General announcements: Looks like another 24h to T7 after a wasted day trying to get a few lousy combat scripts to work.
Happy Demon: The base prices for agents (=empowered races before padding) and angels are still the same
Poll: Maybe put two votes for [Destructible]? It seems like a good way to make actual cheap artifacts that don't see much use in battle.
gman8181: That seems to be a reasonable system possible to combine with a variant of option 2 replacing creator with primary gods
Andres: Now I'm confused, too. I wonder if just switching access and ability would work. (I really need to revise the terminology too. At least I successfully conveyed what I had in mind with the CON and STR analogy, but a buried OOC anecdote about Whatevermancy and Supermancy doesn't count.)
Paying E when donating caps: No, but said creation will start out with half of whatever it gets. (May be corrected to full value if I see no problems with it)
Law changes: Not frequently, I'd imagine. Given the history of inserting silly laws, they've probably wised up to ignorable nonsense laws appearing iin places where it matters. (No one's created an ultra-Lawful race yet, I think. How interesting it would be to have the laws change on them!)
Star-People (By Itia on Tick 1)
Traits: Language (Clapping), Fireproof, Lifespan-2
Description: They are sapient humanoid creatures made of fire and plasma. They come in various colors such as green, red, orange, and yellow. They do not need to eat or breath. Lacking any way to talk, they instead communicate by clapping. Their normal lifespan is 30 years, at which case they exploded in a small burst of bright blue light. They are perfectly at home flying in the void, however they prefer to stay around large sources of light such as suns. In order to reproduce, two Star-People must join together using bits of themselves to craft a new Star-Person.
Wisps (By Jens on Tick 1)
Traits: Incorporeal, Weaker or equal corporeal form
Description: Immaterial glowy blue auras clustered around a center point that can float around and communicate telepathically(intelligent, sapient, etc). They reproduce by going into a Union, after which two of them become one of them, which after a few days splits apart into 3 of them with distinct personalities. They can freely shift into a fragile crystal skeleton of sorts that can effect the physical world at the expense of the fast movement, floating/flying, and telepathy. That crystal skeleton can return to a Wisp at any time. Wisps are not immortal, and can die by magical damage or old age(60-110 years of age). The crystal skeleton form can be killed much easier.
Jeskia (By Isgon on Tick 2)
Traits: Combat+1, Affinity (School of Thought), Focus-Conquer-Martial Arts, Defense+1, Intelligence+1, Expy, Fruitful-2
Description: The Jeskia are a group of humanoid Birds. (Feathers on body. Arms and legs and bird head. Wings) They mostly dwell in mountainous Monasteries, and practice the art of hand to hand combat, as well as practicing the use of illusions to gain the upper hand in a fight.
Humans (By Eid on Tick 2)
Traits: Affinity (Plasmamancy)
Description: (Cannot find creator's description, send one in!) Mostly bald ape-like creatures refined in the use of fire
Djinns (By Sadiq on Tick 2)
Traits: Incorporeal, Immortal, Adaptable, Eats Emotions
Description: Non-corporeal immortal sapients that must possess objects (usually clothing) to have any sort of agency. While possessing no body, ther 'mass' is capable of speech and sense. Djinn are able to identify each other despite their lack of physical characteristics. Personality-wise, Djinn have a wide range of mental attributes and mental ability. Djinn subsist on emotions to survive with base Djinn obtaining max sustenance from emotions relating to Service. Djinn reproduction may only occur in the base-Djinn form and involves two Djinn returning to the Cairn and throwing themselves in. This produces 2-6 additional Djinn although the parent Djinn are greatly weakened. Djinn may take on a corporeal form by consuming material. Consumed material determines the Djinn's physical characteristics and usually impacts their personality. E.g, a Djinn that consumes Fire acquires reddish flesh and high body temperature, although they become much more dynamic/aggressive. The process may be reversed at any time but few Djinn would willingly do so. Coloured Djinn, in most cases, consider themselves superior to the normal Djinn.
Haunts (By Mörkö on Tick 2)
Traits: Eats Emotions, Focus-Conquer-Terrify, Stealth+2, Combat-1
Description: Dark, scary hounds that stalk the night. They stealthily follow lone travellers and scare them with darkness and illusions using their magic. As the target's fear grows, so does the Haunt's power. But that is only how they eat. In the day, they sleep, socialize, laugh, sing, make art and in general have a rich, happy, caring culture in their underground burrows.
Thannels (By Morthan on Tick 2)
Traits: Lifespan-2, Eats Blood
Description: A race that is completely similar to humans until they turn 50. Once they hit this age, they start decaying, whilst still being alive. This decaying usually takes about three years of agony and pain, but it can be slowed down immensely by drinking the blood of sapient mortals. Whenever they drink half a liter of sapient mortal blood, the decaying goes ten times slower than normal for three days, so if they've got a steady supply of blood, they will last for another thirty years until they die of decaying away.
Skizani (By Si on Tick 2)
Traits: Size-3, Protection+1, Intelligence-2, Combat-2, Speed-1, Fruitful+2, Lifespan-4
Description: They're 2 feet tall humanoids with grey flesh, black blood, and white bones. They have both endo- and exo-skeleton, they lack exoskeleton at the joints, face, pelvis, chest (female), stomach, soles, underside of tail, the insides of their hands, and the top of their heads (the part where humans normally have hair).
They have a 4 inch tail, and their fingers and toes end in dull claws. They have hair coming out of the top of their heads, which is white, they also have eyebrows.
They have red eyes and they're omnivores.
Efte (By Arkford on Tick 2)
Traits: Language (Visual)
Description: A race of semi-aquatic cave dwelling amphibians similar in appearance to crested newts. They produce spawn in subterranean pools which contain both nutrients and a crystal solution.
The Efte tadpoles spend the first year of their lives swimming in the pools, absorbing nutrients directly from the water, and developing a symbiotic relationship with the semi sentient crystals that form in their skin. The crystals emit low levels of light and through their symbiotic relationship, can be made to resonate, acting as the Efte's primary means of non-written communication.
Upon death, the Efte's brains crystallise and are stored along with the skin crystals in crypts. The crystallised brains retain their sentience, knowledge and wisdom and are occasionally activated through resonance when another Efte wants to learn something the deceased knew, or just to say "Hello". The more knowledgeable deceased Efte often become teachers and archivists, largely eliminating the need for a formal written language. They also retain their sense of humour and have been known to mislead young Efte. "Back in my day, when I were a tadpole..." is a common saying.
The colour of the crystals is the only real way to differentiate between the age, gender and cave of origin of adult Efte, as skin colourations and patterns only differ very slightly. Also, the specific resonance patterns used in communication vary between cave systems, leading to what we would call "regional accents".
Forgeborn (By Quelor on Tick 2)
Traits: Protection+2, Immortal, Affinity (Feromancy), Focus-Build-Metalworking, Strength+1
Description: Forgeborn are basically sapient metal golems. Most of a Forgeborn's body is made of metal that is no more flexible then normal, but the joints are made of metal that is far more flexible then it would normally be. forgeborn can be made out of any metal or alloy, or even a mix of them. Some materials are impractical, of course. Forgeborn have six legs, all of which are connected to a hexagonal plate which the torso is attached to. They have four arms, each of which has a hand with four fingers. They also have heads, which are featureless except for two completely black eyes. Also, forgeborn brains are embedded in their lower torsos.
Forgeborn require fuel to act, and must use fuel that can burn in a vacuum. They don't actually die when they run out of fuel, they just become completely inactive. They consume fuel and dump waste through two holes in their upper torso, which are normally sealed.
Forgeborn are created in hives, which are large structures that resemble a mix between a smelter and a factory. They universally contain at least one forge and facilities for smelting metal in addition to the tools needed to create forgeborn. Creating a forgeborn is a process that takes a skilled feromancer about a month of near-constant labor. It takes more time for a less skilled feromancer, but any forgeborn can, given enough time, create another one if they have access to a hive. Forgeborn hives are usually in locations with access to a lot of heat, like volcanoes. In addition, all forgeborn instinctively know how to create a forgeborn hive.
Forgeborn can survive in a vacuum easily if they have available heatsinks, such as a planet or moon. In some cases, space is a good enough heatsink for a particular forgeborn to survive indefinitely. Forgeborn have an affinity for feromancy. Forgeborn are naturally immortal.
Crystallum (By Yena on Tick 2)
Traits: Size-1, Focus-Discovery-Logical, Focus-Build-Creative, Fruitful-2, Affinity (Technomancy)
Description: A race of semihumanoid beings, composed of self-reproductive crystals. Said to have been generated by a single geode falling into a pond and cracking open, releasing the first Crystallum into a mineral-rich environment.
Crystallum grow and accumulate simply by living, not needing to eat anything in particular to propagate.
However, they grow extremely slowly. It may take geological time frames for a Crystallum to reach the height of an adult human, should they not undergo saturation, a process in which minerals are dissolved into water and absorbed into the Crystallum. (Some Crystallum may, however, decide not to grow, and simply store the minerals they absorb into geodes, which are either used as ready sources for saturation or simply used as decoration.)
Should a Crystallum wish to reproduce, a special form of geode is created directly from the Crystallum's body, and possibly combined with any number of similar geodes. The resulting new Crystallum will take on characteristics of all of its contributors, although they will fairly quickly develop a new color of crystal.
Crystallum value logic and order, steadiness and safety. Somewhat paradoxically, however, they are quite creative, in their way. They often find new uses for existing objects, or ways to put things together. And such new constructions will spread quickly.
Crystallan society is based on merit, which often equates to seniority.
As they are living gems, they tend to live in what might be, at first, mistaken for a lit cave, were it not for the delicate architecture and detailing around the entrance.
Should one enter, however, there will be amazing feats of design within. ((You know, arches, sculptures, etc.))
Crystallum have an aptitude for some forms of magic.
Racha (By Bohenar on Tick 2)
Traits: Protection+2
Description: Racha are sapient creatures that reassemble giant scorpions in their form. Where a tail with a stinger would be, there are instead three tails, each with four thumb-like structures that bend inwards and can be used to manipulate tools.
Racha have both endoskeleton and exoskeleton, and reproduce via eggs. Female would lay a single egg which would take {Insert base fertility indicating time unit} to hatch.
Rachas exoskeleton protects grants some protection against the elements, while their front claws can be used as natural weapons.
Kitsoony (By Veles on Tick 2)
Traits: Size -1, Focus-Build-Actor
Description: The Kitsoony are humanoid sapient foxes. They share their creator's love of performance. Consequently they are not shy and love to talk with people. They excel at creating music and literary pieces to perform, ranging from short musical pieces to day-long epics. Kitsoony theatres are often the largest buildings in their cities; so great is their love of performance they are near-sacred places. They never know when Veles may be watching them from the gods...
Primary export for Kitsoony is their own performance, and they want to learn more of other cultures so they can create pieces tailored for the enjoyment of everyone. Travelling performers also double as merchants, as the Kitsoony produce arts and crafts to use as props in their productions, but particularly beautiful pieces are traded to other races for cultural items.
High Elf (By Qytesis Xyweus Talios on Tick 2)
Traits: Affinity+1 (Necromancy), Charismatic+2, Combat-1, Fruitful-2, Immortal, Intelligence+1, Pious+1, Size+1, Speed+2, Focus-Build-Leading/Clerical
Description: Tall slender humanoids with pointy ears
Deep Elf (By Qytesis Xyweus Talios on Tick 2)
Traits: Affinity (Necromancy), Combat+1, Defense+2, Fireproof, Fruitful+2, Size-1, Strength+2, Focus-Build-Labor/Crafts, Focus-Conquer-Warriors
Description: Short stocky humanoids with pointy ears.
Spirallions (By Srillian on Tick 2)
Traits: Intelligence+1
Description: Spirallions are eight legged humanoids that live in Spiral Woods, they have a high intelligence and each of their eight limbs has spirally eight spirally fingers with which they create, destroy, move and gesture. They have eight eyes and a big spiral on their forehead.
Zhǎngzǐ (By Zhìn Réng Jiāng on Tick 2)
Traits: Immortal, Fruitful-2, Pious+2, Unique, Focus-Build-Rule, Affinity (Exousiurgy), Focus-Conquer-Conversion
Description: The Zhǎngzǐ, over nine feet tall, rule as the far-reaching mouth of their God, The Divine Emperor Zhìn Réng Jiāng...The Zhǎngzǐ are long and seemingly disproportional, with lanky limbs and thick bodies, whose skin ranges from dark gray to almost unnaturally white.
Púrén (By Zhìn Réng Jiāng on Tick 2)
Traits: Fruitful+2, Pious+1, Size-1, Focus-Build-Follow, Affinity (Akriurgy), Focus-Discover-Expand
Description: ...Púrén make up the masses of the congregation they lead. Whether they are slaves or volunteers is a difficult thing to determine; within the Heavenly City of Rule, there is little difference...The Púrén, meanwhile, are shorter, somewhat stockier, more similar to those species that are assimilated into The City. Their skin is thick, browned from work and centuries of toil even through the thin cloth they use to shield themselves from the sun. For both, their eyes reflect their origins, bright orbs lacking pupil or iris, of every color of the rainbow.
Witnesses (By Yena on Tick 2)
Traits: Lawful, Will Be Back, Affinity (Lawmancy/Nomosurgy/Magical Lawyering), Unworshipful, Teleport+2, Foresight+1, Focus-Discover-All the laws
Description: They are not to worship. They are not to have bias. They are simply to witness and record contracts. They are to have limited omnipresence and enough foreknowledge to know where they need to be.
Jigon (By Isgon and Jens on Tick 3)
Traits: Combat+1, Affinity (School of Thought), Focus-Conquer-Martial Arts, Defense+1, Intelligence+1, Expy, Fruitful-2, USB
Description: No description found. Please re-send!
Snow Mademen (By Don Giovanni on Tick 3)
Traits: Combat+2, Defense+1, Disease Resistance+1, Fruitful-2, Protection+2, Size+6, Temperature-2
Description: Large almost Golem-like creatures that appear, at a glance, to be made of snow in a roughly humanoid form. Closure inspection, such as touching the creature, would reveal that they are actually made from a much stronger fleshy material with the color and texture of snow. Their organs, including eyes, are made out of a dark coal-like material that is slightly stronger than the rest of their flesh. A group of black buttons runs up their torso, acting as additional protection of several vital organs. They often walk on all fours, using their large square arms to assist with their speed through the snow. They are naturally inclined towards crime, both among themselves and others, but are generally loyal to those close to them. Despite being created for cold climates, they often can move to temperate climates in order to interact with other races, many preferring to live in their cities rather then the races of their own camp.
Naedercynn (By Arkford on Tick 3)
Traits: Size+3, Fireproof, Speed-1, Fruitful-2, Temperature+2
Description: Sort of what you would get if you were to combine moles and slowworms, then gave them large bat-like ears, bird-like chirping/whistling and an Old English name.
The Naedercynn are a burrowing/tunnelling race who usually live very deep underground where it is warm, or closer to the surface in areas of high geothermal activity.
They have the long, thin bodies and heads of slowworms and the limbs of moles. They are mostly covered in sandy and blue scales, including the outer ears, with matte grey fur in the gaps between scales. The ears lie flat across their backs while they tunnel, using ultrasonic whistling to break up the rocks, and stand up when they communicate. The ears can also swivel around to face almost any direction.
They can grow up to five metres long and half a metre wide, and move slowly. They breed slowly because their eggs take more than one and a half years to mature in ideal conditions, and much more slowly in cooler places. They highly value companionship and politeness.
They can pick up resonant frequencies from the Efte, and can learn to interpret them, and can work out the appropriate whistle pitches to communicate back. They dislike the surface for two reasons. The first is that it's often too cold for their liking. The second is that it's far too noisy for them.
Lambdent (By Zenurion on Tick 4)
Traits: Size+1, Protection+1, Affinity+1, Fruitful-100, Temperature+X, Eats Souls, Teleport+1, Evil
Description: A species of tall(x1.50 human size), strong and aggressive beings. Lambdent people all have horns of varying sizes, numbers and position, and their thick hide can be of almost any coloration of red and black. Naturally aggressive, Lambdent people will very often challenge each other in often deadly combats to prove their superiority. Despite (and maybe because of) this, they have a strong hierarchy. Their tribal societies consist of many tribes working for larger tribes which are themselves owned by the strongest and smartest Lambdent. Fighting and competition between tribes that would be expected to work under the same banner are common and even encouraged, as it is believed to strengthen them and weed out the weaker ones. The inner working of each tribes could be described accurately as a meritocracy, although this often means the law of the strongest. Despite this, brainless brutes rarely stay in power for long, as smarter individuals will usually build a surrounding of strong and loyal individuals bound by pacts (a school of magic the species is exceptionally gifted at, with Lambdent often being able to cast mid level spells without training), sometimes unwillingly. Lambdent people are sterile, immortal and require no sustenance (food and water), although they consider the flesh of their deceased opponents to be a treat. They are also highly tolerant of heat, being immune to the harming properties of flames and lava. They are however intolerant of cold climates. They can still function in temperate climates, although they find this temperature to be uncomfortable. They have the ability to eat the souls of the recently or near dead, earning the strength, intellect, memories, magic power and knowledge of their victim, along with that of any souls consumed by their victim. Each Lambdent have the ability to teleport anywhere on the planet they inhabit, although this is particularly exhausting to them, limiting this ability to be used once a day at best. They are usually rude and enjoy tormenting others, and are highly evil. Their favorite pacts are those that trade some of their power in exchange of souls, either that of the other or that of sacrifices. The Lambdent species is divided in many subgroups
Sillians
Liotens
Evertrees (By Sylvan on Tick 4)
Traits: Charismatic+2, Combat-3, Disease Resistance+2, Extremophile+3, Fireproof, Fruitful+5, Intelligence-1, Magic resistance+4, Pious+2, Protection+4, Size+6, Speed-2, Strength-1, Teleport+1(1/day), Will Be Back, Affinity(Corpomancy), Focus(Propagation), Language(Vibrations)
Description: Resembling the mundane golden aspen which is their inspiration, they differ in several key aspects. Glowing with a faint inner golden radiance, their branches bud with a multitude of striking blue blossoms each winter, and bear tasty and nutritious but otherwise mundane berries all year round. No environment can be considered hostile for these extraordinary plants, who grow at terrifying speeds, their teleportation allowing them to propagate far and wide, or escape from threats. But being tougher than steel, few herbivores (or lumberjacks) can pose a threat to them.
They possess a certain steady-paced, wooden intelligence, thinking their slow tree thoughts. They communicate through vibration, whether with other Evertrees through intertwined root systems, or with creatures that touch their trunks and can interpret the vibrations and the quaking of their leaves. Evertrees emit a subtle pleasant fragrance and most creatures consider them quite charming, and indeed they are quite benign plants by and large, though rivaling kudzu in sheer ruthless reproduction. They are true immortals, even resurrecting if they should die. Have an affinity with Corpomancy
Dryads (By Sylvan on Tick 5)
Traits: Affinity(Tree-Jutsu), Affinity+1(Dryadism), Charismatic+2, Fruitful+4, Lifespan-4, Magic resistance-1, Pious+2, Protection-1, Single-gendered, Size-3, Speed-1, USB
Description: With their somewhat plantlike, if soft, constitution, dryads have a minor affinity for Tree-Jutsu, and the natural ability to photosynthesize. Humanoids with green skin, hard-edged leafen nails, and a head of delicate branchleaf hair, who enjoy appreciating trees.
Tree Kings (By Sylvan on Tick 5)
Traits: Am Legion+1, Charismatic+2, Divine, Fruitful+2, Intelligence+1, Loyalty+10, Perceptive+1, Public speaking+3, Rulership+5, Single-gendered, Size-3, Speed-1
Description: Trees with a human shape, they can only reproduce with the Dryads, though the Dryads themselves are not so limited, having more flexibility in their potential partners. In the even of their death, Tree Kings are reborn as a seed within a lotus formed from clouds, which then fall back to the earth, regrowing into the Tree King. They are the rulers of the Dryads.
Leg-Godts (By Aedif on Tick 5)
Traits: Size-3, Speed+1, Intelligence+1
Description: They look like stone golems but smaller, faster, more flexible and smarter.
Chokobos (By Jixiu on Tick 5)
Traits: Expy
Description: Human sized sapient birds that are mostly incapable of flight
Faceless Treants (By Sylvan on Tick 5)
Traits: Affinity (San K'ruppt), Combat+1, Fireproof, Fruitful-2, Intelligence-1, Pious+1, Protection+1, Single-gendered, Size+2, Speed-1
Description: Mobile trees with a certain aptitude for fighting, the mainstay soldiers of the Sylvanic Mandate who will ensure the reign of Tree Law. Like Tree Kings, they reproduce with Dryads. As the name implies, they don't have faces, but can function and speak normally. They fall under the rulership of the Tree Kings
The listing has also been renamed to reflect the new name.
Demonic Spoon: It's probably not the cleverest of ideas, but it's a simple way of killing off WBB creations.
Eidetic memory: At the moment, memories are generally handled in a never-forget-anything way. Maybe just use Perceptive?
Inventing: It depends on function and godly investment required, but I try to keep it in 0-4E
Extremophobe+1(/Extremophile-1?) <0.7>: Reduces capacity for long-term survival in extreme conditions
Extremophobe+2(/Extremophile-2?) <0.5>: Reduces capacity for long-term survival in mildly extreme conditions
Magical ability (non-exotic): Treat as sister trait to Access(/Affinity)? (choose either access or ability in a non-exotic for free and then start paying for more?)
or maybe Magical ability+1 <free or x1.3>: Improves ability to use magic in general without providing automatic access?
Recoil+50 <50>: Reflects half of atacks back? It's definitely more useful for personal protective equipment rather than artifact safekeeping (given they're mostly indestructible to non-creators)
Enhancement via Good: Seems a bit vague on range, effect strength, and maybe even goodness itself,
Heal+2 <x2.0>: Heal weak mundane diseases monthly and minor mundane diseases daily
Heal+3 <x2.8>: Heal strong mundane diseases monthly and weak mundane diseases daily
Heal+4 <x4.0>: Heal strong mundane diseases monthly and weak mundane diseases daily