Color Scheme:
Joy, Wrath, and Hunger: (1) SC777
Joy:
Joyscale
Mind Cephalopod: (1) SC777
Wrath (Red):
Wrathspike: (1) SC777
Thunderflapper
Hunger (Green):
Muck Mountain:
Weedbeast: (1) SC777
Color Scheme:
Joy, Wrath, and Hunger: (2) SC777, Happerry
Joy:
Joyscale
Mind Cephalopod: (2) SC777, Happerry
Wrath (Red):
Wrathspike: (2) SC777, Happerry
Thunderflapper
Hunger (Green):
Muck Mountain: (1) Happerry
Weedbeast: (1) SC777
Color Scheme:
Joy, Wrath, and Hunger: (3) SC777, Happerry, IronyOwl
Joy:
Joyscale
Mind Cephalopod: (3) SC777, Happerry, IronyOwl
Wrath (Red):
Wrathspike: (3) SC777, Happerry, IronyOwl
Thunderflapper
Hunger (Green):
Muck Mountain: (2) Happerry, IronyOwl
Weedbeast: (1) SC777
Name: Albadonian Mind Cephalopod
Element: Joy
Size: Small
Traits: Telekinesis, Telepathy, Intelligent
Quirks: Aquatic
Flavor Text: The Albadonian Mind Cethlapod is a unique specimen of molluscoids that have lived in the bottom of the depths of fish that our Albadonian have gathered, this eight-armed with two tentacles furnished with denticulated suckers surrounding a pointed beak, this lavender-coloured bodied creature is known for the ability to move objects without touching it and much greater than what it’s small body would allow, as allow being able to converse and read the thoughts of others, known to use this as a form of mind radar to gather prey, combined with the fact that it shoots out nonsensical words into your head and thinking process, allowing for disturbing encounters when handling them. Their bodies always glow with a dark purplish color whenever they try to perform one of their tricks, however they are an entirely aquatic species, and cannot survive on dry land for long which has only limited their hunting grounds to the ocean and our deployment to only areas that have access to sources of water.
Name: Albadonian Wrathspike
Element: Wrath
Size: Medium
Traits: Shoots Lightning, Retaliation, Paralyzing Attacks
Quirk: Vengeful
Flavor Text: Sometimes described as an angry ball of pink, the Albadonian Wrathspike is a giant sea urchin with translucent pink spikes. It utilizes these spikes for a number of purposes, including locomotion, communication, firing barrages of pink lightning at foes, viciously counterattacking when struck in battle, and just plain stabbing things until they're paralyzed with electricity. The only complaint one could have of these beasts in battle is that they're easily provoked, flying into a single-minded rage when damaged by an enemy and pursuing that foe well past reason or even the orders of their handlers.
Name: Albadonian Muck Mountain
Element: Hunger
Size: Very Huge
Traits: Colonial, Regeneration, Lifestealing
Quirk: Mindless
Flavor Text: Aptly named, the Albadonian Muck Mountain resembles little so much as a massive pile of green slime. In truth it's a colonial assembly of much smaller gelatinous components, giving it a few interesting qualities. One is that, unlike normal monsters, the Muck Mountain suffers no overt penalties from being undersized- "young" Muck Mountains possess fewer fully grown components and far less weight to throw around, but are otherwise no more awkward than their more venerable peers. Another is that, being rather simple of construction, the Muck Mountain finds it easy to repair damage to itself, regenerating in combat at a prodigious rate. Finally, the Muck Mountain's components possess tiny tentacles quite adept at feasting on life energy, absorbing it from foes to heal and empower itself. The one downside to the great beast is that, well... it's not very smart. It is, in fact, rather aggressively un-smart, being almost literally brainless, and thus handlers have difficulty informing it of anything but the most basic of orders.
Name: Albadonian Shockperd
Traits: Extra Docile, Healing Breath, Swiftness
Flavor Text: The Shockperd is a medium-size lupus-like creature with a yellowish to sandy-like colour fur backing on four legs that has migrated into Albadonia because of the thunder storms which is it is often howling too, that has been domesticated by the Albadonian people as a great household pet and worked as a herding or even assistant fishing monster for generations, and even served as assistant to our herbalists for its renown ability to shoot out a breath of crimson-tinted healing energy that stores a electrical volt around it that restores back damaged wounds and even apply electrical current back into the heart for us, and has been used in its packs to help make sure the wounded, old and frail, and newborn pups to make sure they don’t die. When someone sees the creature moves it’s a sight to behold because the innate electricity it has stored from the Flash Storm has increased its movement speed into almost a blur when its running and catching down prey or to run after its kibble. The Shockperd has integrated into our culture because of its innate domesticity and ability to help with our civilization’s healthcare.
Name:Calvarian Dune Drake
Element: Red
Size: Small
Traits: Breaths Fire, Night Vision, Flier
Quirk: Sun-Fearing
Flavor Text: The Calvarian Dune Drake is an uncommon predator native to the Ulrest Desert, where this keen eyes and high flying beast may spy out prey from far distances. While unfortunately overly sensitive to sunlight, causing these Drakes to primarily be active at night, this does not prevent them from being a menace to both travelers and other monsters of the desert. Generally, the first one knows that one has caught the eye of such a drake is when they are set on fire from the air and left to burn, with the Drake returning later to either feast on the remains or apply more fire once its prey has again lowered its guard by, say, going back to sleep.
Capture Calvarian Dune Drake: (1) Happerry
I'll +1 this to get things moving, but I'm a little concerned about a sun-fearing red creature, given that the desert gives them a bonus to combat.Quote from: Animal BoxName:Calvarian Dune Drake
Element: Red
Size: Small
Traits: Breaths Fire, Night Vision, Flier
Quirk: Sun-Fearing
Flavor Text: The Calvarian Dune Drake is an uncommon predator native to the Ulrest Desert, where this keen eyes and high flying beast may spy out prey from far distances. While unfortunately overly sensitive to sunlight, causing these Drakes to primarily be active at night, this does not prevent them from being a menace to both travelers and other monsters of the desert. Generally, the first one knows that one has caught the eye of such a drake is when they are set on fire from the air and left to burn, with the Drake returning later to either feast on the remains or apply more fire once its prey has again lowered its guard by, say, going back to sleep.
Capture Calvarian Dune Drake: (2) Happerry, IronyOwl
Capture Calvarian Dune Drake: (2) Happerry, IronyOwl
Capture Albadonian Shockperd: (1) SC777
I'll +1 this to get things moving, but I'm a little concerned about a sun-fearing red creature, given that the desert gives them a bonus to combat.They're nocturnal though? Desert nights are also a thing.
It will indeed be good to get a source of flight regardless, though.
Well first I think it doesn’t follows the correct Capturing structuring as stated in the OP, choosing the three desired traits with each additional one you add making it more difficult to get what you want, so your making it harder to catch for...?See above statement about 'desert nights are also a thing'. Also, it's not like most stuff isn't only active 50% of the time anyway, that's the thing with night/day cycles. On the subject of difficulty, if it's important to minimize extra difficulty you've not done that either, you know?
As well, my design is intentional created to be able to sprinkle extra docile into all species so that we have a baseline allowed them to be deployed and being much more tactical and coherent than before, as well supporting our tank even further. As well the sunlight sensitivity sounds like an unnecessary crippling flaw to put on a Wrath creature, why not something like Prideful?, Hollow Bones, or something that doesn’t makes it impossible to utilize 50% of the time or make it want to die in the desert by just breathing there, while adding that previous thematic sense.
Well first I think it doesn’t follows the correct Capturing structuring as stated in the OP, choosing the three desired traits with each additional one you add making it more difficult to get what you want, so your making it harder to catch for...?
As well, my design is intentional created to be able to sprinkle extra docile into all species so that we have a baseline allowed them to be deployed and being much more tactical and coherent than before, as well supporting our tank even further. As well the sunlight sensitivity sounds like an unnecessary crippling flaw to put on a Wrath creature, why not something like Prideful?, Hollow Bones, or something that doesn’t makes it impossible to utilize 50% of the time or make it want to die in the desert by just breathing there, while adding that previous thematic sense.
See above statement about 'desert nights are also a thing'. Also, it's not like most stuff isn't only active 50% of the time anyway, that's the thing with night/day cycles. On the subject of difficulty, if it's important to minimize extra difficulty you've not done that either, you know?
Fire breathing is a good trait, night vision is a good trait, and flying is a good trait. Maybe we don't get one or, if we roll badly enough, two of those, but honestly any of those would still be good and from the example of catching monsters even if we roll low it's not like it'll just have less traits, they'll just get replaced by something else most likely, so...
Breeding Proposal: Albadonian Tentacled Drake
Conditions: The Mind Cephalopods with the highest innate ability to move objects with their mind will be designated to breed, with the eggs of the creatures incubated where this is bunch of psionic energy is around, as in essence submerged near the beach and migration zone of the squids to suck in the latent mind energy. (Telekinesis Dominant)
Flavor Text: the Tentacled Drake is a creature we strive to create through breeding, it will have the general physical shape and structure as the Dune Drake including its appendages, claws, and tail. However it’s face will be surrounded by a tentacled mane and it’s mouth replaced with a beak as well as it’s scales are replaced with the matching dark purple skin of the Mind Cephalopods.
I wish we would have a general sense of how your dice is rolled to see how comparatively good or bad we did I guess we did fine as is, also whelp guess it’s time to breed the Cethapalod and Dune Drake and nope it seems like you can only make one trait Dominant so we can’t work on reducing the creature innate ability on being aquatic or fearing the sun, correct?
Also does choosing your Quirk for your specified captured monster instead of getting a random one, increase the difficulty or negative modifier of the value you get for this new monster?QuoteBreeding Proposal: Albadonian Tentacled Drake
Conditions: The Mind Cephalopods with the highest innate ability to move objects with their mind will be designated to breed, with the eggs of the creatures incubated where this is bunch of psionic energy is around, as in essence submerged near the beach and migration zone of the squids to suck in the latent mind energy. (Telekinesis Dominant)
Flavor Text: the Tentacled Drake is a creature we strive to create through breeding, it will have the general physical shape and structure as the Dune Drake including its appendages, claws, and tail. However it’s face will be surrounded by a tentacled mane and it’s mouth replaced with a beak as well as it’s scales are replaced with the matching dark purple skin of the Mind Cephalopods.
Conditions: The swiftest burrowers from the Calvarian Dune Drakes will be bred with the quickest strikers from the Albadonian Wrathspikes, and the eggs incubated beneath the desert sands to ensure they are at home in the earth. (Burrower Dominant)If we've got burrowers and want to conquer the desert, I guess we should use the burrowers? I like the dune drakes as is, honestly, skirmishers sound pretty handy. But we might need something a little more direct, and we need to breed them with SOMETHING to be able to deploy them.
Flavor Text: These drakes possess the distinctive spines and aggressive temperament of a Wrathspike, dragging their prey under the sands with them rather than burning them and retreating.
QuoteBreeding Proposal: Albadonian Tentacled DrakeI'm not opposed to more telekinesis and I like tentacled beak-lizards, but what exactly do these do? Regular psionic attackers?
Conditions: The Mind Cephalopods with the highest innate ability to move objects with their mind will be designated to breed, with the eggs of the creatures incubated where this is bunch of psionic energy is around, as in essence submerged near the beach and migration zone of the squids to suck in the latent mind energy. (Telekinesis Dominant)
Flavor Text: the Tentacled Drake is a creature we strive to create through breeding, it will have the general physical shape and structure as the Dune Drake including its appendages, claws, and tail. However it’s face will be surrounded by a tentacled mane and it’s mouth replaced with a beak as well as it’s scales are replaced with the matching dark purple skin of the Mind Cephalopods.
Quote from: Breeding Proposal: Albadonian DuneripperConditions: The swiftest burrowers from the Calvarian Dune Drakes will be bred with the quickest strikers from the Albadonian Wrathspikes, and the eggs incubated beneath the desert sands to ensure they are at home in the earth. (Burrower Dominant)If we've got burrowers and want to conquer the desert, I guess we should use the burrowers? I like the dune drakes as is, honestly, skirmishers sound pretty handy. But we might need something a little more direct, and we need to breed them with SOMETHING to be able to deploy them.
Flavor Text: These drakes possess the distinctive spines and aggressive temperament of a Wrathspike, dragging their prey under the sands with them rather than burning them and retreating.
Heh. Maybe Muck Mountains for living quicksand.QuoteBreeding Proposal: Albadonian Tentacled DrakeI'm not opposed to more telekinesis and I like tentacled beak-lizards, but what exactly do these do? Regular psionic attackers?
Conditions: The Mind Cephalopods with the highest innate ability to move objects with their mind will be designated to breed, with the eggs of the creatures incubated where this is bunch of psionic energy is around, as in essence submerged near the beach and migration zone of the squids to suck in the latent mind energy. (Telekinesis Dominant)
Flavor Text: the Tentacled Drake is a creature we strive to create through breeding, it will have the general physical shape and structure as the Dune Drake including its appendages, claws, and tail. However it’s face will be surrounded by a tentacled mane and it’s mouth replaced with a beak as well as it’s scales are replaced with the matching dark purple skin of the Mind Cephalopods.
(1) Breed Albadonian Tentacled Drakes [Dune Drakes + Mind Cephalopods] : Happerry
(2) Breed Albadonian Tentacled Drakes [Dune Drakes + Mind Cephalopods] : Happerry, SC777
(3) Breed Albadonian Tentacled Drakes [Dune Drakes + Mind Cephalopods] : Happerry, SC777, IronyOwl
(1) Train the unit of Albadonian Tentacled Drake in Swarm Tactics to make them have better teamwork : Happerry
(2) Train the unit of Albadonian Tentacled Drake in Swarm Tactics to make them have better teamwork : Happerry, IronyOwl