Rappy
First Post
Not that I can remember. Anyway, as promised, it is Wednesday, and you get your next Kaiju...sort of. Mothra, the final of the King, Dark King, and Queen "triad". Alas, my creature creature has, oh yes, yet again broken down and unable to make Colossal creatures. Right now, you get two fluff sessions until the system is restore.
]Mothra-Earthmother
One of the legendary three Royal Daikaiju spoken of by Reals and Fictions alike, Mothra is considered an extension of the hand of Coreline itself. She is the defender of humankind, a queen moth of enormous size that has powers of amazing flight for her size, powder-laden wing scales, and grappling claw. While she is the weakest of the Three Royals, she is also one of the most long-lasting. In a life cycle no one but the minuscule Shobijin truly understand, when the current Mothra is either killed or sacrifices herself in defense of Humanity, there are immediately twin Mothra larvae born of an egg in a hidden location in the South Pacific. So, no matter how many times you kill her, Mothra will be back again..and again...and again...to take you down. Moreso than any other kaiju, Mothra's power lies not in physical prowess, but in her sheer intelligence and power to inspire humankind to go the extra mile to defend their homeworld.
Shrewster-Speed Demon
130 feet of insane shrew with a Flash complex, Shrewster is a ferocious monster not by his size or species, but by his sheer speed. Natural attack-wise, Shrewsy is your typical giant monster: he bites, he claws, he leaps like the big rabid water shrew he is. It is his unnatural talent, however, that gives him a defensive edge. When Shrewster runs, he produces wind force that creates a tornado around his body, making him look like some gigantic killer Taz. He is not, however, invulnerable. Zilla Jr. managed to clean his clock by beating the creature senseless until he no longer had the power to produce his speed attack anymore, thus allowing the beast to be sedated and shipped off to Monster Island Preserve. So far, the defensive shielding has kept the rowdy rodent in, but Shrewster's speed means that he cannot be specially paddocked like the other monsters, lest his lack of movement cause him to go insane. Shrewster has become a popular test subject of Monster Island scientists, since his speed and dexterity seem to defy all logic on how a creature his size should function. It is possible that, despite his upped size, Shrewster has a similar "overdrive metabolism" such as a typical Pre-Vanishing shrew, but instead of working it out in food need like normal shrews, Shrewsy gains energy by actually releasing it: some form of "give and take" in which the more he produces high friction, the more life-sustaining energy his body gets. Others have suggested Shrewster basically acts like a baleen whale, filtering the "air plankton" of various insects and small animals that are snapped into the twister around it.
Primalis-Harryhausen's Earth
Primalis, the ancient planet of the beasts.
Humans stranded on Primalis watch as a proto-triceratops thunders across the Deathlands.
Primalis, designated by the Council of Alternate Earths as EdE-87, is a planet near the edge of the Sol Primus system, a land of prehistoric beasts not as they really were, but old-fashioned Hollywoodized "sluggish cold-blooded brutes" and "lumbering archaic behemoths". Instead of the correct scientific view of warm-blooded and diverse creatures, the dinosaurs, pterosaurs, and sea beasts of Primalis are all Fiction concepts rather than resurrected beasts, mud-wallowing tail-draggers that stomp and romp across ancient verdant jungles. The mammals are also Fictionalized, dim-witted and over-ferocious dire animals that wander the land. The worst offenders of all are the Cavemen, not anything like real h. sapiens neanderthalensis but over-excessively hairy, stooped, dim-witted brutes. Primalis is a mixture of Ray Harryhausen beasts, old-fashioned Tarzan Pellucidar creatures some Conan Doyle's Lost World here and there, and good ol' anatomically incorrect Charles Knight creatures.
Post-Vanishing Locations
Swamp of Horrors: Brimming with proto-plesiosaurs, giant crocodiles, monstrous turtles, and other aberrations of nature, the Swamp of Horrors is shrouded in eternal mist, a place few dare to brave in search of its mysteries. Will-o-wisps often flit above the waters, leading gullible and superstitious people right into the waiting jaws of beasts that devour them. On the very tip of the northwest inlet of the Swamp of Horrors is a tribe of lizardfolk that often practice ritual sacrifice of any captured humans to the swamp monsters.
The Jungle: Nearly 70% of Primalis is covered by a mass of rainforest simply called "the Jungle". Here, the beasts run wild and untamed, and apemen watch and wait for any unlucky humans to cross into this land of living horror. Giant spiders lurk in massive webs across paths, massive serpents in the rivers that criss-cross toward the Swamp of Horrors, and proto-pterosaurs and saber-tooth cats swarm the sawtooth-like mountains that signify the divide between Jungle and Deathlands.
Deathlands: Beyond the jungle lies the Deathlands, a forbidding desert of jagged rocks, spiking mountains, inset canyons, and many boneyards of the mighty proto-dinosaurs. The tribes of cavemen dwell here, scrounging off the dire rats and dog-sized monstrous scorpions that scuttle across the badlands-like death trap they call home. There are also areas where tar pits bubble, some having a deadly combination of pits and jagged rocks, creating near-impenetrable barriers.
Characters and Creatures
Proto-beasts: Living reminders of the time when it was incorrectly believed dinosaurs and other Mesozoic beasts were sluggish, cold-blooded, enlarged lizards that did little more than wallow around in swamps and fight things, the proto-beasts are basically the prehistoric reptile and dinosaur equivalent of dire animals. They are the most commonplace beasts in Primalis, and it is unlikely you will ever spend more than a day on the planet without seeing at least 5 or more of these monstrosities.
Template: Proto-Beast
"Proto-beast" is a template that can be applied to any animal, monstrous humanoid, or humanoid (hereafter referred to as the base creature) that is either a dinosaur or some form of prehistoric reptile or amphibian. A Proto-beast uses all the base creature's statistics save for the following changes.
Challenge Rating: Same as base creature +2.
Speed: Same as the base creature -10 (minimum 5 feet).
Defense: Proto-beasts gain a +4 natural armor bonus to Defense.
Special Qualities: A Proto-beast retains all of the special qualities of the base creature, and gains the following special abilities.
Cold-blooded: Proto-beasts are archaic and unrealistic charicatures of cold-bloodedness, and are easily injured by cold. The Dexterity score of the Proto-beasts drops by 4 in temperatures below 60 degrees Fahrenheit, and any attack that deals cold damage deals twice its typical damage on a successful attack.
Damage Reduction (Ex): A Proto-beast has an amount of damage reduction equal to 2 + 1/2 its hit die (rounded down)/-. For example, a Proto-troglodyte would have DR 3/-.
Unnatural Endurance (Ex): Despite their vulnerability to cold, Proto-beasts have an unusual resilience toward attack. They may continue to function until they reach -4 hit points and become unconscious, rather than the typical -1 hit point knockout rate.
Saves: Same as the base creature, modified by its new ability scores.
Ability Scores: Proto-beasts have the following ability score adjustments: +4 Strength, +2 Constitution, -4 Intelligence (minimum 1), -2 Wisdom.
Skills: Same as base creature.
Feats: Proto-beasts gain Toughness as a bonus feat.
Cavemen: Proto-humans compared to true Neanderthals, the humanoid beasts only known as Cavemen haunt the rocky regions of the Deathlands. They are simple-minded brutes that utilize primitive bone and stone weaponry, hunters that live in tribes that dwell in the caverns of the Deathlands mountains and hills. Cavemen have an appearance of an over-application of features typically thought of as male with a mixture of ape thrown in: hunched back, thick and extremely hairy body, jutting brow ridge, over-sloping forehead, and large feet and hands. Cavemen are not exactly friendly either, attacking humans that enter their lands without qualm.
Species Traits
Size: Medium-size.
Ability Modifiers: +4 Str, +2 Con, -2 Int.
Base Speed: 30 feet.
Low-light Vision (Ex): Cavemen have low-light vision.
Powerful Build (Ex): Cavemen gain powerful build, as per the half-giant special quality.
Weathered: Cavemen are naturals at surviving in nearly any kind of harsh and adverse weather. They gain a +4 bonus to saves against heat or cold effects, as well as gaining Cold and Fire Resistance 5.
Bonus Feat: Cavemen gains Archaic Weapons Proficiency as a bonus feat.
Free Language Skills: Speak Caveman.
LA: +2.

]Mothra-Earthmother
One of the legendary three Royal Daikaiju spoken of by Reals and Fictions alike, Mothra is considered an extension of the hand of Coreline itself. She is the defender of humankind, a queen moth of enormous size that has powers of amazing flight for her size, powder-laden wing scales, and grappling claw. While she is the weakest of the Three Royals, she is also one of the most long-lasting. In a life cycle no one but the minuscule Shobijin truly understand, when the current Mothra is either killed or sacrifices herself in defense of Humanity, there are immediately twin Mothra larvae born of an egg in a hidden location in the South Pacific. So, no matter how many times you kill her, Mothra will be back again..and again...and again...to take you down. Moreso than any other kaiju, Mothra's power lies not in physical prowess, but in her sheer intelligence and power to inspire humankind to go the extra mile to defend their homeworld.

Shrewster-Speed Demon
130 feet of insane shrew with a Flash complex, Shrewster is a ferocious monster not by his size or species, but by his sheer speed. Natural attack-wise, Shrewsy is your typical giant monster: he bites, he claws, he leaps like the big rabid water shrew he is. It is his unnatural talent, however, that gives him a defensive edge. When Shrewster runs, he produces wind force that creates a tornado around his body, making him look like some gigantic killer Taz. He is not, however, invulnerable. Zilla Jr. managed to clean his clock by beating the creature senseless until he no longer had the power to produce his speed attack anymore, thus allowing the beast to be sedated and shipped off to Monster Island Preserve. So far, the defensive shielding has kept the rowdy rodent in, but Shrewster's speed means that he cannot be specially paddocked like the other monsters, lest his lack of movement cause him to go insane. Shrewster has become a popular test subject of Monster Island scientists, since his speed and dexterity seem to defy all logic on how a creature his size should function. It is possible that, despite his upped size, Shrewster has a similar "overdrive metabolism" such as a typical Pre-Vanishing shrew, but instead of working it out in food need like normal shrews, Shrewsy gains energy by actually releasing it: some form of "give and take" in which the more he produces high friction, the more life-sustaining energy his body gets. Others have suggested Shrewster basically acts like a baleen whale, filtering the "air plankton" of various insects and small animals that are snapped into the twister around it.
Primalis-Harryhausen's Earth
Primalis, the ancient planet of the beasts.

Humans stranded on Primalis watch as a proto-triceratops thunders across the Deathlands.
Primalis, designated by the Council of Alternate Earths as EdE-87, is a planet near the edge of the Sol Primus system, a land of prehistoric beasts not as they really were, but old-fashioned Hollywoodized "sluggish cold-blooded brutes" and "lumbering archaic behemoths". Instead of the correct scientific view of warm-blooded and diverse creatures, the dinosaurs, pterosaurs, and sea beasts of Primalis are all Fiction concepts rather than resurrected beasts, mud-wallowing tail-draggers that stomp and romp across ancient verdant jungles. The mammals are also Fictionalized, dim-witted and over-ferocious dire animals that wander the land. The worst offenders of all are the Cavemen, not anything like real h. sapiens neanderthalensis but over-excessively hairy, stooped, dim-witted brutes. Primalis is a mixture of Ray Harryhausen beasts, old-fashioned Tarzan Pellucidar creatures some Conan Doyle's Lost World here and there, and good ol' anatomically incorrect Charles Knight creatures.
Post-Vanishing Locations
Swamp of Horrors: Brimming with proto-plesiosaurs, giant crocodiles, monstrous turtles, and other aberrations of nature, the Swamp of Horrors is shrouded in eternal mist, a place few dare to brave in search of its mysteries. Will-o-wisps often flit above the waters, leading gullible and superstitious people right into the waiting jaws of beasts that devour them. On the very tip of the northwest inlet of the Swamp of Horrors is a tribe of lizardfolk that often practice ritual sacrifice of any captured humans to the swamp monsters.
The Jungle: Nearly 70% of Primalis is covered by a mass of rainforest simply called "the Jungle". Here, the beasts run wild and untamed, and apemen watch and wait for any unlucky humans to cross into this land of living horror. Giant spiders lurk in massive webs across paths, massive serpents in the rivers that criss-cross toward the Swamp of Horrors, and proto-pterosaurs and saber-tooth cats swarm the sawtooth-like mountains that signify the divide between Jungle and Deathlands.
Deathlands: Beyond the jungle lies the Deathlands, a forbidding desert of jagged rocks, spiking mountains, inset canyons, and many boneyards of the mighty proto-dinosaurs. The tribes of cavemen dwell here, scrounging off the dire rats and dog-sized monstrous scorpions that scuttle across the badlands-like death trap they call home. There are also areas where tar pits bubble, some having a deadly combination of pits and jagged rocks, creating near-impenetrable barriers.
Characters and Creatures

Proto-beasts: Living reminders of the time when it was incorrectly believed dinosaurs and other Mesozoic beasts were sluggish, cold-blooded, enlarged lizards that did little more than wallow around in swamps and fight things, the proto-beasts are basically the prehistoric reptile and dinosaur equivalent of dire animals. They are the most commonplace beasts in Primalis, and it is unlikely you will ever spend more than a day on the planet without seeing at least 5 or more of these monstrosities.
Template: Proto-Beast
"Proto-beast" is a template that can be applied to any animal, monstrous humanoid, or humanoid (hereafter referred to as the base creature) that is either a dinosaur or some form of prehistoric reptile or amphibian. A Proto-beast uses all the base creature's statistics save for the following changes.
Challenge Rating: Same as base creature +2.
Speed: Same as the base creature -10 (minimum 5 feet).
Defense: Proto-beasts gain a +4 natural armor bonus to Defense.
Special Qualities: A Proto-beast retains all of the special qualities of the base creature, and gains the following special abilities.
Cold-blooded: Proto-beasts are archaic and unrealistic charicatures of cold-bloodedness, and are easily injured by cold. The Dexterity score of the Proto-beasts drops by 4 in temperatures below 60 degrees Fahrenheit, and any attack that deals cold damage deals twice its typical damage on a successful attack.
Damage Reduction (Ex): A Proto-beast has an amount of damage reduction equal to 2 + 1/2 its hit die (rounded down)/-. For example, a Proto-troglodyte would have DR 3/-.
Unnatural Endurance (Ex): Despite their vulnerability to cold, Proto-beasts have an unusual resilience toward attack. They may continue to function until they reach -4 hit points and become unconscious, rather than the typical -1 hit point knockout rate.
Saves: Same as the base creature, modified by its new ability scores.
Ability Scores: Proto-beasts have the following ability score adjustments: +4 Strength, +2 Constitution, -4 Intelligence (minimum 1), -2 Wisdom.
Skills: Same as base creature.
Feats: Proto-beasts gain Toughness as a bonus feat.
Cavemen: Proto-humans compared to true Neanderthals, the humanoid beasts only known as Cavemen haunt the rocky regions of the Deathlands. They are simple-minded brutes that utilize primitive bone and stone weaponry, hunters that live in tribes that dwell in the caverns of the Deathlands mountains and hills. Cavemen have an appearance of an over-application of features typically thought of as male with a mixture of ape thrown in: hunched back, thick and extremely hairy body, jutting brow ridge, over-sloping forehead, and large feet and hands. Cavemen are not exactly friendly either, attacking humans that enter their lands without qualm.
Species Traits
Size: Medium-size.
Ability Modifiers: +4 Str, +2 Con, -2 Int.
Base Speed: 30 feet.
Low-light Vision (Ex): Cavemen have low-light vision.
Powerful Build (Ex): Cavemen gain powerful build, as per the half-giant special quality.
Weathered: Cavemen are naturals at surviving in nearly any kind of harsh and adverse weather. They gain a +4 bonus to saves against heat or cold effects, as well as gaining Cold and Fire Resistance 5.
Bonus Feat: Cavemen gains Archaic Weapons Proficiency as a bonus feat.
Free Language Skills: Speak Caveman.
LA: +2.
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