Post by The Merry Lambfish on Oct 31, 2012 21:53:19 GMT -5
Name: Crydmarr (Known by many other titles across many languages, English included.)
Height: 110 meters
Length: 250 meters
Weight: 70 000 tons
History: No one knows how, when, or why Crydmarr came to be. What little is known is that as long as life has existed, it has been governed by instinct. Yet the deepest, most primal of all instincts is not simply signals created by the brain. Fear exists outside our minds, though it is not something that is technically alive. It is something else… something that does not truly exist within our perception of reality. We cannot see it, or touch it, or manipulate it in anyway, because for us, fear is nothing. Yet despite its non-existence, fear manipulates life. It is fear’s influence that causes a rabbit to flee the approaching predator. It is fear that weaves nightmares in the minds of those lost in dreams. For fear does exist, perhaps not in the way that we would define existence. It is outside reality, outside the limits of natural law. Fear is no animal. Fear is no machine, demon, or god. There are no words that can describe it in its pure state, not in any language. You cannot grasp the true form of fear. This is who Crydmarr truly is. Crydmarr is fear itself.
Yet Crydmarr cannot directly interact with existence. Ever crafty, Eurynome took advantage of fear’s limitations. The goddess blessed Crydmarr with a physical body of his own, in return for its loyalty. Out of fear for the power fear’s true form possessed, Eurynome drastically weakened Crydmarr’s borrowed body. Although intimidating, its physical form is a mere fraction shadow of the unimaginable horror that its true form could bring with it, if ever it were noticed by mortal eyes. Yet despite this, Crydmarr’s influence was now increased in comparison to what it could do without a physical form. Now terror could be installed into the likes of the seemingly fearless, the apathetic… even almighty beings like Eurynome herself. Barriers that once prevented fear’s grasp now fall when faced with the physical manifestation of fear itself.
Once again, Crydmarr has been called to Eurynome’s side. Now true fear comes to Planet Ujiak…
Description:
Thanks to Scatha the Worm for this one.
Crydmarr's Screeches, Cries and Roars
Personality: Its quite easy for one to perceive Crydmarr as an evil entity. Its appearance, mannerisms, and abilities are far from pleasant. Yet this being is not truly evil. After all, if fear did not exist, no one would know caution. Prey would not attempt to flee. Predators would not attempt to hunt, for they would not fear starvation, and therefor not avoid it. Without Crydmarr to provide balance, the universe would be plunged into chaos.
Fear is the mother of mortality.
Crydmarr is beyond good and evil. It does not understand morals. If one thing is certain, it is that Crydmarr is completely insane. It is a very unpredictable thing. Rarely will it react the same way in a given situation. Like the psychopath that it is, one can never tell just what Crydmarr is planning, assuming it plans at all. It cannot communicate with other creatures, for its language is too alien. Even mind readers cannot decipher Crydmarr, as its mind is too shattered by its own madness. Only Eurynome seems to be able to understand it. In battle, Crydmarr thrives on installing terror into opponents, feeding off their dwindling sanity as it does so. It moves swiftly and with precision, lashing out and utilizing hit-and-run methods to further toy with a foe’s mind. By its actions, one can presume that this terrifying entity is highly intelligent, though it is quite primal at the same time. Crydmarr is utterly relentless, attacking an opponent even if it’s nearly killed, following no matter where the enemy tries to flee. Although Eurynome has strictly prohibited Crydmarr from doing this in UCA matches, one can be sure that an attack preformed after a match has finished, or an attack by an interfering monster, is a sure way to ensure that Crydmarr hunts them down in retribution.
Crydmarr may be insane, it may not be truly evil, but its feral nature makes it extremely unforgiving, heartless, and uncompassionate.
Attacks:
Razor Limbs: Each of Crydmarr’s eight legs are extremely sharp. Each edge is ridiculously thin, allowing it to cut through even diamonds. The needle-like tip allows for stabbing strikes for additional damage. These are Crydmarr’s basic melee weapons, their thin nature allowing for quick strikes. Though it won’t be winning any arm wrestling matches anytime soon.
Nightmarish Bite: Crydmarr’s long fangs are even sharper than its blades. While its bite force may not be particularly powerful, the sheer size of its teeth can deliver plenty of damage. This move is often used as an opening for Foreboding Kiss. (Foreboding Kiss listed as a separate power because it can be initiated without an actual bite.)
Lacerating Breath: The terrible jaws of fear can fire a blast that resembles a thick cloud of ash, though exactly what this substance is unknown. Shapes of terrifying figures can be seen echoing though the cloud. When this attack strikes a foe, invisible blades and razors will begin to slice into the victim, flaying them alive and leaving them covered in small but numerous cuts.
Fragmentation Bolt: A more focused version of its lacerating breath. This attack appears similar to the previous one, but is concentrated into a projectile. This attack has incredible knockback power, able to send enemies weighing up to 200 000 tons flying off their feet, and heavier opponents staggering. When it strikes, the weapon disintegrates the impact point, leaving a twisted, bloody hole in the victim’s body. This has far more penetrative power than the lacerating breath, but is only limited to a small area, whereas the lacerating breath causes damage over the victim’s entire body.
Horrid Stinger: The stinger tipping Crydmarr’s tail can inject an unknown chemical substance that causes the molecules of a target to drift apart. This causes the area around the stab wound to slowly melt into a liquid, delivering absolutely incredible pain to the victim. The sharp edges can also be used like an axe.
Twisted Sacks: The many sacks positioned at Crydmarr’s chest resemble soft shelled insect eggs, though their true purpose is far more disturbing. If contact is made, or if they are launched, they can attach to the surface of an opponent and settle like glue. The deadly liquid it holds inside will seep past the membrane ant into the skin and flesh. Thus begins an excruciating deformation of the surface area affected by the sack, mutating it into an unrecognizable fleshy mass. The liquid literally rends and tears at the small surface area the sack covers, and by the time its finished, skin and flesh alike resemble little more than jelly. The pouch where these are stored is not a weak point, as the sacks themselves have a very high resistance to temperature extremes, and are all put impossible to pierce. Heavy blows to little to damage their soft surface as well.
Foreboding Kiss: Often used along with its bite, Crydmarr’s long slippery tongue will push its way into an open wound, although the throat is an equally viable target. Once its deep inside an enemy, the tip of the tongue will fire a jet of thick white liquid. Within moments, this liquid uses the nutrients to give birth to several maggot-like creatures, with sharp teeth and a hyper-thin body averaging 25 meters in length. These revolting creatures will soon being to devour the host, crawling underneath the skin, tearing open flesh, and sometimes spreading to nearby monsters. These creatures rarely attack any deeper than just under the flesh, allowing them to be dealt with. They do not attack Crydmarr, should the infection be spread to it.
Eternal Nightmare: Crydmarr seems to prefer to finish off enemies with this horrific ability. Crydmarr’s pale, soulless eyes will slide out of their sockets, attached to a long, fleshy tendril on the back of the eye. Dozens of smaller tendrils will then burst from out of the eyes themselves in a gory display. Crydmarr’s eyes will then lash out and press themselves against the victim’s own, the tendril’s squeezing between the sockets and wrapping themselves about the victim’s eyeballs. At this point, any chances of escape are completely gone. With the two monsters connected to one another, the victim will find themselves experiencing massive fatigue, preventing any sort of muscle spasm in response to the terror that is to come. For here, the victim will begin to experience terrifying visions, assaulting them with intense fear… enough to bring them to the brink of insanity… in the UCA. Outside the UCA, victims are usually reduced to mere shells of their former selves, their minds completely broken… locked in an eternal nightmare. Here, the aftereffects are merely intense physical fatigue and shock, as well as a loss of some sanity, and a boost in energy for Crydmarr. Usually reserved for Crydmarr’s final attack, and is limited to 1 use per match. Does not work on mechs.
Devouring Jaws: (BANNED IN MATCHES) When a foe is severely weakened, Crydmarr’s jaws will widen far past normal proportions, splitting open half its neck in two, and revealing several massive mandibles. It will than proceed to devour the victim alive, using its powerful muscles at the base of the neck to crush them into barely recognizable forms on the way in. Special liquids keep the victim barely alive within as Crydmarr digests their body over several years… absorbing both their sanity and their soul. Their anguished faces will appear among the rest of Crydmarr’s collection of scales… their soul forever trapped in the worst of nightmares…
Powers:
The Only Thing We Have To Fear Is Fear Itself…: There are very few monsters that warrant the fear we have of them. Because it is literally fear in physical form, Crydmarr’s influence is far greater than any other monster that possesses fear-based abilities. Crydmarr’s mere presence is enough to cause the spine of being to tingle, a nervous aura possessing those near him. Those who look directly at Crydmarr for too long (usually 5 seconds at a time) may experience warped vision, a high-pitched whine may be heard, and feelings of fear will be much stronger. In battle, Crydmarr can increase these sensations, causing both visual and auditory hallucinations, darkening the environment, and even directly install terror through eye-contact. It is an entity that even the likes of Eurynome fears, and even those opponents that are usually immune to fear or emotionally immovable will be affected by Crydmarr’s powerful influence. Artificial intelligence advanced enough to speak and think for itself may also be affected, and even the most arrogant, brave, and emotionless of beings cannot face fear itself with no side effects. No barriers can provide protection, as facing fear itself is another thing entirely compared to facing something that merely causes fear. Crydmarr itself is immune to fear-based abilities that are attempted against him, for the logical reason that Crydmarr is fear, and therefore does not feel fear.
Feral: In addition to being insane, Crydmarr behavior is wild and savage. It is relentless during an attack. Only the end of a match, Eurynome, possibly Yukari, or the complete destruction of Crydmarr’s borrowed body can stop it once it has attacked. Pain, no matter how severe, does not even so much as slow it down. Crydmarr CAN feel pain… but it is simply too savage in its assault to care about it.
Heinous Excretions: At first glace, it appears that Crydmarr is soaked in blood, leaking out of its very skin. However, because Crydmarr’s borrowed body is not actually alive, it has no need for blood. Instead, this blood-like mockery gives Crydmarr a minor resistance to burns, and its moist body cannot be set aflame. This substance is not dangerous if swallowed, but it does increase the intensity of fear, giving Crydmarr defenses against bites as well.
Neither Dead nor Alive: As Crydmarr’s body is simply a capsule, it has no need for vital organs or true blood, giving it resistance against bacteria, viruses, poison, and making it immune to hemokinesis.
Fear the Unknown: Useful for its hit-and-run attacks, Crydmarr can become completely undetectable. It cannot be seen or heard in any way, and motion sensors are utterly useless. Due to its insanity, even mind readers are hard-pressed to locate Crydmarr. It rarely uses this ability for long periods of time in battle, preferring to use it to simply toy with the opponent’s mind.
Levitation: Crydmarr can levitate if the need arises, though it cannot reach Mach speeds. It is theorized that this ability is how Crydmarr can walk without its needle-like legs sinking into the ground.
Tendril Growth: Cydmarr can extend revolting tendrils out of its very body. These can do very little damage in combat, but can be used to restrain an opponent or used as an effective grappling tool.
Extendable Neck: Crydmarr’s fleshy neck can extend up to one hundred meters in length (about twice the length of the picture.), improving its reach and providing the means for surprise attacks.
Evanescence: At any time (except during matches, due to its ruthlessness), Crydmarr can fade completely out of existence, returning to its true, non-existent form. Because one cannot capture fear in this state, Crydmarr has thus avoided capture by the UCA.
Weaknesses:
Low AI: Although its influence may affect highly advanced artificial minds, machines with a lower artificial intelligence, like Ferrum Magnus, will be unaffected by fear.
Courage: Some heroes are brave enough to stand up to fear, though doing so is not an easy task. It requires a tremendous amount of courage, concentration, and a strong mind to overcome direct influence from Crydmarr. True bravery is feeling fear, but fighting against it non-the-less. Heroic kaiju are far more likely to be successful than others. NOT to be confused with arrogance, fear immunity, or “badassery”. The brave one is not the one who has no fear, but the one who conquers it even though he is scared.
Lightweight: Despite its large size, Crydmarr’s body is still relatively lightweight, and possesses little muscle strength outside the neck. Stronger opponents can physically overpower it easily enough.
Theme (If you can even call this horrific shit "music"):www.youtube.com/watch?v=JmmR9OJWV0I
Height: 110 meters
Length: 250 meters
Weight: 70 000 tons
History: No one knows how, when, or why Crydmarr came to be. What little is known is that as long as life has existed, it has been governed by instinct. Yet the deepest, most primal of all instincts is not simply signals created by the brain. Fear exists outside our minds, though it is not something that is technically alive. It is something else… something that does not truly exist within our perception of reality. We cannot see it, or touch it, or manipulate it in anyway, because for us, fear is nothing. Yet despite its non-existence, fear manipulates life. It is fear’s influence that causes a rabbit to flee the approaching predator. It is fear that weaves nightmares in the minds of those lost in dreams. For fear does exist, perhaps not in the way that we would define existence. It is outside reality, outside the limits of natural law. Fear is no animal. Fear is no machine, demon, or god. There are no words that can describe it in its pure state, not in any language. You cannot grasp the true form of fear. This is who Crydmarr truly is. Crydmarr is fear itself.
Yet Crydmarr cannot directly interact with existence. Ever crafty, Eurynome took advantage of fear’s limitations. The goddess blessed Crydmarr with a physical body of his own, in return for its loyalty. Out of fear for the power fear’s true form possessed, Eurynome drastically weakened Crydmarr’s borrowed body. Although intimidating, its physical form is a mere fraction shadow of the unimaginable horror that its true form could bring with it, if ever it were noticed by mortal eyes. Yet despite this, Crydmarr’s influence was now increased in comparison to what it could do without a physical form. Now terror could be installed into the likes of the seemingly fearless, the apathetic… even almighty beings like Eurynome herself. Barriers that once prevented fear’s grasp now fall when faced with the physical manifestation of fear itself.
Once again, Crydmarr has been called to Eurynome’s side. Now true fear comes to Planet Ujiak…
Description:
Thanks to Scatha the Worm for this one.
Crydmarr's Screeches, Cries and Roars
Personality: Its quite easy for one to perceive Crydmarr as an evil entity. Its appearance, mannerisms, and abilities are far from pleasant. Yet this being is not truly evil. After all, if fear did not exist, no one would know caution. Prey would not attempt to flee. Predators would not attempt to hunt, for they would not fear starvation, and therefor not avoid it. Without Crydmarr to provide balance, the universe would be plunged into chaos.
Fear is the mother of mortality.
Crydmarr is beyond good and evil. It does not understand morals. If one thing is certain, it is that Crydmarr is completely insane. It is a very unpredictable thing. Rarely will it react the same way in a given situation. Like the psychopath that it is, one can never tell just what Crydmarr is planning, assuming it plans at all. It cannot communicate with other creatures, for its language is too alien. Even mind readers cannot decipher Crydmarr, as its mind is too shattered by its own madness. Only Eurynome seems to be able to understand it. In battle, Crydmarr thrives on installing terror into opponents, feeding off their dwindling sanity as it does so. It moves swiftly and with precision, lashing out and utilizing hit-and-run methods to further toy with a foe’s mind. By its actions, one can presume that this terrifying entity is highly intelligent, though it is quite primal at the same time. Crydmarr is utterly relentless, attacking an opponent even if it’s nearly killed, following no matter where the enemy tries to flee. Although Eurynome has strictly prohibited Crydmarr from doing this in UCA matches, one can be sure that an attack preformed after a match has finished, or an attack by an interfering monster, is a sure way to ensure that Crydmarr hunts them down in retribution.
Crydmarr may be insane, it may not be truly evil, but its feral nature makes it extremely unforgiving, heartless, and uncompassionate.
Attacks:
Razor Limbs: Each of Crydmarr’s eight legs are extremely sharp. Each edge is ridiculously thin, allowing it to cut through even diamonds. The needle-like tip allows for stabbing strikes for additional damage. These are Crydmarr’s basic melee weapons, their thin nature allowing for quick strikes. Though it won’t be winning any arm wrestling matches anytime soon.
Nightmarish Bite: Crydmarr’s long fangs are even sharper than its blades. While its bite force may not be particularly powerful, the sheer size of its teeth can deliver plenty of damage. This move is often used as an opening for Foreboding Kiss. (Foreboding Kiss listed as a separate power because it can be initiated without an actual bite.)
Lacerating Breath: The terrible jaws of fear can fire a blast that resembles a thick cloud of ash, though exactly what this substance is unknown. Shapes of terrifying figures can be seen echoing though the cloud. When this attack strikes a foe, invisible blades and razors will begin to slice into the victim, flaying them alive and leaving them covered in small but numerous cuts.
Fragmentation Bolt: A more focused version of its lacerating breath. This attack appears similar to the previous one, but is concentrated into a projectile. This attack has incredible knockback power, able to send enemies weighing up to 200 000 tons flying off their feet, and heavier opponents staggering. When it strikes, the weapon disintegrates the impact point, leaving a twisted, bloody hole in the victim’s body. This has far more penetrative power than the lacerating breath, but is only limited to a small area, whereas the lacerating breath causes damage over the victim’s entire body.
Horrid Stinger: The stinger tipping Crydmarr’s tail can inject an unknown chemical substance that causes the molecules of a target to drift apart. This causes the area around the stab wound to slowly melt into a liquid, delivering absolutely incredible pain to the victim. The sharp edges can also be used like an axe.
Twisted Sacks: The many sacks positioned at Crydmarr’s chest resemble soft shelled insect eggs, though their true purpose is far more disturbing. If contact is made, or if they are launched, they can attach to the surface of an opponent and settle like glue. The deadly liquid it holds inside will seep past the membrane ant into the skin and flesh. Thus begins an excruciating deformation of the surface area affected by the sack, mutating it into an unrecognizable fleshy mass. The liquid literally rends and tears at the small surface area the sack covers, and by the time its finished, skin and flesh alike resemble little more than jelly. The pouch where these are stored is not a weak point, as the sacks themselves have a very high resistance to temperature extremes, and are all put impossible to pierce. Heavy blows to little to damage their soft surface as well.
Foreboding Kiss: Often used along with its bite, Crydmarr’s long slippery tongue will push its way into an open wound, although the throat is an equally viable target. Once its deep inside an enemy, the tip of the tongue will fire a jet of thick white liquid. Within moments, this liquid uses the nutrients to give birth to several maggot-like creatures, with sharp teeth and a hyper-thin body averaging 25 meters in length. These revolting creatures will soon being to devour the host, crawling underneath the skin, tearing open flesh, and sometimes spreading to nearby monsters. These creatures rarely attack any deeper than just under the flesh, allowing them to be dealt with. They do not attack Crydmarr, should the infection be spread to it.
Eternal Nightmare: Crydmarr seems to prefer to finish off enemies with this horrific ability. Crydmarr’s pale, soulless eyes will slide out of their sockets, attached to a long, fleshy tendril on the back of the eye. Dozens of smaller tendrils will then burst from out of the eyes themselves in a gory display. Crydmarr’s eyes will then lash out and press themselves against the victim’s own, the tendril’s squeezing between the sockets and wrapping themselves about the victim’s eyeballs. At this point, any chances of escape are completely gone. With the two monsters connected to one another, the victim will find themselves experiencing massive fatigue, preventing any sort of muscle spasm in response to the terror that is to come. For here, the victim will begin to experience terrifying visions, assaulting them with intense fear… enough to bring them to the brink of insanity… in the UCA. Outside the UCA, victims are usually reduced to mere shells of their former selves, their minds completely broken… locked in an eternal nightmare. Here, the aftereffects are merely intense physical fatigue and shock, as well as a loss of some sanity, and a boost in energy for Crydmarr. Usually reserved for Crydmarr’s final attack, and is limited to 1 use per match. Does not work on mechs.
Devouring Jaws: (BANNED IN MATCHES) When a foe is severely weakened, Crydmarr’s jaws will widen far past normal proportions, splitting open half its neck in two, and revealing several massive mandibles. It will than proceed to devour the victim alive, using its powerful muscles at the base of the neck to crush them into barely recognizable forms on the way in. Special liquids keep the victim barely alive within as Crydmarr digests their body over several years… absorbing both their sanity and their soul. Their anguished faces will appear among the rest of Crydmarr’s collection of scales… their soul forever trapped in the worst of nightmares…
Powers:
The Only Thing We Have To Fear Is Fear Itself…: There are very few monsters that warrant the fear we have of them. Because it is literally fear in physical form, Crydmarr’s influence is far greater than any other monster that possesses fear-based abilities. Crydmarr’s mere presence is enough to cause the spine of being to tingle, a nervous aura possessing those near him. Those who look directly at Crydmarr for too long (usually 5 seconds at a time) may experience warped vision, a high-pitched whine may be heard, and feelings of fear will be much stronger. In battle, Crydmarr can increase these sensations, causing both visual and auditory hallucinations, darkening the environment, and even directly install terror through eye-contact. It is an entity that even the likes of Eurynome fears, and even those opponents that are usually immune to fear or emotionally immovable will be affected by Crydmarr’s powerful influence. Artificial intelligence advanced enough to speak and think for itself may also be affected, and even the most arrogant, brave, and emotionless of beings cannot face fear itself with no side effects. No barriers can provide protection, as facing fear itself is another thing entirely compared to facing something that merely causes fear. Crydmarr itself is immune to fear-based abilities that are attempted against him, for the logical reason that Crydmarr is fear, and therefore does not feel fear.
Feral: In addition to being insane, Crydmarr behavior is wild and savage. It is relentless during an attack. Only the end of a match, Eurynome, possibly Yukari, or the complete destruction of Crydmarr’s borrowed body can stop it once it has attacked. Pain, no matter how severe, does not even so much as slow it down. Crydmarr CAN feel pain… but it is simply too savage in its assault to care about it.
Heinous Excretions: At first glace, it appears that Crydmarr is soaked in blood, leaking out of its very skin. However, because Crydmarr’s borrowed body is not actually alive, it has no need for blood. Instead, this blood-like mockery gives Crydmarr a minor resistance to burns, and its moist body cannot be set aflame. This substance is not dangerous if swallowed, but it does increase the intensity of fear, giving Crydmarr defenses against bites as well.
Neither Dead nor Alive: As Crydmarr’s body is simply a capsule, it has no need for vital organs or true blood, giving it resistance against bacteria, viruses, poison, and making it immune to hemokinesis.
Fear the Unknown: Useful for its hit-and-run attacks, Crydmarr can become completely undetectable. It cannot be seen or heard in any way, and motion sensors are utterly useless. Due to its insanity, even mind readers are hard-pressed to locate Crydmarr. It rarely uses this ability for long periods of time in battle, preferring to use it to simply toy with the opponent’s mind.
Levitation: Crydmarr can levitate if the need arises, though it cannot reach Mach speeds. It is theorized that this ability is how Crydmarr can walk without its needle-like legs sinking into the ground.
Tendril Growth: Cydmarr can extend revolting tendrils out of its very body. These can do very little damage in combat, but can be used to restrain an opponent or used as an effective grappling tool.
Extendable Neck: Crydmarr’s fleshy neck can extend up to one hundred meters in length (about twice the length of the picture.), improving its reach and providing the means for surprise attacks.
Evanescence: At any time (except during matches, due to its ruthlessness), Crydmarr can fade completely out of existence, returning to its true, non-existent form. Because one cannot capture fear in this state, Crydmarr has thus avoided capture by the UCA.
Weaknesses:
Low AI: Although its influence may affect highly advanced artificial minds, machines with a lower artificial intelligence, like Ferrum Magnus, will be unaffected by fear.
Courage: Some heroes are brave enough to stand up to fear, though doing so is not an easy task. It requires a tremendous amount of courage, concentration, and a strong mind to overcome direct influence from Crydmarr. True bravery is feeling fear, but fighting against it non-the-less. Heroic kaiju are far more likely to be successful than others. NOT to be confused with arrogance, fear immunity, or “badassery”. The brave one is not the one who has no fear, but the one who conquers it even though he is scared.
Lightweight: Despite its large size, Crydmarr’s body is still relatively lightweight, and possesses little muscle strength outside the neck. Stronger opponents can physically overpower it easily enough.
Theme (If you can even call this horrific shit "music"):www.youtube.com/watch?v=JmmR9OJWV0I