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Revy
March 16th, 2011, 05:39 PM
I figured I'd go ahead and start a bestiary for the Tsukuyomi Gakuen RP.

This is serve as a quick reference guide for the monsters and enemies which can be encountered throughout the course of the game. I will be adding to this thread more and more as the game progresses and as more monsters are approved.

Slime

Title: The Shapeless Roamer
Rank: Anti-Magus
Habitat: Wide-open areas, typically within the vicinity of populated areas.
Disposition: Simple-minded
Diet: Anything that contains prana

Monster Type: Artificial, Abomination
Monster Category: Common Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/Creatures-Slime_monster.jpg

Information:
Slimes are semiliquid beings which are said to be the byproducts of attempts of creating artificial beings. Their bodies are malleable and can assume a variety of different shapes and forms. In addition, they are intelligent enough to understand human-language and actions; using the information to properly adjust its own actions. However, they are in the end simple-minded creatures and act much like an animal. They spend most of their time roaming around in search of food to feast upon.

Slimes are known to travel alone, but they are usually seen in groups of three to make capturing stronger food easier. When a Slime finds its food, it becomes extremely aggressive and eating is the only thing that occupies their minds. This is especially true when they are hunting moving prey. The Slime will either wait for prey to draw in close and ambush their prey or surround the target in a group and attack at once. As their bodies are made of a corrosive liquid, getting caught means the prey will immediately begin to be digested. In addition, the Slime’s sticky body makes it so that it is near impossible to escape once you are ensnared, usually meaning death. A Slime can usually devour a full-grown man in less than a minute.

Because of their prana-based, gelatinous bodies, Slime’s are highly resistant to physical attacks and weapons. The best way to deal with these creatures is simply to keep one’s distance and combat them with magecraft until their bodies fall apart.

Another method for combating these creatures is to use techniques which interfere with their abilities to sustain their prana based forms.

Special Abilities:

Shapeshifting
Slimes have the ability to morph and transform their bodies into a variety of shapes and sizes. This makes them especially hard to combat with single motion attacks, as they usually just morph their bodies to evade the attack and strike from a blind spot.

Physical Resistance
Slimes take virtually no damage from physical assaults do to their liquid forms. This makes it extremely difficult for melee based fighters to combat them. Although, some exceptionally powerful conceptual weapons may have an effect on them.

Magic Resistance
Being an entity which thrives off of prana, Slimes have developed a low level of magical resistance. However, it is only at the level of a simple protective amulet.

Regeneration
Slimes can regenerate over time by taking in masses of prana from the things it eats. This process is extremely slow however, as an injured Slime with have increased difficulty in acquiring a substantial amount of food for the regeneration process.

Potential Index:

Strength: Low
Intelligence: Moderate
Agility: Moderate
Endurance: High
Danger Level: Moderate

First Appearance:
Tachibana Asuka was seen combating two of these during a simulation at DEN.

Revy
March 16th, 2011, 05:42 PM
Gargoyle

Title: The Imprisoned Guardian
Rank: Anti-Magus
Habitat: Towers, Old Castles, Ruins
Disposition: Violent, Aggressive, Strong-willed
Diet: Nothing, Blood*

Monster Type: Artificial, Golem, Familiar
Monster Category: Uncommon Enemy

Information:
A Gargoyle is a stone statue which has been empowered and animated by a human soul bound by a powerful ritual. They are usually made to serve as the guardians of sacred places for the rest of eternity, or until the statue which binds them is destroyed.

During the day and night, Gargoyles are typically inanimate and amass large amounts of mana from the air and store it within their bodies. Should an intruder wonder into an area that one of these beasts are guarding, the Gargoyle comes to life, using the magical energy it has accumulated over the years to power itself. The once docile guardian then becomes a furious winged-monster with incredible power which will not stop until either it or its target falls.

Gargoyles on the other hand will never move about during the daytime. In exchange for the incredible power their magical stone bodies grant them, the sunlight seals off both their will and consciousness, making it impossible for them to act outside of the veil of night or in places the sun can’t reach.

However, on rare occasions, some Gargoyles have been known to have develop vampiric traits; sucking the blood of others to increase its own power. Gargoyles of this kind are able to move around during the day should they amass enough power; although, the sun will still weaken them to a degree as with other vampiric entities.

When battling one or more Gargoyles, the best thing to do is to observe its actions and attack in a tactical manner. As they have large reserves of magical energy powering them, they can be extremely deadly adversaries. Gargoyles have razor-sharp teeth, claws, and talons which can easily cut through most blades. In addition, they can conjure up strong gust with their wings as well as use them for defensive purposes. Added to the fact that they are equally resistant to physical and magical attacks, they can easily overpower a single person if they are reckless.

On the other hand, magi who are versed in earth and/or water magecraft fair a slightly better chance, as the Gargoyle’s stone bodies are susceptible to the two elements. Should that not be an option, the next best thing is to cut off its wings, followed by its legs, arms, and head. A Gargoyle can function without any of its limbs; however, if you can render it harmless, it is as good as dead.

Special Abilities:

Flight
Gargoyles are gifted with the ability to flight at significant speeds through the air. They can easily go from ground level to the top of large clock towers with one mighty beat of their wings.

Physical Resistance
Being that their bodies are made out of a special stone, Gargoyles can withstand normally devastating blows with only as much as a few scratches. They have no resistance to specialized Mystic Codes or Conceptual Weapons however.

Magical Resistance
Gargoyles are virtually immune to most elemental magecraft outside of earth and water. For any other element, it would take an exceptionally devastating spell to do minimal damage to these guardians.

Particular forms of magecraft, such as projection or Reality Marbles, may prove effective depending on the level of power though.

Magecraft*
Some Gargoyles have learning how to create varying levels of atmospheric phenomena over the centuries they’ve been active. However, like vampirism, this is also a rare trait and is usually only seen in more ancient variations of the guardians.

Potential Index:

Strength: High
Intelligence: Low
Agility: High
Endurance: High
Danger Level: High

*Not all Gargoyles display this trait

Revy
March 16th, 2011, 05:45 PM
Shade

Title: The Feral Darkness
Rank: Anti-Personnel
Habitat: Dark areas, usually abandoned urban settings
Disposition: Vicious
Diet: Meat (humans, small animals, medium-sized animals)

Monster Type: Nightmare
Monster Category: Uncommon Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/dark-wolf.jpg

Information:
A Shade is a feral creature which is a step away from being an elemental. They are cunning and malicious beasts that take on dog-like appearances. Their bodies are comprised of a dense shadowy mass which is similar to a curse taking on physical form. As a result, people can usually tell when a Shade is around as their presence causes an individual to feel increasingly ill.

Shades are crafty and keen hunters. Never traveling alone, they almost always form packs and constantly move to areas with more food. This makes them difficult to deal with, as they operate as a unit instead of an individual. They strike in quick, coordinated formations and use a combination of their fangs and claws to rip their prey to pieces. In addition to this, due to their unique forms, Shades can move at extreme speeds across the ground in the form of shadows. They take full advantage of this power by incorporating it into their team tactics; having a group strike at different angles while one or more move in and strike from one’s own shadow.

The best way to deal with Shades is to stay alert of their positions and attack in a conserved manner. Shades strike from numerous angles, so if you can, fend off Shades until you can cause them to attack each other and create some breathing room for you to counterattack.

The Shade’s semi-physical form is maintained by a crimson core in the middle of their bodies. Destroying this will destroy the Shade. But be warned, if a Shade comes to the realization that you are aiming for its core, it will relocate it to a different part of its body and increase in overall aggression. If you wish to take out a Shade’s core in one shot, wait for it to morph its body into a spear-like form and expose its core. The attack is very quick (about the time it takes to blink), but the core can easily be destroyed with a strong enough attack at this point.

Also, Shade’s are highly vulnerable to the weapons of the Church and sacraments. Black Keys are especially effective in this respect as the can act as both offensive and defensive weapons, have good ranged capabilities, and can be effective in pinning a Shade in place, whether in its normal form or shadow form.

Special Abilities:

Black Aura
The shadowy mass which forms up the Shade’s body is in very many ways like a powerful curse. Simply being within the same area as them can cause one to feel rather sick or nauseated. On the other hand, coming into close proximity with these creatures can cause extreme headaches, dizziness, and disorientation. The effects seem to lessen with magical resistance however.

Shapeshifting
Shades can alter their physical form to a degree, but not to an especially high one. This usually comes in the form of a Shade morphing its body into a shadowy-tendril to strike targets from afar.

Curse Resistance
The natural ability of the body to resist curses and curse-related attacks. [Obtainable through Evil Eat]

Potential Index:

Strength: Moderate
Intelligence: High
Agility: High
Endurance: Moderate
Danger Level: Moderate-High

First Appearance:
Yoshinori Seiichi was seen combating a small pack of these during a simulation at DEN Coliseum.

Revy
March 16th, 2011, 05:48 PM
Humanoid Slime

Title: The Magus Stalker
Rank: Anti-Magus
Habitat: Wide-open areas
Disposition: Curious, Docile, Gentle
Diet: Omnivorous, prana

Monster Type: Artificial, Abomination, Elemental
Monster Category: Rare Enemy

Information:
Humanoid Slimes are a rare mutation of the regular Slime breed. Humanoid Slimes are born when a Slime has amassed a considerable amount of knowledge and prana from devouring magi. Unlike their simple-minded family members, Humanoid Slimes are highly intelligent creatures which can physically communicate and learn from humans. Not only this, but there are gender variations amongst Humanoid Slimes; each being distinguishably by its male or female appearance.

Humanoid Slimes prefer to move by themselves, or with other Humanoid Slimes, as regular slimes tend to confuse them for magi. In addition, Humanoid Slimes are far more docile in nature as opposed to normal slimes. Despite their previous form, Humanoid Slimes will not relentlessly assault entities with prana. They do however show an increased curiosity in magi; following them around while in open areas and observing them from afar. It is exceedingly rare that a Humanoid Slime will attack a human-being, even if provoked. They are actually better known for helping lost travelers and healing the injured, although they will immediately run to a distances afterwards.

They are however considerably more dangerous when enraged than normal Slimes. Having obtained extensive knowledge and prana, Humanoid Slimes are capable of unleashing high level magecraft, depending on the magi they consumed in their earlier forms. Also, as they are more intelligent, they are able to adapt to enemy tactics and come up with their own.

On the other hand, these are its only real strengths. Its body is not comprised of the same corrosive liquid as its previous form and it has lost most of the impressive flexibility it possessed (although it can still bend into angles impossible for a human).

In the end, dealing with this species of Slime is very much like combating a magus.

Special Abilities:

Magecraft
Humanoid Slimes can utilize high level thaumaturgy if they see fit. The assortment of spells they can use are limited to those of the magi they’ve previously absorbed however.

Shapeshifting
After their mutation, Humanoid Slimes have lost most of their ability to shapeshift; however, they can still pull off simple evasions using this ability.

Magic Resistance
Like its previous form, Humanoid Slimes have a minor form of magical resistance.

Regeneration
Humanoid Slimes can regenerate injuries to their bodies much like normal Slimes; however, their regeneration is significantly faster.

Potential Index:

Strength: Low
Intelligence: High
Agility: Moderate
Endurance: Moderate
Danger Level: Low

Revy
March 16th, 2011, 05:52 PM
Terius

Title: Seeker of the Brave
Rank: Anti-Fortress
Habitat: Found At Otherworld Arena
Disposition: Proud
Diet: Nothing

Loot: Vacuus Sonitus
Battle Theme: The Opened Way (http://www.youtube.com/watch?v=R3PRXFLJYcw&feature=related)
Monster Type: Golem
Monster Category: Optional Boss, Arena Boss

Information:
Terius is a large, bipedal colossus who towers over the land at an astounding 110 feet (33.528 meters). He has a humanoid appearance, but virtually his entire body is covered in a metallic armor. His helmet resembles that of a bull with three holes carved out to reveal his glowing, white eyes. He causes the earth to tremble beneath his feet with every step and his weapon of choice is a massive axe-sword.

Though he doesn’t speak, Terius has shown himself to be a proud beast as well as an intelligent combatant. He only accepts challenges from those he sees as worthy warriors. Though his preference is one-on-one battles, he will accept challenges from a team as long as all of them live up to his standards. With his massive size and power, he is more than a match for any team. His history shows this.

Being that he wishes only to fight proud warriors, his unique ability Acta Non Verba (literally "Action not words") makes it impossible for standard magi to combat him. Terius’s ability automatically erects a special field which jams the Magic Circuits and prevents prana from being properly used by the body. As such, all prana based abilities or items are useless when combating Terius.

Special Abilities:

Acta Non Verba
Acta Non Verba is a unique skill, as well as the only ability, Terius possesses. Carrying out his wish to fight only brave warriors, Acta Non Verba is a constant field which surrounds Terius creating a mystery on the scale of worldly interference. As it is always active, individuals engaging Terius have their Magic Circuits “jammed” as well as having any magical items they posses become inactive.

Potential Index:

Strength: Very High
Intelligence: Moderate
Agility: Moderate
Endurance: Very High
Danger Level: Very High

Revy
March 16th, 2011, 05:55 PM
Dionin

Title: Sentiment of Shadows
Rank: Anti-Magus
Habitat: Found At Otherworld Arena
Diet: Prana, Od

Loot: Soul of Arcana, Blade of Anima
Battle Theme: Choir of Curse (http://www.youtube.com/watch?v=fSHRLiYR8b4&feature=related)
Monster Type: Nightmare
Monster Category: Optional Boss, Arena Boss

Information:
Dionin is a specter-like creature who appears in the form of a hooded shadow with no physical form. As such, Dionin is considered to be on the level of an elemental as opposed to being a mere monster. His spiritual abilities have caused many to weep at their powerlessness when facing him; earning him the title “Embodiment of Despair”.

Being that he has no material form, physical attacks are completely useless against. Even physical attacks which are augmented by some form of magecraft, including weapons of the Church, have greatly reduced affects. This means that only spells in their purest form stand a chance of causing Dionin any harm. However, simply firing off powerful spells may prove useless, as Dionin can sharpen his magical resistance to render a certain kind of magecraft ineffective.

Dionin’s powers are not limited to simple defense though. The specter’s true powers lie in his ability to utilize a lost form of magecraft known as Arcana. These powerful spells range from paralyzing an opponent, to manipulating all five of their senses, and even allowing Dionin to possess one person. With these spells at his disposal, Dionin is a force which must be approached carefully and strategically by at least three or more people.

Special Abilities:

Spectral Body
Being that his body itself is on par with a high-level mystery, Dionin’s body is unaffected by physical influences. This means that not only will physical objects pass right through Dionin, but Dionin can also pass right through physical objects. Because of his unique form, this could cause serious bodily disturbances should he pass through a living being.

Magic Resistance
Dionin has a unique magical resistance in that it can sharpen its resistance to a particular type of spell. Without sharpening, Dionin’s body nullifies C-rank and below spells. But when sharpened, Dionin becomes completely immune to a particular magecraft. On the other hand, this acts as a double-edged sword as it lessens his resistance to other spells. [Obtainable through Evil Eat]

Arcana
These spells are the most formidable power which Dionin possesses. Dionin boast the power to use this lost form of magecraft which was primary used as a means of torture in ages past. When applied for battle purposes, these spells instill fear and despair into the hearts of Dionin’s opponents.

There are total of twenty-two spells at Dionin’s disposal; all of them as terrifying as the last. These spells are The Fool, The Magician, The High Priestess, The Empress, The Emperor, The Hierophant, The Lovers, The Chariot, The Justice, The Hermit, The Wheel of Fortune, The Fortitude, The Hanged Man, The Death, The Temperance, The Devil, The Tower, The Star, The Moon, The Sun, The Judgement, and The World.

Potential Index:

Strength: Undefined
Intelligence: Very High
Agility: High
Endurance: High
Danger Level: Very High

Revy
March 16th, 2011, 06:02 PM
Note: This is an extreme difficult boss which is planned for the completion of the Otherworld Arena side quest. As such, her abilities and powers may or may not be prone to change throughout the game.

Nolis Savera

Title: Queen of the Arena
Rank: Anti-World
Location: Otherworld Arena
Disposition: None
Favorite Food: Frozen Yogurt

Loot: Termina Nua, Moonlit Scale
Battle Theme: Summoned Beast Battle (http://www.youtube.com/watch?v=ocwtriYIBF0)
Monster Type: Human
Monster Category: Optional Boss, Arena Boss, Quest Boss, Super Boss

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/Nolis.jpg

Information:
Nolis is the renowned Queen of the Arena. Although she spends most of her time commentating on arena matches, on occasion she will step into the fray to prove that she is still as powerful as they come. Claiming to be a former student of Tsukuyomi Gakuen, she expresses great interest in “seeing what the freshies can do”.

Despite being a rather petite young woman, Nolis possesses both incredible physical and magical powers. She is able to easily crush large diamonds with a single hand as well as clear several meters in one step without the use of magical energy. On the other hand, when going all out, Nolis is a one woman army. With her massive reserves of magical energy, Nolis can use massive burst of prana to greatly augment her already impressive stats. In addition, she is well verse in a variety of magical spells and techniques; ranging from elemental spells to high level reinforcement.

Nolis also carries with her an array of magical items and equipment which she has obtained over the years. These items range from the armor she wears to a magical amulet which grants her wings of light. But the most notable of these items is the sword she carries, Termina Nua. It is a magical weapon which Nolis has improved upon during her time on the nameless island and its maximum output now rivals that of a high-ranking Noble Phantasm.

Special Abilities:

Utmost Clarity of Forged Meditation
An extremely powerful mental shield forged though constant battling and arduous mental tasks. Nolis’s mental guard is so powerful that it renders her completely immune to any mental intrusion. Those who actually try to read or interfere with her mind will be faced with a massive beast-like projection; the embodiment of Nolis’s will.

Prana Burst
The ability to unleash high amounts of prana in sudden bursts to improve combat abilities; with this augmenting her already impressive power, Nolis states that she can obliterate several large buildings with a single punch if she wanted.

Atmospheric Pressure
Although Nolis usually keeps her power contained, when she unleashes her full power for battle, her very presence increases the atmospheric pressure within a considerable radius of her person. This increase in pressure makes it increasingly difficult for her opponents to move as well as breathe properly.

Magecraft
In addition to being a highly capable warrior, Nolis is also highly versed in magical combat. She has a reserve of numerous assorted spells which further aid her in overcoming obstacles.
+Healing magecraft to treat her wounds.
+Conjuring swords to fire at the enemy.
+Counter Magic to temporarily seal off an opponent’s abilities.

Special Equipment:

Wing Amulet
A special amulet which causes four wings of light to sprout from the users back when prana in is run through it and a single-verse activation spell is chanted. This is one of the items Nolis obtained during her time at Tsukuyomi.

Moonlit Scale
A special set of armor that Nolis forged with the assistance of Sector Null’s Research & Development team. It grants her amazing defensive abilities as it possessives the power to passively nullify both physical and magical attacks against her person below a certain level of power.

Termina Nua- The Bursting Forge of Cosmic Creation
Simply referred to as Termina by Nolis, this mighty blade is a weapon made of quasi-stellar energy packed into such a dense form that it gains solid qualities. Simply swinging this weapon around causes atmospheric gases to spiral at high speeds, often times meaning this sword “cuts” before it connects. However, Termina Nua’s true power comes in the form of a high-power discharge which compresses space and creates vacuums as a side effect. At full power, a single blast from this weapon will create a blazar.

Potential Index:

Strength: Very High
Intelligence: Very High
Agility: Very High
Endurance: Very High
Danger Level:Very High

Revy
March 27th, 2011, 01:47 PM
Doppelganger
Title: The Faceless
Rank: Unknown
Habitat: Unknown*
Disposition: Violent
Diet: Unknown

Loot: Agonist Shadow, Alter Ego, Soul of Shadow
Battle Theme:
I Can Hear the Shriek (http://www.youtube.com/watch?v=2l3ssDUHBeU) (Normal Battle)
U.B. -Ultimate Being- (http://www.youtube.com/watch?v=TcvvNO4v5eY) (Final Battle)
Monster Type: Nightmare
Monster Category: Optional Boss, Quest Boss, Super Boss**

http://images.wikia.com/devilmaycry/images/7/7c/Doppelganger.gif

Information:
The Doppelganger is an extremely dangerous and unpredictable threat to anyone unfortunate enough to come across it. While its origins, as well as its motives, are unknown, Doppelganger is believed to be a demon who manages to live in the present day by the way of phenomena. It often takes on the form of people of creatures; however, it is rumored that should you see its true form, you won’t live to tell about it.
What makes the Doppelganger so fearsome is its inherent ability to completely copy anyone it sees; down to the items they hold and the memories they possess. Not only that, but it is also speculated that Doppelganger can also mix-and-match the abilities it copies to further augment its lethal powers.

In addition, as a demonic entity, Doppelganger’s very presence alone causes distortions of natural laws. In Doppelganger’s case, the senses become both confused and blended. This overload on the senses creates increasing uneasiness within anyone within a certain radius of the demon’s body. Common ailments include headaches, spatial confusion, paranoia, anxiety, and in more severe cases, traumatic hallucinations and insanity. The only way to combat this is to train one’s mind to have high mental resistance and hope the strain does not hinder you.

Should one be confronted with the Doppelganger, it is highly advised that one try to maintain a distance and take note of the abilities it has assimilated. If at all possible, always act in a group and carefully coordinate attacks in accordance to individual strengths. Remember, Doppelganger copies everything about you, including your battle strategies and adaptive abilities. With its high level of knowledge, it is likely that you will not get the same opportunity twice.

Special Abilities:

Mimic
As its name suggests, Doppelganger is able to perfectly copy anyone and anything it sees; with the exception of some unworldly things (noble phantasms, conceptual phantasms). In addition, as it is able to mix and combine the things it mimics, Doppelganger is easily capable of create its own identity and powers. This makes it especially troublesome when it comes to battle due to its cunning and natural distortion.

Teleportation
Doppelganger seems to be capable of a very limited kind of teleportation over a small distance. He seems to be able to move over a maximum distance of 400 meters with a constant cool down period of approximately five minutes. [Obtainable through Evil Eat]

Potential Index:

Strength: Unknown
Intelligence: Very High
Agility: Unknown
Endurance: Unknown
Danger Level: Unknown

* This monster is a quest enemy which actively roams. Thus, its location and habitat are not definite
** Tentative on the amount of power it accumulates

Revy
April 17th, 2011, 10:04 AM
Dakki
Title: The Luck Shikigami
Rank: Anti-Personnel
Habitat: Virtually anywhere, preferable wide-open areas
Disposition: Gentle, Cowardly. Bashful
Diet: Omnivorous

Monster Type: Nightmare
Monster Category: Common Enemy


http://i1085.photobucket.com/albums/j431/GoldenDarkness22/dakki.jpg

Information:
Dakki are unusual and gentle creatures who are widely regarded as a type of shikigami throughout the nameless island. They are small, timid creatures with pillow-like bodies no bigger than a small cat and simple expressions. They rarely seek out fights with people or other creatures, but they are known to approach people who they are curious about. As such, the hug and kiss of a Dakki is popular as a “good luck” blessing in island travel.

Being that they would rather run than fight, Dakki are rarely known to attack people of their own accord. However, if adequately provoked (such as abusing members of their flock), the Dakki will retaliate. For the most part, the Dakki are weak and one on its own is no more than a nuisance. On the other hand, if one Dakki witnesses another one fighting, it will join the cause.

In battle, the Dakki’s pillow-like body makes it virtually indestructible as they are known to comeback from being completely flattened. Their bodies can stretch an unknown amount and they can absorb most physical attacks like a sponge. Piercing weapons and magecraft however are super-effective against them though.

In addition, if a Dakki sees little chance in them winning but a chance of survival for their flock (or whatever they are protecting), the Dakki will selflessly sacrifice itself by throwing itself at the target and self-destructing. When doing such, a single Dakki is as powerful as a standard landmine. Again, a single Dakki is not a problem, but due to their strong sense of unity, other Dakki will follow suit if it helps the cause.

And on one last note, the yellow beads they grow on their antenna are widely accepted as “concentrated luck”. It is for this reason that Dakki are sought out in one way or another. Many people have tried to take this bead for themselves, but many have failed. But in the few instances in which the bead as successfully been removed, the Dakki died immediately afterward.

Special Abilities:

Pillow Body
The Dakki possess unique bodies which can stretch, contort, and bend as circumstance calls for. This not only makes them harder for enemies to kill, but it makes them proficient in the art of fleeing. Many Dakki have been known to flee through all sorts of narrow passages which their pursuer cannot enter.

Self-Destruct
Their greatest weapon and last effort at protecting their kind, the Dakki are able to self-destruct with a magical explosion on par with a standard landmine.

Potential Index:

Strength: Low
Intelligence: Moderate
Agility: Moderate
Endurance: High
Danger Level: Low

Revy
April 17th, 2011, 11:04 AM
Fall
Title: The Feral Flash
Rank: Anti-Magus
Habitat: Rainy areas, Power plants, Mountains
Disposition: Vicious
Diet: Electricity, Meat (humans, small animals, medium-sized animals)

Monster Type: Nightmare, Elemental
Monster Category: Uncommon Enemy


http://i1085.photobucket.com/albums/j431/GoldenDarkness22/fall.jpg

Information:
The Fall are vicious and feral creatures similar to their brethren the Shades. They are believed to be a new evolution of the Shade which has adapted to different environments and has become closer to that of a true elemental. Their bodies are composed of a wispy, dark cloud with visually resembles fur and they are constantly cloaked in red-violet plasma energy which they give off.

Like Shades, Fall are expert hunters with extremely keen senses and intellect. They typically hunt in a pack of three or more, but do to their evolution a single Fall could easily kill three Shades. This is mostly due to the fact that the Fall have the ability to transform themselves into lightning with a will of its own. This allows for the Fall to move over large distances in no time flat. Adding this to the fact that they coordinate their attacks in their pack and specialize in low-visibility combat makes for one touch opponent.

Like with their previous form, the best way to deal with the Fall is to stay alert of their positioning to the best of your abilities. Constantly stay on the move and use your surroundings to cover yourself by their lightning attacks. Using something strong, such as a shield, to defend yourself is also recommend, though it is advisable not to use something which can conduct electricity.

They lack the core weakness which plagued their dark brethren, but in exchange have gained denser, more tangible forms which makes them more vulnerable to normal attacks. In addition, for some unknown reason the Fall have become blind. They rely primarily on their sense of smell, but even more so, their hearing. Therefore, the ideal way to combat these creatures is to avoid taking damage from their attacks, create some distance, remain still, launch a long-ranged attack, evade the counterattack, and repeat the process. Fighting a pack of Fall is a battle of endurance, but if one plays it smart, they will eventually fall.

Special Abilities:

Cursed Plasma Emission
As beings composed of energy, the Fall generate their own cursed lightning. The power of the electricity they generate is enough to kill a normal person in itself; however, if one should survive being caught by their lightning, they would soon feel things such as nausea, disorientation, or mild headaches.

Enhanced Senses
As they have lost their eyesight, these creatures have come to posses senses which are amazing for even creatures of similar nature to posses. They can track a target rather quickly by scent alone, but their true strength is their hearing, allowing them to hear a pin drop over several dozens of meters away.

Transformation
The Fall have the ability to transform their bodies into pure electrical energy with the power equivalent to a single flash of lightning. This allows for them to travel and strike with great precision and force. In addition, should they strike anything which can conduct electricity, they can control it with their energy and will.

Potential Index:

Strength: Moderate
Intelligence: Moderate
Agility: Very High
Endurance: Moderate
Danger Level: High

Revy
April 17th, 2011, 03:43 PM
Inferno
Title: Beast of Hellfire
Rank: Anti-Magus
Habitat: Mount Kagutsuchi, Desert areas
Disposition: Wild, Violent
Diet: Fire, Earth minerals, Meat

Monster Type: Nightmare
Monster Category: Uncommon Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/inferno.jpg

Information:
Infernos are creatures composed of an unknown earth-like mineral which is tougher than steel. Their bodies are in a state of constant superheating due to the flames which burn at temperatures up to 3700 degrees Celsius within their bodies. In addition giving them lava-like armor, their body’s internal heat can be amplified to produce flames around its being.

The main issue to overcome when confronting a Inferno is the heat. These beasts are quite literally walking furnaces with unregulated heat affecting all that surrounds them. Simply walking through a grassy field can cause the area to be set ablaze and those caught in the immediate area will not be able to ignore the sweltering heat.

The best way to combat these monsters is either with a weapon which can withstand the extreme flames or with magecraft which is effective against fire. Infernos are strong, but brutish in nature so they will likely only attack wildly with their claws, fangs, and fire. Simply evade the streams and waves of fire they unleash, avoid their heavy physical attacks, and you should be able to deal with these creatures with relative ease.

Powerful water spells are ideal when combating these monsters, especially when used to hit their bodies when off guard. A well-used water spell can rapidly cool a Inferno’s body and temporarily render it motionless. This is the best time to unleash a final, powerful attack before the beast has time to reheat itself and recover.

When enraged or desperate, a Inferno will let out a mighty bellow and unleash the full extent of its flames. The cooled portions of its body which normal act as its armor are heated and its entire body becomes that of magma. Once this transformation is complete, the Inferno will enter a berserker state in which it simultaneous releases several wide waves of flame as it attacks its enemy. If it fails even in this state, the Inferno’s last effort is to self-destruct with enough force to level a small building. Ideally, one would want to defeat the crazed beast before this happens.

Special Abilities:

Fire Generation
Infernos have the natural ability to generate their own fire without any kind of effort. Normally, these flames are regulated by their bodies, to an extent. However, if one were to go on a rampage, these flames will be set free as it enters a berserker state and a wildfire is likely to ensue. Interestingly enough though, if a Inferno is killed, the flames it creates die along with it.

Armored Body
Infernos have bodies which are made out of an unidentifiable, earth-like material. This material grants them outstanding protection against physical attacks as well as isolating the searing flames that they harbor within their bodies. If this armor is damage, people in the area may notice an increase in the surrounding temperature.

Self-Destruct
An Inferno's last effort to take down their enemy. Using the powerful flames which compose their bodies, Infernos will self-detonate with enough force to flatten a small area. Fortunately enough, should an Inferno come to this decision, it will remain stationary as opposed to trying to pin down or pursue its target.

Potential Index:

Strength: High
Intelligence: Moderate
Agility: Moderate
Endurance: High
Danger Level: Moderate-High

Revy
April 17th, 2011, 04:45 PM
Living Dead
Title: Mindless Blood Sucking Corpse
Rank: Anti-Personnel
Habitat: Dark places in populated areas.
Disposition: Simple, Blood-Thirsty
Diet: Blood

Monster Type: Living Dead
Monster Category: Common Enemy

Information:
Living Dead are the result of a vampire victim becoming a Ghoul and successfully reconstructing their body. Although they have regained their own will to some degree, they are simple creatures which stalk the night aimlessly in search of their next meal. They are physically weaker than Ghouls, cannot act during the day, and need to suck the blood of humans in order to regain the intelligence they once had.

As one would expect, the Living Dead are extremely easy enemies to deal with should one happen to encounter one. They are slow and move very awkwardly, so someone skilled in combat would have no problem dealing with them. They possess low-level regenerative abilities, but this is negligible if one can simply deplete what little power they have or destroy them outright.

As with other Dead Apostles, weapons of the Church, sunlight, and water-based magecraft prove to be super-effective.

Special Abilities:

Regeneration
The innate ability to “turn back time” around a damaged area. As the Living Dead are not yet completed beings, this ability is very low in power, almost to the point of being nonexistent.

Potential Index:

Strength: Low
Intelligence: Low
Agility: Low
Endurance: Low
Danger Level: Low

Revy
April 17th, 2011, 05:45 PM
The Dead
Title: Blood Sucking Puppet
Rank: Anti-Personnel
Habitat: Dark places in populated areas.
Disposition: Simple, Blood-Thirsty
Diet: Blood, Meat

Monster Type: Living Dead
Monster Category: Uncommon Enemy

Information:
Similar to but different from the Living Dead, the dead are deceased familiars of vampires. Created when the corpse of the one who had his blood sucked and then received some of the vampire's own blood does not manage to become a Ghoul. Although they are considered several ranks stronger than the Living Dead, they are still mindless and soulless puppets that are controlled by their creator. Also, unlike the Living Dead, they consume meat to maintain their bodies but over half of the absorbed energy is sent to their master.

Under normal circumstances, the Dead are unfavorable for modern day vampires to use as it alerts vampire hunters to their presence. However, due to the circumstances surrounding the nameless island, vampires are able to use the Dead more effectively than they would be able to in the outside world. While there are still vampire hunters on the island to deal with them, this increased freedom makes them better suited than animal familiars when it comes to gathering energy for their master.

The formula for combating the Dead is relatively the same as fighting the Living Dead. The only difference is that the Dead are better suited for combat, being significantly faster and stronger without as many of the clunky movements Living Dead have. In addition, as they are serving a master, they tend to travel and hunt in masses.

Special Abilities:

Regeneration
The innate ability to “turn back time” around a damaged area. As the Dead are not yet completed beings, this ability is very low in power, almost to the point of being nonexistent.

Potential Index:

Strength:Moderate
Intelligence: Low
Agility: Moderate
Endurance: Low
Danger Level: Moderate

Revy
April 17th, 2011, 06:44 PM
Note: This character is an important part of the Tsukuyomi Gakuen sidestory "Vampire". As such, little information is known about her at the moment; however, as the plot of the sidestory progresses, more information will become available.

Himura Kairi

Title: Delusory Dead Girl
Rank: Anti-Magus
Location: Tsukuyomi Gakuen, Tsukiyo City
Disposition: Blood-Thirsty
Favorite Foods: Devil’s Food Cake, Blood

Loot: Unknown
Character Theme: Wandering in Torture (http://www.youtube.com/watch?v=hf2JS6PtRX8)
Battle Theme: Vector to the Heavens (http://www.youtube.com/watch?v=IIz1erKdcUg&feature=related)
Monster Type: Human, Vampire
Monster Category: Optional Boss, Quest Boss
Love Event: Possible

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/kairi.jpg

Information:
Himura Kairi is one of the many new students at Tsukuyomi Gakuen. Not much is currently known about her aside from her appearing to be stubbornly introvert and hostile to anyone who tries to come near her. This could be voluntary on her part to better keep her from sucking the blood of others. In accordance, she maintains herself with the blood of small animals she manages to catch.

Whether or not she was turned into a vampire by another or through magecraft is one of the many mysteries surrounding her.

Special Abilities:

Scarlet Dawn, Path to the Dead Sun
Kairi’s Reality Marble. It takes on the form of an endless beach shore and red ocean at sunset. It abilities are currently unknown.

Daywalker
Unlike most Dead Apostles, Kairi displays the ability to walk around freely in the sun; although, she does seem to prefer dark or shades places.

Magecraft
Kairi shows good skill in standard spells and arts, but her real skill is said to be in “separation” and “dissociation”.

Potential Index:

Strength: Unknown
Intelligence: High
Agility: Unknown
Endurance: Unknown
Danger Level: Unknown

Revy
April 18th, 2011, 01:53 PM
Note: A single White Knight will be available to fight as a boss, until later in the game when they will become a standard enemy.

White Knight
Title: Protector of Freedom
Rank: Anti-Magus
Habitat: Tsukuyomi Gakuen
Disposition: None
Diet: None

Monster Type: Artificial
Monster Category: Rare Enemy, Boss


http://i1085.photobucket.com/albums/j431/GoldenDarkness22/whiteknight.jpg

Information:
White Knights are advanced animated armors developed by Ariel and Sector Null to act as Tsukuyomi Gakuen’s last line of defense alongside Black Knights. They are powerful and intelligent warriors perfectly designed for battle and are blindly loyal to their master. However, due to the amount of effort it takes to put together a single armor, only a few exist (about 15). On the other hand, this number is regarded as being simply “enough”.

As these mysterious bodies of armor are more akin to souls bound to armor, this gives them several advantages in combat. The most noticeable is their speed and reaction time. As their bodies are the armors themselves, the knights are not weighed down by the heavy protection that makes them up. Also, as they have no minds to affect, they are immune to magecraft and techniques which would affect the mind or senses. In addition, as they are empty armors, acts such as piercing the body will have no effect whatsoever. For someone expecting this to be the final blow, it could be fatal for them. On the other hand, they should be able to take pride in damaging their armor as it can take on the full impact of a standard RPG without a scratch.

However, the White Knight’s true abilities lie within that of its skills rather than that of its physical body. For one, each White Knight is equipped with two Blades of Stillness; swords which are capable of converting prana into a potent numbing agent. Being their weapons of choice, White Knights are masters with the blades, deftly wielding two at once with great strength and dexterity.

Furthermore, White Knight’s also come equipped with a Luminous Aegis; a strong magical shield which can be deployed from either arm to ward off attacks. The White Knight is also capable of sprouting feathered wings for flight, magecraft, and a limited form of telekinesis. With all theses powers under its belt, it is no wonder why they are regarded as “perfect soldiers”.

As such, there is little to provide in regards to a universal strategy. Should one be unfortunate enough to face one, they’d better be prepared for a fierce battle. One should try and conserve their strength as much as possible, stick to their best traits, and strike only when a hit is assured. White Knights are intelligent and cunning adversaries. If you are not just as much, they will capitalize on it. And the only way to defeat one is to completely destroy the armor which gives them life.

Special Abilities:

Blade of Stillness
The Blade of Stillness is an advanced magical weapon developed Sector Null. Designed in a similar fashion to a claymore, the blade is made out of a strong, glowing metal which is capable of slicing through most obstacles with ease. And to add to the blade’s fierceness, each one has been imbued with a powerful spell which coverts prana into a paralyzing poison.

Flight
White Knight’s are capable of sprouting large feathered wings from their backs. With them, they are capable of flying gracefully through the air at extremely high speeds.

Luminous Aegis
A special shield developed by Sector Null unique to the White Knights. The Luminous Aegis is a projection-type shield which is composed of extremely dense prana and atmospheric gases. White Knights are known for using this to block an array of incoming attacks, or even worse, pushing back an opponent who has come in close.

Magecraft
White Knights are capable of using some forms of magecraft. Their primary focus seems to be on reinforcement and projectile energy blast, however. They are not capable of anything above B rank on their own.

Magic Resistance
The White Knight’s armor provides them with a natural level of magic resistance. Although it is only considered to be D rank, this is of little consequence to them. In addition, it seems to grant them protection from naturally occurring influences such as heat, freezing weather, and magnetism.

Master Swordsmanship
Each White Knight has a high level of sword mastery. Despite their large weapons, they are able to wield it with skill unthinkable for normal people. They primarily fight with two swords, but are just as strong with one and are even known to combine their two blades at the hilt.

Military Tactics
White Knights are strong on their own, but they are mainly meant to work in a unit. They utilize advanced team tactics such as formations, ambushes, coordinated strikes, and even favor the use of phalanx-like formations and combining their magical powers for large-scale magic attacks.

Prana Burst
Increase of performance by impregnating one's weapons and body with magical energy and instantly expelling it. White Knights are able to use this to further enhance their high performance.

Hollow Armor
As White Knights are not physical bodies in armor, it grants them numerous advantages. They exhibit incredible speed and reflexes as well as magically capacities. They do not tire and they are virtually immune to mental interference.

Telekinesis
White Knights posses a limited form of telekinetic power. This allows for them to reassemble parts of their armor which get separated from the main body as well as calling their swords should they be disarmed.

Potential Index:

Strength: High
Intelligence: High
Agility: High
Endurance: High
Danger Level: Very High

Revy
April 18th, 2011, 01:58 PM
Note: A single Black Knight will be available to fight as a boss, until later in the game when they become a standard enemy.

Black Knight
Title: Enforcer of Justice
Rank: Anti-Magus
Habitat: Tsukuyomi Gakuen
Disposition: None
Diet: None

Monster Type: Artificial
Monster Category: Rare Enemy, Boss

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/blackknight.jpg

Information:
Black Knights are advanced animated armors developed by Ariel and Sector Null to act as Tsukuyomi Gakuen’s last line of defense alongside White Knights. They are powerful and intelligent warriors perfectly designed for battle and are blindly loyal to their master. However, due to the amount of effort it takes to put together a single armor, only a few exist (about 15). On the other hand, this number is regarded as being simply “enough”.

As these mysterious bodies of armor are more akin to souls bound to armor, this gives them several advantages in combat. The most noticeable is their speed and reaction time. As their bodies are the armors themselves, the knights are not weighed down by the heavy protection that makes them up. Also, as they have no minds to affect, they are immune to magecraft and techniques which would affect the mind or senses. In addition, as they are empty armors, acts such as piercing the body will have no effect whatsoever. For someone expecting this to be the final blow, it could be fatal for them. On the other hand, they should be able to take pride in damaging their armor as it can take on the full impact of a standard RPG without a scratch.

In comparison to the White Knights, Black Knights are noticeably slimmer and have lighter armor. While this means that they possess naturally lower defenses than the White Knights, this is balanced out by their increased offensive abilities. With their lighter bodies, Black Knights are even faster than their armored brethren. This allows for them to close large gaps and unleash their full offensive fury before their opponent even has the time to realize it.

The Black Knight’s weapon of choice is the Blade of Silence; a powerful blade which seals, devours, and feeds prana to the knight itself. However, the Black Knight is also well-versed in several other forms of combat, such as the use of spears, axes, and even its own fists. Not only this, but the Black Knight is skilled in the art of reinforcement to buff itself for even more destructive power.

Also, two of the Black Knight’s defining traits are its Astral Arm and Aegis Body. The Astral Arm is a type of powerful magecraft which allows for it to generate a disembodied arm with its size and length reliant on the will of the knight. This arm can be used to quickly pull in distant objects, enemies, or simply lift or deflect various things several times the knight’s size. While the Black Knight’s Aegis Body is the tough, dark armor which makes it up. This armor has the ability to lower all harmful attacks made against the knight’s body by one rank, furthering the knight’s capabilities in close-ranged combat.

There is little to provide in regards to a universal strategy. Should one be unfortunate enough to face one, they’d better be prepared for a fierce battle. One should try and conserve their strength as much as possible, stick to their best traits, and strike only when a hit is assured. Black Knights are intelligent and cunning adversaries. If you are not just as much, they will capitalize on it. And the only way to defeat one is to completely destroy the armor which gives them life.

Special Abilities:

Aegis Body
The Aegis Body is the special armor Sector Null developed specifically for the Black Knights. This dense, magical armor deflects and displaces various forms of energy which come into contact with it. As such, the impact from both physical and magical attacks are greatly reduced (lowering a rank) allowing for the Black Knight to have increased endurance despite its lighter armor.

Astral Arm
Another ability unique to the Black Knight, the Astral Arm is a type of powerful spell implanted into the armor’s gauntlets which allows for the creation of a disembodied arm. This arm’s size, length, and strength can change depending on the amount of energy poured into it. This allows for the Black Knight to quickly pull in different things from a distance without having to move itself.

Blade of Silence
The Blade of Silence is an advanced magical weapon developed Sector Null. Designed in a similar fashion to a claymore, the blade is made out of a strong, black metal which is capable of slicing through most obstacles with ease. Furthermore, this sword has the ability to seal off and absorb prana to feed the strength of its wielder. This makes it an ideal weapon for intercepting spells and anti-magus combat.

Hollow Armor
As Black Knights are not physical bodies in armor, it grants them numerous advantages. They exhibit incredible speed and reflexes as well as magically capacities. They do not tire and they are virtually immune to mental interference.

Magecraft
Black Knights are capable of using some forms of magecraft. Their primary focus seems to be on reinforcement and spells utilizing the five elements. They are not capable of anything above B rank on their own, however.

Mastery of Combat
Black Knights are capable of wielding virtually anything as an effective weapon with great skill and form. This can range from their own two hands to something as insignificant to a rock. Not only this, but the weapon they choose to wield is further supplemented in strength by the overflow of the knight’s own magical energy.

Military Tactics
Black Knights are strong on their own, but they are mainly meant to work in a unit. They utilize advanced team tactics such as formations, ambushes, coordinated strikes, and even favor the use of pincer formations and magical blitz attacks.

Presence Concealment
An unusual trait for assault units, Black Knights have the ability to completely erase their presence. Even when in plain view, one cannot under normal circumstances detect them aside from sight. This makes them difficult to fight in groups and even more so when combated in the darkness.

Telekinesis
Black Knights posses a limited form of telekinetic power. This allows for them to reassemble parts of their armor which get separated from the main body as well as calling their weapon should they be disarmed.

Potential Index:

Strength: High
Intelligence: High
Agility: High
Endurance: High
Danger Level: Very High

Revy
April 21st, 2011, 05:05 PM
Man Eater
Title: Flesh Eating Corpse
Rank: Anti-Personnel
Habitat: Graveyards, Dark places in populated areas.
Disposition: Savage, Violent, Blood-Thirsty
Diet: Blood, Flesh(Humans & animals)

Monster Type: Nightmare, Living Dead, Vampire
Monster Category: Rare Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/maneater.jpg

Information:
Man Eaters are the result of a vampire victim becoming a Ghoul and undergoing an unusual mutation. Instead of successfully reconstructing their bodies and becoming a Living Dead, The Man Eaters are Ghouls who have regained their own will, to an extent, but were unsuccessful in properly reforming themselves. The result is a blood-thirsty beast more akin to a ghoul than a normal Living Dead.

Man Eaters are savage monstrosities driven by their basic, primal instincts to satisfy their hunger. As incomplete beings, they still maintain the Ghoul’s desire to devour flesh; however, Man Eaters have opted to partake in that of the living variety. Furthermore, Man Eaters are several times faster and stronger than the Living Dead. After undergoing their metamorphosis, they gain even more power than that of the Ghoul. An average Man Eater can knock a car clean on its side and can chase down an Olympic runner with ease. Fortunately, these creatures are not nearly as common as their counterparts.

The strategy for defeating these monsters remains largely the same as with other undead. Simply evade their attacks and lunges and counter. As with other Dead Apostles, weapons of the Church, sunlight, and water-based magecraft prove to be super-effective.

Be careful however, as Man Eaters are given their name for a reason. If you are careless, they can devour up to half of your entire body in one go.

Special Abilities:

Monstrous Strength
A side-effect of their mysterious mutation, Man-Eaters possess far more raw power than Ghouls. In their normal state, they can easily knock a medium-sized car on its side. However, when seriously injured, their strength rises even more to the point where picking up a small car and throwing it is possible.

Potential Index:

Strength: Moderate
Intelligence: Low
Agility: Moderate
Endurance: Low
Danger Level: Moderate

Revy
April 21st, 2011, 06:00 PM
Nobody
Title: The Intangible Living Curse
Rank: Anti-Personnel
Habitat: Isolated areas near people (Primarily appear in forest areas)
Disposition: Intangible
Diet: Prana, Od

Monster Type: Ghost
Monster Category: Uncommon Enemy

Information:
Nobodies are unusual creatures with indefinable forms. The rumor behind their creation is that they are lingering souls with strong attachments to the world. These lingering souls accumulate hatred and prana, slowly losing a grasp of who they were, and eventually become conscious curses within the world. They usually remain in an invisible spirit form. However, when someone stumbles by their area, they manifest as black fogs and attack in an attempt to take over a living body.

If attacked by one, an individual should simply avoid having it come near them. The Nobody’s immediate presence in itself will drain the energy out of one’s body, even more so if the Nobody passed through the person.

As the Nobody cannot be harmed normally without the use of anti-spirit equipment or spells, countering is meaningless. On the other hand, this also means that the Nobody can not hurt anyone else through normal means either. In order to do any physical harm to a target, a Nobody must takeover something in the surrounding area (such as a tree, car, etc.) and use that as a body to do combat. This is when it is vulnerable. Once a Nobody binds itself to a temporary body, it can be injured by attacking its container. The living curse may try to flee to a new body if it considers itself to be in trouble; however, switching in this manner does not rejuvenate it to a noticeable degree. Being quick and completely destroying the body should be enough to destroy the Nobody.

Special Abilities:

Intangible Curse
As living curses, Nobodies do not have a physical form to do damage to. This makes attacking them both physically and, in most cases, magically useless. Although, conceptual weapons and specialized spells may prove very affective against them. Furthermore, coming within a close distance of their unbounded bodies will continuously drain the life energy out of an individual.

Possession
Nobodies have the ability to bind and merge their consciousness with anything which does not already have a consciousness. This is their only means of combating someone whom they can’t take over by draining their power.

Flight
As spirit-like beings, Nobodies aren’t bound to the world in a manner like that of the living. This allows for them to hover, float, and move through the air.

Potential Index:

Strength: Undefinable
Intelligence: Moderate
Agility: Moderate
Endurance: Undefinable
Danger Level: Moderate

Revy
April 30th, 2011, 11:36 PM
Congratulations once again to the 1st place winner of the Tsukuyomi Gakuen Create-A-Boss Contest, Brynhilde!

Ximelagatran
Title: The Queen of Thorns
Rank: Anti-Personnel
Habitat: Wooded glens
Disposition: Vengeful
Diet: Fertilizing and organic substances (in other words, decomposing organic matter)

Monster Type: ???
Monster Category: Hidden Boss

http://i65.photobucket.com/albums/h234/akhonsu/Ximelagatran.jpg

All forests have stories of the fairies that live within them.

The ones on Tsukuyomi Island are no exception.

Except, no one can ever be sure if the woman who dwells within the Tsukuyomi forests is indeed a fairy or a fiend, a human or a plant, or that whether she came from the essence of nature or the manipulations of a biotech lab.

Ximelagatran is a creature that lives inside Tsukuyomi’s forests, shifting her abode periodically. She appears as a young woman with two large pincer-like rose buds working as her hands, complete with razor-sharp hooks on the serrated edge. Her hair is a mess of flowery vines and thorny bramble, and her back is covered with vegetation of a similar nature. Her clothing resembles hard thorny rose bushes both in appearance and in terms of materials, except her pink skirt, which is made of something akin to the hard hide of beetles. Her legs look like two rose boughs, and where her feet might have been there are now two large, thorny claws with five digits each.

She seems to roam the forest aimlessly, but is know to have but one idea on her mind whenever she spots humanity: vengeance. When a human stumbles into her vicinity, she would speak out and make her presence known, and vent her vengeful hatred onto the unfortunate intruder. The cause of her vengeance is unknown, but she is known to have pursued and mercilessly cut men down just for this insubstantial reason alone.

No one knows her origins or the nature of her existence. Some have contemplated that she may indeed be a fairy of nature, and have been harmed by men in the past. However, her very high level of intelligence and speech has been regarded by some as indicative of a human origin, and she is rumored to be an experimental specimen of plant-human merging techniques, therefore causing her vengeance. She certainly possesses a personality, twisted though it may be, and seems to know something of the human world such as the existence of electricity and certain cities.

When she sights a human, she will lash out immediately. At best she’ll only say a few words as warning. Ximelagatran is mostly a ranged fighter, using her abilities (see below) to effectively keep her enemies at bay and killing them that way. However, if an enemy does manage to get close to her, she would use her two pincer-hands for close combat.

When fighting Ximelagatran, it is advised to have some sort of an antidote for the effects of her poisons, while at the same time avoid being held down by her Roots of the Forsaken. As far as anyone knows, Ximelagatran’s flesh parts can still be wounded like that of an ordinary human, and her plant parts are only slightly tougher than tree boughs and can be easily cut through by a blade. However, she can manage to dodge simple and predictable ranged attacks with relative ease due to her high Agility. She had also been known to escape from a losing fight if things are no longer in her favour, and quickly hides in the forest and wait for the next victim to vent her vengeance.

She merges very well in the forest and is usually only visible by humans once they’re about 20 meters away from her. Clairvoyance magecrafts, however, may be able to spy her before the caster reaches this distance. Ximelagatran does not appear to use magecraft or prana during battle. She has little magic resistance, except towards Earth- and Nature-derived spells, to which she seems to have a moderate resistance.

She appears to consume the corpses of her victims as part of her ‘fertilizing organics’ diet. There also appears to be a twisted, hand-like tattoo over her left breast.


Special Abilities:

Plant-like body parts
Ximelagatran’s plant body parts are all her to control. In melee battle, she can use her pincer hands to cut through her enemy’s flesh, and use the vines on her back to tangle and thrash at the enemy.

Poison
Two types of poisons are used by Ximelagatran to maim and kill her enemy.

-Anticoagulant (Crimson Ascension)
The first poison, Crimson Ascension, is a powerful anticoagulant, or commonly known as ‘blood-thinner medications’. It works to hinder the working of pro-coagulant proteins in the mammalian blood, decreasing blood viscosity, and increases blood flow speed within minutes. In practice, this means the victim is more likely to bleed out of thin, mucosal body surfaces. Examples of these are the nose, ear, eye, oral mucosa, digestive tract, and reproductive tract. The blood also does not congeal to heal the bleeding, so victims generally die of massive external and internal haemorrhages. The first signs of bleeding occur roughly 2 minutes after the poison comes into contact with blood, and the victims usually die within 20 minutes.

Ximelagatran stretches out the thorny brambles on her back to use Crimson Ascension. Each thorn contains a little pocket of the poison, and injects it into the victim’s bloodstream when it pierces the skin. When Ximelagatran is waving all her thorny brambles, it’s quite hard to dodge all of them at once, and being cut by her thorns is almost inevitable if the human does not have head-to-toe protective gear on. The length of her thorny brambles is about 10 metres maximum.

-Hallucinogen (Fell Garden)
The second poison, Fell Garden, is a powerful hallucinogen. When inhaled by the victim, it enters the brain through the nasal mucosa, causing powerful sensory hallucinations. Schizophrenic episodes, where the senses seem to affect each other and the perception of the outer reality becomes distorted, can occur. If the victim was not aware of the coming assault of hallucinations, he or she is likely to experience a particularly terrifying schizophrenic episode and can be mentally traumatized for months afterwards, if they survive. The victim also becomes much more susceptible to suggestions, to the point that they may willingly cut themselves. The victim can also experience symptoms such as a loss of ego and compulsive-obsessive behaviour while under the poison’s effect.

The flowers on the vines on Ximelagatran’s back spreads Fell Garden into the surrounding air during battle. The diameter of this poison’s area of effect is about 30 metres (ie. 15 metre radius). The poison starts to work within 30 seconds after inhalation. The poison cannot be filtered out using a gas mask.

Roots of the Forsaken
Ximegatran can shoot out roots from beneath the ground, tangling her enemy to the spot. Alternatively, she can pierce her enemy from below. This effect has a radius of 20 meters. The strength of her roots are comparable to iron rods.

Potential Index
Strength: Moderate
Intelligence: Very High
Agility: High
Endurance: High
Danger Level: High

Revy
April 30th, 2011, 11:59 PM
Congratulations once again to the 2nd place winner of the Tsukuyomi Gakuen Create-A-Boss Contest, Xaldin.

Yamata-no-Orochi
Title: Eight-Forked Serpent King
Rank: Anti-Fortress
Habitat: (To be decided)
Disposition: Proud
Diet: Meat, various liquors

Monster Type: ???
Monster Category: Hidden Boss

================================================== ===============

Phase 1 – Yamata
http://i1135.photobucket.com/albums/m630/Xaldin007/Orochi_2_by_JLoneWolf.jpg

Battle Theme:Theme of Orochi (http://www.youtube.com/watch?v=pc1KvLdzaV0&feature=related)

Information:
The first from, Yamata, and the base form of Yamata-no-Orochi. This form is that of a man with an excellent physic that most no one would recognize on the spot, less they spotted his red serpent like eyes. Despite this appearance he has the strength of a demon and the speed befitting a snake monster of legend.

Orochi carries a massive scythe larger than he, Avici, capable of cutting a person in half, launching a high-class wave of hell fire, or injecting venom into an enemy just from a single nick. To aid him the Kamaitachi Trio, three demonic weasels, sprout from out of Orochi’s mouth and assist by attacking with fierce wind speed and healing abilities. He also carries the Mystic Eyes of Intimidation, that inspires instant fear into the one caught in its gaze.

Orochi will often pick out the one he deems strongest of his enemies and attack them directly and aggressively as the Kamaitachi deal with any others.

However this is simply the start to the battle to come as once Orochi takes enough damage to cause him worry he undergoes a transformation and immediately recovers all previous damage.

Special Abilities:

Avici, Scythe of the Final Hell
Avici, is a powerful scythe filled with Orochi’s own essences. It is easily capable of hacking a person in two. More importantly it contains the flames of the Final Hell within it as well as an intoxicating venom. The flames can be launched with a simple swing and are strong enough to withstand anything short of a top class water spell. The venom is automatically injected into the victim upon contact with the blade, even from the smallest nick. However the venom is no ordinary venom as the one infected will find themselves intoxicated. Literally. It gets you drunk.

Kamaitachi Trio
A trio of three demonic weasels that reside inside Orochi. The Kamaitachi have speed ranked “Very High” and glide across the air itself.

+The first Kamaitachi is the fastest, capable of knocking even the fastest opponent off his feet which is exactly what he does by either ramming his head into them or tripping them with a gust of wind.
+The second is the attacker, carrying a freighting Kamaitachi Claw attached to it that can utilize lightning. Usually it allows the first Kamaitachi to knock the enemy down and then follows in by cutting them with the claw or attacking with a lightning bolt.
+The third is the healer, that stays out of the fight for the most part. Its saliva has healing capabilities and if one of the other Kamaitachi or Orochi is harmed it will immediately go to assist.

Mystic Eyes of Intimidation
Mystic Eyes that are not capable of freezing an opponent on its own, but instead fills their mind with a sudden fear. With enough willpower this can easily be shrugged off, though weaker men have been known to huddle in fear from such a stare. You can tell when it is being activated as Orochi’s eyes will glow a blood red.

Metamorphosis
When damaged to a certain point, Orochi will cease attack and commence his transformation, healing in the process. The two Kamaitachi keep the enemy back as he transforms, though the action doesn’t take much time at all. The third Kamaitachi crawls back inside Orochi’s mouth and he uses Avici to slice a tear in his back. Following this, 8 black snakes burst from the massive wound and take hold of the scythe, retracting it back into his back.

Potential Index:
Strength: High
Intelligence: High
Agility: High
Endurance: Moderate
Danger Level: Very High
================================================== ===============

Phase 2 – Orochi
http://i1135.photobucket.com/albums/m630/Xaldin007/Orochi_3_by_JLoneWolf.jpg

Battle Theme: Ultra Violet (http://www.youtube.com/watch?v=atGcliA-HNw&feature=player_embedded#at=90)

Information:
The second form, Orochi. He still has a human appearance, but with 8 white-eyed snakes extending from his back. By taking the power of Avici and the third Kamaitachi within him, their effects now exist within the snakes. As such the snakes have the ability to spew flames, their bite contains venom, and can recover within 2 seconds if completely decapitated. The snakes also take in the effects of the Mystic Eye of Intimidation, each snake head able to activate the effect at any time. The more heads looking at one target, the stronger the effect is and more likely the enemy to collapse in fear.

The remaining two Kamaitachi will return to their master during this time and latch onto his arms, serving as weapons for which to attack with wind and lightning. However, Orochi takes a stationary position at this point as his snakes handle the attack. Orochi himself will not move to attack unless someone can manage to get past the snakes and approach him.

Just as before, if Orochi deems himself in trouble he will fall back and undergo yet another transformation into his true and final form, healing in the process of course.

Special Abilities:

Eight Snakes
The 8 snakes become Orochi’s main weapon, as their bite becomes venomous with his intoxication effect, may blast/breathe hell fire, can regenerate after 2 seconds, and now has 8 more sets of Mystic Eyes, making 9 with the original. You can tell when the Mystic Eyes are being activated by the eyes turning red.

Kamaitachi Duo
The two remaining Kamaitachi devote themselves to defending their master now, latching onto his arms and attacking with wind from the first and lightning from the second. The second is also able to defend Orochi by using the Kamaitachi Claw attached to it.

Metamorphosis
When damaged to a certain point, Orochi will cease attack and commence his transformation, healing in the process. The Kamaitachi returned into Orochi’s mouth and his snakes dive back into his body as the hole on his back seals itself up and for a brief instant, Orochi looks like a man again. Though almost immediately his body begins to convulse and his skin is pushed from the inside, all while he smiles, until his body suddenly burst into it’s new, much larger form.

Potential Index:
Strength: High
Intelligence: High
Agility: High
Endurance: Moderate
Danger Level: Very High
================================================== ===============

Phase 3 – Yamata-no-Orochi
http://i1135.photobucket.com/albums/m630/Xaldin007/yamata_no_orochi.jpg

Loot: Kamaitachi Claw, Akahagachi Eye, Avici
Battle Theme: Horn Tail (http://www.youtube.com/watch?v=7uuWJ4L6GDc&feature=related)

Information:
The final form, Yamata-no-Orochi. Considerably different from the last two, this is the true form of Orochi. The previous human from is nowhere to be seen. The 8 black snakes are now white with fangs and could easily be considered more akin to a dragon than snake, with a body as tall as a 3-story building that it slithers along with and 8 tails extending from the end.

Orochi’s heads harbor the same abilities as before, the only difference being that now it can attack with wind and lightning from any of the heads. The heads now take a full 8 seconds to regenerate now but are more sturdy thanks to enhanced scales. The Mystic Eyes are now in constant effect, as Orochi’s eyes are constantly glowing red now. And the heads can now extend as far as “eight valleys and eight mountains”, so they may as well be considered never ending.

As before in his second form Orochi remains in one spot while sending his 8 heads to do the attacking. As there is no human body to target, attacks should be devoted to the underbelly for the most damage, however, that means getting past 8 massive heads with a variety of abilities. Back attacks are not advisable. The 8 tails behind him may not be able to extend like the heads but from behind the enemy they can easily slap someone around.

Special Abilities:

Mystic Eyes of Intimidation
Just as before, Mystic Eyes that instill fear into the enemy. The more eyes on one target, the stronger the effect. The eyes are in constant effect.

Venom
Just as before, a bite from one of Orochi’s heads would get you fairly drunk...assuming the bite didn’t kill you. A nick provides a light buzz.

Fire of the Final Hell/Wind & Lightning of the Kamaitachi
The heads may attack with hell fire, wind, or lightning based attacks from within their mouths now.

Head Extension
Orochi’s heads can stretch as far as “eight valleys and eight mountains”.

Regeneration
If completely decapitated Orochi’s heads may recover within 8 seconds, taking longer due to the stronger scales and larger head.


Potential Index:
Strength: Very High
Intelligence: Moderate
Agility: High
Endurance: High
Danger Level: Very High

Revy
August 22nd, 2011, 02:04 PM
Xiuhcoatl
Title: The Colossus of Kagutsuchi
Rank: Anti-Army
Habitat: Mt. Kagutsuchi
Disposition: Destructive, Viscious
Diet: Mountain Gravel, Flames, Mana, Lesser Creatures

Loot: ???
Battle Theme: The Dark Colossus Destroys All (http://www.youtube.com/watch?v=tEtz4K7JpsE)
Monster Type: Dragon
Monster Category: Optional Boss, Quest Boss, Super Boss

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/xin.jpg

Information:
<Coming Soon>

Special Abilities:
<Coming Soon>

Potential Index:

Strength: Very High
Intelligence: High
Agility: High
Endurance: Very High
Danger Level: Very High

Revy
August 22nd, 2011, 02:07 PM
Water Homunculus
Title: The Aquatic Chorus
Rank: Anti-Magus
Habitat: Oceans, Lakes
Disposition: Sneaky, Mischievous
Diet: Plants, Prana

Monster Type: Artificial
Monster Category: Uncommon Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/waterhomunculus.jpg

Information:
<Coming Soon>

Special Abilities:
<Coming Soon>

Potential Index:

Strength: Low
Intelligence: High
Agility: High
Endurance: Moderate
Danger Level: Moderate

Revy
August 22nd, 2011, 02:11 PM
Wight
Title: The Disembodied Dead
Rank: Anti-Magus
Habitat: Hollowed Ground, Areas with fresh corpses
Disposition: Silent
Diet: Blood, Prana

Monster Type: Ghost, Living Dead, Elemental
Monster Category: Uncommon Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/wight.jpg

Information:
<Coming Soon>

Special Abilities:
<Coming Soon>

Potential Index:

Strength: Low
Intelligence: Very High
Agility: High
Endurance: Low
Danger Level: Moderate-High

Revy
August 22nd, 2011, 02:20 PM
Yeti
Title: The Primitive Hunter
Rank: Anti-Personnel
Habitat: Mountainous regions
Disposition: Simple-minded, Violent
Diet: Virtually anything it can eat

Monster Type: Nightmare
Monster Category: Common Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/ape.jpg

Information:
<Coming Soon>

Special Abilities:
<Coming Soon>

Potential Index:

Strength: High
Intelligence: Low
Agility: High
Endurance: Moderate
Danger Level: Moderate-High

Revy
August 22nd, 2011, 02:28 PM
Behemoth
Title: The King of Beasts
Rank: Anti-Personnel
Habitat: Dark Caves, Mountainous regions
Disposition: Violent, Persistent
Diet: Meat

Monster Type: Nightmare
Monster Category: Rare Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/behemoth.jpg

Information:
<Coming Soon>

Special Abilities:
<Coming Soon>

Potential Index:

Strength: High
Intelligence: Moderate
Agility: High
Endurance: High
Danger Level: High

Revy
August 22nd, 2011, 02:47 PM
Daedalus
Title: Guardian of the Eighth Sea
Rank: Anti-Fortress
Habitat: The Sunken City
Disposition: None
Diet: Fish

Loot: Eye of Eight, Daedalus Scale, Daedalus Fang
Battle Theme: Fang (http://www.youtube.com/watch?v=m65GpJWsU0k)
Monster Type: Nightmare
Monster Category: Optional Boss, Quest Boss

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/daedalus.jpg

Information:
<Coming Soon>

Special Abilities:
<Coming Soon>

Potential Index:

Strength: High
Intelligence: High
Agility: High
Endurance: High
Danger Level: Very High

Revy
August 23rd, 2011, 02:49 PM
The Pack
Title: Guardians of the Wood
Rank: Anti-Personel
Habitat: Forests, Caves
Disposition: Territorial, Protective, Simple-minded
Diet: Plants, Shrubs, Berries, Nuts

Monster Type: Nightmare
Monster Category: Common Enemy

http://i1085.photobucket.com/albums/j431/GoldenDarkness22/pack.jpg

Information:
<Coming Soon>

Special Abilities:
<Coming Soon>

Potential Index:

Strength: Low
Intelligence: Moderate
Agility: High
Endurance: Low
Danger Level: Moderate