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Author Topic: You are the Head of a Hydra Series (OOC/Applications)(Potentially being revived)  (Read 58024 times)

Zanzetkuken The Great

  • Bay Watcher
  • The Wizard Dragon
    • View Profile

Overall name: Indecision
Gender: Male
Appearance: Grayscale, we couldn't decide on a color. It looks like a large serpent with two sets of leathery scaled wings down its back, which double as fins. At its front is a mass of necks and heads. At its tail is a barbed spike like a scorpion.
History: Indecisive was born to a silver and a white dragon on a faraway forgotten aerie. Like all hydras, it searched for a place to call home. Lucky for it, it found the Sea of Teeth and Aquarius. Now it's time to begin claiming territory.

--------------------------------------------------------------------------------
Lair: Aquarius- Seafloor Dungeon
Lair location: In the middle of the ocean. There are three major human towns, two major dwarven towns, and one major elven town nearby. There are also several small naga villages around.
Lair history: In the Sea of Teeth, there was once a great merman civilization known as the Toothborn. They controlled not only the entire Sea of Teeth, but also laid claim to the lands beyond, controlling the rich coasts for centuries and growing into a rich and magnificent race. For nigh on a millennium the Council of Harbingers ruled from the center of the Toothborn nation- Aquarius- until a mysterious calamity involving a Primal Water Elemental erased them from history. Their ruined capital still exists in part.

--------------------------------------------------------------------------------
Permanent Special Traits: Head Regeneration (2 new heads for each old cut off [reapplication is allowed].  Maximum total supported is 11 heads at one time, past this point, if a head is cut off, only one regenerates), fire and ice prevent the head stump from growing a new head.
Selected Special Traits:
Scorpion Strike- The creature's tail has a poisonous spike carrying deadly neurotoxin.
Aquatic- The creature can breathe underwater as well as above it.
Tough Hide- The creature carries natural armor.

Application has been moved to accepted.

Do we have to make another hydra overall guy? I think having 7 different hydra bodies to choose from is over kill.

Yes, so that there is a variety of options that can be chosen from.  You can choose not to make one, but that would risk getting bumped off if another person joins with a overall application prepared.
Logged
Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

kj1225

  • Bay Watcher
  • A tricky dick that can't be impeached
    • View Profile

... Fine.

Overall name: Glados
Gender: female
Appearance: A white hydra with black markings along her body.
History: A hydra that just sort of appeared in the area and took the mountain for her home.

Lair: Murder death venom mountain- A volcano that is inactive for the most part there is still lava in the bottom.
Lair location: Bottom of the volcano.
Lair history:  The volcano erupted and most of the sentient races left.

Permanent Special Traits:
Head Regeneration (2 new heads for each old cut off [reapplication is allowed]. Maximum total supported is 11 heads at one time, past this point, if a head is cut off, only one regenerates), fire and ice prevent the head stump from growing a new head.
Selected Special Traits:
Heat resistant- Can remain comfortable in the bottom of a volcano filled with lava.
Convincing- His hydra is very convincing.
Logged

Zanzetkuken The Great

  • Bay Watcher
  • The Wizard Dragon
    • View Profile

... Fine.

Overall name: Glados
Gender: female
Appearance: A white hydra with black markings along her body.
History: A hydra that just sort of appeared in the area and took the mountain for her home.

Lair: Murder death venom mountain- A volcano that is inactive for the most part there is still lava in the bottom.
Lair location: Bottom of the volcano.
Lair history:  The volcano erupted and most of the sentient races left.

Permanent Special Traits:
Head Regeneration (2 new heads for each old cut off [reapplication is allowed]. Maximum total supported is 11 heads at one time, past this point, if a head is cut off, only one regenerates), fire and ice prevent the head stump from growing a new head.
Selected Special Traits:
Heat resistant- Can remain comfortable in the bottom of a volcano filled with lava.
Convincing- His hydra is very convincing.

Added.
Logged
Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile

Head name: Correvon
Color: Green-Purple. Iridescent.
Elemental Breath Weapon: Acid (Earth)
Personality: Inventive, amiable, but somewhat impatient. Will either take an convoluted route to solve a problem, or such a simple one the others didn't think it could work. Tries to negotiate disputes neutrally, but always ends up taking a side anyway.

Overall name: The Many
Gender: Male and Female. Certain heads are masculine, certain heads are feminine. There are no sexual organs, due to the way a Hydra is made(I don't really care whether it's true or not, but I doubt they can reproduce anyway)
Appearance: A deep black, which fades into the color of each head along the neck and shoulder area, with the under-body and more vulnerable and thinner scales being a lighter color, reaching a light gray with the stomach.
History: The Many squabbles often with itself. It's heads aren't very cooperative in most situations, so without being able to agree on a name, most of them simply decided that what the primitive humans they'd been mooching off of had been calling them could work. Recently, they left that tribe, as it'd been killed off by disease, and without being used to hunting, settled down in a river valley to fish. Each head is able to hold a rod, and with only one stomach to feed, it's an easy task, and they've been getting better at it with the time. Some of them dislike talking about their history, and sharing a body means it's difficult to get The Many to reveal exact details.

Lair: Home; A cave in the valley wall.
Lair location: A river valley. In a forested area, though cliffs rise on either side, there are rugged paths that allow passage up and down. The valley stretches for a good length, several miles at least, and is inhabited by little but animals. Some territorial sentient creatures have made their lairs here, but none are in the immediate area, and hopefully there will be no issue.

To the south is a range of mountains, and rumors have it that a civilization of religious and secretive dwarves live there, having been exiled for their heresy from the rest of their kind. It is still unknown whether they are cultists of dark powers, or simply as secretive as every other dwarven nation. In either case, noone has found them and returned to tell. Those that have disappeared may have simply stayed too long, until one of the many predators of the mountain took their lives. Or perhaps something darker...

To the north, a vast forest stretches, though large clearings have recently been made by the humans who live there. They have recently come into contact with the elves who are reported to live on the edges of the forest and in the swamps far to the northeast. Because of the highly amicable nature of most elves, as well as their technological expertise, the humans have advanced rapidly, utilizing the efficient wood-cutting techniques perfected by the elves to clear large swathes of ground for farmland, and to feed their new, steam-powered contraptions. Without the magic of the elves though, the forest cannot replenish itself. In desperation, the elves have tried to set up negotiations with their neighbors, who are even farther away, such that it is not entirely sure who they are, for better fuels. If they cannot gather a large enough supply to trade to the humans, or the forest is not able to sustain itself, they may resort to violence to prevent the complete destruction of the habitat.
In the north-west, the forest becomes slowly sparser, eventually turning into mere woods, then scrublands, before turning to plains. Here, a large society of turns have created a feudal kingdom, and it is currently in the middle of a crisis over the throne. The old king has been killed in battle, and in his old age, had become senile at times. Due to this, he had declared two heirs. One, his son, a dashing young man raised to be king, but with a cruel streak, the other, his nephew, who knows little of management, but is beloved by many. Neither wants the war; the king's son realizes it will tear his kingdom apart, while the nephew abhors violence, but fanatical supporters and power-hungry stewards have pressured them into it.

To the west, the land quickly breaks up, as part of the ending mountain range, foothills and small valleys being common, before declining slowly to the sea. Merfolk and a community of goblin fishermen have created a thriving trade, and have formed a swiftly growing alliance and town, beginning trade with farther countries. But with more money, comes more greed, and bandits are becoming overwhelmingly common. Rumors abound of a charismatic bandit forming an army to try and take control of the region, but views diverge on whether he would help the poor or make himself rich. Either way, the local bourgeois have begun setting up a rudimentary security force, though it is yet ineffective. The region is rapidly expanding and growing in population, and with such a place, anything could be possible.

In far off lands, there are whispers of an empire overtaking the world, using any means necessary to add more area to itself; from incredible bribes to military force, from religious conversion to starting revolutions against oppressive governments, nothing seems to be able to stop them. In other locations, trade is booming and the world is beginning to enter a period of great technological progress. A famine is heard of in a small monarchy with a good ruler. A plague is heard of in a large republic. A new magocracy has been founded by a group of material enchanters. A great war is being fought by two large, nationalistic countries noted for their proximity to each other. Many smaller countries are swiftly becoming involved, creating a chain reaction.

More races and lands are being discovered all the time, and some revolutionary scholars, calling themselves scientists, claim that there is no edge to the world; that it simply goes on forever, but only a small amount is land. These people claim that certain points of the world warm or cool the area around them and that this set of continents is in between two of them. This is met by scorn and opposition by those who note that if the world went on forever, the sun would have to be infinitely far away to not hit it somewhere.
Lair history: The valley was cut long ago, by the mighty river, but the width of the cliffs, and it's orientation, allowed the sun to reach inside, and there bloomed a thriving ecosystem, where dark and light sit side by side. Giant spiders trap deer; soaring eagles catch fish. It is one of the largest rivers in the area, but being at the bottom of a valley meant there was little use for travel or trade, and so only a few communities lived there. They began to move or die off once larger, more mobile, creatures began calling it home.

Permanent Special Traits:
Head Regeneration (2 new heads for each old cut off [reapplication is allowed].  Maximum total supported is 11 heads at one time, past this point, if a head is cut off, only one regenerates), fire and ice prevent the head stump from growing a new head.
Selected Special Traits:
Aquatic Wings - Able to fly or swim at a high speed using it's wings.
Supplementary Gills - Able to breath underwater as a supplement to holding it's breath; it is not indefinite.
Opposable Thumbs - Curiously, having lost one of it's claws on the right forepaw, and two on the left, it grew back in such a way that it has what might be thought of as opposable thumbs.
Regenerative - Heals very quickly; lost limbs can be replaced in as little as three months. Small appendages and organs will grow with two, rather than one.
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Zanzetkuken The Great

  • Bay Watcher
  • The Wizard Dragon
    • View Profile

Head name: Correvon
Color: Green-Purple. Iridescent.
Elemental Breath Weapon: Acid (Earth)
Personality: Inventive, amiable, but somewhat impatient. Will either take an convoluted route to solve a problem, or such a simple one the others didn't think it could work. Tries to negotiate disputes neutrally, but always ends up taking a side anyway.

Overall name: The Many
Gender: Male and Female. Certain heads are masculine, certain heads are feminine. There are no sexual organs, due to the way a Hydra is made(I don't really care whether it's true or not, but I doubt they can reproduce anyway)
Appearance: A deep black, which fades into the color of each head along the neck and shoulder area, with the under-body and more vulnerable and thinner scales being a lighter color, reaching a light gray with the stomach.
History: The Many squabbles often with itself. It's heads aren't very cooperative in most situations, so without being able to agree on a name, most of them simply decided that what the primitive humans they'd been mooching off of had been calling them could work. Recently, they left that tribe, as it'd been killed off by disease, and without being used to hunting, settled down in a river valley to fish. Each head is able to hold a rod, and with only one stomach to feed, it's an easy task, and they've been getting better at it with the time. Some of them dislike talking about their history, and sharing a body means it's difficult to get The Many to reveal exact details.

Lair: Home; A cave in the valley wall.
Lair location: A river valley. In a forested area, though cliffs rise on either side, there are rugged paths that allow passage up and down. The valley stretches for a good length, several miles at least, and is inhabited by little but animals. Some territorial sentient creatures have made their lairs here, but none are in the immediate area, and hopefully there will be no issue.

To the south is a range of mountains, and rumors have it that a civilization of religious and secretive dwarves live there, having been exiled for their heresy from the rest of their kind. It is still unknown whether they are cultists of dark powers, or simply as secretive as every other dwarven nation. In either case, noone has found them and returned to tell. Those that have disappeared may have simply stayed too long, until one of the many predators of the mountain took their lives. Or perhaps something darker...

To the north, a vast forest stretches, though large clearings have recently been made by the humans who live there. They have recently come into contact with the elves who are reported to live on the edges of the forest and in the swamps far to the northeast. Because of the highly amicable nature of most elves, as well as their technological expertise, the humans have advanced rapidly, utilizing the efficient wood-cutting techniques perfected by the elves to clear large swathes of ground for farmland, and to feed their new, steam-powered contraptions. Without the magic of the elves though, the forest cannot replenish itself. In desperation, the elves have tried to set up negotiations with their neighbors, who are even farther away, such that it is not entirely sure who they are, for better fuels. If they cannot gather a large enough supply to trade to the humans, or the forest is not able to sustain itself, they may resort to violence to prevent the complete destruction of the habitat.
In the north-west, the forest becomes slowly sparser, eventually turning into mere woods, then scrublands, before turning to plains. Here, a large society of turns have created a feudal kingdom, and it is currently in the middle of a crisis over the throne. The old king has been killed in battle, and in his old age, had become senile at times. Due to this, he had declared two heirs. One, his son, a dashing young man raised to be king, but with a cruel streak, the other, his nephew, who knows little of management, but is beloved by many. Neither wants the war; the king's son realizes it will tear his kingdom apart, while the nephew abhors violence, but fanatical supporters and power-hungry stewards have pressured them into it.

To the west, the land quickly breaks up, as part of the ending mountain range, foothills and small valleys being common, before declining slowly to the sea. Merfolk and a community of goblin fishermen have created a thriving trade, and have formed a swiftly growing alliance and town, beginning trade with farther countries. But with more money, comes more greed, and bandits are becoming overwhelmingly common. Rumors abound of a charismatic bandit forming an army to try and take control of the region, but views diverge on whether he would help the poor or make himself rich. Either way, the local bourgeois have begun setting up a rudimentary security force, though it is yet ineffective. The region is rapidly expanding and growing in population, and with such a place, anything could be possible.

In far off lands, there are whispers of an empire overtaking the world, using any means necessary to add more area to itself; from incredible bribes to military force, from religious conversion to starting revolutions against oppressive governments, nothing seems to be able to stop them. In other locations, trade is booming and the world is beginning to enter a period of great technological progress. A famine is heard of in a small monarchy with a good ruler. A plague is heard of in a large republic. A new magocracy has been founded by a group of material enchanters. A great war is being fought by two large, nationalistic countries noted for their proximity to each other. Many smaller countries are swiftly becoming involved, creating a chain reaction.

More races and lands are being discovered all the time, and some revolutionary scholars, calling themselves scientists, claim that there is no edge to the world; that it simply goes on forever, but only a small amount is land. These people claim that certain points of the world warm or cool the area around them and that this set of continents is in between two of them. This is met by scorn and opposition by those who note that if the world went on forever, the sun would have to be infinitely far away to not hit it somewhere.
Lair history: The valley was cut long ago, by the mighty river, but the width of the cliffs, and it's orientation, allowed the sun to reach inside, and there bloomed a thriving ecosystem, where dark and light sit side by side. Giant spiders trap deer; soaring eagles catch fish. It is one of the largest rivers in the area, but being at the bottom of a valley meant there was little use for travel or trade, and so only a few communities lived there. They began to move or die off once larger, more mobile, creatures began calling it home.

Permanent Special Traits:
Head Regeneration (2 new heads for each old cut off [reapplication is allowed].  Maximum total supported is 11 heads at one time, past this point, if a head is cut off, only one regenerates), fire and ice prevent the head stump from growing a new head.
Selected Special Traits:
Aquatic Wings - Able to fly or swim at a high speed using it's wings.
Supplementary Gills - Able to breath underwater as a supplement to holding it's breath; it is not indefinite.
Opposable Thumbs - Curiously, having lost one of it's claws on the right forepaw, and two on the left, it grew back in such a way that it has what might be thought of as opposable thumbs.
Regenerative - Heals very quickly; lost limbs can be replaced in as little as three months. Small appendages and organs will grow with two, rather than one.

Wow.  Just wow.  You certainly put a lot of thought into that.  You are accepted.
Logged
Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile

Thank you very much. I tried to make it so we could have a plot and a 'quest' in every direction, including staying still.
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

javierpwn

  • Bay Watcher
    • View Profile

Spoiler: Walton The Idiotic (click to show/hide)
Spoiler: Overall Hydra (click to show/hide)
« Last Edit: June 01, 2013, 10:30:29 am by javierpwn »
Logged

Feather

  • Escaped Lunatic
  • Did you say...cookies?
    • View Profile

Can I join if I wasn't in the last thread? If so:

Head name:Seace
Colour:A glittery purple.
Elemental Breath Weapon:Water.
Personality:A diplomatic head. Prone to overkill due to getting caught up in the action, likes arguing. Quite curious and in to poking things.
Overall hydra? Feeling a bit lazy right now, may do later.
(New to Bay 12, looked around a bit though)
Logged

Zanzetkuken The Great

  • Bay Watcher
  • The Wizard Dragon
    • View Profile

Spoiler: Walton The Idiotic (click to show/hide)
Spoiler: Overall Hydra (click to show/hide)

Finish up the 'Overall' and you will be accepted.

Can I join if I wasn't in the last thread? If so:

Head name:Seace
Colour:A glittery purple.
Elemental Breath Weapon:Water.
Personality:A diplomatic head. Prone to overkill due to getting caught up in the action, likes arguing. Quite curious and in to poking things.
Overall hydra? Feeling a bit lazy right now, may do later.
(New to Bay 12, looked around a bit though)

Welcome to the forum.  Sure you can join if you weren't in the previous thread, but you still need to post the 'Overall' to be accepted into the initial hydra.
Logged
Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Zavvnao

  • Bay Watcher
    • View Profile

what, we are supposed t come up wiht a body design for the hydra?
Logged

Zanzetkuken The Great

  • Bay Watcher
  • The Wizard Dragon
    • View Profile

what, we are supposed t come up wiht a body design for the hydra?

Yes.  And I am pretty certain that I mentioned that.  Multiple times.
Logged
Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Zavvnao

  • Bay Watcher
    • View Profile

I am jsut trying to work up the effort to wrtie something.

it won't get done in time before the other two post. but its fine X3
Logged

Remuthra

  • Bay Watcher
  • I live once more...
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I think there might be something wrong with your keyboard, Feather.

Zanzetkuken The Great

  • Bay Watcher
  • The Wizard Dragon
    • View Profile

I think there might be something wrong with your keyboard, Feather.

I think you mean Zavvnao.
Logged
Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Remuthra

  • Bay Watcher
  • I live once more...
    • View Profile

I think there might be something wrong with your keyboard, Feather.

I think you mean Zavvnao.
They have the same avatar ;D.
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