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Post by DinoHunter2 on Nov 30, 2007 21:24:37 GMT -5
Name: Slappy AKA: Slappy the Tormentor, Slappy the Horrific, Mime Supreme Height: 105 meters Mass: 45,000 tons img145.imageshack.us/img145/5997/dascarymimeiy9.jpgAttacks: Razor-shoes - What's better than steel toe boots? Steel toe mime shoes with razor blades stuck on. Invisible Wall - Slappy can generate invisible, unbreakable walls anywhere he pleases. The walls are about as tall and wide as Slappy, and exist only for as long as he wants them to (which usually isn't for any longer than a few seconds). Invisible Rope - A mime classic! Slappy creates an invisible, near-indestructable rope and uses it to lasso or tie up enemies. Like the walls, the rope exists only for as long as Slappy wants it to. Invisible Box - Slappy can create large, invisible boxes to trap his foes (or himself) in. He can shrink the boxes around their captives with the appropriate hand gestures, and make them disapear whenever he feels like it. The boxes are hard to destroy, especially from the outside. Invisible Anvil - Slappy picks up an invisible anvil, heaves it over his head, and then drops it on his foe's noggin. Ouch... Vow of Silence - Pointing his finger, Slappy puts a jinx on his enemy- their mouth suddenly closes shut, forcing them to take on a vow of silence like Slappy- at least for a little while. This means no noise-making, no beam shooting, and no biting. The jinx last for about fifteen seconds. Hypnotic Wardrobe - The stripes and skull on Slappy's shirt rapidly alternate from white to black, immediately siezing the attention of his foe and putting them in a trance. The trance ends once the flashing stops. Machines and creatures without eyes are unaffected. Powers: Unatural Agility - Slappy is graceful, nimble, swift, and a good dancer. He is extremely flexible, almost to the point of contortionism, and his movements sometimes even defy gravity. Walking up walls, for example, is no problem at all. He's also the official (unbeaten) Limbo Champion of Hell. Mock - Slappy can imitate the movements of his oponnent perfectly, matching their every step and irritating them to no end. Size Manipulation - Used only in Fantasy Matches. Slappy can make his body grow or shrink on command. While he's recently taken a liking to being 300 feet tall, Slappy often strolls about Hell and Earth at a height of six and a half feet. Mimification - Slappy's finishher. Similar to the Hypnotic Wardrobe, except that the skull is the only part of Slappy's shirt that flashes. Victims caught by it's hypnotic display are engulfed in a puff of smoke and transformed into a mime-version of their former self. The newly mimified victim now becomes a minion, forced to do Slappy's will. History: For centuries, the most bitter rivalry in Hell has been between clowns and mimes. The strange, comical demons have always battled for dominance, and have often taken their fight up to the world of Earth. But one mime in particular always stood out as the greatest- Slappy. Slappy's passion for mimery was second to none- he took the position of mime so seriously that he cut out his own vocal chords, to ensure that no words could ever leave his lips to break his vow of silence. Over the millenia, Slappy continually honed his skills until he became the most powerful mime of all time. Impressed by his ability to entrance the souls of mortals, Beezlebub himself gave Slappy the job of collecting souls from the surface world. With terrible, silent glee, Slappy stole the souls of millions by turning them into mindless, whitefaced husks- But as times changed, so did Slappy's mission. These new creatures, called Daikaiju, had enormous souls... if Slappy could harvest those kinds of souls, he could really get in good with his boss... But Slappy has another motive, too. He has not forgotten the arrogant, pie-totting fiends he once competed with in the depths of Hades... nor has he failed to recognize the existence of a certain giant clown that has been terrorizing his potential audience recently. Slappy's after souls, all right... but he's after one in particular... He wants the soul of Great Milenko! ...after he's done toying with him, that is.
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Post by DinoHunter2 on Nov 30, 2007 23:37:30 GMT -5
Name: Unit 150 Height: 90 meters Mass: 40,000 tons img504.imageshack.us/img504/6021/namelessmechalg9.jpgAttacks: Beam Cannon - Unit 150's main armament, this powerful energy weapon has terrific range. Firing in either short bursts or a continous stream, it fires a blue beam of searing-hot, concussive energy. It is effective at close, medium, or long range, though it is most notable for it's sniping capabilities. Kaiju Harpoon - Fired from below the Beam Cannon, Unit 150 carries a harpoon gun designed specifically to attack giant monsters. The business end is barbed, incredibly sharp, and is connected to 150 by a kilometer long, retractable, stainless steel cable. Quad-Beams - Located on unit 150's bottom half and extending outwards are two panels, each housing two laser-projectors. The four lasers (weaker versions of the Beam Cannon) fire all at once, have a relatively short range, and can be fired rapidly. Switchblades - Razor-sharp and retractable, these giant daggers (housed on 150's legs) are terrific melee weapons, used when kicking, jumping, or flying. Stompers - 150's feet are heavy and spiked underneath- they are extremely effective anchors and can also be used as melee weapons. Powers: EMP - House in the "fin" located at 150's top is an Electro Magnetic Pulse generator. Though rarely used because of it's high energy demand, the EMP effectively shorts out electronics within a mile radius. Separation - Unit 150's greatest ability: It's top and bottom halves can detach at the torso and function independantly. Each part has a camera-lense eye, linked to a computer brain- this allows each to operate on it's own. While the lower section moves around normally on it's two legs, the upper section becomes airborn, able to fly and hover with it's thrusters. Thrusters - Four powerful thrusters, located on 150's upper half. When 150's two halves seperate, these are what allows the upper half to move about. While they are still connected, the thrusters cannot carry 150 far- they are generally used for jumping/hopping, either to dodge attacks or to employ it's switchblades. History: Though an earlier model that Unit 246, Unit 150 is anything but outdated. It's ability to seperate into two independant anti-mechs has made it a very valuable GDF asset, and it's proficiency at all ranges makes it a hard-to-beat opponenet. It's two computer brains are programmed to employ teamwork when on a mission, and the two seperated halves often combine close range melee attacks and long range projectile attacks to overcome hostile kaiju. Though somewhat neglected because of the recent release of Unit 246, Unit 150 is a truly powerful weapon in man's anti-kaiju arsenal.
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Post by DinoHunter2 on Dec 7, 2007 21:46:32 GMT -5
Name: Veron AKA: The Phantom Height: ? ? ? Mass: ? ? ? (estimated to be lightweight) img484.imageshack.us/img484/4081/namelessaliencloakedbu1.jpgAttacks: Energy Blasts - The mysterious glowing orbs which aparently make up Veron glow bright, then fire off in streaks of flourescent energy. Four of the orbs, for unknown reasons, do not or can not do thhis. Sting - Using some part of it's body, Veron has a piercing attack which leaves a small, solitary puncture wound. It aparently injects some kind of unknown toxin, as the victim seems to lose some of it's vigor afterwards, and after repeated injections, can even be temporarily paralyzed. Powers: Tough - Veron is aparently covered in some sort of armor or exoskeleton, as the few hits that successfully hit his body seem to have done little to him. It is theorized that, if it is armored, it probably also has weakpoints. How to find these weakpoints (if they exist) is unknown. Flexible - Whatever Veron's skeletal structure is, it's very unusual. Judging by the rapid, fluid movements of it's lights, it can be assumed that Veron is capable of bending it's body in mind-boggling ways. Because of this, it is largely believed that Veron is an invertebrate. Fast - Veron either has very long strides or is extremely fast moving. It can cover large distances with surprising speed, and is likewise very agile. It is aparently also very light, by monster standards, as it can easily scale skyscrapers and other large buildings without crushing them with it's weight. EMP Field - Anything mechanical that comes near Veron shuts down, as if magically turned off. Because machinery with anti-EMP devices (mechs included) installed generally appear to be immune to this, it is theorized that Veron naturally emits an electromagnetic pulse from it's body. Cloaking - Veron's most obvious, and most vexxing ability. No one knows for sure how Veron cloaks, but because even the creature's shadow is invisible, it's generally believed that it can somehow bend light away from it's body. Veron stays cloaked constantly, and unfortunately, is completely invisible while doing so- the only parts of it's body left visible are it's various glowing parts, which appear to be bioluminescent bulbs. If the theory that Veron's armor has weakpoints is true, perhaps he could be brought out of cloaking by attacking them. It has not yet been verified, though, that Veron even has weakpoints, and so no significant military action has been taken to find or attack them as of yet. History: Veron is a baffling creature. When it first appeared, no one even knew that it was a creature. When it first appeared, shorting out electronics and appearing as a mass of glowing lights in the sky, eyewitnesses thought they were seeing a group of UFOs. However, when the creature made a coastal attack, it left behind tracks in the sand, revealing that the creature was actually some kind of cloaked, bipedal animal. Since then, Veron has made multiple attacks on heavily populated areas and has been spotted very frequently in the presence of UFOs and alien-controlled kaiju. Because it's never been seen attacking these alien forces, it is accepted that Veron is of extraterrestrial origin, and is either controlled by or is alligned with one of the hostile alien races currently trying to invade earth. img465.imageshack.us/img465/7930/namelessalienvy4.jpg
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Post by DinoHunter2 on Dec 17, 2007 20:44:29 GMT -5
Name: Vedarah Height: 90 meters Mass: 35,000 tons img101.imageshack.us/img101/8396/plantkaijucoloroq2.jpgAttacks: Poisonous Bite - Vedarah's "teeth" are coated in a fast-acting poison which causes severe, short-term burning and swelling. Acid Spray - Opening her colossal jaws, Vedarah exhales a spray of digestive juices. Close range only; powerful. Spore Burst - Vedarah launches a burst-shot of explosive spores from her tail. Each blast consists of six, spherical spores. Upon bursting, each releases a spray of acid. Snare - Concealed within her "arms", Vedarah possesses four flexible tentacles. Each tendril is armed with an array of sticky bulbs. The bulbs produce a clear, sticky goo which is adhesive and acidic. Once Vedarah has latched onto her foe with them, her grip will become painful and difficult to detach. The bulbs on her hood are identical. Powers: Photosynthesis - Since she is technically a plant, not an animal, Vedarah recieves energy by absorbing sunlight. While her carnivorous habits give her an extra boost, this "solar powered" ability allows her to go for long periods of time without eating. This also means that, as long as there is sufficient sunlight, Vedarah never tires. Allure - Vedarah's body naturally emits an alluring, intoxicating odor. Her sweet smell is irresistable, especially to insectoid monsters. The bulbs on her hood and tendrils are particularly arromatic, drawing unwary prey to her sticky traps. History: Vedarah is an enormous carnivorous plant. Though it is unknown if she is a mutation or a natural kaiju, Vedarah is believed to have originated from the jungles of the Amazon, where she was first sighted. Unlike her stationary cousins, Vedarah is capable of active movement, and is in fact quite agile. Her light frame and six legs allow her to move quickly over most terrain types, and her ability to draw strength from solar radiation prevents her from tiring out, at least during the day. Vedarah has shown no interest in city-destruction, usually passing through cities without causing any significant damage. She also aparently does not like the taste of human, and has not purposefully caused harm to anyone in recent times. During the night, Vedarah curls up and roots herself to the ground, passively absorbing nutrients from the soil as she "sleeps". Scientists are still trying to understand how Vedarah is able to sense her surroundings, since she lacks eyes, ears, and nostrils.
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Post by DinoHunter2 on Jan 13, 2008 22:08:52 GMT -5
Name: Acteon AKA: Hammerclaw, The Boxer Height: 95 meters Mass: 38,000 tons img183.imageshack.us/img183/4061/arctichammerclawwt4.jpgAttacks: Freeze Spray - Acteon can spray liquid Nitrogen from his maw, allowing him to effectively freeze his enemies in their tracks. Powers: Flight - Acteon's wings can use his wings to jump long distances, hover, or fly at a maximum speed of Mach 3. Cold Immunity - Unlike most insects, Acteon is capable of surviving in extreme cold. His metabolism does not slow when the temperatures drops, and he is so resiliant to the cold that he can survive being frozen solid. How Acteon can survive with frozen blood and paused internal organs is unknown, but it is asummably done through the same process as the Weta. Waterproof - Unlike most flying insects, Acteon has waterproof wings and is capable of taking off when wet. Speed Strike - Like his tiny green bretheren, Acteon can lash out within a fraction of a second. His strikes happen faster than the eye can fully detect, granting him excellent combo and counter-strike capabilities. Reflexes - Acteon has excellent reflexes, able to detect oncoming strikes and avoid them with little effort. His uncanny ability to sense oncoming attacks, even when out of the range of his vision, has lead many to believe that he possesses some sort of sixth sense. History: Acteon is an ancient creature, long worshipped in the Arctic as a god. There are tales from Russia, Norway, Finland, Iceland, Greenland, and the US, thousands of years old, about a "great winter spirit" in the form of a giant insect- this creature is believed to be one in the same as Acteon. Whether or not Acteon is really a god or not is not known for certain, but the creature has shown a peaceful disposition towards humans. To current knowledge, Acteon has never harmed a human being. Many stories describe Acteon as a guardian, watching over the arctic environment and protecting it's inhabitants from outside threats. Unlike all other known species of mantid, Acteon's claws are heavy and blunt- used to deliver concussive blows, rather than to pierce or grip. His quick, bludgeoning strikes have earned him such nicknames as "Hammerclaw" and "The Boxer" in modern culture.
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Post by DinoHunter2 on Mar 14, 2008 23:01:29 GMT -5
Name: Chirokku Height: 90 meters Mass: 50,000 tons fc02.deviantart.com/fs24/f/2008/020/6/4/Nameless_Golem_by_DinoHunter2.jpgAttacks: Boosters - Blasting energy from his feet, Chirokku can launch himself into the air, flying for short amounts of time or boost-jumping. They can also be used offensively- lifting a leg and aiming it at a nearby enemy, Chirokku can turn his propulsion system into a deadly close range weapon. Crystal Needles - Chirokku can fire off the crystals growing on his arm, launching them like darts. The crystals are not hard to remove, but they are very sharp and can pierce armor and penetrate deep into flesh. Torrent Blast - Chirokku can fire continous streams of tiny, fragile crystals from either of his hands. The crystals, which are extremely sharp and shatter on impact, cause splash damage via shrapnel and embed themselves into whatever they hit. The effect is similar to being hit with a waterhose that sprays broken glass. Crystallization - Streaks of swirling green energy reach out from Chirokku's body crystals and home in on his enemy. As the energy disperses into the foe's body, it begins to form crystals on the surface- the more energy, the larger the crystals. Chemically bonded with the target's skin (or metal plating, etc.), removing the crystals without removing skin is near-impossible. In addition to this, the crystals are quite heavy, slowing down enemies and hampering their movements. Powers: Flight - Via Boosters. High energy use, so Chirokku generally doesn't fly for long periods of time. Used more for evasion than transportation. Rocky Hide - A being of mineral, Chirokku technically lacks flesh, blood, and bones. His rock body is very resiliant to damage, especially HTH style attacks. Having no internal organs to speak of, Chirokku has no particular weakpoints. As one might expect, he also sinks like a rock when in water. History: Completely and totally unknown. Having appeared very recently and very suddenly without any previous known appearances, no one knows where Chirokku truly originated from or how he came into existence. All that is known is that Chirokku is apparently not hostile, as he has been seen defending human beings from other kaiju. Looking at the rune-like marking on his forehead, some have theorized that Chirokku was brought to life via some supernatural means to be used as a guardian figure. Who might have done this and how is likewise a mystery.
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Post by DinoHunter2 on Mar 15, 2008 21:53:03 GMT -5
Name: Levoshk Length: 231 meters Mass: 65,000 tons fc04.deviantart.com/fs23/f/2008/020/2/b/Alien_Sea_Monster_by_DinoHunter2.jpgAttacks: Bayonet Blades - The curved blades on Levoshk's head and tail can be used very effectively as cutting weapons, slicing through flesh and bone as well as metal. Tail Charge - Fired from the clamp-like appendage on Levoshk's tail are glowing yellow spheres of energy. These spheres float in place after being shot out, waiting like mines. Set off by sudden motion, the charges detonate in bright flashes, releasing an explosion of unknown alien energy. Though the blasts cause no visible damage, the energy they release seems to directly affect nerve tissue, causing an overwhelming sense of pain. Useless against mechanical foes. Powers: Warp Breath - Seen only as a distortion of light, Levoshk's breath weapon modifies matter at a molecular level. The stream of unknown energy temporarily and dramatically increases the density of matter, making everything touched by it much heavier. In his underwater realm, this allows Levoshk to cause his foes to suddenly sink- dropping them with ease without actually doing any damage. AMF - Antimagnetic Field. Levoshk naturally produces a field of reverse-polarity magnetism, repelling all metallic objects that come close to his body. This makes it extremely difficult for mechanical monsters to touch Levoshk, and also renders most traditional weaponry (bullets, torpedos, etc.) useless. Antennae - Levoshk's antennae are extremely sensitive to changes in water pressure, magnetism, temperature, and electricity. Thus, he is highly in tune to his surroundings and his enemies. Jet Propulsion - The boosters on Levoshk's body siphon out water, jet propelling him in a manner similar to that of a squid or octopus. Unlike a cephalopod, though, Levoshk's boosts can be used continuously, rather than in short bursts. Exoskeleton - Levoshk is covered in a flexible but sturdy exoskeleton. This lends some extra protection, especially against melee attacks. History: A bizzare kaiju indeed, Levoshk is truly not of this world. Though it is unknown if Levoshk is natural, mutated, or otherwise, it is known that he did not originate on our planet. Brought to Earth on a massive space freighter, Levoshk was dumped into the Pacific ocean by an alien race. What race is responsible is still unknown, though many suspect the Klenthurians are responsible. Clearly intended to be used as a bioweapon, Levoshk has proven to be a force to be reckoned with. Immune to conventional weaponry and able to effortlessly sink warships and submarines, Levoshk has defeated the global Navy time and again, usually with ease. Able to dive to great depths and either breath water or not breath at all, Levoshk also excells at evading aerial attack. Though he poses no threat to the populations on land, Levoshk has taken up a habit (or order?) of attacking cruiseliners, fishing vessels, and cargo ships. A thoroughly aggrivating and stressful pest that seems very difficult to exterminate, Levoshk is proving to be a royale pain for the UEDF.
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Post by DinoHunter2 on Mar 27, 2008 18:16:48 GMT -5
Name: Slith Height: 110 meters Mass: 70,000 tons dinohunter2.deviantart.com/art/Slith-42462250dinohunter2.deviantart.com/art/Slith-Attacks-42462381Attacks: Acid Spray - Slith can spray a mist of highly acidic mist from his mouth. This attack has no force to it and has a relatively short range, but it is effective at coating enemies thoroughly with acid. Slith's acid is viscous and hard to wipe off, similar in consistency to snot. It does not stop burning until it is removed or neutralized. Acid Spit - The same as the Acid Spray, but concentrated. Like a demonic waterhose, Slith spews a pressurized stream of liquid. This has a far greater range than the spray and can strike opponents from a distance. It strikes with force and deals more damage, but only to the area it hits, unlike the wide-reaching spray. Barbed Tail - Slith's bony, thorny tails are vicious whipping weapons. Each spine is coated in a thin, weak layer of acid. This acid is a weaker version than the kind from his mouth, but it adds an extra sting to his blows. Mustard Gas - From special pores lining his sides and underbelly, Slith can produce clouds of noxious gas. These orangish clouds, when inhaled, cause a variety of symptoms: watering eyes, aching joints, and a burning sensation in the lungs, throat, and nasal cavity. The effects do not wear off completely until nearly an hour later, but within two minutes, the symptoms have weakened so drastically that they are often forgotten or completely ignored, causing less pain than typical flesh wounds. Powers: Limited Flight - Slith's wings are far too small to carry him during sustained flight, but they are stronger than they look. Rapidly flapping them and pushing off the ground, Slith can "hop" small distances. Not much more than a form of jumping, Slith can only stay airborn for a few seconds at a time. Used primarily to leap onto foes so that he can crush them under his weight. Hide - Slith is extremely resistant to melee attacks. His head, back, and legs are protected by hard, bony plates. These plates, as well as the rest of his body, are covered in thick, leathery hide. The hide is very rubbery, acting in an elastic manner when struck. It is particularly effective at reducing the damage done by concussive attacks. History: Slith is a loathsome creature from an unknown planet, reportedly natural in origin and not a mutation of any kind. He was brought to earth during a Kilaak invasion, where he was mind controlled and used as a strategic bioweapon. Slith was dropped off by a single ship, guided to melt glacial ice with his acid. Though Slith was able to destroy several tons of ice and raise the global sea level slightly, he was detected and intercepted by earth defending monsters. After a large, unexpected battle, Slith was driven off and returned to the hangar of his alien master. The invasion eventually failed, and during the Kilaak's retreat Slith's carrier was shot down. The ship crashed into the Atlantic- neither it nor it's occupants were recovered and Slith was presumed dead. Clearly, we were not that lucky.
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Post by DinoHunter2 on Mar 30, 2008 16:57:12 GMT -5
Name: Gustras Height: 100 meters Mass: 60,000 tons img178.imageshack.us/img178/4583/gustrasrg1.jpgAttacks: Giant Maw - Gustras' jawless, circular mouth is truly enormous. By moving it's many teeth back and forth, she can pull herself across the ground- but they can also be used as weapons. If Gustras cralws over a fallen opponent, her rasping maw can leave suction bruises and deep gashes, which can easily become infected. Tongue - Gustras' muscular, tentacle like tongue is extremely long and ends in a hardened spike. By forcing it down through the soil and arcing it upwards, Gustras can attack foes from below with this slimy harpoon. Because her mouth is always against the ground, it is impossible for foes to predict when the neck strike is coming. Powers: Eggs - Gustras can fire self-fertillized eggs from the vents on her sides. Each egg has a shiny black shell which is nearly indestructable. The eggs, which are shot haphazardly from her body, hatch unaturally fast. Her newborn offspring, mutants created by intelligently modifying her own DNA, are fullgrown at birth. Able to control the genetic makeup of her young, Gustras' offspring take many forms. - Maulers - Tiny, ravenous four-legged monsters. Their fanged jaws take up nearly their entire body- they are literally a mouth on legs. Maulers are startlingly fast and bloodthirsty. Though easy to kill, they can be threatening in groups.
- Guardians - Small, armor-plated creatures with gripping tentacles. Guardians crawl onto Gustras, or her allies, holding on and using their shelled bodies as armor for their host. Guardians can deliver a painful pinch with their jaws to wake up hosts who have been knocked out, entranced, of stunned.
- Stingers - Worm-like creatures that burrow in soft soil with their hard head and ventral spikes. Stingers tilt themselves vertically, heads pointed towards the surface, then lay in wait. Sensing the vibrations from footsteps, Stingers attack by extending their long, poisonous tongue above the surface and stabbing unsuspecting monsters. The poison causes sharp pain and mild swelling; the pain subsides within a few minutes.
- Spitters - Small monsters that attack from a distance. Spitters have large abdominal sacs which carry a toxic liquid, which can be spat as a projectile at foes. The toxin causes an overwhemling sensation of burning pain in the area it strikes, which wears off within two minutes. Groups of Spitters can be a great nuissance.
- Hunters - Small, winged creatures that use echolocation to navigate. Hunters are blindingly fast and have bladed pincers on their tails to attack with, as well as a rasping mouth lined with large teeth. Hunters can also spew the same toxin as Spitters, though with less accuracy.
- Bombers - Flying monsters with bloated bodies full of noxious gas. Bombers are suicide fighters, flying into foes and bursting, releasing their gaseous payload. Bomber gas smells incredibly disgusting, and settles on targets, imprinting it's stench on targets. Bomber gas is also extremely flammable and will combust from even the smallest spark.
- Leechers - The smallest and weakest variety of Gustras offspring. Leechers are not spawned from their own eggs, but rather the eggs of their brothers and sisters. Leechers are born within the same eggs as Maulers, Hunters, and Bombers, and attach themselves once hatching. As their carriers come into contact with the foe, Leechers will detach and latch onto their new host. Holding on with their teeth, Leechers puncture their hosts' skin with their tongue and feed by drinking straight from the monsters' bloodstream. Once they are so engorged that they can no longer hold on, Leechers release a chemical compound into their stomach which mixes with the blood they've taken in. The dangerous mix causes the Leecher to immediately combust, blowing itself apart in a spray of crimson-colored acid.
Pheromones - By extending the fern-shaped aparatus at her tail end and waving it in the air, Gustras can release pheromones into the air. These pheromones trigger a reaction in the minds of her minions, sending them into a protective frenzy. While frenzied, they will move faster and attack more viciously, working harder to protect their parent. The frenzy ends when Gustras retracts the organ and the pheromones stop flowing. History: The result of unliscenced genetic tampering, Gustras was created using illegally obtained DNA from both terrestrial and extraterrestrial species. How she was made so large is a mystery, as is the purpose for which she was created. These questions are likely to go unanswered, as her creator took his own life by setting off an explosive charge in his laboratory, taking with him most of his records and facilities. With her shady origin, hideous appearance, and ruthless fighting style, Gustras was first believed to be a sinister bio-weapon. But, much to the world's surprise, Gustras proved to be benevolent. Her vicious attacks never came unprovoked, and when left to her own devices, she showed no ill-will towards other monsters or the human race. She shows loyalty and compassion for her allies, and with her overwhelming and unpredictable attacks, she can wreak total hell on hostile kaiju. Disgusting and intimidating, she is a prime example of why books should not be judged by their covers.
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Post by DinoHunter2 on Mar 30, 2008 19:19:06 GMT -5
Name: Zeno Length: 80 meters Mass: 43,000 tons fc02.deviantart.com/fs28/f/2008/135/e/6/Zeno_II_by_DinoHunter2.jpgAttacks: Blade - Fixed to the underside of Zeno's front is a large metal blade. Composed partially of unknown elements, the blade is sharp and remarkably hard to chip or break. Anchor Blades - Zeno possesses extending tentacles tipped with blades, made from the same metal as the blade at the front of it's hull. These can be used to stab foes or anchor Zeno to the ground. Drill - Fixed to Zeno's rear is a large drill, which can be flipped to point downwards. The drill is used mainly to anchor Zeno to the ground, but it can also be used to bore through armor or flesh. Jet Blast - Anchoring to the ground and flipping it's thrusters to face forward, Zeno can hit foes with the full force of it's propulsion system, striking them with massive, continuous bursts of heat and concussive power. Tesla Cannon - The tube-shaped weapon on Zeno's back can fire arcing blue bolts of electricity, striking foes at close range or at a distance. The bolts have an inexplicable ability to home in precisely on Zeno's target, seemingly following the intended victim until they hit. The bolts can also divide into as many as three seperate bolts, but doing so divides their individual power. Powers: Flight - Zeno can fly at a top speed of Mach 3. Sentience - Zeno's complex mechanical brain, which is shieled by a visor made of unknown, incredibly dense plastics, grants it sentient thought. Zeno can think and make decisions on it's own, acting intelligently and independently. History: Zeno, as it has been nicknamed, is an enigmatic machine which was seen crash-landing in Nevada on the night of August 17, 2018. The giant flying machine is rumored to have been an intelligent alien warship, reprogrammed at Area 51 to be used by the UEDF. The US government has denied these claims, stating that Zeno was completely man-made and had no connection to the activities at Area 51. Regardless, Zeno can commonly be seen soaring through the sky, assisting the UEDF in fights against giant monsters and other such global threats.
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Post by DinoHunter2 on May 3, 2008 22:46:42 GMT -5
Name: Biohazard Height: 85 meters Mass: 32,000 tons fc08.deviantart.com/fs29/f/2008/124/9/7/Biohazard_by_DinoHunter2.jpgAttacks: Lethal Injection - The ends of Biohazard's arms open up, revealing monstrous syringes. These giant needles inject a deadly virus into the bloodstream of any monster unfortunate enough to be stabbed by them. The virus causes severe dizzyness and labored breathing. It's effects generally wear off within a few minutes, but multiple injects can increase the amount of time symptoms persist. A large enough dose could, hypothetically, kill a monster, via respiratory failure. Gas Cloud - From the metal tubes attached to Biohazard's arms comes a noxious green gas. While causing mild coughing, the gas causes victims to hallucinate, seeing bizzare, frightening, psychedelic, or confusing images and believing them to be reality. Though the coughing wears off quickly, the hallucinations can continue for long periods of time, usually until the victim realizes they are not real and mentally dispels or ignores them. Missile Pods - Each of Biohazard's shoulder pods can fire four rockets at once. These small missiles are computer-chip guided and will actively home in on targets. Nanobot Swarm - Released from the pod at the tip of Biohazard's tail are swarms of airborne nanobots. These microscopic machines are designed to seek out mechanical threats, such as giant robots, and attack them. The nanobots corrode metallic materials and are programmed to find and concentrate on the armor and circuitry of foes. Though harmless to organic foes, the nanobot clouds can still be used as makeshift smokescreens or be sacrificed to block attacks. Radiation Bomb - Can only be used once per match. This large missile is launched from Biohazard's back, and can hit targets from a great distance. Though not particularly powerful, the bomb has an extremely large blast radius and is very difficult to avoid. Upon detonation, it irradiates the entire battlefield for the remainder of the battle. Biohazard's suit makes him immune to the harmful radiation. Powers: Biohazard Suit - Biohazard's helmet and suit protect him from radiation, harmful gases, bright lights, and extreme heat and cold. It's armored regions provide additional protection. Strobe Lights - Biohazard's suit has two strobe lights on each shoulder, allowing him to see at night or in inclement weather. History: Literally nothing is known about Biohazard- "Biohazard", in fact, is only it's nickname. It's true name, if it has one, has never been heard- nor has it's face ever been seen. The monster got it's nickname from the biohazard symbol which makrs it's signature bomb- this symbol seems to point to an earthly origin, or at least an association with human beings. More than likely, it's suit and weaponry were supplied to it by someone, or some organization- who this is, or where they are, is totally unknown, but they must be continously supplying the monster with ammo, as it always seems to aquire more after each attack. Biohazard has attacked cities before, targetting civilians more than structures, but it seems to prefer targetting other monsters, especially smaller, weaker ones. Having attacked locations and monsters of nearly every faction and allegiance, the goals of Biohazard and his human allies are a mystery.
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Post by DinoHunter2 on May 5, 2008 19:00:42 GMT -5
Name: Godzilla (The Second Age) Height: 100 meters Length: 250 meters Mass: 60,000 tons Attacks: Jagged Blades - Godzilla's large, bony dorsal fins (as well as the smaller ones lining his tail) can be used as a slashing weapon. Extremely hard, these spines do not chip or dull very quickly and can slice through armor plating and thick exoskeleton. Charged Blades - Godzilla's dorsal fins naturally glow and exude heat as he is charging his beam. While charged, Godzilla's fins have increased cutting ability and instantly cauterize wounds. Thermonuclear Heat Ray - Godzilla's signature ranged weapon. This light blue stream of radioactive energy has tremendous potential to cause concussive, nuclear, and heat damage. Usually the same strength as Heisei's beam, Godzilla can slightly decrease or increase the strength of his beam. It has a fantastic range and can be fired continuously. Nuclear Pulse - Unleashing all his radioactive wrath, Godzilla can release an expanding, spherical blast from his inner core. Though it's range is short, this white-hot blast can incinerate buildings and small objects instantaneously and send monsters twice his size flying backwards. The Pulse also gives off a shockwave which travels for miles, causing additional damage to the area and pushing (or throwing) back nearby monsters. The pulse heavily irradiates everything caught in it's blast and shockwave radius. This devastating attack uses up a massive amount of energy and can only be used once per battle in regular matches. It can be used twice-per-match in Enhanced Mode; it uses up the same amount of energy as it would in a regular match. Finishing Beam - A supercharged version of the Thermonuclear Heat Ray. This white, energy-laden beam causes significantly more damage than the standard version. Capable of blowing smaller monsters to bits, this deadly energy weapon causes enormous explosions and has the power to rip holes through even the largest, most heavily armored foes. Needless to say, it is called the "Finishing Beam" for a reason and is used accordingly. Powers: Amphibious - Though not particularly fast or agile underwater, Godzilla can swim long distances and dive to extreme depths. Able to hold his breath for many hours, Godzilla surfaces very infrequently and can fight underwater longer than most other amphibious monsters. A throat plate, similar to those in crocodiles, allows him to open his mouth and use his beam underwater without taking in water. Regeneration - Used only when allowed, such as in Enhanced Mode. Godzilla naturally, constantly regenerates at a slow rate. Though it is not terribly fast acting, it never slows or stops, irregardless of the size of the wound. This regeneration also means that Godzilla's immune system is incredibly strong; he is immune to diseases and viruses. The amount of time poisons, venoms, and toxins affect him is halved. Thick Hide - Godzilla's thick, scaly hide is impervious to all but the most powerful gunfire. It is highly resistant to melee damage, especially stabbing and cutting attacks. It also provides protection against (though not immunity to) extreme heat. Radioactive - Godzilla's body naturally absorbs radiation and draws strength from it. Radioactivity revitalizes him and gives him extra energy to fight and power his beam. If in Enhanced Mode or any other mode where Regeneration is allowed, absorbing radiation will increase the rate at which his regeneration heals wounds. Intelligence - Godzilla is quite intelligent, capable of forming alliances, learning from mistakes, and communicating with other creatures through vocalizations and body language. History: The son of the infamous King of the Monsters, Gojira. Thought to have been mortally wounded by G-Force shortly after Gojira's death, Godzilla reappeared as an adult in the United States several years later. After battling the modern-day G-Force, Godzilla was eventually turned ally thanks to the cooperative, non-violent actions of KAPA (Kaiju Attack Prevention Assembly) and their airship the Suzaku. Godzilla recognizes humans as allies and will go out of his way to protect them and their cities. He will similarly protect any kaiju allies he makes. Godzilla is loyal, iron-willed, and, though normally placid, ferocious and unforgiving when angered. He spends much of his time hibernating on the sea floor. Scientists believe that Godzilla has not yet reached full adulthood and will, in time, darken to a charcoal grey color like his father and grow in size and power.
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Post by DinoHunter2 on May 13, 2008 19:00:04 GMT -5
Name: Basaera Height: 125 meters (counting sails) Length: 187 meters Mass: 60,000 tons fc02.deviantart.com/fs30/f/2008/084/f/c/Basaera_redesign_by_DinoHunter2.jpgAttacks: Howling Wind - Basaera can exhale powerful gusts of air from his mouth, pushing back grounded enemies or knocking airborn ones off balance. He can modify the gusts' temperature, exhaling blasts of searing or freezing breath if needed. Tsunami - If Basaera is near water, he can create devastating tsunamis and tidal waves to batter his opponents. Lightning Strike - If there is a storm (summoned or natural), Basaera can direct lightning bolts to strike his foe. Hailstorm - If there is a blizzard or cold storm (summoned or natural), Basaera can cause volleys of comet-like balls of ice to fire from the sky, down to his foe. Powers: Wind Manipulation - Basaera can summon and control the wind in whatever way he needs. This obviously has many applications and can be used defensively or offensively. Water Manipulation - Basaera can cause any water in his immediate area to boil or freeze. Weather Control - Basaera has full control of the weather in his area. Heatwaves, storms, and blizzards are all his to command. Airborn - By sticking his sails out to the side and leaping from a high up place, Basaera can glide around. By summoning gusts of wind to carry him, he can turn this into full-fledged flight and can take off from anywhere. History: Basaera is an ancient being, almost as old as the earth itself. A powerful spirit who holds power over the elements of air and sea, Basaera has complete control over the weather. He is a peaceful creature by nature, but is a ferocious combatant when provoked. Fast, intelligent, and powerful, he is a formidable foe.
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Post by DinoHunter2 on May 16, 2008 23:08:50 GMT -5
Name: Wu Long Length: 900 feet Mass: 70,000 tons fc06.deviantart.com/fs28/f/2008/135/9/c/Wu_Long_by_DinoHunter2.jpgAttacks: Antennae - While they also "smell" and feel, Wu Long's thick, spiked antennae are very flexible and have a surprisingly strong grip. They can be used to sieze and crush. Mandibles - Wu Long's ferocious mouthparts are armed with long, venomous fangs. He has an incredibly strong bite, able to stab his fangs through even well-armored hides. While the crushing "pinch" causes most of the pain, the venom is the real killer. Wu Long's venom causes horrific wounds- tissue affected by it is slowly eaten away, leaving bloody, pusy, black patches of dead flesh behind. Claws - Wu Long's forelimbs are long and arm-like, each equiped with two spike-studded "fingers". Their spiny embrace is much stronger than one might guess at first glance. Constriction - Wu Long's long, invertebrate body makes him extremely flexible. He can quickly wrap around his foes and sieze them. Setae - Wu Long's ventral "fur" is actually an array of many, many bristles. These razor sharp, stinging setae detach when they are brushed against, lodging themselves in flesh. The bristles cause a sensation of excruciating, unignorable pain, and their small nature makes them difficult to remove. Dorsal Spikes - The Spikes lining Wu Long's back are filled with a venom which causes sharp, acute pain. The pain subsides quickly, but is very intense, serving as a deterent from attacks to Wu Long's back. Razorfins - All of Wu Long's fins have a slight edge to them, making them sharp like blades. Though small and limited in motion, these can serve as weapons when foes try to get too close. Sting - Wu Long's stinger, nicknamed the Squidbuster, is an effective weapon geared specifically towards fighting Krakens and other such cephalopods. The venom attacks the giant axon, the large, fleshy organ in squids and octopus' which controls the siphon. The venom temporarily locks up the axon, paralyzing the siphon and making jet propulsion impossible. Without the siphon swimming is much more difficult, and in most causes, renders the victim largely immobile. While it is meant specifically for Krakens and their kin, the sting is also known to cause random muscle spasms in non-cephalopods. Dragon's Breath - Wu Long can spit a glowing green orb of energy from his mouth. This fast moving, concussive projectile explodes on contact, producing large amounts of light and heat. Powerful enough to leave burn marks or blow apart rock, the bright light the blast causes can also be used to stun or surprise enemies. Powers: Iceproof - Much like the Weta, Wu Long has some unknown protection against the cold. While he can be slowed or encased in ice just like any other creature, he can be frozen solid and not be harmed. While most creatures would die from ice crystals rupturing their veins, Wu Long is somehow immune. Wu Long also possesses a sort of natural antifreeze, a chemical which he can pump into his bloodstream to increase his body temperature, allowing him to survive cold waters or thaw out from being frozen. Fast - Serpentine, lightweight, and equipped with thirty undulating fins, Wu Long is disturbingly fast. He can accelerate with such tremendous force that he can launch himself from the water, leaping into the air as easily as any fish or dolphin. Beaching - While much slower and more akward on land, Wu Long can haul himself on land to fight. He can breath while out of the water, albiet not as effeciently. Nightvision - Used to the deep depths of the ocean, Wu Long can see perfectly in the dark. Armor Plates - Like all arthropods, Wu Long is covered by a thick, chitonous exoskeleton. History: Wu Long, "Centipede Dragon" in Chinese, is a fabled sea guardian of the East. His servents, smaller centipedes called Con Rit, patrol the oceans in his absence. Wu Long and his Con Rit watch over and protect the sea and coast, viciously fighting any threats to their domain. Most commonly, sea monsters and their ilk. Wu Long is also known as the great Kraken Hunter. Krakens, being among the largest and most aggressive of sea monsters, are Wu Long's greatest natural enemies. He has evolved special weapons specifically to cleanse the sea of their tentacled terror. Wu Long holds a neutral stance in relation to the human world- while he tolerated and watched over the sailors of old, he has become somewhat less friendly in this new world of pollution and over-fishing...
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Post by DinoHunter2 on Jul 6, 2008 16:12:03 GMT -5
Name: Zorn-Garu AKA: Zorn and Garu, Zorn & Garu, etc. etc. Height: 100 meters (joined) Length: 230 meters Mass: 60,000 tons (joined) fc08.deviantart.com/fs19/f/2007/301/9/1/Zorn_Garu_by_DinoHunter2.jpgAttacks: Blade of the Void - Zorn's left arm terminates in a wicked, otherwordly blade. Incredibly durable, the strange, organic blade never dulls or chips... Tendrils - Zorn's long, elastic tentacles can whip and contrict, and thanks to their sharp, hardened tip, can pierce and stab as well. By inserting these tentacles into the holes in Garu's hide, he can anchor and attach to him. When joined, Garu can use the tentacles as well, extending them from his forearms and mouth. Powers: Attach/Detach - Zorn-Garu is not one monster, but two interjoined. Each has different senses and attacks, which they share while joined. Zorn, who levitates when not joined with Garu, offers the sense of vision via his cycloptic eye, and also lends his stretching tentacles. Garu offers a powerful sense of smell, as well as increased speed and mass. Though the two lack their partner's advantages while seperate, they can detach to fight seperately, overwhelming their enemies. Rubbery Hide - Zorn's skin is thick, rubbery, and stretchy. Though not hard to cut, it absorbs concussive attacks with ease, making punches, hammering blows, and concussive beams almost completely and utterly useless. Armored Hide - Garu's body is covered in strong, exoskeletal armor. While it can be harmed by concussive blows, it's ultra-hard surface is impervious to piercing and cutting attacks, frequently chipping or breaking claws, teeth, and blades. Fireproof - Both Zorn and Garu have fire-proof skin, reducing fire damage done to them and making them immune to regular fires. History: Zorn and Garu are bizzare alien creatures, hailing from another plane of existence. The two are joined in an extreme symbiotic relationship, willingly and cooperatively sharing their senses, bodies, and minds. They have no obvious goal or mindset, remaining elusive and hard to read. They are as cruel and vicious as they are enigmatic and mysterious.
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