Crossroad Customs Catalogue

Status
Not open for further replies.

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Welcome to the Crossroads Catalogue!

Here we will compile Mod-Created Content for use as consumables and NPC monsters in your time here in Multerra!

The Catalogue will be broken down into individual posts for each of the Crossroads Worlds, between Consumables, Mobile Bases and NPCs (some of which could even be used as Minions!)

All abilities written in this thread have been vetted and pre-approved by the Moderator Team, so if you see something you like, feel free to purchase it in the The Counting House with a link back to the original post in this thread, and you should be immediately approved.

Generally speaking, consumables and NPCs will be ranked on how much Coin or Essence they cost. They upper ranges for each of these ranks is roughly divided as shown below:

NPC Power Ranks
Grunt - 1,500 €
Troop - 3,000 €
Enforcer - 10,000 €
Boss - 20,000 €
Elite Boss 40,000 €

Consumable Power Ranks
Cheap - 500 Ȼ
Average - 1,500 Ȼ
Quality - 3,000 Ȼ
Rare - 5,000 Ȼ
Legendary - 10,000 Ȼ

What's the Point?

While most of us don't have an issue coming up with potential abilities and fights for our various characters on the fly, it can be useful as a source of inspiration to see the kind of gear, enemies, and even allies that are available throughout our crossover universe! For most basic threads, these stats and equipment details can be taken with a grain of salt, played with, or completely ignored.

If, however, you want to get an idea for how strong something might be, or plan on running an event with specific use of abilities and 'harder' system mechanics, this can be a great reference source!


Can I Submit Something to the Catalogue?

We appreciate your zeal for exploring the abilities system! This thread will be locked, so as to make locating desired content much easier. Please message any potential submissions to me -- Elise or Kopaka -- and I'll take a look. If it looks thematic, effective, and useful there is a very high chance I'll throw it in here. I will NOT, however, work through an 'approval' process for these things. If you don't know if your submission might work, try getting it approved in our relevant approval threads first!
 
Last edited:

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Cevanti NPCs

Feral Rev Raptor​

Raptor-Type Chassis
Growth 4 (800)
  • Ongoing (400)
  • Limited: Static Size (-400)
Speed 4 (800)
  • Ongoing (400)
Flight 4 (800)
Endurance 5 (500)
Adaptation (350)
  • Heat, Cold, Radioactive Environments, Chemical or Toxic, Disease
Total: 3,650

The Typical Rev Raptor stands just at almost eight meters tall, and is over eleven meters long if you include their tails. Able to keep up a brutal pursuit speed over over 70 mph for hours at a time, these pack hunters are nearly inescapable on the ground. Like most of their Zoid brethren, their bionic bodies are immune to many troubles of the flesh, but are unable to operate underwater or in zero g environments.


Akata Command Systems
Agility 2 (400)
  • Concentration (-100)
Communication: Akata Telepathy (100)
  • Limited: Akata Only (-50)
Sense: Sight and Hearing 5 (1000)
  • Ongoing (500)
Sense: Radar 9 (900)
  • Concentration (-450)
Total: 2,950

An Akata Spirit has taken possession of the controls and CPU of this Zoid. It is an adept pilot, able to dodge most clumsier or heavy attacks, and has full access to the Rev Raptor’s radar and visual sensor suite. Akata can, of course, communicate over great distances, though their telepathy is almost totally inscrutable, even to other psychics.


Type I Armor
Protection 6 (600)
  • Ongoing (600)
Total: 1,200

The standard Type I armor equipped on most wild Zoids is neither particularly robust, but nor does it inhibit their movement. It can stand up to most punishment found in their peculiar food chain.


Ion Booster
Speed 6 (1200)
  • Concentration (-600)
Flight 6 (1200)
  • Chaotic (-600)
Total: 1,200

The Rev Raptor can activate powerful energy boosters on its flanks to jump and accelerate to terrifying speeds. While their agility allows them to avoid most obvious collisions, use of the boosters to assist in jumps can be difficult to control with precision.


Energized Fangs & Claws
Damage 7 (700)
Move Object 6 (600)
Total: 1,300

Not only are the inherent mechanisms of the the Rev Raptor’s jaw and claws brutally powerful, they can also be energized with glowing, destructive heat to further cleave through the metal and machinery of their prey. While not exactly dextrous, they can also pick up and move fairly large objects.


Counter-Scythe System
Damage 8 (800)
  • Triggered (400)
Total: 1,200

The average Rev Raptor is equipped with a pair of large, curving blades attached to the rear of their chassis. When it sights a foe, these blades ratchet into a loaded position, prepared to trigger if a predatory Zoid pounces on them. In the event an enemy gets too close, the Rev Raptor can fire the sickles on a whim, often cleaving straight through any offending claws or limbs.


Strike Harken Claws
Damage 7 (700)
  • Limited: Jumping Attack Only (-350)
Debuff 10: Pinned (1000)
  • Ongoing (1000)
  • Limited: Jumping Attack Only (-500)
Total: 1,950

The Harken Claws are the oversized, cleaving blades equipped to the Rev Raptor’s feet. Though not usually used in direct melee combat, they are deadly when used as part of pouncing attacks – preferably from ambush. If a Rev Raptor is able to pounce on top of an opponent with this system, the Harken Claw will grip and crush the prey in place, giving ample opportunity for the Raptor to bite down with the full force of its jaws.


Skirmish Beam Cannon
Damage 10 (1000)
  • Ranged (500)
  • Side Effect: Rooted (-500)
Total: 1000

Though not a preferred tactic, the Rev Raptor is equipped with a single-shot, long range, beam weapon installed in the length of its tail. While powerful, it requires the Raptor to stay still for a few seconds while the energy shot charges and aims.
 
Last edited:

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Cevanti Consumables

Armor Piercing Rounds​

Mimic 3 (1200)
  • Limited: Firearms (-150)
  • Finite: One Magazine (-150)
  • Removable (-150)
Debuff 10 (1000)
  • Finite: One Magazine (-500)
  • Removable (-500)
  • Indirect (1000)
  • Limited: Physical Defenses & Barriers (-500)
Total: 1,250

Produced by Cytokine Wetworks, these modular munition packages can adapt to most infantry-scale ballistic firearms. Simply identify your weapon configuration before engaging with hostiles, and the nano-factories inside the module will automatically produce one magazine’s worth of armor piercing punishment to whatever target you want.

The Cytokine APR module is guaranteed to penetrate most* reinforced armors and fortified positions. AP Rounds will even remain lethal after penetrating most forms of battlefield cover, such as walls, fortifications, and so on. Unfortunately, the APR module is not effective against magical shields or energized deflector defenses.
 
Last edited:

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Inverxe NPCs

Xenomorph Warrior (Enforcer)​



Alien Biology
Adaptation (600)
Space, Radioactive, Toxic, Need to Breathe
Communication: Telepathy (100)
  • Limited: Xenomorph (-50)
Growth 1 (200)
  • Ongoing (100)
  • Limited: Static (-50)
Endurance 5 (500)
Protection 4 (400)
  • Ongoing (400)
Speed 2 (400)
Flight 2 (400)
Movement 2: Wall Crawling, Fast Swimming (200)
Total: 3,200

All Xenomorph specimens are extremely hardy, and can survive in many harsh environments inimical to life. The Warrior caste of Xenomorphs is particularly large, tough, and even has naturally armored extremities. In addition to the usual xenomorph abilities of swimming and climbing, the Warrior caste is also gifted with a rudimentary form of telepathy that allows it to keep in touch with a given queen network.


Apex Predator
Agility 4 (800)
Sense: Sonar 5 (500)
  • Ongoing (500)
Concealment: Hearing 3 (300)
  • Ongoing (300)
Concealment: Sight 5 (500)
  • Limited: Only While Still (-250)
Shrinking 2 (400)
  • Side Effect: Can’t Use Tail (-100)
Total: 3,350

The xenomorph warrior is gifted with a hunter’s instinct, and can move unheard and unseen through most types of terrain. Its abilities to scan out prey and breeding stock are particularly sharp. Like its Drone brethren, the Warrior has a freakish ability to squeeze through otherwise impassable gaps using its double jointed limbs, though it cannot poise for a tail strike while doing so.


Crushing Grip
Damage 3 (300)
Move Object 4 (400)
Debuff 5: Pinned (500)
  • Ongoing (500)
  • Limited: Weaker Prey (-250)
Total: 1,450


While Xenomorph Drones primarily use their claws as their primary offensive trait, the Warriors prefer their deadly bladed tail. They are, however, still stronger than Drones and will eagerly ensnare helpless victims – which is anyone weaker than they are – in their crushing grasp to deliver a pharynx bite.


Piercing Pharynx
Damage 10 (1000)
  • Limited: Pinned Prey (-500)
Total: 500

Any unlucky victim that cannot escape a Xenomorph’s deadly grasp will quickly be dispatched by a precise and brutal impaling strike from their second set of jaws. While a Xenomorph would usually prefer to preserve such prey in a cocoon for breeding, they will gleefully continue to puncture their victim until they are dead, if the situation calls for it.


Tail Blade
Damage 5 (500)

The Xenomorph Warrior’s primary means of attack is the bio-metallic razor that tips an extremely long, prehensile tail. Though not elegant, per se, the strikes from these tails can easily bisect a grown human.


Acidic Blood
Damage 3 (300)
  • Ongoing (300)
  • Triggered (300)
  • Chaotic (-150)
Total: 750

One of the Xenomorph’s most insidious weapons is their acidic blood. The devastating solvent can eat through any biological material, and even most metals before decaying into inert sludge. Whenever a Xenomorph takes damage, anyone unlucky enough to be within arm’s reach is likely to be sprayed with gobs of this burning slime...although an ideal blood spray is not always guaranteed.

Unless they take the time to remove the sizzling goop, it will continue to eat away at their flesh until they are easy prey for the Xenomorph to finish.
 
Last edited:

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Inverxe Consumables

Mining Charge​

Damage 10 (1000)
  • Indiscriminate (-500)
  • Chaotic (-500)
  • Removable (-500)
  • Triggered (1,000)
  • Affects Multiple 2 (1,000)
  • Finite (-500)
Move Object 8 (800)
  • Chaotic (-400)
  • Indiscriminate (-400)
  • Removable (-400)
Total: 1,400

Standard equipment for most Rock Raider patrols, these explosive packs can be fastened via pneumatic anchors to most rocky or similar surfaces. Each one comes with its own remote trigger. When the detonator is depressed, the mining charge will explode with ferocious power and potency, easily demolishing everything and everyone within twenty feet. The concussive explosion is specifically designed, however, to reduce the surrounding area to easily processed rubble.

Naturally, these explosive packs are only usable once.
 

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Mesa Roja NPCs

Bandit Psycho​

A SHINY MEAT BICYCLE
Endurance 2 (200)
  • Side Effect: Violent Insanity (-100)
Speed 2 (200)
Agility 1 (200)

Adaptation: Immune to Pain (200)
Total: 1,000

The average wasteland berserker, or 'psycho' as native Rojans call them, is a solid wall of highly unstable muscle. They move like animals, running in startling bursts of speed and ducking under incoming attacks with predatory swiftness.

They can also endure incredible punishment, and relish in the pain their wounds cause. All of this sheer durability comes at a cost to their minds, which are often so broken and shattered that they compulsively seek out bloodshed to quiet their inner turmoil.


WATCH OUT FOR MY JACK ARM
Damage 2 (200)
Move Object 2 (200)
  • Chaotic (-100)
Total: 300

Even when they are unarmed, the Bandit Psycho can be a serious threat, able to restrain and crush the bones of most normal people like chicken wings. They can also use their raw power to throw around incredibly heavy loads – just don't expect them to do it with any kind of finesse or delicacy.

HAVE YOU MET THE MISSUS??
Damage 4 (400)
  • Ranged (200)
  • Removable (-200)
  • Side Effect: Ranged Disarms (-200)
Total: 200

Psychos have very intimate relationships with their weapons, which are usually hand crafted and well-utilized clubs, cleavers, axes, or any other shape of heavy handed death.

When truly vexed and pushed to the limits of their mania, some psychos will even hurl their 'beat sticks' with surprising accuracy. Naturally, this can only be done once, at least until the weapon is recovered.
 
Last edited:

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Mesa Roja Consumables

Swoop Bike​

74-Z Speeder Chassis
Protection 3 (300)
  • Ongoing (300)
  • Weakness: Unarmored Bottom (-75)
Endurance 3 (300)
Growth 1 (200)
  • Ongoing (100)
  • Limited: Static (-50)

This Swoop Bike is the base model of the very popular and widely manufactured 74-Z, which saw many military applications during the Crossroads Civil War. It is moderately well protected, enough to deflect most passing weapons fire, but vulnerable to attacks against its exposed underbelly. The 74-Z is large enough to accommodate two riders comfortably, and can operate for two to three days before charging is required.

VV318 Scoris Repulsor Engine
Flight 5 (1000)
  • Ongoing (500)
  • Limited: Maximum Altitude 50 Feet (-250)
Flight 8 (1600)
  • Finite (-400)
  • Chaotic (-400)
  • Concentration (-400)
Agility 1 (200)
Move Object 3 (300)
  • Concentration (-150)

The VV318 Scoris is the beating heart of the Swoop Bike, and can easily propel the 74-Z at cruising speeds close to one-hundred miles per hour while carrying a payload of up to four-hundred pounds. Though this speeder bike is airborne, it can only hover up to fifty feet above a solid or liquid repulsion surface before losing altitude.

The 74-Z can propel itself to an eye-watering three-hundred sixty miles per hour in short bursts, which also allow it to temporarily ascend beyond the normal fifty-foot repulsion limit, but the VV318 engine can only push these limitations about three times before requiring a considerable cooling period. These engine boosts also cannot be used if the 74-Z is carrying its maximum weight limit, at risk of burning out the repulsors.

Onboard weaponry and Navigation Systems sold separately.


SIZE 1 MOBILE BASE COST: 1,000

Total: 4,075
 
Last edited:

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Kraw NPCs

Tyrannosaurs Rex​

King of Beasts
Growth 5 (1,000)
  • Ongoing (500)
  • Limited: Static (-250)
Endurance 7 (700)
Protection 5 (500)
  • Ongoing (500)
The average Tyrant Lizard is about twelve feet high at the shoulder, and almost forty feet long from snout to tail. They are absolute muscular powerhouses, able to maintain pursuit for days at a time, and suffer extreme injuries in pursuit of food. On top of that, the sheer scale of their musculature, along with extremely tough hide, makes it extremely difficult to seriously injure this incredible beast.

Largest Known Theropod
Movement: Giant Strides (100)
Speed 2 (400)
Flight 1 (200)
Agility 1 (200)

The strides of Tyrannosaurus are so long and tall that it can simply walk over most terrain and obstacles that smaller prey uses to hide and scurry. While T. Rex usually prefers to pursue its prey at a modest walking pace, it can accelerate up to 30 miles per hour when closing in for a clean kill. Tyrannosaurs have also been seen jumping onto the backs of even larger prey than themselves to deliver lethal bites.

Legendary Hunter
Sense 10: Sight & Smell (2,000)
  • Ongoing (1,000)
Sense 4: Hearing (400)
  • Ongoing (400)

Contrary to some rumors, Tyrannosaurs have an exceptionally acute sense of vision, almost as sharp as a hawk. Similarly, a T. Rex can catch the scent of prey or carcasses as far away as 10 km, and will close in eagerly. Finally, though it is not their strongest sense, the hearing of a Tyrannosaur is extremely sharp compared to many other creatures.

Unstoppable Bite Force
Damage 7 (700)
  • Ongoing (700)
  • Limited: One Target at a Time (-350)
Move Object 4 (400)
  • Ongoing (400)
  • Limited: One Target at a Time (-200)
Debuff 5: Restrained (500)
  • Ongoing (500)
  • Limited: One Target at a Time (-250)

This is what you came for; the mouth of a Tyrannosaurus Rex is equatable to certain doom for almost anything caught in it. Not only is the bite force of the T. Rex astonishingly high, these beasts will continue to clamp down and thrash their bitten prey until it is very dead, and very easy to consume. Only the strongest, most frenzied creatures can fight their way out of the bite of a Tyrant Lizard.

Thrashing Tail
Damage 4 (400)
  • Affects Multiple (200)
Move Object 3 (300)
  • Affects Multiple (150)
Debuff 3: Knocked Prone (300)
  • Affects Multiple (150)

Though not a favored tactic, a truly vexed Tyrannosaur will swat smaller creatures around with its prodigious tail if they prove to be pests. Though not as devastating as its legendary bite, the tail can hit several bystanders at once with enough force to knock an average Kraw denizen off their feet.
 
Last edited:

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Kraw Consumables

Poison Darts​

Damage 1 (100)
  • Ranged (50)
  • Limited: 30 Feet (-50)
  • Removable (-50)
  • Finite (-50)
Debuff 5: Poisoned (500)
  • Ranged (250)
  • Ongoing (500)
  • Limited: 30 Feet (-250)
  • Removable (-250)
  • Finite (-250)
Total: 550

This cheap blowpipe and set of three, poison tipped darts can easily be found and purchased from most of the native population on Kraw. While the injuries these small, needled projectiles cause is negligible, the venom on them is severe. One dose of poison is enough to reduce some of the Crossroads’ strongest contenders to nauseous, shaking heaps.

The venom can last for up to an hour, at which point the victim can reliably operate normally, though with an upset stomach and headache that continues throughout the day. A standard poison dart kit carries enough venom for three shots before being consumed.
 

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Erde Nona NPCs

Arcadian Police​

Arcadia’s Finest
Endurance 2 (200)
Agility 1 (200)
Move Object 2 (200)
  • Ongoing (200)
Senses: Sight and Hearing 2 (400)
Communication: Radio (100)

The street cops of Arcadia have to be prepared for a lot of extreme and strange circumstances. Their physical training regimen is one of the best in the Crossroads. They have also had their senses magically honed and trained, and only practiced sneaks can get past them.

Mithril Flak Vests

Protection 4 (400)
  • Ongoing (400)

Protoss metallurgy and elven smithing techniques have combined to create this beautifully sleek and form fitting shirt of chainmail. The mithril links can repel most deadly wounds with ease, while allowing for a full range of movement.

GB-XII ‘Griever’
Damage 3 (300)
  • Ranged (150)

The GB-XII is the standard issue gunblade used by all Arcadian police forces. It is balanced and accurate, allowing for fluid use in combat at both melee and long ranges. Mass Effect compression technologies allow for effectively unlimited ammunition.


Snare Cantrip
Damage 1 (100)
  • Ranged (50)
  • Limited: Medium Targets (-50)
  • Weakness: Armored Targets (-25)
Debuff 3 (300)
  • Ranged (150)
  • Limited: Medium Targets (-150)

All Arcadian police are educated in basic arcana and magic rituals. The first spell taught to every officer is a cantrip simply known as ‘Snare’. When cast on an average sized (read humanoid) target, the magic will momentarily bind their limbs together, usually resulting in the target immediately falling prone. Being that the fall is fairly hard, this usually results in minor injuries, unless the target is protected.
 

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Erde Nona Consumables

Potion of Healing​

Healing 5 (1,000)
  • Removable (-250)
  • Transferable (250)
  • Finite (-250)
Healing 2 (400)
  • Ongoing (200)
  • Removable (-100)
  • Transferable (100)
  • Finite (-100)
Total Cost: 1,250

Brewed, bottled, and labeled for your convenience, this glass flask of slightly radiant red liquid is the lifeblood of adventurers everywhere. With an easy-to-open stopper, drinking this potion is easy no matter if you’re running from a dragon, or mucking it through the sewers.

Each Potion of Healing contains one full dose, capable of restoring otherwise fatal wounds to manageable levels. The potency of this particular brew is also such that it will continue to help patch smaller wounds sustained for the next few minutes, and should ideally restore you (or your adventuring companions) back to fighting shape.
 

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Nos'Talgia NPCs

Taurnado​

Living Stormfront
Adaptation (1,000
  • Incredible Heat, Cold, Radiation, Need for Sleep, Toxic, Disease, Falling, Non-Biological, Pain
Agility 4 (800)
Flight 3 (600)
  • Ongoing (300)
Concealment 10: Sight (1000)
  • Limited: Only in Stormclouds (-500)
Endurance 10 (1000)
Growth 15 (3,000)
  • Ongoing (1,500)
  • Limited: Static (-750)
Healing 3 (600)
  • Ongoing (300)
Movement: Phasing (1,000)
Protection 15 (1,500)
  • Ongoing (1,500)

The legendary Taurnado is one of the most feared monstrosities to roam the valleys of the Imagen Nation. The Taurnado appears as a large, vaguely centaur shaped tornado whose head is obscured in the dark clouds that accompany it.

The Taurnado is a conglomerate mind, technically an elemental, that roams the land looking for new souls to add to its collection. It speaks in a booming, thunderous choir of voices made from the souls it has collected over millenia. It is immense, spanning over 1,000 feet in total girth and height, and nearly invulnerable to all conventional forms of attack. Any attacks against its windy appendages are slowly sealed up by more howling winds, and it can pass through or over most terrain smaller than itself.

Perhaps the most terrifying thing about the Taurnado is that it can pass completely unnoticed by retreating upwards into the stormclouds it constantly forms around itself. The only way to distinguish the Taurnado from any other terrible storm is when its long, whooshing legs begin to descend from the clouds.


Galloping Winds

Damage 4 (400)
  • Ongoing (400)
  • Ranged (200)
  • Affects Multiple 16 (3,200)
  • Indiscriminate (-400)
  • Indirect (400)
  • Chaotic (-200)
Move Object 4 (400)
  • Ongoing (400)
  • Ranged (200)
  • Affects Multiple 16 (3,200)
  • Indiscriminate (-400)
  • Indirect (400)
  • Chaotic (-200)

The wind anywhere within 150 feet of the Taurnado whips and swirls violently, picking up debris and bystanders and flinging them around like mere toys. The Taurnado, however, has no direct control over the destruction caused by its mere presence, so lucky individuals may be able to avoid being smashed for a short period of time, or by taking cover.

If, however, the Taurnado passes directly over their location, the winds will begin to shred most structures apart, leaving the occupants exposed to be collected.


You Will Be One With Us

Debuff 10: Ragdoll (1,000)
  • Ongoing (1,000)
Debuff 10: Pacified (1,000)
  • Ongoing (1,000)
Move Object 6 (600)
  • Ongoing (600)

By moving one of its cyclonic tornado-legs directly on top of someone, the Taurnado can begin to lift the poor straggler up into its primary mass, high in the sky. Not only is it physically daunting to resist the Taurnado’s pull, being grabbled by one of the legs also forces its conglomerate will on the victim, causing them to become complacent and gracious about joining its collective up in the sky, and will begin singing along with the disaster’s chorus.

The only way to break someone out of the trance caused by the Taurnado is to try and pull or push them free of one of the legs without getting pulled up themselves. Once someone has been pulled all the way up into the Taurnado’s thunderhead, it is almost impossible to retrieve them.


The Cloud of Unknowing

Variable Creation 15 (3,000)
  • Ongoing (1,500)
  • Limited: Storm Clouds (-750)
  • Chaotic (-750)
Debuff 10: Pacified (1,000)
  • Ongoing (1,000)
Move Object 6 (600)
  • Ongoing (600)

The Taurnado creates a massive stormcloud everywhere it goes, which it spends most of its time hiding inside of. It has not real control over the shape or direction the cloud travels in, so the winds tend to dictate where the Taurnado hunts.

This travelling cloud is also where the Taurnado stores its pacified victims, who float around in a blissful stupor, lending their voice to the Taurnado’s chorus. Eventually, after a period of days, their bodies completely disappear, leaving only their soul to be absorbed by the whirling host.
 

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Nos'Talgia Consumables

Super Mushroom​

Growth 3 (600)
  • Ongoing (300)
  • Finite (-150)
  • Removable (-150)
  • Transferable (150)
Damage 5 (500)
  • Removable (-150)
  • Transferable (150)
Move Object 5 (500)
  • Ongoing (500)
  • Removable (-150)
  • Transferable (150)
Speed 2 (400)
  • Ongoing (200)
  • Removable (-150)
  • Transferable (150)
Total Cost: 2,850

These large, plump mushrooms can be found in certain select areas of 8-Bitania, and are valued for their amazing properties for personal enlargement. Taking one big bite of a Super Mushroom causes it to vanish, and the consumer immediately grows up to thirty feet tall, with all the benefits thereof.

Benefits include increased speed, strength, and the ability to smash things. The enhancement does not last forever, and fades after a few minutes, or when the user takes considerable damage. Whichever comes first.
 

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Opealon NPCs

Reaper Leviathan​

Leviathan-Class Organism
Adaptation (250)
  • Cold, Radioactive, Sleep, Toxic
  • Limited: Aquatic (-50)
Growth 8 (1,600)
  • Ongoing (800)
  • Limited: Static (-400)
Endurance 5 (500)
Protection 3 (300)
  • Ongoing (300)
Speed 3 (600)
  • Limited: Swimming (-150)

The Reaper Leviathan is one of the most infamous hunters in the seas of Opealon. Though dedicated fisheries can have some luck in hauling in specimens, most mariners and swimmers steer well clear of these apex predators when they’re spotted.

This is mostly due to the fact that Reaper Leviathans are insanely territorial, and will try to eat or kill anything that enters their sonar range. They are very quick in the water, and can survive extremely harsh conditions, not to mention suffer considerable punishment.


Reaper Echolocation
Sense 6: Sonar (600)
  • Ongoing (600)
  • Side Effect: Poor Eyesight (-300)
Communication: Long Distance Screaming (100)
  • Limited: Reaper Leviathans Only (-50)

Despite their relatively poor eyesight, Reapers have a highly sophisticated capacity for echolocation, and can pinpoint even very small prey underwater at great distance. They are known for the long, screeching roar which is emitted when they are scanning their territory, and Reaper Leviathans have been heard exchanging these screeches in a crude form of communication.

Pincer Mandibles
Damage 3 (300)
Move Object 5 (500)
  • Ongoing (500)
  • Limited: Underwater (-250)
Debuff 5: Restrained (500)
  • Ongoing (500)

Probably their most striking feature, the Reaper Leviathan’s toothy mouth is surrounded by four, articulated, bright red mandibles that measure almost fifteen feet in length. They are sharp, chitinous appendages which the Reaper uses to grab prey and restrain it for immediate consumption.

They can also grab and move considerably heavy objects, as long as they are submerged, using these mandibles…though they rarely do this for any reason other than to fight or hunt.


Reaper’s Jaws
Damage 4 (400)
Damage 6 (600)
  • Limited: Restrained (-300)

The Reaper can deliver fatal bites to almost any prey, even with just passing snaps of their jaws. Their bite force is considerably more deadly, however, to prey that they have grappled with their mandible arms, which they usually devour whole.
 

Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
104
Essence
€14,140
Coin
₡19,587
Tokens
180
World
Erde Nona
Profile
Click Here
Opealon Consumables

Dragonfly Pack​

Flight 5 (1,000)
  • Ongoing (500)
  • Finite (-250)
  • Limited: Low Altitude (-250)
  • Removable (-250)
  • Side Effect: Loud (-250)
Total: 500

Sometimes, you just need to be able to fly around for a while. Luckily, Comstock Industries has a solution in the form of the patented Dragonfly Pack. These lightweight, adjustable backpacks come with a personal levitation generator and omnidirectional thopter vanes that can allow for quick course adjustments and a top speed of over 100 miles per hour!

Ear protection is recommended when operating a Dragonfly Pack, as you likely won’t be able to hear yourself shout over the thrumming wings. The Dragonfly Pack has a maximum flight ceiling of 10,000 feet, which should be more than enough to get you up to a skymote from the surface of the ocean. Likewise, bear in mind that the Dragonfly Pack has an internal battery limit of one hour, so we recommend making a safe landing before that!
 
Status
Not open for further replies.
Top