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Post by Omegarex24 on Oct 15, 2008 23:31:15 GMT -5
Race
Name: Kree-Zan
Basic Height: Avg. Height 6'6" (males)/6'0" (females) Basic Mass: Avg. Mass 245 lbs. (males)/220 lbs. (females)
Basic Description: The Kree-Zan are an odd race of reptilian entities. Their heads resembled blunted lizard snouts with dual rows of peglike teeth. They have four eyes and a pair of sweeping horns on the backs of their skulls. Males feature heavily muscled torsos with thick, four fingered hands. Females are slimmer and less powerful, but are equipped with draconian wings on theiur backs, useful for limited gliding.
The Kree-Zan stand erect on two legs with three toes each and feature stubby tails. Males tend to be darker shades of brown and green, with the females lighter variations of those colors. Some older specimens feature spikes, crests and other ornamentation, which is not restricted by gender.
History:
The Kree-Zan were once peaceful agrarian beings who, for the most part, lived in relative harmony with their surroundings, giving and taking in equal measure. However, by the tiume the first Intergalactic war was underway, their neutrality in the conflict was brutally shattered when they were invaded by another alien race, who sought to steal their resources. Although the invaders were repelled with their array of genetically engineered creatures, the Kree-Zan never fully recovered, and their race has been languishing for thousands of years as once fertile lands began to dry up and resources run dry.
With ther discovery of what humans refered to as Terra Prime, and the announcement of the "games", the Kree-Zan saw this as an opportunity to begin anew.
The Kree-Zan are lead by a religious monarchy, with the Skar-Zok (queen) as the figurehead of the entire species. Females hold most of the political and religious offices, while males handle the military and grunt labor, being more suited to such. However, power is divided evenly among the sexes, and none of the usual tension exists, as they all fight for a common cause. In addition to the queen, the Kree-Zan pay homage to their creator, Kree-chad, the Benevolent One. They follow his teachings in hopes that Terra Prime wil become their new homeworld, far removed from the spoiled and rotten star systems that now inhabit the galaxies.
Kree-Zan wear little in the way of clothing, with males wearing embroidered loinclothes or sashes to denote their rank, while females favor ornate chokers.
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Post by Omegarex24 on Oct 16, 2008 0:51:07 GMT -5
Home World
Name: Detrik-Zan
Terrain:
Detrik-Zan has relatively Earth-like atmospheric conditions and fauna, although different in many ways, particularly appearances. The sky overhead is a light shade of green, rather than blue, due to the higher nitrogen content. The planet was once forested, but, due to the events of the first war and the overuse of nuclear and protonic weaponry, the forests and rivers are dwindling in number, giving way to vast tracts of desert. The areas around the cities remain mostly lush, but those too are fading.
Capitol: Calumna
Calumna is the last great city on the face of the planet, housing a burgeoning population of over 200,000,000 individuals. Calumna is located in the southern hemisphere, roughly equidistant from the equator and south pole. The city remains a haven for many, as it is also the residence of the royal family and one of the largest temple structures on the planet. The city boasts an impressive defensive shielding system that operates on a randomly cycling frequency, which is powered by geothermal and solar energy.
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Post by Omegarex24 on Oct 16, 2008 16:22:03 GMT -5
Starship
Name: Excelion
Description: The Excelion is the flagship of the Kree-Zan and acts as a mobile city of sorts, supporting a population of nearly 10,000,000 civilians with an additional population of 500,000 military personnel. The Excelion is under the personal command of Admiral Garok, the supreme military commander of all Kree-Zan operations.
The Excelion resembles a space-age varient of Terran aircraft carriers, with a lare, flat deck topside, which acts as loading and launch bays for fighters and such. A total of twelve drop bays adorn the flanks of the ship, which are used to launch monsters and mechs to the surface of hostile areas. Four powerful fusion drive engines cover the back of the vessel. The front end has a sloping, almost wedge-shaped design.
Defenses:
1. Plasma Scatter Guns- These weapons adorn most of the ship in pop-out bays. Unlike traditional energy weapons, these are actually powerful railguns that fire plastic pellets covered in a thin coating of tungsten-steel. When fired, the pellets and tungsten actual liquify into a plasma base, burning holes in enemy ships in a close dispersion blast.
2. Partical Cannons- Charged partical weapons located on the flanks of the ship, useful for scything into enemy vessels.
3. Frontal Barrier Shield- This force field, which is designed to absorb and deflect massive amounts of kinetic energy, is used to actually ram the Excelion into enemy vesseles, which causes massive destruction on anything it hits, but also tends to cause some backlash within the Excelion itself, shorting out systems temporarily. Often used as a last ditch effort to win.
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Post by Omegarex24 on Oct 16, 2008 16:32:26 GMT -5
Character
Name: Admiral Garok
Height: 6'8" Mass: 257 lbs
Description:
Admiral Garok looks like the average Kree-Zan male, featureing mottled green and brown skin with a pale underbelly. He also has a series of spines running down his back. Numerous scars cover his body. He wears a blue and gold sash around his waist to denote his rank.
History:
Admiral Garok comes from a long line of military advisors to the queen, and has readily distinguished himself in combat. He views Earth as the divine right of the Kree-Zan and will do everything in his power to see it in the control of his species. Sometimes, he tends to get a little overheated and may overstep his bounderies at times, but understands the goal of this mission very well.
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Post by Omegarex24 on Oct 16, 2008 16:47:48 GMT -5
Mech Name: ATMS-X4 "Riptide" Height: 120 meters Mass: 120,000 tons Description: img291.imageshack.us/img291/4803/riptidetr5iy0.pngAttacks: 1. Super NOVA Cannon- A beam of brilliant blue plasma energy fired from Riptide's mouth. Roughly the power of Heisei Mechagodzilla's Megabuster Ray. No charge time is required to fire this weapon, although it can be charged for additional power. The beam is also very hot, reaching temperatures of 1050 o Celsius. 2. Omega ANEC IIIs- The cannons mounted on Riptide's shoulders fire beams of emerald green thermonuclear energy roughly equivalent in power to Heisei Godzilla's regular beam weapon, but also possesed of great kinetic force, similar to GFW Godzilla's beam.. Requires 3 seconds of charge time, and the cannons can contract and fold back along Riptide's back when not in use. 3. Electroshock Anchors- Titanium cables tipped with an NXT coated harpoon. Has medium range and can pump 1.5 million volts into the target, as well as retract for later use. Comes with a built in surge portector to prevent energy backflow. 4. Plasma Cutters- The bladed units on Riptide's arms can produce an emerald green blade of plasma energy between them. Comparable to Destroyah's laser horn. As it is made of plasma, it also cauterizes wounds, thus hampering, or even outright preventing regeneration. The focusing arrays on the Plasma Cutters can slide together and form a single bladed unit that is slightly weaker than in terms of cutting power than the Plasma Cutters, but it does not cauterize wounds like the Plasma Cutters. The blades are composed of the same alloy as Riptide’s armor, and are also coated with a thin NXT sheath. 5. Corona-Eclipse Overdrive Cannon- Riptide's ultimate weapon and finisher attack, the CEOC is fired from the chest panel. the panel itself splits into four sections and opens up, similar to how Kiryu's chest would open for the Absolute Zero Cannon. The area is tied directly to the reactors, and immediately upon activation, the power-up sequence begins. It takes roughly 15 seconds to charge the weapon, during which time Riptide suffers from a steady decline in power output and combat effectiveness, to a maximum of 75% loss in power and combat effectiveness. Moments before firing, Riptide braces itself as best as possible, using a footlock system (the footlock system does not activate unless the CEOC is being fired). Once fully charged, the CEOC unleashes a massive stream of super concentrated thermonuclear energy in a straight line ahead. It is similar in appearance to Gamera's Mana Beam, and most everything in it's path is vaporized during the weapon's firing. The beam also generates a powerful concussive shockwave that spreads out from the beam itself, which can knock all but the heaviest monsters back if they happen to be too close. The beam lasts for approximately six seconds before dissipating. After firing, Riptide is incapable of using any of it's weapons, and all but basic movement and subsonic flight. Because of the lengthy charge time and the weapon's drain on the reactors, Riptide uses it very rarely, usually against heavily armored foes or relatively stationary targets. (For the purposes of the RPG, a toned down version is included that is rougly 50% more powerful than the Plasma Grenade and limited to two uses per battle) Powers:1. Barrier Fields- Riptide has a Barrier Field generator in the crystals on both the left and right arm wrist units. Each field is approximately 50 meters in diameter, and can block any attack, physical or otherwise. However, the fields must be re-activated for each use (which takes no time at all), and continuous bombardment can eventually “break” them, causing them to shut down for a few seconds to recharge. The field is invisible when active, save for a faint shimmering in the air. When it is struck by an attack, it flashes briefly, and leaves a ripple in the air behind it. 2. NXT Synthetic Neo-Diamond Hybrid Armor- Based off the old Mechagodzilla II design, this version uses a thicker chain of carbon atoms for enhanced toughness and durability. The outer sheath covers Riptide entirely. Everything from the wings, to the guns, to the bottoms of his feet, with a liquid crystal variant that is applied near the joints, is covered with this compound. The armor is harder, denser, and more durable than regular diamonds, and cuts the power of slashing and blunt trauma by 85%, and also reduces the power of vibro weapon technology (such as a Prog Knife) by 45%. The armor is capable of enduring sustained temperatures of up to 277,760 o Celsius (500,000 o Fahrenheit) before melting, and can absorb and convert the heat energy, as well as the energy from electrical energy and plasma based attacks as well. It also reduces the power of mystical/magical energy based attacks by 10%. 3. TiTun1 Armor Plating- The armor plating beneath Riptide’s NXT sheath, as well as his endoskeletal armor, is composed of a Titanium Tungsten alloy that is both lightweight and durable, accounting for Riptide’s relatively low body mass. The armor plating is comparable to Mechagodzilla II’s (which took many Spiral Rays to even set it on fire, but still failed to completely destroy it), and can take massive amounts of punishment. It also has a 5000 degree melting point. 4. Mobility- Riptide is capable of flying at Mach 3 in battle, and he can use his booster engines to execute quick strikes on a foe and hover rapidly around the battlefield. The level of maneuverability is comparable to an AC Gundam, but scaled up to kaiju class sizes. History: Riptide is the first machine ever constructed by the Kree-Zan. While normally adverse to such cold contructs, the Kree-Zan realized the potential for such a weapon in their overall design, particularly for space combat. Although an older model, compared to the armor killing Darktide Mk. III, Riptide is still reliable and often used to aid other races in the advancement of their overall goal.
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Post by Omegarex24 on Oct 17, 2008 13:46:23 GMT -5
Mech
Name: Darktide Mk. III
Height: 120 meters Mass: 175,000 tons
Description:
Darktide looks very similar to Riptide, including the sae general chassis for the body, with the notably addittion of particle intake vents located on either side of the central crystal, the single visor instead of eyes, and all black coloration. Here is where the similarities end.
Mounted to the sides of Darktide's shoulders are a pair of powerful weapons resembling the Mega Cannons on the Tallgeese III. A pair of bladed plasma swords like Riptide are attached to either arm. The right shoulder features a short cannon, which is actually a Harmonics Disruptor weapon, while the left side features a triple barreled rail gun weapon. Instead of wings, a set of powerful booster engines adorn Darktide's back. Darktide's armor is also noticeably thicker than his counterpart's.
Attacks:
1. Ion Linear Cannons- The massive cannons attached to Darktide's arms are powerful charged particle weapons. These cannons fire charged particles at near lightspeed velocities, which usually results in extreme penetration of armor and shields alike. The focus and intensity of these streamscan be altered, from a think, focused beam with enhanced penetration, to a wider dispersion that strips flesh and armor from the target. Requires roughly 3-4 seconds to charge a beam.
2. Hyper NOVA Cannon- A modified version of Riptide's Super NOVA Cannon. This version is slightly stronger and features a red stream of plasma energy, rather than blue.
3. Plasma Cutters- These close end weapon are exactly the same as Riptides, except they are also red instead of green. However, they can interface with the Ion Linear Cannon arrays and use them as extensions for the blades, turning plasma swords into twin blades roughly 70 meters long.
4. Harmonics Disruptor- Located on the right shoulder, this weapon fires beams of concentrated sound that are specifically tuned to shatter a variety of materials. Darktide scans an opponent for anywhere between 30 seconds and a minute to determine composition, before altering the weapon's frequency as necessary. Hower, this wepaon is unusable in space and on planets with no atmosphere.
5. Triple Barreled Impact Cannons- Mounted on Darktide’s left shoulder, is a powerful weapon that looks similar to a three-barreled minigun. However, it is merely a modified version of the Mk. I’s arm mounted Impact Cannons. This version carries a total complement of 24 projectiles. Each projectile is a 3 meter long depleted uranium slug tipped with a low yield micro-nuclear warhead, that is then fired via magnetic accelerants at Mach 40. The initial impact is capable of penetrating even the toughest of armor with ease. However, this is not where the damage is derived from.
The damage comes from the ensuing explosion, which creates a brief blast of intense heat and kinetic force. While the heat is dangerous, as the temperature in the blast radius easily reaches 400,000 degrees, it is not as damaging as it could be, since it dissipates quickly. However, the impact and the force of the blast is capable of sending a 60,000 ton kaiju reeling, not to mention leaving a nasty crater near the blast area.
A single round is damaging, but when used in rapid succession, or worse, simultaneously, the damage is amplified considerably. A double direct impact can floor most kaiju that weigh less than 100,000 tons, and a triple direct impact will send most any monster flying. As with a single shot Additionally, the cannon barrels can fire their magnetic charge without a projectile, causing any machine or cyborg within 30 meters of the attack to temporarily lose functionality in mechanical parts caught in the path of the blast, as if struck by an EMP.
The weapon does have some drawbacks. It cannot be fired at ranges closer than 20 meters, at the risk of blowing the cannon, and Darktide’s shoulder, apart. Each slug requires three seconds in order to build up the magnetic charge, although all three barrels can be charged simultaneously, and also charge while the others are firing. Finally, there is the obvious weakness of ammo limitations.
Powers:
1. Barrier Fields- Returning to the original Riptide design of dual Barrier Fields, Darktide now incorporates a Barrier Field generator in the crystals on both the left and right arm wrist units. Each field is approximately 50 meters in diameter, and can block any attack, physical or otherwise. However, the fields must be re-activated for each use (which takes no time at all), and continuous bombardment can eventually “break” them, causing them to shut down for a few seconds to recharge. The field is invisible when active, save for a faint shimmering in the air. When it is struck by an attack, it flashes briefly, and leaves a ripple in the air behind it.
2. NXT Synthetic Neo-Diamond Hybrid Armor- Based off the old Mechagodzilla II design, this version uses a thicker chain of carbon atoms for enhanced toughness and durability. The outer sheath covers Darktide entirely. Everything from the wings, to the guns, to the bottoms of his feet, with a liquid crystal variant that is applied near the joints, is covered with this compound. The armor is harder, denser, and more durable than regular diamonds, and cuts the power of slashing and blunt trauma by 85%, and also reduces the power of vibro weapon technology (such as a Prog Knife) by 45%. The armor is capable of enduring sustained temperatures of up to 277,760o Celsius (500,000o Fahrenheit) before melting, and can absorb and convert the heat energy, as well as the energy from electrical energy and plasma based attacks as well. It also reduces the power of mystical/magical energy based attacks by 10%.
3. TiTun2 Armor Plating- The armor plating beneath Darktide’s NXT sheath, as well as his endoskeletal armor, is composed of a Titanium Tugsten alloy that is both lightweight and durable, accounting for Darktide’s relatively low body mass. The armor plating is comparable to Mechagodzilla II’s (which took many Spiral Rays to even set it on fire, but still failed to completely destroy it), and can take massive amounts of punishment. It also has a 5000 degree melting point.
4. Limited Cloaking- Darktide can warp light around himself, thus rendering him invisible to view. This also makes him invisible to most forms of sensors as well. The cloak is perfect, save for a faint shimmering when Darktide moves, but can only be kept active for one minute at a time. The recharge rate is equal to the period of time it was active for at a 1:1 ratio.
5. Darktide can fly at speeds of Mach 4 in atmopshere and roughly Mach 70 in space with nigh-unparalleled agility.
History:
The armor-killing younger brother to Riptide, Darktide is all about heavy weapons and uses them deadly force. Usually reserved for exceptionally tough and potentially prolonged battles, this machine also makes an excellent choice for mercenary support, as he can rian fire down upon his foes from well outside their effective combat zones.
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Post by Omegarex24 on Oct 20, 2008 23:28:19 GMT -5
Name: Harbinger
Height: 80 meters Weight: 60,000 tons
Description:
To start, Harbinger looks a lot like a cross between an armadillo, Anguirus, a pangolin, and a turtle. Sounds like a well armored monster, doesn't it? In fact, he is quite well armored. Harbinger stands semi-erect on two short, stumpy legs, with three thickly clawed toes on each. His belly curves inward around the stomach and intestinal area, then bulges out again slightly across the chest. He has two long, muscular arms, each ending in two long fingers with wicked, hooked talons, and thumb, also equipped with a hooked talon. The arms and legs both have triangular armor scutes that overlap on the thighs, shins, upper arms, and forearms. The belly sports a row of belly scutes similar to a snake, although they are much thicker.
Harbinger's head looks about like Heisei Gamera's, featuring the same sloped design. However, he does have the tusks, and the eyes are much smaller. He does, however, have a double row of curving fangs, like a hybrid between Heisei Godzilla and a T. Rex. The head features the same overlapping triangular scutes as the arms do, except that they fan out slightly on the forehead, forming a three-pronged crest of sorts. His neck is short and thick.
Harbinger's back is arched slightly, causing him to appear hunched over (although not quite to the extent of Orga), and is covered with rows of the overlapping scutes. The also fan out slightly along the sides, and appear slightly raised as well. He has a short tail that can curl up over his belly. The tail also features these same armor scutes.
Attacks:
1. Armor Scutes- All the scutes covering Harbinger's body are razor sharp, and can slice flesh with but the slightest touch. He uses this ability to devastating effect in combat.
2. Thunderball- Similar to FW Anguiurs, Harbinger can curl into a ball and launch himself at a foe. He first wraps his arms against his shoulders, tucks his head towards his chest, pulls his legs up into the curve of hsi belly, then wraps his tail over it all. However, unlike Anguirus, there is no gap in the armor where his appendages go, as the scutes cover everything. Harbinger must have a running start before he can enact this move, and he cannot bounce with it, although he can continue rolling and change directions, provided he has sufficient momentum. Obviously, he can't see where he's going.
3. Claws and Jaws- Harbinger's claws are designed for rending flesh, and they do so with ease. They also tear trough most armor with little difficulty. His jaws also posess a powerful bite.
Powers:
1. Armor- All of Harbinger's armor plates are extremely damage resistant, although the ones on his belly are less so. They are deisgned to repel slashing trauma with ease. Additionally, they are all connected to an advanced muscular system, which allows Harbinger to raise and fan these plates at any time, similar to how a porcupine can raise its quills. The ones on his back and arms can be easily raised, although they do no fan out easily, while the ones on his head and tail fan out easier, but don not rise quite as high. This muscular system also acts like a shock absorber, lessening damage from blunt and concussive blows.
2. Strength- Harbinger can lift double his own weight and throw it around with ease.
3. Burrowing- Harbinger can rapidly burrow through concrete and rock, although he rarely does so.
4. Speed- Despite his armor, Harbinger moves surprisingly fast, and can quickly close the distance between himself and a foe in combat, as well as dodge many attacks. This, combined with his armor, is designed to compensate for a lack of regeneration and ranged firepower.
History:
Harbinger is one of the original genetic weapons created by the kree-Zan during the first war, and he was used with devastating effect. His savage ferocity is balanced by a calculating intellect. Above all, Harbinger relishes a challenge and will often take on powerful monsters to test the limits of his abilities. He has been raised to be completely loyal to the Kree-Zan, although he is not totally under their control and is able to exercise a degree of free will and decision making on his own.
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Post by Omegarex24 on Oct 23, 2008 22:04:45 GMT -5
Name: Magmire Height: 100 meters Length: 180 meters Mass: 95,000 tons Description: img.photobucket.com/albums/v606/1415161718/Magmire.jpgMagmire's components generally consist of lava, rock, diamonds tainted with sulfur, and a bacteria core. The outer portions of his body, the "skin" for lack of a better term, is composed of igneous and basalt rocks, with bits of other substances such as granite thrown in there as well. Beneath that and oozing through the "skin" occasionally, is molten rock. Magmire's skeletal system is made of a super-dense, diamond-like crystal, forged in the intense heat and pressure of his own body, and the dorsal spines and other crystal projections are composed of this same substance. The bacteria core is a sphere of bacteria, roughly the size of Godzilla's heart. This core controls all functions for Magmire, and is protected by another layer of crystals. Offensive Abilities 1. Inferno Overload Beam- Magmire's primary ranged weapon is a beam of intense heat that he can fire from his mouth. The temperature of the weapon easily exceeds 1700o Celsius and is more than capable of burning even thick-skinned monsters like Godzilla. It takes a few seconds to charge the beam, during which time Magmire's dorsal spines superheat and his internal temperature rises to around 1500o Celsius. The beam lacks the pushing and explosive force of some weapons. However, the sheer heat of the weapon makes up for it. 2. Fireballs- Magmire can release a rapid-fire volley of explosive fireballs from his mouth. These are only of average strength, comparable to a powerful missile, and can be released at any time. Their relative weakness is made up for by the sheer number that he can unleash, although it is primarily used as a distraction weapon. 3. Geothermal Attacks- Earthquakes- Magmire can generate powerful earthquakes in a localized area, which can destabilize the ground under foes, causing their shots to go wild, or open up fissures to drop opponents into. Eruption- Magmire can also create powerful, localized eruptions, which bath opponents in hot lava. 4. Heat Pulse- Similar to Heisei Godzilla's Nuclear Pulse in terms of range, but more like the effects of Godzilla 2000's pulse. Magmire creates a great deal of heat and pressure inside himself and releases it outwards in a blast that can vaporize most structures and things like vines and tentacles (assuming they haven't been burnt already) that surround him, but it will only severely burn and throw back kaiju. While charging the pulse, his dorsal spine and body superheat to 1700o Celsius. 5. Heat Touch- Magmire's mere touch exudes 1500o Celsius heat and can burn opponent's severely. Defensive Abilities 1. Lava Blood- Magmire's blood is actually lava, but considerably hotter than normal lava, with a temperature around 1500 o Celsius. 2. DNA Absorb/Copy- Magmire, like Orga, is capable of copying some of the physical traits of his foes by absorbing portions of their DNA. Magmire must have sustained contact of no less than five seconds in order to absorb some DNA fragments. These fragments create temporary changes to his physical structure, such as adding wings, horns, spines, etc, based on the appearance of his opponent. The new additions are composed out of rock and crystals like the rest of his body. The changes are not permanent, and usually recede after the battle. The only exception to this is the DNA Magmire absorbs is similar to the Godzilla DNA in his core. For example, if Magmire were to fight Megaguirus, and absorb a sample of her DNA, he might sprout wings (although he cannot fly with them), a crystal stinger, and spiky skin. After the battle, he will return to his original state. But, if he fights a Godzilla-like creature, such as Spacegodzilla, he might grow massive shoulder crystals, and crystal spurs on his tail. However, the changes may very well be permanent, as the DNA of Spacegodzilla is quite similar to Godzilla's. Magmire cannot acquire special weapons and non-physical attributes in this fashion. He cannot drain energy through his newly acquired stinger in a fight with Megaguirus, nor can he shoot a Corona Beam in a fight with Spacegodzilla. 3. Burrowing- Magmire can drop himself into a fissure that he creates and travel underground to attack opponents. 4. Resistances/Immunities- Magmire, being a creature of pure and immense heat, takes no damage from heat based attacks. Godzilla's beam, for example, might blow a chunk off his shoulder, but Magmire suffers no adverse damage from the attack. Magmire's core also feeds off of radiation, as well as various chemicals, so attacks that use radiation to poison a foe cannot harm him. Also, because of the intense heat he generates, Magmire is immune to poisons and viruses, as well as most diseases. The heat tends to denature the proteins and DNA in such things, rendering them useless. This also means that Magmire isn't affected quite as long by acid attacks as others, because the heat vaporizes the acid relatively quickly. Because of the way that Magmire's bacteria core works, it is impossible to use mental attacks against him. The core is a colony organism, with a hive mind. Each component of the core has complete and total control over every aspect of Magmire's body, although only a few work on any particular part at once. Because of this, attempts at reading minds and using mental suggestion may be able to affect a few single units of the core, but the rest of the core can override these impulses. However, a particularly strong or talented telepath might still be able to induce hallucinations, false memories, etc. Finally, because Magmire lacks a true nervous system (all damage is detected by the core via limited telepathic abilities), he does not feel pain like a normal monster. Because of this, foes that rely on causing pain to weaken their opponents cannot slow down Magmire. 5. Physical Structure- Magmire's physical makeup is a defensive ability in and of itself. His outer layer of "skin" is composed of igneous and basaly rocks, with things like granite thrown in occasionally. Although it is fragmented in its coverage of his body, the outer layer is very tough and can take a moderate amount of punishment, both physical and energetic, before breaking. Much of Magmire's interior is formed completely of molten rock (see the Lava Blood ability for details), which, though liquid, is still fairly dense and difficult to penetrate. Finally, Magmire's skeletal system is composed of a diamond-like substance that is harder. denser, and stronger than normal diamonds, comparable to Riptide's NXT sheath. Magmire's skeleton resembles that of Godzilla's with fortified ribs, and an extra layer of crystals, albeit slightly porous, around the bacteria core. History: Magmire is an anomaly among monsters. A seemingly sentient conglomerate of bacterial organisms supported by a shell of volcanic matter, Magmire was discovered in the wake of the first war deep in the bowels of Detrik-Zan. The Kree-Zan discovered they could control the beast by careful application of certain chemicals, on which the creature feeds. Magmire is relatively docile by monster standards, but once provoked turns into a raging inferno. Magmire is rarely ever used with support, as he has too much potential to engage in friendly fire. Like Darktide, he is one of the Kree-Zan's arbiters, used when a situation requires extreme force and durability.
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