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Author Topic: Exolution IX  (Read 10001 times)

Ceros1801

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Exolution IX
« on: January 15, 2013, 11:05:39 am »

This thread is the newest incarnation of the evolution Thread, I am a relative newbie to the forums so excuse any mistakes but the concept is far too enjoyable to simply let die.



The premises of the evolution games is that you are one of several young species on a gene-warping planet where evolution is oddly regular and the resulting mutations almost always beneficial.

There are also a number of newborn gods watching over the world.

all players and readers should feel free to comment on the status of whatever.

Please note that I (the GM) am using an impartial method to determine success and failure (Dice rolls specifically) and that I am making judgement calls as fairly as I can. If a task was one difficulty on one turn, baring any circumstantial modifiers, it will remain at that difficulty the next time.



Now on to the part everyone want to know, How do I play?

First you post your species/deity below in accordance to the rules set, then when your first turn rolls around I PM you and give you a week to reply, no reply means your race/deity mostly just sitts around twiddling His/Her/Its/Their thumbs.

The rules for Races are as follows.

Any race Must have the following

Name : What the races name is.

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 : your stats are the base underlying physical capacity of the creature, abilities that are shared by everyone. These are

Breeding : How likely any hex possessing your creatures in it will increase the number of pop units in it, the resisting factor is the number already present.
Strength : How physically strong your creature is, the resisting factor is the toughness of the creature you are trying to harm.
Toughness : How much damage your creature can take, resists an opponents strength.
Movement : How likely your creature is to spread to an adjacent hex, based on the pop in that hex. (higher the pop, the more likely some will move without player intervention)
IQ : How intelligent a race is
Wisdom : A measure of how wise and cunning a race is
Magic : How much raw magical power a race can channel.

You have 36 points to spend in stats and each rank costs an amount equal to the new rank. (1 for first, 2 for second, etc.)
You must buy the previous level before the new one (that is to say you must purchase level 1 before you can purchase level 2 before you can purchase level 3 etc.)
All stats must have at least 1 rank baring GM permission

Physical Traits : These are the physical capabilities, so wings, horns, scything blades soaked in kitten blood and eternally burning, that sort of thing.
You start with 50 points.

Supernatural traits : Such things as being capable of throwing fireballs, lightning bolts, seeing magic or even talking to the gods directly (without them spending power to appear physically)
you start with 20 points.

Civil traits : The specialties and capabilities of your civilization, good metalworkers, wood workers, fantastic mining knowledge. Anything that is neither physical, supernatural nor tech based will probably end up here.
You start with 10 points.

Technology : fairly self explanatory, this is your technologies AND your ability to use them.
You start with 0 points

Special Traits : anything I may have missed ends up here.
You (obviously) start with 0 points, this is also the only trait category that can be bought point for point with any other category. (my apology for missing it)

Any category of trait points can be used in another category at a rate of 2:1, Stat points can purchase trait points at a rate of 3:1 And each century will gain your race 4 untyped points to spend or save at will.

There is also a special trait that cannot be purchased that dictates how many creatures makes up a single pop called multiplier, this is based on the average of your stats, and is only important to gods.

A note for race players, all creature look like an amorphous green blob until YOU place details, so if you want your species to be interesting you might want to look at that.

The rules for Gods are as follows

As a god you have but one stat, Power. It starts play at rank 5 and every godly act reduces it by one rank. Every turn it has a chance to rise based on the number of believers you posses. This rank gain can (and in late game likely Will) rise multiple times, Until the check fails for that turn or you acquire rank 9. It is possible to NOT lose a power rank if you score a exceptional success or to lose 2 ranks if you score an exceptional failure, Your GM will PM you in either case.

A god can perform a number of godly acts in a turn based on their power rank.

The difficulty of a god act is based on the act in question and circumstances applied to it. These acts can also be directly opposed by other gods, if such happens then the opposing gods rank is equal to what they STARTED the turn at.

As a god you possess 3 domains, these domains MUST be related and the GM has final say. Any godly act related to those domains gains an acting rank shift upwards (so they are easier), while those opposed gain an active rank shift downwards (so they are harder).

Believers are gathered based on the impact of the godly acts you perform and the number of potential converts in a race compared to the number of already converted believers.



I am accepting 5 races and 5 gods on a First come first serve basis, any others who wish to play will have to wait for the next game I run, If I do run another.

And I repeat First Come First Serve!

Finally I will try to update in under a week after everyone has made a move and to repeat the players have around one week to make them. If they don't, their race doesn't perform any special actions that century. Furthermore, I am an admittedly horrible writer of fluff so if you want to write some be my guest for my posts shall contain mostly technical data, I am just making it run.

P.S. Almost forgot, this is the map you are playing on

Spoiler (click to show/hide)

Made with hexographer http://www.hexographer.com/
« Last Edit: January 15, 2013, 12:55:47 pm by Ceros1801 »
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Ceros1801

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Re: Exolution IX
« Reply #1 on: January 15, 2013, 11:07:02 am »

So far the gods are:

Nikalas (mcclay)
domains: Fear, Bravery, Dreams.

Cerax (IamanElfCollaborator)
domains: Darkness, balance, Light

Doran (ansontan2000)
Domains: Order, Justice, Might

Ythilanithodium, AKA Ythil (Child of Armok)
Domains: Shadow, Pain, Fear

Joruen (Obolisk0430)
Domains: Wisdom, Cunning, Secrets

And the races Are:

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 :
« Last Edit: January 18, 2013, 02:05:01 am by Ceros1801 »
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mcclay

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Re: Exolution IX
« Reply #2 on: January 15, 2013, 11:08:28 am »

Nikalas
Fear, Bravery, Dreams

Old favorite, let's rock.
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scapheap

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Re: Exolution IX
« Reply #3 on: January 15, 2013, 11:10:26 am »

Taking a race, is building it.
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cerapa

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Re: Exolution IX
« Reply #4 on: January 15, 2013, 11:14:27 am »

Reserving race.

How do I determine the point costs of physiological and supernatural traits?
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IamanElfCollaborator

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Re: Exolution IX
« Reply #5 on: January 15, 2013, 11:16:07 am »

Cerax
Darkness, Balance, Light

Ceros1801

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Re: Exolution IX
« Reply #6 on: January 15, 2013, 11:16:42 am »

Traits are bought the same as stats, they just apply to a narrower areas (one specific ability)

The number of points in it just determine the effectiveness of it, so having scything talons rank 3 is as powerful as having strength 3.
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ansontan2000

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Re: Exolution IX
« Reply #7 on: January 15, 2013, 11:31:16 am »

God please

Doran
Order, justice, might.
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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.

kingfisher1112

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Re: Exolution IX
« Reply #8 on: January 15, 2013, 11:38:50 am »

Going for a race.

Race Name:Koenigfischers

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. )
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:

8 left over.
« Last Edit: January 15, 2013, 12:46:29 pm by kingfisher1112 »
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scapheap

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Re: Exolution IX
« Reply #9 on: January 15, 2013, 11:40:58 am »

Spoiler (click to show/hide)
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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

Ceros1801

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Re: Exolution IX
« Reply #10 on: January 15, 2013, 11:45:00 am »

And the first race out seems to be a stereotypical demon, if you ignore that they like to play around in the mud and are fairly weak physically  :P
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scapheap

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Re: Exolution IX
« Reply #11 on: January 15, 2013, 11:46:27 am »

And the first race out seems to be a stereotypical demon, if you ignore that they like to play around in the mud and are fairly weak physically  :P
They are succubi and incubi under a different name.
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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

Child of Armok

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Re: Exolution IX
« Reply #12 on: January 15, 2013, 11:57:05 am »

GOD:
Name: Ythilanithodium ( or Ythil)
Domains: Shadow, Pain, Fear.
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10ebbor10

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Re: Exolution IX
« Reply #13 on: January 15, 2013, 11:58:38 am »

Reserving a race spot.
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kingfisher1112

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Re: Exolution IX
« Reply #14 on: January 15, 2013, 12:00:01 pm »

My race is done.
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13
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