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monstertruckers ([personal profile] monstertruckers) wrote2024-01-19 11:34 pm

DRAKONIS

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