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Jan. 19th, 2024

SERPENS

Jan. 19th, 2024 02:04 pm
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SERPENS
INFO
Name: Serpens
Subspecies: Naga, Gorgon, Lizard-folk
Inspirations: Reptiles
< isopods >
INFORMATION
The serpents and lizards both are aspects of the Serpens. Swift, and with an affinity for poison and venom, Serpens are not to be underestimated. The most common appearance is the serpentine human, with their lower limbs replaced by a snake tail; but even lizard men have been recorded. Various reptilian features can be found across the monsters, from fangs and claws to snake-like coils; nearly all of them carry scales across their body. Some Serpens also sprout extra limbs, typically in the form of arms. Serpens are often susceptible to extremes in temperatures, but can often fend for themselves with venom, hypnotic gaze, and even an affinity for water.
MONSTER TRAITS
  • Serpentine form, either possessing a snake tail or legs absorbed into tail.
  • Full or nearly full reptile form that can be changed in and out of.
  • Strong coils, capable of constricting.
  • Fangs and/or sharp teeth, and claws capable of drawing blood.
  • Additional spines along back, tail, and limbs; these spines can form armor or weapons due to toughness and sharpness.
  • Venom that can be injected through either teeth, nails, or spines. Venom may either cause pain, hallucinations, or paralyze.
  • Scales of any color or pattern, along body, they also form natural armor.
  • Cold blooded/sensitivity to temperatures. Extreme heat or cold can result in lethargy and require assistance in maintaining a core temperature. Conversely, moderately warm temperatures and time in the sun is energizing.
  • Hypnotic gaze and voice, can entrance others and leave them open to suggestions and commands. (NOTE: please get permission from other players first!)
  • Water magic, can manipulate water, mist, and ice and change water from one form to another. Can form water into shapes or weapons.
  • Extra arms, as many as four.
  • Thermal vision like a pit viper/python/boa.
  • Slitted pupils and eyes that glow when emotional.
  • Forked tongue capable of tasting the air and picking up scents. Can track a target, or pick out vitals about them. (Target is wounded, agitated, etc.)
  • Snakes-as-limbs, can take the place of arms or hair. May also opt for scales in the place of hair, or reptilian limbs.
  • Petrifying gaze: making direct eye contact with another creature causes them to slow and become more sluggish, and their limbs to become more heavy. Alternately, gaze inspires fear and terror in another creature, causing them to flee or freeze. (NOTE: you must get player permission for this! Can freely be used on NPC monsters.)
  • Lizard features, resembling a bipedal lizard with four limbs.
  • Resistance to toxins and poisons, including venom from other Serpens. Outright immunity to their own venom.
  • Water Glide: Capable of traveling across water as swiftly as though it was solid ground. Will not sink below the surface unless willing or concentration is broken.
  • Chameleon: can shift colors and patterns of scales to blend in with surroundings, or to show off with vibrant displays. This may be tied to emotional state as well.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: NAGA
    INFO
    Name: Naga
    Subspecies: Lamia
    Inspirations: Snakes
    Art: Ana Rone
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Serpentine form, either possessing a snake tail or legs absorbed into tail.
  • Strong coils, capable of constricting.
  • Fangs and/or sharp teeth, and claws capable of drawing blood.
  • Venom that can be injected through either teeth, nails, or spines. Venom may either cause pain, hallucinations, or paralyze.
  • Scales of any color or pattern, along body, they also form natural armor.
  • Cold blooded/sensitivity to temperatures. Extreme heat or cold can result in lethargy and require assistance in maintaining a core temperature. Conversely, moderately warm temperatures and time in the sun is energizing.
  • Optional/Reward Traits:
  • Additional spines along back, tail, and limbs; these spines can form armor or weapons due to toughness and sharpness.
  • Water magic, can manipulate water, mist, and ice and change water from one form to another. Can form water into shapes or weapons.
  • Extra arms, as many as four.
  • Thermal vision like a pit viper/python/boa.
  • Slitted pupils and eyes that glow when emotional.
  • Forked tongue capable of tasting the air and picking up scents. Can track a target, or pick out vitals about them. (Target is wounded, agitated, etc.)
  • INFORMATION
    Serpentine creatures, resembling humans whose legs have been replaced by snake tails. Many also have multiple arms, an impressive mastery of water magic. Naga also possess other reptilian features, such as forked tongues, slitted eyes, and the like. Many have vivid scales of all patterns, with powerful coils and equally potent venom. And even without legs, Naga are capable of moving swiftly and with great agility. In stories Naga are seen as wise sages… Though their close cousins, the Lamia, were seen as savage creatures with a taste for flesh. Regardless, the snake monsters are graceful creatures gifted in magic and strength alike.
    LORE 1:
    The serpents are lowly crawlers, deceivers. They pretend to be wise creatures, but are ultimately liars, twisting the truth. And any who falls for their lies will be crushed by their coils, poisoned by their fangs, or drowned by their magic. Only the worst liars become twisted into such monstrosities. -Steel Warden
    LORE 2:
    The serpents are symbols of regeneration, flowing as swiftly as water. They are also strong creatures, with great power in their coils and venom in their fangs. Those blessed with the naga’s form are wise and adaptable indeed, and given a strength to help protect that wisdom. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: LIZARD FOLK
    INFO
    Name: Lizard-Folk
    Subspecies: N/A
    Inspirations: Reptiles
    Art: Svetoslav Petrov
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Lizard features, resembling a bipedal lizard with four limbs.
  • Scales of any color or pattern, along body, they also form natural armor.
  • Chameleon: can shift colors and patterns of scales to blend in with surroundings, or to show off with vibrant displays. This may be tied to emotional state as well.
  • Fangs and/or sharp teeth, and claws capable of drawing blood.
  • Venom that can be injected through either teeth, nails, or spines. Venom may either cause pain, hallucinations, or paralyze.
  • Cold blooded/sensitivity to temperatures. Extreme heat or cold can result in lethargy and require assistance in maintaining a core temperature. Conversely, moderately warm temperatures and time in the sun is energizing.
  • Optional/Reward Traits:
  • Additional spines along back, tail, and limbs; these spines can form armor or weapons due to toughness and sharpness.
  • Water Glide: Capable of traveling across water as swiftly as though it was solid ground. Will not sink below the surface unless willing or concentration is broken.
  • Full or nearly full reptile form that can be changed in and out of.s
  • Thermal vision like a pit viper/python/boa.
  • Slitted pupils and eyes that glow when emotional.
  • Forked tongue capable of tasting the air and picking up scents. Can track a target, or pick out vitals about them. (Target is wounded, agitated, etc.)
  • INFORMATION
    Lizard-folk draw from assorted reptiles for their forms and abilities. They tend to walk on legs rather than slither on serpent tails, though many of them still possess venom and an affinity for water. They often have some measure of magic, whether that is in camouflage, water shaping, or even water walking. Lizard-folk tend to favor marshy areas or forests, and they range from solitary to group animals. Many still share the coldblooded tendencies of Naga, further linking them together. While on the hunt, Lizard-Folk often use their superior mobility to wear prey down, before blending into their surroundings and moving in for a quick kill.
    LORE 1:
    Don't expect any compassion or sympathy from lizards. One look into those slitted eyes will prove there's nothing but hunger and hunting left in them. Similarly, don't expect easy prey when fighting the lizards; they have thick hides, and are just as capable of slipping out of trouble as any Naga. -Steel Warden
    LORE 2:
    Lizard-folk are creatures of the wild and the water. They blend seamlessly with their surroundings, and have ties to both the land and the lakes. Much like the Naga, they are bridges between worlds. To be blessed with a lizard's traits is to understand swiftness, water, and venom alike. -Silver Tear

    TAURUS

    Jan. 19th, 2024 06:09 pm
    monstertruckers: (Default)
    TAURUS
    INFO
    Name: Taurus
    Subspecies: Minotaur, Satyr, Centaur
    < isopods >
    INFORMATION
    The Taurus are renowned for their strength and stamina, being one of the toughest of all monster families. It’s a common saying that Taurus monsters are simply too stubborn or too angry to lay down and die. At odds with this is the fact that the Taurus are also musically gifted, and with a knack for the wilds. Tauros count Minotaurs, Satyrs, and Centaurs in their ranks; most creatures blended with ungulates can find themselves under this group. Taurus also have a slight affinity for the earth, being tough as stone and even capable of summoning earthquakes with a stomp.
    MONSTER TRAITS
  • Part of body shifted to animal: this could be head, limbs, or entire lower/upper torso replaced by an animal's.
  • Horns or antlers growing from head. Are sharp and tough enough to pierce armor.
  • Hooves in place of feet.
  • Increased Strength/Stamina/Speed.
  • Craving for vegetables.
  • Revelry mindset, desire to celebrate just about anything and pull others into it.
  • Hedonistic: easily swayed by pleasure, whether that is food, drink, music, etc.
  • Musical knack, can quickly learn most musical instruments.
  • Wilderness affinity and a desire for the great outdoors.
  • Immunity to poisons and a very high alcohol threshold.
  • Enhanced sense of surroundings, very difficult to get lost. Can quickly gain a sense of area’s layout with just a glance.
  • Animal tail.
  • Swift travel: can easily move through rough terrain at full dash, and keep pace with most vehicles.
  • Herd mentality, compulsion to remain in groups and maintain group harmony
  • Quaking Step: can stomp the ground to cause a small earth tremor, or reshape the ground into spikes or holes. With greater force and energy can cause an earthquake or radically reshape ground into chasms and stone platforms. Will be exhausted afterwards and need to replenish energy.
  • Supernaturally tough. Can take twice the amount of damage that would kill most other monsters, and keep fighting through it.
  • Extra limbs, typically animal-like. This may be extra arms, or a lower body like a centaur.
  • Crushing Charge: Can move forward at high speeds equal to a vehicle, and deliver a metal crushing impact when they crash into a target. Horns can take the burnt of the impact and result in no damage for the Drifter. Otherwise, suffer slight recoil, cuts, and bruises.
  • Red Rage: Double mass and strength, capable of throwing cars around like rocks at minimum. But also seized with a need to inflict violence on surroundings, whether that is objects or people.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: MINOTAUR
    INFO
    Name: Minotaur
    Subspecies: N/A
    Inspirations: Ungulates (hoofed animals) including horses, cows, goats, etc.
    Art: Amenlona
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Part of body shifted to animal: this could be head, limbs, or entire lower torso replaced by an animal's.
  • Horns or antlers growing from head. May be sharp enough to pierce armor.
  • Hooves in place of feet.
  • Craving for vegetables.
  • Enhanced sense of surroundings, very difficult to get lost.
  • Animal tail.
  • Optional/Reward Traits:
  • Swift travel: can easily move through rough terrain at full dash, and keep pace with most vehicles.
  • Herd mentality, compulsion to remain in groups and maintain group harmony
  • Quaking Step: can stomp the ground to cause a small earth tremor, or reshape the ground into spikes or holes. With greater force and energy can cause an earthquake or radically reshape ground into chasms and stone platforms. Will be exhausted afterwards and need to replenish energy.
  • Supernaturally tough. Can take twice the amount of damage that would kill most other monsters, and keep fighting through it.
  • Crushing Charge: Can move forward at high speeds equal to a vehicle, and deliver a metal crushing impact when they crash into a target. Horns can take the burnt of the impact and result in no damage for the Drifter. Otherwise, suffer slight recoil, cuts, and bruises.
  • Red Rage: Double mass and strength, capable of throwing cars around like rocks at minimum. But also seized with a need to inflict violence on surroundings, whether that is objects or people.
  • INFORMATION
    Powerful blends of human and hoofed creatures. Minotaurs may be bull headed humans, or satyr figures with goat legs. Others may sport traits closer to deer or moose, or other ungulates. Most sport horns and hooves, and are known for their powerful legs and swift stride, capable of crossing vast distances with speed and tenacity. Minotaurs are also considered patient and gentle in nature, with a fondness for vegetables and even a talent for song… But only if they are not pushed too far. Anyone that confuses a minotaur for being soft has not seen their strength and ferocity, and just how sharp those horns can be.
    LORE 1:
    The curse of the Minotaur is a brutish thing, targeting those who are violent and ruled by passion. Such monsters can tear a person apart with their bare hands, and are formidable creatures to hunt. They can take blows that would drop any other creature, and fight on like rabid boars. -Steel Warden
    LORE 2:
    The Minotaur is a peerless soldier, strong and tough in equal measure. Few can match their stamina or their knowledge of the wilds; their ability to navigate mazes of wilderness and even civilization is peerless, as is their willingness to face down any threat. Should you find yourself in the company of a minotaur, know that you are blessed with the most stalwart fighter. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: CENTAUR
    INFO
    Name: Centaur
    Subspecies: N/A
    Inspirations: Ungulates (hoofed animals) including horses, cows, goats, etc.
    Art: Gellihana-art
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Part of body shifted to animal: this could be head, limbs, or entire lower torso replaced by an animal's.
  • Extra limbs, typically animal-like. This may be extra arms, or a lower body like a centaur.
  • Musical knack, can quickly learn most musical instruments.
  • Wilderness affinity and a desire for the great outdoors.
  • Swift travel: can easily move through rough terrain at full dash, and keep pace with most vehicles.
  • Herd mentality, compulsion to remain in groups and maintain group harmony
  • Optional/Reward Traits:
  • Craving for vegetables.
  • Revelry mindset, desire to celebrate just about anything and pull others into it.
  • Increased Strength/Stamina/Speed.
  • Swift travel: can easily move through rough terrain at full dash, and keep pace with most vehicles.
  • Immunity to poisons and a very high alcohol threshold.
  • Supernaturally tough. Can take twice the amount of damage that would kill most other monsters, and keep fighting through it.
  • INFORMATION
    A melding of human and beast from the torso down, Centaurs are known for wisdom in the arts, and savage might. Their lower half it typically equine, but other hoofed animals are possible. Centaurs are also famous for their speed and swiftness, capable of covering miles in the span of a day. This makes them well suited for travel. And in the case of some more monstrous creatures, running down prey. (A craving for vegetables doesn’t make them strict herbivores.) Most of them are also far more hardy than horses, thanks to their shared lineage with Minotaurs. Sometimes this manifests in ox-horned centaurs, showing their variety.
    LORE 1:
    Some tales paint Centaurs as wise and artistic; if such creatures exist, then they are kin to Sirens with luring the unsuspecting. They are kin to Minotaurs, and that makes them just as dangerous; don't believe that they can be easily crippled with a blow to their legs, as many are far more hardy than that. And more than capable of crushing a skull with a well placed kick. A hunter is better served with snaring those myriad limbs, and attacking while the beast is hobbled. -Steel Warden
    LORE 2:
    To become a Centaur is to become a creature of swift speed, and savage strength alike. It is to stand between two worlds, human and beast, art and wildness. One must learn how to balance those extremes, and the Centaur are a lesson in that. They are hunters, scholars, and warriors. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: SATYR
    INFO
    Name: Satyr
    Subspecies: Faun
    Inspirations: Ungulates (hoofed animals) including horses, cows, goats, etc.
    Art: Amdhuscias
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Part of body shifted to animal: this could be head, limbs, or entire lower torso replaced by an animal's.
  • Horns or antlers growing from head. May be sharp enough to pierce armor.
  • Hooves in place of feet.
  • Animal tail.
  • Revelry mindset, desire to celebrate just about anything and pull others into it.
  • Musical knack, can quickly learn most musical instruments.
  • Optional/Reward Traits:
  • Immunity to poisons and a very high alcohol threshold.
  • Swift travel: can easily move through rough terrain at full dash, and keep pace with most vehicles.
  • Wilderness affinity and a desire for the great outdoors.
  • Increased Strength/Stamina/Speed.
  • Hedonistic: easily swayed by pleasure, whether that is food, drink, music, etc.
  • Red Rage: Double mass and strength, capable of throwing cars around like rocks at minimum. But also seized with a need to inflict violence on surroundings, whether that is objects or people.
  • INFORMATION
    Goat, horse, and deer creatures, usually resembling a human from the torso up and an animal from the waist down. Satyr have a reputation for great excesses, whether that is revelry, food, drink, or intimacy. Many have an inclination to music, either through careful training or discovering they have the gift. Unsurprisingly, they are eager to share such music, often alongside celebrations. Satyr understand the value of pleasure at the very least… Though on the flipside, Satyr are also capable of violence and rage, similar to their Minotaur cousins. They tend to be creatures of extremes, with difficulty moderating those extremes… Though the few who can manage such are seen as sages in the arts.
    LORE 1:
    Satyrs are a warning against excess and hedonism. They are base creatures, easily commanded by their instinct. This makes it easy to bait and trap Satyrs with their vices, but caution must be taken with felling them. They are immune to most poisons in our inventory, and they share a rabid anger with Minotaurs. It takes time to rouse the ire of a Satyr, but once enraged they are fearsome quarry. -Steel Warden
    LORE 2:
    Satyr remind us of life’s excess… But also remind us to celebrate it. The Moon has gifted them with music, stamina, and a desire to embrace pleasure. They are revelers that can sweep any of us up in their celebrations. They are perhaps a touch mercurial in their moods. And of course, one should never mistake their mirth for weakness; Satyr can be just as ferocious as any Minotaur when their passions are roused. -Silver Tear

    MERFOLK

    Jan. 19th, 2024 06:42 pm
    monstertruckers: (Default)
    MERFOLK
    INFO
    Name: Merfolk
    Subspecies: Merrow, Kelpie, Kraken
    < isopods >
    INFORMATION
    Creatures associated with water, and all the perils and mysteries lurking in the depths. Mermaids (and mermen) are the most common creature in this family, but one can also find krakens, selkies, and even the odd kelpie and icthocentaur make an appearance. Some merfolk have the gift of shifting to entirely aquatic forms: seals, hippocampus, etc. The monsters have a knack not only for water, but also singing with hypnotic voices; the tales of merfolk luring humans to a watery grave is well known in Revan. While one might think a merfolk on dry land would be easy prey, these monsters prove to be an adaptable lot. Many of them are skilled at summoning water or storms to help them adapt to varied terrain, and satisfy their need to be submerged.
    MONSTER TRAITS
  • Lower body replaced by an aquatic creature. Can be based on fish or an aquatic mammal. (seal, dolphin, etc)
  • Fish scales of any color that can act as armor, as well as extra fins on body or framing face.
  • Breathe underwater or increased lung capacity; can hold breath for almost an hour.
  • Bioluminescence, can be reflexive or controlled.
  • Spines that glow and/or have venom.
  • Water magic: can manipulate water/mist/ice, change water from one form to another. Can also summon water from a nearby source. Summoned amount can be enough to submerge a person, and can be shaped into different forms. (ie, can easily create a magic fishbowl to rest in.)
  • Beautiful, compelling singing voice. Can draw others close and leave them open to suggestions. (Please get player permission!)
  • Compulsion to drown other creatures.
  • Splash transformations: becomes more aquatic when soaked, all the way to transforming completely when submerged underwater.
  • Requires extra water to function, either as drinking water or soaking in.
  • Protective of bodies of water and compulsion to submerge in them,
  • Storm caller: voice can generate storms, typically when singing. Can range from rain to severe thunderstorms.
  • Can switch into an entirely aquatic form like a selkie becoming a seal.
  • High temperature tolerance, can swim in freezing or scalding water with no hinderance.
  • Horse like shape: lower torso similar to a horse, resembling an ichthocentaur, or an entirely aquatic horse-like form similar to a kelpie. May shift in and out of this shape freely.
  • Equine form: may opt for a non-aquatic horse shape that can be shifted in and out of.
  • Equine features: may have changed ears, mane, tail, and/or hooves outside of monster form.
  • Prehensile tentacles like an octopus or squid, may possess up to eight of them.
  • Shellfish armor; may grow in plates along skin/scales, or in a single large shell.
  • Strength of the depths: capable of withstanding intense pressures and physical punishment, as well as enhanced physical strength.
  • Shared Water Breathing: may share their water breathing with another creature after kissing them. This may temporarily impart gills or even fins onto the recipient, though not a complete merfolk transformation. The Merfolk may opt to impart one extra trait they possess onto the recipient, alongside water breathing. These changes last from sunrise to sunset or moonrise to moonset.
  • Water Call: drawn to sources of water, whether that is a placid lake or a raging current, and feeling a desire to submerge. This can even extend to wandering out into storms or predicting them, if deprived of water long enough.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: MERROW
    INFO
    Name: Merrow
    Subspecies: Mermaid, Siren
    Inspirations: Aquatic creatures including fish, dolphins, etc.
    Art: Beagifted
    < isopods >
    MONSTER TRAITS
    Starting Traits
  • Lower body replaced by an aquatic creature. Can be based on fish or an aquatic mammal.
  • Fish scales of any color that can act as armor, as well as extra fins on body or framing face.
  • Breathe underwater or increased lung capacity; can hold breath for almost an hour.
  • Bioluminescence, can be reflexive or controlled.
  • Spines that glow and/or have venom.
  • Water magic: can manipulate water/mist/ice, change water from one form to another. Can also summon water from a nearby source. Summoned amount can be enough to submerge a person, and can be shaped into different forms. (ie, can easily create a magic fishbowl to rest in.)
  • Optional/Reward Traits:
  • Beautiful, compelling singing voice. Can draw others close and leave them open to suggestions. (Please get player permission!)
  • Compulsion to drown other creatures.
  • Splash transformations: becomes more aquatic when soaked, all the way to transforming completely when submerged underwater.
  • Shared Water Breathing: may share their water breathing with another creature after kissing them. This may temporarily impart gills or even fins onto the recipient, though not a complete merfolk transformation. The Merfolk may opt to impart one extra trait they possess onto the recipient, alongside water breathing. These changes last from sunrise to sunset or moonrise to moonset.
  • Protective of bodies of water and compulsion to submerge in them
  • Storm caller: voice can generate storms, typically when singing. Can range from rain to severe thunderstorms.
  • INFORMATION
    Elegant creatures blending human and aquatic creatures together, often sporting a stunning fishy tail. Merrow can be any gender, and also can take traits from seals and dolphins. Some stories tell of mermaids saving shipwrecked sailors, others speak of merrow drowning anyone they can get their webbed hands on. Merrow can survive on land to a degree, but are most at home in bodies of water; whether that is the sea, rivers, or lakes. They are gifted swimmers. Merrow often bring a bit of water with them in the form of water and weather shaping magic.
    LORE 1:
    Nothing is more deadly in the water than one of the merrow. If you can, haul them to dry land and gut them like a fish… Though even then, care must be taken in regard to their magic and powerful voices. Merrow will gladly lure anyone to their deaths by drowning, whether that is with a siren song or with conjured storm, or simply dragging the unfortunate victim to the depths in their webbed hands. -Steel Warden
    LORE 2:
    Merrow often are blessed upon those with a water affinity, or a gift for song. The blessing only amplifies those abilities, to make a creature that is peerless in the water. The most gifted of these monsters can even take water with them, creating a domain no matter where they travel. Their gifts promise that someone will always be out there to safeguard the depths. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: KRAKEN
    INFO
    Name: Kraken
    Subspecies: Cecaelia
    Inspirations: Cephalapods: octopus, squid, cuttlefish, etc
    Art: salamispots
    < isopods >
    MONSTER TRAITS
    Starting Traits
  • Lower body replaced by an aquatic creature. Can be based on any cephalopod or even jellyfish.
  • Prehensile tentacles like an octopus or squid, may possess up to eight of them.
  • Breathe underwater or increased lung capacity; can hold breath for almost an hour.
  • Bioluminescence, can be reflexive or controlled.
  • Spines that glow and/or have venom.
  • Water magic: can manipulate water/mist/ice, change water from one form to another. Can also summon water from a nearby source. Summoned amount can be enough to submerge a person, and can be shaped into different forms. (ie, can easily create a magic fishbowl to rest in.)
  • Optional/Reward Traits:
  • High temperature tolerance, can swim in freezing or scalding water with no hinderance.
  • Shellfish armor; may grow in plates along skin/scales, or in a single large shell.
  • Strength of the depths: capable of withstanding intense pressures and physical punishment, as well as enhanced physical strength.
  • Requires extra water to function, either as drinking water or soaking in.
  • Protective of bodies of water and compulsion to submerge in them
  • Water Call: drawn to sources of water, whether that is a placid lake or a raging current, and feeling a desire to submerge. This can even extend to wandering out into storms or predicting them, if deprived of water long enough.
  • INFORMATION
    Krakens are enigmatic and powerful creatures, blended with multi-armed creatures of the deep. Octopus, squid, even the nautilus lend an extra flair to a Kraken’s form. A few even pull from jellyfish, with long stinging spines on the ends of their limbs. They share water affinities with other Merfolk, but with an emphasis on surviving the depths. And of course possessing a generous number of extra limbs and tentacles. Their deep water affinity sometimes means that Krakens are more prone to dehydration, and thus more dependent on the waters; but many of them have a knack for calling water, or pinpointing the nearest source, meaning a kraken is seldom far from their domain.
    LORE 1:
    The Kraken are a menace to all ships; while it is rare to find one beyond the deep reaches of the waters, never let your guard down. Even in shallow climates and dry land, their tentacles possess freakish strength, and have even been known to poison humans. Thankfully, if they possess a regeneration similar to werebeasts it is a much slower process; thus, carve the limbs off any you see before moving in for the kill. -Steel Warden
    LORE 2:
    Kraken are amongst the most resilient defenders of the deep. They are strong and tough in equal measure, while seldom sacrificing their gift for water magics. Such a combination makes for a powerful blessing indeed, trusted only to those truly at home amongst the waves... Or those who are ready to bring the gift and power of water inland. Either way, the Kraken make staunch allies, and terrible foes to any who defile their waters. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: KELPIE
    INFO
    Name: Kelpie
    Subspecies: Hippocampus, Ichthyocentaur
    Inspirations: Equines, Fish
    Art: Htg17
    < isopods >
    MONSTER TRAITS
    Starting Traits
  • Horse like shape: lower torso similar to a horse, resembling an ichthocentaur, or an entirely horse-like form similar to a kelpie. May shift in and out of this shape freely.
  • Lower body replaced by an aquatic creature or blended with one, typically some form of fish.
  • Breathe underwater or increased lung capacity; can hold breath for almost an hour.
  • Bioluminescence, can be reflexive or controlled.
  • Protective of bodies of water and compulsion to submerge in them.
  • Water magic: can manipulate water/mist/ice, change water from one form to another. Can also summon water from a nearby source. Summoned amount can be enough to submerge a person, and can be shaped into different forms. (ie, can easily create a magic fishbowl to rest in.)
  • Optional/Reward Traits:
  • Compulsion to drown other creatures.
  • Fish scales of any color that can act as armor, as well as extra fins on body or framing face.
  • Strength of the depths: capable of withstanding intense pressures and physical punishment, as well as enhanced physical strength.
  • Requires extra water to function, either as drinking water or soaking in.
  • Water Call: drawn to sources of water, whether that is a placid lake or a raging current, and feeling a desire to submerge. This can even extend to wandering out into storms or predicting them, if deprived of water long enough.
  • Storm caller: voice can generate storms, typically when singing. Can range from rain to severe thunderstorms.
  • INFORMATION
    Beyond their equine shape, few kelpie are ever alike. Some are malevolent monsters seeking to trick and drown people; others are ready to rescue those lost at sea and act as tireless steeds and stalwart companions. And still others are viewed as reclusive sages with command over the tides and weather. Hippocampus and Ichthyocentaurs are viewed as more benevolent, and proper kelpies as dangerous, but even this view is as fluid as the waters. On occasion, some wonder if these monsters share traits with Fae and even Unicorns... But with how unpredictable kelpie are, this has not been researched much. Kelpies are often seen as creatures best left alone, instead of finding out their natures the hard way.
    LORE 1:
    Some would tell you that Kelpie can be tamed, or even that benevolent sea-equines exist. These tales are foolish at best, dangerous at worst. Kelpie are well known for luring the unsuspecting to a watery grave through tricks and lies. Anytime you see such monsters, get hooks and harpoons into them as swiftly as possible to keep them from the sea. The only sure way to destroy them is to tear their heads or hearts loose before they can call on the waters to aid them. -Steel Warden
    LORE 2:
    The nature of the Kelpie is a reminder that nothing is constant, and everything changes; from the face of the moon, to the tides becoming greater and smaller. So it is with Kelpie, ranging from punishing creatures to protectors. The same is true with their forms, and their manifold shapes. It is wise to always treat such creatures with respect and deference, until their nature is made clear to you. -Silver Tear

    YOKAI

    Jan. 19th, 2024 07:02 pm
    monstertruckers: (Default)
    YOKAI
    INFO
    Name: Yokai
    Subspecies: Kitsune, Kamaitachi, Nekomata, Raiju
    < isopods >
    INFORMATION
    The Yokai are a curious collection, counting various beasts in their numbers. Their one common trait seems to be a knack for extra tails, a primal or trickster nature, and an ethereal sense of power. The vulpine Kitsune, feline Nekomata, and chimeric Raiju are all common monsters from the Yokai family. Yokai tales emphasize their shifting natures; some are malevolent creatures determined to trick and hunt humans for sport or for food. But others have a sense of morality and a desire to walk among mortals, even if they can never fully assimilate… And still others are seen as a manifestation of nature, neither good nor evil.
    MONSTER TRAITS
  • Multiple tails, anywhere from 1 to 9. Typically vulpine or feline. If elemental affinity, can crackle with fire or lightning.
  • Vulpine/Feline/Mustelidae features; changed ears, nose, etc. May choose one animal, or mix appearance from multiple creatures.
  • Hair changes to streaks or solid white/shades of red/gold/electric blue/purple.
  • Sharp teeth and claws capable of drawing blood and conducting magic/elements.
  • Trickster compulsion, a desire to play tricks, challenge others to riddles, etc.
  • Desire to eat liver of other monsters or creatures.
  • Can transform into a full or hybrid animal form. May hide or show multiple tails in this form.
  • Illusion magic, largely focused on changing their own shape and features and even creating illusionary doubles. Can affect surroundings with expending energy.
  • Spirit marble: create a small orb of energy. Can use it to steal other people’s energy via kiss, or give energy to another person. (Also via kiss!)
  • Phantom fire magic: produce ghostly flames to illuminate area or shield a person. These flames do not generate heat or burn, but can become true fire with effort.
  • Possession: Can jump into another person's body and either hitchhike by sharing their senses/experiences, or expend energy to directly command and control them. (You MUST get clear player permission for this!)
  • Swift reflexes: becomes very agile and capable of bursts of tremendous speed and jumping. Difficult to sustain over long distances and time, must burn large amounts of energy.
  • Limited telekinesis on inanimate objects. Can lift anything equal to their physical strength, and control it with movement of paws/hands/tails.
  • Lightning magic: can generate bolts of electricity and direct them. Capable of chain lightning, or holding a charge like a shield. More advanced lightning magic requires more energy. Can absorb electricity to heal or boost power.
  • Wind magic, can call small whirlwinds and shape wind into blades. Can also use wind to glide or spin short distances.
  • Breath stealer: can drain air from a creature to increase their own energy for a short burst of power. (NOTE: you must get permission if using this on another player character.)
  • Long sickle like claws that can resemble either a velociraptor or completely replace the hand/paw.
  • Tail that ends in a blade resembling a sword or a sickle.
  • Restless/Agitated/Excitable during storms. Forced transformation into a more monstrous form during storms, or exposure to electricity/storm winds.
  • Shattering voice/roar like thunder. Can push people and objects back, or shatter glass at high volume.
  • Short distance teleportation in line of sight. Can flash teleport to distances of up to 60 feet, though this is usually accompanied with bursts of light/wind and thunder/gale roars.
  • Weather control, can call thunderstorms with howl or roar. Storms can range from violent thunderstorms to slightly more gentle rain with occasional lightning.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: KITSUNE
    INFO
    Name: Kitsune
    Subspecies: Gumiho, Huli-Jing
    Inspirations: Foxes
    Art: Rorubei
    < isopods >
    MONSTER TRAITS
    Staring Traits:
  • Multiple Vulpine Tails, anywhere from 1 to 9.
  • Vulpine features; changed ears, nose, etc.
  • Sharp teeth and claws capable of drawing blood.
  • Trickster compulsion, a desire to play tricks, challenge others to riddles, etc.
  • Can transform into a full or hybrid fox form. May hide or show multiple tails in this form.
  • Illusion magic, largely focused on changing their own shape and features. Can affect surroundings with expending energy.
  • Optional/Reward Traits:
  • Desire to eat liver of other monsters or creatures.
  • Hair changes to streaks or solid white or shades of red.
  • Spirit marble: create a small orb of energy. Can use it to steal other people’s energy via kiss, or give energy to another person. (Also via kiss!)
  • Phantom fire magic: produce ghostly flames to illuminate area or shield a person. These flames do not generate heat or burn, but can become true fire with effort.
  • Possession: Can jump into another person's body and either hitchhike by sharing their senses/experiences, or expend energy to directly command and control them. (You MUST get clear player permission for this!)
  • Swift reflexes: becomes very agile and capable of bursts of tremendous speed and jumping. Difficult to sustain over long distances and time, must burn large amounts of energy.
  • INFORMATION
    Fox monsters known for their trickery, cunning, and beauty. Many are fierce predators, hunting mortals for sport or for food. Among those hunters, foxes can gain sustenance from eating the liver of their quarry, and some stories say this is the best way to increase their power. Revan stories also feature the trickster nature of Kitsune, and how they delight in playing innocent or malevolent pranks on others. Kitsune are also known for their fox fire, and mastery of illusion magic. All these tricks help in their hunts; whether for laughs or for food. Finally, Kitsune are well known for their tails, up to nine of them, and one more way to pick out a trickster fox.
    LORE 1:
    Those who lie and beguile others are easy targets of the Kitsune’s curse. They are damned to become duplicitous creatures, never to be trusted again. Their tails often give away their true nature; cut them away, and you may sever some of their power. But do not underestimate a fox even then. They are swift creatures, and always ready to use their teeth when cornered and when their tricks run out. -Steel Warden
    LORE 2:
    Only the most cunning may take on the blessing of a Kitsune. Such a blessing promises a swift form to accompany a sharp mind, along with the legendary fox flame. Fox fire can illuminate like moonlight, or burn like flames depending on the whims of the wielder, providing either guidance or pain as needed. Illusion adds to their repertoire, another blessing of the moon on the most worthy. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: KAMAITACHI
    INFO
    Name: Kamaitachi
    Subspecies: N/A
    Inspirations: Ferrets, Weasels, etc
    Art: K-SUWABE
    < isopods >
    MONSTER TRAITS
    Staring Traits:
  • Mustelidae features; changed ears, nose, etc.
  • Long sickle like claws that can resemble either a velociraptor or completely replace the hand/paw.
  • Tail that ends in a blade resembling a sword or a sickle.
  • Wind magic, can call small whirlwinds and shape wind into blades. Can also use wind to glide or spin short distances.
  • Breath stealer: can drain air from a creature to increase their own energy for a short burst of power. (NOTE: you must get permission if using this on another player character.)
  • Swift reflexes: becomes very agile and capable of bursts of tremendous speed and jumping. Difficult to sustain over long distances and time, must burn large amounts of energy.
  • Optional/Reward Traits:
  • Hair changes to streaks or solid white or shades of red.
  • Sharp teeth and claws capable of drawing blood.
  • Can transform into a full or hybrid ferret/weasel/etc form.
  • Short distance teleportation in line of sight. Can flash teleport to distances of up to 60 feet, though this is usually accompanied with bursts of wind and gale roars.
  • Illusion magic, largely focused on changing their own shape and features, and even creating illusionary doubles. Can affect surroundings with expending energy.
  • Restless/Agitated/Excitable during storms. Forced transformation into a more monstrous form during storms, or exposure to storm wind.
  • INFORMATION
    Enigmatic creatures of the wind, sporting strange sickle claws or tails. Kamaitachi are often said to travel in groups of three to bewilder travelers, and inflict strange, stinging cuts on them. Other stories claim the trio is the same beast, augmented by magic. All tales agree on the Kamaitachi’s mastery over the gales, and many small whirlwinds are blamed on their mischief. Such storms can also turn fatal and damaging, as the beasts show their claws and use wind to slice and scour.
    LORE 1:
    Don’t ever trust your eyes around a wind beast. They can cloud your senses, make you think there’s more than one of them, or vanish in the blink of an eye. But the sound of a roaring gale precedes their presence; when the wind starts to stir and shift oddly, that’s when you need to be on your guard, and pray you’ve a gun or a blade close at hand. -Steel Warden
    LORE 2:
    To be chosen by the Kamaitachi means you have a free spirit, and cannot be held down easily. Such creatures are ever shifting, constantly moving, and remind the rest of us to never rest too easily. The wind is always at their call, making them kin to Harpies and other Yokai, though these strange creatures always maintain their own identity; frequently through trickery, and bewildering the senses with their windstorms. -Silver Tear
    SAMPLE BUILD: NEKOMATA
    INFO
    Name: Nekomata
    Subspecies: Bakeneko, Senri
    Inspirations: Felines, especially domestic cats
    Art: Fiona Hsieh
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Multiple tails, anywhere from 1 to 9. Typically feline. If elemental affinity, can crackle with fire or lightning.
  • Feline features; changed ears, nose, etc.
  • Sharp teeth and claws capable of drawing blood and conducting magic/elements.
  • Limited telekinesis on inanimate objects. Can lift anything equal to their physical strength, and control it with movement of paws/hands/tails.
  • Can transform into a full or hybrid animal form. May hide or show multiple tails in this form.
  • Swift reflexes: becomes very agile and capable of bursts of tremendous speed and jumping. Difficult to sustain over long distances and time, must burn large amounts of energy.
  • Optional/Reward Traits:
  • Trickster compulsion, a desire to play tricks, challenge others to riddles, etc.
  • Desire to eat liver of other monsters or creatures.
  • Illusion magic, largely focused on changing their own shape and features. Can affect surroundings with expending energy.
  • Phantom fire magic: produce ghostly flames to illuminate area or shield a person. These flames do not generate heat or burn, but can become true fire with effort.
  • Possession: Can jump into another person's body and either hitchhike by sharing their senses/experiences, or expend energy to directly command and control them. (You MUST get clear player permission for this!)
  • Spirit marble: create a small orb of energy. Can use it to steal other people’s energy via kiss, or give energy to another person. (Also via kiss!)
  • INFORMATION
    Cat-like monsters, typically resembling domestic cats. Though leopard spotted varieties called Senri/Xianli are also known to exist. Nekomata are well known for their forked tails, or twin tails: rare and venerable monster cats have as many as seven tails. Nekomata are also well known for being wild and unpredictable creatures with a propensity for chaos. (So much like real cats.) They have a knack for magic and mischief alike. Some of the more malevolent Nekomata are infamous as flesh eaters, and having an ire towards anything human-like. Many are capable of telekinesis, fire magic, and other enchantments to enhance their trickery.
    LORE 1:
    Nekomata twist up normal creatures into hostile monsters. They are wild and chaotic beasts, spiteful towards anything resembling humans. Some say Nekomata are a manifestation of discontented and mistreated pet cats. Even if that were true, the beasts are too dangerous to tolerate, and are as cunning as any human. Target their tails if necessary to curb their power... And keep the tails of any pet cats you own short cropped. -Steel Warden
    LORE 2:
    Nekomata prove that even small creatures like cats have the potential for great power and ferocity. Those who take on Nekomata traits tend to have an affinity with cats, or a great sense of vengeance and addressing wrongs. Sometimes this involves cleansing through flames, or even devouring the offenders. Perhaps even the Wardens could stand to learn something from the cat-monsters. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: RAIJU
    INFO
    Name: Raiju
    Subspecies: N/A
    Inspirations: Felines, Canines, Mustelidae
    Art: Jonathan Viragine
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Bestial features similar to a canine, cat, or mustelid. May choose one animal, or mix appearance from multiple creatures.
  • Lightning magic: can generate bolts of electricity and direct them. Capable of chain lightning, or holding a charge like a shield. More advanced lightning magic requires more energy. Can absorb electricity to heal or boost power.
  • Restless/Agitated/Excitable during storms. Forced transformation into a more monstrous form during storms, or exposure to electricity.
  • Hair/fur turns into streaks or solid gold, electric blue, or purple.
  • Sharp teeth/claws that can conduct electricity/magic and are capable of drawing blood.
  • Weather control, can call thunderstorms with howl or roar. Storms can range from violent thunderstorms to slightly more gentle rain with occasional lightning.
  • Optional/Reward Traits:
  • Multiple tails, anywhere from 1 to 9. Typically vulpine or feline. Crackles with lightning.
  • Can transform into a full or hybrid animal form. May hide or show multiple tails in this form.
  • Desire to eat liver of other monsters or creatures.
  • Shattering voice/roar like thunder. Can push people and objects back, or shatter glass at high volume.
  • Swift reflexes: becomes very agile and capable of bursts of tremendous speed and jumping. Difficult to sustain over long distances and time, must burn large amounts of energy.
  • Short distance teleportation in line of sight. Can flash teleport to distances of up to 60 feet, though this is usually accompanied with bursts of light and thunder.
  • INFORMATION
    Monsters of thunder and lightning. These beasts are said to be the embodiment of storms, erratic and electric in equal turns. No one can entirely agree what they look like, with stories varying between dogs, cats, weasels, or something in between. What is common in all stories is the power and swiftness of a Raiju, and that they always embody lightning… And that such a thing also affects their temperament. Raiju are wild and often unpredictable creatures, and combined with their electric fangs and claws, and swift movement, they make for a primal monster that is to be feared and respected.
    LORE 1:
    Raiju are a corruption of storms, a mockery of the natural order of things. No human is meant to carry the storm, and the way they twist into erratic creatures is proof. Even their forms can’t seem to settle on a single creature, jumping like lightning in an amalgamation of creatures. They must be hunted with grounding equipment, and always be on guard against their lightning and their speed alike. -Steel Warden
    LORE 2:
    Only the most swift and powerful can take on the blessing of the raiju. They are varied as the storms they call home, but always carry a powerful electric bite in their claws and their fangs. To see a raiju race across the sky and call storms is a rare gift for any of us. -Silver Tear

    VOLARE

    Jan. 19th, 2024 08:13 pm
    monstertruckers: (Default)
    VOLARE
    INFO
    Name: Volare
    Subspecies: Harpy, Gargoyle
    Inspirations: Birds and Bats
    < isopods >
    INFORMATION
    The domain of the Volare is the sky and flight. Volare take after one of two monsters, either the avian harpies, or the reptilian and bestial gargoyles. The monsters are seen as two sides of the same coin, flying on feathered or bat-like wings. Some scholars feel that there are also separate aspects associated with the two; air for Harpies, earth for Gargoyles. This is even reflected in different magics manifesting. Gargoyles in particular are famous for their stone hibernation and shaping abilities, and nocturnal affinity. Harpies meanwhile can call upon razor winds and storms, and are associated with daylight skies. Either way, the two species rule the air together.
    MONSTER TRAITS
  • Wings, can either take the place or arms or grow from the back, capable of flight, gliding, or hovering in place. Can resemble either birds or bats.
  • Nesting compulsion, desire to build a safe nest lined with comforting things. Similar desire for high places and perching on them.
  • Hollow bones, allows for high agility but also fragile.
  • Wind or Earth Affinity: Wind Affinity: can call gales, breezes, etc by flapping wings or through voice. Can shape wind into tornadoes, sheets of air, or turn into razor wind. Earth Affinity: can claw through stone like clay. Limited earth/stone shaping magic through direct touch.
  • Bird-like features: feathers of any color and/or bird tail, beak, talons on hands or feet, etc.
  • Powerful voice: can force objects/creatures back at full volume or shatter glass.
  • Heightened vision: can see details from far away, or through gloom or darkness. Includes perfect night vision. Can see in low light conditions as clear as day, and can perceive shapes and movement even in total darkness. Glowing eyes when emotional.
  • Affinity for song, and improved singing voice.
  • Increased interest in shiny objects and collecting them, or easily distracted by them.
  • Swift reflexes: becomes very agile and capable of bursts of tremendous speed.
  • Enhanced climbing ability, can easily scale walls, cliffs, trees, etc.
  • Ability to turn parts of body to stone.
  • Stone hibernation when sleeping, limited healing/regeneration while in stone. (Wounds or illness can be recovered from, missing limbs cannot.)
  • Leathery or scaly skin.
  • Horns. Can be of any animal or style.
  • Long prehensile tail.
  • Compulsion to guard or protect an area or person/people.
  • Nocturnal compulsion: lethargic and tired during daylight and compelled to sleep, energized after/around sunset.
  • Spines, spikes, thickened skin, or bone growths along the body.
  • Sharp claws and teeth, capable of shearing through stone.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: GARGOYLE
    INFO
    Name: Gargoyle
    Subspecies: N/A
    Inspirations: Lizards, Birds, Bats
    Art: Marco Furtado
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Large batlike wings capable of flight or gliding.
  • Enhanced climbing ability, can easily scale walls, cliffs, trees, etc.
  • Stone hibernation when sleeping, limited healing/regeneration while in stone. (Wounds or illness can be recovered from, missing limbs cannot.)
  • Leathery or scaly skin.
  • Horns. Can be of any animal or style.
  • Long prehensile tail.
  • Compulsion to guard or protect an area or person/people.
  • Optional/Reward Traits:
  • Sharp claws and teeth, capable of shearing through stone.
  • Earth Affinity: Can claw through stone like clay. Limited earth/stone shaping magic through direct touch.
  • Ability to turn parts of body to stone.
  • Nocturnal compulsion: lethargic and tired during daylight and compelled to sleep, energized after/around sunset.
  • Spines, spikes, thickened skin, or bone growths along the body.
  • Heightened vision: can see details from far away, or through gloom or darkness. Includes perfect night vision. Can see in low light conditions as clear as day, and can perceive shapes and movement even in total darkness. Glowing eyes when emotional.
  • INFORMATION
    Fearsome creatures with a sense of honor, gargoyles were often carved into the buildings of Revan. The image of a gargoyle often conjures up a vaguely humanoid creature with wings, a tail, and talons… And also a monster with a temper and a willingness to use those traits against intruders. The only thing that matches a gargoyle’s ferocity and strength is their protective instincts. Whether it is a person, a location, or a group of people, Gargoyles are seen as powerful guardians. They are commonly seen as nocturnal creatures, and capable of shifting in and out of a stone state and regenerating from wounds. All of this makes for a powerful monster, a strong protecter, and a dangerous enemy.
    LORE 1:
    Once we made the mistake of carving monstrous visages, thinking they would safeguard our homes and places of worship. We should have known the moon’s curse would find a way to carve and reshape us in turn. Gargoyles are tough as stone, but much like stone they can be shattered. Target their wings and their claws to rob them of their mobility, and confront them when you have daylight at your back. -Steel Warden
    LORE 2:
    A gargoyle is blessed with strength and toughness, and a drive to protect. Whether that is people or places, that often comes with the blessing of such a form. Their claws are only turned against those who threaten what is dear to them. It seems the moon itself has taken note of our carvings, and given them a life of their own. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: HARPY
    INFO
    Name: Harpy
    Subspecies: Garuda, Tengu, Valkyrie
    Inspirations: Birds
    Art: ooIInoxIIoo
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Wings, can either take the place or arms or grow from the back, capable of flight, gliding, or hovering in place.
  • Wind Affinity: can call gales, breezes, etc by flapping wings or through voice. Can shape wind into tornadoes, sheets of air, or turn into razor wind.
  • Bird-like features: feathers of any color and/or bird tail, beak, talons on hands or feet, etc.
  • Powerful voice: can force objects/creatures back at full volume or shatter glass.
  • Swift reflexes: becomes very agile and capable of bursts of tremendous speed.
  • Affinity for song, and improved singing voice.
  • Optional/Reward Traits:
  • Nesting compulsion, desire to build a safe nest lined with comforting things. Similar desire for high places and perching on them.
  • Increased interest in shiny objects and collecting them, or easily distracted by them.
  • Heightened vision: can see details from far away, or through gloom or darkness. Perfect night vision. Can see in low light conditions as clear as day, and can perceive shapes and movement even in total darkness. Glowing eyes when emotional.
  • Hollow bones, allows for high agility but also fragile.
  • Enhanced climbing ability, can easily scale walls, cliffs, trees, etc.
  • Long prehensile tail.
  • INFORMATION
    Avian monsters that are agile creatures in the air, and savage monsters on the ground. If a harpy has approached the earth, it is likely there to hunt or to slay intruders. While commonly portrayed as female, male or non-binary monsters were not unheard of. Some were said to have influence over wind and storms, to use the weather to fly to greater heights and achieve truly impressive aerial feats. Harpies were depicted with either wings for arms, or wings growing from the back, and various other bird-like features. And vicious as they could be, harpies could also be considered hauntingly alluring, many possessing powerful singing voices.
    LORE 1:
    The curse of the Harpy always seems to target those with an affinity for the skies and travel. As such, these beasts must be brought to the earth before they can be killed; the sky is their domain, and their command of the very winds must be factored into every hunt. Many of them possess fragile bones, and are susceptible to crushing blows. It is the imperative of every Warden to cleanse the skies of this filth. -Steel Warden
    LORE 2:
    Harpies are given the boundless freedom of the skies, and the blessing of flying all that closer to the moon than the rest of us. Their grace in the skies is magnificent to behold, as is their prowess over air and sound alike. Those blessed by the moon in such a way are often free spirits, and those with an affinity for avians. -Silver Tear

    FAE

    Jan. 19th, 2024 08:31 pm
    monstertruckers: (Default)
    FAE
    INFO
    Name: Fae
    Subspecies: Fairy, Pooka
    < isopods >
    INFORMATION
    Mercurial, uncanny, and powerful; these are all words that describe the Fae. Their appearance and powers are quite varied, but the one common thread amongst Fae is their enigmatic nature. Some Fae appear more human, others are more like elves, and even some with beastlike traits in the case of Pooka. The Fae as a whole have a gift for the natural world; spell craft with plants, and assuming more feral forms. They also have a knack for luck and mischief. Equally famous is their adherence to codes of conduct and honor, and their wrath when such codes are broken.
    MONSTER TRAITS
  • Pointed ears with heightened hearing. May resemble either an elf, a rabbit, or rodent.
  • Animal features such as changed ears, nose, etc.
  • Insect wings capable of flight or levitation.
  • Weak to iron, depowered in its presence or burned by direct contact.
  • Must be invited into a dwelling/vehicle.
  • Oath compulsion: must keep word or promises after giving them.
  • Mischievous demeanor: compelled to play tricks on others.
  • Plant magic, can shape, grow, and wither plant life.
  • Plant speech; can gain basic information on an area by speaking to vegetation. Please note that plants are not skilled conversationalists, or all that observant sometimes.
  • Nature affinity, personally insulted when nature is polluted or despoiled.
  • Formality compulsion; must follow rules of hospitality.
  • Invisibility magic. Can turn self, an object, or a willing target invisible for an hour. Can increase duration by expending energy, but become exhausted afterwards.
  • Able to shrink down to mouse or hummingbird size.
  • Subtly inhuman features: eyes of a strange color or shape, hands with only four fingers, etc.
  • Luck manipulation: can cause minor good or bad fortune. Target may find or lose a useful item, avoid or receive minor injury, etc. (Please get player permission for this!)
  • Fully rabbit/rodent form to switch in and out of.
  • Sharp claws and teeth capable of drawing blood.
  • Shifting form, difficult to remain stable if emotional or distressed, may become even impossible to look at clearly.
  • Super speed, can move in short bursts of rapid and almost blinding speed. Difficult to sustain over long distances and time, but achievable with focus and expending large amounts of energy.
  • Super jump and heightened reflexes/agility.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: FAIRY
    INFO
    Name: Fairy
    Subspecies: Pixie
    Inspirations: Butterflies, dragonflies, various winged insects
    Art: 禤 浩
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Pointed ears with heightened hearing. May resemble either an elf, a rabbit, or rodent.
  • Insect wings capable of flight or levitation.
  • Weak to iron, depowered in its presence or burned by direct contact.
  • Must be invited into a dwelling/vehicle.
  • Oath compulsion: must keep word or promises after giving them.
  • Mischievous demeanor: compelled to play tricks on others.
  • Optional/Reward Traits:
  • Plant magic, can shape, grow, and wither plant life.
  • Plant speech; can gain basic information on an area by speaking to vegetation. Please note that plants are not skilled conversationalists, or all that observant sometimes.
  • Formality compulsion; must follow rules of hospitality.
  • Invisibility magic. Can turn self, an object, or a willing target invisible for an hour. Can increase duration by expending energy, but become exhausted afterwards.
  • Able to shrink down to mouse or hummingbird size.
  • Subtly inhuman features: eyes of a strange color or shape, hands with only four fingers, etc.
  • INFORMATION
    Capricious, enigmatic, and perhaps unnerving, the stories of fair folk are varied. Many are seen as tricksters and bringers of good and ill fortune. Often a sense of elegance is associated with the Fairies, sometimes to an otherworldly and inhuman degree. Others are seen as more diminutive things. But all are associated with supernatural power and the ability to fool the senses, making it vital to have them swear to some form of promise. Many stories insist of a fair folk's sense of honor, even if it does not perfectly match to other humans… And how if that fails, one’s only hope is in warding them with cold iron.
    LORE 1:
    Cold iron is the only thing we can trust when dealing with one of the fair folk. They are mercurial beings, and no matter what they say can never be held to any honor we recognize. They sometimes wear human guises, but there is always something unnerving about them; do not hesitate in culling them, no matter their grace or their appearance. They persist in our folklore, and thanks to the moon’s curse, they often take possession of human hosts. Such a curse must be cleansed with iron blade. -Steel Warden
    LORE 2:
    To encounter one of the fair folk is an enchanting experience, albeit a bewildering one. They can often appear human to our eyes, but the moon’s blessing becomes readily apparent with a closer look; they are almost too perfect for any human, and often carry potent magic and wings on their forms. It is best to treat them as ambassadors of the moon, no matter their appearance. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: POOKA
    INFO
    Name: Pooka
    Subspecies: N/A
    Inspirations: Rabbits, Rodents
    Art: Odin Sphere
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Pointed ears with heightened hearing. May resemble either an elf, a rabbit, or rodent.
  • Animal features such as changed ears, nose, etc.
  • Fully rabbit/rodent form to switch in and out of
  • Sharp claws and teeth capable of drawing blood.
  • Super speed, can move in short bursts of rapid and almost blinding speed. Difficult to sustain over long distances and time, but achievable with focus and expending large amounts of energy.
  • Super jump and heightened reflexes/agility.
  • Optional/Reward Traits:
  • Weak to iron, depowered in its presence or burned by direct contact.
  • Shifting form, difficult to remain stable if emotional or distressed, may become even impossible to look at clearly.
  • Oath compulsion: must keep word or promises after giving them.
  • Mischievous demeanor: compelled to play tricks on others.
  • Luck manipulation: can cause minor good or bad fortune. Target may find or lose a useful item, avoid or receive minor injury, etc. (Please get player permission for this!)
  • Invisibility magic. Can turn self, an object, or a willing target invisible for an hour. Can increase duration by expending energy, but become exhausted afterwards.
  • INFORMATION
    The Pooka are feral and gentle in equal turns. They alternate between soft paws and sharp bites, depending on how their mood takes them. Their forms tend towards rabbits and rodents; this has lulled more than a few people into a false sense of security and smug overconfidence, before realizing that Pooka still possess Fae magic. Pooka also tend to have a matching Fae temperament, taking their own rules and oaths quite seriously... But seldom passing up a chance for mischief. They possess a knack for being in the right place at the right time. Or the inverse; it seems Pooka can never seem to make up their minds on what sort of luck they have.
    LORE 1:
    Don't be deceived by the Pooka. A rat can draw blood as surely as a wolf, and rabbit claws are sharp as cats. That's without going into their ability to bend luck, and their sickening speed. Many possess other cantrips to deceive and fool the senses. The creatures are Fae, through and through; that means finding out their rules, and keeping cold iron handy when dealing with them. -Steel Warden
    LORE 2:
    Pooka are clever creatures, and always keep any student or ally on their toes. If you can keep up with them, they will likely have some insight to grant you. Of course, given their speed and tricks, that is easier said than done. Still, they may offer a turn of good luck. The one surety of Pooka is just how difficult they are to predict, but that is what makes dealings with them so thrilling. -Silver Tear

    ELEMENTAL

    Jan. 19th, 2024 10:06 pm
    monstertruckers: (Default)
    ELEMENTAL
    INFO
    Name: Elemental
    Subspecies: Genasi, Nymph, Slime, etc
    < isopods >
    INFORMATION
    Elementals span the forces of nature, and draw immense power from those same primal aspects. There are few creatures more adapt at calling and shaping the elements, whether that is fire, air, earth, or water. Some elementals are defined even further, with ice and lightning being common variations. Typically elementals have a more humanoid appearance, though there is no hiding the affinity and powers they possess. Everything from the ethereal nymphs to the flesh and blood genasi are part of the Elemental ranks. Occasionally one may even spot an elemental slime among their number, proving just how malleable the category is.
    MONSTER TRAITS
  • Skin color changes: red, blue, green, purple, gold, or silver. This can be in patches or a full body change.
  • Command of fire/water/earth/wind/lighting/ice magic. (Please choose one during selection!) Can shape element into different forms, mold ephemeral weapons from it, direct it, amplify, or extinguish it.
  • Partial elemental transformation: hair, hands, legs or similar extremities shift color to element and have a similar translucency and glow.
  • Repulsed by rival element.
  • Compelled to seek out and bask in main element.
  • Absorb element for regeneration and healing, boost powers, or recover energy.
  • Uncontrolled element surges when emotional.
  • Excitable, euphoric, or agitated when near main element.
  • Eyes glow with elemental powers.
  • Pointed ears with heightened hearing.
  • Can meld into element for defense, fast movement, or a power boost.
  • Elemental shards bloom along skin, can range from a thin scale-like sheen to spines and plates.
  • Aura of elemental color, can cast limited light and color, about the same as a candle.
  • Element shift: can transform parts of body to element from sunrise to sunset, or temporarily turn completely into element for an hour.
  • Indistinct, incorporeal form resembling smoke or shadow. Alternately, a fluid, slime-like form. This may be shifted in and out of, either voluntarily or involuntarily. (During high stress, exposure, Moon Warps, etc.)
  • Amorphous form: can shape body or limbs into simple shapes or very crude mimics of creatures while transformed; more precise details require expending energy.
  • Dissolving touch: can transmute elemental portions of body into a more potent, acidic element that eats away anything it comes into contact with.
  • Elemental residue: leaves behind a trail of elemental motes while moving or coming into contact with surfaces.
  • Weather control if wind, water, lightning, or ice: can call associated storms with howl or roar. Storms can range from violent to gentle. Quake control if earth, inferno control if fire.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: GENASI
    INFO
    Name: Genasi
    Subspecies: Fire/Air/Earth/Water Genasi
    Inspirations: N/A
    Art: Arucelli
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Command of fire/water/earth/wind magic. (Please choose one during selection!) Can shape element into different forms, mold ephemeral weapons from it, direct it, amplify, or extinguish it.
  • Skin color changes: red, blue, green, purple, gold, or silver. This can be in patches or a full body change.
  • Partial elemental transformation: hair, hands, legs or similar extremities shift color to element and have a similar translucency and glow.
  • Elemental shards bloom along skin, can range from a thin scale-like sheen to spines and plates.
  • Aura of elemental color, can cast limited light and color, about the same as a candle.
  • Absorb element for regeneration.
  • Optional/Reward Traits:
  • Uncontrolled element surges when emotional.
  • Excitable, euphoric, or agitated when near main element.
  • Eyes glow with elemental powers.
  • Pointed ears with heightened hearing.
  • Element shift: can transform parts of body to element for an hour, or temporarily turn completely into element for a few minutes.
  • Compelled to seek out and bask in main element.
  • INFORMATION
    Beings of pure elemental power, channeled into a humanoid shape. Tales of mortals connected to the elements and becoming Genasi persist across Revan. And that connection is so strong that a mortals body shifts to better embody their element, and channel it. Fire, air, earth, and water can all leave their touch on the inhabitants of Revan. Such beings are seen as blessed and powerful… But also apart from others, forever tied to their powers and the capricious nature of their element. Examples abound of tragic and heroic figures alike, brought to either glory or ruin by their powers. And then there are those so overtaken by their element that they can no longer be seen as anything close to human.
    LORE 1:
    Genasi Elementals are hubris personified, showing the belief that any mortal is capable of handling primal forces. And they just as quickly prove how faulty that belief is. Most hosts have their element burn through them, leaving them little more than a maelstrom of power without thought or will to guide it. If ever there were a warning not to fly too close to the sun, or any other element, this would be it. -Steel Warden
    LORE 2:
    There are few creatures more powerful in the primal forces than a Genasi. They are tested by their power, always needing to choose between control or surrender to their magic. There is nobility in both actions, to either remain as a conduit between the elements and humanity… Or to become an avatar of their magic. Regardless, the blessing of a Genasi will always present a choice, which we are honored to witness. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: NYMPH
    INFO
    Name: Nymph
    Subspecies: Dryad, Undine, Salamander, etc
    Inspirations: N/A
    Art: Ryan Yee
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Command of fire/water/earth/wind magic. (Please choose one during selection!) Can shape element into different forms, mold ephemeral weapons from it, direct it, amplify, or extinguish it.
  • Element shift: can transform parts of body to element for an hour, or temporarily turn completely into element for a few minutes.
  • Partial elemental transformation: hair, hands, legs or similar extremities shift color to element and have a similar translucency and glow.
  • Compelled to seek out and bask in main element.
  • Can meld into element for defense, fast movement, or a power boost
  • Repulsed by rival element.
  • Optional/Reward Traits:
  • Uncontrolled element surges when emotional.
  • Excitable, euphoric, or agitated when near main element.
  • Eyes glow with elemental powers.
  • Aura of elemental color, can cast limited light and color, about the same as a candle.
  • Absorb element for regeneration.
  • Weather control if wind, water, lightning, or ice: can call associated storms with howl or roar. Storms can range from violent to gentle. Quake control if earth, inferno control if fire.
  • INFORMATION
    Embodiments of nature that often appear as humans. Nymphs can appear in any element, though tales of dryads (earth) undine/naiads (water) salamanders (fire) and sylphs (wind) are the most common. Such creatures have a reputation for power, but also a capricious and mercurial nature rivaling the fae. Some scholars even say there is a close tie between the two monsters. While some tales claim that nymphs are tied to a single location, others insist that they are strongly bound to a single element, to the point of becoming volatile if deprived from it. Many are also fiercely opposed to their rival element, and tales abound of opposing Nymphs clashing and reshaping the landscape.
    LORE 1:
    Nymphs are even more unpredictable than Genasi, rivaling the Fae in how swiftly their moods and natures can shift. They are always drawn to a single element, and caution must be taken when hunting in an area saturated with natural power. Odds are a Nymph is not far behind. Such creatures can be slain with weapons infused with a rival element, so choose your equipment carefully. -Steel Warden
    LORE 2:
    Nymphs are chosen from those tied close to nature, and an affinity for sacred places. It’s said that if you pray and meditate at a sacred grove or spring, or carefully construct a shrine to fire or wind, it is highly likely one will earn the favor of the Nymphs. They are protecters of natural wonders, and occasionally extend that blessing to people who share that respect and reverence. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: SLIME
    INFO
    Name: Slime
    Subspecies: Fire/Air/Earth/Water Slime
    Inspirations: N/A
    Art: Avvart
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Indistinct, incorporeal form resembling smoke or shadow. Alternately, a fluid, slime-like form. This may be shifted in and out of, either voluntarily or involuntarily. (During high stress, exposure, Moon Warps, etc.)
  • Amorphous form: can shape body or limbs into simple shapes or very crude mimics of creatures while transformed; more precise details require expending energy.
  • Elemental residue: leaves behind a trail of elemental motes while moving or coming into contact with surfaces.
  • Dissolving touch: can transmute elemental portions of body into a more potent, acidic element that eats away anything it comes into contact with.
  • Command of fire/water/earth/wind magic. (Please choose one during selection!) Can shape element into different forms, mold ephemeral weapons from it, direct it, amplify, or extinguish it.
  • Skin color changes: red, blue, green, purple, gold, or silver. This can be in patches or a full body change.
  • Optional/Reward Traits:
  • Absorb element for regeneration.
  • Repulsed by rival element.
  • Compelled to seek out and bask in main element.
  • Element shift: can transform parts of body to element for an hour, or temporarily turn completely into element for a few minutes.
  • Can meld into element for defense, fast movement, or a power boost.
  • Partial elemental transformation: hair, hands, legs or similar extremities shift color to element and have a similar translucency and glow.
  • INFORMATION
    Slimes are ever shifting creatures of a single, overwhelming element. If Genasi are mostly human with elemental gifts, then slimes are elements that barely maintain a humanoid form. Some view them as a more pure distillation of magic; others as pitiful creatures that are almost overwhelmed by their gifts. Slimes tend towards water, but fire is also common; one may even see mud slimes, or slimes containing ice and bubbles of air, or even electric monsters that discharge lightning when prodded. Although troubling slimes is not advised, given their knack for overwhelming prey and threats with their forms and powers. Often such unfortunates are dissolved away by slimes, and converted into energy to power the monsters.
    LORE 1:
    Slimes are wretched creatures, but not to be underestimated. Some of them remain mimics capable of holding a human form, or a crude facsimile. But this sham often breaks apart when they are fought, and their flesh collapses into an elemental mockery. Their touch means pain, a reflection of their sad state; they are overwhelmed by power they never should have received, but this makes them potent quarry. Try to stay out of their reach, and bombard them with attacks until they can no longer regenerate or move. -Steel Warden
    LORE 2:
    Slimes are transcendent creatures. While many opt for human forms, and some can even remain mostly flesh, there is always a touch of something fluid to them. That may be in patches along their limbs, or their entire bodies; such a touch is a sign of great elemental power, as well as shape changing for some. Slimes are also resilient creatures as long as they have access to their element, and can even transform their power into an absorbing touch. Be kind to them and patient, and learn to be equally adaptable and malleable. -Silver Tear

    INFERNAL

    Jan. 19th, 2024 11:18 pm
    monstertruckers: (Default)
    INFERNAL
    INFO
    Name: Infernal
    Subspecies: Demon, Cerberus
    < isopods >
    INFORMATION
    Hellish creatures known across Revan for inspiring fear, and also urging prayers that Infernals stick to punishing the wicked instead of hunting the innocent. Infernals are closely associated with chaos, death, the underworld, and hellfire. The most common monsters found in their ranks are demons (and their various permutations) and the feral hellhounds. Some scholars and ecclesiastics believe the hellhounds are reflections of a more primal side of the underworld, and take on a guardian role, while the demons represent the human understanding of such places and represent punishment. Others point out that such beasts are too chaotic to rationalize, beyond avoiding or killing… Though fighting such monsters is easier said than done.
    MONSTER TRAITS
  • Bat like wings or black feather wings capable of flight.
  • Sharp claws, hooves, and sharp teeth capable of shearing through bone.
  • Horns of any number and style.
  • Scales, spines, or other bone growth along body. May also appear in the form of visible bones or skull.
  • Long prehensile tail that may appear either demonic, serpentine, or canine.
  • Chaos compulsion: a need to cause chaos and upend order. This could be in the form of severe damage with violence, crime, fights, etc, or in a minor form of tricks, surprises, and mischief.
  • Hellfire control: create and manipulate hellfire, which only burns by their will. Can also breathe fire at will or when emotional. Colors: green, purple, or sullen red.
  • Skin changes color to shades of red, from red-violet to red-orange. May also have volcano-like glowing veins. Fur and hair either in shades of black or red.
  • Hatred of Angels or bright light. Repelled or hurt by holy symbols, depending on the strength of faith behind the symbol.
  • Eyes that glow with hellfire colors. May also be slitted like a cat or lizard. Also may have inverted/black sclera. Glowing eyes when in the dark or emotional.
  • Fire resistance, may also have an increased body temperature.
  • Additional entirely canine form, can switch in and out of at will.
  • Extra eyes/mouths/heads. They may grow from the shoulders or face, or be elsewhere on the body.
  • Baleful howl, fills others with fear and dread. Can also become damaging if protracted, shattering glass and pushing people and objects back.
  • Partial canine features such as pointed ears, canine nose or muzzle, etc
  • Heightened smell/sight/hearing.
  • Doom echo: can hear voices of the deceased if in an area associated with death. Graveyards, battlegrounds, etc. Voices tend to be indistinct and like hearing a crowd of people talk.
  • Doom sense: able to tell when someone close to them is in peril, and how close the peril is. Usually the sense begins as a general sense of vague anxiety, but as the danger becomes more imminent more details become clear.
  • Loyalty compulsion: compelled to pick out a handful of people and faithfully guard them and follow their orders.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: CERBERUS
    INFO
    Name: Cerberus
    Subspecies: Hellhound, Black Dog
    Inspirations: Domestic dogs and wolves
    Art: Jade Merien
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Additional entirely canine form, can switch in and out of at will.
  • Extra eyes/mouths/heads. They may grow from the shoulders or face, or be elsewhere on the body.
  • Baleful howl, fills others with fear and dread. Can also become damaging if protracted, shattering glass and pushing people and objects back.
  • Fire breath, either at will or when emotional.
  • Heightened smell/sight/hearing.
  • Partial canine features such as pointed ears, canine nose or muzzle, etc
  • Optional/Reward Traits:
  • Serpentine scales/tail, or canine tail.
  • Bone growths on body, in the form of spines, or in the form of visible bones or skull.
  • Sharp claws/teeth; can tear through bone.
  • Fur and hair either in shades of black or red.
  • Doom echo: can hear voices of the deceased if in an area associated with death. Graveyards, battlegrounds, etc. Voices tend to be indistinct and like hearing a crowd of people talk.
  • Doom sense: able to tell when someone close to them is in peril, and how close the peril is. Usually the sense begins as a general sense of vague anxiety, but as the danger becomes more imminent more details become clear.
  • Loyalty compulsion: compelled to pick out a handful of people and faithfully guard them and follow their orders.
  • INFORMATION
    A fearsome canine guardian of the underworld and the afterlife. Revan inhabitants commonly depicted such a creature at gravesites, carved above tombstones and gates. That depiction often came with some level of fear. Seeing such a monster could herald disaster for anyone still living… Or it could save someone’s life from a catastrophe. The stories can never seem to fully agree on that. Neither can they agree on if the monsters had one or three heads, or if they were skeletal or serpentine. What they do agree is that Cerberus or similar black dog monsters are always canine, and always have a sense for ghosts and danger.
    LORE 1:
    The ghostly hounds are omens of the grave. Whether they are clad in black or red fur, have one or three sets of eyes. Regardless, their presence heralds doom and misery alike. Cerberus monsters latch onto any host who has experienced loss… Or who may embody loss, with how they visit death and destruction on others. They also seek out the loyal, exploiting that virtue and twisting it into a slavish devotion to other monsters. Much like demons they are often affiliated with fire, and also much like demons they are best cleansed in the full light of the sun. -Steel Warden
    LORE 2:
    Grave wardens, the Cerberus and the Black Dogs always warn of strife and tragedy. When you see one, you know in advance that danger looms. And that it is time to prepare and brace for hardship; these monsters give us a warning that we wouldn’t otherwise possess. Another mercy of the moon visited upon us. These canines also have the gift of grave speech, capable of sensing those who have passed on, becoming rare and valued mediums. Cerberus and Black Dogs are also loyal creatures; gain the trust of one, and you will have a friend for life. Small wonder that only the most loyal can gain such a blessing… Or those who already have an echo of the grave in them. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: DEMON
    INFO
    Name: Demon
    Subspecies: Imp, Devil, Fiend, Succubus, Tiefling
    Inspirations: Ravens and bats for wings
    Art: Devil May Cry
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Bat like wings or black feather wings capable of flight.
  • Sharp claws and sharp teeth capable of shearing through bone.
  • Horns of any number and style.
  • Scales, spines, or other bone growth along body.
  • Long prehensile tail that may appear demonic, serpentine, or canine.
  • Chaos compulsion: a need to cause chaos and upend order. This could be in the form of severe damage with violence, crime, fights, etc, or in a minor form of tricks, surprises, and mischief.
  • Optional/Reward Traits:
  • Hellfire control: create and manipulate hellfire, which only burns by their will. Colors: green, purple, or sullen red.
  • Hoofed or clawed feet.
  • Skin changes color to shades of red, from red-violet to red-orange. May also have volcano-like glowing veins.
  • Eyes that glow with hellfire colors. May also be slitted like a cat or lizard. Also may have inverted/black sclera.
  • Fire resistance, may also have an increased body temperature.
  • Repelled or hurt by holy symbols, depending on the strength of faith behind the symbol.
  • INFORMATION
    Hellish figures associated with fire and chaos. They were frequently portrayed as wicked creatures, with more virtuous Demons as exceptions. Often found opposite of angels in tales and imagery. Demons were seen as infernal monsters that were feared as harbingers of upheaval, sin, and vice. They were commonly perceived as fearful creatures who had to be coerced into serving anything good. And as opposites, they were also in constant conflict with angels. But for all that, demons were also powerful creatures, with many prayers and respect given to them in the hopes that Demons will overlook the locals and save their punishments for the truly wicked.
    LORE 1:
    Demons are among the most wicked of all monsters. They revel in their corruption and their ability to inflict suffering on others. Fire and chaos are their calling cards, and they are drawn to hosts affiliated with both. And of course the sinful, either those proud of their transgressions, or those who hide their crimes. Regardless of the host, light is the most surefire way to purify such a monstrosity. -Steel Warden
    LORE 2:
    To be in the presence of a demon is a test; both for the host and all nearby. How well can one stand against corruption and wickedness, in order to bask in the blessing of the moon? This is the question all demons must grapple with. And in their struggle, they are gifted great changes and abilities. Such powers are often turned against the wicked; making it all the more vital to follow the worship of the moon, to be spared from the ire of a demon. -Silver Tear

    DRAKONIS

    Jan. 19th, 2024 11:34 pm
    monstertruckers: (Default)
    DRAKONIS
    INFO
    Name: Drakonis
    Subspecies: Chimera, Dragon, Sphinx
    < isopods >
    INFORMATION
    Combinations of two or more creatures, the Drakonis’ appearance and abilities are perhaps the most varied out of all monsters. Such creatures have a reputation for savagery and raw power, making them either staunch guardians or terrifying adversaries. Revan tales speak of Chimera and Dragons as the most common monsters from this group, or at least the most notorious and feared. Other beasts like Sphinx and Gryphon also feature in tales, adding elements of cunning and regality to the mix. Often Drakonis were well known for their ability to exhale an element, or fly between earth and sky; such abilities portrayed them as bridges between two extremes… Or as forces of nature with a fierce and wrathful streak.
    MONSTER TRAITS
  • Have a monster form that combines features from two or more animals. Can be shifted into and out of at will. Typically the size of a large horse. Lion tends to be one of the most common animals in a Drakonis’ makeup, but this is not a strict rule.
  • Flight if blended from a bird or bat and possessing wings.
  • Sharp teeth and claws, capable of cutting through metal. Teeth can be in many rows like a shark.
  • Horns from any type of animal.
  • Elemental breath, can be exhaled at will or when emotional. Breathe either fire, ice, or lightning. (Please choose element during character application!)
  • Feral Instincts: depending on animals in a Drakonis makeup, may be compelled to behave according to their instincts. May become territorial, predatory, skittish, shy, or any other number of traits. These instincts grow stronger when under stress.
  • Pride Mentality/Apex Predator compulsion: views those nearby as either pride mates (potentially with a pecking order as superiors or subordinates), or as rival predators to fight or flee, or as prey to hunt.
  • Territorial about a place or person, ready to drive all intruders away. Compelled to pick a lair and protect it. (Can be a vehicle or convoy!)
  • Long and potentially prehensile animal tail. May also be a scorpion tail with quills.
  • Can increase size, doubling or tripling mass. This lasts from sunrise to sunset, or moonrise to moonset. Afterwards, must rest and replenish strength with voracious appetite, need to eat large amount of meat.
  • Partial animal features; changed ears, nose, eyes, mane, etc.
  • Extra eyes/mouths/heads. They may grow from the shoulders or face, or be elsewhere on the body.
  • Protean form: can change limbs or parts of body to animal and back.
  • Ability to shift animal percentage: a classic chimera could appear entirely like a lion with trace snake scales for example, or a gryphon shift to a bird with a lion's fangs. This change lasts from sunrise to sunset, or moonrise to moonset.
  • Scales and/or feathers of any color that form a tough armor. Spines and bone growths across body. May also have feathers growing along body or face.
  • Instinct to collect: could be treasure, shiny objects, or some other fixation. May become very possessive and protective of hoard and view others as a threat to it.
  • Shattering roar, can push people or objects back, or break things with enough force and volume.
  • Long flowing whiskers sensitive to environment and emotions of those close by; can thus become much more aware of their surroundings, and what others may be experiencing.
  • Obsession with riddles and puzzles. Compelled to speak in riddles or lie/OR speak only in truth and in melodic trumpeting voice. Can also detect lies and falsehood.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: CHIMERA
    INFO
    Name: Chimera
    Subspecies: Gryphon, Simurgh, Anzu, Nue, etc
    Inspirations: Any animal
    Art: Manthos Lappas
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Have a monster form that combines features from two or more animals. Can be shifted into and out of at will.
  • Flight if blended from a bird or bat.
  • Sharp teeth and claws, capable of cutting through metal.
  • Horns from any type of animal.
  • Fire breath, can be exhaled at will or when emotional.
  • Feral Instincts: depending on animals in a Chimera's makeup, may be compelled to behave according to their instincts. May become territorial, predatory, skittish, shy, or any other number of traits. These instincts grow stronger when under stress.
  • Optional/Reward Traits:
  • Territorial about a place or person, ready to drive all intruders away.
  • Animal tail.
  • Partial animal features; changed ears, nose, etc.
  • Extra eyes/mouths/heads. They may grow from the shoulders or face, or be elsewhere on the body.
  • Protean form: can change limbs or parts of body to animal and back.
  • Ability to shift animal percentage: a classic chimera could appear entirely like a lion with trace snake scales for example, or a gryphon shift to a bird with a lion's fangs. This change lasts from sunrise to sunset, or moonrise to moonset.
  • INFORMATION
    Creatures that are a combination of two or three animals, seen as fierce and unpredictable. They could be found in Revan stone carvings and in myths, and are one of the oldest and most varied of monsters. Some versions were depicted with three bestial heads, one from each animal, and others as a single creature blending all traits from multiple beasts together. Many were seen as a bridge between earth and the heavens, given their blending of birds with mammals. Their fiery breath only adds to a wild and dangerous image. On rare occasions, they were seen as protecters and mentors of the unfortunate… But still deadly monsters to cross.
    LORE 1:
    Every single chimera is chaotic. A freakish blend of different monsters, twisted into a single mass; it’s small wonder that so many of them become feral and ruled by instinct, lashing out. Some of them barely even have control of their various limbs, or even their construction, shifting from one extreme to another. Their hosts are just as mercurial and random, difficult to pin down. The one constant with chimera is their wildness; ferocious as they are, this can be used against them. Trick them into venting their rage on something that isn’t you, and strike in while they are violence-blind. No matter what amalgamation they may be, Chimera bleed the same as any beast. -Steel Warden
    LORE 2:
    Chimera are a blending of realms; earth and sky, and a myriad of animals. They could well be a sign of the Creator trying to craft a more advanced lifeform, something more powerful than any singular creature. A chimera tests the host in learning to balance such disparate parts, and often it is the most adamant and focused hosts who manage to survive the blessing. At least that is the case with those who wish to keep their minds intact, and not succumb to instinct. Those who turn wild are left at the whims of the moon; we can only guess at the plans the Creator has for them, but it is not our place to interfere. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: DRAGON
    INFO
    Name: Dragon
    Subspecies: Wyvern, Lung, Tatzelwurm, etc
    Inspirations: Reptiles, birds, bats
    Art: Sarasara
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Have a monster form that combines features from two or more animals. Can be shifted into and out of at will. Typically the size of a large horse. Dragons tend towards reptilian builds.
  • Flight if blended from a bird or bat and possessing wings.
  • Sharp teeth and claws, capable of cutting through metal. Teeth can be in many rows like a shark.
  • Horns from any type of animal.
  • Elemental breath, can be exhaled at will or when emotional. Breathe either fire, ice, or lightning. (Please choose element during character application!)
  • Scales and/or feathers of any color that form a tough armor. Spines and bone growths across body. May also have feathers growing along body or face.
  • Optional/Reward Traits:
  • Territorial about a place or person, ready to drive all intruders away. Compelled to pick a lair and protect it. (Can be a vehicle or convoy!)
  • Long and potentially prehensile animal tail. May also be a scorpion tail with quills.
  • Can increase size, doubling or tripling mass. This lasts from sunrise to sunset, or moonrise to moonset. Afterwards, must rest and replenish strength with voracious appetite, need to eat large amount of meat.
  • Instinct to collect: could be treasure, shiny objects, or some other fixation. May become very possessive and protective of hoard and view others as a threat to it.
  • Shattering roar, can push people or objects back, or break things with enough force and volume.
  • Long flowing whiskers sensitive to environment and emotions of those close by; can thus become much more aware of their surroundings, and what others may be experiencing.
  • INFORMATION
    Creatures of fire, ice, or storm, often coated in scales or feathers. Such monsters could breathe their element in powerful bursts. They were capable of taking flight on wings;, bat-like or bird-like, taking the place of arms or being another set of limbs. Dragons themselves could also vary between serpentine Lung, or more beastlike. In stories, dragons were seen as protectors of people or obstacles to overcome; many protected hoards of treasure or were seen as wise guardians. Other Revan stories insist that dragons are little more than feral beasts, wyverns and monsters that exist for heroes to conquer. Regardless the power of a dragon remains consistent in all depictions, and not to be underestimated.
    LORE 1:
    Greed and power are both the domain of dragons. They seek out those ruled by pride and avarice, possessing them and feeding into their vices. Given the power dragons wield, it takes very little to corrupt any human unlucky enough to be cursed by them. Their scales are tough as any armor, and their ability to breathe fire, ice, or storms is as deadly as their fangs. One must sheer the scales away, cripple the wings, and then go for the throat when facing such monsters. -Steel Warden
    LORE 2:
    The dragon is a rare creature, free in the skies and formidable on the ground. They are gifted with the power of the elements on top of everything else, in the form of their magic and their breath. The blessing of such a monster goes towards those with an affinity for power, often leaders who wield power, scholars who study power, or fighters seeking more of it. The appearance of the dragon is one of the most varied, likely matching the diverse humans it visits its blessing on. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: SPHINX
    INFO
    Name: Sphinx
    Subspecies: Manticore
    Inspirations: Lions and assorted big cats, bats/birds for wings, scorpions for tail
    Art: Magic the Gathering
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Have a monster form that combines features from two or more animals. Can be shifted into and out of at will. Typically the size of a large horse. Sphinxes and manticors opt for lions/panthera as the base, along with bats, scorpions, or birds.
  • Flight if blended from a bird or bat and possessing wings.
  • Sharp teeth and claws, capable of cutting through metal. Teeth can be in many rows like a shark.
  • Pride Mentality/Apex Predator compulsion: views those nearby as either pride mates (potentially with a pecking order as superiors or subordinates), or as rival predators to fight or flee, or as prey to hunt.
  • Long and potentially prehensile animal tail. May also be a scorpion tail with quills.
  • Partial animal features; changed ears, nose, eyes, mane, etc.
  • Optional/Reward Traits:
  • Territorial about a place or person, ready to drive all intruders away. Compelled to pick a lair and protect it. (Can be a vehicle or convoy!)
  • Protean form: can change limbs or parts of body to animal and back.
  • Ability to shift animal percentage: a classic chimera could appear entirely like a lion with trace snake scales for example, or a gryphon shift to a bird with a lion's fangs. This change lasts from sunrise to sunset, or moonrise to moonset.
  • Scales and/or feathers of any color that form a tough armor. Spines and bone growths across body. May also have feathers growing along body or face.
  • Shattering roar, can push people or objects back, or break things with enough force and volume.
  • Obsession with riddles and puzzles. Compelled to speak in riddles or lie/OR speak only in truth and in melodic trumpeting voice. Can also detect lies and falsehood.
  • INFORMATION
    The sphinx and manticore are closely related leonine monsters. While sphinx are well known for their enigmatic and elegant nature, manticores are infamous for their savagery, deadly poison, and voracious appetites. Still, sphinx are not to be trifled with either, still possessing a lion’s razor claws, sharp fangs, and readiness to use them on any intruder. And while sphinxes often speak in riddles, manticores are well known for their trumpeting voices. Many of these monsters possess wings that are either bird or bat-like. Both monsters are also well known for being guardians, sometimes to the detriment of the thing they guard.
    LORE 1:
    Beware the enigmas of the sphinx, and the beguiling voice of the manticore. Both of them use such things to lure people in close, to make easy work of their prey. They soar through the sky on wings to further hunt their quarry. They guard places that belong to us, all the more reason to purge them. -Steel Warden
    LORE 2:
    Such mighty creatures are blessed to fly through the sky, and still be peerless hunters on land. They have insight we will never dream of, and strength to protect anything that becomes their territory. -Silver Tear

    SWARM

    Jan. 19th, 2024 11:57 pm
    monstertruckers: (Default)
    SWARM
    INFO
    Name: Swarm
    Subspecies: Drider, Selkhet, Thri-Kreen
    < isopods >
    INFORMATION
    Creatures that combine human and insect traits, which are both feared and respected in tales. Some are regarded as pack hunters, and others as solitary predators better off avoided. All tales agree on these monsters being fearsome creatures with powerful abilities and deadly to cross and battle. Yet even the solitary monsters tend towards a strange, hivemind way of thinking. Tales can never agree if this is due to a human remnant, a primordial insect aspect, or a strange blending of the two. Because of their hivemind tendencies, the Swarm also has a gift for telepathy and psychometry, capable of reading thoughts and objects alike. But their abilities are hardly limited to the mind, as almost all Swarm have some form of physical enhancements thanks to their insect traits, making them deadly when on the hunt.
    MONSTER TRAITS
  • Insect wings capable of flight or hovering.
  • Extra arms or legs, can have a total of eight limbs. May have lower body replaced by an insect for a centaur like build.
  • Sharp mantis claws or stinger.
  • Able to spin webs of silk, sticky or smooth.
  • Wall climb, can scale all but the most slippery of surfaces as though walking on flat ground.
  • Extra eyes, may be normal or compound.
  • Enhanced vision/color perception. Can pick up fine details at great distances, and perceive new arrays of color. May be disorienting.
  • Hive mind, collectivist mindset. The needs of the many outweigh the needs of the few; this becomes more evident during high stress situations.
  • Ability to produce chirps, buzzing, etc. This could be melodic or discordant.
  • Venomous Bite/Stinger. Can cause excruciating pain or paralysis.
  • Chitinous armor, capable of blocking blades and absorbing moderate blows.
  • Crushing strength: capable of lifting double their body weight, and also being capable of crushing or breaking materials up to the toughness of steel.
  • Antenna that can boost senses: touch, smell/taste, air motion, vibrations, and heat.
  • Mandibles growing from or framing the mouth.
  • Super jump, capable of leaping twice or even thrice as far as any human, capable of bursts of swift, scuttling speed and enhanced agility.
  • Limited Telepathy: can communicate with other members of the hive (ie close friends and the like) through thoughts. These thoughts tend to be limited to emotions like empathy, or simple sentences or single words.
  • Psychometry: Can read objects and gain a limited vision/memory from that object. This becomes harder to read or decipher if the object has gone unused for some time.
  • Tremor-Sense: Receive information based on footsteps or similar vibrations through the ground; typically can register the presence of a person or object, and generally pick out physical features such as gait, weight, etc.
  • Dream-Weaver: Ability to link dreams with another member of the hive (friends and the like) in order to share memories, experiences, or share dreams and nightmares. YOU MUST HAVE PLAYER PERMISSION FOR THIS.
  • MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: DRIDER
    INFO
    Name: Drider
    Subspecies: N/A
    Inspirations:Arachnids
    Art: Myrmirada
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Extra arms or legs, can have a total of eight limbs. May have lower body replaced by an insect for a centaur like build.
  • Sharp mantis claws or stinger.
  • Able to spin webs of silk, sticky or smooth.
  • Wall climb, can scale all but the most slippery of surfaces as though walking on flat ground.
  • Extra eyes, may be normal or compound.
  • Hive mind, collectivist mindset. The needs of the many outweigh the needs of the few; this becomes more evident during high stress situations.
  • Optional/Reward Traits:
  • Enhanced vision/color perception. Can pick up fine details at great distances, and perceive new arrays of color. May be disorienting.
  • Venomous Bite/Stinger. Can cause excruciating pain or paralysis.
  • Chitinous armor, capable of blocking blades and absorbing moderate blows.
  • Mandibles growing from or framing the mouth.
  • Tremor-Sense: Receive information based on footsteps or similar vibrations through the ground; typically can register the presence of a person or object, and generally pick out physical features such as gait, weight, etc.
  • Dream-Weaver: Ability to link dreams with another member of the hive (friends and the like) in order to share memories, experiences, or share dreams and nightmares. YOU MUST HAVE PLAYER PERMISSION FOR THIS.
  • INFORMATION
    Drider are creatures of extremes with their human and insect halves. Their thoughts and behaviors often reflect this. Many are solitary creatures... But equally as many feel compelled to stake out a group of people or fellow Drider and identify them as part of their swarm. Because of this they have a knack for weaving thoughts together and developing their own hivemind, trying to find a common ground between their two halves. Beyond this, Drider are also keen hunters, many capable of spinning webs to trap prey and tracking their quarry through vibrations. While many prefer to ambush their prey, they have plenty of ways to scale surfaces and cross ground quickly in order to give chase.
    LORE 1:
    Drider are vile creatures, blending lowly insects with human forms; likely a sign of how weak the original human host was. These monsters are no less deadly however; venom and stingers abound on them. They can scuttle up walls or weave webs to better catch their quarry, and they can perceive things that would drive any human mad. But regardless of their prowess, our job remains to hunt them down. -Steel Warden
    LORE 2:
    Drider are forced to balance extremes; to be solitary hunters, or to remain part of a group. To keep their thoughts in line with humanity, or embrace their new forms and senses, or find a third path with their psionics. Only those capable of balancing such extremes are worthy of this blessing. -Silver Tears
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: SELKHET
    INFO
    Name: Selkhet
    Subspecies: Girtablilu
    Inspirations:Scorpions
    Art: Quigleyer
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Extra arms or legs, can have a total of eight limbs. May have lower body replaced by an insect for a centaur like build.
  • Sharp mantis claws or stinger.
  • Venomous Bite/Stinger. Can cause excruciating pain or paralysis.
  • Chitinous armor, capable of blocking blades and absorbing moderate blows.
  • Crushing strength: capable of lifting double their body weight, and also being capable of crushing or breaking materials up to the toughness of steel.
  • Super jump, capable of leaping twice or even thrice as far as any human, capable of bursts of swift, scuttling speed and enhanced agility.
  • Optional/Reward Traits:
  • Wall climb, can scale all but the most slippery of surfaces as though walking on flat ground.
  • Enhanced vision/color perception. Can pick up fine details at great distances, and perceive new arrays of color. May be disorienting.
  • Ability to produce chirps, buzzing, etc. This could be melodic or discordant.
  • Hive mind, collectivist mindset. The needs of the many outweigh the needs of the few; this becomes more evident during high stress situations.
  • Mandibles growing from or framing the mouth.
  • Tremor-Sense: Receive information based on footsteps or similar vibrations through the ground; typically can register the presence of a person or object, and generally pick out physical features such as gait, weight, etc.
  • INFORMATION
    Scorpion monsters often similar to the Drider in their build; humanoid from the waist up, then insect from the waist down. Selkhet are formidable creatures coated in armor, sporting vicious, crushing claws, and wielding venomous stingers. While fond of arid environments, Selkhet can also be found in forested areas, scaling trees to better hunt their prey. They are commonly seen as solitary hunters, befitting their insect half… Though on occasion, the human half will pull them to become more social and develop into hunting parties, solidifying their place among the Swarm. Debate continues on if this Swarm affinity gift Selkhet a hive-mind and psionics; very few creatures who encounter a Selkhet live to tell the tale.
    LORE 1:
    If you encounter a Selkhet, pray that it travels alone. Such monsters are dangerous enough on their own; their armor can shrug off blades, leaving you with just gunfire to try and pierce their defenses. That may be for the best, as few of us can stand against a Selkhet in close quarters; if you are forced to go toe-to-toe with one, avoid their claws and try to neutralize their stingers. -Steel Warden
    LORE 2:
    To be blessed with a Selkhet’s form is to become a peerless warrior; strong, tough, and with more than a few extra limbs to enhance one’s ability to fight. Such abilities come at a cost; it is often a coin toss on if a Selkhet wishes to remain social and develop the swarm hive-mind, or if the need to become a solitary hunter wins out. Regardless of which it is, we cannot gainsay the will of the moon and its blessing. -Silver Tear
    MONSTER GUIDE | NAVIGATION
    SAMPLE BUILD: THRI-KREEN
    INFO
    Name: Thri-Kreen
    Subspecies: N/A
    Inspirations:Mantids
    Art: Jason Engle
    < isopods >
    MONSTER TRAITS
    Starting Traits:
  • Extra arms or legs, can have a total of eight limbs. May have lower body replaced by an insect for a centaur like build.
  • Sharp mantis claws or stinger.
  • Antenna that can boost senses: touch, smell/taste, air motion, vibrations, and heat.
  • Limited Telepathy: can communicate with other members of the hive (ie close friends and the like) through thoughts. These thoughts tend to be limited to emotions like empathy, or simple sentences or single words.
  • Ability to produce chirps, buzzing, etc. This could be melodic or discordant.
  • Hive mind, collectivist mindset. The needs of the many outweigh the needs of the few; this becomes more evident during high stress situations.
  • Optional/Reward Traits:
  • Extra eyes, may be normal or compound.
  • Enhanced vision/color perception. Can pick up fine details at great distances, and perceive new arrays of color. May be disorienting.
  • Insect wings capable of flight or hovering.
  • Chitinous armor, capable of blocking blades and absorbing moderate blows.
  • Mandibles growing from or framing the mouth.
  • Psychometry: Can read objects and gain a limited vision/memory from that object. This becomes harder to read or decipher if the object has gone unused for some time.
  • INFORMATION
    Thri-Kreen are seen as peerless warriors and hunters, often appearing in stories to test heroes or aid in their quests. All tales agree on these monsters being fearsome creatures with powerful abilities and deadly to cross and battle. The mindset of such mantids tends to prioritize survival, to be either the hunter or the hunted. To aid in that, Thri-Kreen often have mantis-like claws, powerful vision, and a rare few also possess wings powerful enough to fly, or augment their jumps. Thri-Kreen tend to have the most developed sense of hivemind and psionics, often with radically different perceptions of the world.
    LORE 1:
    One can never hope to know the mind of a Thri-Kreen. The curse has twisted them into something with no trace of humanity, not even in thought. Instead, these aberrations read the thoughts of other creatures before hunting them. If you wish to hunt Thri-Kreen, you must be just as swift, and just as ruthless as them. -Steel Warden
    LORE 2:
    Thri-Kreen are varied, sometimes alien in their thinking and perceptions compared to the rest of us. But that means the moon has granted them unique insights with the blessing. They are peerless fighters with their myriad limbs, claws, and psionics. It is a rare thing to be allowed into the hive of such creatures, given how much the blessing can alter them… But if you have the trust of a Thri-Kreen, your safety is all but assured. -Silver Tear

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