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Thread: Metal Gear Rex Profile

  
  1. #21
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Metal Gear Rex Profile


    Name: Deimoria
    Creature Type: Dark Mistress
    Age: 18 (barely legal)
    Personality: Dominant, Aggressive, Unrestrained, Daring, Relentless, Merciless
    Alignment: Chaotic Evil
    Gender: Female
    Level: 2
    Experience: 10/25
    Training Rate: 1.2
    B/C Literary: 0.8/0.8
    B/C Skill: 0.4/0.4
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Northland Iceland
    Status: Alive

    ...-Strengths-
    • Excels in Offensive Combat
    • Can Assist with Torturing
    • Decent Researcher

    ...-Weaknesses-
    • Low Endurance
    • Has a Tendency to Kill the Captive by Accident
    • May Cause Trouble with Other Creatures

    -Loves-
    Being Dominant
    Delivering Pain

    -Likes-
    Researching
    Obedience

    -Dislikes-
    Being Dominated
    Being in Pain

    -Hates-
    Defeat
    Shame

    -Abilities-
    • Level 1:Melee
    • Level 2:Vine Whip
    • Level 3:Speed Self
    • Level 4:Stun Whip
    • Level 5:Heal Self
    • Level 6:Stalagmite
    • Level 8:Hailstorm
    • Level 10:Meteor

    -Special Traits-
    Untrained to Withstand Pain

    -Equipment-
    Whip

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Appears to be a typical DK1 Dark Mistress Lair, with the exception of the fact that it lacks spikes.

    Appearance:
    [Bam]
    The differences is that Deimoria wears an almost completely suit of leather, much like in DK1. She is showing her face and is covered all the way up to her breasts. She lacks claws, using only a whip. She also has a much more aggressive demeanor and has a slim, feminine figure.

    Style:
    Deimoria is a Dark Mistress still in training. She's mastered the delivering of pain, but has yet to learn how to deal with pain herself. She is not at all eager to complete this aspect of her training, instead believing it to be unnecessary so long as she retains an absolute offense. Though she is relentless and merciless, Deimoria cannot necessarily be considered cruel. She simply does what she believes to be the most efficient and best way to go about things in service of her Dungeon Keeper master. She is also Demorlia's twin sister.

    Biography:
    Ask only if you like being whipped and dominated by a merciless woman.

    __________________
    Battle Records

    Code:
    Victory Count: 0
    Kill Count:    0
    Defeat Count:  0
    __________________
    Personal Settings

    Narrating
    "Dialogue"
    Thoughts
    Summery
    Last edited by Metal Gear Rex; November 14th, 2013 at 03:52.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
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  2. #22
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Metal Gear Rex Profile


    Name: Demorlia
    Creature Type: Dark Mistress
    Age: 18 (barely legal)
    Personality: Grim, Loyal, Dutiful, Proud, Bloodthirsty
    Alignment: Lawful Evil
    Gender: Female
    Level: 3
    Experience: 0/35
    Training Rate: 1.4
    B/C Literary: 0.5/0.5
    B/C Skill: 0.4/0.4
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Northland Iceland
    Status: Alive

    ...-Strengths-
    • Good Overall Melee Capabilities
    • Functions as an Anti-Mage
    • Somewhat Durable, but with High Endurance

    ...-Weaknesses-
    • Slightly Slow as a Fighter
    • Lacking in Torture Skill
    • Overall Lacks Talent in the Dungeon

    -Loves-
    Servicing
    Killing

    -Likes-
    Competence
    Obedience

    -Dislikes-
    Being Ignored

    -Hates-
    Defeat
    Shame
    Contrariness

    -Abilities-
    • Level 1:Melee
    • Level 2:Entangle
    • Level 4:Thunder
    • Level 5:Rebound
    • Level 7:Purify
    • Level 10:Thunderstorm

    -Special Traits-
    None

    -Equipment-
    Claw
    Mace
    Flail

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Appears to be a typical DK1 Dark Mistress Lair, with the exception of the fact that it lacks spikes.

    Appearance:
    [Bam]
    Appears more or less like the above, except that she lacks a whip. She does have a smile, but it isn't one of good nature, appearing to be one born of insanity and a complete lust for killing. She also has numerous scars, which she enjoys showing off, as that is the reason why she wears less clothing. Her figure is a bit more muscular than that of an average female or Dark Mistress.

    Style:
    Demorlia is a Dark Mistress who just finished her training, being of overall average ability without speciality as far as her talents as a Dark Mistress go. Her only weakness is in torturing, where she struggles to allow her victim to survive long enough to be of any use. She is a psychopathic killer carefully wrapped up by a calm demeanor. The only thing that rivals her desire to kill is a desire to be of service to her master. She is also Deimoria's twin sister.

    Biography:
    Do you want to die?

    __________________
    Battle Records

    Code:
    Victory Count: 0
    Kill Count:    0
    Defeat Count:  0
    __________________
    Personal Settings

    Narrating
    "Dialogue"
    Thoughts
    Summery
    Last edited by Metal Gear Rex; November 14th, 2013 at 03:52.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
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  3. #23
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Metal Gear Rex Profile


    Name: Pamela
    Creature Type: Mage Maiden
    Age: 26
    Personality: Kind, Playful, Childish and Immature at Times, Affectionate or Endearing in Strange Ways, General Oddity, Tries to Be Elegant
    Alignment: Chaotic Evil
    Gender: Female
    Level: 1
    Experience: 3/15
    Training Rate: 1.25
    B/C Literary: 1.25/1.25
    B/C Skill: 0.2/0.2
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Northland Iceland
    Status: Alive

    ...-Strengths-
    • Strong Magical Support
    • Immune to Negative Status Effects
    • Magical Tank (Eventually)
    • Good Researcher
    • You Can Stare at Her Chest and She Won't Care

    ...-Weaknesses-
    • Lacking in Melee Capabilities
    • Lacking in Raw Damage Potential
    • Defensively Weak
    • Large and Slow Target

    -Loves-
    Her Sister, Chandra
    Strong Warriors
    Teasing and/or Mocking Opponents

    -Likes-
    Researching or Reading in General

    -Dislikes-
    Getting Drunk
    Being Taken Advantage of in Certain Ways

    -Hates-
    Heroes

    -Abilities-
    • Level 1:Melee
    • Level 1:Ice Shard
    • Level 1: Web
    • Level 3:Fireball
    • Level 4:Purify
    • Level 5:Holy Rain
    • Level 5:Heal Other
    • Level 6: Entangle
    • Level 7:Vigor Self
    • Level 7:Rebound
    • Level 9: Chicken
    • Level 10:Disruption

    -Special Traits-
    Immune to All Negative Statuses, Immune to Web

    -Equipment-
    None

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Typical Maiden Lair

    Appearance:
    [Link]
    Like this, down to the breast size.

    Style:
    Pamela is a Mage Maiden, essentially the exact opposite of a War Maiden in terms of combat. She is inept at melee combat, instead being a specialist of magic. She has well rounded capabilities with standard offensive magic, although if her spells have one thing in common its that they're elemental. She also likes to stack spells, if possible. An example would be using Entangle and Fireball together to ignite a trapped foe. She offers some Healing support, with Purify being focused on healing allies as she is already immune to statuses. With non-damaging spells, she tends to lean more towards statuses, with Web and Chicken being good examples of this.

    Biography:
    Pamela and her younger sister, Chandra, are both apart of a remote academy to the north strictly for Maidens of the Nest that are both interested in and capable of the magical arts. There are a variety of specialized courses designed to maximize a certain form of magic, such as healing, to create superior magic users, or Mage Maidens. Each course focuses on taking advantage of a Maiden's natural abilities to ensure that Mage Maidens remain the best. Pamela herself is of the Archmage class, while Chandra is considered a Banishing Priestess, which is a sub-class of the Untouchable Healer main class.

    The academy itself has quite the history, existing previously as a mere tribe exclusive to Maidens of the Nest, eventually advancing into what it is now. As it existed in the overworld, the Heroes naturally felt threatened by its presence, specifically when it evolved into an academy. Time and again did they try and bring down the academy, but due to its easily defended location and the specialized talent of the Mage Maidens, their efforts were wasted with few casualties on the Maiden side. While it was believed that the Heroes could best the academy, they estimated that their losses would be far too great for it to be worth it. As the academy sought no expansion, the Heroes decided to leave it be.

    However, while each generation of Heroes realized the futility of their assault on the academy, it didn't stop the next generation from trying to bring it down. The continued persistence of the Heroes slowly took its toll on the academy. The increasing severity of the Hero attacks brought about worry that the academy may eventually fall.

    The Maiden hierarchy decided to ally themselves with the Heroes' most common enemy, the Dungeon Keepers, to push back the Heroes and send them a message of warning. To go about this alliance, the academy secretly sent out its Mage Maidens to aid Keepers of the northern realms, close to the academy's location. Northland Iceland was one of these realms, and one the academy specifically desired as a result of the numerous rumors of suspicious Hero activity. Pamela and Chandra eagerly volunteered for this mission. During the most recent Hero attack on the academy, one of the casualties was the death of their mother. To the sisters, this was the perfect opportunity for revenge.

    __________________
    Battle Records

    Code:
    Victory Count: 0
    Kill Count:    0
    Defeat Count:  0
    __________________
    Personal Settings

    Narrating
    "Dialogue"
    Thoughts
    Summery
    Last edited by Metal Gear Rex; November 14th, 2013 at 03:47.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
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  4. #24
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Metal Gear Rex Profile


    Name: Gulsein the Warlord
    Creature Type: Horned Reaper
    Age: ???
    Personality: Determined, Dutiful, Bloodthirsty, Serious
    Alignment: Neutral Evil
    Gender: Male
    Level: 1
    Experience: 14/15
    Training Rate: 1.0
    B/C Literary: 0.4/0.4
    B/C Skill: 0/0
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Northland Iceland
    Status: Alive

    ...-Strengths-
    • Powerful Melee Swings
    • Possesses Strong Magical Offense
    • Good Movement and Attack Speed
    • Much More Durable than Normal Horned Reapers as a Result of Armor
    • Resistant to Stunning
    • Negates All Statuses Except Freeze
    • Can Walk on Lava
    • Easier to Maintain than a Traditional Horned Reaper

    ...-Weaknesses-
    • Loss of Movement and Attack Speed Compared to Tradtional Horned Reapers
    • Magical Abilities are Short Ranged Only
    • Vulnerable to Magic Damage
    • Even More Vulnerable to Ice Magic
    • Cannot Negate Freeze Status
    • Restricted to Being a Fighter for the Most Part
    • Cannot be Pickd Up

    -Loves-
    Combat

    -Likes-
    Fulfilling his Duty
    Reliable Allies

    -Dislikes-
    Performing Other Non-Combat Work

    -Hates-
    Traitors to the Cause
    Weaklings

    -Abilities-
    • Level 1:Melee
    • Level 1: Flame Breath*
    • Level 2:Fire Spit*
    • Level 4:Fireball*
    • Level 7:Meteor*
    • Level 10:Word of Power*

    -Special Traits-
    Resistant to Stunning
    Vulnerable to Magic Damage, Especially Ice Magic
    Negates All Statuses Except Freeze
    Can Walk on Lava
    Cannot Be Picked Up

    -Equipment-
    Great Sword

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Tradtional Horned Reaper chair.

    Appearance:
    [Gulsein]
    [Great Sword]
    Gulsein's armor isn't as heavy as in the image but still pretty good. With his strength it doesn't slow him down as much as it normally would. He also lacks armor around his legs and left arm, showing his Horned Reaper hooves and demonic hand instead.

    Style:
    Gulsein, as a fighter, focuses on being a mixture between a blocker and a blitzer. He's not blinded by rage or bloodlust and understands the importance of the survival of his allies, so his course of action is defined by the situation. If he believes he can wipe out the enemy quickly and effectively to reduce the risk of casualties, he will charge. If pure offense isn't a viable option, he will defend and chip away at an enemy until he has an opening. Gulsein's fighting capabilities are formidable to say the least. Magical weakness aside, he can generally take out any foe he encounters with both his melee techniques and flaming talent. Overall, while he lacks the specialized offense of a traditional Horned Reaper, he is still superior to them in general due to him being more multi-purpose. He does, however, still have exploitable weaknesses to balance out.

    Gulsein can summon magic himself, but it is short range and limited to simply creating fire from his hand, much like a Flame Breath ability. It gets gradually stronger as he levels. He doesn't actually obtain new spells as he levels, but rather, the spell list works as a marker to detail how far his magic is progressing in power. At Level 1, the technique is practically useless. At Level 2, it has limited use and can burn whatever it touches, but only slowly. Once Gulsein gets to Level 4, the burn rate increases considerably. At Level 7, he can create an explosion from his hand that can potentially damage himself. At Level 10, he can mimic the Word of Power ability to an extent. It works more like a frontal wave rather than effecting everything around him and lacks a knockback effect. The spell isn't a raw form of magic, like Word of Power, but is actually fire, meaning that it can also harm allies if they're caught by it.

    Biography:
    It has more depth than you may think.

    __________________
    Battle Records

    Code:
    Victory Count: 0
    Kill Count:    0
    Defeat Count:  0
    __________________
    Personal Settings

    Narrating
    "Dialogue"
    Thoughts
    Summery
    Last edited by Metal Gear Rex; November 14th, 2013 at 03:46.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
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  5. #25
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Metal Gear Rex Profile


    Name: Lysaina
    Creature Type: Dark Elf
    Age: 23
    Personality: Determined, Loyal, Alert, Secretive
    Alignment: Chaotic Neutral
    Gender: Female
    Level: 1
    Experience: 0/15
    Training Rate: 1.35
    B/C Literary: 1.0/1.0
    B/C Skill: 0.7/0.7
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Red Crystal Islands
    Status: Alive

    ...-Strengths-
    • Good Disabler and Chaser
    • Considerable Damage Dealer
    • High Attack Rate w/Haste
    • Can Help with Any Working Task in the Dungeon, Especially Guard Duty

    ...-Weaknesses-
    • Defensively Very Weak
    • Not a Sniper Elf
    • Does Not Excel in Any Working Area Aside from Guard Duty

    -Loves-
    Her Sister
    Hunting Down Prey
    Battle

    -Likes-
    Privacy
    Quiet Activities

    -Dislikes-
    Disturbances
    Hesitation

    -Hates-
    Nosy Creatures
    Traitors
    Heroes

    -Abilities-
    • Level 1:Melee
    • Level 1:Arrow
    • Level 2:Ice Shard*
    • Level 4: Slow
    • Level 5:Seal
    • Level 6:Haste
    • Level 8: Vigor Self
    • Level 10:Freeze

    -Special Traits-
    None

    -Equipment-
    Long Bow
    Quiver (20 Arrows)
    Quiver (20 Arrows)

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Literally just a tall tree.

    Appearance:
    [Elf]

    Style:
    While Lysaina lacks the sniping precision that is expected of Dark Elves, she does make up for it by being swift with both her hands and her legs. She can easily reload her bow after letting an arrow fly in addition to chasing down any fleeing targets. This makes her a very good hunter, and so she decided to specialize in this talent. Her abilities focus on disabling an enemy's mobility in addition to bolstering her own on top of boosting her attack speed. Combining Haste with her natural speed turns her into a machine that rapidly pumps out arrows. Her Seal is excellent for disabling any sort of protection or escape ability.

    Lysaina's Ice Shard is special in that it offers no damage boost, but instead focuses only on the 20% Movement Slow that Ice Shard normally offers. The ability is easy to use and cost efficient, making it almost a passive ability practically. This also grants her an early disabler ability to hunt down weak enemies.

    In the dungeon, Lysaina prefers to keep to herself, quietly remaining in the Guard Room unless commanded otherwise. Although not necessarily shy or unwilling to speak to others, she does struggle a bit with speech.

    Biography:
    That's her secret.

    __________________
    Battle Records

    Code:
    Victory Count: 0
    Kill Count:    0
    Defeat Count:  0
    __________________
    Personal Settings

    Narrating
    "Dialogue"
    Thoughts
    Summery
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

    LOL, WFTO

  6. #26
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Metal Gear Rex Profile


    Name: Ribs "The Dragon Slayer"
    Creature Type: Skeleton
    Age: 49
    Personality: Ribs
    Alignment: True Neutral
    Gender: Male
    Level: 1
    Experience: 8/15
    Training Rate: 1.6
    B/C Literary: 0.4/0.4
    B/C Skill: 1.0/1.0
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Faircoast
    Status: Alive

    -Strengths-
    • Fast and Precise Archer
    • Has Special Arrows Effective Against Certain Creatures
    • Can See Invisible
    • Immune to Fear Trap Magic
    • Can Train and Manufacture Well
    • Easy to Manage Somewhat

    -Weaknesses-
    • Cannot Perform in Melee Combat
    • Has Limited (Special) Arrows Per Fight
    • Not Very Damaging Beyond Special Arrows
    • Still Afraid of the Actual Fear Trap
    • Generally Incompetent
    • May Annoy Women He Hits On

    -Loves-
    Casino
    Drinking
    Women
    Gold

    -Likes-
    Sleeping
    Food
    Animus
    Fellow Friends

    -Dislikes-
    Having One Eye
    Not Being Able to Eat nor Sleep As He Could Before

    -Hates-
    Melee Combat
    Being Unable to Feel
    Big Guys
    Larquidos
    The Fact that He Died a Virgin

    -Abilities-
    • Level 1:Melee
    • Level 1:Arrow
    • Level 3:Speed Self
    • Level 5:Haste
    • Level 6:Guided Arrow

    -Special Traits-
    Immune and Vulnerable to Fear Trap at the Same Time
    Needs No Food Nor Sleep
    Can See Invisible

    -Equipment-
    Magic Bow
    Mystic Quiver (10)
    9 Dragon Killers
    2 Fatty Shavers
    2 Midget Squishers
    3 Giant Choppers
    1 Angelic Slayer
    2 Eight-Leg Stoppers
    2 Ear Pullers
    1 Tainted Arrow

    -Lair Information-

    Lair Location:
    Right By the Entrance

    Lair Appearance:
    DK1 Skeleton Lair

    Appearance:


    Style:
    Ribs, unlike other Skeletons, cannot fight at Melee and instead remains at range. He has strong magic within him that only comes out when he's forging. As a result, he can make his arrows effective against a specific species. He knows of eight types of magic arrows, all with names he created himself. Additionally, he possesses both a magical Bow and Quiver that are required to properly fire the magic arrows. If used to fire from a normal bow or kept in a normal quiver, the magic of the arrows will dissipate and lose its effect. He cannot manufacture another magic bow or quiver, as he cannot duplicate the magic used upon the equipment to give them their power. It was done by a Wizard friend he knew as a Hero. However, he can still repair the equipment when needed. Unfortunately, his Mystic Quiver is small, and can only hold 10 arrows at a time. The rest of his arrows are kept in storage in his Lair, where the magic doesn't fade.

    Ribs' special arrows are as followed:
    Code:
    Dragon Killer:     Dragon/Demon Spawn
    Fatty Shaver:      Bile Demon
    Midget Squisher:   Dwarf
    Giant Chopper:     Giant
    Angelic Slayer:    Dark Angel
    Eight-Leg Stopper: Spider
    Ear Puller:        Elf
    Tainted Arrow:     Holy
    The profile lists the total number of arrows in Ribs' possession. Only the Summary Posts will list how many arrows he actually has on him.

    Biography:
    Ribs once lived as a simple man by the name of Alez, living his life as an Archer for the Heroes. The majority of his friends were Thieves, and so he learned of a Thief's speed. Despite his general incompetence with his stupidity, he proved to be a skilled warrior to combine the speed of a Thief with the precision of an Archer. Still, even with his talents, he did not stand out in the eyes of the Heroes. He was no Elven Archer, not a Wizard or Samurai, just a simple Archer even if he was better than most. For that reason, he was sent to Crystalbarrow, a land of general unimportance in the grand scheme of things.

    He encountered Keeper Larquidos, and was captured. Larquidos was not very good about feeding his prisoners, and thus Alez starved to death at the mercy of the Prison's magic, arising anew as a Skeleton. He gave himself the new name of "Ribs" after having difficulty escaping from prison because his ribs were preventing him from squeezing inbetween the prison bars. He also accidentally broke his bow by sitting on it after becoming a Skeleton.

    Even without his Bow, Ribs still proved himself a threat. He swore his loyalty to Keeper Larquidos, then killed his once fellow Heroes left and right. He proved himself to be a fearful force. Not even The Avatar would save them if he obtained a Bow to properly fight with. And when he eventually did, he accomplished an almighty task. The Dragon Lord of Crystalbarrow, Drell, had attacked Larquidos and overwhelmed his forces. Drell brought himself before Larquidos' Dungeon Heart, prepared to kill him for trespassing in his land. But then Ribs intervened. He brought himself before the mighty Dragon, being the lone force that stood between him and Larquidos, between him and victory. Ribs gripped his bow tightly then fired an arrow into the beast. His precision could not be matched, and the Dragon fell after the arrow went straight to the brain. Ribs had become the Dragon Slayer.

    Ribs kicked his feet back and relaxed for a while. He presumed his great deeds would earn him riches and respect in Larquidos' dungeon. Sadly, he was wrong. Larquidos was not only poor but dishonorable, giving Ribs nothing in return. Instead, he treated him poorly until Ribs became fed up with Larquidos and left his dungeon. He searched for a new master, one who would see him for his abilities. He soon came across a new Keeper named Animus. Unlike Larquidos, Animus was one of great power and wisdom, seeing Ribs for his true potential. They came to an understanding of one another, and so Ribs swore loyalty to him. He decided to plan his revenge on Keeper Larquidos for his poor treatment.

    After Larquidos "conquered" Crystalbarrow, he moved onto Crystalbeach. His creatures were to follow him through the underground passages beneath the Portals. Now was Ribs' chance. Ribs waited at an interception that led to either Crystalbeach or Faircoast, where his new master remained in wait. There, he tricked Larquidos' creatures and led them into Faircoast. He had proved to his master his worth, but it was decided that he best not return to his services immediately, for it could arouse suspicion. Instead, Ribs waited a while before returning to Animus.

    As he waited, Ribs told many tales of his adventures in Crystalbarrow. He used every opportunity to tarnish Larquidos' name in the process, while glorifying his own. He spoke of things such as Jarquidos dying by Christopher's army and not Larquidos, and how Christopher was a coward who ended up fleeing Crystalbarrow, belittling Larquidos' achievements with information he gained as a Hero. He also talked about how poorly he treated his creatures and managed his dungeon, mentioning that he had little Gold to spare for even payment of his creatures' services. He had not even payed Ribs yet, as he was just another creature in line waiting for their justified reward. As proof of this, only a small handful of the large pile of creatures that he accumulated in Crystalbarrow followed him into Crystalbeach.

    Eventually however, Ribs' stories came to an end. He very well knew... it was time. To return to Keeper Animus.

    __________________
    Battle Records

    Code:
    Victory Count: 2
    Kill Count:    2
    LV3   M Heroes    Dwarf    "Nameless": Crystalbarrow Cattacombs
    LVE10 M Neutral   Dragon   "Drell":    Crystalbarrow Cattacombs
    
    Defeat Count:  0
    __________________
    Personal Settings

    Narrating
    "Dialogue"
    Thoughts
    Summery
    Last edited by Metal Gear Rex; October 17th, 2013 at 11:28.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

    LOL, WFTO

  7. #27
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Metal Gear Rex Profile


    Name: Pope Oliran the Magnificent Wandering Beauty
    Creature Type: Bile Demon
    Age: 22
    Personality: Intelligent, Literate, Sanitary, Religious, Praises Beauty, Noble
    Alignment: Lawful Neutral
    Gender: Male
    Level: 2
    Experience: 10/25
    Training Rate: 1.55
    B/C Literary: 1.35/1.458
    B/C Skill: 0.9/0.972
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Red Crystal Islands
    Status: Alive

    ...-Strengths-
    • Possesses Good Defensive and Support Magic
    • Banishes Undead
    • Excels in Research
    • Doesn't Demand Pay

    ...-Weaknesses-
    • Not Nearly as Tanky Without His Magic
    • Lacking in Good Damage Output
    • Not Immune to Poison Gas
    • Slow Mover
    • Hates Getting His Hands Dirty

    -Loves-
    Praying
    Reading
    Beauty
    Himself

    -Likes-
    Calm Environments
    Intelligent Creatures

    -Dislikes-
    Unjustified Cruelty

    -Hates-
    Filth

    -Abilities-
    • Level 1:Melee
    • Level 2:Protect Self
    • Level 3:Shine
    • Level 4:Heal Other
    • Level 5:Heal Self
    • Level 5:Purify
    • Level 6:Holy Rain
    • Level 7:Protect Other
    • Level 10:Banishment
    • Level E2:Protect Self+
    • Level E3:Shine+
    • Level E4:Heal Other+
    • Level E5:Heal Self+
    • Level E5:Purify+
    • Level E6:Holy Rain+
    • Level E7:Protect Other+
    • Level E10:Banishment+

    -Special Traits-
    Is Clean
    Not Immune to Poison Gas

    -Equipment-
    Crown
    White Robes
    Scepter

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Oliran's Lair appears to be a very large chair that's fit for royalty.

    Appearance:
    Oliran appears to be a lighter shade of red compared to most Bile Demons. His skin is flawless and clean, clear of any piercing. His horns lack maces and instead have elegant looking rings. He wears a white set of robes that fit him perfectly. He also has a Crown that looks much like this. He fights with his Scepter that also looks like this.

    Style:
    Oliran is a strange Bile Demon and a strange Creature in general. He is a researcher, primarily, but can also manufacture as well. He is also notably very clean, not only for a Bile Demon but also for Creatures in general. He appreciates all fine art and intellectual beauty. In combat, he acts as a tank with his protective magic, but also acts as support, lacking in offense. He fights with his staff, casting spells and backhanding bitches. When facing an undead enemy, Oliran can easily overcome him with his Holy Magic.

    Biography:
    Oliran was born beautiful in a dungeon owned by a very strange Dungeon Keeper. He was raised by Monks who appeared to have been converted to the Dungeon Keeper's side. He was taught how to read, keep himself clean, and various arts of Monk magic. He was treated as if all the things he knew were normal for a Bile Demon, never seeing another Bile Demon like himself. He never encountered battle in his dungeon, oddly enough. At some point in life, he desired to explore what was beyond his dungeon, so he set off on a journey to discover the undiscovered.

    __________________
    Creature Kill Count

    Code:
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    Kill Count:    0
    Defeat Count:  0
    __________________
    Personal Settings

    Narrating
    "Dialogue"
    Thoughts
    Summery
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

    LOL, WFTO

  8. #28
    Awakening Game Master Metal Gear Rex's Avatar
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    Name: Talisma "Priestess of the Void"
    Creature Type: Witch
    Age: 13
    Personality: Passive, Submissive, Humble, Sympathetic, Faithful, Responsible, Mature
    Alignment: Lawful Neutral
    Gender: Female
    Level: 1
    Experience: 0/15
    Training Rate: 1.0
    B/C Literary: 1.2/1.2
    B/C Skill: 0/0
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Northland Iceland
    Status: Alive

    ...-Strengths-
    • Can swap between Healer and Damage / Debuff support
    • Briefly channels most spells to avoid cooldowns
    • Proficient researcher
    • Very loyal

    ...-Weaknesses-
    • Channel spells sacrifice her own life
    • Must perform an extended channel to change magical forms
    • Cannot access magic on the opposite end of her current form
    • When interrupted during a channel, she not only fails to cast but also loses the life saved for the casting

    -Loves-
    The Dark Avatar
    Praying
    Angelic Discussions
    Fulfillment of her Duty

    -Likes-
    Healing Others
    Intellectual Discussions
    Reading
    Quiet
    Dark Angels

    -Dislikes-
    Pain from the Void
    Destruction of Valuables
    Violent Figures
    Horned Reapers

    -Hates-
    She cannot say

    -Abilities-
    • Level 1:Melee
    • Level 1:Heal Other / Absolute Damage
    • Level 2: Drain / Sacrifice
    • Level 4:Healing Circle / Holy Rain
    • Level 5:Speed / Slow
    • Level 6:Heal Group / Absolute Group Damage
    • Level 7:Seal / Force Cast
    • Level 9:Protect / Void Armor
    • Level 10:Word of Wisdom / Word of Power

    -Special Traits-
    Void Magic Speciality

    -Equipment-
    Wizard Hat w/Black Rose

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Dreadfully simple mattress bed. It's a little uncomfortable.

    Appearance:
    Uh... this is her as a chibi?

    Style:
    Talisma uses what she calls 'void magic', which appears to be a very different form of magic altogether in terms of its mechanics and structure. She takes a moment to channel most of her spells through use of void magic, but in doing so, she also sacrifices an equal share of her own life. The advantage, however, is that Talisma avoids the cooldown for any spell she channels. If Talisma is interrupted during the chanel, then she not only fails to cast, but the life she sacrifices in order to cast is completely wasted. This makes Talisma quite dangerous but also very vulnerable as a support castor.

    Talisma does not channel Drain / Sacrifice nor Healing Circle / Holy Rain. Both those spells act as any normal cast spell.

    Talisma can also perform something rather unique with her magic, which is flipping it around in properties to create a mirror variation of her spells. This causes her spells to have very different effects. In doing so, however, she cannot access the normal variant of her spells, and vice versa. Talisma takes a bit of some time to swap between the two magical forms, leaving her vulnerable and unable to support in the meantime.

    Heal Other becomes Absolute Damage, which acts as an instant hit pierce everything spell. For as much of her own life sacrificed, Talisma inflicts an equal amount to a selected target. It bypasses Protect and Rebound. Disguised as a Heal spell, it goes through everything.

    Drain becomes Sacrifice, literally a reverse Drain. This is the only way that Talisma can still heal allies while using mirrored magic, but she still loses her way of healing herself.

    Healing Circle becomes the normal spell Holy Rain. Healing Circle itself is a Holy Rain spell that heals instead of dealing damage without discrimination. Being holy based, it harms any undead instead of healing them.

    Seal becomes Force Cast, forcing the target to cast a select spell regardless of cooldown conditions. This can overexert the target, on top of having other effects depending on the spell and situation.

    Protect becomes Void Armor, which briefly amplifies the damage a target takes by a fraction (~25%) and cancels out with Protect.

    While in the dungeon, Talisma seeks out her orders first before considering what she wants. If alone, she enjoys quiet reading or praying sessions. When with others, she has no problem socializing and tries to have deep and meaningful conversations. Otherwise, she'll keep to herself.

    Biography:
    Once upon a time, Talisma got sucked inside a Chibi Maker.

    __________________
    Battle Records

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    Victory Count: 0
    Kill Count:    0
    Defeat Count:  0
    __________________
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    Narrating
    "Dialogue"
    Thoughts
    Summery
    Last edited by Metal Gear Rex; August 15th, 2014 at 06:33.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

    LOL, WFTO

  9. #29
    Awakening Game Master Metal Gear Rex's Avatar
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    Name: Laia "Blade Dancer"
    Creature Type: Naga Maiden of the Sea
    Age: 21
    Personality: Energetic, Playful, Social
    Alignment: Chaotic Neutral
    Gender: Female
    Level: 1
    Experience: 0/15
    Training Rate: 1.35
    B/C Literary: 0.6/0.6
    B/C Skill: 0.2/0.2
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Northland Iceland
    Status: Alive

    ...-Strengths-
    • Quick and Aggressive Fighting Style
    • Effective Combination of Melee and Magic
    • Very Evasive
    • Immune to Most Common Disablers
    • Resistant to Ice / Nature
    • Significant Water Terrain Advantage

    ...-Weaknesses-
    • Defensively Weak
    • Lacks Raw Power Behind Her Attacks
    • Vulnerable to Fire / Lightning; Common Damage Based Elements
    • Usage Limited to Combat

    -Loves-
    Combat
    Being at the edge of death
    Socializing

    -Likes-
    Nerima
    Training
    Playing
    Dancing
    Casino Parties
    Swimming
    Converted Heroes

    -Dislikes-
    Doing nothing
    Mean folk

    -Hates-
    Heroes

    -Abilities-
    • Level 1:Melee
    • Level 2:Ice Shard
    • Level 2:Vine Whip
    • Level 4:Speed Self
    • Level 6:Tornado Flurry*
    • Level 7:Rebound Self
    • Level 8:Frost Blade*
    • Level 8:Poison Blade*
    • Level 10:Blizzard Bomb

    -Special Traits-
    Moves *much* Faster in Water
    Resistant to Ice / Nature
    Vulnerable to Fire / Lightning
    Immune to Slow / Poison / Freeze / Entangle

    -Equipment-
    Two Looongswords

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Head of a giant sunflower. When Laia sleeps, she curls herself into a ball at the center.

    Appearance:
    [Boop]

    Style:
    Laia fully devotes herself to battle and enjoys the thrills she gains from it. Despite enjoying the thrills of fighting itself, she still doesn't take it too seriously and doesn't pay any sort of respect to her opponents. She retains a very playful way of performing battle. For a complete and total combat lover, she is surprisingly friendly and social outside of the battlefield and enjoys trying to make friends with others. While she views converted Heroes as those being smart enough to see the error of their old ways, she still holds a slight bit of resentment against them and is a bit more uncomfortable around them.

    Laia fights with two swords at once. Initially left-handed, Laia eventually learned to be ambidextrous and has grown to have no difficulty or preference with either blade. She splits her magic between each of her blades. Her right blade is Ice and she utilizes it to create Ice Shards. Her left blade is Nature, which can create Vine Whips to significantly extend her reach. She doesn't require her swords to utilize magic, but as she is primarily a melee fighter, she has since learned to channel magic through her swords.

    The mastered form of Laia's magical channeling exists in both Frost Blade and Poison Blade. Both abilities are passive once she learns them. As she attacks with either blade, she rubs a bit of that sword's magic on the enemy. Consistent and consecutive attacks cause this magic to stack, eventually reaching a point of significance where it can effect the opponent's status. Thus, the enemy can eventually be either frozen or poisoned by fighting against Laia for an extended period of time; depending on the blade they're exposed to more.

    Laia's actual fighting style often can be described as a very wild and crazy dance; hence her title. For a melee fighter, she has a way of moving all around the battlefield while trading one opponent after another. She has enough awareness to do such while still retaining a high level of survivability. She doesn't really trade blows, rather, she twists her body in all sorts of crazy ways while stretching her blades out and steadily or quickly damaging her opponent depending on the specific enemy's defensive capabilities. She also enjoys quickly spinning around on her tentacle body; a feat that she taught herself as a child and has since mastered to properly adapt it into combat. She usually does such while moving around the battlefield to slice any nearby opponents with her twirling blades.

    Tornado Flurry combines Tornado with Laia's dancer style of combat. Laia creates the Tornado on herself to drag enemies in while she spins rapidly in pacing with the Tornado to cut enemies up. She usually tries to move deeper into enemy lines to perform the move to avoid allies getting caught in the crossfire, but that obviously leaves her vulnerable, which is why Tornado Flurry is difficult to utilize even if being very powerful. Laia will usually try to combine it with Rebound if possible. If Laia has Blizzard Bomb, she will try to combo it with Tornado Flurry by using it immediately after dragging enemies closer for maximum effectiveness.

    Biography:
    Naga Maidens were once Maidens of the Nest, as their name may imply. Naga Maidens specifically descend from Mage Maidens of Mage Maiden Academy, which exists in a far off remote location of Heavenarius. With growing Heroic activity in the overworld, many Mage Maidens became worried that Heroes would eventually seize control over their academy. Some of the more paranoid Maidens thought of finding a place to escape Heroic activity by crossing the sea.

    Crazy schemes formed in the minds of such talented Mage Maidens, and eventually they came to the idea of changing their magical essence to be one with Tentacles to give themselves water accessibility. They wanted to transform themselves then move the academy elsewhere. The vast majority of Mage Maidens rejected the thought, but there was still a large enough fraction willing to try. Through these more desperate and paranoid magical acts, Naga Maidens were born by severing their spider half and replacing it with Tentacles.

    The newly formed Naga Maidens left Heavenarius and entered the sea. Perhaps it was through their newfound Tentacle blood, but they ended up remaining in the water rather than searching for new lands as they suddenly began to enjoy the pleasures of the sea. The Naga Maidens spent several generations learning more about their new bodies and establishing a more permanent home in the water. Often on, they would still return to the Mage Maiden Academy to see how their sisters were doing.

    One day, the Naga Maidens learned of a brutal Hero attack on the academy that killed a significant number of their sister kin. While the majority of Mage Maidens still lived, no Heroic attack before that day managed to lead to so many fatal casualties. The path to the academy is harsh while the academy is very well fortified and the Mage Maidens themselves are dangerously powerful. For such to happen, it would mean that Hero forces have reached a point of strength where they are actually a threat.

    The Naga Maidens became furious by what happened. With the paranoid founders of the Naga Maiden Academy having all died out naturally, there was nothing to hold the Naga Maidens back. They came to the decision of returning to Heavenarius with the Mage Maidens to exact vengeance on those who fell on that fatal day.

    Laia is one of the Naga Maidens who opted to go. As the daughter of a swordmaster, Laia has had an interest in swordplay since she was a child. Always trying to be creative and unique, she tried to adapt her own style into sword fighting. With a love for dancing, swimming, and both combined, Laia was able to create her own crazy fighting style that involved wild and constant motion.

    Outgoing and constantly having fun while being around others, Laia enjoyed trips to Mage Maiden Academy. There was a bit of resentment towards the Naga Maidens from the Mage Maidens due to their differences, but playful and social loving Naga Maidens like Laia were able to fix those damaged bridges in no time at all. Out of all the Naga Maidens, Laia made the most friends with their sister academy.

    Learning of the deaths of her sister kin, Maidens that Laia personally knew and befriended, Laia became extremely upset and sad. It was very rare to see her so given her usual energetic and positive attitude. It took her a bit of time to cope, but eventually, she sought to use her finely toned skills as a blade dancer to punish the Heroes that would do something so terrible to her sisters. Up until that point, she viewed her highly trained swordplay as an art or even a dance. Now it is to be used as an enabler to allow Laia to give Heroes retribution.

    __________________
    Battle Records

    Code:
    Victory Count: 0
    Kill Count:    0
    Defeat Count:  0
    __________________
    Personal Settings

    Narrating
    "Dialogue"
    Thoughts
    Summery
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

    LOL, WFTO

  10. #30
    Awakening Game Master Metal Gear Rex's Avatar
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    Name: Valkurath "Immortal", "Vampire Vampire Slayer", "Elder Vampire"
    Creature Type: Vampire
    Age: ???
    Personality: Conceited, Casual, Carefree, Upbeat
    Alignment: Chaotic Evil
    Gender: Male
    Level: 1
    Effective Level: 0.5
    Experience: 0/30
    Vampire Power: 0
    Training Rate: 1.0
    B/C Literary: 1.1/1.1
    B/C Skill: 0/0
    Gold on Hand: 0
    Gold in Lair: 0
    Realm: Northland Iceland
    Status: Alive

    ...-Strengths-
    • Physically and magically proficient
    • Can destroy other Vampires to become even more powerful
    • Effective against undead in general
    • Fair researcher

    ...-Weaknesses-
    • Highly limited spell usage / variety
    • Vulnerable to holy damage himself
    • Vulnerable to water

    -Loves-
    ???

    -Likes-
    Warriors

    -Dislikes-
    Priests
    Other Vampires

    -Hates-
    ???

    -Abilities-
    • Level 1:Melee
    • Level 1:Shine
    • Level 1:Drain
    • Level 4:Teleport
    • Level 6:Disruption
    • Level 7:Protect Self
    • Level 10:Death Curse

    -Special Traits-
    Vulnerable to Holy Magic
    Vulnerable to Water
    Can use Holy Magic
    Can drain Vampires

    -Equipment-
    None

    -Lair Information-

    Lair Location:
    -

    Lair Appearance:
    Coffin. Stuff.

    Appearance:
    Appears to be a typical Vampire, except his skin is slightly but still noticeably darker as well as being a light shade of blue. His robes are black.

    Style:
    Valkurath is primarily a melee fighter, but he mixes things up with magical usage as well. He can summon equal amounts of light and shadow magic through use of Shine and Drain. With spells like Teleport and Protect, he gains a level of control over combat. By utilizing Disruption, Valkurath can easily swing the flow of combat in his favor with a powerful and deadly burst of shadow damage. After obtaining Death Curse, Valkurath can solo just about any unit with this powerful debuff. Even if they're undead and more resistant to the spell, he can still use Shine to destroy them.

    Valkurath also has the power to drain the power of other Vampires. By combining Shine and Drain, light and shadow magic as one, Valkurath banishes enemy Vampires while simultaneously stealing their essence. In doing so, Valkurath becomes stronger himself, and therein lies his true power. While Valkurath is inadequate compared to most other Vampires in terms of power and spell variety, Valkurath can still increase the basis of his might to reach new levels of power. With each Vampire drained, Valkurath's physical and magical offensive power increase slightly, based on the drained Vampire's power. It also decreases the cooldown of his spells marginally.

    Biography:
    Indeed!

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    Last edited by Metal Gear Rex; August 28th, 2014 at 15:11.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

    LOL, WFTO

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