Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
Subject: Re: Re:Monster (Alpha) Character List 27th November 2020, 3:06 pm
Name: Tamera Gender: Female Race: Hobold (Uncommon Species) Appearance: Small sized, with fine brown fur with goblin like limbs yet a kobold tail, with a snout smaller than a normal Kobold. Level: 1/100 Experience:: 0/100
Strength = F Endurance = F Resilience = F- Dexterity = F+ Magic = F Intelligence = F+ Luck = F+
*Nature's Boon*
At Tier 0 Added + to:
Equipment 1 Organic Barb 1 Lesser Water Spirit Stone Wolf Leader Pelt (Tier I Humanoid -Torso- Armor: Guard Boost = 2, Durability = 15)
Racial:
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
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
Skills:
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: 1/100 Experience: 0/100
Proficiencies:
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 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 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 minor 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
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
Followers (Via Vampstia's Command)
Gnoloalpha:
Name: Alpha Gender: Male Race: Gnoll Appearance: A muscular Gnoll with yellow fur with light-green markings on his limbs. He has thicker fur than most other Gnolls giving him a seemingly larger appearance. Level: 6/100 Experience:: 53/100
Current Stat Pool:
Strength = E- Endurance = F+ Resilience = F Dexterity = F+ Magic = F+ Intelligence = F+ Luck = F Lightning Tolerance & Magnet Tolerance (Blessing of the Demi-Goddess of Wind)
At Tier 0 Added + to: Strength (25), Endurance (50), Resilience (75), Magic (100)
Equipment 2 Iron Gauntlets (Tier I Humanoid -Hands- Armor: Guard/Dmg Boost 2, Durability 15) Iron Breastplate (Tier I Humanoid -Torso- Armor: Guard Boost 2, 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: 15/100 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: 31/100 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. 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: 31/100 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: 45/100 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: 35/100 Exp: 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: 40/100 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: 35/100 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: 45/100 Experience: 0/100
Name: Basic Language (Gnoll) 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) & Gnoll (Gnoll & Flinds) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 0/100
Name: Boneater Effect: Gnolls how powerful jaws and even more powerful digestive juices in their stomach. This is a skill which allows an individual to gain more nutrition from eating bones, allowing them to get more nutrition from meat in comparison to others. With additional skill the amount of time their hunger limit remains full from consuming a meal of meat and bones is increased. 1-25 - 30 Min Extra 26-50 - 1 Hour Extra 51-75 - 2 Hours Extra 76+ - 3 Hours Extra Level: 1/100 Experience: 0/100
Name: Wind Fang Effect: Req. Blessing of Demi-Goddess of Wind, this skill is the weakest of the skills that are able to be gained by being favored by a Wind Deity. The monster's jaws are empowered by Wind Mana becoming more of a dangerous weapon and inflicting a Minor amount of Wind Elemental dmg to an opponent while costing 1 MP per use. Level: 3/100 Experience: 0/100
Kjobosnek:
Name: Snek Gender: Male Race: Jungle Kobold Appearance: He has a thin body with two spots of black fur at the back of his legs which in conjunction with his arms are longer than usual in proportion to his body. His tail is likewise as long as one of his legs and is fully prehensile. Level: 6/100 Experience:: 53/100
Equipment Albion Greatsword (Tier I Medium S -Slash- Weapon: Dmg Boost 2, Durability 30, Comprised of an Iron-Corundum Alloy Durability +2, Resonance +2) Horned Foal Gloves (Tier 0 Small -Gloves-: Guard Boost 1, Durability 5)
At Tier 0 Added + to: Dexterity (25), Strength (50), Magic (75), Magic (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: 35/100 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: 15/100 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: 35/100 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: 36/100 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: 59/100 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: 10/100 Exp: 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: 30/100 Experience: 0/100
Name: Basic Language (Jungle 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) & Monkay (Apeman) 75+ - Dungeon Script (Required to Read messages in Dungeon) Level: 1/100 Experience: 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: 1/100 Exp: 0/100
Kobadirk:
Name: Dirk Gender: Male Race: Kobold Appearance: He has a short lean body with a birthmark shaped like a dagger. His Organic Bow is typically kept in his tail, while his hair is shorter than the average Kobold. Level: 6/100 Experience:: 53/100
Strength = F Endurance = F+ Resilience = F Dexterity = E Magic = F Intelligence = F+ Luck = E-
At Tier 0 Added + to: Endurance (25), Resilience (50), Luck (75), Luck (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: 57/100 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: 4/100 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: 36/100 Experience: 50/100
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: 44/100 Exp: 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: 31/100 Experience: 0/100
Name: Organic Bow Effect: Though fragile, Kobold Archers are able to produce what is known as an Organic Weapon, which they remove from their tail in order to attack with, causing it to expand into a bow albeit not having any arrows. The Organic Bow gained from this skill is counted as a natural weapon in regards to boosting proficiency (Minor Boost). Level: 5/100 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: 47/100 Experience: 0/100
Name: Basic Language (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: 1/100 Experience: 0/100
Last edited by Aurielle on 22nd January 2021, 2:15 am; edited 1 time in total
Guest Guest
Subject: Re: Re:Monster (Alpha) Character List 3rd December 2020, 2:06 am
Name: Velkis Gender: F Race: Orc Appearance: Developmental defect gave them two sets of incisors as well as an inner set of molars while growing Level: 1/100 Experience:: 0/100
Hatta
Posts : 2143 Join date : 2011-02-27 Age : 29
Subject: Re: Re:Monster (Alpha) Character List 8th December 2020, 4:16 pm
Name: Zardiel Gender: Male Race: Lizardkin Novice (Variant Species) Appearance: Zardiel has a black diamond pattrn going down his spine. Rank: 0 Level: 6/100 Experience:: 0/100
Parents: Hatta x Fae
Equipment:
Red Doe Femur (Tier 0 Humanoid -Blunt- Weapon: Dmg Boost = 1, Durability = 8)
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: 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: 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: 52/100 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: 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: 7/100 Experience: 0/100
Xram Ningyo
Posts : 99 Join date : 2018-07-26
Subject: Re: Re:Monster (Alpha) Character List 22nd January 2021, 3:41 am
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: 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
Xram Ningyo likes this post
Spectreprotocol
Posts : 130 Join date : 2020-01-08 Age : 35
Subject: Re: Re:Monster (Alpha) Character List 25th April 2022, 6:18 am
Putting Toad as an npc cause he's trapped in labor limbo
Name: Aaris Gender: Genderless Race: Myconid Appearance: Lean frame of plant goodness, pale brown body with a crimson cap with multicolored gills Level: 1/100 Experience:: 0/100
Stats and Limits:
Name - Rank Strength - F Endurance - F Reslience - F+ Dexterity - F Magic - F+ Intelligence - F Luck - F-
Hunger - 30 Thirst - 15 Health - 10 Mana - 10
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: 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: 0/100
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …