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7/15/2014 22:23:42   
salene
Member

Boss Name: Shires Dirge
Powers/Abilities:
Magic Hide: Shires Dirge attempts to raise his resistance to magic (Excluding Void damage, Ice damage, Fire, Water, Air, and Earth damage)
Tussle: Shires Dirge charges at the enemy, tusks close to the ground. Can really toss the enemy around
Stomp: Depending on how hard he stomps, Shires Dirge gains a damage and defense boost
Donkey Kick: A powerful backwards kick... It only works when his enemy is behind him... pretty self explanatory...
Speed Run: Gain a speed boost by making yourself angry
Arena: A dark swamp. The only sound is the ominous croaking of the leech frogs, and the sound of small animals decomposing in the toxic sludge. The air is thick with the smell of decay, death, and dirty animals, also making it hard to breathe. Bordering the bubbling sludge in the center of the arena, are large, gnarled, blackened trees, with faintly glowing lantern fruits growing upon them. Bones litter the ground, and in the background you think you can see a small Hamlet.
Weakness: Metal. All metals (swords, daggers, arrow tips) deal extra damage to Shires Dirge. As well as this, Shires Dirge has very bad lateral movement, and can take damage from behind, were he is extra vulnerable. Basically, melee is the way to go when fighting this behemoth.
Personality: He's an animal, so he doesn't really have much of a personality. I suppose if he did, he would be gruff, stone faced, and silent. As well as extremely dispassionate, ruthless, and coldhearted.
Backstory: (Imagine this as a creepy poem that you found while exploring the dark swamp one day)
"There once was a man, who lived in east shire,
His woes were great, his situation dire,
So he went to the hag, who lived in the mire,
And asked for her help, But to his ire,
The Witch said no, an cast him away,
So it was, that the very next day,
The man came back, to ask for more help,
But the hag declined once more, with a cackle and a yelp,
But the man was not to be deferred so easily, So he want to the village elder,
A man named Peasley,
The man foretold of a terrible fate, To befall the man,
But the elders words were far too late, and the man transformed into...
(The rest of the parchment is ripped and incomprehensible, so you toss it aside)
How did you get sealed in the first place: "I've done terrible things. Things that would give you nightmares. I slaughter magical beings, adding their ichor to my hide. People think I'm the monster for killing their "childhood friends". If only they knew the truth about their "friends"...
What do you plan on doing once you are free: Continuing to cleanse the land of magic
Other: nooope
AQ DF AQW  Post #: 26
7/17/2014 18:52:32   
bokterier
Member

Reserve? I'll be back on monday.
AQ DF MQ AQW Epic  Post #: 27
7/17/2014 19:03:11   
hidan_orochimaru
Member

@Bastet:Did you just use The two-tails from Naruto as your boss monster?
DF AQW  Post #: 28
7/17/2014 20:28:58   
Bastet
Member

@Hidan
I was wondering how many games I could join before someone noticed where I got my fairly obvious inspiration


< Message edited by Bastet -- 7/18/2014 5:14:41 >
Post #: 29
7/17/2014 20:31:34   
Daimyo Daimyo
Member

Maybe they already noticed but couldn't be bothered to point it out? :P

Like your blatant bio in Super-Powered (NY).
MQ  Post #: 30
7/18/2014 1:04:28   
Superemo
Constructive!


Boss Name: (Unknown)

Powers/Abilities:

Short-range Teleportation (Self) (Active): (Unknown) has the ability to instantly alter his placement in any direction by up to three feet once per five updates.

Phase (Self) (Active): (Unknown) can remove himself from reality for one update once per ten updates. During this time, he is intangible and incapable of interacting with his surroundings, but capable of movement.

Lock (Active): (Unknown) is capable of freezing an opponent in time for one update once per ten updates. During this time, the opponent can not be damaged.

Disarm (Active): By sacrificing a weapon, (Unknown) is capable of forcing his opponent to discard their weapon. The weapon (Unknown) discards is destroyed, and the one his opponent discards is unusable for three updates.

Axe Master (Passive): (Unknown) is capable of astonishing feats wielding axes, including the ability to block projectile attacks.

Intimidating (Passive): (Unknown) takes the phrase "astonishing feats" literally. He will astonish people, in the scariest way possible, with any weapon.

Weapon Magic (Passive): (Unknown) channels magical stuff through non-magical melee weapon(s), making axes unbreakable and all weapons unbelievably sharp, ridiculously light, and capable of blocking magic, all while having it/them register as (a) normal weapon(s).

Situational Gravity (Passive): (Unknown) unconsciously reorients his personal gravity to enable him to treat any terrain as though it were flat ground. However, there must be terrain for him to move on.

Force Multiplication (Toggle): (Unknown) is capable of enhancing the force of all his attacks, at the cost of slowing down significantly and significantly increasing weapon break rates.

Force Division (Toggle): (Unknown) is capable of enhancing his own speed, at the cost of significantly weaker attacks.

Weapon Materialization (Triggered): Once per ten updates, if (Unknown) is currently wielding less than two weapons, he gains the ability to summon one non-magical melee weapon. The summoned weapon will be lost immediately if discarded or removed from (Unknown)'s possession.

Arena: A war-ravaged city, full of blast craters, scattered rubble, and wrecked and crumbling buildings.

Weakness: When fully disarmed, all abilities other than Weapon Materialization are disabled. Also, focuses heavily on melee combat, and abilities have a rather long cooldown.

Personality: Arrogant. Vicious. Ambitious. Manipulative.

Backstory: I was born at a young age, in a time before time. For endless eternities, I reigned over the void, reveling in being the only one to exist in non-existence. It was then I discovered a world. I observed it from outside of reality, and saw its potential as a new realm. A realm over which I would rule. However, unlike my domain, this world had rules. My manipulations were possible, but they were not as easy as in my void. And, while I remained eternal, I was not invulnerable.
I went on to learn to channel my power, called "magic" by the natives of my new world, more effectively, and learned to shape the world as I had shaped the void. I eventually created a species and established my power over a small group of them. They called themselves "humans", and I turned their power inward and learned all I could of their weapons. I used this knowledge and the power of my first conquest to place all of the surrounding humans under my power.
My "life" continued in this manner, and, before I knew it, where there were once nations, I now ruled. I led the humans to a golden age of power and unity, all at the cost of the magical energy they released when they died. Those who objected to this had their magical energy forcibly removed. The humans even developed a name for the magical energy I consumed, calling it a "soul".
It was then that I continued exerting my right to rule, claiming lands and souls from other species. I forget their names, but they eventually grew to resent my influence in the world, claiming my power was "unnatural" and labeling me a demon. I personally extinguished at least five billion during the course of my rule, eventually unifying the planet under my glory.
Then, during the 10,827th "year" of my reign, I encountered a group who had managed to fight off my soldiers, and established their own nation. They wielded power similar in nature to mine, fueled by their own souls. They would not have stood a chance against the near limitless nature of my power, had I not allowed them time to prepare their ultimate defense: a spell, designed to teleport a being to a world of their own making. I was claimed by this spell, but not before eliminating more than half of their nation.
During my time on this world, I have manipulated it to resemble the world over which I once ruled, both as an oath to my return, and as a strategic advantage. Much of my combat was in urban areas, and my five thousand years imprisoned here have not dulled my skills.

How did you get sealed in the first place: A nation of mages, fearing my mastery over both arcane and mundane weapons may be enough to destroy them, sealed me away, destroying my empire, and erased my legacy from history.

What do you plan on doing once you are free: Proving them right, reclaiming my empire.

Other: Begins every battle with at least one weapon, depending on prior situations. Keeps melee weapons from defeated adversaries.

< Message edited by Superemo -- 7/24/2014 22:31:14 >
AQ DF MQ AQW  Post #: 31
7/18/2014 5:14:11   
Bastet
Member

Welp, since megakyle isn't around I took the freedom to make a new one.
I'll PM you the next time I make a post in this section to make sure it is to your liking, Daimyo. Wouldn't want you haunting me for every post I make in this section.


Boss Name: The Warden

Powers/Abilities: The Warden is a monstrous, over 20 feet tall creature covered in chains that leave only his mouth filled with pointy teeth uncovered.

Strenght: The Warden is strong even for a creature of his size, but lacks any kind of finesse. (Passive)

Chains: The Warden can extend the chains from his body to surround, attack or impair enemy targets. (Active)

Wrecking Ball: The Warden has a medium-sized iron ball mounted at the end of a chain attached to his fist, which he uses as a raw-force weapon. (Passive)

Arena: A mental asylum with a dark atmosphere, made out of an endless hallway with cells on both of its sides. There are catwalks near the ceiling that run along the hallway, with the occasional set of stairs leading up to them.
The constant moans, noises and screams of the cells' inhabitants could almost drive a person mad if he/she wasn't used to them.

Weakness: Being covered in chains from feet to head, as you might imagine, inhibits his sight, smell and hearing. He mostly relies on "feeling" the ground for vibrations to orient himself, and as such he could end up being tricked.

Personality: The Warden doesn't have a proper personality, he just does his job in making sure the patients don't escape.... and making sure intruders don't leave alive.

Backstory: The Warden and his prison were created a long time ago by a group of wizards who decided that the worst criminals in the realm didn't even deserve a proper execution, instead they teleported every one of them into the Warden's dimension every time they caught one. Even as the wizards mantaining the spell died of old age or other causes, the Warden kept doing his job, making sure nobody leaves.

How did you get sealed in the first place: Created exactly for that.

What do you plan on doing once you are free: Keep guarding the prisoners and attacking intruders. The Warden has no ambitions.
Post #: 32
7/20/2014 6:01:14   
megakyle777
Member

Supremo: I have issues with a few of those. Please nerf. I can say where it needs nerfing if needed but I'm sure you can think on it. Also, the combat does not rely on minutes. Like I say, it is solely based on your actions, that means minutes are not calculated. Please redo taking that into account.


Batest: Accepted.


< Message edited by megakyle777 -- 7/20/2014 6:03:17 >
DF  Post #: 33
7/20/2014 13:15:46   
salene
Member

Kyle, is my app fine now?
AQ DF AQW  Post #: 34
7/20/2014 13:30:26   
megakyle777
Member

Yep Salene. Accepted.

Also, now accepting foe ideas from any media or made up ones. I need:

Really weak stuff
Foot soldiers
Villains (A list, B list, C list, and laughable)
Heroes/main characters (A list, B list, C list and laughable)
Dragons (The beast type)
Foes that swarm
Final Bosses
Dragons (The second in command type)
Kings, emperors, gods, of evil
Undead
Unique
Bonus bosees
Ultimate beings
Myths and legends
Anything else you can think of.

Remember, ALL SUGGESTIONS NEED TO HAVE INFO ON THEM INCLUDED, in the form of a link or long post about them or whatever.

< Message edited by megakyle777 -- 7/20/2014 13:35:36 >
DF  Post #: 35
7/20/2014 14:36:24   
Lemonus
Member

For really weak stuff, how about the classic undead skeletons? You know, the slow and weak dudes you can take down in one hit.
DF AQW  Post #: 36
7/20/2014 14:50:15   
Vagaran
Member

I don't hope I'm late:

Boss Name: Tunstall
Powers/Abilities:


(Passive) Descendant of lightning: Tunstall's fur generates electricity resulting in enemies hitting Tunstall having a chance of getting paralyzed

(Passive) Mark of lightning: Targets bitten by Tunstall is marked, resulting in him dealing extra minor DoT damage for each attack.


Active:
Howling Thunder: Tunstalll lets out a loud electric howl, confusing one enemy and increasing his own attack and speed.

Electrifying jaws: Tunstall bites his enemies, paralyzing them and dealing moderate damage.

Roar of Thunder: Tunstall lets out a furious howl, summoning dark clouds that will strike an enemy with lightning stunning them.

Electrifying speed: teleports behind the enemy, leaving a trail of lightning that paralyzes anyone who touch it. Upon arriving behind the enemy, Tunstall will either fire an orb of thunder or bite and poison the enemy.

Dinner time: Tunstall will eat an enemy and then spit them out, covered in slime that slows them down by alot.

Electric Fur: Tunstall empowers his fur, making him more resistant to attacks and increasing his own speed.

Spirit of ancestral wolves: Tunstall summons the spirit of his ancestral wolves that will use a random magic on either the enemy or Tunstall:
Flash of Thunder: summons a Thunder that is bright the enemy is blinded or Tunstall's accuracy is increased
God of thunder: sends out 4 lightning bolts that hits random places of the arena
Power of wolves: empower Tunstall's jaws, making it possible for him to eat one magic spell thrown at him and throw it back at the caster.


Arena: the peak of a mountain, surrounded by dark clouds that randomly shoots out electricity.

Weakness: most importantly earth that can completely negate most of his dmg. Any earth or dark magic inflicts more dmg than most, and eletric damage deals nothing on him. Having some platinum or other strong metal forged armor can help against his jaw attack, certain magic like cures against stuns and the likes can be useful against his various status inflicting skills.

Personality: A proud wolf with honor, he dislikes humans and Ogres and think of them as inferior beings who should be eradicated.

Backstory: Tunstall was once the leader of a Wolf pack in the northern mountain of a far away land. One day his entire tribe was killed by one lightning bolt, thrown by Thor the god of thunder. Furious over the loss of his family, Tunstall attacked the god who had trouble dealing with him in the beginning, but in the end Thor managed to beat Tunstall. Instead of killing the Wolf, Thor decided to bless him with the power of thunder but it had one price: he was sealed away and had to find out a way to escape by himself if he wants to be capable of fully utilizing it.

How did you get sealed in the first place: Thor sealed away Tunstall after blessing him with the power of lightning

What do you plan on doing once you are free: kill Thor to avenge his family...and fully master his new electric powers

Other: Dunno...he is a wolf?


< Message edited by Vagaran -- 7/20/2014 14:51:27 >
AQ DF MQ Epic  Post #: 37
7/20/2014 17:03:32   
Daimyo Daimyo
Member

Monsters

Shell-shocker

Appearance: A turtle with a spiky shell, sharp claws, and a tail covered in bony plates.
Description: Hostile and aggressive, these reptiles possess a powerful shell that is resistant to slashing and stabbing attacks. While a smashing weapon would be effective against an armored creature such as this, this critter has electricity coursing through its shell that will give anyone who tries to hit it a nasty shock; hence the name. A shell-shocker can and will enhance the pain it can inflict with its beak-like jaw by discharging electricity through its bite. Likewise, its sharp claws are also capable of this feat. As a defensive measure, they are capable of retracting their head and limbs into their shell. While they do move slow, do not underestimate their reflexes. Many have approached a seemingly-harmless "hiding" turtle only for its head to come out to snap at them in a blink of an eye.
Gargoyle

Appearance: Demonic, bat-like, winged creatures.
Description: At first glance, they seem to be statues. But the moment you turn your back or make yourself vulnerable, they spring to life and attack. Their stone bodies are resistant to slashing and stabbing attacks. Like other armored enemies, a weapon capable of smashing such as a hammer is your best friend. Due to the nature of their composition, their entire body is a weapon capable of delivering punches, kicks, tackles, and bashes.
Dracolich

Appearance: The skeleton of a dragon.
Description: Once powerful dragons in life, now they're powerful undead dragons in (un)death. Arrows tend to whiz right through gaps in their bodies missing completely. Blunt weapons are great for smashing these bone monsters. But even in undeath, their greatest weakness is dragonbane. Beware of their powerful breath attacks.
MQ  Post #: 38
7/20/2014 20:20:30   
Bastet
Member

Foes that swarm:

The 67 Plagues

A swarm of almost-legendary fame , the 67 plagues are creatures seemingly controlled by nobody but their thirst for chaos and blood. They resemble insectoid creatures of various colours, abilities and sizes, but they all remain similar to eachother to a degree. To take down the targets they hunt, they rely on numbers and vicious toxins that quickly debilitate them. Nobody has any ideas of where they come from, but they always appear when the fighting is at its highest point and quickly assault whoever is still standing, leaving the corpses for later. Nobody has, so far, survived an encounter with them due to the fact that they seem to know the precise moments at which they should attack to ensure a swift victory. The only historical accounts of them are written on books of dubious provenience, but it is clear that they only leave the battlefields they intrude in once they've consumed every trace of biomass and disappear as quickly as they came.

@Lemonus I think they should rather be under the "Undead" tab, skeletons are still a level above "really weak" due to the various resistances they would have to various attack types such as disease, poison, thrusting attacks and the such.

< Message edited by Bastet -- 7/20/2014 20:22:57 >
Post #: 39
7/21/2014 0:58:01   
Superemo
Constructive!


Application edited.

Foes that swarm:

Skeleton Army

A group of magically reanimated skeletons, wielding various weapons with minimal skill and no sense of self-preservation, whose power lies more in quantity than in quality, with their creators typically investing very little in the way of magical energy in their construction. That said, there is something good to be said about them, even with their immense faults. Their lack of intelligence makes them impossible to fool, and their lack of standard senses makes illusions and hiding useless while rendering them incapable of feeling pain. Additionally, their already skeletal state makes magics relying on fire or frost almost completely ineffective, while disease and poison are of absolutely no use. There are generally three accepted methods of disposing of a Skeleton Army:
1. Brute force. Each skeleton is easy to dispose of, and it's simply a matter of bringing down their numbers before they manage to wear you down.
2. Turn/Rebuke. This method relies on channeling your own magical energy against the entirety of the Skeleton Army, influencing their magical bond with their creator. Those more aligned with Light magic find it easier to Turn the army by breaking the bond it has with its creator, while those whose path is more attuned to Darkness may be capable of Rebuking the initial bond and replacing it with their own magic, placing the Skeleton Army under their command.
3. Strike the heart. This is a permanent, but risky, solution. In order to permanently destroy the Skeleton Army, one needs only to seek out its source: the necromancer in charge of its creation. In absence of the necromancer's presence, one can generally find the Skeleton Leader in the army, typically a more skilled fighter, and destroy it in order to sever the magical connection between the necromancer and the rest of the army.


Undead:

Skeleton Leader

Typically found leading a Skeleton Army, a Skeleton Leader is a skeleton with some intelligence remaining. This renders them slightly more dangerous than the average human foot soldier, as, being undead, they possess a variety of resistances that humans lack, such as immunity to poison and disease, reliance on their magical "sense" instead of easily fooled sensory organs, the inability to feel pain, and resistance to both fire and ice magics. Additionally, they are generally better armored than their non-intelligent kin, making it more difficult to destroy them through physical means, and they are seemingly capable of learning, as well as communicating directly with any nearby skeletons in order to coordinate attacks.


Ultimate Beings:

Skeleton Emperor

The Skeleton Emperor is a legendary overlord of all skeletons, animated or dormant, who resides in a realm with no concept of life or death. It is said he takes the shape of a colossal skeleton formed from other skeletons, magically bound to make their fusion unbreakable, though accounts on this are unreliable, as there are no living survivors of any encounters with the Skeleton Emperor, and the statements of skeletons seem to contradict both each other and themselves. That being said, there are two details which all accounts hold in common: the Skeleton Emperor is capable of commanding all skeletons in his realm, as well as summoning skeletons from others. Keep this in mind before seeking him out.
AQ DF MQ AQW  Post #: 40
7/24/2014 1:25:20   
megakyle777
Member

Vagaran: Accepted.

Superemo:

quote:

Short-range Teleportation (Self) (Active): (Unknown) has the ability to instantly alter his placement in any direction by up to three feet once per five updates. Any material repositioned inside of another object is lost instantly.


Lose this bit.

quote:

Minor Time Reversal (Active): (Unknown) can reverse time by one update once every twenty updates, keeping all knowledge of what will happen.


Lose entirely.

quote:

Combat Healing (Passive): (Unknown) regenerates slowly during combat.


Lose.

quote:

Explosive Rage (Triggered): At critical health (under 20%), (Unknown) gains the ability to use his Active abilities twice as frequently and instantly summons up to two weapons, while his passives become half again as effective and the negative effects of his Toggle abilities are removed. When triggered, disables Combat Healing for the remainder of the battle.


Lose.
DF  Post #: 41
7/24/2014 22:42:05   
Superemo
Constructive!


Edited.

Dragon:

Skeleton Thief

A Skeleton Thief is exactly what it says in both regards: a thief who is a skeleton, and a thief that steals skeletons. Typically the second-in-command to a Necromancer, a Skeleton Thief is a particularly dangerous foe, due to its resourcefulness, intelligence, high speed and agility, stealth skills, and inability to feel pain or discomfort. What's more, most carry scrolls created by the Necromancer, adding a risk of them being able to raise nearby dead to fight on their side. And be careful: if a Skeleton Thief catches you unaware, it will attempt to steal your skeleton, with a moderate risk of succeeding.
AQ DF MQ AQW  Post #: 42
7/28/2014 5:47:45   
Chazero
Member

I vote on the ????? rounds.
AQ DF MQ AQW Epic  Post #: 43
7/28/2014 14:06:30   
Bastet
Member

I vote For the surprise rounds.
Post #: 44
7/28/2014 21:41:20   
salene
Member

I vote for surprise :D
AQ DF AQW  Post #: 45
8/3/2014 7:24:31   
megakyle777
Member

Still waiting for the others to post. If not we will go with surprise.
DF  Post #: 46
8/4/2014 3:57:39   
Superemo
Constructive!


I'm in favor of the surprise round.
AQ DF MQ AQW  Post #: 47
8/4/2014 13:56:24   
Bastet
Member

4 out of 5 players have voted for the surprise rounds, I guess it's a safe bet we're going with those.
Post #: 48
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