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The Queen

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Aurelia the Warleader

PostPosted: Thu Jan 12, 2012 5:44 am


Name: Iris
Alias(s): Queen Iris, Thorn Imperatrix, The Green b***h
Sex: Female
Race: Chlorid
Age: Unknown
Occupation: Collective mind of the Chlorid race
Education: Her own
Height: Varies
Weight: Varies
Hair: Green
Eyes: Red
Clothes: Vines, leaves, tentacled wings
History: "We came from beyond the galaxy. This new place is ripe and full of resources. Unfortunately, the myriad of species here may squander them for their wars and ambitions. However, I shall call forth my children and we'll purge these beings from existence. The universe won't miss them. The creatures here fight and murder each other for various reasons we cannot understand. It is only fitting that we should exterminate them all for our continued survival. However...I am not without mercy. Those few who seek salvation from their doom will be welcomed among the ranks of the chlorid."

There is very little known about Queen Iris, the overmind of the Chlorid. Most information about her are merely theories and speculation.

Habits: Conquering planets and draining them of all resources.

Minions

Sproutling: Sproutlings are small, annoying little snap traps that walk around on six legs and have the lowest survival rate on any battlefield. On their own, they can do no more than bite at your heels. But in large packs, they can get vicious, like piranhas. Several sproutlings can skeletonize a human in two or three minutes. Sproutlings will eventually grow into more advanced minions if they survive.

Strengths: In large numbers, they can be overwhelming and hard to destroy.

Weaknesses: Everything. Shoot them, stomp on them, burn them and freeze them. It doesn't take any effort to kill them.

Shambler: A shambler is a human or other living organism that has been re-purposed to serve among the chlorid ranks. They are similar to zombies, as their brain functions have been completely rewired. (Also covered with moss and various things growing out of them.) They usually perform as nothing more than cannon fodder on the battlefield. If you're about to fight the chlorid and a small colony dropped off the map recently, expect to find the colonists rushing at you, stripped of their free will and moaning for your flesh.

Strengths: Again, large numbers. Most of the internal organs no longer function, so they can take a bit of fire. They can also go without eating for long periods of time since the plants growing out of them use photosynthesis and only require some light.

Weaknesses: Head shots, fire and extreme cold.

NOTE: A shambler cannot be "cured" so don't try to capture a recently turned loved one. This will only cause emotional distress for you and also give away your position since Iris can tap into any of her minions at any time. Do the right thing and blow their head off.

Other types of shambler:

Burster: A shambler that has a large sproutling clutch growing out of it. Eventually explodes by itself or from being attacked, throwing newborn sproutlings everywhere.

Bloatpuke: Exactly as the name describes it. These slow, bloated shamblers don't seem to have much tactical ability aside from puking all over their enemies.The acid is not very strong, though it can easily burn unprotected skin. They also will produce toxic gas clouds that will cause lung damage if too much is inhaled. Sometimes a bloatpuke will emit these gasses upon destruction.

Snapper: The snappers are the grunts of the chlorid race. They are the next stage in a sproutling's life cycle. They walk upright on four legs and one of their remaining two arms has grown into a biological plasma gun, although it's more commonly referred to as a "puke rifle". The gun fires a burning green projectile that acts like acid. However, puke rifle blasts are weak against armor and shielding.To make up for this, snappers carry what appear to be exploding seed pods that spray shrapnel in all directions, much like a frag grenade.

Strengths: Ranged weaponry and move tactically. Leathery, bark like skin makes them more resistant to enemy gunfire.

Weaknesses: The usual. Shoot/stab them in their weak points and they fall like any common soldier. Newer snappers fresh out of sproutling school also have shitty aim since they have yet to adapt to their new gun arm.

Eye-pod: (LOL Get it? -Shot-) Eye-pods are pretty simple. They are nothing more than a red eye that moves around on eight tentacles. Often work in conjunction with snappers and act as scouts. Only way they can attack is with their tentacles, which have sharp barbs on the end.

Strengths: Can sneak past enemy defenses and relay information back to other chlorid troops.

Weaknesses: It's a freakin' soft eyeball. Doesn't take much to pop it like a grape.

Lurcher: Lurchers are massive tree-like creatures that are well armored. They are slow moving, but they can easily flip a small vehicle or blow a massive hole in enemy defenses. They carry large bio-cannons that fire a blast that can take out groups of enemies and do serious damage to vehicles. There have been reports that lurchers may sometimes also carry sproutling clutches and hurl them into enemy lines. Others have been known to fire explosive spores similar to an RPG.

Strengths: Covered in thick bark and can shrug off heavy gunfire that would normally wipe out other minions.

Weaknesses: Few. It's best to concentrate as much firepower on them as you can muster. Slowest of the ground units.

Radrids: A creature resembling a preying mantis, these are agile bipedal beings that have two scythe like arms for eviscerating their enemies. They have leafy wings which they use to jump and glide over obstacles or to ambush enemies. These wings are not strong enough for sustained flight.

Strengths: Very quick and agile. In close quarters, radrids excel.

Weaknesses: No ranged attacks whatsoever. Also not very well armored. Will not last long without ranged support.

Support Units

Motherpods: Motherpods are tall, walking on four stilt-like legs with a multi-eyed head at the top. They have several tendrils with paralyzing venom barbs which they use to snatch up fleeing enemies. The victim is swallowed and stored inside two stomachs at the back of the Motherpod's head, until they are dropped into either a digestion pit or a shambler hive for re-purposing. Motherpods vary in their offensive capabilities. Some have are armed with bio-cannons, sproutling clutches and spore bombs. They'll often be behind the ground troops acting as support. Others have no weapons at all and merely capture unarmed victims or wounded enemy soldiers left behind. Motherpods have also been seen gathering up chlorid dead and wounded and tossing them into digestion pits to be recycled.

Strengths: Tall, can easily spot and destroy enemy troops. At night, they even have bright bio-luminescent spotlights. Many have ranged weapons and are close to impervious to small arms fire.

Weaknesses: Take out the legs and the motherpod will crumple and lay useless on the ground. They will try crawl away with their tendrils, but at this point they're ******** if they can't escape.

Garguse: An elephant sized creature resembling a stag beetle, Garguses are essentially the main battle tank of the chlorid forces. Upon their back is a bio cannon that fires a superheated plasma blast. Their mandibles can push aside obstacles and flip heavy enemy vehicles. Garguses also have "puke cannons" located just above their mandibles to deal with infantry.

Strengths: Can destroy enemy vehicles and crush defenses.

Weaknesses: Slow and dimwitted, making them easy targets for air strikes and rocket launchers. Smart tank commanders can destroy them if they stay clear of the mandibles. The cannon on top can only turn about 40 degrees either way, making it easier to flank them.

Spider Cannon: The artillery. This creature looks like a large aphid that digs into the ground and aims its rear into the air. It builds up energy inside itself until it ejects it. The "shell" it fires can travel great distances. The resulting explosion is more of a large splatter of acid, sharp barbs and superheated plasma.

Strengths: Rains destruction from far away.

Weaknesses: Cannot move quickly and needs to set up before firing. Since it has no other offensive power besides the long range artillery shots, it can be easily destroyed by infantry or anything else. There's a reason that spider cannons are often guarded by other chlorid.

More support and air units to come later...
PostPosted: Thu Jan 12, 2012 5:45 am


Iris is essentially a revamped Mother. Except SEXY. heart

Aurelia the Warleader


OldBlueGenes

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PostPosted: Thu Jan 12, 2012 5:51 am


Eye-pod.
*headesk*

She awesome though.
Slightly less terrifying than mother.
But more badass.
Nice.

Also:
Quote:

Weight: Varies

Me too, lady. Me too. emo
PostPosted: Thu Jan 12, 2012 6:09 am


@Bonnie: The reason her weight varies is because she comes in a few different forms besides what you see her as. XD

Aurelia the Warleader


Brian_The_Elementalist

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PostPosted: Thu Jan 12, 2012 6:35 am


So why didn't you say height varies along with weight?

Edit: And how effective would she be against a killer robot? Would she have to call in her minions to assist her or what?

Also, since she's like a plant version of the Borg or Zerg or basically anyother alien that works by assimilation or destruction what is her opinion on robots in general? Or cyborgs for that matter?
PostPosted: Thu Jan 12, 2012 9:21 am


Let the devouring/raping commence!

Incorrigible King Rusty

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Aurelia the Warleader

PostPosted: Sat Jan 14, 2012 7:46 am


@Brian: You make a valid point. I changed to height to "varies".

As far as robots go, she only sees them as nothing more than weapons that her prey tries to use against her. The chlorid are only interested in organic matter, so therefore she would simply trash the robot if it moved to fight her or her minions, the same way they would trash a tank or a gun. A cyborg would be stripped of any organic parts and the rest left behind. Basically, when a distant colony gets wiped off the galaxy map, all that would remain is the houses and equipment. All inhabitants would be gone. Robots and androids who didn't try to protect their masters would be spared, since the chlorid have no use for them.
PostPosted: Sat Jan 14, 2012 10:26 am


I feel like I shall forever lose against tech and plant people with Mavis.

Grim Fable

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OldBlueGenes

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PostPosted: Sat Jan 14, 2012 11:31 am


Would all non-flesh and blood creatures be lumped into the same category as robots?

Such as elemental/nature spirits like water sprites? Familiars, faye, spirits and others that don't necessarily take on flesh and blood form? And golems, and dolls and the like?
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The Book of Bios

 
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