Graveyard
Got turned into fertilizer during Turn 6.
Name: Squra
Species: Leach Snake
Appearance: A large snake reaching two meters in length it is a foot wide in some places and has molted camouflage that would easily blend in on a tree.
Max HP: 10
Max MP: 10
STR 1
CON 0
POW 0
RES 1
INT -1
IND -1
Traits:
Crushing strength: If grabbed a victim has little to no chance of escape without help and will be slowly crushed without supernatural amounts of strength.
Skills:
Drain: Leach snakes get their name from this ability to drain mana from surroundings including of casters constricted.
Executed by metal skellies on Turn 8
Name: The Azarian Project
Species: Thoughtling -Stage 0-
Appearance: A shifting entity composed of a reddish energy. It has not settled on an appearance yet, but takes the forms A person is thinking of when reading/devouring their thoughts.
Max HP: 10
Max MP: 10
STR 0
CON -2
POW 1
RES 0
INT 1
IND 0
Traits:
Purity of mind: resistance to illusions and mind altering effects, combining both individuality and intelligence.
Skills
Mind eater: A crude mental transfer that serves as his main attack. It slowly drives the target to insanity before putting them in a coma.
Burnt to a crisp by demons on Turn 18.1
Name: Theta
Species: Wolf -Stage 1-
Appearance: A fairly normal wolf to most appearances, but her eyes shine with an intelligence unbefitting a normal beast.
Max HP 15
Max MP 12
STR 1 -Strength : increase physical damage-
CON 0 -Constitution : increase physical resilience-
POW -1 -Power : increase special/magical damage-
RES -1 -Resistance : increase special/magical resilience-
INT 2 -Intelligence : increase your ability to submit others to your will-
IND 0 -Individuality : increase your ability to resist to others will-
Traits:
Tooth and Claws: Natural weapons, capable of easily tearing through flesh.
Just a dumb beast: Theta appears to be "mindless/driven by instincts" to anyone she meets.
Labyrinthine Gaze: Eye Contact with Theta is dangerous. Those who look closely may find themselves unable to look away. This prevents the affected from making any action that knowingly breaks eye contact, and counts as an active mental connection.
Nothing to Report: Those who meet Theta will find it difficult to remember what happened during the encounter. They may even forget that they met her at all.
Skills:
Blinding Terror: An attack affecting creatures with an active mental connection to Theta. Success will afflicted them with fear, urging them to get as far away from Theta as possible.
Punish the Weak: Theta jumps to the position of any living thing running away from her and attempts a coup de grâce
Burnt/Frozen/Shocked by an Elemanoptera Surger on Turn 29
Name: Neophytos the Sole Survivor
Species: Psychic Pain Spider -Stage 1-
Appearance: His skin is now an ashen, dull green color, marked with numerous scars and wounds. His eyes now look empty and have lost their green glow. His body is now covered by a thick exoskeleton shell, which covers a pair of insect wings, and his head has a pair of small antennae. His mind is broken, haunted by the screams of the woods.
Max HP: 15
Max MP: 12
STR -1
CON 1
POW 1
RES 0
INT 1
IND -1
Traits:
Telepathy: They can mentaly communicate with anything that can think, and can detect other psychic creatures at long distances.
Hardened: His numb body has grown a hard shell, making him immune to pain and resistant to physical harm.
Winged: He has gained insect wings that allows him to fly.
Skills:
Mind Blast: An attack of pure psychic power that can cause brain damage, mind control, hypnosis, madness, or other random nasty effects related to the brain. Does little physical damage and the chance of a secondary effect like brain damage depends of the user INT and the enemy IND.
Frenzy: Turns an enemy berserk and extremely violent, forcing it to attack its allies. If no allies are nearby, it will tear himself.
Silva Dolorem: Command surrounding plants to attack its enemies. The plants will attempt to infest the targets, and to grow inside them. This attack is amplified by the pain of Neophytos.
Got its head caved in by a spiked lizard (Update 61)
Name: Caar
Species: Large Raven
Appearance: An abnormally large raven. Her feathers are shiny and black. Her wings and beak are very big.
Attributes:
HP: 10
MP: 10
STR -1
CON -1
POW 1
RES 0
INT 1
IND 0
Traits:
Raven Queen [Innate - INT vs INT] - Corvidae of all feathers naturally want to flock around Caar making it confusing for predators to attack Caar. Unless they succeed on a INT vs INT check, they suffer from a Light Disadvantage at hitting Caar (-1).
Natural Flyer [Basic/Combat] - Flying is natural for Caar, granting her enhanced aerial combat abilities.
Skills:
Wolf Bird [Active - Luck] - Wolves and ravens help each other in a special way. Caar is able to magically summons wolves.
Peck [+1AL vs CON] - Caar's attack of choice with her sharp beak.
Inactive / Dropped
Name: Skee
Species: Insect Parasite -Stage 2-
Appearance: Skee's chitinous exoskeleton has grown into sturdy plates and fused with the head, making him look like a sort of miniature trilobite.
Max HP: 17
Max MP: 17
STR 0
CON -1
POW 0
RES -1
INT 3
IND 1
Traits:
Parasitic Lifeform: Skee is a parasite. Outside of a host body, he's (almost) no different from a mundane critter and thus extremely vulnerable. However, once Skee has taken over a host, he's able to tap into their inner strength, increasing their strength and magical prowess, and maybe even revealing hidden abilities the host wasn't aware off. Depending on the size and mental resilience of the host, taking complete control of their body after entering it can take from 5 minutes up to several days. He can leave the host body at any moment, and they'll have no recollection of what happened. (Being inside a host replaces Skee's own Strength, Constitution, Power and Resistance by the host's, slightly increased.)
Internal ducts - Skee grows ducts in host's body, allowing him to send poison or serum anywhere in his hosts' body. This can be used to imbue the hosts' claws or teeth with Skee's own paralytic posion for example, thus allowing him to indirectly inject it to his enemies.
Thoughtwalker - Skee can peer into his host's mind, allowing him to access its memories and knowledge to some extent. This can be used to perfectly imitate the host's usual personality, for example.
Bioengineer - Skee can manipulate his host's body, causing it to grow new organs, tissues and limbs over time, given sufficient nutrition. This can also be used to reinforce already existing organs, or to move them, or even repair internal damage.
Biobond - After staying in the same host for a while, Skee gets used to it and becomes much more efficient overall. Basically, the longer Skee stays in the same host, the stronger they both become.
Skills:
Paralytic Poison : Skee's one mean of defense when outside of a host. He stings the enemy injects a strong paralyzing poison, resulting in complete momentarily paralysis. The poison is non-lethal although if an excessive dose is injected, the target might die from cardiac arrest.
Bolstering Serum - Skee produces a serum which greatly boosts his host's strength, reaction speed, and dexterity for a short amount of time. Multiple injections will amplify the effect, but injecting too much serum can cause great damage to the host's body.
Regenerative Serum - Skee produces a serum which greatly boosts his host's natural regenerative capabilities, allowing it to quickly heal wounds or mend broken bones while also greatly reducing fatigue.
Mind Crusher - Skee unleashes a brutal mental attack which can cause disorientation, confusion, loss of consciousness or outright madness. Can also be used for mind control to a limited extent.
Brain Theft - Skee taps into his host's brainpower, temporarily increasing his own. The smarter the host is, the better this works, but it will never result in negative results, even if the host is dumber than its feet, because Skee is essentially using the host's brain as an auxilliary brain for himself.
Name: Terrence
Species: Bone Viscount
Appearance: Terrence has gained a fair degree of bulk with this transformation, his body now made up of four skeletons. He is supported by four pairs of legs, each pair somewhat fused together for extra sturdiness, with the two pelvises holding them in place being melded together and reinforced by two additional pelvises. The remainder of his torso is a mass of interlocking ribs and vertebrae, topped by a royal crest formed from skulls and collarbones. One skull in particular has grown larger, serving as his main head. The extra arms have fused with his old arms, leaving him still with only four arms, albeit four longer and bulkier arms than before.
Attributes
Max HP 22
Max MP 15
STR 1 -Strength : increases physical damage-
CON 1 -Constitution : increases physical resilience-
POW 0 -Power : increases special/magical damage-
RES -1 -Resistance : increases special/magical resilience-
INT 2 -Intelligence : increases your ability to submit others to your will-
IND -1 -Individuality : increases your ability to resist to others will-
Traits:
Undead: Terence is undead, carrying all the typical consequences of being as such. No need for air or sustenance, harmed by positive energy and healed by negative, no vitals to pierce, etc.
Bones abound: Terence is made of bones, bones which aren't quite as strongly attached as they traditionally tend to be. Piercing damage is nigh-worthless against him, and while it's somewhat easier to dismember him, he suffers no damage from such an event and can simply reassemble himself.
Greater body control: Terrence has gained greater dominion over his body. Even when there is no mechanical means to do so, he can still move detached parts of his body, and can quickly detach, re-attach and rearrange parts of himself as needed.
Commanding presence: Terrence has a presence which seems to demand respect from lesser undead. Weak undead creatures (No fewer than two stages below Terrence) may be enthralled by him, even if they are not intelligent, if he succeeds an INT check against their IND
Skills:
Reconstruction: Terrence shuffles his bones around his body, which can range from simply holding one arm in the other as a crude weapon to quickly rebuilding his body into a snake-like form for a quick getaway. The former can happen near-instantly in combat, but more extensive changes such as the latter can take multiple turns.
Mending: Terrence pours energy into the broken parts of his body, causing shattered bones to knit back together. He is able to heal himself, though at a significant MP cost.
Bone reinforcement: Terrence is able to add bones from the surrounding environment to his body, gaining a small portion of their owner's power. Weak creatures will see little to no difference (aside from a minor heal), but strong creatures may improve his HP and physical stats. The maximum HP increase will raise his max HP by 25%, and no stat can be increased by more than 2 beyond its base.
Bone weaponry II: Terrence is now capable of more advanced repurposing of his body. By sacrificing max HP and/or stats gained by bone reinforcement, he can turn parts of his body into detached weapons, or reinforce weapons already made of bone. He does this by bending, reshaping, and melding the bones that make up his body into newer, more dangerous shapes before permanently detaching them.
Name: Vel
Species: Deathforged Rider
Appearance: a centaur-shaped undead whose armour became one with its body. Charred flesh and metal are mixed together into an unusual armoured skin. Its face fused with the part of its helmet that once covered it, giving him a visage of mixed metal and burnt skin. His empty eyesockets can be surprisingly expressive/
Attributes
Max HP 22
Max MP 15
STR 1
CON 1
POW 0
RES -1
INT 0
IND 1
Traits
- Metalbound Undead: an undead which became one with its armour, allowing it to regenerate its metal parts just like any other part of its body
- Undead Conviction: a strong conviction which grants slight resistance against mind effects
- Bonded Blade: the sword it carries around counts as part of its body, allowing it to regenerate.
Skills
- Skilled Weapon-user (Swords, Lances, Bow)
- Steeling: can temporarily make its body harder than steel, at the cost of decreased mobility and range of movement.
- Unlifeburn Slash: imbue a weapon with unlife energy, and ignites it, enhancing its capabilities. Less effective against undead, or any being with an affinity for unlife energy. Strong effects against normal living creatures.
Name: Artomal De Montora
Species: Spectral Duelist
Appearance: an ever-smiling mustached spectre wearing a blazing noble's outfit. It always carries a rapier at his side.
Attributes
Max HP 20
Max MP 14
STR 0
CON 0
POW 0
RES 1
INT -1
IND 1
Traits
- Spectral Undead: an undead with an semi-intangible body made of an ectoplasmic substance. Physical attacks pass through without resistance and have a lessened effect, but magical attacks will have an increased effect.
- Fearless and Inspiring Fool: its condition and experiences has turned him quite resilient to events that would terrify the common man. His actions may inspire his allies. Maybe.
- Spectral Arsenal: spectral weapons can be dematerialized and incorporated inside his body, and drawn at will. Extensive damage to the body may damage the stored weapons.
Skills
- Skilled Weapon-user (Rapier, Swords)
- Weakness Sight: a magic ability that enables its user to detect an enemy's weaknesses if successful.
- Mana-stealing Strike: a special strike that drains the target's mana at the cost of inflicto,g reduced damage.
- Dance of the Mad Specter: infusing its body and weapon with mana, Artomal enters a short enhanced state during which it will pull all the tricks in his book of swordplay to unleash a devastating assault on his would be enemies.
Name: Gray
Species: Unstable Prismetal Blaster -Stage 3-
Appearance: A shiny metal humanoid with what looks like a shifting duster covering it. His body is well defined and made up of an odd metal. It seems to unstably shift between a glowing fire red, a shining crystal blue, a radiant white, a jet black, and a gray stone color, or a strange, chaotic combination that is hard to describe depending on the angle that he is viewed at. And that hat Gray got a while back.
Max HP 28
Max MP 18
Essence 20/50
STR 1 (+1)
CON 2
POW 1 (+1)
RES 1
INT -1
IND 0 (+1)
Traits:
Genius - Gray has an exceptional capacity to learn and adapt. He picks up new knowledge and skills at an alarming rate.
Morphous - Gray can now take on and hold forms, even though his body retains its liquid-like appearance and consistency.
Dispersed Conciousness - Gray's conciousness is spread through every molecule of his body, allowing him to control parts of himself separated from his main body and reabsorb them through physical contact. Each division splits his HP between the main body and the separated part.
Prismetal Chaos - The elemental energies inside Gray are as much a part of his makeup as his molecules, but are in a constant shifting state. Its physical attacks are always infused with its form's elements (Strength and Power), and naturally it is much more resilient to the elements making up his form (Constitution and Resistance).
Skilled Body Control - weeks of training have increased Gray's body control. Its movements are more precise and balanced.
Skills:
Harden - Solidifies the body in whatever shape it is currently in, increasing durability.
Engulf - Engulfs all or a portion of the target, restricting it's movements and quickly digesting it
Chaotic Shift - Gray can shift his body to different forms based on his inner elements. But the unstable nature of its elements may cause him to suddenly change form against his will at any moment, especially when using his powers.
The Chaos Form is the standard form of Gray. While not in this form, it may randomly shift into another form, until it returns to the Chaos Form.
The Solar form uses fire and light and allows him to move faster and heal absorbing Light elemental energy, while also burning foes in contact with him.
The Void form uses ice and shadow, leeching energy from nearby foes to slow them and eventually freeze them, and allows him to move silently and heal absorbing Shadow elemental energy.
The Magma form combines earth and fire, burning foes in contact with him and making him much more durable.
The Glacier form combines earth and ice, slowing and eventually freezing enemies around him while making him much more durable. While in a form, he can only use the elements of that form.
Chaosmetal Bombardment: Gray fires off soft or hardened pieces of himself at an opponent. The soft shots may stick to the surface they contact, while the hardened shots may pierce into or though the target. He can infuse these projectiles with elemental energies depending on his form. The default Chaos form utilizes all the energies with unpredictable results, while the other forms can only utilize certain elements. Uses HP and MP, each shot/blob has the amount of HP used to power it. If the blob is destroyed, the HP is lost.
Art of the Dancing Chaos (Martial Art) [Advanced] - a self developed martial art, unique to Gray. It uses unpredictable jabs and dodges by taking advantage of Gray's constitution. A style with strong offense and defense, whose main drawback is the sheer amount of stamina used.
Advanced Magic (Glyph) - Glyph magic, a form of magic that uses glyphs to cast spells. Tracing requires mana, as does activating.
Name: Brown
Species: Dirt Protector -Stage 2-
Appearance: A large brown and dirty blob made of some solid matter akin to dry mud. Its interior is soft and gooey.
Attributes:
Max PV 20
Max MP 14
STR 0 (+1)
CON 3
POW -1
RES 2
INT -1
IND 0 (+1)
Traits:
Morphous: Brown is able to alter the shape of its body quickly enough to use in battle.
Fast Digest: Anything he ingests is digested very quickly compared to most organisms.
Body of Rock: As a solid slime, his body is as hard as rock. Combined with Morphous, Brown is able to adjust its size and "rockiness"
Impact Adaptation: Its body adapts to the strength of impacts, greatly hardening in an instant if hit with sufficient force.
Skill:
Expand: Can rapidly expand its body size.
Engulf: Use Expand to swiftly surround and swallow a target.
Rock Fortress: Turn its whole body in an immovable rock, locking him in place but greatly increased its defensive capabilities.
Art of the Adamant Stone (Martial Art) Advanced: A martial art built around the concept of damaging the enemy with its own blows. Brown uses its unique body structure to receive hits in such a way that the attacker will be more damaged than the receiver. This martial art has few but brutal offensive moves.
Name: Squelchy
Species: Apex Slime (Stage 3)
Appearance: An incredibly large slime that shines like an opal. A glimmering light can be seen in the core.
HP 25
MP 21
STR 3
CON 3
POW 0
RES 0
INT -1
IND -1
Traits:
Reformative: Slimes naturally slowly regenerate HP whilst in sunlight, or in a hot enough environment.
Luminescence: Yellow pigmentation on the polyslime's surface gathers energy from the sun whilst in sunlight. This energy is released as light whenever the slime wishes to do so.
Blessing of the Suntree: Consuming a sunfruit granted your body the ability to produce an energy close in nature to that of the sun. The latent energy in your body is linked to your mana reserves.
Solidification: Squelchy can solidify parts of his skin at will to make him more resilient. The downside is that that part of the body is rigid, and makes it harder for him to effectively move. The solidified skin is shed once squelchy is done with it. He can use this principle to also create slimy structures, if he has enough time and food to recover the body parts he sheds.
Massive: Being so large has the added bonus that smaller foes are almost insignificant to Squelchy, causing it to both take less damage from and deal more damage to smaller targets.
Toxin-Resistant: Squelchy's makeup has shifted so that toxins, venoms, and poisons have little to no effect on it.
Inspiring: Whenever Squelchy attains success in combat, its allies are inspired to perform slightly better in the same turn.
Skills:
Body Slam (replaces pounce): Squelchy flings itself high into the air before allowing gravity to carry its body into its foe, dealing not only damage to the target, but also any other entities in the area.
Flash: A blinding light is shone upon the target, rendering it temporarily or even permanently sightless.
Glimmering Hope: Squelchy can call upon the light within him to give him an increase to stats until the light within him dims enough to be useless; until the light regenerates, he is weaker.
Genesis: Squelchy can split off portions of its body to create new pseudo-slimes, that act more like autonomous drones than normal slimes. Doing this causes harm to Squelchy dependent on how much matter it releases to forge the new slimes.
Resonate: By vibrating its body at incredible frequencies, Squelchy can release disorienting waves that deafen and numb all non-slime entities that are within a moderate range.
Name: Go'Von
Species: Phantom Ooze
Appearance: A faint teal translucent puddle with small gelatinous stubs capable of extending into arms.
Max HP: 20
Max MP: 14
STR 1
CON 2
POW 0
RES 1
INT -2
IND 0
Traits:
Liquid form - Can enter entrances 1 inch or larger, such as under a door.
Spider Climb - Can climb most surfaces with ease, such as cave walls.
Transparency - Go'Von is much harder to detect visually.
Hovering - While too simple to fly, Go'Von can hover several feet off the ground.
Skills:
Digest - Go'Von can easily and reasonably quickly digest any form of organic matter.
Reach - Grab a target within ten feet and begin strangling them.
Teleportation - A short ranged teleport which causes a bright flash of teal light when used.
Invisibility - Go'Von can become completely invisible for a short duration of time.
Name: (None)
Species: Quincreep -Stage 1-
Appearance:
Shaped by the excess of fear and power-trip, and touched by a strange sort of corruption, this protoquin has been warped into a monster focused entirely on creating and gathering fear, and blending in with the nightmares formed by the unconscious mind.
Max HP: 15
Max MP: 12
STR 1
CON 1
POW 0
RES -1
INT 1
IND -1
Traits:
Baseline - doesn't add or take away any stats at start, instead doing so in addition to the first evolution.
Night-fright - The Quincreep can still dreamwalk as , but now when doing so it brings with it the excess fear it has picked up along the way. This means it can make even pleasant dreams feel strangely ominous just by entering them. The Quincreep has also internalized the strange corruptive influence, losing part of what makes it itself but in turn becoming more blended with the dreamworld. It is harder to distinguish the Quincreep from the regular nightmares conjured by a sleeping mind. Additionally, some of the Quincreeps abilities are altered in the dream world
Mr. Sandman - The Quincreeps saliva tends to tire out those it touches, in higher quantities it can relatively induce a restless, frightful sleep, meaning that its dull toothed bites can still be dangerous, and its tongue is now a threat beyond just. In the dream world however, this substance is instead somewhat adhesive
Skills:
Tongue Whip - The old tongue from the protoquin has become longer and prehensile with its evolution, enabling it to wrap around small things, such as little creatures, or peoples limbs, additionally it also carries Quincreep spit, which means that it can put things in the waking world to sleep, or stick to things in the dream world.
Morph - The Quincreep can twist its form partially into a shape more intimidating to its target
Bring Me a Dream - The Quincreep can spit out a ball of... well, spit, which either causes rapid exhaustion or is very sticky depending on whether or not it is in the dream world.
Name: Fluorine
Species: Harpie -Stage 0-
Appearance:Female Two wings for arms slim face and body slim legs Shoulder length white hair Very prominent blue eyes. Max HP: 10
Max MP: 10
STR 0
CON 0
POW 1
RES -1
INT 1
IND -1
Traits: Flight: Well its flight pretty simple they can go flying about with her big bird wings.
Skills: Enchanting song: Fluorine may sing a song that will lure any who are attracted to the female sex whether man or woman and slowly lull them into a trancelike state where they will surely be devoured at least the men anyway. The song is in the human language.
Name: Aspred Bagrid
Species: Enormous Catfish Serpent -Stage 1-
Appearance:
A giant serpetine creature with the head of a catfish. This aquatic sea monster towers above most man made boats.Max HP: 15
Max MP: 12
STR 2
CON 1
POW 0
RES -1
INT -1
IND 0
Traits:
Gigantic Size: Aspred is exceedingly large, capable of both taking and dealing massive amounts of damage.
Aquatic: Aspred cannot survive outside of a large water source.
Terrifying Appearance: Man and sea creature alike are fearful of Aspred, and thus more likely to flee rather than fight. Can also intimidate hostile enemies.
Skills:
Strong Jaws: With Aspred's gigantic mouth and teeth, it is capable of crushing boats in its mouth and devouring a whole man in a single bite.
Whirlpool Creation: By swimming at high speeds in a circular pattern, Aspred can create giant whirlpools to suck in unsuspecting boats.
Predatory Senses: Can detect and track the scents and trails of aquatic prey. Works better when hungry.
Name: Gordy
Species: Toothbaby; toddler sized parasitic humanoids with oversized jaws filled with conical teeth well made for gripping flesh, undersized arms and well muscled flexible legs ending in clawed apelike feet for gripping hosts. Think child with tyrannosaur like proportions and you'll be getting close. A human flea and you'd be closer.
Appearance: Gordy, like others of his kind, possesses and umbilicus like tentacle that allows him to paralyze his victims release stimulants or dampen pain, gain control over their nerves controlling locomotion depending on the resiliency of the host, as a youngling he only has limited access to these. He, in particular, has light brown dappled skin a particularly long upwards facing nose and a pair of turquoise eyes common only to his clan. The hair covering of a Toothbaby is quite variable, but Gordy possesses a half a foot tall main of dark grey hair along his back. like all his kind his jaws are extremely flexible and he can move most of his teeth independently.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP: 10/10
MP: 10/10
Essence: 0/2
STR 0
CON; -1
POW 0
RES; -1
INT 1 -Intelligence
IND 1 -Individuality
Traits: Umblical Tentacle; A toothbabies greates strength and weakness this fith limb can be used to grab, and more often to staband inject his main tool in overpowering other beings as well as feeding off of them.
Strong Grip; While farily slow on the grond gourdies claws when combined with his humanoid hands and simian feet provide him with an amazing grip while climbing creatures, huamns trees, or whatever happens to be available.
Skills; Motor Control; If succesfully latched onto another being that is caught by surprise, or is weaker in some capacity than himself Gordy can temporarily take control of another beings limbs and muscles initially for a period of five minutes with a 20-minute 'recharge' period
Paralysis inducing secretions; A bite or a sting can induce seizing muscles and partial paralysis leading to a living but helpless being, the effect takes a minute, lasts about an hour and can only be used once per day.
Name: Eron...something. He can't remember his last name.
Species: Phantom Musician -Stage 1-
Appearance: The trumpet is less rusty, his hands have a bit more presence in this world (possible, but hard, to notice normally), and a cloak is now existent, but practically invisible.
Max HP: 12
Max MP: 15
Strength -1
Constitution 1
Power 1
Resistance 0
Intelligence -1
Individuality 1
Traits:
Possessed Body: Being a ghost bound to a physical object, he is hard to his physically, and even hits to the trumpet would not deal too much damage.
Musician's Soul: When performing for another entity that hears and appreciates what he's playing, Ebon can gain some Essence from them, as if he had consumed part of them. Takes longer, and with more appreciation or skill, to take from higher stage monsters
Skills:
Mystic Wisps: Conjure flaming wisps from his trumpet and control them. He can only have three out at a time, though.
Warding Melody: A song imbued with protective magic. Repels evil or demonic energy, or beings possessed by them, as well as weakening the effects of curses.
Wisp Jump: A technique that allows Ebon to switch place with one of his wisps nearby. Not instantaneous, but still useful for evasion.
Name: (Shard of) Breadweed, the Resilient
Species: Breadweed
Appearance: A flower with a loaf of bread replacing the head of the flower. The loaf of bread has a face on it.
Breadweed was not always in his current state. In a dimension far, far away from this one, he used to be a mana spirit. Then he poured fractal bread essence onto himself, and became a breadweed. Then he was brutally torn apart and consumed by savage/feral snake people. Then the mush that was his corpse was extracted from the stomachs of said snake people and poured into a brain mold, which was then placed in a jar. He lived in his brain-in-a-jar form for a while before accidentally creating a psionics-eating weapon of mass destruction, which then proceeded to almost kill him. Fortunately, he was saved by the goddess of death that he worshipped... which then extracted the abstract orb (the conduit between me (ATHATH) and Breadweed) from Breadweed and threw it into a celestial shredder/trash bin, which shredded the abstract orb and sent its remnants into the void between dimensions. Breadweed's former body became the entity known as Reaperweed and became a happy/contented servant of the aforementioned goddess of death. Another abstract orb was created, and a new entity, Bookweed, was created to carry out my will upon Breadweed's home dimension.
However, the first abstract orb refused to die. Its fragments floated in the void between dimensions, eventually landing in/on multiple dimensions. Each shard instinctively created a familiar mortal shell around itself when it landed in a new world, and this one created a form that was similar to Breadweed's breadweed form.
Max HP: 10/10
Max MP: 10/10
STR -1
CON 0
POW 1
RES -1
INT 1
IND 0
Traits:
Refusal to Die: If Breadweed is killed he returns in a new form that is 2 stages less powerful than his previous one in a nearby safe area. If Breadweed is killed when he is at stage 1 or lower (or stage 2 or lower if we can't play as a stage 0 creature), he dies for real (by "he", I mean "this particular shard").
Skills:
Alchemy: This shard of Breadweed's knowledge of the mechanics of alchemy from its home dimension somehow transformed into knowledge of the mechanics of alchemy in this dimension. As such, he is proficient in the use and creation of potions and other alchemical items/techniques.
Suggestion: This shard of Breadweed has retained some of its ability to influence the minds of others with its psionic powers. This ability plants (reasonable) hypnotic suggestions in the minds of others.
Name: Xizilitiz (Originally A63F2LA of clutch# Z45PN3)
Species: Full Angel -Stage 1-
Appearance: An (Almost human being) with Blue, slightly glowing eyes, White skin, and golden hair. Upon his back is a single wing.
Angels are Considered to be the messengers of the gods by some races, others consider them the gods themselves, angels are by majority a hive mind, though occasionally one breaks free they normally don't last very long... if it wasn't for all angels acting quite alike normally, humans would see just how monstrous they are... perhaps they will with this one gaining its free will.
Max HP: 12/12
Max MP: 15/15
STR 0
CON 0
POW 2
RES 0
INT 1
IND -2
Traits:
Decent Diplomat: most humans recognize an angel as an agent of the gods, this makes them good at getting what they want as one of the few things not immediately recognized as a monster.
Near-human: Angels look quite human at first glance, and with some work can conceal that they are anything else.
Flight of the angels: Xizilitiz can fly.
Skills:
Flesh shifter: By focusing power upon ones hands, they can be used to mold ones or another's flesh, together or apart that is the question.
Life drain: Increase MP by burning off the life of another
Dominate: Temporarily force other creatures of weak will under its control.
Name: Viridikion
Species: Green Dragon Hatchling
Appearance: A newborn land-based fire-breathing reptilian. It has green scales covering his body, and bright green eyes. It just hatched from his egg a few seconds ago, but he's still quite big.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP: 10/10
MP: 10/10
Essence: 0/2
STR 1 -Strength : increases physical damage-
CON 1 -Constitution : increases physical resilience-
POW 0 -Power : increases special/magical damage-
RES 0 -Resistance : increases special/magical resilience-
INT -1 -Intelligence : increases your ability to submit others to your will-
IND -1 -Individuality : increases your ability to resist to others will-
Traits: You may have up to 2 Starting Traits
Green Dragon Scales: Viridikion's body is covered by hard to pierce protective scales, which reduce the damage from weak physical and elemental attacks in his skin and body.
Claws, fangs and a tail: Viridikion is an innnate predator. He has multiple natural weapons at his disposal,which he will use to hunt his food.
Skills: You may have up to 2 Starting Skills
Green Flame Breath: Spew green fire, which burns for a loner time than normal flame.
Charged Breath: An even stronger variant, which fires a pillar of very strong green fire like a beam, but damages the user and takes time to charge.