Ambrosia Garden Archive
    • Another monster mb:

      Florble:
      An exciting experiment in Goblin genetic engineering, the Florble has the distinction of being made out of gas. Before you say " but an animal can't be made out of gas!", remember that, however much the Goblins take pride in their reliance on technology and independence from magic, goblin technology, indeed, Goblins themselves, only work because of the underlying magical field surrounding all Goblins. So the Goblin Genome project created the Florble. When first created, the Florbles were harmless oxygen based creatures, used as messengers to ensure that Goblin Stock Brokers would be able to quickly send word to their clients if their stocks were going down.

      Then the Goblin CEO and Chief of Fighty Stuff for the kingdom of Gobex Corp. decided that the Florbles would make good spies and messengers in the vast stretches of trench warfare around the borders of Gobex Corp. and it's rival, the realm of Snikkit Industries.

      For a while everything was still okay... the Florbles made great spies or couriers, as traditional weapons could not hurt them. It would take a tremendous explosion or magic to disperse the oxygen that made up the Florbles, and anyway most of the Goblin's magic was too busy keeping internal combustion engines from blowing up and keeping the gene pool diverse enough though mutations. So the genetic engineering industry flourished, selling Florbles to Gobex, Snikkit, and thousands of stockbrokers and investors.

      Then Honorable General an' Other Clever Stuff Like That Kirikit Yerpet, Interim CEO of Globit Mutinitions, which largely came into power due to profits from the war between Gobex Corp. and Snikkit Industries, suggested an attack Florble, something that could seep into enemy fortresses and trenches and kill any Infantrygoblins or Courier Florbles that happened to be there.

      So the Goblin inventors thought hard about how to make oxygen cause something physical harm. Then an enterprising young inventor named Grik decided that the best course of action would be to breed Florbles out of chlorine... poisonous Florbles!

      Needless to say, the Chlorine Florbles quickly killed all the inventors, as well as the entire laboratory population of oxygen Florbles. Currently oxygen Florbles are a valuable commodity, and only the richest brokers can afford them. The chlorine Florbles then escaped into the outside world, and could be anywhere now.

      Globit Mutinitions offers a reward of 1,000 Marcharian Pounds to anyone who can kill a Florble. Of course, no one remembers that it's their fault there are Florbles running around unchecked.

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      Cross over the cell bars, find a new maze, make the maze from it's path, find the cell bars, cross over the bars, find a maze, make the maze from its path, eat the food, eat the path.

    • Quote

      The chlorine Florbles then escaped into the outside world, and could be anywhere now.

      Globit Mutinitions offers a reward of 1,000 Marcharian Pounds to anyone who can kill a Florble. Of course, no one
      remembers that it's their fault there are Florbles running around unchecked.

      Word has passed through the ranks that a sodium florble would do the trick, but that advice should be taken with a grain of salt. 😄

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      James
      dystopia, n.: A utopia, in practice.

    • There were a few sodium Florbles, kept in special holding vats in Tikisit Labs in Bywater (Yes, I know the name is stolen, live with it :D), the southermost of the Port Cities of Marcharia. However, a minor fire broke out when Dr. "Pants" Grobi let his fungus pie cook for too long. The Bywater Citizen's guard quickly formed a bucket chain, and the fire would normally have been dealt with quickly. Unfortunately, the stove was right next to the holding vats, so they were doused with water. For unknown reasons, the fire quickly erupted into the great fire of '57, destroying half of the Goblin Bioengineering An' Fiddly Stuff, Like Planez and Fings Sector.

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      Cross over the cell bars, find a new maze, make the maze from it's path, find the cell bars, cross over the bars, find a maze, make the maze from its path, eat the food, eat the path.

    • Alright, here's a couple. They might be real bears to implement in a CRPG, but if so I can always introduce them in a tabletop game. 😉

      Braemswood Horrors: Named for the estate they first appeared in, the Horrors are a result of an attempt at immortality gone horribly awry (don't they all?). They are in fact unable to die naturally, but apart from that they bare little resemblance to the humans they once were. Glistening, translucent skin is stretched taut over a constantly roiling mass of proto-organs and tumorlike masses. They are able to sprout eyes, ears and mouths - and whole or partial limbs - anywhere on their person, although newly created horrors tend to approximate human form and placement. The transformation from human to Horror is unbelievably painful, and leaves the victim sterile and completely insane. Horrors believe themselves to be a more advanced species than men - they are, after all, immortal - and they make up for their sterility by capturing humans and transforming them, tweaking the process experimentally and growing their population. Some of the results of these experiments make Horrors seem palatable, and even the other Horrors are swift to put them out of their misery if they cannot be made useful.

      Horrors retain their full human intelligence, knowledge and learning capacity, twisted by their insanity. Their one overriding goal is the increase and perfection of their "species." They are almost completely impervious to blunt weapons and they have no critical organs, so slashing weapons are most effective against them. Even then, they are hard to kill. New Horrors attack like humans, sometimes even using weapons, shields or armor if they did previously; older Horrors disdain this tactic, and extrude whatever limbs and sense organs they feel will be most effective wherever they are needed. The touch of a Horror on bare human skin has a corrosive effect. Although they can create mouths of any description, Horrors eat by enveloping, extruding caustic acids through their skin and absorbing the resulting soup back through their skin. (Note: Playing Call of Cthulhu for a while will make you come up with monsters like this too! Be warned!)

      Sthisai: Worshipped as gods by some, reviled as hellspawn by others, Sthisai are a mortal race about which very little truth is known. There are two distinct genders: The "males" (for their resemblance to human males) have massive humanoid torsos covered in grey-green scales with four double-jointed arms atop a thick constrictor snake's body. Their heads have four faces, facing ahead, behind, and to each side. The "females" are, in general, slimmer and quicker with six arms atop a snake's body that forks in two not far below the torso and brighter colored scales - often in gem tones of green and yellow and blue. They otherwise resemble the "males." Both typically "stand" 7 and a half to 8 feet tall, with "tails" 25-30 feet long. Sthisai are highly intelligent, and capable of simultaneously using all of their hands and tails and faces independently. In fact, insofar as can be determined their language requires four heads for harmonies, among other things.

      Due to their sheer power and rarity, next to nothing is known about Sthisai civilization except that it is highly advanced. Sthisai frequently carry a wide variety of weapons, including advanced sword and polearm designs, and composite bows, which they use expertly in any number of their hands. They are also capable wielders of magic. It is believed that Sthisai have not conquered huge swaths of territory despite their power because of a violent and highly individualist culture that favors duels to the death as a means of settling differences, a low birth rate, and the fact that Sthisai are only found deep in hot, wet rainforests and similar environments. Based on this last observation, it is believed that these creatures are not able to tolerate other circumstances for long.

      Fortunately for those who run into them, Sthisai are aloof more than overtly hostile, but none have been convinced to speak a human tongue, nor have they tried teaching anyone their language. Abductions and murders are not unheard-of however, although motives are impossible to guess, and if threatened Sthisai will not hesitate to dispatch of the threat as quickly and mercilessly as possible. They can see and attack in all directions equally well, and their multiple hands and mouths allow them to cast multiple spells simultaneously as well. Sthisai are lethal opponents, capable of astonishing offensive and defensive prowess in addition to being tough to kill. In addition, their tails can constrict one opponent (two if the Sthisai is "female"). Cold-based magic has a greater than normal effect on them when it can get past their magical defenses.

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      James
      dystopia, n.: A utopia, in practice.

      (This message has been edited by Amorph (edited 04-13-2001).)

    • Some of these are stolen from other things, but I thought I should mention them anyway 'cause some of them are pretty cool.

      Dream/Mist/Illusion Weaver: Differen types of the same monster. The monster itself is insubstantial but makes itself bodies in one of three ways. Dream Weaver: Enters a sleeping character's dream and attacks them in the dream, A strong mind can change the dream to more favorable circumstances (Usually you start dreaming that you're a caterpillar or some other harmless thing, then the dream weaver attacks as a giant fire breathing dragon - not a fair fight.) Mist Weaver: Creates figures out of mist, expect to be attacked by many mist creatures, only one of them is the mist weavers actual body. If attacked it will dissolve it's body into the fog. A strong (50mph+) wind can disperse the fog, killing the mist weaver. Illusion Weaver: Creates semi-solid illusionary figures (they can attack, but normal weapons just go right through them.) Dispel magic works quite handily on these.

      Wyrsa(taken from a book): Looks like a greyhound/viper crossbreed - scaled, flat diamond shaped head, canine body shape. Amazingly fast, has been known to dodge arrows in mid flight. Has poisonous fangs. Tracks by smell, never gives up a chase. In packs the motion of the Wyrsa creates a slightly hypnotic pattern which can distract the unwary.

      Chameleon Ghoul: An undead creature that can change it's color and slightly change it's shape. They have been known to hide in abandoned castles disguised as suits of armor. They attack with claws that have a deadening venom in them; After a few attacks even experienced Warriors start missing because of the numbness of their arms.

      Unnamed Creature(If you can think of a name, tell me.): Most of it's body is invisible, all you can see is glowing red eyes and claws, it shuts it's eyes and hides it's claws to ambush travelers. The eyes continue glowing after death and can be quite valuable.

      Clickers: These scorpion like creatures are almost completely harmless. They have no attack except for the clicking, rattling noise they make when they move. They are often mistaken for something dangerous, when the target flees they use a short range teleporting ability to folow it. They feed on fear, so when the target runs it attracts more which increases the target's fear. Travelers have been found surrounded by thousands of these creatures in a locked room where they thought they were safe, they died of a fatal heart attack from the fear. It is suspected that the clickers magically amplify fear, because even some people who were ready for them have been driven to madness or death from the incessant clicking. These creatures attack at night.

      I've thought of a bunch of other ones but I can't remember them right now.

    • Equusaur- a horse with scales, this creature is about as fast as they come. Found in the deserts to the south, Equusaur are used as mounts for caravan escorts. Equusaur do not attack normally, but if they do they use a venom attack with their strong mouth.

      Terrae-resembling humans, except they are made of rock or dirt. Terrae live underground, in the city of Terraris Du'Holtenst. They are usually peaceful, and even trade occasionally with "Toterra", or humanoids who live on the surface. If angered, a Terrae will lose all substance, and merge into the ground. They will leap out anywhere and attack. Terrae are naturally immune to all arrows and other non-magical missile weapons. Guns do work on them, however.

      Gil- lizard-like humanoids(2 legs, 2 arms, a tail...), the Gil are peaceful creatures unless someone decides to make them feel otherwise. Gil is not what they call themselves, but their name is unpronouncable to non-lizards. Gil dwell in the deserts, and often ride Equusaur. Gil share the city of Gilthash with the Shasharii, the Dryn Elves, and the Sone.

      Omegan- these creatures roughly resemble the Shasharii, in their thinness, lack of mouth, and large eyes. Unlike the Shasharii, however, they will always attack any creature they see. Omegans wield magical power, and tend to favor lightning spells. Omegans dwell in forests and swamps.

      Celestians(angels)- the Angels dwell in a hidden plane, or sometimes on the central plane. Angels look like male or female humans with wings. They are known to come to the central plane disguised as humans to keep an eye on a powerful hero, and sometimes join that character's party. Angels sometimes fall in love while on the central plane, and try to remain there. They usually have to give up their angelhood to stay.

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      "Silence, Dog! Your only purpose is to die by my hand."

    • (url="http://"http://campaigncreations.com/starcraft/rainblades/Image1.jpg")http://campaigncreat...ades/Image1.jpg(/url)
      (url="http://"http://campaigncreations.com/starcraft/rainblades/Image2.jpg")http://campaigncreat...ades/Image2.jpg(/url)
      This is a very rough sketch of a boss in my game. I'm not sure if I'm going to make it with coldstone or not. He's a super deformed clown man that eats children. His head was probably inspired subconsciously by an action figure of The Scarecrow I once had, but the rest of him is pretty original I feel. He has an accordian for a torso, long gorilla-like arms, and big clown shoes. Notice the Egyptian like beard. Its a candy cane. 🙂
      I have lots of other original monsters, but I won't post them because I bet you guys will steal them all. 😉

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      (This message has been edited by Rainblades (edited 04-21-2001).)

      (This message has been edited by Rainblades (edited 04-21-2001).)

    • I have a few races:

      -Halflings; A race of short agile humanoids that live in great settlements built into the canopies of southern forests, they are experts in hunting using missile weapons (like their signature weapon - the boomerang) and also very good with hunting traps and snares.

      -Norns (stolen from the Tad Williams books I admit) a strand of the elf family they are immortal and never sleep, tall, powerful in the mind they make deadly foes at high skill levels.

      -Kashiri; A somewhat humanoid race that breed like gerbils, only live to the age of 50 and have no fear of battle they don't use weapons beacause they fight savagely enough with their long claws and teeth. Their psychia are semi collective so they work well in packs.

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    • I could have sworn Norns were from the game Creatures, and Halflings aren't exactly creative...

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      "What--"
      "Don't worry. You're not going to die"

    • My game will have only a few races;
      Rats; one of the two coices to be, the rats are powerful fighters, but posess no magic and few special abilities. They are often poisonous, and/or disease causing. They perfer to outnumber thier foes, the mice.
      Mice; the other race you can choose from, the mice are weak, but they command powerful magics and deadly special attacks/moves. They perfer a quiet battle, destroying massive numbers of rats with only a few magicians. Thier mortal enemies, the rats, despise them more then they despise rat poison.
      Humans; a nuetral race, trying to destroy both the rats and mice in order to protect thier crops.
      Shrews; a nuetral race as well, the shrews wish peaceful coexistance with the victors of the rat-mouse war.
      Hayguards; the only non-living race, the hayguards keep the rats and mice from the war's spoils, the hay bales grown by the humans.

      In my story, the rats and the mice are in a deadly war over the farmer's(human) hay bales which are hervested every year. They have only one rule in thier war: the hay goes to the vistor of the war, and until one side surrenders, the hay goes untouched by all honoring the war(the humans don't even know the war exists).
      The point of my game is to both show how such an insignificant pair of races can have such a lerge impact on the world around them, and to show off my subtle humor and abnormally active imagination. ;D

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      Pokemon is awsome! Anyone why says otherwise is too old.
      Go to the unofficial EV webboard site! Just click (url="http://"http://yoshi.zzux.com/phpbb/")here(/url) to go.

    • i had a good idea for a monster (well actually a pair of monsters that are reliant upon each other yet are natural born enemies), please read this i think its a very good idea
      the creatures would come into existence when a female valante becomes pregnated by another valante, in the valantes course of pregnancy a few days in she lays her egg (technically not an egg but a blob of jelly) inside this is not one embryo but 2, always 2 embryo's, one is a valtual the other a valscal, the valtual is a blue fish/lizard like creature, the valscal a red mammal/bird beast.
      the pair battle continously untill there is a clear victor,
      when the opponent is dead his scent gradually difuses and that is the signal to the other creatures body to grow into a foetus,
      the creature grows eating the jelly until he is to big for the blob and the blob is just a thin layer of jelly around it,
      niehter the valtual or the vascal races are able to reproduce with thier own kind so must breed with each other, the result of this interspecies mating is the valante's they are born in spawns of 10-30 and these are the human like beings who started of this perculiar reproductive system

      so in brief valantes mate with each other and giv birth to either a valscal or a valtual, the valscals and valtuals cannot breed with thier own kinds so interbreed, the spawn of the inbreeding is the valantes wich is the human like creature at the beginning,

      as u noticed these are brief descriptions so i need soime help please

    • Hi scrumjosh. Welcome to the boards.

      Because you are new here, there are a few things you will want to learn.

      The first is that bringing up a thread that is old is called "grave digging." In this case, the thread is over five years old! None of those people are around here anymore.

      While other forums may be lenient in the manner of posting, this is a forum for game-makers. If you are to have any text in your game, you need to pay attention to spelling, capitalization, and punctuation. These elements are necessary to communicate effectively.

      I'm sorry, but I just don't understand how your creature's complicated reproductive cycle fits into a game. What's the point of it all? Your last line says you need help, but what is it you need help with? Is the player going to watch this process of in vitro domination during the course of the game? And if so, why? I don't see how Coldstone can do this for you without using large scripted animations. NPCs do not interact with each other.