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Hazeraze

Awoken

Jan 30th, 2016
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  1. AWOKEN VARIETIES:
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  3. Static can control these creatures. At maximum, he can control 10 creatures, but can only manually summon two. For a new creature to be made, spare biomass is needed - so in duels/against a single target, the number is usually limited to two as by the time they get enough biomass to build a new one the target is dead, but in large group battles, they may reproduce and overwhelm targets.
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  5. --- MAWS ---
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  7. Maws are the tougher of the two main types. These creatures are tall, usually standing at around 8', with muscular forms. Their heads resemble those of an alligator. The inside of their mouth glows brightly, outlining their razor-sharp teeth. Their eyes are blank and glow bright white as well. They are bipedal, with two bulky arms and powerful claws. They have another, larger mouth in their stomach, which is constantly grimacing.
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  9. They have HIGH durability, MEDIUM attack and LOW speed. Maws can take an unusual amount of damage and will go on even after suffering massive physical trauma. They have good attacks, especially with their claws, and occasional psionic attacks. However, they are slower than their weaker counterpart, the Shadows, and move more sluggishly the more they are injured.
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  11. Psionic abilities available to them:
  12. SHIELD - Generates a psionic shield which blocks attacks in one direction.
  13. BLAST - Generates a short-ranged pulse of psionic energy which can knock foes down.
  14. MORTAR - Fires one psionic mortar. Moves slowly but deals high damage.
  15. JET - Breathes a jet of flame from its mouth, dealing moderate damage and potentially setting the target on fire.
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  17. --- SHADOWS ---
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  19. Shadows are physically weaker than their larger counterpart, but are more agile and deal high damage. They are of average 'height', their core usually floating about 4' off the ground and the rest of their body being about 5'6" or so. Their bodies consist of a constantly shifting, oily dark mass of psionic energy. They mimic glowing eyes and a mouth where they would be on their 'head'. Besides their core, they have 4 durable, tough shards mimicking claws which can rend flesh easily and are controlled telekinetically.
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  21. They have LOW durability, HIGH attack and MEDIUM speed. Their orb is difficult to hit, but it only takes a few hits to cripple one. However, each hit also makes the shadow increasingly stronger psionically, so one must take care to try and kill it as fast as possible. They move fairly quickly around the battlefield.
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  23. Psionic abilities available to them:
  24. MORTARS - Fires a volley of psionic mortars, peppering the battlefield. Moves faster than Maw mortars, deals a little less damage.
  25. BLADE - Creates a temporary psionic blade, lashing out at a target.
  26. BITE - Their mimic mouth opens wide and attempts to bite down on their target, causing disorientation, making their sight and hearing poor, and causing a horrible ache at the bitten spot. Deals no real physical damage.
  27. REPEATER - Fires a volley of quick psionic projectiles which strike like low-caliber bullets.
  28. NECROTICIZE - Lashes out with its claws, dealing moderate damage and leaving a horribly necrotic wound.
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  30. --- UMBRAL ROOT ---
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  32. The Umbral Root is a special type of creature. It must be formed on the battlefield. It can be built by one of the two creatures out of acquired biomass, or may be transformed into. It is a large, black, tree-like formation with a withered and gnarled canopy lacking leaves.
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  34. The Umbral Root has NO speed, HIGH durability and HIGH attack. It does not frequently attack directly, but rather issues control effects.
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  36. Psionic abilities available to it:
  37. PUSH - Generates an outward telekinetic blast which throws enemies down.
  38. PULL - See above, but towards itself.
  39. ROOTLASH - Psionic constructs resembling roots lash out at targets, slicing through flesh and potentially causing minor fractures.
  40. RISE - Creates a sudden psionic burst, throwing targets into the air.
  41. BURDEN - Creates an area of telekinetic influence, burdening targets with sudden pressure on top of them, forcing them to exert more energy and move slower.
  42. WHIRLWIND - Winds up slowly, and generates a telekinetic area of effect which throws targets around clockwise. Controller is wholly unaffected and may stand safely within the whirlwind.
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