts (unaltered by Craft or other similar skills) in battle. However it adds a minor penalty attack and defense modifier when using other weapons & weapons made out of crafted monster parts in battle. Level: 49/100 Experience: 50/100
Name: Novice Multi-Wield Effect: Ranked-Up from Basic Multi-Wield. An uncommon yet basic style of weapon proficiency. A few creatures are fortunate enough to have multiple limbs capable of holding weapons more than just the standard two. Thus it gives them an edge against their counterparts however this skill is hard to master only giving Exp on par with Magic Skills and while the damage they are capable of potentially dealing can be formidable it has weaknesses that the other styles lack. This adds a slight bonus to their attack modifier with the weapon held, while likewise giving penalties depending on how many weapons are being used simultaneously. No. of Weapons - Penalty 3 - Minor Penalty to Melee Accuracy 4 - Minor Penalty to Melee Accuracy & Critical Chance 5 - Penalty to Critical Chance & Minor Penalty to Melee Accuracy 6 - Penalty to Melee Accuracy 7+ - Penalty to Melee Accuracy & Critical Chance Level: 38/100 Experience: 0/100
Name: Novice Meditate Effect: Very few monsters are able to meditate, this is due more to the danger of it not because it isn't useful. This skill allows one to spend time meditating in order to recover MP more rapidly than normal, for every 2 Hours Spent Meditating, a monster can regain a Slight amount of MP Level: 1/100 Experience: 0/100
Name: Enchant Effect: The only thing better than a weapon is a magic weapon, few monsters ever realize this fact. This skill allows for the enchanting of items by harnessing Spirit Stones, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at enchanting things. 1-2 = Failure (Any Spirit Stone Destroyed) 3-4 = Partial Failure, Tier 0 Enchantment gained (Lesser Spirit Stone Destroyed, others go down twice in power) 5-6 = Slight Success, Tier 0 Enchantment gained (Standard Spirit Stone & Below Destroyed, others go down once in power) 7-8 = Moderate Success, Up to Tier I Enchantment gained (Greater Spirit Stone & Below Destroyed) 9-10 = Success, Up to Tier II Enchantment gained (High Spirit Stone & Below Destroyed) Level: 1/100 Experience: /100
- Skills:
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 20/100 Experience: 0/100
Name: Prowl Effect: Ranked up from Sneak. Gains a Slight Bonus to attack when attacking a foe from their blind-spot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 15/100 Experience: 0/100
Name: Discern Effect: Ranked-up from Perceive. Able to discern hidden things, objects and monsters up to Tier II stealth or concealed skills or magic. Level: 43/100 Experience: 0/100
Name: Apex Carnivore Effect: Ranked-up from Carnivore. Once one has dedicated themselves to the carnivorous lifestyle, they become an Apex Carnivore. This skill means that creatures receive 2x the hunger filling benefits when eating meat, 2x the thirst quenching benefits when drinking blood, but only .25x the benefits when eating plants. Level: 1/100 Experience: 0/100
Name: Ardor (Kobold) Effect: Rank-up from Libido. In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Kobolds they primarily kidnap beastmen, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Due to their ardor some monsters are capable of reducing the time till birth by -3 when breeding other civilized races. Level: 1/100 Experience: 0/100 Level: 1/100 Experience: 0/100
Name: Drift Effect: Ranked-up from Glide. Some creatures have adapted to attempt to stay off the ground as much as possible. This skill improves upon one’s ability to stay airborne and is used by those who typically possess wings, excess skin or have managed to use other things in their pursuit of slowing their fall. As such they are able to float for a short period of time, delaying the speed at which they fall to the ground. Furthermore, they are able to stop floating at any moment to fall to the ground, which can be used to give them a minor bonus to their next melee attack due to the added force from their fall. This skill grows more effective with additional levels. Level - Gliding Duration 1-25 - 2 P.T 26-50 - 3 P.T 51-75 - 4 P.T 76-100 - 5 P.T Level: 5/100 Experience: 0/100
Name: Catch Effect: A basic defensive skill which involves catching a object. This technique is capable of allowing one to catch an object falling towards them if they have the strength to lift it. This skill can also be used to catch an object thrown at the user if when dodging or/& blocking reduces the damage sustained to 0. Becomes unavailable if one does not have any free hands to catch an object. Level: 8/100 Exp: 0/100
Name: Track Effect: Gains a Minor Bonus to success chance when tracking a foe or item, improving the odds by double the bonus if used on a wounded monster. Level: 20/100 Experience: 0/100
Name: Climb Effect: Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to climb, and with increased skill what they can climb becomes more varied 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 29/100 Exp: 0/100
Name: Bite Effect: The mouth is both a eating tool and a weapon in the right hands, some monsters know this. This skill works by the user using their jaws to bite prey to deal damage, in exchange for being unable to dodge for 1 Turn they can keep hold of a target to inflict the Bleed Status on a victim. Level: 1/100 Experience: 0/100
Name: Command (Greater) Kobold Effect: Ranked-Up from Command Kobold. The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster (Kobold & Rank-ups stemming from Kobolds up to Tier III) causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species equal or lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Fair Boost to Intimidation/Persuasion Chance 2+ - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 3+/1 Grade - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 2 Grades - Orders which can be self-harming in nature. 3 Grades - Orders now have a chance of affecting all types of NPC's (5/10) 4 Grades - .Orders now have a chance of affecting PC's (3/10) Level: 45/100 Experience: 0/100
Name: Vivisect Effect: Ranked-up from Dissect. The gathering of materials in combat preying on the observed movements of Monsters for use to create equipment &/or other items. This skill has a Slight Bonus if used in Combat & is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Full Durability) 5-6 = Slight Success, Up to Tier I equipment/item obtained (Half Durability) 7-8 = Moderate Success, Up to Tier II equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 3/100 Experience: 0/100
- Magic:
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Rolls 1-3 = Failure 4-5 = Magic Attack 6-7 = Minor Debuff to 1 Stat (Enemy) 8-9 = Minor Buff to 1 Stat (Self) 10 = Random Beneficial Effect Dependent on Mod Level: 19/100 Experience: 50/100
Name: Blood Affinity Effect: Rank-up of Lesser Blood Affinity. Blood is one of the Dual Affinities lower middle on the totem pole of the arcane yet more advanced than those who harness superior primary mana. This Affinity halves the cost of all Tier I-II Blood Magic, making it easier to harness Blood Mana in combat. Note: Raising this affinity will weaken your ability to harness Oil, Shadow, Scorch & Magnet Mana. Level: 4/100 Experience: 0/100
Name: Ambient Mana: Howl Effect: Rank-up of Ambient Mana: Growl. Tier II Magic. Cost 4 MP. By learning how to channel one’s magic into their vocal chords, the monster has gained a basic albeit useful enfeebling magic, which causes a brief Stun effect for 1 Turn on multiple targets based on the user’s skill level. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. This magic does not always work (Success Chance 1, 5) but becomes more effective at higher levels. Skill Level - Number of Targets 1-25 - 1 26-50 - 2 51-75 - 3 76-100 - 4 Level: 1/100 Experience: 0/100
Name: Blood Mana: Blood Dart Effect: Tier I Blood Magic. By learning how to channel blood into a dart form before launching it at an opponent the monster has gained a basic albeit useful blood attack magic that deals minor damage to a foe. The cost to use this magic is 5 MP, however with a blood affinity or a foci this cost may go down. Level: 16/100 Experience: 0/100
Name: Blood Mana: Blood Suture Effect: Tier 1 Magic Skill, Cost: 9 MP. A special skill bestowed to a monster that has a tie to blood magic. Said monster courses their mana through a target and instantly cures the Bleed Status. However at lower levels their is a greater chance for the sutures to fail causing any additional damage caused to the target to once again Bleed. 1-25: 80% Chance to Bleed. 26-50: 70% Chance to Bleed. 51-75: 65% Chance to Bleed. 76-100: 50% Chance to Bleed. Level: 8/100 Experience: 0/100
------------------------- Followers- Minions:
- Gamma Kobolds:
Koboren (Kobold Footman) Lvl 2 (Black Pup Pelt Tier 0 Small Torso Armor: 23 Durability) *Identifier Gamma* = Basic Natural Weapons Lvl 55, Organic Barb Lvl 45, Libido (Kobold) Lvl 21, Perceive Lvl 2, Herbivore Lvl 88. Kobotoxi (Lvl 96) *Forager Gamma* = Basic Natural Weapons Lvl 36, Organic Barb Lvl 40, Libido (Kobold) Lvl 25, Forage Lvl 60, Herbivore Lvl 58, Carve Lvl 25. Koboyan (Lvl 96) *Digger Gamma* = Basic Natural Weapons Lvl 16, Organic Barb Lvl 40, Libido (Kobold) Lvl 25, Dig Lvl 65, Prospect Lvl 25, Carnivore Lvl 50. Kobutim (Lvl 91) *Breeder Gamma* = Basic Natural Weapons Lvl 36, Organic Barb Lvl 36, Libido (Kobold) Lvl 75, Herbivore Lvl 25
- Delta Kobolds (4 Foragers, :
Kobored (Lvl 86) *Delta* = Basic Natural Weapons Lvl 36, Organic Barb Lvl 50, Libido (Kobold) Lvl 26, Forage Lvl 50, Carve Lvl 25, Carnivore Lvl 30 Koboblu (Lvl 86) *Delta* = Basic Natural Weapons Lvl 16, Organic Barb Lvl 40, Libido (Kobold) Lvl 26, Forage Lvl 50, Carve Lvl 25, Herbivore Lvl 25 Koboyell (Lvl 86) *Delta* = Basic Natural Weapons Lvl 36, Organic Barb Lvl 40, Libido (Kobold) Lvl 26, Carve Lvl 35. Herbivore Lvl 25 Koboblac (lvl 86) *Delta* = Basic Natural Weapons Lvl 36, Organic Barb Lvl 40, Libido (Kobold) Lvl 26, Forage Lvl 50, Carve Lvl 35, Herbivore Lvl 25
- Epslion (4 Diggers, 2 Breeders):
Kobodett (Lvl 61) *Epsilon* = Basic Natural Weapons Lvl 16, Organic Barb Lvl 40, Libido (Kobold) Lvl 26, Dig Lvl 63, Prospect Lvl 25, Herbivore Lvl 40 Kobopink (Lvl 56) *Epsilon* = Basic Natural Weapons Lvl 16, Organic Barb Lvl 40, Libido (Kobold) Lvl 26, Dig Lvl 50, Prospect Lvl 25. Kobogre (Lvl 56) *Epsilon* = Basic Natural Weapons Lvl 16, Organic Barb Lvl 40, Libido (Kobold) Lvl 26, Dig Lvl 50, Prospect Lvl 25. Kobowhi (Lvl 56) *Epsilon* = Basic Natural Weapons Lvl 36, Organic Barb Lvl 60, Libido (Kobold) Lvl 25, Dig Lvl 50, Prospect Lvl 25. Kobunana (Lvl 51) *Epsilon* = Basic Natural Weapons Lvl 36, Organic Barb Lvl 56, Libido (Kobold) Lvl 55. Kobutini (Lvl 51) *Epsilon* = Basic Natural Weapons Lvl 36, Organic Barb Lvl 36, Libido (Kobold) Lvl 55.
- Captives:
- Omega:
Zardzeke (Lvl 77, End, Res, End) *Omega* = Shed Lvl 40, Firestarter Lvl 20, Basic Natural Weapons Lvl 50, Basic Limb Weapons Lvl 30, Libido (Lizardkin) Lvl 40, Captive Communicate Lvl 3, Climb Lvl 3
Bugudamz (Tier I Lvl 20) = Ambush Lvl 90, Prowl Lvl 30, Basic Pierce Wea Lvl 70, Basic Slash Wea Lvl 23, Flanking Lvl 75, Basic Pole Wea Lvl 57, Basic Two-Handed Lvl 69, Climb Lvl 50, Swim Lvl 75, Dash Lvl 85, Cannibal Lvl 40, Carnivore Lvl 75, Libido (Goblin) Lvl 35 Dwarf (Lvl 23) *Rogue Lvl 100, Farmer Lvl 8* = Basic Stealth Lvl 75, Backstab Lvl 50, Basic Throw Lvl 50, Basic Wound Lvl 25, Basic Farming Tools Lvl 5
----------------------------------------------------------- Kobold Den- Spoiler:
1 Resource Pool (Water) 1 Berry Bush (1 Day to Grow, Tier I Nutrients) 2 Carving Racks Ore Shaft (1 Day to Complete)
Last edited by Aurielle on 25th January 2021, 2:38 pm; edited 115 times in total | |
| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Re:Monster (Alpha) Character List 24th October 2017, 4:05 pm | |
| Name: Kime Gender: Male Race: Hobgoblin Cleric (Sub-Species) Appearance: Humanoid in size, with pale green skin and more human-like features in comparison to a Goblin and possesses a mohawk. Level: 1/100 Experience:: 37.5/100 - Stats:
Health Points = 10 Mana Points = 10 -------------------- Thirst Bar = 20 Hunger Bar = 20 Infection = 10/10
-----------------
Strength = F Endurance = F Resilience = F Dexterity = F Magic = F+ Intelligence = E Luck = E-
Tier 0: + to Mag (25), Int (50), Int (75), Lck (100) Tier I (Int):
- Magic:
Name: Basic Restorative Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because know how to use it, is a completely different story. This allows the use of raw magic to heal which is based on the user's Magic after paying the price to preform it (6 MP) however when targeting Vulnerable, Delicate or Vital locations the bonus is turned into a penalty. Level: 1/100 Experience: 0/100
- Spoiler:
Name: Hobgoblin Virility Effect: Hobgoblins are more prolific than their goblin counterparts, this is simply due to their role in goblin society. This skill gives a minor bonus to the chance of producing hybrid offspring with other starter races. Level: 1/100 Experience: 0/100 Name: Basic Language (Hobgoblin) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Gobo which is a dialect of Daemonic and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers)1 - Gobo (Goblin) 2-25 - Common (Human) 26-50 - Infernal (Some Demon Racial Monsters) 51-75 - Abyssal (Some Demon Racial Monsters) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100 Name: Libido (Goblin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Goblins they primarily kidnap humans, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 37/100 Experience: 0/100 Name: Forage Effect: Those who possess this ability gain some knowledge toward identifying edible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Edible Plants1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 33/100 Experience: 0/100 Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skill gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 44/100 Experience: 25/100 Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 38/100 Experience: 50/100 Name: Sneak Effect: Gains a bonus when attempting to act stealthily, making it harder for enemies to notice your presence. Level: 47/100 Experience: 87.5/100 Name: Craft Effect: Creation is crucial to survival and few monsters capitalize on that fact. This skill allows for the creation of items by harnessing raw materials, items and/or equipment, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at creating things. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item created (Halved Durability if not food) 5-6 = Slight Success, Tier 0 equipment/item created (Full Durability if not Weapon/Armor) 7-8 = Moderate Success, Up to Tier I equipment/item created (Target Dependent) 9-10 = Success, Up to Tier II equipment/item created (Target Dependent) Level: 40/100 Experience: 87.5/100 Craft Recipe List - Spoiler:
Basic Spring Trap (Humanoid & below) 1 Giant Leaf 1 Vine 5 Twigs
Primitive Bucket (Tier 0): 3 Bark, 1 Sticky Sap Reinforced Primitive Bucket (Tier II): 6 Bark, 4 Leaves & 2 Sticky Sap Shoddy Spike Trap (Humanoid & below): 1 Giant Leaf, 1 Hole, 4 Sharpened Sticks Bark + Pointy Rock = Barkgrain Shover (Tier 0 Small Tool: +1 to Digging, Durability = 7) Cracked Stone Pot (Tier 0 Humanoid Container: Cooking Tool, Can store 1 Humanoid, 2 Small or 4 Tiny Food, Durability 4) Bark Bowl (Tier 0 Tiny Container: Can hold 1 Portion of Food, Durability 7) Bark Big Spoon (Tier 0 Small Tool: Cooking Tool, Durability 6) Shoddy Bark Fork (Tier 0 Tiny Tool: Cooking Tool, Durability 3) Shoddy Bark Knife (Tier 0 Tiny -Slash- Weapon: Dmg Boost 1 & Cooking Tool, Durability 3
FollowersName: Kim Gender: Female Race: Goblin Appearance: Has squinty eyes for a goblin Level: 70/100 Experience:: 87.5/100 - Skills:
Libido- lv 37
Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skill gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 22/100 Experience: 25/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 27/100 Experience: 50/100
Name: Scribbling Effect: Before there were pictures there were drawings and before that there were rough scribbles which make little sense to anyone but the creator. Monsters aren't the brightest nor most creative things and as such this skill works to record a rough outline of something. Because of it's abstract nature it is difficult to discern requiring a success chance to understand it. 1-25 = 10 26-50 = 1 or 10 51-75 = 1, 5 or 10 75+ = 1, 3, 5 or 10 Level: 16/100 Experience: 0/100
Name: Tim Gender: Male Race: Goblin Appearance: N/A Level: 63/100 Experience:: 50/100 Skills - Spoiler:
Sneak lv 39 (0/100 Exp) Basic blunt weapon lv 32 (0/100 Exp) Ambush lv 35 (0/100 Exp) Name: Gax Gender: Male Race: Goblin Appearance: N/A Level: 63/100 Experience:: 50/100 skills- Spoiler:
Name: Scavenger Effect: Req. 2 Day of eating only Rotten Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a rotten food, and less nutrition from eating non-rotten. Scavengers can eat rotten Meat or Plants and have their hunger filled for 2x the time as normal monsters while they can eat normal Plants or Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 27/100 Experience: 0/100
Sneak lv 29 (0/100 Exp) Basic blunt weapon lv 22 (0/100 Exp) Ambush lv 25 (0/100 Exp)
Name: Zera Gender: Female Race: Goblin Appearance: N/A Level: 63/100 Experience:: 50/100 Skills- Spoiler:
Sneak lv 34 (0/100 Exp) Basic blunt weapon lv 27 (0/100 Exp) Ambush lv 20 (0/100 Exp) Carve Lv 13 (0/100 Exp)
Equipment - Spoiler:
Reinforced Primitive Bucket (Tier II, Small -Container-, Durability = 25): Can be used to collect enough water for 10 Drinks, 5 Washes or 1 Bath, of a much higher durability than a normal primitive bucket
Great Horned Skull (Helmet) Tier I Armor (Small) Durability: 25
Rusty Gauntlet (Tier 1 Humanoid -Hand- Armor: Guard Boost: 2, Durability 15)
(Lesser) Water Spirit Stones (27/29)
7 Bark Tier 0 Raw Material 1 Sticky Sap Tier 0 Raw Material Pointy Rock 2 Vines Club
[/spoiler]
Last edited by Enzo on 29th April 2020, 2:47 pm; edited 20 times in total | |
| | | Xi
Posts : 3170 Join date : 2013-02-11 Age : 30 Location : A ball where masked souls dance
| Subject: Re: Re:Monster (Alpha) Character List 24th October 2017, 9:37 pm | |
| Name: Alvaro Gender: Male Race: Orsimer Caster Appearance: Lean with Cerulean skin and navy blue markings reminiscent of waves on his chest & shoulders with Heterochromia (left eye is green, right eye is blue) Level: 143/100 Experience:: 11/100 Achievements and BlessingsSuperior Species with Blessing of Demi-God of Aqua = 2 + every 25 Levels [Kite] Blessing of the Goddess of Water (Immunity to Aqua) [Alvaro] Stones- Lesser Water Spirit Stone x3 -Standard Wind Stone -Standard Lightning Stone - Stats and Status:
Status 30 HP 25 MP 35 Hunger Bar 40 Thirst Bar
Strength = E- Endurance = F+ Resilience = F Dexterity = F Magic = E Intelligence = E+ Luck = F+
Tier 0 = + to Luck, Intelligence, Magic and Intelligence Tier I (+ to Int due to Uncommon Rank-Up) = + to Strength, Magic, Magic, Intelligence
Lineage: OrcGarrosh (Son)
- Skills:
Name: Carnivore Effect: Req. 5 Days of eating only Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carni/Herbivores can eat Meatand have their hunger filled for 2x the time as normal monsters while they can eat Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 71/100 Experience: 0/100
Name: Enchant Effect: The only thing better than a weapon is a magic weapon, few monsters ever realize this fact. This skill allows for the enchanting of items by harnessing Spirit Stones, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at enchanting things. 1-2 = Failure (Any Spirit Stone Destroyed) 3-4 = Partial Failure, Tier 0 Enchantment gained (Lesser Spirit Stone Destroyed, others go down twice in power) 5-6 = Slight Success, Tier 0 Enchantment gained (Standard Spirit Stone & Below Destroyed, others go down once in power) 7-8 = Moderate Success, Up to Tier I Enchantment gained (Greater Spirit Stone & Below Destroyed) 9-10 = Success, Up to Tier II Enchantment gained (High Spirit Stone & Below Destroyed) Level: 76/100 Experience: 0/100
Name: Observe Effect: Able to understand small information on creatures and objects. Level: 79/100 Experience: 0/100
Name: Odor Effect: Ranked up from Stench. Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong scents. This skill grants a bonus to intimidation and deals minor damage to an individual tracking by scent. Level: 1/100 Experience: 0/100
Name: Lariat Effect: Req. Tackle (Dominant) & Choke (Recessive). The monster rushes towards a victim with a limb outstretched and collides with their neck the victim sustains slight damage and suffers a penalty to their Res due to choking until their next turn. Level: 1/100 Exp: 0/100
Name: Command Orc Effect: Ranked-Up from Command (Lesser Kobold). The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster (Kobold & Rank-ups stemming from Kobolds up to Tier II) causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Slight Boost to Intimidation/Persuasion Chance 2+ - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 3+/1 Grade - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 2 Grades - Orders which can be self-harming in nature. 3 Grades - Orders now have a chance of affecting Faction NPCs (3/10) 4 Grades - .Orders now have a chance of affecting Former PC NPC's (1/10) Level: 71/100 Experience: 0/100
Name: Harvest Effect: Ranked up from Carve. The gathering of materials from plants for use towards equipment, items or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to harvest a target. However if used on a plant based monster it has a minor penalty to the harvesting success. 1 = Failure 2-3 = Partial Failure, Tier 0 equipment/item obtained (Target Dependent) 4-5 = Slight Success, Tier I equipment/item obtained (Target Dependent) 6-7 = Moderate Success, Up to Tier II equipment/item obtained (Half Durability) 8-9 = Success, Up to Tier II equipment/item obtained (Target Dependent) 10 = Great Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 1/100 Experience: 0/100 Name: Stank Imbue Effect: Ranked up from Stench Imbue. Some Orcs are able to concentrate their stench into Stank and then use that in unique ways, this results in the Orc harnessing their pitiful mana reserve into order to imbue an object with their stench which applies a Dizzy Status on a hit. Level: 1/100 Experience: 0/100
Name: Basic Language (Orsimer) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak the Orcish which is a dialect of Giant Speech and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Orcish (Orc) 2-25 - Elvish (Elf) 26-50 - Giant Speech (Giant Racial Monsters) 51-75 - Common (Humans) & Drowish (Drow) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 76/100 Experience: 0/100
Name: Rant Effect: Rank-Up of Rave. Orsimer might be enlightened in comparison to their brethren but it doesn't mean they aren't capable of taping into the primal rage of the Orcs. This skill causes the monster to Rant giving a Penalty to their Resilience to give them a Bonus to their Magic. Level: 1/100 Experience: 0/100
Name: Acute Paranoia Effect: Rank-up of Paranoia Some monsters are carefree, other monsters are paranoid, for good reason as life is dangerous. This is a special skill which causes the user to be aware of threats with a sense of foreboding, allowing them to notice if a hostile is nearby. Note this technique allows one to be aware of a threat using up to a Tier II concealment technique but not the direction where said threat is. Level: 1/100 Experience: 0/100
Name: Libido (Orc) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 86/100 Experience: 0/100
Name: Basic Meditate Effect: Very few monsters are able to meditate, this is due more to the danger of it not because it isn't useful. This skill allows one to spend time meditating in order to recover MP more rapidly than normal, for every 2 Hours Spent Meditating, a monster can regain a Minor amount of MP Level: 76/100 Experience: 0/100
- Magic:
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Rolls 1-3 = Failure 4-5 = Magic Attack 6-7 = Minor Debuff to 1 Stat (Enemy) 8-9 = Minor Buff to 1 Stat (Self) 10 = Random Beneficial Effect Dependent on Mod Level: 76/100 Experience: 0/100
Name: Aqua Affinity Effect: Rank-Up from Aqua Affinity. Aqua Magic is one of the Perfect Primary Affinities third highest on the totem pole of the arcane & one of the hardest to master due to that. This Affinity halves the cost of all Tier I-II Aqua Magic, making it easier to harness Aqua Mana in combat. However it doubles the cost of Tier 0 Yugure, Blaze, Fire, Clay, Diamond & Earth Magic Level: 1/100 Experience: 0/100
Name: Water Affinity Effect: Rank up of Lesser Water Affinity. Water Magic is one of the Primary Affinities lowest on the totem pole of the arcane yet more advanced than those who harness ambient mana. This Affinity halves the cost of all Tier I-II Water Magic, making it easier to harness Water Mana in combat. Note: Raising this affinity doubles the cost of all Tier 0 Fire and Earth Mana. Level: 1/100 Experience: 60/100
Name: Aqua Mana: Aquaball Effect: Tier I Aqua Magic. By learning how to channel aqua into a sphere form before launching it at an opponent the monster has gained a basic albeit useful aqua attack magic that has a chance to erode a foe (Success Chance 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 100/100 Experience: 0/100
Name: Water Mana: Water Dart Effect: Tier I Water Magic. By learning how to channel water into a dart form before launching it at an opponent the monster has gained a basic albeit useful water attack magic that deals minor damage to a foe. The cost to use this magic is 5 MP, however with a water affinity or a foci this cost may go down. Level: 71/100 Experience: 0/100
Name: Aqua Mana: Aqua Bomb Effect: Tier II Aqua Magic (Rank-up of Aqua Ball). By learning how to channel aqua into a sphere form before launching it at an opponent the monster is capable of detonating it dealing aqua damage, and resulting in a chance of eroding multiple foes at once. Level - No. of Targets - Erode Status Chance 1-25 - 1 - 1-2 26-50 - 2 - 1-3 51-75 - 2 - 1-3 76+ - 3 - 1-4 Level: 1/100 Experience: 0/100
Name: Aqua Mana: Stench Sphere Effect: Tier II Aqua Magic. By learning how to channel aqua into a sphere form and imbuing it with one's Stench it creates a projectile which upon being launched covers the victim in aqua with a foul stench. With this the monster has gained a standard albeit useful aqua attack & enfeebling magic that has a chance to erode a foe's Dexterity (Success Chance 5 and 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 100/100 Experience: 0/100
Name: Aqua Mana: Aqua Wave Effect: Tier II Aqua Magic. By learning how to channel aqua into a wave form before launching it at an opponent the monster has gained a standard albeit useful water attack magic that deals slight damage to multiple foes. This has a 11 MP Cost, and with additional leveling more foes can be hit at once with this technique. 1-25 = 1 26-50 = 2 51-75 = 2 75-Max = 3 Level: 77/100 Experience: 0/100
Name: Water Mana: Water Wall Effect: Tier II Water Magic. By learning how to channel water into a wall form to manifest it around an ally, the monster has gained a standard albeit useful water defense magic that provides a slight defensive boost to an ally, which due to it's magical nature allows it to protect against magic. The cost to use this magic is 6 MP, and it lasts for 1 Turn before needing to be manifested again. Level: 76/100 Experience: 25/100
Name: Aqua Mana: Stench Cannon Effect: Tier III Aqua Magic (Rank-up from Aqua Mana: Stench Sphere). By learning how to channel aqua into a sphere form and imbuing it with one's Stench it creates a large projectile which upon being launched covers the victim(s) in aqua with a foul stench. With this the monster has gained an aqua attack & enfeebling magic that has a chance to erode more than one foe's Dexterity (Success Chance 1, 5 & 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level - No. of Targets 1-50 - 1 51+ - 2 Level: 1/100 Experience: 0/100
- Proficiency:
Name: Novice Limb weapons Effect: The second most basic of the unarmed proficiency list. Other creatures aren't lucky enough to be born with claws, fangs or tails, so instead they use their arms, legs and skull. This adds a slight bonus attack modifier when using no weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Monster Weapons Effect: Ranked-Up from Basic Natural Weapons. The most primal of the unarmed proficiency list. Some creatures rely solely on their unaltered biological weaponry while others seek to emulate others by using the natural weapons of other in their pure form. This adds a minor bonus attack and defense modifier when using natural weapons & carved monster parts (unaltered by Craft or other similar skills) in battle. However it adds a minor penalty attack and defense modifier when using other weapons & weapons made out of crafted monster parts in battle. Level: 1/100 Experience: 0/100
Name: Basic Impact Strike Effect: Rank-up from Basic Blunt Weapons. Some creatures focus on bludgeoning things, whether with their fists or with a weapon. This adds a minor bonus to damage when inflicting blunt damage on an opponent. Level: 1/100 Experience: 0/100
Minions - Emi Stats and Status:
Volcano Orc = (Base Species) Gains 1 + every 25 Levels (25, 50, 75, 100 Milestones) Blessing of the Great God of Space-Time & Star-Sea (Order Resistance)
Status 50 HP 10 MP 55 Hunger Bar (Half Depleted results in -'s to every stat) 60 Thirst Bar (Half Depleted results in -'s to every stat)
Strength = D- Endurance = E+ Resilience = E+ Dexterity = F Magic = F Intelligence = F Luck = F
Tier 0: + to Str, End, Int, Res (25, 50, 75, 100) Tier I (+ to Str & Res): + to Str, Res, Res, End (25, 50, 75, 100) Tier II (+ to Str & End):
Lineage: OrcGarrosh: Son
- Emi:
Name: Vorcemi Gender: Female Race: Volcano Orc Appearance: Curvaceous Humanoid, with reddish gray skin, and small tusks which slightly protrude from her lower jaw when her mouth is closed. Her skin possesses gold tattoos which resemble swords adorning her skin, and she has a fat ass. Level: 1/100 Experience:: 42/100
- Skills:
Name: Carnivore Effect: Req. 5 Days of eating only Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carni/Herbivores can eat Meatand have their hunger filled for 2x the time as normal monsters while they can eat Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 31/100 Experience: 0/100
Name: Stench Effect: Though strong, Orcs are rarely subtle and as a result, they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. Level: 58/100 Experience: 0/100
Name: Slam Effect: The monster lifts their target off the ground before slamming them back down to deal damage. This technique requires sufficient strength to lift a target but even more, strength is required to either lift a target with one hand or two targets with one hand each. The strength needed is determined by the size of the victim. Level: 65/100 Exp: 0/100
Name: Bash Effect: A basic attack which involves hitting an object into another object recklessly in order to deal damage and make the next strike which hits the object that was bashed deal double damage. This technique gives a minor boost to the initial strike, while the second strike can be done by anyone including the user. But if it is done by the user then their Res & Dex is considered Halved until the next turn due to their reckless strikes. Level: 84/100 Exp: 0/100
Name: Cannibal Effect: Most monsters eat prey, some aren't picky about what is considered prey even if it meant eating their own species. This skill is a slippery slope, eating the same species fills your hunger limit for an extra hour, however increased leveling of this skill makes it difficult to eat anything else. Level 1-25 - Fills H. L. for an extra Hour when eating same species Level 26-50 - Fills H. L. for 1 hour less when eating different species Level 51-75 - Fills H. L. for an extra 2 hours when eating same species Level 75+ - Fill H. L. for 2 hours less when eating different species Level: 56/100 Experience: 0/100
Name: Stench Imbue Effect: Some Orcs are able to wield their Stench in unique ways, this is the most basic version of that with the Orc harnessing their pitiful mana reserve into order to imbue an object with their stench which applies a Minor Dizzy Status on a hit. Level: 60/100 Experience: 0/100
Name: Basic Language (Urk) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak the Orcish which is a dialect of Giant Speech and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Orcish (Orc) 2-25 - Elvish (Elf) 26-50 - Giant Speech (Giant Racial Monsters) 51-75 - Common (Humans) & Oniese (Oni) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 31/100 Experience: 0/100
Name: Rage Effect: Req. Tier I Rank-up. Urk can be considered to be more warlike in comparison to their brethren but it doesn't mean they aren't capable of taping into the primal rage of the Orcs. This skill causes the monster to Rage giving a Minor Penalty to their Intelligence to give them a Minor Bonus to their Strength. Level: 62/100 Experience: 0/100
Name: Libido (Orc) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 45/100 Experience: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 81/100 Experience: 0/100
Name: Basic Limb weapons Effect: The second most basic of the unarmed proficiency list. Other creatures aren't lucky enough to be born with claws, fangs or tails, so instead they use their arms (fists), legs (feet) and skull. This adds a minor bonus attack modifier when using no weapons in battle. Level: 61/100 Experience: 0/100
Name: Basic Dual Wield Effect: A basic style of weapon proficiency. A couple of creatures think being able to use two weapons at the same time makes them more dangerous. This adds a minor bonus to their attack modifier with both weapons, while likewise giving a minor penalty to their defense modifier (blocking only) when dual wielding weapons in battle. Level: 47/100 Experience: 0/100
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 45/100 Experience: 0/100
Name: Basic Minor Weapons Effect: The 5th most basic of the weapon proficiency list. Most creatures know how to swing a stick, but rarely a monster learns how to swing a twig. This adds a minor damage boost based on the size of the weapon being wielded with the user being able to effectively use larger weapons with increased leveling. Level - Size of Weapon - Dmg Boost 1-25 - Medium S - 0 26-50 - Humanoid - 1 51-75 - Small - 1 76-Max - Tiny - 2 Level: 31/100
- Kite Stats:
Strength = E Endurance = F+ Resilience = E- Dexterity = D+ Magic = F+ Intelligence = F- Luck = E
HP = 30 MP = 5 IP = 30 ----------- Hunger Bar = 35 Thirst Bar = 40 Blessing of the Demi-God of Acid Tolerance to Water and Ash
Tier 0: + to Str, Str, Lck, Mag Tier I (Dex): + to Dex, Res, Dex, Res, Lck, Dex, Dex, Res, Res, Lck
- Kite:
Name: Sorskite Gender: Male Race: Sorc Appearance: Pale albino skinned male Orc with a feminine appearance Level: 99/100 Experience:: 62/100 - Skills:
Name: Stench Effect: Though strong, Orcs are rarely subtle and as a result, they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. Level: 65/100 Experience: 0/100
Name: Stench Imbue Effect: Some Orcs are able to wield their Stench in unique ways, this is the most basic version of that with the Orc harnessing their pitiful mana reserve into order to imbue an object with their stench which applies a Minor Dizzy Status on a hit. Level: 42/100 Experience: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carni/Herbivores can eat Meatand have their hunger filled for 2x the time as normal monsters while they can eat Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 36/100 Experience: 0/100
Name: Forage Effect: Those who possess this ability gain some knowledge toward identifying edible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Edible Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4
Level: 65/100 Experience: 0/100
Name: Rape Effect: Some do it for pleasure, others for dominanace but one thing is for sure Orc's excel at it. This technique causes a Minor Penalty to the victim's luck stat for 1 Day, repeated use of this skill before the duration ends extends this duration. Level: 60/100 Experience: 0/100
Name: Prowl Effect: Ranked up from Sneak. Gains a Slight Bonus to attack when attacking a foe from their blind-spot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 1/100 Experience: 0/100
Name: Sorc Discipline Effect: Sorc are different than their uncultured Orc brethren, instead they adhere to a strict martial discipline which allows them to present a veneer of calm regardless of the situation, as a result this skill serves as a method to avoid being intimidated. Additional levels improves the capability of this technique to resist fear. 1-25 = Fear Tolerance (1 Success Chance to Resist Fear) 26-50 = Fear Tolerance (1-2) 51-75 = Fear Tolerance (1-3) 76-Max = Fear Tolerance (1-4) Level: 36/100 Experience: 0/100
Name: Acid Stomach Effect: Req. Blessing of Demi-God of Acid, this skill is the weakest of the skills that are able to be gained by being favored by an Acid Deity. The monster is capable of increasing the strength of the digestive fluids in their stomach when 3 MP is fed into it. This allows them to derive nutrition from more than just meat or edible plants, the types of things that are now edible using this technique varies with additional skill levels 1-25 - Normal Food 26-50 - Bark (1 Hour Per Bark) 51-75 - Rotten Food (Half Amount of Hunger Replenished dependent on food source) 75-Max - Bones (Half Amount of Hunger Replenished dependent on food source) Level: 36/100 Experience: 0/100
Name: Acid Shot Effect: A special skill bestowed to a monster that has consumed a Lesser Earth Spirit Stone, this skill is the weakest of the weapon skills that are able to be gained by consuming 2 Lesser Water Spirit Stones at the same time. The monster channels their mana into their fingertips for 3 MP while touching a projectile before firing it off dealing Acid Elemental damage, however if the fired projectile lacks Tier I Resonance it has a chance of being corroded (Success Chance 1-4), with additional skill the chance of a fired projectile being destroyed decreases. 1-25 = 1-4 26-50 = 1-3 51-75 = 1-2 75-Max = 1 Level: 36/100 Experience: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 61/100 Experience: 0/100
Name: Basic Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 67/100 Experience: 0/100
Name: Basic Aim Projectile Effect: A basic style of ranged weapon proficiency. A couple of creatures think being able to carefully line up your target makes a dangerous attack. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Dodging only) when aiming with a ranged weapon in battle. Level: 63/100 Experience: 0/100
- Orckel:
Name: Orskelis Gender: Female Race: Orsimer Caster Appearance: Female Orc Level: 1/100 Experience:: 0/100 Orsimer Caster (Uncommon Sub-Species) = Has 1 Higher Stat than normal Rank-Up & Gains 1 + every 25 Levels (25, 50, 75, 100 Milestones) Blessing of the Demi-Goddess of Storm (Atomic Tolerance & Lightning Tolerance) Sub-Species Bonus Skill = Basic Ambient Mana Status 30 HP 25 MP 35 Hunger Bar 40 Thirst Bar Strength = F+ Endurance = E- Resilience = F+ Dexterity = F+ Magic = F+ Intelligence = E- Luck = F Tier 0: + to Dex, Mag, Int & End (25, 50, 75, 100) Tier I (+ to Int, Int, Res): - Skills:
Name: Stench Effect: Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. Level: 80/100 Experience: 0/100
Name: Forage Effect: Those who possess this ability gain some knowledge toward identifying edible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Edible Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 95/100 Experience: 0/100
Name: Fertility (Orc) Effect: Rank-up from Libido. In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Due to their fertility sometimes it can result in twin births. Level - Twin Chance 1-25 - 1 26-50 - 1, 5 51-75 - 1, 5 75+ - 1, 5, 7 Level: 1/100 Experience: 0/100
Name: Basic Meditate Effect: Very few monsters are able to meditate, this is due more to the danger of it not because it isn't useful. This skill allows one to spend time meditating in order to recover MP more rapidly than normal, for every 2 Hours Spent Meditating, a monster can regain a Minor amount of MP Level: 71/100 Experience: 0/100
- Magic:
Name: Basic Restorative Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because know how to use it, is a completely different story. This allows the use of raw magic to heal which is based on the user's Magic after paying the price to preform it (6 MP) however when targeting Vulnerable, Delicate or Vital locations the bonus is turned into a penalty. Level: 71/100 Experience: 0/100
Name: Lightning Mana: Electroball Effect: Tier I Lightning Magic. By learning how to channel aqua into a sphere form before launching it at an opponent the monster has gained a basic albeit useful aqua attack magic that has a chance to electrocute a foe (Success Chance 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 82/100 Experience: 0/100
Name: Lesser Lightning Affinity Effect: Required to harness Lightning Mana. Lightning Magic is one of the Primary Affinities lowest on the totem pole of the arcane yet more advanced than those who harness ambient mana. This Affinity halves the cost of all Tier I Lightning Magic, making it easier to harness Lightning Mana in combat. Note: Raising this affinity will weaken your ability to harness Earth & Wind Mana. Level: 68/100 Experience: 50/100
Name: Lesser Water Affinity Effect: Required to harness Water Mana. Water Magic is one of the Primary Affinities lowest on the totem pole of the arcane yet more advanced than those who harness ambient mana. This Affinity halves the cost of all Tier I Water Magic, making it easier to harness Water Mana in combat. Note: Raising this affinity will weaken your ability to harness Fire and Earth Mana. Level: 1/100 Experience: 60/100
Name: Lightning Mana: Lightning Strike Effect: Tier II Lightning Magic. By learning how to channel lightning into striking an opponent down from above the monster has gained a standard albeit useful lightning attack magic which is more effective on airborne targets albeit typically dealing a slight amount of lightning damage to anyone it strikes. This has a 5 MP price to use however affinities or a foci may bring this cost down, with additional levels the damage it deals to airborne targets increases. 1-25 = +0 Dmg 26-50 = +1 Dmg 51-75 = +1 Dmg 76-100 = +2 Dmg Level: 61/100 Experience: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 78/100 Experience: 0/100
- Orcbel:
Name: Sorsbella Gender: Female Race: Sorsorc Appearance: Female Orc Level: 1/100 Experience:: 0/100 Sorc = (Superior Species) Gains 2 + every 25 Levels (25, 50, 75, 100 Milestones) Status 20 HP 15 MP 35 Hunger Bar 40 Thirst Bar Strength = F+ Endurance = F+ Resilience = F Dexterity = E- Magic = E- Intelligence = F+ Luck = F Tier 0: + to Mag, Int, Mag & Int (25, 50, 75, 100) Tier I (+ to Dex & Dex): - Skills:
Name: Scent Effect: Ranked up from Stench. Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong scents. This skill grants a bonus to evading being tracked by scent or can be used to attract herbivores. Level: 1/100 Experience: 0/100
Name: Fertility (Orc) Effect: Rank-up from Libido. In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Due to their fertility sometimes it can result in twin births. Level - Twin Chance 1-25 - 1 26-50 - 1, 5 51-75 - 1, 5 75+ - 1, 5, 7 Level: 1/100 Experience: 0/100
Name: Rummage Effect: Rank-Up from Forage. Those who possess this ability gain some knowledge towards searching for inedible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 1/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 96/100 Experience: 0/100
Name: Reckless Attack Effect: Most monsters have a last resort technique, others use all of their power all the time regardless of the pain. This technique doubles the damage of a hit as calculated by Strength, but the original damage of the strike is dealt back to them as recoil. This recoil includes bonus modifiers to an attack's damage. Level: 90/100 Experience: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 18/100 Experience: 19/100
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 98/100 Experience: 0/100
Name: Basic Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 82/100 Experience: 50/100
- Equipment:
Alvaro
Hind Cub Pelt (Tier 0 Small -Torso- Armor: Guard Boost = 1, Durability = 7)
Tri-Water Wand (Tier II Small -Foci- Weapon: Mag Boost = 3 & -3/-2/-1 to Water/Acid/Aqua Magic, Durability = 13)
Oremi
Horned Rabbit Femur (Tier 0 -Blunt- Tiny Weapon: Dmg Boost 1, Durability 5)
Horned Rabbit Skull (Tier 0 -Helmet- Tiny Armor: Guard/Dmg Boost 1, Durability 10)
Argiope Golden Carapace (Tier II Medium S -Torso- Armor: Guard Boost 3, Durability 90)
Argiope Right Mandible (Tier II Humanoid -Slash- Weapon: Dmg Boost 3 & Poison Chance 1/5, Durability 60)
Orckite
Cub Fractured Femur (Tier 0 Humanoid -Pierce- Weapon: Dmg Boost = 1, Durability = 4)
Horned Composite Bow (Tier 0: Small -Bow- Weapon: Dmg Boost 1, Target Boost 1, Durability = 10)
3 Spine Arrows (Tier I Small -Pierce- Item: Dmg Boost 2 & Sticks to Target to make Area Vulnerable, Durability 15)
1 Jagged Spine Arrow (Tier II Small -Pierce- Item: Dmg Boost 3 & Sticks to Target to make Area Bleed, Durability 30)
Orckel
Argiope Left Mandible (Tier II Humanoid -Slash- Weapon: Dmg Boost 3 & Poison Chance 1/5, Durability 60)
Orcbel
Yellow Baboon Spine (Tier I Small -Blunt- Weapon: Dmg Boost = 2, Durability = 13)
Lesser Minions Orcmeg Lvl 36: Stench Lvl 5, Basic Blunt Weapons Lvl 3, Libido (Orc) Lvl 54, Rape Lvl 23 Orcpawn Lvl 26: Stench Lvl 20, Basic Blunt Weapons Lvl 5, Sneak Lvl 1 & Forage Lvl Lvl 40 Orcrook Lvl 26: Stench Lvl 20, Basic Blunt Weapons Lvl 5, Sneak Lvl 1 & Forage Lvl Lvl 40 Orcknight Lvl 26: Stench Lvl 20, Basic Blunt Weapons Lvl 5, Sneak Lvl 1 & Forage Lvl Lvl 40 Orccastle Lvl 26: Stench Lvl 20, Basic Blunt Weapons Lvl 5, Sneak Lvl 1 & Forage Lvl Lvl 40 Orcbishop Lvl 26 (Leader) : Stench Lvl 20, Basic Blunt Weapons Lvl 5, Sneak Lvl 1 & Forage Lvl 40 Syllia (Race Lvl 77), Job (Cook Lvl ?) Skills Unknown Keerla (Race Lvl 92), Job (Farmer Lvl ?) Skills Unknown
Last edited by Xi on 16th December 2020, 10:34 am; edited 67 times in total | |
| | | Laughing Jack
Posts : 32 Join date : 2017-11-26 Age : 30
| Subject: Re: Re:Monster (Alpha) Character List 27th November 2017, 12:18 am | |
| Name: Jack Gender: Male Race: Goblin Appearance: Jack was born with a spiral birthmark on his forehead that is a darker green than the rest of his body Level: 31/100 Experience:: 38/100 - Current Stat Pool (1 + Added at Lvl 25):
Strength = F Endurance = F+ Resilience = F Dexterity = F Magic = F Intelligence = F Luck = F+
EquipmentStamp Piglet Sash Tier 0 Small -Legs- Armor: Guard Boost 1, Durability 12) Reinforced Pickaxe (Tier I Small -Pierce- Weapon: Dmg Boost 2, Durability 7) - Skills:
Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 13/100 Experience: 87.5/100
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 29/100 Experience: 0/100
Name: Hard Head Effect: Repeated hits to the head encourages one to have a thick skull, as such this skill gives a Minor boost to the resilience of the monster's head making it more durable in comparison to the rest of the body. However this has the effect of likewise lowering their intelligence by a Minor Penalty any time this particular skill was used. When not in use their resilience and intelligence return to their normal values. Level: 10/100 Experience: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 6/100 Experience: 0/100
Name: Basic Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 26/100 Experience: 75/100
Name: Basic Two-Handed Effect: A basic style of weapon proficiency. A couple of creatures think being able to use a weapon with both hands makes them more dangerous. This adds a minor bonus to their attack modifier with the weapon held, while likewise giving a minor penalty to their defense modifier (dodging only) when wielding a weapon with both hands in battle. Level: 18/100 Experience: 60/100
- Followers:
- Companions:
- Gobujinx:
Name: Jinx Gender: Female Race: Goblin Appearance: Has a brown left eye and a blue left eye Level: 20/100 Experience:: 38/100 EquipmentGreat Rabbit Pelt (Tier I Humanoid -Torso- Armor: Guard Boost 2, Durability 30) Horned Rabbit Spear (Tier 0 Humanoid -Pierce- Weapon: Dmg Boost 1, Durability 7) - Skills:
Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 5/100 Experience: 0/100
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 12/100 Experience: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 19/100 Experience: 0/100
- Gobuquin:
Name: Quin Gender: Female Race: Goblin Appearance: Has a brown left eye and a blue left eye Level: 15/100 Experience:: 0/100 EquipmentSickle Mantis Claw (Tier I Small -Slash- Weapon: Dmg Boost 2, Durability 12) Pup Jaw Crown (Tier 0 Tiny -Helmet- Armor: Guard Boost 1, Durability 10) - Skills:
Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 5/100 Experience: 0/100
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 5/100 Experience: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 5/100 Experience: 0/100
- Minions:
Gobumine (Lvl 9, Ambush, Dig, Observe, Basic Blunt) 1 Tin Ore 1 Copper Ore Dirty Rag Pouch Tier 0 Small -Bag- Item: Durability 5 (6 Rocks)
Gobudig (Lvl 7, Ambush, Dig, Basic Blunt) Gobo Skull Shovel (Tier 0 Small -Blunt- Dmg Boost & Mining Tool, Durability 12)
| |
| | | Guest Guest
| Subject: Re: Re:Monster (Alpha) Character List 19th December 2017, 6:23 pm | |
| Name: Keanu (Deceased) Gender: M Race: Lizardfolk Appearance: -Indigo iridescent scales (to bluegreen), Iguana Aesthetic Level: 23/100 Experience:: 0/100 WeaponryKama Mantis Claw (Tier 0 Small -Slash- Weapon: Dmg Boost 1, Durability 5) - Skills:
Name: Shed Effect: Though durable, Lizardfolk are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 1/100 Experience: 0/100
- Proficiency:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 3/100 Experience: 0/100
Name: Topple Effect: A basic attack which involves first leaping onto a target and then using ones weight to try and topple them to the ground. This technique is capable of knocking down those with less strength than the combination of the user's strength + their size modifier. This results in the victim being knocked off their feet and onto the ground. Size - Str Modifier when Topple is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 1/100 Exp: 0/100
Name: Basic Limb weapons Effect: The second most basic of the unarmed proficiency list. Other creatures aren't lucky enough to be born with claws, fangs or tails, so instead they use their arms, legs and skull. This adds a minor bonus attack modifier when using no weapons in battle. Level: 1/100 Experience: 0/100
Minions- Teak - Deceased:
Name: Teak Gender: M Race: Lizardfolk Appearance: Translucent Scales with a Greenish tint Level: 21/100 Experience:: 50/100 WeaponryKama Mantis Claw (Tier 0 Small -Slash- Weapon: Dmg Boost 1, Durability 7) - Skills:
Name: Shed Effect: Though durable, Lizardfolk are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 1/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 1/100 Experience: 0/100
- Proficiency:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 6/100 Experience: 50/100
- Sha:
Name: Sha Gender: F Race: Lizardfolk Appearance: Translucent Scales with a Purple tint Level: 26/100 Experience:: 0/100 WeaponryKama Mantis Claw (Tier 0 Small -Slash- Weapon: Dmg Boost 1, Durability 7) - Skills:
Name: Shed Effect: Though durable, Lizardfolk are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 50/100 Experience: 0/100
- Proficiency:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 15/100
- Inventory:
2x small monster meat Water stone - 29 days
- Training:
Keanu: 4 hours of blunt 4 hours of natural
Teak: 4 hours of sneak 4 hours of slash
Sha:
Last edited by 雪 on 3rd December 2020, 1:46 am; edited 16 times in total |
| | | Guest Guest
| Subject: Re: Re:Monster (Alpha) Character List 28th December 2017, 8:24 am | |
| Name: Toad Gender: Undecided Race: Myconid Appearance: White mushroom cap with red pokadots, blue stalk body Level: 10/100 Experience:: 0/100 - Skills:
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients somehow, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level: 2/100 Experience: 25/100
Name: Observe Effect: Able to understand small information on creatures and objects. Level: 1/100 Experience: 0/100
Name: Poison Drain Effect: A special skill bestowed to a myconid that has utilized Drain on a poison, this skill versatile yet hazardous to the Myconid's health if used without restraint. When a poison is drained the Myconid sustains a set amount of damage preventing them from sustaining repetitive damage from that poison in exchange for temporarily storing it. From there the Myconid can then transfer the poison to another victim though contact causing them to lose the poison they have currently stored albeit being able to obtain a new one. This skill becomes more powerful with increased levels allowing more dangerous poisons to be stored albeit each having their own damage dealt to the user. Level - Tier of Poison Capable of being Drained (Damage Sustained) 1-25 - 0 (2) 26-50 - I (4) 51-75 - II (8) 76-100 - III (16) Level: 1/100 Experience: 0/100
- Proficiency :
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Level: 1/100 Experience: 75/100
- Magic:
Name: Ambient Mana: Ball Effect: Tier I Magic. By learning how to channel ones magic into a sphere form before launching it at an opponent the monster has gained a basic albeit useful attack magic. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 50/100
Last edited by Knightmare on 10th February 2018, 1:34 pm; edited 2 times in total |
| | | Vêlas
Posts : 149 Join date : 2018-01-08 Age : 34
| Subject: Re: Re:Monster (Alpha) Character List 26th January 2018, 11:18 am | |
| Name:Eron(He-Ron) Gender: Male Race: Goblin Appearance: Blind in his left eye along with a mane of short hair almost femanine. Level: 3/100 Experience:: 12.5/100 Partial Blindness (Birth) = S +1 (All), D -1 (Ran W.) - Spoiler:
Name: Ambush Effect: Though weak, Goblins are agile creatures and often outmanuver their prey. This skills gives a bonus modifier on the users agility when fighting a enemy. Level: 1/100 Experience: 0/100
Name: Ambush 2 Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 1/100 Experience: 0/100
Name: Hard Head Effect: Repeated hits to the head encourages one to have a thick skull, as such this skill gives a Minor boost to the resilience of the monster's head making it more durable in comparison to the rest of the body. However this has the effect of likewise lowering their intelligence by a Minor Penalty any time this particular skill was used. When not in use their resilience and intelligence return to their normal values. Level: 2/100 Experience: 75/100
Name: Bond Effect: Form a Bond with a (Non Starter or Civilized Race) Monster allowing one to make a companion out of it. This is a interesting skill which gives one a pet which can fight at ones side, however this Bond has to be refreshed constantly to ensure the pet remains tame and one can not gain another Bond with a monster until that companion is either dead or one gains a Command Skill pertaining to the monster in question. Each day that passes one must fulfill another roll to retain the Bond between them and their pet Monster and the actions they have done during that day will affect said roll. Skill Level (Success Chance) - Action - Refresh Bonus (H/O/C) 1 (1) - Feeding Plants - (+1/+1/-1) 2-24 (1-2) - Feeding Meat - (-1/+1/+1) 25 (1-3) - Killing Same Species (-1/-1/-1) 26-49 (1-4) - Killing Rival Species - (+1/+1/+1) 50 (1-5) - Grooming (+1/+1/+1) 51-74 (1-6) - Punishing (-1/-1/-1) 75 (1-7) - Near Death Experience (-2/-2/-2) 76-99 (1-8) - Rank-Up (+2/+2/+2) Level: 1/100 Experience: 0/100
- pets:
Great Horned Rabbit Great Horned Rabbit (Tier I Inferior Species) Skills = Basic Natural Weapon & Dig
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 3/100 Experience: 75/100
Last edited by StrawberryJoe on 7th February 2018, 5:38 pm; edited 3 times in total | |
| | | LexxiLove
Posts : 324 Join date : 2017-03-19 Age : 32
| Subject: Re: Re:Monster (Alpha) Character List 28th January 2018, 5:36 pm | |
| Name: Lala Gender: Female Race: Felwrought Kobold (15 Days Old) Appearance: A Lean Humanoid Sized Kobold, with wing stubs covered in purple scales, thick chocolate brown fur covers her body with a reptilian snout and tail also with purple scales. Her Organic Orb is located in her tail and she has a notch on her right ear and she has teal markings shaped like an hourglasses adorning her fur. Level: 50/100 Experience:: 87/100 EquipmentHouse Albion Breastplate (Tier I Humanoid -Torso- Armor: Guard Boost 2, Durability 44) Broken Horse Skull (Tier 0 Medium -Helmet- Armor: Guard/Dmg Boost 1, Durability 15) Horned Foal Horn (Tier I Small -Pierce- Weapon: Dmg Boost 1 Durability 15) Cobra Bone Poison Staff (Tier II Medium (M) -Staff- Weapon: Mana Boost = 3, Durability = 60) - Stats (Superior Species 2+ to Stats every Milestone):
HP = 40 MP = 18 (15 Base + 3.75 Organic Orb) ----------------------------- Hunger Bar = 35 Thirst Bar = 40 Infection Bar = 40
Strength = F+ Endurance = E Resilience = E Dexterity = E Magic = F+ Intelligence = F+ Luck = F
Tier 0: + 1 to Dex (25), + 1 to End (50), + 1 to End, +1 to Str Tier I (+ to Mag & Res): + 2 to Res (25), +1 to End & Res, Tolerance to Time & Rift (Blessing of the Great God of Space-Time & Star-Sea)
- Racial Skills:
Name: Basic Language (Felwrought Kobold) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Kobonish (Kobold) 2-25 - Terran (Beastmen) 26-50 - Beast Speak (Beast Racial Monsters) 51-75 - Common (Human) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 26/100 Experience: 0/100
Name: Scaly Breath Effect: Felwrought Kobold have a basic breath weapons which sacrifices a Minor amount of HP in order to have a chance to deal the Burn Status (1/10). With additional skill the number of opponents this can affect increases. Level - No. of Targets 1-50 - 1 51-Max - 2 Level: 26/100 Experience: 0/100
- Skills:
Name: Watch Effect: Ranked-up from Observe. Those creatures who take their time to scout and watch an area, have the advantage in any given fight. As a result, the longer a creature is purposefully watching an area, the more of a benefit they receive while in that area. Posts Spent Watching - Benefit 1 - None 2 - Minor Dexterity bonus while in area 3 - Slight Dexterity bonus while in area Level: 26/100 Experience: 0/100
Name: Tidal Tail Effect: A special skill bestowed to a monster that has consumed a Lesser Water Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Water Spirit Stone. The Kobold due to possessing a natural weapon imbues mana into their organic barb in order to empower it allowing it to deal Water Elemental Damage at the cost of 1 MP. This skill's price must be paid each time the empowered Organic Barb is used in order to reactivate it. Level: 26/100 Experience: 0/100
Name: Organic Orb Effect: Though fragile, rarely a Kobold is able to produce what is known as an Organic Orb, which is centered in the middle of their snout. This acts as a bolster to their MP, increasing it by increments of 0.25 for each Organic Orb they possess. Level: 26/100 Experience: 0/100
Name: Skulk Effect: Ranked up from Sneak. Gains a minor Bonus to attack when attacking a foe from their blind-spot, and a Slight Bonus to their Dex when moving around under cover of stealth. Level: 26/100 Experience: 0/100
Name: Roar Effect: Ranked up from Battle Cry. A roar meant to intimidate multiple opponents causing them to suffer from stun for 1 Turn. Roar has a chance to work depending on the level of this skill improving the more it is used in battle due to it's effects being honed and eventually mastered. Roar can only be used on a single opponent in one Turn at low levels while with higher levels the number of targets can increase, those with Fear Tolerance lower the success chance by a Minor amount while those with Fear Resistance lower the success chance by a Major Amount. Skill Level - Success Chance (Dice Roll) - No. of Targets 1-25 - 10% (1) - 1 26-50 - 20% (1-2) - 2 51-75 - 30% (1-3) - 2 76-100 - 40% (1-4) - 3 Level: 26/100 Experience: 0/100
Name: Libido (Kobold) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Kobolds they primarily kidnap beastmen, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 46/100 Experience: 0/100
Name: Dragon Factor Effect: Gained from drinking the blood of a dragon, influences your rank-up options. Level: 46/100 Experience: 0/100
Name: Taunt Effect: A cry meant to infuriate an opponent causing them to focus solely on the user rendering stealth based skills unusable until the next turn (user) but redirecting any attacks meant for others from the taunted target onto the user. However while the opponent is focusing on the user, any attacks they sustain from others is treated as undefended for a single hit, after which they will become aware of others despite focusing attacks on the user till the next turn. Taunt can only be used on a single opponent, and if another is taunted it drops the effect on the first target to apply it to the second one. Level: 46/100 Experience: 0/100
Name: Scramble Effect: Ranked-up from Climb. Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to scramble, and with increased skill what they can scramble up becomes more varied. Monsters who scramble are given a slight bonus to successfully fleeing when using this skill. Skill Level - Ability Granted 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 26/100 Experience: 0/100
- Proficiency:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 83/100 Experience: 50/100
Name: Basic Dual Wield Effect: A basic style of weapon proficiency. A couple of creatures think being able to use two weapons at the same time makes them more dangerous. This adds a minor bonus to their attack modifier with both weapons, while likewise giving a minor penalty to their defense modifier (blocking only) when dual wielding weapons in battle. Level: 47/100 Experience: 0/100
- Magic:
Name: Basic Time Affinity Effect: Time Magic is one of the Complex Affinities highest on the totem pole of the arcane & is the hardest to master due to that. This Affinity halves the cost of all Tier I Time Magic, making it easier to harness Time Mana in combat. Note: Raising this affinity will weaken your ability to harness Rift & Order Mana. Level: 1/100 Experience: 0/100
Followers- Koborou:
Name: Rou Gender: Male Race: Kobold Footman (15 Days Old) Appearance: He has thicker fur than most other Kobolds giving him a seemingly larger appearance. Level: 6/100 Experience:: 70/100 - Stats:
Strength = F Endurance = E- Resilience = F Dexterity = E- Magic = F Intelligence = F+ Luck = F
Tier 0: 1 + to End (25), 1 + to End (50), 1 + to Dex (75), 1 + to Res (100) Tier I (+ to Int):
EquipmentHorned Rabbit Skull (Tier 0 -Helmet- Tiny Armor: Guard Boost 2, Durability: 10) Wolf Leader Jawbone (Tier II Humanoid -Slash- Weapon: Dmg Boost = 3, Durability = 60) Armored Tanuki Shell (Tier 0 -True- Shield: Guard Boost 1, Durability 15) - Skills:
Name: Organic Barb Effect: Though fragile, Kobolds are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency. Level: 23/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 40/100 Experience: 0/100
- Proficiencies:
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 39/100 Experience: 0/100
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 23/100 Experience: 0/100
Name: Basic Block Effect: The least basic of the shield proficiency list. Few creatures know how to block using something else. This adds a minor bonus defense modifier when using shields to block or block & dodge. Level: 1/100 Experience: 0/100
- Kobovon:
Name: Von Gender: Male Race: Kobold Footman Appearance: He has a thin body with two spots of black fur at the back of his legs. Level: 51/100 Experience:: 70/100 - Spoiler:
Strength = F Endurance = F Resilience = E- Dexterity = F+ Magic = F Intelligence = F+ Luck = F
Tier 0: 1 + to Res (25), 1 + to Res (50)
EquipmentArmored Tanuki Shell (Tier 0 -True- Shield: Guard Boost 1, Durability 15) Kama Mantis Claw (Tier 0 Tiny -Slash- Weapon: Dmg Boost = 1, Durability = 5) - Proficiency:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 28/100 Experience: 0/100
Name: Basic Block Effect: The least basic of the shield proficiency list. Few creatures know how to block using something else. This adds a minor bonus defense modifier when using shields to block or block & dodge. Level: 1/100 Experience: 0/100
- Skills:
Name: Organic Barb Effect: Though fragile, Kobolds are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency. Level: 30/100 Experience: 50/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 33/100 Experience: 0/100
- Koboling:
Name: Ling Gender: Female Race: Kobold Footman Appearance: She has a moon shaped birthmark under one of her eyes. Level: 53/100 Experience:: 40/100 - Spoiler:
Strength = F Endurance = F Resilience = F Dexterity = F+ Magic = F Intelligence = E- Luck = F
Tier 0: 1 + to Int (25), 1 + Dex (50)
EquipmentHorned Rabbit Skull (Tier 0 -Helmet- Tiny Armor: Guard Boost 1, Durability 5) Armored Tanuki Shell (Tier 0 -True- Shield: Guard Boost 1, Durability 15) - Proficiency:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 27/100 Experience: 0/100
Name: Basic Block Effect: The least basic of the shield proficiency list. Few creatures know how to block using something else. This adds a minor bonus defense modifier when using shields to block or block & dodge. Level: 1/100 Experience: 0/100
- Skills:
Name: Organic Barb Effect: Though fragile, Kobolds are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency. Level: 27/100 Experience: 50/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 32/100 Experience: 25/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 37/100 Experience: 0/100
Last edited by LexxiLove on 21st May 2020, 6:24 pm; edited 12 times in total | |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Re:Monster (Alpha) Character List 28th January 2018, 9:32 pm | |
| Name: Yoshi Gender: Male Race: Gillkin Wyvernspur - Uncommon Subspecies - Blessing of the God of Frost Appearance:- Tier 0:
Appears as a standard Male Lizardfolk but with a single brown stripe from head to end of tail running down the base of his spine.
- Tier I:
A red-eyed muscular Humanoid sized Lizardkin with pitch black scales, except for a brown stripe from head to end of tail which runs down the base of his spine.
- Tier II:
A crocodile gillkin with a retractable frill and long, powerful tail. Sky Blue markings reminiscent of snowflakes dot the slate grey body and frill throughout. Tier: 2 Level: 16/100 Experience:: 0/100 - Tier Tracker:
- Tier I Accomplishments:
- Maxed Basic Nat Weapons -> Basic Monster Weapons
- Maxed Sneak
- Maxed Observe
- Merged Sneak & Observe -> Creep
- Maxed Carve -> Hew
- Maxed Basic Language (Black Lizardkin) -> Novice Language???
- Won Zard Tournament
- Maxed Battle Cry -> Roar
- Maxed Bite -> Chomp
- Tier II Accomplishments:
- Maxed Lesser Command (Lizardkin) -> Command (Lizardkin)
- Items at Burrow:
- 2x Lesser Heat Spirit Stone
- 2x Bark
- 1x Great Rabbit Spear (Tier I Medium S -Pierce- Weapon: Dmg Boost 2, Durability 20)
- 2x Medium Monster Meat - When eaten fills Hunger for 5 (M) Hours (Can be eaten 5 times or shared with up to 4 others)
- 1x Stamp Wartboar Femur (Tier II Humanoid -Blunt- Weapon: Dmg Boost 3; Durability 35)
- Seven Color Pelt (Tier I Humanoid -Torso- Armor: Guard Boost 2, Durability 11/25)
- Food:
- Rock Salt (Tier 0 Ore)
- 2 Fruits
- 2x Edible Roots
- 2x Poison Berries
- 3x Tanuki Meat (small)
- 2x Armored Tanuki Shell (Tier I Small -True- Shield: Guard Boost = 2, Durability = 37
- Equipment:
- Poison Mantis Claw (Tier II Small -Slash- Weapon: Dmg Boost = 3 & 1/8 Chance to Poison, Durability = 25)
- Stamp Wartboar Skull (Tier II Medium S -Head- Armor: Grd/Dmg Boost 3; Dura2bility = 52)
- Stamp Wartboar Cloak (Tier II Medium M -Neck- Armor: Guard Boost 3; Durability = 52)
- Stamp Wartboar Ribcage (Tier II Medium S -Torso- Armor: Guard Boost 3; Durability = 52)
- Stamp Wartboar Femur (Tier II Humanoid -Blunt- Weapon: Dmg Boost 3; Durability 35)
- Stats:
Strength = D+ (11 dmg) Endurance = F+ (45 HP) Resilience = E+ (5 dmg res) Dexterity = F- Magic = E- Intelligence = F+ Luck = E-
Tolerance to Heat, Boil & Plasma
Level 25 = + added to Str. (F -> F+) Level 50 = + added to Str. (F+ -> E-) Level 75 = + added to Resilience. (F+ -> E-) Level 100 = + added to Str. (E- -> E) Level 25 R.1 = 2+ added to Str. (E -> D-) Level 50 R.1 = 2+ added to Luck (F -> E-) Level 75 R.1 = 2+ added to Str. (D- -> D+) Tier II Rank-up = + added to Mag (F+ -> E-) 2+ added to Res (E- -> E+)
- Racial Skill:
Name: Shed Effect: Though durable, Lizardfolk are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 80/100 Experience: 25/100
Name: Libido (Lizardkin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Lizardkin they primarily kidnap dwarves reducing the time till birth by -5 Days in comparison to normal. Level: 82/100 Experience: 0/100
Name: Command Lizardkin Effect: Ranked-Up from Command Lizardkin (Lesser).The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Slight Boost to Intimidation/Persuasion Chance 2+ - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 3+/1 Grade - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 2 Grades - Orders which can be self-harming in nature. 3 Grades - Orders now have a chance of affecting Faction NPCs (3/10) 4 Grades - .Orders now have a chance of affecting Former PC NPC's (1/10) Level: 53/100 Experience: 0/100
Name: Black Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting a status condition on various foes. Black Lizardkin exhale a breath which inflicts the corrode status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-20 - 1 (1) 21-40 - 1, 5 (2) 41-60 - 1, 5, 10 (3) 61-80 - 1, 5, 7, 10 (4) 81-99 - 1, 2, 5, 7, 10 (5) Level: 58/100 Experience: 0/100
Name: Tail Barb (Wyvernspur) Effect: Wyverns and their kin have evolved to possess not only a functioning and handy tail, but a barb within said tail. This barb gives a Minor damage boost and has a chance to inflict the same status conditions as the Lizardkin’s breath attack. The chance initially being a 1/8 success chance, but with additional skill, not only will the number of targets increase from 1, but so will the success chance. Status: Corrode Skill Level - Success Roll 1-30 - 1, 8, 31-75 - 1, 5, 8, 75-Max - 1, 3, 5, 8 Level: 3/100 Experience: 0/100
Name: Water Lung (Gillkin) Effect: Gillkin and their kin have readily adapted to the water, becoming more courageous and daring with how much time they spend in it while others steer clear of it. As such, Gillkin have evolved to embrace the water and gain a Minor boost to Endurance while underwater. Level: 1/100 Experience: 0/100
- Skills:
Name: Roar Effect: Ranked up from Battle-Cry. A roar meant to intimidate multiple opponents causing them to suffer from stun for 1 Turn. Roar has a chance to work depending on the level of this skill improving the more it is used in battle due to it's effects being honed and eventually mastered. Roar can only be used on a single opponent in one Turn at low levels while with higher levels the number of targets can increase, those with Fear Tolerance lower the success chance by a Minor amount while those with Fear Resistance lower the success chance by a Major Amount. Skill Level - Success Chance (Dice Roll) - No. of Targets 1-25 - 10% (1) - 1 26-50 - 20% (1-2) - 2 51-75 - 30% (1-3) - 2 76-100 - 40% (1-4) - 3 Level: 2/100 Experience: 0/100
Name: Hew Effect: Rank-up from Carve. The gathering of materials from creatures for use towards equipment, items or armor. This skill is capable of being influenced by weapon proficiency depending on what tool is used to harvest a target. However if used on a plant, it has a minor penalty to the harvesting success. 1 = Failure 2-3 = Partial Failure, Tier 0 equipment/item obtained (Target Dependent) 4-5 = Slight Success, Tier I equipment/item obtained (Target Dependent) 6-7 = Moderate Success, Up to Tier II equipment/item obtained (Half Durability) 8-9 = Success, Up to Tier II equipment/item obtained (Target Dependent) 10 = Great Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 22/100 Experience: 0/100
Name: Chomp Effect: Ranked-up from Bite. The mouth is both a eating tool and a weapon in the right hands, some monsters know this. This skill works by the user using their jaws to chomp on prey to deal minor damage, with a chance to inflict the Bleed Status on a victim. With additional skill the chance of doing so increases (Success Chance 1-2) Skill Level - Bleed Chance 1-25 = 1-2 26-50 = 1-3 51-75 = 1-4 75-Max = 1-5 Level: 6/100 Experience: 0/100
Name: Bond Effect: Form a Bond with a (Non Starter or Civilized Race) Monster allowing one to make a companion out of it. This is an interesting skill which gives one a pet which can fight at ones side, however this Bond has to be refreshed constantly to ensure the pet remains tame and one can not gain another Bond with a monster until that companion is either dead or one gains a Command Skill pertaining to the monster in question. Each day that passes one must fulfill another roll to retain the Bond between them and their pet Monster and the actions they have done during that day will affect said roll. Skill Level (Success Chance) - Action - Refresh Bonus (Herbi/Omni/Carni) 1 (1) - Feeding Plants - (+1/+1/-1) 2-24 (1-2) - Feeding Meat - (-1/+1/+1) 25 (1-3) - Killing Same Species (-1/-1/-1) 26-49 (1-4) - Killing Rival Species - (+1/+1/+1) 50 (1-5) - Grooming (+1/+1/+1) 51-74 (1-6) - Punishing (-1/-1/-1) 75 (1-7) - Near Death Experience (-2/-2/-2) 76-99 (1-8) - Rank-Up (+2/+2/+2) Level: 91/100 Experience: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carniivores can eat Meat and have their hunger filled for 2x the time as normal monsters while they can eat Plants and have their hunger filled for 0.5x the time as normal monsters. Level: 35/100 Experience: 0/100
Name:Craft Effect: Creation is crucial to survival and few monsters capitalize on that fact. This skill allows for the creation of items by harnessing raw materials, items and/or equipment, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at creating things. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item created (Halved Durability if not food) 5-6 = Slight Success, Tier 0 equipment/item created (Full Durability if not Weapon/Armor) 7-8 = Moderate Success, Up to Tier I equipment/item created (Target Dependent) 9-10 = Success, Up to Tier II equipment/item created (Target Dependent) Level: 68/100 Experience: 0/100
Name: Creep Effect: Ranked up from the merge of Sneak (Dominant) & Observe (Recessive). Gains a slight Bonus to attack when attacking a foe from their blind-spot, and a minor Bonus to the user's attack when targeting an identified weak spot such as eyes, joints etc. Level: 53/100 Experience: 0/100
- Proficiency:
Name: Basic Monster Weapons Effect: Ranked-Up from Basic Natural Weapons. The most primal of the unarmed proficiency list. Some creatures rely solely on their unaltered biological weaponry while others seek to emulate others by using the natural weapons of other in their pure form. This adds a minor bonus attack and defense modifier when using natural weapons & carved monster parts (unaltered by Craft or other similar skills) in battle. However it adds a minor penalty attack and defense modifier when using other weapons & weapons made out of crafted monster parts in battle. Level: 40/100 Experience: 0/100
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 7/100 Experience: 0/100
Name: Novice Language (Lizardkin) Effect: Req. Tier II. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a Dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. Due to having Ranked-Up from (Insert Previous Rank-Up) this individual also speaks (Insert Language). Languages Known (Speakers) 1-50 - Zardese, Dwarvish, Dragon Tongue, Common & Dungeon Script 51-Max - Sylvian & (Varies on Rank-Up) Level: 55/100 Experience: 0/100
- Magic:
Name: Lesser Frost Affinity Effect: Required to harness Frost Mana. Frost Magic is one of the Superior Dual Affinities, second highest on the totem pole of the arcane & one of the more obscure elements to master due to its superiority over one of the basic dual elements. This Affinity halves the cost of all Tier I Frost Magic, making it easier to harness Frost Mana in combat. Note: Raising this affinity will weaken your ability to harness Crystal, Quake, Cosmic, Yugure, and Steam Mana. Level: 1/100 Experience: 0/100
Children:Zardkoop Hunting Partner:- Bullybion:
Name: Bion Gender: Male Race: Bullywug Appearance: A black stripe leads from the corner of his eyes to the side of his head. Level: 97/100 Experience:: 75/100 - Tier I Accomplishments:
- Maxed Shed
- Maxed Basic Minor Weapons -> Novice Minor Weapons
- Equipment:
[list] [*]Lesser Water Spirit Stone [*]11 Poison Viper Fang Tier 0 Tiny -Pierce- (Dmg Boost 1 & 1/10 Chance of Poison, Durability 5) [*]Night Viper Hood Tier I Humanoid -Helmet- (Guard Boost 2, Durability 30, 1/8 Chance of Poison) [*]Night Viper Wraps Tier I Humanoid -Torso- (Guard Boost 2, Durability 30) [*]2 Dirty Rag Pouches (Tier 0 Humanoid -Bag- Tool: Storage Capacity = 3 Small Objects, 5 Tiny Objects or 2 Small Objects & 3 Tiny Objects)
- Status:
HP = 30 MP = 10 ---------------- Hunger Limit = 35 Thirst Limit = 40
Strength = E- Endurance = E Resilience = F+ Dexterity = E- Magic = F- Intelligence = F- Luck = F
Level 25 R.1 = +1 to Dex -1 to Magic (F+ -> E-) & (F -> F-) Level 50 R.1 = +1 to End -1 to Int (E- -> E) & (F -> F-) Level 75 R.1 = +1 to Dex -1 to Res (E- -> E) & (F+ -> F)
- Skills:
Name: Antivenom Effect: This skill is gained from a creature ingesting at least two different kinds of poison and surviving. Upon surviving the second poisoning, the user’s body will begin to adapt antibodies that can be used to lessen, or with dedicated practice, even cure a poison in the creature’s system. Skill Level - Effect 1-25 - -1 damage dealt from poison 26-50 - -1 post to poison duration 51-75 - -2 post to poison duration 76-100 - Immunity to Tier 1 and below poisons Level: 71/100 Exp: 0/100
Name: Molt Effect: Ranked-up from Shed. While shed was more of a gradual process, Lizardkin who have become well versed in rapidly removing damaged scales and growing new ones have learned a faster, more efficient process called Molt. This skill grants a Slight bonus to health recovery when health is next recovered. Level: 1/100 Experience: 0/100
Name: Libido (Lizardkin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Lizardkin they primarily kidnap dwarves reducing the time till birth by -5 Days in comparison to normal. Level: 81/100 Experience: 0/100
Name: Retractive Tongue Effect: In monster species who are primarily insectivores, they typically feature a retractable tongue which has a sticky or pointed tip which is much longer than their actual body. This skill allows a monster to have their tongue dart out of their mouth in order to preform various tasks with a minor bonus to Dex when relying on it for such things. Level - Length of Tongue - Tasks Capable 1-25 - Same Length as Body - Hold Objects 26-50 - 1 Size Longer - Grab Objects 51-75 - 1 Size Longer - Knock-away Objects 76-Max - 2 Sizes Longer - Swing Objects Level: 36/100 Experience: 0/100
Name: Camouflage Effect: Inflict Minor Penalty to success chance when being tracked by a foe, reducing the odds of being successfully tracked by double the penalty if used while not wounded. Level: 97/100 Experience: 0/100
Name: Webbed Appendages Effect: Req. Tier I Rank-up. Bullywugs are adapted to the water, it's why they have webbed hands and feet so that they can move around more easily. This skill grants a Minor Bonus to the user's Dex while moving in water, while when submerged the monster is capable of remaining under fore double the duration of a non-aquatic monster. Level: 36/100 Experience: 0/100
Name: Skulk Effect: Ranked up from Sneak. Gains a minor Bonus to attack when attacking a foe from their blind-spot, and a Slight Bonus to their Dex when moving around under cover of stealth. Level: 82/100 Experience: 0/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 52/100 Experience: 0/100
Name: Catch Effect: A basic defensive skill which involves catching a object. This technique is capable of allowing one to catch an object falling towards them if they have the strength to lift it. This skill can also be used to catch an object thrown at the user if when dodging or/& blocking reduces the damage sustained to 0. Becomes unavailable if one does not have any free hands to catch an object. Level: 56/100 Exp: 0/100
Name: Nocturnal Effect: For those monsters who have hunted exclusively during night 5 times in a row, they have learned to adapt to the night. As a result, Nocturnal monsters gain a minor boost to all damage when hunting at night. Level: 66/100 Experience: 0/100
Name: Light Feet Effect: Nimble, yet graceful movement. The use of this skill gives a minor boost to Dexterity while giving a minor penalty to Resilience, with additional mastery this skill can become quite useful for one who desires quickness over power. Level: 1/100 Experience: 0/100
Name: Night Vision Effect: After hunting in the dark for an extended period of time (2 nights in a row), the user’s eyesight has adapted. While active, the creature using Night Vision gains a minor boost to dex in darkness, but a minor penalty to dex when in well lit areas. Level: 51/100 Exp: 0/100
- Proficiency:
Name: Novice Minor Weapons Effect: The next stage in minor weapons proficiency and the 5th most basic of the weapon proficiency list. Most creatures know how to swing a stick, but rarely a monster learns how to swing a twig effectively. This adds a slight damage boost based on the size of the weapon being wielded with the user being able to effectively use smaller weapons with increased leveling. Level - Size of Weapon - Dmg Boost 1-25 - Medium S - 0 26-50 - Humanoid - 1 51-75 - Small - 1 76-Max - Tiny - 2 Level: 22/100 Experience: 0/100
Name: Basic Close Projectile Effect: A basic style of ranged weapon proficiency. A couple of creatures think being able to use a ranged attack at short range makes a dangerous attack. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Blocking only) when using a ranged weapon up close in battle. Level: 48/100 Experience: 0/100
Name: Novice Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a slight bonus attack and defense modifier when using natural weapons in battle. Level: 36/100 Experience: 0/100
Name: Poison Effect: Most monsters learn how to kill things on their own, other monsters learn how to use harmful things to kill for them. This skill allows the monster to poison an item by harnessing raw materials or carves, for a set amount of time which grows longer based on the leveling. 1-2 = Failure - 1 Turn 3-4 = Partial Failure, Tier 0 Poison (Halved Duration if not a tool) - 1 Turn 5-6 = Slight Success, Tier 0 Poison (Full Duration if not Weapon/Armor) - 2 Turns 7-8 = Moderate Success, Up to Tier I Poison (Target Dependent) - 2 Turns 9-10 = Success, Up to Tier II Poison (Target Dependent) - 3 Turns Level: 52/100 Exp: 0/100
Name: Basic Language (Bullywug) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans) & Croakery (Ambibious Racial Monsters) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 39/100 Experience: 0/100
Mate:- Tortsnow:
Name: Snow Gender: Female Race: Tortle Appearance: White scaled Humanoid with a shell large enough to conceal her entire body when she retracts her limbs and head into it. Possesses a short stubby tail while the shell is cream colored. Tier: 2 Level: 44/100 Experience:: 0/100 Status: Gave Birth - Rank 1 Accomplishments:
- Basic Natural Weapons -> Novice Natural Weapons
- Equipment:
- 1 Iron Shield (Tier I Humanoid -True- Shield: Guard Boost 2, Durability 45)
- Night Cobra Rags (Tier 0 Humanoid -Legs- Armor: Guard Boost I, Durability 30)
- Zard Mage Skin (Tier I Humanoid -Neck- Armor: Guard Boost = 2, Ambient Tolerance, Durability = 30)
- Stats:
Tortsnow's current stats Human Size
Strength = F+ Endurance = E Resilience = E+ Dexterity = F- Magic = F Intelligence = F Luck = F
Level 25 R.1 = - to Magic at 25 (F+ to F) Level 50 R.1 = - to Dexterity (F to F-) Level 75 R.1 = - to Strength (F+ to F) R.2 Rank Up = + to End & + to Res (E- -> E) & (E -> E+) Level 25 R.2 = + to Str. (F -> F+)
- Skills:
Name: Shed Effect: Though durable, Lizardfolk are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 68/100 Experience: 25/100
Name: Forage Effect: Those who possess this ability gain some knowledge toward identifying edible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Edible Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 68/100 Experience: 0/100
Name: Libido (Lizardkin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Lizardkin they primarily kidnap dwarves reducing the time till birth by -5 Days in comparison to normal. Level: 72/100 Experience: 0/100
Name: White Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting a status condition on various foes. Black Lizardkin exhale a breath which inflicts the Cold status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-35 - 1 (1) 36-65 - 1, 5 (2) 66-99 - 1, 5, 10 (3) Level: 42/100 Experience: 0/100
Name: Tackle Effect: A basic attack which involves ramming one's body into another target in order to deal damage and knock them down. This technique is capable of knocking down those with less Strength than the user, up to 1 ft away, however, if used on an opponent that is not guarding while it doesn't knock them away it does knock them off their feet. Level: 96/100 Exp: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carniivores can eat Meat and have their hunger filled for 2x the time as normal monsters while they can eat Plants and have their hunger filled for 0.5x the time as normal monsters. Level: 10/100 Experience: 0/100
- Proficiencies:
Name: Novice Natural Weapons Effect: The next rank up from Basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a slight bonus attack and defense modifier when using natural weapons in battle. Level: 6/100 Experience: 50/100
Name: Basic Language (White Lizardkin) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 47/100 Experience: 0/100
Name: Basic Block Effect: The least basic of the shield proficiency list. Few creatures know how to block using something else. This adds a minor bonus defense modifier when using shields to block or block & dodge. Level: 81/100 Experience: 50/100
Pet:- Ursa:
Name: Bearursa Race: Hind Bear Level: 89/100 Experience:: 66/100 - Stats:
Str - C- (12 damage) End - D (160 HP) Res - D Dex - E Mag - F- Int - F+ Lck - F-
Level 25 = + to Int (F- to F) Level 50 = + to End (E -> E+) Level 75 = + to Int (F -> F+) Level 100 = + to Str. (D -> D+) Level 25 R.1 = + to End (E+ -> D-) Level 50 R.1 = + to End (D- -> D) Level 75 R.1 = + to Str (D+ -> C-)
- Equipment:
- 1x Stamp Wartboar Skull (Tier II Medium S -Head- Armor: Grd/Dmg Boost 3; Dura2bility = 52)
- 1x Stamp Wartboar Cloak (Tier II Medium M -Neck- Armor: Guard Boost 3; Durability = 52)
- 1x Stamp Wartboar Ribcage (Tier II Medium S -Torso- Armor: Guard Boost 3; Durability = 52)
- Tier 1 Accomplishments:
- Gained Battle Cry
- Maxed Swim ->
- Skills:
Name: Swim Effect: Some monsters can swim, others drown. This skill allows a monster to swim, and with increased skill where they can successfully swim without drowning become more prevalent. 1-25 - Pond 26-50 - Lake 51-75 - River 75+ - Sea Level: 115/100 Exp: 0/100
Name: Chomp Effect: Ranked-up from Bite. The mouth is both a eating tool and a weapon in the right hands, some monsters know this. This skill works by the user using their jaws to chomp on prey to deal slight damage, with a chance to inflict the Bleed Status on a victim. With additional skill the chance of doing so increases (Success Chance 1-2) 1-25 = 1-2 26-50 = 1-3 51-75 = 1-4 75-Max = 1-5 Level: 96/100 Experience: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carniivores can eat Meat and have their hunger filled for 2x the time as normal monsters while they can eat Plants and have their hunger filled for 0.5x the time as normal monsters. Level: 42/100 Experience: 0/100
Name: Hibernate Effect: Hind Bear's have a massive appetite and sometimes this can not be satiated as such they learned how to sleep more effectively in order to curb their starvation. When asleep Hind Bear's deplete hunger every 2 Hours rather than every Hour. Level: 52/100 Exp: 0/100
Name: Battle Cry Effect: A cry meant to intimidate an opponent causing them to suffer from intimidation which results in their flee success chance having a minor boost however it likewise results in their Resilience being hampered by a Minor penalty. Battle cry has a chance to work depending on the level of this skill improving the more it is used in battle due to it's effects being honed and eventually mastered. Battle Cry can only be used on a single opponent in one Turn, those with Fear Tolerance lower the success chance by a Minor amount while those with Fear Resistance lower the success chance by a Major Amount. Skill Level - Success Chance (Dice Roll) 1-25 - 10% (1) 26-50 - 20% (1-2) 51-75 - 30% (1-3) 76-100 - 40% (1-4) Level: 21/100 Experience: 0/100
- Proficiencies:
Name: Basic Monster Weapons Effect: Ranked-Up from Basic Natural Weapons. The most primal of the unarmed proficiency list. Some creatures rely solely on their unaltered biological weaponry while others seek to emulate others by using the natural weapons of other in their pure form. This adds a minor bonus attack and defense modifier when using natural weapons & carved monster parts (unaltered by Craft or other similar skills) in battle. However it adds a minor penalty attack and defense modifier when using other weapons & weapons made out of crafted monster parts in battle. Level: 56/100 Experience: 0/100
- Minions:
- Zardrap:
Level: 84 Shed - 76, Forage - 51, Basic Natural Weapons - 79, Firestarter - 17
F+ - F+ - F+ - F - F - F - F Level 25 = + to Dex (F- -> F) Level 50 = + to Luck (F -> F+) Level 75 = + to Str (F - > F+)
- Zardtor:
Level: 82 Shed - 76, Forage - 51, Carve - 78 Basic Natural Weapons - 79
E- - F+ - E- - F- - F - F - F Level 25 = + to Resilience (F+ -> E-) Level 50 = + to Str. (F -> F+) Level 75 = + to Str. (F+ -> E-)
- Zardtri:
Level: 82 Shed - 76, Forage - 51, Carve - 78 Basic Natural Weapons - 79
F+ - E- - E- - F- - F - F - F Level 25 = + to Resilience (F+ -> E-) Level 50 = + to Str. (F -> F+) Level 75 = + to End (F+ -> E-)
- Zardcera:
Level: 82 Shed - 76, Forage - 51, Carve - 78 Basic Natural Weapons - 79
F+ - F+ - F+ - F - F - F - F
Level 25 = + to Dex (F- -> F) Level 50 = + to Str (F -> F+) Level 75 = + to Luck (F-> F+)
- Zardpter:
Level: 84 Shed - 76, Forage - 54, Basic Natural Weapons - 79, Firestarter - 21
F - E- - F+ - F - F - F+ - F Level 25 = + to Int (F -> F+) Level 50 = + to Dex (F- -> F) Level 75 = + to End (F+ -> E-)
- Zardodac:
Level: 84 Shed - 76, Forage - 54, Basic Natural Weapons - 79, Firestarter - 15
F - F+ - E- - F - F - F+ - F Level 25 = + to Res (F+ -> E-) Level 50 = + to Int (F -> F+) Level 75 = + to Dex (F- -> F)
- Zardtyl:
Level: 84 Shed - 76, Forage - 54, Basic Natural Weapons - 79, Prospect - 23
E - F+ - F+ - F- - F - F - F Level 25 = + to Str (F -> F+) Level 50 = + to Str (F+ -> E-) Level 75 = + to Str (E- -> E)
- Zardapa:
Level: 84 Shed - 76, Forage - 54, Basic Natural Weapons - 79, Prospect - 23
F - F+ - E- - F - F+ - F - F Level 25 = + to Mag (F -> F+) Level 50 = + to Res (F+ -> E-) Level 75 = + to Dex (F- -> F)
- Zardtos:
Level: 84 Shed - 76, Forage - 54, Basic Natural Weapons - 79, Prospect - 23
F+ - F+ - F+ - F- - E- - F - F Level 25 = + to Mag (F -> F+) Level 50 = + to Str (F -> F+) Level 75 = + to Mag (F+ -> E-)
- Zardsteg:
Level: 84 Shed - 76, Forage - 54, Basic Natural Weapons - 79, Prospect - 21
F - F+ - E- - F- - F+ - F - F+ Level 25 = + to Res (F+ -> E-) Level 50 = + to Luck (F -> F+) Level 75 = + to Mag (F -> F+)
Last edited by Kenji on 14th April 2021, 7:49 am; edited 217 times in total | |
| | | Vêlas
Posts : 149 Join date : 2018-01-08 Age : 34
| Subject: Re: Re:Monster (Alpha) Character List 9th February 2018, 6:35 am | |
| Name: Asta Gender: Male Race: Myconid Appearance: Blind and all white due to being albino Level: 10/100 Experience:: 0/100
Blindness (Birth) = I +2 (All), D -2 (All) | |
| | | Co
Posts : 3201 Join date : 2011-11-02 Age : 90 Location : Australia
| Subject: Re: Re:Monster (Alpha) Character List 23rd March 2020, 8:08 pm | |
| Name: Runt Gender: Male Race: Ghul Appearance: Smaller than usual albeit Humanoid in size. He also has patchy pale translucent skin with blotchy purple discolorations around his whole body, Level: 1/100 Experience: 25/100 Items:
- Lesser Water Spirit Stone (Contains enough water for 15 drinks, 7 Washes, 6 Showers or 3 Baths)
- Blood Bracelet (Devil death circle)
- A dirty Rock
- Messenger Beetle Mandible Tier 0 Tiny Tool (Lumber Tool & Durability = 5)
- Rusty Hammer - Tier I Small -Blunt- Weapon (Dmg Boost 2 & Smith Tool, Durability: 5)
- Kobold Barb
- horned rabbit horn Tier 0 - atk boost:1 - durability: 7
- Iron ore
Capability:- Stats:
Strength = F+ Endurance = F+ Resilience = E- Dexterity = F Magic = F Intelligence = F Luck = E-
Level-Up Stat Gains Tier 0 = +Lck (25), Res (50), End (75) & Str (100) Tier I (Res) =
Luck Cooldowns Luck Activity - Bonus - Levels needed - Cooldown Critical Chance - 50% - 0 - 5 Ability Acquisition - +2 - 0 - 50 Rank-Up Variants - +2 - 0 - 100 Item Finding - +2 - 0 - 25
- Racial Skills:
Name: Ghul Sac Effect: Ghul's possess a sac within their stomach which store poisons they consume so that they can produce it naturally, however they toxicity of the poison can only be up to a certain limit. Upon being produced it can be vomited up as a projectile. Level: 1/100 Experience:
Name: Libido (Goblin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Goblins they primarily kidnap humans, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 90/100 (MAX) Experience: 0/100
Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 48/100 Experience: 0/100
Name: Beg Effect: Goblins are cowardly creatures who are quick to beg for their lives if they think that their foe will give them mercy. This skill gives a Minor Bonus to being spared in a life or death fight. Level: 41/100 Experience: 0/100
Name: Basic Language (Ghul) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Gobo which is a dialect of Daemonic and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Gobo (Goblin) 2-25 - Common (Human) 26-50 - Infernal (Some Demon Racial Monsters) 51-75 - Abyssal (Some Demon Racial Monsters) & Terran (Beastman) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
- Skills:
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 59/100 Experience: 0/100
Name: Camouflage Effect: Inflict Minor Penalty to success chance when being tracked by a foe, reducing the odds of being successfully tracked by double the penalty if used while not wounded. Level: 43/100 Experience: 0/100
Name: Observe Effect: Able to understand small information on creatures and objects. Level: 60/100 Experience: 0/100
Name: Smash Effect: A basic overhead strike which is more powerful against an airborne target despite still being useful against grounded ones. Upon striking a target they are knocked downward 1 ft (+2 ft per + in Strength), with airborne targets sustaining 2x the damage inflicted from the smash due to being hit and then colliding with the ground. Level: 46/100 Experience: 0/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 66/100 Experience: 0/100
Name: Firestarter Effect: Typically monsters run from fire, others...are curious. This skill allows a monster to learn how to make a fire, and with increased skill their success at such an endeavor increases. Upon making a fire it deals 1 Fire Dmg every P.T and requires fuel to keep it going. Level - Success Chance - Fuel (Duration Increase) 1-25 - 2 - Stick (1 P.T Per) 26-50 - 2 & 4 - Sticky Sap (2 P.T Per) 51-75 - 2, 4 & 6 - Monster Bones (3 P.T per) 75+ - 2, 4, 6 & 8 - Oil (4 P.T PEr) Level: 36/100 Exp: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defence modifier when using blunt weapons in battle. Level: 11/100 Experience: 0/100
Name: Craft Effect: Creation is crucial to survival and few monsters capitalize on that fact. This skill allows for the creation of items by harnessing raw materials, items and/or equipment, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at creating things. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item created (Halved Durability if not food) 5-6 = Slight Success, Tier 0 equipment/item created (Full Durability if not Weapon/Armor) 7-8 = Moderate Success, Up to Tier I equipment/item created (Target Dependent) 9-10 = Success, Up to Tier II equipment/item created (Target Dependent) Level: 60/100 Experience: /100
Name: Enchant Effect: The only thing better than a weapon is a magic weapon, few monsters ever realize this fact. This skill allows for the enchanting of items by harnessing Spirit Stones, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at enchanting things. 1-2 = Failure (Any Spirit Stone Destroyed) 3-4 = Partial Failure, Tier 0 Enchantment gained (Lesser Spirit Stone Destroyed, others go down twice in power) 5-6 = Slight Success, Tier 0 Enchantment gained (Standard Spirit Stone & Below Destroyed, others go down once in power) 7-8 = Moderate Success, Up to Tier I Enchantment gained (Greater Spirit Stone & Below Destroyed) 9-10 = Success, Up to Tier II Enchantment gained (High Spirit Stone & Below Destroyed) Level: 50/100 Experience: /100
Name: Poison Effect: Most monsters learn how to kill things on their own, other monsters learn how to use harmful things to kill for them. This skill allows the monster to poison an item by harnessing raw materials or carves, for a set amount of time which grows longer based on the leveling. 1-2 = Failure - 1 Turn 3-4 = Partial Failure, Tier 0 Poison (Halved Duration if not a tool) - 1 Turn 5-6 = Slight Success, Tier 0 Poison (Full Duration if not Weapon/Armor) - 2 Turns 7-8 = Moderate Success, Up to Tier I Poison (Target Dependent) - 2 Turns 9-10 = Success, Up to Tier II Poison (Target Dependent) - 3 Turns Level: 1/100 Exp: 0/100
Companions:- Gobutyke:
Name: Tyke Gender: Female Race: Hobgoblin Appearance: Standard hobgoblin for her age, but with purple eyes. Level: 1/100 Experience: 50/100 - Stats:
HP = 30 MP = 15
Strength = E- Endurance = F+ Resilience = F Dexterity = F Magic = F Intelligence = F+ Luck = E-
Level-Up Stat Gains = +Lck (25), +Int (50), +Str (75), +End (100) Tier I (+Str) =
- skills:
Name: Libido (Goblin) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Goblins they primarily kidnap humans, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 90/100 Experience: 0/100
Name: Ambush Effect: Though weak, Goblins are sneaky creatures and often ambush their prey. This skills gives a bonus modifier on the first attack when surprise attacking an enemy. Level: 36/100 Experience: 0/100
Name: Forage Effect: Those who possess this ability gain some knowledge toward identifying edible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Edible Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 66/100 Experience: 0/100
Name: Topple Effect: A basic attack which involves first leaping onto a target and then using ones weight to try and topple them to the ground. This technique is capable of knocking down those with less strength than the combination of the user's strength + their size modifier. This results in the victim being knocked off their feet and onto the ground. Size - Str Modifier when Topple is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 38/100 Exp: 0/100
Name: Hold Effect: A basic attack which involves grabbing onto a target and using one's weight to hold them in place. This technique is capable of holding down those with less strength than the combination of the user's resistance + their size modifier. This results in the victim & the user being held in place while being unable to dodge incoming attacks while their blocks are halved due to their immobility. Size - Res Modifier when Hold is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 38/100 Exp: 0/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 46/100 Experience: 0/100
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 36/100 Experience: 0/100
- Proficiency:
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defence modifier when using blunt weapons in battle. Level: 36/100 Experience: 0/100
Last edited by Co on 3rd April 2020, 2:08 am; edited 21 times in total | |
| | | Haio
Posts : 879 Join date : 2018-04-27
| Subject: Re: Re:Monster (Alpha) Character List 24th March 2020, 1:09 am | |
| - Demohaio:
Demohaio lvl 53 lvl = day 15 - humanoid with canine Str - End - Res - Dex - Mag - Int - Lck (D-) - (E-) - (F) - (F) - (F) - (F) - (F+) Tolerance to Earth, Steel & Fire Blessing of the god of lava Hp: 40
Food
items 1 rock 2 rock salt - tier 1
Equipment
Blade Rabbit Pelt (Tier II Humanoid -Torso- Armor: Guard Boost 3, Durability 37) Non-Blade Rabbit Skull (Tier I Small -Helmet- Armor: Guard Boost 2, Durability: 22) Golden Spider Carapace (Tier 0 Small -Arm- Armor: Guard Boost 1 & Durability 7) Jade Horse Horn (Tier II Humanoid -Pierce- Weapon: Dmg Boost 3, Durability 70) Jade Horse Horn (Tier II Humanoid -Pierce- Weapon: Dmg Boost 3, Durability 70) Blade Rabbit Horns (Tier II Small -Slash- Weapon: Dmg Boost 3, Durability 25) Night Viper Poison Sac (Tier I Raw Material: Poison Dmg 2, Duration 2 Turns, 3 Uses)
Skills Ambush - lvl 83+15=98 Basic blunt proficiency - lvl 91+9=100 Basic language(demogoblin) - lvl 55 Basic pierce prof - lvl 99 Carnivore - lvl 61 +15=76 Carve - lvl 47 Command (goblins) lesser - lvl 100 ->Command Goblins - lvl 8+15=23 Demon factor - lvl 76 Dual wield - lvl 22 Firestarter - lvl 1+15=16 Libido - lvl 69 + 15=84 Light feet - Lvl 80 +15=95 Observe - lvl 100 -> Perceive - lvl 1+15=16 Smash - lvl 77 +15=92 Sneak - lvl 100-> Prowl lvl 1+15=16 Taint - lvl 1+15=16 Track - lvl 61+15=76
Minions Bamibunk (M) - lvl 54 = Day 14 - humanoid - can use and learn fire, water, & boil - Str - End - Res - Dex - Mag - Int - Lck (F) - (F+) - (F) - (F) - (D-) - (F+) - (F+) Resistance to Boil Blessing of the Demi-goddess of Boil
Hp: 30 Mp: 30 M Dmg: 7
Equipment Four Color Gloves (Tier 0 Small -Gloves- Armor: Guard Boost 1, Durability 13) Blade Rabbit Pelt (Tier II Humanoid -Torso- Armor: Guard Boost 3, Durability 37) 1 Chipped Jade Horn (Tier I Small -Pierce- Weapon: Dmg Boost 2, Durability 50) Non-Blade Rabbit Skull (Tier I Small -Helmet- Armor: Guard Boost 2, Durability: 22) Armoured Tanuki Shell (Tier 0 -Shield- Tiny True Shield: Guard Boost 1, Durability 13) Golden Spider Carapace (Tier 0 Small -Arm- Armor: Guard Boost 1 & Durability 7) Hind cub femur tier 0 (Tier 0 -Blunt- Weapon: Dmg Boost: 1, Durability 5) Horned Foal Femur (Tier 0 Humanoid -Blunt- Weapon: Dmg Boost = 1, Durability = 7)
Skills Ambush - lvl 64 Basic blunt proficiency - lvl 53 +15=68 Basic Pierce prof - lvl 49 Basic Language (Batiri) - lvl 1+15=16 Bond - lvl 37 +15=52 Climb - lvl 36 +15=51 Dual Wield - lvl 1+15=16 Fireball - lvl 49+1=51 Lesser boil affinity - lvl 1 +15=16 Lesser fire affinity - lvl 35 +15=50 Libido - lvl 42 +15=57 Light steps - lvl 34 +15=49 Mask of Batiri - lvl 1+15=16 Sneak - lvl 82+15=97
Black Pup Gamma Lvl 62 (f) -rank up Str - End - Res - Dex - Mag - Int - Lck (F) - (F) - (F-) - (E-) - (F-) - (F+) - (F-)
Basic Natural Weapons Lvl 49 Bite Lvl 28 Goblinoid Factor lvl 16 Sneak Lvl 77 Track Lvl 63
Bakeana lvl 59 lvl- day 13 - Medium S - Can Learn Acid Skill - Bakemono Rider Str - End - Res - Dex - Mag - Int - Lck (F) - (E+) - (E-) - (F) - (F+) - (F+) - (E-) Tolerance to Explosion & Blaze Blessing of the Demi-god of acid
Hp: 90 Mp: 20 Equipment 1 Jade Horse Rags (Tier II Medium S -Torso- Armor: Guard Boost 3, Durability 105) Blade Rabbit Loincloth (Tier I Humanoid -Legs- Armor: Guard Boost 2, Durability: 22) Blade Rabbit Horns (Tier II Small -Slash- Weapon: Dmg Boost 3, Durability 25) Blade Rabbit Horns (Tier II Small -Slash- Weapon: Dmg Boost 3, Durability 25) Non-Blade Rabbit Skull (Tier I Small -Helmet- Armor: Guard Boost 2, Durability: 22)
Skills Acid mane - lvl 1+15=16 Ambush - lvl 63 +4=67 Bakemono feet - lvl 1+15=16 Basic blunt proficiency - lvl 37 +15=52 Basic Pierce prof. - lvl 56+15=71 Basic Slash Prof. - lvl 3 Basic Language(Bakemono) - Lvl 1+15=16 Battle cry - lvl 46 +2=48 Climb - lvl 41 +15=56 Dual wield - lvl 65 Libido - lvl 39 +15=54 Light steps - lvl 37 +15=52 Sneak - lvl 83 +15=98 Track - lvl 36 +15=51
Gobusera lvl 46 Day 14 Str - End - Res - Dex - Mag - Int - Lck (F) - (F) - (F+) - (F) - (F) - (F) - (F+)
Equipment Blade Rabbit Horns (Tier II Small -Slash- Weapon: Dmg Boost 3, Durability 25) Blade Rabbit Pelt (Tier II Humanoid -Torso- Armor: Guard Boost 3, Durability 37) Non-Blade Rabbit Skull (Tier I Small -Helmet- Armor: Guard Boost 2, Durability: 22) Skills Ambush - lvl 1+35=36 Basic blunt proficiency -lvl 7+35=42 Climb - lvl 1+35=36 Forager - lvl 2+35=37 Libido - lvl 9+35=44 Sneak - lvl 23 +35=58
GobuMiro (f) - lvl 33 = Day 10 Str - End - Res - Dex - Mag - Int - Lck (F+) - (F) - (F) - (F) - (F)- (F) - (F+) Equipment Armored Tanuki Gloves (Tier 0 Tiny -Hands- Armor: Guard Boost 1, Durability 13) Night Viper Rags (Tier 0 Small -Neck- Armor: Guard Boost 1, Durability 7) Night Viper Toga (Tier I Small -Torso- Armor: Guard Boost 2, Durability 13) Demon Spider Mandible (Tier I Small -Pierce- Weapon: Dmg 2 & Paralyze Chance 1/8, Durability 7/13) Demon Spider Mandible (Tier I Small -Pierce- Weapon: Dmg 2 & Paralyze Chance 1/8, Durability 7/13) Skills Ambush - lvl 48 Basic blunt proficiency - lvl 36 Basic Pierce prof. - lvl 4 Carve - lvl 47 Dual wield - lvl 24 Sneak - lvl 48
Gobukas (f) - lvl 31 = Day 10 Str - End - Res - Dex - Mag - Int - Lck (F) - (F) - (F) - (F) - (F)- (F+) - (F+) Equipment Pickaxe (Tier 0 Small -Pierce- Weapon: Dmg Boost = 1, Durability = 5) Skills
Ambush - lvl 53 Basic blunt proficiency - lvl 41 Carve- lvl 54 Demon Factor - lvl 41 Sneak - lvl 53
Gobueada(f) - lvl 14 = Day 8 (F) - (F) - (F) - (F) - (F) - (F) - (F+) Equipment Pickaxe (Tier 0 Small -Pierce- Weapon: Dmg Boost = 1, Durability = 5) House Gremory Breastplate (Tier 0 Humanoid -Torso- Armor: Guard Boost = 1, Durability = 4) Skills Ambush - lvl 1+35=36 Basic blunt proficiency - lvl 36 Sneak - lvl 1+35=36
Gobuvaak (f) - lvl 14 = Day 8 (F) - (F) - (F) - (F) - (F) - (F) - (F+) Equipment Castellan's Rapier (Tier 0 Humanoid -Pierce- Weapon: Dmg Boost = 1, Durability = 30, Comprised of a Zinc-Copper Alloy Durability +1, Resonance +1)
Skills Ambush - lvl 1+35=36 Basic blunt proficiency - lvl 1+35=36 Sneak - lvl 1+35=36
Gobudiva(Mixblood, F) lvl 7 = Day 1 Str - End - Res - Dex - Mag - Int - Lck (E-) - (F) - (F) - (F) - (F) - (F) - (F+) - Miner job (+Str) Equipment Pickaxe (Tier 0 Small -Pierce- Weapon: Dmg Boost = 1, Durability = 5) Black Beta Loincloth (Tier I Small -Legs- Armor: Guard Boost 2, Durability 13) Black Wolf Gloves (Tier 0 Humanoid -Hands- Armor: Guard Boost = 1, Durability = 7) Armored Kit Cloak (Tier 0 Tiny -Neck- Armor: Guard Boost 1, Durability 7) Horned rabbit skull (helmet) - tier 0 - guard boost: 1 - durability: 10/10 Hammerfist Slave Gown (Tier 0 Humanoid -Torso- Armor: Guard Boost 1, Durability 15) Skills Ambush - lvl 1 Basic blunt proficiency - lvl 1 Basic Mining Tools - lvl 1 Basic Mining - Lvl 1 Sneak - lvl 18
Gobuqueen(F) lvl 5 = Day 1 Str - End - Res - Dex - Mag - Int - Lck (F) - (F) - (F) - (F) - (F) - (F) - (F+) Equipment Kama Mantis Claw (Tier 0 Tiny -Slash- Weapon: Dmg Boost = 1, Durability = 5) Kama Mantis Claw (Tier 0 Tiny -Slash- Weapon: Dmg Boost = 1, Durability = 3)
Skills Ambush - lvl 1 Basic blunt proficiency - lvl 1
Extra equipment
Spider Paralysis Sac (Tier I Raw Material: Inflicts Paralysis Status, Duration 2 Turns, 3 Uses) Spider Paralysis Sac (Tier I Raw Material: Inflicts Paralysis Status, Duration 2 Turns, 3 Uses) Spider Paralysis Sac (Tier I Raw Material: Inflicts Paralysis Status, Duration 2 Turns, 3 Uses) Spider Paralysis Sac (Tier I Raw Material: Inflicts Paralysis Status, Duration 2 Turns, 3 Uses) Tin Hammer (Tier 0 Small -Blunt- Tool: Dmg Boost 1 & Craft Tool, Durability 8)
Last edited by Haio on 5th December 2020, 10:17 pm; edited 15 times in total | |
| | | Spectreprotocol
Posts : 130 Join date : 2020-01-08 Age : 35
| Subject: Re: Re:Monster (Alpha) Character List 25th March 2020, 3:19 pm | |
| Name: Toad Gender: Undecided Race: Myconid Appearance: White mushroom cap with red pokadots, blue stalk body Level: 100(16)/100 Experience:: 089/100 - Stats:
Strength: F Endurance: F Resilience: F+ Dexterity: F Magic: E- Intelligence: E- Luck: F
Hunger: 30/30 Thirst: 15/15 Health: 10/10 Mana: 25/25
- Skills:
Name: Bond Effect: Form a Bond with a (Non Starter or Civilized Race) Monster allowing one to make a companion out of it. This is a interesting skill which gives one a pet which can fight at ones side, however this Bond has to be refreshed constantly to ensure the pet remains tame and one can not gain another Bond with a monster until that companion is either dead or one gains a Command Skill pertaining to the monster in question. Each day that passes one must fulfill another roll to retain the Bond between them and their pet Monster and the actions they have done during that day will affect said roll. Skill Level (Success Chance) - Action - Refresh Bonus (Herbi/Omni/Carni) 1 (1) - Feeding Plants - (+1/+1/-1) 2-24 (1-2) - Feeding Meat - (-1/+1/+1) 25 (1-3) - Killing Same Species (-1/-1/-1) 26-49 (1-4) - Killing Rival Species - (+1/+1/+1) 50 (1-5) - Grooming (+1/+1/+1) 51-74 (1-6) - Punishing (-1/-1/-1) 75 (1-7) - Near Death Experience (-2/-2/-2) 76-99 (1-8) - Rank-Up (+2/+2/+2) Level: 45/100 Experience: 0/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 75/100 Experience: 0/100
Name: Cannibal Effect: Most monsters eat prey, some aren't picky about what is considered prey even if it meant eating their own species. This skill is a slippery slope, eating the same species fills your hunger limit for an extra hour, however, increased levelling of this skill makes it difficult to eat anything else. Level 1-25 - Fills H. L. for an extra Hour when eating same species Level 26-50 - Fills H. L. for 1 hour less when eating different species Level 51-75 - Fills H. L. for an extra 2 hours when eating same species Level 75+ - Fill H. L. for 2 hours less when eating different species Level: 59/100 Experience: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carnivores can eat Meat and have their hunger filled for 2x the time as normal monsters while they can eat Plants and have their hunger filled for 0.5x the time as normal monsters. Level: 45/100 Experience: 0/100
Name: Climb Effect: Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to climb, and with increased skill what they can climb becomes more varied 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 75/100 Exp: 0/100
Name: Command Myconis (Lesser) Effect: The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Minor Boost to Intimidation Chance 2+ - Minor Boost to Persuasion Chance 3+/1 Grade - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 2 Grades - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 4 Grades - Orders which can be self-harming in nature. Level: 49/100 Experience: 0/100
Name: Glide Effect: Sometimes it's all about how you fall, rather than the fact that you are falling. This skill is learned by those who typically possess wings, excess skin or have managed to use other things in their pursuit of slowing their fall. As such they are able to glide for a short period of time delaying the speed at which they fall to the ground, furthermore they are able to stop gliding at any moment to fall to the ground which can be used to give them a minor bonus to their next melee attack due to the added force from their fall. This skill grows more effective with additional levels. Level - Gliding Duration 1-25 - 1 P.T 26-50 - 2 P.T 51-75 - 3 P.T 76-100 - 4 P.T Level: 25/100 Experience: 0/100
Name: Observe Effect: Able to understand small information on creatures and objects. Level: 63/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 43/100 Experience: 0/100
- Racial Skills:
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients somehow, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level: 66/100 Experience: 25/100
Name: Sporelingo Effect: Though non-verbal communication is not uncommon sometimes it helps to be able to clue other people into it. As such Myconid's have learned how to release particular spores that transmit what they are saying to the minds of those who communicate verbally. This technique is able to deposit one spore via contact which remains until it is removed or until the next day as the spores can't survive for that long after being released Level: 83/100 Experience: 0/100
Name: Poison Drain Effect: A special skill bestowed to a myconid that has utilized Drain on a poison, this skill versatile yet hazardous to the Myconid's health if used without restraint. When a poison is drained the Myconid sustains a set amount of damage preventing them from sustaining repetitive damage from that poison in exchange for temporarily storing it. From there the Myconid can then transfer the poison to another victim though contact causing them to lose the poison they have currently stored albeit being able to obtain a new one. This skill becomes more powerful with increased levels allowing more dangerous poisons to be stored albeit each having their own damage dealt to the user. Level - Tier of Poison Capable of being Drained (Damage Sustained) 1-25 - 0 (2) 26-50 - I (4) 51-75 - II (8) 76-100 - III (16) Level:59/100 Experience: 0/100
Name: Libido (Myconid) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Myconid they are capable of fertilizing those of either gender, which in the case of a female they get pregnant while in the case of a male the Myconid gets pregnant. Level: 45/100 Experience: 0/100
- Proficiency :
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Level: 69/100 Experience: 75/100
Name: Basic Slash Weapons Effect: The 3rd most basic of the weapon proficiency list. Few creatures know how to cut with a stick. This adds a minor bonus attack and defense modifier when using slash weapons in battle. Level: 100/100 Experience: 0/100
Name: Basic Dual Wield Effect: A basic style of weapon proficiency. A couple of creatures think being able to use two weapons at the same time makes them more dangerous. This adds a minor bonus to their attack modifier with both weapons, while likewise giving a minor penalty to their defense modifier (blocking only) when dual wielding weapons in battle. Level: 100/100 Experience: 0/100
- Magic:
Name: Ambient Mana: Ball Effect: Tier I Magic. By learning how to channel one's magic into a sphere form before launching it at an opponent the monster has gained a basic albeit useful attack magic. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 67/100 Experience: 50/100
Name: Basic Detect Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the detection of Mana within an object in contact with the user or the use of mana externally around the user. Rolls 1 = Failure 2-4 = Detect Magic in Object 5-6 = Detect Magic in Immediate Area 7-9 = Detect Magic in General Area (North, South, East or West) 10 = Detect Magic in Specific Area (NW,NE,SE,SW,N,W,E,S) Level: 54/100 Experience: 0/100
Name: Ambient Mana: Self Protection Effect: This skill grant the user the opportunity to gain a minor boost to their resistance stat, which in turn protects their body with a Romance( F7F4ED) color, however the duration of the boost is determined by the successfulness of it's use. 1-4 Failure 5-8 Boost the user's Resistance for one attack 9-10 Boost the user's Resistance for one post Level: 57/100 Experience: 0/100
- Food:
- Equipment:
1x Cracked Deer Horn (Tier 0 Tiny -Pierce- Weapon: Dmg Boost 1, Durability 5)
2x Messenger Locust Mandibles (Tier 0 Tiny -Slash- Weapon: Dmg Boost 1, Durability 3)
3x Lesser Earth Spirit Stone
1x Beastman Hind(Tier 0 Humanoid -Vest- Weapon: Attack Boost = 1, Durability = 15)
1x Beastman Claw(Tier 0 Small -Pierce- Weapon: Atk Boost = 1, Durability = 7)
1x Beastman Skin Cloak (Tier 0 Humanoid -Torso- Armor: Guard Boost 1, Durability 15)
1x Red Deer Skull (Tier I Humanoid -Helmet- Armor: Guard/Dmg Boost 2, Durability 30)
3 Zinc (Tier 0, Raw Material) 2 Iron Ore (Tier I Ore) 7 Coal Ore (Tier 0 Ore) 1 Corundum (Tier I Ore) 2 Silver Ore (Tier II Ore) 1 Copper Ore (Tier 0 Ore) 2 Aluminum (Tier I Ore) 1 Mercury (Tier II Ore) 2 Rocks
- Poisons:
Poison Berry
Viper Poison
- Minions:
- Mushpea:
Name: Mushpea Gender: ??? Race: Myconid Appearance: [Will figure out later] Level: 64/100 Experience:: 86/100 Str- F+ End- F Res- F+ Dex- F Mag- F+ Int- F Lck- F- Hunger- 30 Thirst- 15 Health- 10 Mana- 10 - Skills:
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients some how, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level: 16/100 Experience: 0/100
Name: Slide Effect: Slide along the ground for a minor boost to Dexterity & Fleeing Chance while giving a minor penalty to Strength & Throwing Accuracy. This unique form of moving can be quite useful for those who prefer dodging over standing their ground. Level: 17/100 Experience: 0/100
Name: Basic Two-Handed Effect: A basic style of weapon proficiency. A couple of creatures think being able to use a weapon with both hands makes them more dangerous. This adds a minor bonus to their attack modifier with the weapon held, while likewise giving a minor penalty to their defense modifier (dodging only) when wielding a weapon with both hands in battle. Level: 26/100 Experience: 0/100
Name: Basic Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a minor bonus attack and defense modifier when using pierce weapons in battle. Level:32/100 Experience: 0/100
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 41/100 Experience: 0/100
- Proficiencies :
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Level: 16/100 Experience: 0/100
- Tools/Armour:
1x Miner's Tops - (Tier 0 Humanoid -Torso- Armor: Guard Boost 1, Durability: 15)
1x Miner's Jumpsuits - (Tier 0 Humanoid -Legs- Armor: Guard Boost 1, Durability: 15)
1x Red Deer Pelt (Tier I Humanoid -Torso- Armor: Guard Boost = 2, Durability 30)
1x Pickaxes - (Tier I Small -Pierce- Weapon: Dmg Boost 2, Durability: 12)
1x Rusted Iron Helmet (Tier 0 Small -Head- Armor: Guard Boost = 1, Durability = 25)
- Mushrio:
Name: Mushrio Gender: ??? Race: Myconid Appearance: [Will figure out later] Level: 69/100 Experience:: 87/100 Str- F+ End- F Res- F+ Dex- F Mag- E- Int- F Lck- F- Hunger- 30 Thirst- 15 Health- 10 Mana- 10 - Skills:
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients some how, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level:26/100 Experience: 0/100
Name: Forage Effect: Those who possess this ability gain some knowledge toward identifying edible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Edible Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 13/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 3/100 Experience: 0/100
- Proficiencies :
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Level: 15/100 Experience: 0/100
Name: Ambient Mana: Ball Effect: Tier I Magic. By learning how to channel one's magic into a sphere form before launching it at an opponent the monster has gained a basic albeit useful attack magic. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 24/100 Experience: 0/100
Name: Basic Two-Handed Effect: A basic style of weapon proficiency. A couple of creatures think being able to use a weapon with both hands makes them more dangerous. This adds a minor bonus to their attack modifier with the weapon held, while likewise giving a minor penalty to their defense modifier (dodging only) when wielding a weapon with both hands in battle. Level: 32/100 Experience: 0/100
Name: Basic Pierce Weapons Effect: The 2nd most basic of the weapon proficiency list. Some creatures know how to stab with a stick. This adds a minor bonus attack and defense modifier when using pierce weapons in battle. Level: 34/100 Experience: 0/100
- Tools/Armour:
1x Miner's Tops - (Tier 0 Humanoid -Torso- Armor: Guard Boost 1, Durability: 15)
1x Miner's Jumpsuits - (Tier 0 Humanoid -Legs- Armor: Guard Boost 1, Durability: 15)
1x Red Deer Pelt (Tier I Humanoid -Torso- Armor: Guard Boost 2, Durability 30)
1x Surveyor's Helmet (Tier II Humanoid -Helmet- Armor: Guard Boost = 3, Durability = 40)
1x Pickaxes - (Tier I Small -Pierce- Weapon: Dmg Boost 2, Durability: 12)
- PupRuff:
Name: OrangeRuff Race: Orange Wolf Level: 22/100 Experience:: 0/100 - Stats:
Str - E- End - F+ Res - F Dex - E- Mag - F Int - F+ Lck - F-
Level 25 = + to Mag (F- -> F) Level 50 = + to Int (F+ -> E-) Level 75 = + to Dex (F+ -> E-)
- Skills:
Name: Bite Effect: The mouth is both a eating tool and a weapon in the right hands, some monsters know this. This skill works by the user using their jaws to bite prey to deal damage, in exchange for being unable to dodge for 1 Turn they can keep hold of a target to inflict the Bleed Status on a victim. Level: 51/100 Experience: 0/100
Name: Observe Effect: Able to understand small information on creatures and objects. Level: 26/100 Experience: 0/100
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 13/100 Experience: 0/100
Name: Track Effect: Gains a Minor Bonus to success chance when tracking a foe or item, improving the odds by double the bonus if used on a wounded monster. Level: 10/100 Experience: 0/100 - Proficiencies:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 50/100 Experience: 0/100
- Magic Skills:
Name: Flame Jaw Effect: A special skill bestowed to a monster that has consumed a Lesser Fire Spirit Stone. This skill is the weakest of the skills that are able to be gained by consuming a Fire Spirit Stone. Black Wolves who have consumed a fire stone gain the ability to imbue that fire in their fangs. On their bonus action, they can ignite their jaws with fire, adding a Minor fire damage boost to their next attack that involves biting. It costs 1 MP per post to maintain this skill. Level: 1/100 Experience: 0/100
Name: Shocking Coat Effect: A special skill bestowed to a monster that has consumed a Lesser Lightning Spirit Stone. This skill is the weakest of the skills that are able to be gained by consuming a Lightning Spirit Stone. Black Wolves who consume a lightning stone gain the ability to channel lightning mana through their fur. Upon being hit physically, the wolf can use 1 MP to shock the target. This deals Minor lightning damage and has the chance to paralyze, but counts as an action from the wolf. Skill Level - Chance to Paralyze 1-25 - 1 26-50 - 1 51-75 - 1, 10 76-100 - 1, 5, 10 Level: 1/100 Experience: 0/100
Last edited by Spectreprotocol on 9th December 2020, 6:53 am; edited 79 times in total | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Re:Monster (Alpha) Character List 25th March 2020, 7:25 pm | |
| Name: Olossav Gender: Female Race: Olog Sapper (Rare Sub-Species) Appearance: A Stocky, Medium L sized female with two-tone, Black (Left side), White (Right side), super dense skin with the consistency of clay which hardens to a rock in the day time. She possesses webbed four fingered/toed hands and feet and her hair is shaggy and short only reaching up to her ears. . . Level: 1/100 Experience:: 50/100 - Stats:
Blessing of the Goddess of Script (Flesh Resistance and Poison Resistance) Rare Species (Tumor Resistance)
Status 125 HP 10 MP 50 Hunger Bar 50 Thirst Bar
Strength = E Endurance = E+ Resilience = F Dexterity = E Magic = F Intelligence = F Luck = E-
Tier 0: + to Dex (25), End (50), Luck (75), Dex (100) Tier I (+ to Str & Lck): + to Dex (25), + to Str (50), + to Int (75), - to Str (100) Tier II (+ to Str, End and End):
Equipment- At Mine:
Enchanted Baboon Tibia (Tier 0 Small -Weapon - Water Elemental Blunt- Weapon: Dmg Boost = 1, Water Element = 1, Durability = 7) Dirty Rag Pouch (Tier 0 Humanoid -Bag- Tool: Storage Capacity = 3 Small Objects, 5 Tiny Objects or 2 Small Objects & 3 Tiny Objects)
- On Person:
Loincloth Bags: (Tier I Humanoid -Bag- Tool: Storage Capacity = 5 Small Objects, 7 Tiny Objects or 3 Small Objects & 5 Tiny Objects, Durability = 5)
Red Bear Pelt (Tier II Medium L -Torso- Armor : Guard Boost = 3, Durability = 105) Black Steel Halberd (Tier III Medium(L) -Slash- Weapon Dmg Boost = 4; Durability = 58) Black Steel Warhammer (Tier III Medium(L) -Slash- Weapon Dmg Boost = 4; Durability = 48)
- In Loincloth Bags (1 Full, 1 Half Full, 1 Empty):
5 Orc Skulls (Tier 0 Humanoid -Blunt- Weapon: Dmg Boost 1, Durability = 5) 1 Evolved Orc Skull (Tier II Humanoid -Blunt- Weapon: Dmg Boost 3, Durability = 30) Cracked Troll Skull (Tier I Medium S -Blunt- Weapon: Dmg Boost 2, Durability = 17) Standard Fire Spirit Stone Standard Earth Spirit Stone
- Orc-Specific Racial Skills:
Name: Stench Effect: Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. Level: 89/100 Experience: 0/100
Name: Stank Imbue Effect: Ranked up from Stench Imbue. Some Orcs are able to concentrate their stench into Stank and then use that in unique ways, this results in the Orc harnessing their pitiful mana reserve into order to imbue an object with their stench which applies a Dizzy Status on a hit. Level: 1/100 Experience: 0/100
Name: Basic Language (Swamp Orc) Effect: Req. Tier I. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak the Orcish which is a dialect of Giant Speech and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Orcish (Orc) 2-25 - Elvish (Elf) 26-50 - Giant Speech (Giant Racial Monsters) 51-75 - Common (Human) & Goblish (Goblin) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 56/100 Experience: 0/100
Name: Webbed Appendages Effect: Req. Tier I Rank-up. Swamp Orcs are adapted to the water, it's why they have webbed hands and feet so that they can move around more easily. This skill grants a Minor Bonus to the user's Dex while moving in water, while when submerged the monster is capable of remaining under fore double the duration of a non-aquatic monster. Level: 36/100 Experience: 0/100
- Obtained Skills:
Name: Electrocute Stench Effect: A special skill bestowed to a monster that has consumed a Lesser Lightning Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Lightning Spirit Stone. Some Orcs are able to wield their Stench in unique ways, this is the most basic version of that with the Orc harnessing their pitiful mana reserve into order to modify their stench which has a chance of applying a Electrocute Status on a hit. 1-50 = 1 51-Max = 1-2 Level: 40/100 Experience: 0/100
Name: Libido (Orc) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 36/100 Experience: 0/100
Name: Swim Effect: Some monsters can swim, others drown. This skill allows a monster to swim, and with increased skill where they can successfully swim without drowning become more prevalent. 1-25 - Pond 26-50 - Lake 51-75 - River 75+ - Sea Level: 36/100 Exp: 0/100
Name: Prospect Effect: Those who possess this ability gain some knowledge toward identifying ores and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Ore 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 36/100 Experience: 0/100
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 66/100 Experience: 0/100
Name: Taunt Effect: A cry meant to infuriate an opponent causing them to focus solely on the user rendering stealth based skills unusable until the next turn (user) but redirecting any attacks meant for others from the taunted target onto the user. However while the opponent is focusing on the user, any attacks they sustain from others is treated as undefended for a single hit, after which they will become aware of others despite focusing attacks on the user till the next turn. Taunt can only be used on a single opponent, and if another is taunted it drops the effect on the first target to apply it to the second one. Level: 76/100 Experience: 0/100
Name: Pluck Effect: Ranked up from Catch. A defensive skill which involves plucking an object from someone else's grip. This technique is capable of allowing one to pluck an object falling towards them if they have the strength to lift it. This skill can also be used to catch an object thrown at the user if when dodging or/and blocking reduces the damage sustained to 0. Becomes unavailable if one does not have any free hands to catch an object. Level: 1/100 Exp: 0/100
Name: Cannibal Effect: Most monsters eat prey, some aren't picky about what is considered prey even if it meant eating their own species. This skill is a slippery slope, eating the same species fills your hunger limit for an extra hour, however increased leveling of this skill makes it difficult to eat anything else. Level 1-25 - Fills H. L. for an extra Hour when eating same species Level 26-50 - Fills H. L. for 1 hour less when eating different species Level 51-75 - Fills H. L. for an extra 2 hours when eating same species Level 75+ - Fill H. L. for 2 hours less when eating different species Level: 80/100 Experience: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carni/Herbivores can eat Meatand have their hunger filled for 2x the time as normal monsters while they can eat Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 50/100 Experience: 0/100
Name: Harvest Effect: The gathering of materials from plants for use towards equipment, items or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to harvest a target. However if used on a plant based monster it has a minor penalty to the harvesting success. 1 = Failure 2-3 = Partial Failure, Tier 0 equipment/item obtained (Target Dependent) 4-5 = Slight Success, Tier I equipment/item obtained (Target Dependent) 6-7 = Moderate Success, Up to Tier II equipment/item obtained (Half Durability) 8-9 = Success, Up to Tier II equipment/item obtained (Target Dependent) 10 = Great Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 1/100 Experience: 0/100
Name: Command Orc (Lesser) Effect: The Command skill is one of the rarest skills to obtain naturally due to usually being obtained through Rank-Ups, this is because it is a powerful skill in the right hands (PC & Boss Exclusive Skill). It allows one to exert their influence on a particular species of monster causing them to be able to order them around. This skill becomes more powerful dependent on the disparity between one's intelligence versus their target, and can only be used on those of the specific species lower rank than the user. Disparity - Commands Possible None - Suggestions (Stat Allocation) 1+ - Minor Boost to Intimidation Chance 2+ - Minor Boost to Persuasion Chance 3+/1 Grade - Orders which can not be self-harming in nature nor the harm of friends or loved ones. 2 Grades - Orders which can not be self-harming in nature but can be used to harm friends or loved ones. 4 Grades - Orders which can be self-harming in nature. Level: 38/100 Experience: 0/100
- Proficiency:
Name: Novice Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a slight bonus attack and defense modifier when using blunt weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 80/100 Experience: 0/100
Name: Ricochet Throw Effect: Rank-up from Bounce Throw. A ranged weapon skill which involves the user throwing an object with enough force for it to bounce off of what it hits and strike a secondary target near the initial hit. Targets hit by the ricochet sustain damage as if it was unguarded due to the unpredictable attack. Level: 1/100 Experience: 0/100
Name: Basic Close Volley Effect: Rank-up from Basic Close Projectile. A style of ranged weapon proficiency emphasizing throwing weapons quick succession up close. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Blocking only) when using a ranged weapon up close in battle. With increased skill this skill can be used to target more than one opponent at once using a single thrown object per target. Level - No. of Targets 1-25 - 1 26-50 - 2 51-75 - 2 75+ - 3 Level: 1/100 Experience: 0/100
Name: Enchant Effect: The only thing better than a weapon is a magic weapon, few monsters ever realize this fact. This skill allows for the enchanting of items by harnessing Spirit Stones, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at enchanting things. 1-2 = Failure (Any Spirit Stone Destroyed) 3-4 = Partial Failure, Tier 0 Enchantment gained (Lesser Spirit Stone Destroyed, others go down twice in power) 5-6 = Slight Success, Tier 0 Enchantment gained (Standard Spirit Stone & Below Destroyed, others go down once in power) 7-8 = Moderate Success, Up to Tier I Enchantment gained (Greater Spirit Stone & Below Destroyed) 9-10 = Success, Up to Tier II Enchantment gained (High Spirit Stone & Below Destroyed) Level: 40/100 Experience: /100
Name: Craft Effect: Creation is crucial to survival and few monsters capitalize on that fact. This skill allows for the creation of items by harnessing raw materials, items and/or equipment, and while not as specific as it's counterpart job skills it is more versatile and those less specialized at creating things. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item created (Halved Durability if not food) 5-6 = Slight Success, Tier 0 equipment/item created (Full Durability if not Weapon/Armor) 7-8 = Moderate Success, Up to Tier I equipment/item created (Target Dependent) 9-10 = Success, Up to Tier II equipment/item created (Target Dependent) Level: 50/100 Experience: /100
- Magic:
- Materials:
1 Sticky Sap 1 Iron Ore 1 Stick
-------------------Followers----------------------------------------- - Orowill:
Name: Orowill Gender: Male Race: Orog (Rare Species) Appearance: A stocky Medium M sized male with huge pale eyes, warty skin, broad shoulders and a cleft chin. Level: 1/100 Experience:: 0/100 - Stats:
Impact Resistance
Status 60 HP 5 MP 30 Hunger Bar 35 Thirst Bar
Strength = E- Endurance = E- Resilience = F+ Dexterity = F+ Magic = E- Intelligence = F- Luck = F
Tier 0: + to Magic (Lvl 25), + to Endurance (Lvl 50), + to Magic (Lvl 75), + to Dexterity (Lvl 100) Tier I (+ to Str & Res):
EquipmentGreater Armored Cloak (Tier I: Humanoid -Neck- Armor: Guard Boost 2, Durability = 23) Hind Bear Loincloth (Tier I Medium S -Legs- Armor: Guard Boost = 2, Durability = 35) Iron Shield (Tier II Humanoid -True- Shield: Guard Boost 3; Durability = 48) Flail (Tier II Small -Bludgeon- Weapon Dmg Boost = 3; Durability = 30) At Mine: Rabbit Rock Hammer (Tier I Small -Blunt- Weapon: Dmg Boost = 2, Durability = 15) - Skills:
Name: Bash Effect: A basic attack which involves hitting an object into another object recklessly in order to deal damage and make the next strike which hits the object that was bashed deal double damage. This technique gives a minor boost to the initial strike, while the second strike can be done by anyone including the user. But if it is done by the user then their Res & Dex is considered Halved until the next turn due to their reckless strikes. Level: 45/100 Exp: 0/100
Name: Stench Effect: Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. Level: 60/100 Experience: 0/100
Name: Plunder Effect: Rank-up from Rape. Some do it for pleasure, others for dominance but one thing is for sure Orc's excel at it. This technique causes a Minor buff to the user's luck stat for 1 Hour after it's use, repeated use of this skill before the duration ends extends this duration. No. of Victims - Duration Extension 1 - 1 Hour 5 - 4 Hours 10 - 8 Hours 15+ - 12 Hours Level: 1/100 Experience: 0/100
Name: Libido (Orc) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 40/100 Experience: 0/100
Name: Provoke Effect: A cry meant to infuriate an opponent causing them to focus solely on the user rendering stealth based skills unusable until the next turn (user) but redirecting any attacks meant for others from the provoked target onto the user or a specified target they choose. However while the opponent is focusing on their target, any attacks they sustain from others is treated as undefended for a single hit, after which they will become aware of others despite focusing attacks on the target till the next turn. Provoke can only be used on a single opponent, and if another is provoked it drops the effect on the first target to apply it to the second one. Level: 1/100 Experience: 0/100
Name: Cannibal Effect: Most monsters eat prey, some aren't picky about what is considered prey even if it meant eating their own species. This skill is a slippery slope, eating the same species fills your hunger limit for an extra hour, however increased leveling of this skill makes it difficult to eat anything else. Level 1-25 - Fills H. L. for an extra Hour when eating same species Level 26-50 - Fills H. L. for 1 hour less when eating different species Level 51-75 - Fills H. L. for an extra 2 hours when eating same species Level 75+ - Fill H. L. for 2 hours less when eating different species Level: 57/100 Experience: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carni/Herbivores can eat Meat and have their hunger filled for 2x the time as normal monsters while they can eat Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 41/100 Experience: 0/100
- Proficiencies:
Name: Basic Impact Strike Effect: Rank-up from Basic Blunt Weapons. Some creatures focus on bludgeoning things, whether with their fists or with a weapon. This adds a minor bonus to damage when inflicting blunt damage on an opponent. Level: 1/100 Experience: 0/100
Name: Novice Block Effect: The least basic of the shield proficiency list. Few creatures know how to block using something else. This adds a slight bonus defense modifier when using shields to block or block & dodge. Level: 1/100 Experience: 0/100
- Magic:
- Etchmaid:
Name: Etchmaid Gender: Female Race: Gretchen (Superior Species) Appearance: A slender yet fairly busty female who is Small sized and possesses a long pointy nose & ears with one canine on her lower jaw protruding upward so it is visible even when her mouth is closed. Level: 1/100 Experience:: 0/100 - Stats:
Status 15 HP 5 MP 40 Hunger Bar 40 Thirst Bar
Strength = E- Endurance = E- Resilience = F+ Dexterity = F+ Magic = F Intelligence = F- Luck = E-
Tier 0: + to Luck (Lvl 25), + to Luck (Lvl 50), + to Endurance (lvl 75), + to Dex (Lvl 100) Tier I (+ to Str, Res):
EquipmentStamp Stoat Skull (Tier 0 Small -Helmet- Armor: Guard Boost = 1, Durability = 7) Demon Spider Spear (Tier I Humanoid -Pierce- Weapon: Dmg 2 & Paralyze Chance 1/8, Durability 17) Brave Cape (Tier II Humanoid -Neck- Armor: Guard Boost 3; Durability = 45) Rock Wolf Pelt (Tier I Humanoid -Legs- Armor: Guard Boost = 1, Earth Tolerance = 1, Durability = 30 - Skills:
Name: Bond Effect: Form a Bond with a (Non Starter or Civilized Race) Monster allowing one to make a companion out of it. This is a interesting skill which gives one a pet which can fight at ones side, however this Bond has to be refreshed constantly to ensure the pet remains tame and one can not gain another Bond with a monster until that companion is either dead or one gains a Command Skill pertaining to the monster in question. Each day that passes one must fulfill another roll to retain the Bond between them and their pet Monster and the actions they have done during that day will affect said roll. Skill Level (Success Chance) - Action - Refresh Bonus (Herbi/Omni/Carni) 1 (1) - Feeding Plants - (+1/+1/-1) 2-24 (1-2) - Feeding Meat - (-1/+1/+1) 25 (1-3) - Killing Same Species (-1/-1/-1) 26-49 (1-4) - Killing Rival Species - (+1/+1/+1) 50 (1-5) - Grooming (+1/+1/+1) 51-74 (1-6) - Punishing (-1/-1/-1) 75 (1-7) - Near Death Experience (-2/-2/-2) 76-99 (1-8) - Rank-Up (+2/+2/+2) Level: 100/100 (MAX) Experience: 0/100
Name: Track Effect: Gains a Minor Bonus to success chance when tracking a foe or item, improving the odds by double the bonus if used on a wounded monster. Level: 81/100 Experience: 0/100
Name: Scent Effect: Ranked up from Stench. Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong scents. This skill grants a bonus to evading being tracked by scent or can be used to attract herbivores. Level: 1/100 Experience: 0/100
Name: Ardor (Orc) Effect: Rank-up from Libido. In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Orcs they primarily kidnap elves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Due to their ardor some monsters are capable of reducing the time till birth by -3 when breeding other civilized races. Level: 1/100 Experience: 0/100
- Proficiencies:
Name: Basic Bore Strike Effect: Merge of Basic Pierce Weapon (D) & Basic Blunt Weapon (R). Some creatures are able to utilize a blunt object to pierce through something, as a result they've learned how to deal damage which affect two damage types. This skill allows one to convert blunt damage into piercing damage while giving a minor bonus to pierce damage inflicted in combat. Level: 1/100 Experience: 0/100
Name: Novice Pole Wield Effect: A basic style of weapon proficiency. A couple of creatures think being able to use a weapon as long or longer than their body makes them more dangerous. This adds a slight bonus to their defense modifier with the weapon held, when wielding a pole, staff or weapon as long or longer than the monster's height. Level: 1/100 Experience: 0/100
Name: Basic Two-Handed Effect: A basic style of weapon proficiency. A couple of creatures think being able to use a weapon with both hands makes them more dangerous. This adds a minor bonus to their attack modifier with the weapon held, while likewise giving a minor penalty to their defense modifier (dodging only) when wielding a weapon with both hands in battle. Level: 93/100 Experience: 0/100
- Magic:
- Quigtusk:
Name: Quigtusk Gender: Male Race: Quig Appearance: A fairly burly Humanoid sized monster which possesses massive jaws with serrated teeth with a porcine snout, with four eyes which are arranged diagonal to each other on both sides of it's skull. He walks on four legs and and has a hairless body with pink skin and short spiralled tail. Level: 1/100 Experience:: 0/100 - Stats:
Blessing of the Great Goddess of Birth & Wisdom = Psionic Resistance & Basic Mind Affinity
Status 50 HP 5 MP 35 Hunger Bar 40 Thirst Bar
Strength = D- Endurance = E+ Resilience = F+ Dexterity = F+ Magic = F- Intelligence = F- Luck = F-
Tier 0: + to Strength (Lvl 25), + to Strength (Lvl 50), + to Dexterity (Lvl 75), + to Endurance (Lvl 100) Tier I (+ to Str, Str & End)
EquipmentReinforced Stamp Hide (Tier I Humanoid -Torso- Armor: Guard Boost 2, Durability 10) Brave Cape (Tier II Humanoid -Neck- Armor: Guard Boost 3; Durability = 45) - Skills:
Name: Ram Effect: Ranked up from Tackle. An attack which involves ramming one's body into another target in order to deal slight damage and knock them down. This technique is capable of knocking down those with less Strength than the user, up to 5 ft away, however, if used on an opponent that is guarding while it doesn't knock them away it does knock them off their feet. Level: 1/100 Exp: 0/100
Name: Orcish Factor Effect: Gained from mating with an Orc, influences your rank-up options. Level: 64/100 Experience: 0/100
Name: Savage Tackle Effect: Rank-up from Brutal Tackle. A reckless tackle using the full force of one’s body to slam into a target, favored by Stamp Pigs and their rank-ups. Though it deals damage to the user, it does 2.5x the damage dealt to an opponent, thus making it quite dangerous in the hands of those with health to spare Level: 1/100 Experience: 0/100
Name: Track Effect: Gains a Minor Bonus to success chance when tracking a foe or item, improving the odds by double the bonus if used on a wounded monster. Level: 51/100 Experience: 0/100
- Proficiencies:
Name: Novice Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a slight bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100
- Magic:
- Minions:
Orcguts Level 50 (Male): Stench Lvl 5, Basic Blunt Weapons Lvl 10, Dig Lvl 39, Prospect Lvl 1, Libido (Orc) Orcroll Level 50 (Female): Stench Lvl 5, Basic Blunt Weapons Lvl 10, Dig Lvl 39, Prospect Lvl 1, Libido (Orc) Orcbanga Level 45 (Male): Stench Lvl 5, Basic Blunt Weapons Lvl 10, Carve Lvl 10, Craft Lvl 1, Libido (Orc) Orcvesta Level 45 (Female): Stench Lvl 5, Basic Blunt Weapons Lvl 10, Enchant Lvl 1, Carve Lvl 5, Libido (Orc) Orcnim Level 43 (Female): Stench Lvl 5, Basic Blunt Weapons Lvl 10, Libido (Orc) Lvl 1 Stampoink Level 80 (Female), Tackle Lvl 5, Basic Natural Weapons Lvl 10 Stamppiggy Level 80 (Female), Tackle Lvl 5, Basic Natural Weapons Lvl 10
Last edited by Savannah on 25th November 2020, 9:08 pm; edited 13 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Re:Monster (Alpha) Character List 25th March 2020, 8:25 pm | |
| Name: Withoshiv Gender: M Race: Kobold Arctic Flind Witherling Appearance: - Tier 0:
Long shaggy brown fur, white markings around mouth
- Tier 1:
Dark Green Fur, Brown root-like markings, white markings around mouth.
- Tier 2:
Withered forest green fur, matted and shaggy. Long black claws and teeth looking more like glass. Brown markings like roots travel across body and bone-white markings appear around the mouth. Eyes have turned entirely black other than a white pinprick for a pupil Level: 10/100 Experience:: 0/100 - Stats:
Strength - (C-) Endurance - (E-) Resilience - (F) Dexterity - (E-) Magic - (F) Intelligence - (E-) Luck - (F)
Stat Changes: + to Dex at 25(Kobold) + to Strength at 50(Kobold) + to Strength at 75(Kobold) + to Strength at 100 (Kobold) 2 +s to Strength at 25(Arctic Flind) + to Strength at 50(Arctic Flind) + to Intelligence at 50(Arctic Flind) + to Strength at 75(Arctic Flind) + to Strength at 75(Arctic Flind) - to Resilience at 100(Arctic Flind)
- Skills Maxed:
Sneak(Tier 0) Camouflage(Tier 0) Organic Barb(Tier 1) Basic Dual Wield(Tier 1) Basic Natural Weapons(Tier 1) Carve(Tier 1) Reckless Attack(Tier 1) Bite(Tier 1) Sneak(Tier 1) Flind Flail(Tier 1) Basic Language(Flind)(Tier 1) Basic Pierce Weapons(Tier 1)
- Skills:
Name: Organic Orb Effect: Though fragile, rarely a Kobold is able to produce what is known as an Organic Orb, which is centered in the middle of their snout. This acts as a bolster to their MP, increasing it by increments of 0.25 for each Organic Orb they possess. Level: 92/100 Experience: 0/100
Name: Hew Effect: Rank-up from Carve. The gathering of materials from creatures for use towards equipment, items or armor. This skill is capable of being influenced by weapon proficiency depending on what tool is used to harvest a target. However if used on a plant, it has a minor penalty to the harvesting success. 1 = Failure 2-3 = Partial Failure, Tier 0 equipment/item obtained (Target Dependent) 4-5 = Slight Success, Tier I equipment/item obtained (Target Dependent) 6-7 = Moderate Success, Up to Tier II equipment/item obtained (Half Durability) 8-9 = Success, Up to Tier II equipment/item obtained (Target Dependent) 10 = Great Success, Up to Tier III equipment/item obtained (Target Dependent) Level: 86/100 Experience: 0/100
Name: Savage Bite Effect: Merged from Bite (D) and Reckless Attack (R). For those creatures who use their mouths not only to consume, but also as a weapon, this skill is their trademark. The user will bite down on a target, resulting in the user being unable to dodge for 1 turn if they choose to continue biting down, but inflicting the Bleed Status on the victim. Due to the savagery of this attack, this doubles the bleed damage of a hit as calculated by Strength, but the original damage of the strike is dealt back to them as recoil. This recoil includes bonus modifiers to an attack's damage. Level: 1/100 Experience: 0/100
Name: Slam Effect: The monster lifts their target off the ground before slamming them back down to deal damage. This technique requires sufficient strength to lift a target but even more, strength is required to either lift a target with one hand or two targets with one hand each. The strength needed is determined by the size of the victim. Size - Str Req with Two Hands (One Hand) Small - F- (F+) Humanoid - E- (E+) Medium S - D- (D+) Medium M - C- (C+) Medium L - B- (B+) Medium XL - A- (A+) Level: 76/100 Exp: 0/100
Name: Nature's Sight Effect: Req. Blessing of the Demigoess of Nature, this skill is the weakest of the skills that are able to be gained by being favored by a Nature Deity. The Kobold is capable of empowering their vision with Nature Mana allowing them to distinguish between plant life at the cost of 4 MP per Turn Active, allowing them to quickly locate them while traveling. With increased levels not only are the plant life able to be distinguished more varied by the duration it can be kept active increases. Level - Plant Life Distinguished (Duration) 1-25 - Landscape (1 Turn) 26-50 - Food (2 Turns) 51-75 - Poison (3 Turns) 75-Max - Medicine (4 Turns) Level: 80/100 Experience: 0/100
Name: Shiver Effect: Artic Kobolds are distinct due to their long thick hair and ability to survive in cold temperatures, some of them are even known to selectively shiver their skin in order to keep their body warm. This skill is able to be used to mitigate Dexterity penalties due to cold weather or Ice elemental racial skills by a Minor amount. With increased levels, this skill is able to be used on more versatile cold conditions. 1-25: Cold Weather 26-50: Tier 0 Ice Skills 51-75: Tier 0 Ice Enchantments 76-Max: Tier I Ice Mana Level: 76/100 Experience: 0/100
Name: Flind Flail Effect: Unlike their Gnoll brethren, Flind's have managed to retain some part of their Kobold ancestry in regards to Organic Weaponry. A Flind is able to produce what is known as a Flind Flail by which they get their name, which sprouts from their tail which in order to fully use, they rip out inflicting the Bleed Status on themselves while wielding a weapon with both hands which gives a Slight Bonus to attack. If not ripped out it only gives a minor bonus to attack and with increased levels the number of flinds on the flail increases from a singular one to eventually three. 1-25 - One (Minor Bonus, Slight Bonus) 26-50 - Two (Minor Bonus, Slight Bonus 2 Attacks) 51-75 - Two (Minor Bonus, Slight Bonus 2 Attacks) 76-Max - Three (Slight Bonus, Slight Bonus 3 Attacks) Level: 100/100 Experience: 0/100
Name: Conceal Effect: Ranked up from the merge of Camouflage (Dominant) & Sneak (Recessive). Inflict Slight Penalty to success chance when being tracked by a foe, while giving a Minor Bonus to Dexterity while concealed & reducing the odds of being successfully tracked by double the penalty if used while not wounded. Level: 84/100 Experience: 0/100
Name: Libido (Kobold) Effect: In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Kobolds they primarily kidnap beastmen, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Level: 88/100 Experience: 0/100
Name: Carnivore Effect: Req. 5 Days of eating only Meat since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carnivores can eat Meat and have their hunger filled for 2x the time as normal monsters while they can eat Plants and have their hunger filled for 0.5x the time as normal monsters. Level: 76/100 Experience: 0/100
Name: Novice Language (Kobold) Effect: Req. Tier II. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Kobonish which is a Dialect of Beast Speak and as a result with additional leveling it become easier to speak other languages. Due to having Ranked-Up from Flind this individual also speaks Gnoll. Languages Known (Speakers) 1-50 - Kobonish, Terran, Beast Speak, Common & Dungeon Script 51-Max - Dragon Tongue & Necro (Corporeal Undead) Level: 1/100 Experience: 0/100
Name: Prowl Effect: Ranked up from Sneak. Gains a Slight Bonus to attack when attacking a foe from their blind-spot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 5/100 Experience: 0/100
Name: Temper Effect: Some monster's know how to tap into their primal instincts harnessing their rage to get an edge in a battle, other's unfortunately for them don't. This skill inflicts a minor penalty to the user's Mag in order to give them a minor bonus to their Str, a sacrifice of magical strength for physical. Level: 91/100 Experience: 0/100
Name: Nature's Claw Effect: Req. Blessing of Demi-Goddess of Nature, this skill is the weakest of the skills that are able to be gained by being favored by a Nature Deity. The monster's claws are empowered by Nature Mana becoming more of a dangerous weapon and inflicting a Minor amount of Nature Elemental dmg to an opponent while costing 1 MP per use. Level: 92/100 Experience: 0/100
Name: Nature's Bounty Effect: Req. Blessing of Demi-Goddess of Nature, this skill is the weakest of the skills that are able to be gained by being favored by a Nature Deity. Those who possess this ability gain some knowledge toward identifying plants and have an increased chance of finding them for a 1 MP Price per use. The higher the level of this skill, more one can find. Skill Level - No. of Plants Found 1-25 - Plus 1 (Edible Only) 26-50 - Plus 2 (Status Berry Included) 51-75 - Plus 3 (Status Shroom Included) 76-100 - Plus 4 (Plant Materia Included) Level: 61/100 Experience: 0/100
Name: Climb Effect: Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to climb, and with increased skill what they can climb becomes more varied 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 65/100 Exp: 0/100
Name: Topple Effect: A basic attack which involves first leaping onto a target and then using ones weight to try and topple them to the ground. This technique is capable of knocking down those with less strength than the combination of the user's strength + their size modifier. This results in the victim being knocked off their feet and onto the ground. Size - Str Modifier when Topple is used Small - 1+ Humanoid - 2+ Medium S - 3+ Medium M - 4+ Medium L - 5+ Medium XL - 6+ Level: 89/100 Exp: 0/100
Name: Mindless Effect: Witherlings are capable of shutting off their reasoning and simply becoming mindless monsters incapable of feeling pain and not relenting in rending their enemies limb from limb. This results in an inability to utilize Dodge & Magic in exchange for becoming immune to Status effects which affect the mind (such as Charm, Fear, Hallucinate etc). This can last for a set duration which can be halted prematurely with additional levels. Level - Duration (Premature End Available) 1-25 - 1 Turn (N/A) 25-50 - 2 Turns (Three-Quarters of Duration) 51-75 - 3 Turns (Half of Duration) 76-Max - 4 Turns (Quarter of Duration) Level: 1/100 Experience: 0/100
Name: Rip Effect: Whether with claws or bare hands, this skill allows the user to rip apart materials ranging from plant fiber to skin. When used in combat, the user’s strength stat must exceed the target’s resilience stat by at least 1+ in order to rip off chunks of flesh. This induces the bleed status once used successfully. Level: 7/100 Exp: 0/100
- Proficiencies:
Name: Novice Natural Weapons Effect: Rank-Up from Basic Natural Weapons. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a slight bonus attack and defense modifier when using natural weapons in battle. Level: 80/100 Experience: 50/100
Name: Basic Puncture Strike Effect: Rank-up from Basic Pierce Weapons. Some creatures focus on piercing things, whether with their fangs or with a weapon. This adds a minor bonus to damage when inflicting pierce damage on an opponent. Level: 2/100 Experience: 0/100
Name: Novice Dual Wield Effect: Ranked up from Basic Dual Wield. A couple of creatures think being able to use two weapons at the same time makes them more dangerous. This adds a slight bonus to their attack modifier with both weapons, while likewise giving a slight penalty to their defense modifier (blocking only) when dual wielding weapons in battle. Level: 90/100 Experience: 0/100
Name: Basic Aim Projectile Effect: A basic style of ranged weapon proficiency. A couple of creatures think being able to carefully line up your target makes a dangerous attack. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Dodging only) when aiming with a ranged weapon in battle. Level: 62/100 Experience: 0/100
- Magic:
Name: Nature Magic: Snare Effect: Tier I Magic. The user draws on their nature mana to generate thick vines or roots used to ensnare a target. At this level, the spell can only target a single creature and can hold the creature in place for a set of time dependent on the creature’s strength versus the user’s magic. The target can still attack and defend itself, but cannot dodge or move from the snared place. Difference (Str v Mag) - Snare Duration - Target Size Modifier 2 below - 4 posts - Sm (+1 post) 1 below - 3 posts - Hu (+0 posts) equal - 2 posts - M(s) (-1 post) 1 above - 1 post - M(m) (-2 posts) 2 above - no effect - M(l) (no snare effect) Level: 1/100 Experience: 0/100
- Divinity:
Blessing of the Demi-Goddess of Nature Tolerance to Water and Boil.
- Equipment Worn:
Gnoll Cloak (Tier I Humanoid -Neck-: Guard Boost 2, Durability 25) Wolf Beta Gloves(Tier 1 -Arms- Humanoid Armour: Guard Boost 2, Durability 5) Three Horned Horse Dagger (Tier II Small -Pierce- Weapon: Dmg Boost 3 Durability 35) Stamp Hog Skull (Tier I Medium S -Helmet- Armor: Guard Boost 2, Durability 22) Rock Wolf Pelt (Tier I Medium S -Torso- Armor: Guard Boost 2 & Earth Tolerance, Durability 20) Seven Colored Boots (Tier I Medium S -Feet- Armor: Guard Boost 2, Durability 30) Cobra King Fang Blade (Tier III Medium (M) -Slash- Weapon: Damage Boost = 4, 1/5 chance to poison, Durability = 105)
- Other Equipment:
Kama Mantis Chestplate (Tier 0 Small -Torso-:Guard Boost 1, Durability 15) - Given to Den Horned Rabbit Skull (Tier 0 -Helmet- Tiny Armor: Guard/Dmg Boost 1, Durability 1) - Given to Den. Horned Foal Horn (Tier 0 Small -Pierce-: Dmg Boost 1, Durability 12) - Given to Kobolala House Albion Breastplate (Tier I Humanoid -Torso- Armor: Guard Boost 2, Durability 44) - Given to Kobolala Broken Horse Skull (Tier 0 Medium -Helmet- Armor: Guard/Dmg Boost 1, Durability 15) - Given to Den. Horned Foal Cloak (Tier 0 Humanoid -Neck-: Guard Boost 1, Durability 2) - Retired
Last edited by Blade on 23rd January 2021, 3:46 pm; edited 116 times in total | |
| | | Hatta
Posts : 2143 Join date : 2011-02-27 Age : 29
| Subject: Re: Re:Monster (Alpha) Character List 27th March 2020, 2:45 am | |
| Name: Mushhat Gender: Male? Race: Myconoid Appearance: Small Polka Dot Pattern on body Level: 5/100 Experience:: 0/100
- Racial Skills:
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients some how, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level: 11/100 Experience: 0/100
- Proficiencies:
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Level: 2/100 Experience: 50/100
- Magic:
Name: Rock-Cap Effect: A special skill bestowed to a monster that has consumed a Lesser Earth Spirit Stone, this skill is the weakest of the skills that are able to be gained by consuming an Earth Spirit Stone. The Myconid due to lacking skin imbues mana into their mushroom cap in order to harden it (2 +) at the cost of 1 MP however that only extends to their cap not the rest of their body. This skill can be kept active at the cost of depleting 1 Mp each time the Myconid is hit in order to reactivate it, or inactive which results in the Myconid having to reactivate it each time it is to be used. Level: 3/100 Experience: 0/100
Name: Ambient Mana: Jump Effect: Tier I Magic. By learning how to channel ones magic into their legs the monster has gained a basic albeit useful support magic which allows them leap high into the air. The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. This magic is notable for giving more lift if double the mana is put into it. Level: 1/100 Experience: 50/100
- Companions:
Mushbaby Lv 1 - 0/100XP - Drain lv 5 - 0 XP
Last edited by Hatta on 31st March 2020, 3:36 am; edited 6 times in total | |
| | | Mist
Posts : 1940 Join date : 2012-08-03 Location : Las Vegas
| Subject: Re: Re:Monster (Alpha) Character List 27th March 2020, 8:47 pm | |
| Name: Gus Gender: ? Race: Myconid Appearance: White stalk with a purple cap, Yellow spots on the cap. Level: 7/100 Experience:: 0/100 - Racial Skills:
Name: Drain Effect: Though magical, Myconids are still plants and they must get nutrients some how, so they've learned how like normal mushrooms to drain nutrients on contact. This skill drains a minor amount of health with prolonged contact with a target. Level: 22/100 Experience: 0/100
- Proficiency:
Name: Basic Ambient Mana Effect: The most basic of the magic proficiency list. Few creatures are lucky enough to be born with magic, because knowing how to use it, is a completely different story. This allows the use of raw magic in battle however due to being untrained with no elemental affinity, it can be unreliable. Level: 17/100 Experience: 0/100
| |
| | | Hatta
Posts : 2143 Join date : 2011-02-27 Age : 29
| Subject: Re: Re:Monster (Alpha) Character List 31st March 2020, 11:30 am | |
| Name: CzardHatta Gender: Male Race: Chromatic Lizardfolk Appearance: Black Diamonds pattern around its wrist. - Spoiler:
https://i.imgur.com/ASAonWb.jpg" border="0" alt=""/> Level: 79/100 Experience:: 75/100 Age:: 14 Days Conscious, Day 16 Tiers - Str - End - Res - Dex - Mag - Int - Lck - Size ____ (E) - (E-) - (E) - (F-) - (F-) - (F-) - (E-) - Humanoid HP: 40 MP: 5 IP: 10 Increases: Tier 0 = + to Str, End, Lck, Lck, Str (upon rank up) Tier I (+ to Res via Rank-Up) = 25; + Str - Mag, 50; + Res - Int) - Skills:
Name: Doff Effect: Ranked-up from Shed. Some Lizardkin have used their knowledge of how scales are shed to figure out the fastest way to shed equipment. This is particularly useful when equipment has been afflicted by some sort of negative status. As a result, those Lizardkin who learn how to Doff equipment can remove all of their equipment with a single bonus action rather than a full action. Level: 21/100 Experience: 0/100
Name: Carve Effect: The gathering of materials from plants or monsters for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to carve a target. However if used on a mobile target it has a minor penalty to the carving success. 1-2 = Failure 3-4 = Partial Failure, Tier 0 equipment/item obtained (Halved Durability) 5-6 = Slight Success, Tier 0 equipment/item obtained (Full Durability) 7-8 = Moderate Success, Up to Tier I equipment/item obtained (Target Dependent) 9-10 = Success, Up to Tier II equipment/item obtained (Target Dependent) Level: 55/100 Experience: 0/100
Name: Firestarter Effect: Typically monsters run from fire, others...are curious. This skill allows a monster to learn how to make a fire, and with increased skill their success at such an endeavor increases. Upon making a fire it deals 1 Fire Dmg every P.T and requires fuel to keep it going. Level - Success Chance - Fuel (Duration Increase) 1-25 - 2 - Stick (1 P.T Per) 26-50 - 2 & 4 - Sticky Sap (2 P.T Per) 51-75 - 2, 4 & 6 - Monster Bones (3 P.T per) 75+ - 2, 4, 6 & 8 - Oil (4 P.T PEr) Level: 41/100 Exp: 0/100
Name: Basic Language (Chromatic White Lizardkin) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 63/100 Experience: 0/100
Name: Chromatic Scales (White) Effect: Unlike their metallic cousins Chromatic Dragons have vibrant scales which transition from light to dark in the specific color that they are. However due to this these scales are capable of reducing the damage they sustain from specific (White = Ice) magical attacks by a minor amount. Likewise Chromatic White Scales are capable of reducing the duration of the Cold Status when affecting the user by a minor amount, though both effects are not immediately available. 1-50 = Reduction to Cold Status 51-Max = Reduction to Cold Status & Ice Dmg Level: 37/100 Experience: 0/100
Name: Chromatic White Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting minor damage and a status condition on various foes. Chromatic White Lizardkin exhale a breath which inflicts the Cold status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-35 - 1 (1) 36-65 - 1, 5 (2) 66-99 - 1, 5, 10 (3) Level: 38/100 Experience: 0/100
Name: Nip Effect: Ranked-up from Bite. The mouth can be quite a dangerous weapon, despite being also an eating tool. This skill works by the user using their teeth to nip prey to deal slight damage. Level: 53/100 Experience: 0/100
Name: Prowl Effect: Ranked up from Sneak. Gains a Slight Bonus to attack when attacking a foe from their blind-spot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 53/100 Experience: 0/100
Name: Climb Effect: Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to climb, and with increased skill what they can climb becomes more varied 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 29/100 Exp: 0/100
- Proficiency:
Name: Novice Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a slight bonus attack and defense modifier when using natural weapons in battle. Level: 31/100 Experience: 0/100
Name: Fertility (Lizardkin) Effect: Rank-up from Libido. In monster species who have a low birthrate they generally kidnap civilized races to compensate for that. In the case of Lizardkin they primarily kidnap Dwarves, for the ease of conception, reducing the time till birth by -5 Days in comparison to normal. Due to their fertility sometimes it can result in twin births. Level - Twin Chance 1-25 - 1 26-50 - 1, 5 51-75 - 1, 5 75+ - 1, 5, 7 Level: 23/100 Experience: 0/100
Name: Basic Aim Projectile Effect: A basic style of ranged weapon proficiency. A couple of creatures think being able to carefully line up your target makes a dangerous attack. This adds a minor bonus to their attack modifier during a ranged attack, while likewise giving a minor penalty to their defense modifier (Dodging only) when aiming with a ranged weapon in battle. Level: 38/100 Experience: 0/100
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 50/100 Experience: 0/100
Name: Carnivore/Herbivore Effect: Req. 5 Days of eating only Meat/Plants since consciousness. This is a skill which allows an individual to gain more nutrition from eating a particular type of food, and less nutrition from eating another type of food. Carni/Herbivores can eat Meat/Plants and have their hunger filled for 2x the time as normal monsters while they can eat Plants/Meat and have their hunger filled for 0.5x the time as normal monsters. Level: 39/100 Experience: 0/100
- Equipment:
- Cracked Armored tanuki shield (tier 0 tiny -True- Sheild: Guard boost =1, Durability = 5) Equiped: Hatta - Yellow Monkey Loincloth (Tier 0 Small -Legs- Armor, Guard Boost = 1, Durability = 12/12) Equipped: Hatta - Small Monkey Femur (Tier 0 Small -Blunt- Weapon: Dmg Boost 1, Durability: 15) Equipped: Hatta Red Doe Skull (Tier I Humanoid -Head- Armor: Guard Boost = 2, Durability = 20) Equipped: Hatta Red Doe Femur (Tier 0 Humanoid -Blunt- Weapon: Dmg Boost = 1, Durability = 8) Equipped: Zardiel
- Items:
- Edible Root (x1) - When eaten fills hunger for 1 Hour, (without Herbivore Skill, 2 hours with herbivore) -Lesser Heat Stone
- Companions:
ZwardFae - White Lizardkin - Lv 81 EXP 50 - Shed Lv 72 EXP 0 - Basic Natural Weapons (Prof) Lv 85 EXP 0 - Sneak Lv 88 EXP 0 - Battle Cry Lv 90 EXP 0 - Libido Lv 93 EXP 0 - Basic Aim Projectile (Prof) Lv 46 EXP 0 - Basic Language (White Lizardkin) - Lv 57 EXP 0 - White Lizardkin Breath - Lv 47 EXP 0 - Temper - Lv 74 EXP 0 - Carnivore Lv 39 Climb Lv 25
Strength = F Endurance = E Resilience = E- Dexterity = F- Magic = F Intelligence = F+ Luck = E- HP: 50 HP MP: 15 MP
Human Cook (Elmira) Cook Lv 54 Captive Communicate lv 28
ZardEin Lv 78 Shed Lv 76 Basic Natural Weapons Lv 77 Forage Lv 78 Dig Lv 35 ZardMin Lv 78 Shed Lv 76 Basic Natural Weapons Lv 77 Forage Lv 78 Dig Lv 37 ZardMai Lv 78 Shed Lv 76 Basic Natural Weapons Lv 77 Forage Lv 78 Dig Lv 37
Children: Zardiel- Lizardkin Novice (Variant Species) Male Lv 6 Shed Lv 1 Basic Natural Weapons Lv 1 Firestarter Lv 1 Battle Cry Lv 28 Basic Blunt Weapons Lv 7
- Companion skill Explanation:
Name: Sneak Effect: Gains a Minor Bonus to attack when attacking a foe from their blindspot, and a Minor Bonus to their Dex when moving around under cover of stealth. Level: 1/100 Experience: 0/100
Name: Tackle Effect: A basic attack which involves ramming one's body into another target in order to deal damage and knock them down. This technique is capable of knocking down those with less Strength than the user, up to 1 ft away, however, if used on an opponent that is not guarding while it doesn't knock them away it does knock them off their feet. Level: 1/100 Exp: 0/100
Name: Battle Cry Effect: A cry meant to intimidate an opponent causing them to suffer from intimidation which results in their flee success chance having a minor boost however it likewise results in their Defense being hampered by a Minor penalty. Battle cry has a chance to work depending on the level of this skill improving the more it is used in battle due to it's effects being honed and eventually mastered. Battle Cry can only be used on a single opponent in one Turn, those with Fear Tolerance lower the success chance by a Minor amount while those with Fear Resistance lower the success chance by a Major Amount. Skill Level - Success Chance (Dice Roll) 1-25 - 10% (1) 26-50 - 20% (1-2) 51-75 - 30% (1-3) 76-100 - 40% (1-4) Level: 1/100 Experience: 0/100
Name: White Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting a status condition on various foes. Black Lizardkin exhale a breath which inflicts the Cold status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-35 - 1 (1) 36-65 - 1, 5 (2) 66-99 - 1, 5, 10 (3) Level: 1/100 Experience: 0/100
Name: Basic Language (White Lizardkin) Effect: Req. Tier I Rank-Up. Babies can't talk, they just babble it's a good thing this monster isn't a baby anymore. This skill grants the ability to speak Zardese which is a dialect of Dragon Tongue and as a result with additional leveling it become easier to speak other languages. This skill can be modified to include additional options based on your rank up. Level - Languages Known (Speakers) 1 - Zardese (Lizardkin) 2-25 - Dwarvish (Dwarf) 26-50 - Dragon Tongue (Dragon Racial Monsters) 51-75 - Common (Humans 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Temper Effect: Some monster's know how to tap into their primal instincts harnessing their rage to get an edge in a battle, other's unfortunately for them don't. This skill inflicts a minor penalty to the user's Mag in order to give them a minor bonus to their Str, a sacrifice of magical strength for physical. Level: 1/100 Experience: 0/100
Name: Forage Effect: Those who possess this ability gain some knowledge toward identifying edible plants and have an increased chance of finding them. The higher the level of this skill, more one can find. Skill Level - No. of Edible Plants 1-25 - Plus 1 26-50 - Plus 2 51-75 - Plus 3 76-100 - Plus 4 Level: 1/100 Experience: 0/100
Name: Dig Effect: The gathering of materials from the earth for use towards equipment or armor, this skill is capable of being influenced by weapon proficiency depending on what tool is used to dig. This skill can also be used to dig holes and create or expand burrows, caves or mines. 1-2 = Failure 3-4 = Partial Failure, Rock Obtained 5-6 = Slight Success, Tier 0 Ore obtained (Location Dependent) 7-8 = Moderate Success, Up to Tier I Ore Obtained (Location Dependent) 9-10 = Success, Up to Tier II Ore Obtained (Location Dependent) Level: 1/100 Experience: 0/100
Name: Climb Effect: Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to climb, and with increased skill what they can climb becomes more varied 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 1/100 Exp: 0/100
- The Grave:
RIP
ZardGown - Lv 15 EXP 33 - Shed Lv 1 EXP 0 - Basic Natural Weapons Lv 5 EXP 0 - Sneak Lv 1 EXP 0 - Tackle Lv 3 EXP 0
ZardMoe Lv 76 Shed Lv 76 Basic Natural Weapons Lv 76 Forage Lv 76
Last edited by Hatta on 14th January 2021, 10:56 pm; edited 8 times in total | |
| | | Xi
Posts : 3170 Join date : 2013-02-11 Age : 30 Location : A ball where masked souls dance
| Subject: Re: Re:Monster (Alpha) Character List 25th November 2020, 10:07 pm | |
| Name: OrcGarrosh Gender: Male Race:Orc Novice Appearance: Ordinary Orc Level: 96/100 Experience:: 0/100 - Stats:
Str (E-) End (F+) Res (F) Dex (F) Mag (F) Int (F) Lck (F)
- Skills:
Name: Paranoia Effect: Some monsters are carefree, other monsters are paranoid, for good reason as life is dangerous. This is a special skill which causes the user to be aware of threats with a sense of foreboding, allowing them to notice if a hostile is nearby. Note this technique allows one to be aware of a threat using a concealment technique but not the direction where said threat is. Level: 1/100 Experience: 0/100
Name: Stench Effect: Though strong, Orcs are rarely subtle and as a result they've learned to capitalize on this with being able to create strong stenches. This skill grants a bonus modifier to intimidation & evading being tracked by scent. Level: 1/100 Experience: 0/100
Name: Dash Effect: Most monsters learn how to run, really fast for various reasons, those that don't better have potent defenses. This skill allows the monster to run faster giving a minor boost to Flee Chance but a minor penalty to Sneak. Level: 3/100 Exp: 0/100
Name: Climb Effect: Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to climb, and with increased skill what they can climb becomes more varied 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 1/100 Exp: 0/100
Name: Bash Effect: A basic attack which involves hitting an object into another object recklessly in order to deal damage and make the next strike which hits the object that was bashed deal double damage. This technique gives a minor boost to the initial strike, while the second strike can be done by anyone including the user. But if it is done by the user then their Res & Dex is considered Halved until the next turn due to their reckless strikes. Level: 3/100 Exp: 0/100
- Magic:
Name: Lesser Water Affinity Effect: Required to harness Water Mana. Water Magic is one of the Primary Affinities lowest on the totem pole of the arcane yet more advanced than those who harness ambient mana. This Affinity halves the cost of all Tier I Water Magic, making it easier to harness Water Mana in combat. Note: Raising this affinity will weaken your ability to harness Fire & Earth Mana. Level: 1/100 Experience: 60/100
Name: Water Mana: Wave Effect: Tier I Aqua Magic. By learning how to channel water into a wave form before launching it at an opponent the monster has gained a weak albeit useful water attack magic that deals minor damage to multiple foes. This has a 11 MP Cost, and with additional leveling more foes can be hit at once with this technique. 1-50 = 1 51-Max = 2 Level: 2/100
- Proficiency :
Name: Basic Limb weapons Effect: The second most basic of the unarmed proficiency list. Other creatures aren't lucky enough to be born with claws, fangs or tails, so instead they use their arms, legs and skull. This adds a minor bonus attack modifier when using no weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Blunt Weapons Effect: The most basic of the weapon proficiency list. Most creatures know how to swing a stick. This adds a minor bonus attack and defense modifier when using blunt weapons in battle. Level: 3/100 Experience: 0/100
Last edited by Xi on 10th December 2020, 12:30 pm; edited 5 times in total | |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Re:Monster (Alpha) Character List 26th November 2020, 8:14 pm | |
| Name: Koop Gender: Male Race: Lizardkin Novice (Variant Species) Appearance: Zardkoop possesses the usual green scales of a Lizardkin, with a slight grey tint to them due to his mother's white coloring at the time of conception. Rank: 0 Level: 8/100 Experience:: 0/100 Parents: Yoshi x Snow Day: 2 - Equipment:
- Armored Tanuki Shell (Tier I Small -True- Shield: Guard Boost = 2, Durability = 37)
- Locust Stinger Spear - Humanoid - Tier 1 - Attack Boost +2 - Durability 25
- Seven Color Pelt (Tier I Humanoid -Torso- Armor: Guard Boost 2, Durability 25)
- Lesser Water Stone
- Zard Mage Cloak (Tier II Humanoid -Neck- Armor: Guard Boost = 2, Ambient Resistance, Durability = 15/30)
- Stats:
Strength = F Endurance = F+ Resilience = F+ Dexterity = F- Magic = F+ Intelligence = F Luck = F
- Skills:
Name: Shed Effect: Though durable, Lizardfolk are prone to getting injured simply because they like to rely on their scales to endure attacks, so in order to combat that they are able to shed their old damage scales and slowly regrow new ones. This skill grants a minor bonus to health recovery when health is next recovered. Level: 1/100 Experience: 0/100
Name: White Lizardkin Breath Effect: Showcasing their draconic heritage colored dragons all possess the ability to harness their mana in order to exhale a breath which is capable of inflicting a status condition on various foes. White Lizardkin exhale a breath which inflicts the Cold status on victims initially being a 1/10 success Chance but with additional skill not only will the number of targets increase from 1, but so will the success chance. 1-35 - 1 (1) 36-65 - 1, 5 (2) 66-99 - 1, 5, 10 (3) Level: 25/100 Experience: 0/100
Name: Tackle Effect: A basic attack which involves ramming one's body into another target in order to deal damage and knock them down. This technique is capable of knocking down those with less Strength than the user, up to 1 ft away, however, if used on an opponent that is not guarding while it doesn't knock them away it does knock them off their feet. Level: 1/100 Exp: 0/100
- Proficiencies:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Block Effect: The least basic of the shield proficiency list. Few creatures know how to block using something else. This adds a minor bonus defense modifier when using shields to block or block & dodge. Level: 1/100 Experience: 0/100
Last edited by Kenji on 25th January 2021, 4:59 pm; edited 14 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Re:Monster (Alpha) Character List 27th November 2020, 2:22 am | |
| Name: Kodoshank Gender: Female Race: Dire Kobold(Tier 1) Appearance: Muscular kobold with thick, shaggy fur, jagged white markings under the eyes and a leaf shaped birthmark on her left hip. Level: 1/100 Experience:: 0/100 - Stats:
Strength - F+ Endurance - F Resilience - F- Dexterity - E- Magic - F+ Intelligence - E- Luck - F+
- Skills:
Name: Organic Barb Effect: Though fragile, Kobolds are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with. The Organic Weapon gained from this skill is counted as a natural weapon in regards to boosting proficiency. Level: 1/100 Experience: 0/100
Name: Climb Effect: Some monsters can climb, others look at those who climb trees with the futility of being clumsy. This skill allows a monster to climb, and with increased skill what they can climb becomes more varied 1-25 - Surfaces with Hand-Holds (Such as Trees) 26-50 - Surfaces without Hand-Holds (Such as Boulders) 51-75 - Stationary Larger Opponent 75+ - Moving Larger Opponent Level: 1/100 Exp: 0/100
- Proficiencies:
Name: Basic Natural Weapons Effect: The most basic of the unarmed proficiency list. Some creatures are lucky enough to be born with claws, fangs or tails and of course know how to use them. This adds a minor bonus attack and defense modifier when using natural weapons in battle. Level: 1/100 Experience: 0/100
Name: Basic Puncture Strike Effect: Rank-up from Basic Pierce Weapons. Some creatures focus on piercing things, whether with their fangs or with a weapon. This adds a minor bonus to damage when inflicting pierce damage on an opponent. Level: 1/100 Experience: 0/100
- Magic:
Name: Nature Mana: Leafball Effect: Tier I Nature Magic. By learning how to channel nature into a sphere form before launching it at an opponent the monster has gained a basic albeit useful nature attack magic that has a chance to inflict Lure on a foe (Success Chance 10). The cost to use this magic varies on a number of factors like all Magic, with those who possess high affinity for said magic being able to use it and it's fellows at lower costs than those who don't. Level: 1/100 Experience: 0/100
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