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Author Topic: Exolution IX  (Read 9973 times)

10ebbor10

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Re: Exolution IX
« Reply #60 on: January 15, 2013, 02:40:43 pm »

Are the Gods vital for Turn 0? I don't think they'll be doing much for the first turns of the games.
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Ceros1801

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Re: Exolution IX
« Reply #61 on: January 15, 2013, 02:43:10 pm »

The plot requires 5 gods :( its already written up just waiting on that last one.

Still it gives me the chance to place the races on the map
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Criptfeind

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Re: Exolution IX
« Reply #62 on: January 15, 2013, 02:47:20 pm »

By the way, do terrain types do anything this time around?
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Ceros1801

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Re: Exolution IX
« Reply #63 on: January 15, 2013, 02:52:13 pm »

Not really, I am assuming that nominally intelligent creatures with an enforce rapid evolution is capable of adapting to most terrains, the exception being sea and air. (which need special traits to use)

Any takers on the almighty position of GOD!?
Cause If there is none by the time I wake, we will be starting (and having) 4
« Last Edit: January 15, 2013, 02:59:07 pm by Ceros1801 »
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scapheap

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Re: Exolution IX
« Reply #64 on: January 15, 2013, 02:59:22 pm »

I would, but your know, race
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Criptfeind

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Re: Exolution IX
« Reply #65 on: January 15, 2013, 03:00:36 pm »

I will totally be a god.

The Queen:
Ant men. Awesomeness. Winning.
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Child of Armok

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Re: Exolution IX
« Reply #66 on: January 15, 2013, 03:04:34 pm »

Awesome...
Its about to begin and i have to leave.... -_-
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obolisk0430

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Re: Exolution IX
« Reply #67 on: January 15, 2013, 03:29:49 pm »

I'll play a god.

Joruen
Wisdom, Cunning, Secrets
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Let this be a lesson to us all: Immortality is only temporary. That's why its called immortality.

Ceros1801

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Re: Exolution IX
« Reply #68 on: January 16, 2013, 12:59:41 am »

There Exists a world far on the edge of the multiverse. A fairly peaceful world who's only distinguishing feature is its quiet, peaceful nature.

However, such peace cannot last.

In the ever deep void surrounding the peaceful world five gods suddenly burst into being, Their astral shells fragmenting with their birth and scattering down onto the planet. Giving rise to five races that evolve shockingly fast under the sway of these intangible relics.

These races are:

The Debiru!
Red skinned beings with the power to alter dreams and bewitch the senses!

The K'Lack!
A race of arachnoids who adapted to the newborn presence of magic with surprising ferocity!

The Koenigfischers!
Beautiful bird-people who have soared over ancient mountains for Eons!

The Cr'Tak!
Formed from the largest of fragments and calling primitive life to join their young collective, masters of magic so powerful it's almost divine!

The Hive!
The antmen of the desert that rejected the power of the fragments so thoroughly that they can resist the gift it gave to the others!

But what of the gods, what happened to them after their world changing birth?

They too exist, floating in the astral void, eager to gain converts to strengthen their fragile existence.

Of them there is:

Nikalas! Firstborn, God of Fear, Bravery and the Dreams that inspire them!

Cerax! Second born, God of Darkness, Light and the Balance found within!

Doran! Holiest of the Gods, God of Order, Justice and the Might to enforce them!

Ythilanithodium! Child of Scorn, God of Shadow, Pain and deep Fear!

Joruen! Wise One, God of Secrets, Cunning and the Wisdom to use them!

It is between these chosen that the future of this once peaceful world will be decided.
It is between these beings that all on this world will be divided!



The Gods

Nikalas (mcclay)
domains: Fear, Bravery, Dreams.
Power rank: 5
Believers: 0

Cerax (IamanElfCollaborator)
domains: Darkness, balance, Light
Power rank: 5
Believers: 0

Doran (ansontan2000)
Domains: Order, Justice, Might
Power rank: 5
Believers: 0

Ythilanithodium, AKA Ythil
Domains: Shadow, Pain, Fear
Power rank: 5
Believers: 0

Joruen
Domains: Wisdom, Cunning, Secrets
Power rank: 5
Believers: 0

The Races

Name : Debiru. (scrapheap) (red)

Outline/Description : Red-skinned humanoid with hair on top of head, eyes in the middle, horns that frame the head, wings out of their back, claws on the hands and a tail above the bottom. These features vary(straight or curly horns, spade or club tail, etc).

Stats :

Breeding : 4
Strength : 1
Toughness : 1
Movement : 3
IQ : 3
Wisdom : 3
Magic : 3
Pop Multiplier: 8

Physiological Traits :

Wings:7
Horns:1
Tail:3
Claws:5

Supernatural traits :

Fireballs:2
Lightning bolts:2
Shapeshift:2
Dream weaving:1
Bewitching:4

Civil traits :

Hit and run fighters:2
Farmers:1
Diplomats:3

Technology :

Special Traits :


Name: K'lak (cerepa) (white)

Description: An arachnid race, albeit with a nearly merged body, and with the 2 back legs farther than usual for regular spiders, allowing them to balance nearly upright, and allowing the use of the 2 front pairs of limbs, but they mostly brefer to stand on 3 pairs with the frontmost pair acting as hands. Unlike many other races, they only have a rudimentary form of eyes, capable of only assessing the amount of light in an area. Due to of this they are most active at night and in dark locations such as caves. Instead they see through a combination of echolocation and an innate ability to sense and control magic.

The lack of eyes might also be related to a magical quirk, that causes k'lak to release a bright burst of light when frightened or suprised, blinding anyone without eyes adapted to dealing with it. K'lak are highly magical, and can excrete magic infused web from their abdomens, which can be used for a variety of purposes, from tool-making to construction. Aside from the controlled nature of webs and light bursts, they can also simply pour their magical energy into a target, usually with deadly results.

They generally live in large hives, constructed with the help of their web. Their society is highly strength based, albeit due to their magical affinity usually revolves around magical rather than physical fights. Battles are usually bright, colourful, and tend to leave behind charred corpses. This also results in a low rate of growth, as many die in these battles.

Stats :
  Breeding : 3 (1+2+3= 6)
  Strength : 1 (1)
  Toughness : 3 (1+2+3= 6)
  Movement : 1 (1)
  IQ : 2 (1+2= 3)
  Wisdom : 2 (1+2=3)
  Magic : 5 (1+2+3+4+5= 15)
  Pop Multiplier : 8
Total: 35 points

Physiological Traits :
  Echolocation 4 (1+2+3+4= 10)
  Web spinning(semi-magical, physical component e.g. stickiness, tensile strength) 4 (1+2+3+4= 10)
  30 points transferred to magic (15 recieved)
 
Supernatural traits :
  Web spinning(semi magical,magical component e.g. magical resistance, enchantment) 5 (1+2+3+4+5= 15)
  Light blast(omnidirectional, blinding) 4(1+2+3+4= 10)
  Raw Magic Release(directed, target go boom) 4(1+2+3+4= 10)
Total: 35 points

Civil traits :
  Construction 3 (1+2+3= 6)
  Weaved Armour 2 (1+2= 3)
  Hammock making(trade goods made from web) 1 (1)
Total: 10 points

Technology :
  None (0)

Race Name:Koenigfischers (KingFisher1112) (blue)

Outline/Description: Tall avian humanoids, usually resplendent with bright green and blue feathers. Their beaks are long and sharp, and are suited for cracking hard objects. They are excellent fliers but stay near water for food.

Stats:

Breeding: 3 (6 Points)
Strength: 3 ( 6 points)
Toughness: 1 ( 1 Point )
Movement: 4 ( 10 Points )
IQ: 3 ( 6 points )
Wisdom: 2 ( 3 points )
Magic: 1 ( 1 point. )
Pop Multiplier: 8
Total: 33 (3 left over)

Phys. Traits:
Wings 5 (15 points)
Sharp Beak 3 ( 6 points)
Sharp Talons 6 ( 21 Points )
Total: 42 (8 left over)

Super. Traits:
None.

Civil Traits:
Great Innovators 3 ( 6 points)
Great Woodwork 2 ( 3 points )
Fishing Skill 1 ( 1 point )
20 Point Transfer from super gives me
Diplomatic 3 ( 6 points)
Engineering 2 ( 3 points )
Gathering 1 ( 1 point )
Tech: None.

Special:

Cr'tak (10ebor10) (Yellow)

Outline/Description : The Cr'tak are a very strange race. According to some, they aren't even that, but just a manifestation of raw magical energy bound to the magical crystals that form the core of the settlement. This is certainly visible in thier unique physiology, and their complicated lifecycle. The Cr'tak are a race of highly magical beings, and for most of their lifecycle, do not posses a living physical body, but are bound to the crystals pillars. Instead, they, like parasites, rely on the bodies of others to do their bidding. However, the Cr'tak prefer to think of the relation as a mutually beneficient one.

When any living being, intelligent or nonintelligent, comes near the central collumn, or near a shard of it, they will be politely asked if they want to join the Cr'tak collective. Acceptance requires the person to consume or otherwise ingest a part of the crystal, coming back onto your descicion is imposble. The benefits are large: Enormous magical power, acces to a large living database of knowledge, and, most precious of all, immortality. This however, comes at a price. Just like the Cr'tak, the being will be bound to the Crystal spires, which will be the source of his newfound power. Furthermore, the crystals will slowly start to consume his body. While these crystallized body parts are still useable, they are quite fragile, and do not heal. Luckily, once the body decays, the spirit of the subject will be transferred to the nearest crystal tower. If that is impossible, it will remain within the crystals.

Cr'tak settlements are varied, depending on the main species who lives with them. One thing is constant, and abundance of crystals, shaped in all forms and sizes, and a large crystal spire in the center of the settlement. Destruction of the spire is a possibility, but will be hard, and the spirits guarding it will try to defend it with all their might. If anybody succeeds, he can praise himself on being the largest murderer in history.

Breeding : 1 (1)
Strength : 1 (1)
Toughness : 3 (6)
Movement : 1 (1)
IQ : 3 (6)
Wisdom : 3 (6)
Magic : 5 (15)
Pop Multiplier: 8

Physical Traits :
-Near indestroyable: A Cr'tak central spire can't be destroyed except by magical means. Physical force will only crack and shatter it, but it won't be destroyed. (That last one requires lot's of physical force) Eventually, it will reform. Level 7 (28)
-Parasites: The Cr'tak can/must use other lifeforms to reproduce. While a central spire can grow on it's own, it can't spread. Level 4 :(10)
-Magical creatures: The Cr'tak feed on magic, and their crystal shell acts as a natural storage for it. Level 3 (6)
-2 points to tech
-4 points to civil

Supernatural traits :
-Hivemind: The Cr'tak collective has a natural hivemind. It's not very long ranged though. Level 4 (10)
-Magical relay effect: Between their massive hivemind and being litteraly a manifestation of magic, the Cr'tak can pull of some serious synchronized spell casting. Level 4 (10)


Civil traits :
Expert Engineers: Level 3 (6) (Capable of constructing pretty much everything, given enough time)
Knowledge of the past: Level 3 (6) (The Cr'tak collective never forgets anything, which is a great boon to research.)

Technology :
-Construction: Level 1

Special Traits :

Name : The Hive (cryptfeind) (Green)

Outline/Description : What the race looks like, remember to make sure you have the points to purchase and non-negligible advantages presented by appearance. So if you have wings, you can only use them if you spend the points.

Stats :

Breeding : 4 (1+2+3+4=10)
Strength : 3 (1+2+3=6)
Toughness : 3 (1+2+3=6)
Movement : 2(1+2=3)
IQ : 3 (1+2+3=6)
Wisdom : 2 (1+2=3)
Magic : 1 (1)
Pop Multiplier : 8

35 points 1 left over.

Physiological Traits :
Natural armoring : 3 (1+2+3=6) The natural chitin plating on all members of the hive is both strong and flexible.

Redundant Organ systems : 3 (1+2+3=6) Members of the hive, especially warriors, tend to have many redundant systems to reduce the seriousness of injuries.

Caste System : 5 (1+2+3+4+5=15) The hive is split strictly into four main castes and many sub castes, and although these divisions may make each individual poor at most activities these divisions mean the race as a whole can be flexible and ready for anything.

Instinctual Obedience : 4 (1+2+3+4=10) Although not impossible to ignore by any means members of the lower castes have a Instinctual Obedience to members of the higher castes and especially their parents. Members of the higher castes have no physical instinct for this though.

Natural weaponry : 3 (1+2+3=6) Warriors of the hive are often born with chitin and bone blades, spikes, or even clubs.

Extra limbs : 3 (1+2+3=6) Almost all members of the hive have eight limbs, useful for stability and for usage of tools.

49 points 1 left over.

Supernatural traits :
Psychic Communication : 5 (1+2+3+4+5=15) Any member of the hive can psychically communicate to any other member they share a close bond with. Practically this amounts to any female being able to communicate to any of her children, most males can only communicate to a select few other males if any, the biggest exception being between warriors, who make bonds with other warriors they fight with relatively frequently.

Magical resistance : 2 (1+2=3) Magic is a rarity among hive members. It appears the race as a whole are slightly antithetical to magic other then their innate communication abilities.

18 points. 2 left over.

Civil traits :
Communication : 3 (1+2+3=6) The language of the hive is built on sounds and hand movements.

Caste system : 2 (1+2=4) The caste system has been absorbed into the culture and civics of the hive. Although the non physical responsibilities to it are much weaker. (What I mean here is that if something negated the physical trait for a member, such as being part of the upper caste, this would represent the social aspect. The upper caste still cares for the caste system, but are not physically forced to serve it like the lower caste. Does this make sense?)

10 points. 0 Left over.

Technology :

Special Traits :



Okay people, it's the first turn, time to make your moves.

Here is the current map
Spoiler (click to show/hide)

Sorry I can't make the numbers clearer.

Oh, and If you want an estimate on any action just PM me :)
« Last Edit: January 16, 2013, 01:11:55 am by Ceros1801 »
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10ebbor10

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Re: Exolution IX
« Reply #69 on: January 16, 2013, 01:17:31 am »

Will post a turn later, but maybe it's a good idea to spoiler some of the character apps. Especially the race ones. They're quite long.
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Ceros1801

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Re: Exolution IX
« Reply #70 on: January 16, 2013, 01:19:42 am »

will do next time around
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kaian-a-coel

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Re: Exolution IX
« Reply #71 on: January 16, 2013, 02:19:00 am »

GO F*****G DAMMIT! [insert long, rage-filled complaints about missing the start and not being able to play] *look back* Seriously, f**k the timezones. *slept throughout the entire thing*. :'(

But yeah, PTW. Also spoiler everything please, and the names.

« Last Edit: January 16, 2013, 02:22:52 am by kaian-a-coel »
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Gollum loves and hates the precious.
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IamanElfCollaborator

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Re: Exolution IX
« Reply #72 on: January 16, 2013, 02:49:15 am »

Bide my time.

ansontan2000

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Re: Exolution IX
« Reply #73 on: January 16, 2013, 03:00:49 am »

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When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

Criptfeind

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Re: Exolution IX
« Reply #74 on: January 16, 2013, 07:22:16 am »

Does the map wrap around?
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