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Author Topic: Mutagenesis Team Thread | Omega Hive  (Read 11633 times)

10ebbor10

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #165 on: February 14, 2021, 05:10:53 am »

Cloudwalker

Derived from the aeroplanar, the cloudwalker has forever left the ground behind for the sky. The psionic nodes that gave the aeroplanar it's amazing capabilities have been multiplied, further specialized and further divided, while the rest of the body has completely withered away. In death, the Cloudwalker looks like a tangle of nerves, a disturbing tumbleweed rolling over the grave. Alive, the creature shapes itself in the most aerodynamic form to zoom about using it's psionic powers, or untangles itself into a massive sheet to glide gently over the wind.

It's physiology has changed radically to adapt to this psionic transformation. Where psionic energy requires energy to sustain, the Cloudwalker has succesfully turned this into a two way process. It derives it's food from slowing down, from descending gently, siphoning energy from the winds. A normal thermal or ridgewind represents a bounty of food for the Cloudwalker. It retains the use of the aeroplanar's planar lance as a weapon, but also gains the ability to use it's unfolded size to affect winds and weather in a moderatly large area. In large numbers, this can be significant.

Defensively, the Cloudwalker relies primarily on not being there when attacked, for it is merely a tangle of nerves that is both hard to see and difficult to hit.
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flabort

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #166 on: February 14, 2021, 11:51:27 pm »

Dream energy, go!

Chronorozer

At first glance the chronorozer just appears to be an ordinary rozer, maybe a bit elongated. But it has expressed the grub's ganglia and psychic core for the express purpose of developing a new power: within a very small range about itself, it can slow or speed up the passage of time.

From an outside observation point, the chronorozer moves at a much faster speed than before. From the chronorozer's perspective, it's moving at an ordinary, maybe even meandering pace. But this allows it to dig faster than before, while digesting and removing more material than before.

Threats within the chronorozer's range are slowed, not quite to a halt, but slow enough that it can dodge the fastest of projectiles. These slowed objects or beings resume normal speed on leaving the chronorozer's range, nut are effectively neutralized while the chronorozer focuses on them, giving time for another unit to finish it off if need be, such as the case of an enemy being (partially) caught in the field. This even applies to the transfer of heat energy, so where other units would be threatened by a fast moving lava flow, the chronorozer is basically crawling over a slowly shifting warm rock.

It can even extend it's time speeding up ability to an ally within range, if the ally stays close enough and is small enough. This allows other units to possibly keep up with it.

The downside of such a powerful ability is that it is really draining on the chronorozer's energy reserves, and it needs a lot of extra food to support it. It can digest more kinds of materials it finds underground, but must take breaks when food is scarce for its digestion to do its thing
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10ebbor10

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #167 on: February 15, 2021, 04:58:24 am »

Quote from: Box of indecisivity
Zeever Spider (W/ advantage): (0)
Zeever Spider (no advantage): (0)
Turbo Rozer (W/ advantage): (0)
Turbo Rozer (no advantage): (0)
Granroze Wyrm (W/ advantage): (0)
Granroze Wyrm (no advantage): (0)
Esoteriport (W/ advantage): (0)
Esoteriport (no advantage): (0)
Ironclad Crab (W/ advantage): (0)
Ironclad Crab (no advantage): (1) Flabort

Cloudwalker (No advantage) : (1) 10e10
Chronorozer (No advantage) : (0)
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #168 on: February 15, 2021, 08:46:16 am »

Chronoplanar

The Chronoplanar looks much like an ordinary Aerplanar. And for the most part, this is true. However a few things stand out, one of which is improved processing even beyond the Aerplanar's own refinement. Another is that it's threads are more numerous and can bypass most levels of armor. These more numerous threads of psionic energy also improve it's movement of air. Which leads into the third point, the personal time of the Chronoplanar is sped up, A Chronoplanr experiences the world around it in slow motion as it weaves, flies, and dodges with astounding ease. Everything else is in slow motion compared to it's sense in this state, it's a fundamental aspect of the Chronoplanar that it's experiences the world around it in slow motion. This makes it an even greater scout than before, able to move air around it even more quickly in comparison for greater speeds, and dodge a 'danmaku' level of danger. However, this also works against it in some ways, as it can't move any appreciable distance on the ground at all due to the air of the world pressing against it, and requires it's own psionic threads to breath properly. As such, it even sleeps in the air to compensate this, rarely if ever coming down to the ground and often requiring it feed off of grubs as a food source when enemies are not available. This is compensated by short naps which can pass quickly in comparison to the outside time flow. While in the air the issue with breathing is easily handled by airflow, and the Chronoplanar rules the skies as a untouchable royal.



Would want the lesser advantage for it. It can't turn off the time effect, and is pretty much even more useless on the ground.




Quote from: Box of Decisivity
[Hard]Zeever Spider (W/ advantage): (1) TricMagic
[Hard]Zeever Spider (no advantage): (0)
[Moderate]Turbo Rozer (W/ advantage): (0)
[Moderate]Turbo Rozer (no advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (W/ advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (no advantage): (0)
[Lower Moderate]Esoteriport (W/ advantage): (0)
[Lower Moderate]Esoteriport (no advantage): (0)
[Very Hard]Ironclad Crab (W/ advantage): (0)
[Very Hard]Ironclad Crab (no advantage): (1) Flabort

Cloudwalker (No advantage) : (1) 10e10
Chronorozer (No advantage) : (0)

Note I am fine moving over to the Granroze Wyrm. Zeevers grant us building and trapping skills though, so... Trapdoor Spiders!
« Last Edit: February 15, 2021, 04:07:20 pm by TricMagic »
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Re: Mutagenesis Team Thread | Omega Hive
« Reply #169 on: February 15, 2021, 08:22:50 pm »

Quote from: Box of Decisivity
[Hard]Zeever Spider (W/ advantage): (1) TricMagic
[Hard]Zeever Spider (no advantage): (1) TFF
[Moderate]Turbo Rozer (W/ advantage): (0)
[Moderate]Turbo Rozer (no advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (W/ advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (no advantage): (0)
[Lower Moderate]Esoteriport (W/ advantage): (0)
[Lower Moderate]Esoteriport (no advantage): (0)
[Very Hard]Ironclad Crab (W/ advantage): (0)
[Very Hard]Ironclad Crab (no advantage): (1) Flabort

Cloudwalker (No advantage) : (1) 10e10
Chronorozer (No advantage) : (0)
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #170 on: February 15, 2021, 08:41:07 pm »

Quote from: Box of Decisivity
[Hard]Zeever Spider (W/ advantage): (0)
[Hard]Zeever Spider (no advantage): (2) TFF, TricMagic
[Moderate]Turbo Rozer (W/ advantage): (0)
[Moderate]Turbo Rozer (no advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (W/ advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (no advantage): (0)
[Lower Moderate]Esoteriport (W/ advantage): (0)
[Lower Moderate]Esoteriport (no advantage): (0)
[Very Hard]Ironclad Crab (W/ advantage): (0)
[Very Hard]Ironclad Crab (no advantage): (1) Flabort

Cloudwalker (No advantage) : (1) 10e10
Chronorozer (No advantage) : (0)
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flabort

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #171 on: February 15, 2021, 11:46:50 pm »

Eh whats the worst that can happen
Quote from: Box of Decisivity
[Hard]Zeever Spider (W/ advantage): (0)
[Hard]Zeever Spider (no advantage): (3) TFF, TricMagic, Flabort
[Moderate]Turbo Rozer (W/ advantage): (0)
[Moderate]Turbo Rozer (no advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (W/ advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (no advantage): (0)
[Lower Moderate]Esoteriport (W/ advantage): (0)
[Lower Moderate]Esoteriport (no advantage): (0)
[Very Hard]Ironclad Crab (W/ advantage): (0)
[Very Hard]Ironclad Crab (no advantage): (0)

Cloudwalker (No advantage) : (1) 10e10
Chronorozer (No advantage) : (0)
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #172 on: February 16, 2021, 08:38:33 am »

Eh whats the worst that can happen
Quote from: Box of Decisivity
[Hard]Zeever Spider (W/ advantage): (0)
[Hard]Zeever Spider (no advantage): (3) TFF, TricMagic, Flabort
[Moderate]Turbo Rozer (W/ advantage): (0)
[Moderate]Turbo Rozer (no advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (W/ advantage): (0)
[Lower End of Very Hard]Granroze Wyrm (no advantage): (0)
[Lower Moderate]Esoteriport (W/ advantage): (0)
[Lower Moderate]Esoteriport (no advantage): (0)
[Very Hard]Ironclad Crab (W/ advantage): (0)
[Very Hard]Ironclad Crab (no advantage): (0)

Cloudwalker (No advantage) : (1) 10e10
Chronorozer (No advantage) : (0)

It bombs horribly and we reabsorb the two failed designs to roll a third design. The ranged units seem to have been a good idea at least. Or it rolls an 8 in Rozer tradition and suddenly trapdoors.
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Draignean

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #173 on: February 27, 2021, 07:43:00 pm »

Zeever Spider
[Efficacy: 6]
-Base Incidence Rate: 30%
-Evolution Chance: 25%
 -Available Evolutions:
 -- Zeever Spider+ 100%
 -Mutagenic Potential: 3
-Description: Powerfully altered in form, the Zeever is an advanced builder first and foremost. Its ability to extrude strong and lightweight thread that can be psionically manipulated as it’s formed, in combination with the chitin plates provided either by its abdomen or lesser Rozers, make it capable of producing a variety of flexible and advanced structures, far beyond what any ordinary Rozer could create by gnawing and gluing plates together. As far as individual thread types, the sticky thread is the simplest, extruded principally as a basic building or trapping material. The high-strength thread takes considerably longer to produce, but is enormously difficult to cut or break via tension, used sparingly to strengthen structures and to create armor. The flame-proof thread, while an improvement over the foam-ceramic, still suffers from the same issues of thermal decomposition. When created in purely flame-proof mode, it can last a reasonably long time in high-temperature environments, but when mixed with either sticky or high-strength fiber types it will break apart rapidly due to its very limited interior area.

The ‘creativity’ of the Zeever is sufficient for creating many simple kinds of snares suitably for field use, as well as an extensive variety of light but strong structures. While an unexciting direct combatant, it’s quite capable of acting as a force multiplier by ensnaring the swarm’s foes and funneling attackers to be dealt with by more direct combatants.

Zeever Spider+
-Evolution Chance: NaN
 -Mutagenic Potential: 3
-Description: The Zeever spider elite has an enlarged abdomen relative to its predecessor, and features a trio of spinnerets. Each spinnerette is capable of manufacturing distinct thread types, and several specialized palps per spinnerette are capable of weaving a variety of hybrid threads from the trio of spinnerets, as well as assisting in the creations of long skeins of ‘cloth’ immediately woven from the spinnerets as they are produced. As unique advantage over the ordinary Zeever, the elite is also capable of creating a variety of dyeing agents in its spinnerets, allowing it to spin a dizzying spectrum of color. These cloths are particularly valuable in providing layers of camouflaged padded armor and in disguising even grand traps built into the terrain.



It is now the Revision Phase. You have 2 revisions to spend.
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #174 on: February 27, 2021, 07:57:07 pm »

Stymph Crab Locked! Medusa gains 1 Revision.

Medusa Revision: Psionic Regeneration

By amping up the processing power of the Psionic Core and improving it's control, we can use an inlaid copy of the DNA through the RNA the Medusa produces, as well as focusing on increasing it's production. It effectively allows error-checking of the DNA and applying psionics and this new compound towards the regeneration of wounds. Funnily enough the polyps count, allowing faster regrowth.

More fully, we are giving the Medusa an ability to produce a nutritious RNA-laden compound(with some base DNA added for reference) for the regrowth of it's body to it's normal state. The improvements to the core allow it to use this regenerative ability with the compound as a base material. It is not a healing ability for the mass, but it should pave the way to one eventually. For now each medusa(and + version) should be able to fight for longer than you would expect.



DNA and RNA is something basic, a building block all living life has. Using it as a base for a regen ability would allow a revision to the Stymph that should fix it's firing problems by error-checking the growth. As well as one for finer control of psionics. Which should fix it for combat.

Any decision should probably wait for next turn's revision though. It is revision time. PR will greatly help the Stymph Crab, though we'd need a turn for it to take effect. Which leaves one more revision. I'd suggest the Aerplanar. We need to break down what we want to give it and nail what evolution we want to do. I open the floor to Flabort for thoughts. Let's see what you got.

Hmm, actually. Hydra, duh. PR is going to feed directly into it, on top of lore contest potentially giving it a power boost. So revisions for the Stymphs then.
« Last Edit: February 27, 2021, 08:04:31 pm by TricMagic »
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flabort

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #175 on: February 27, 2021, 09:57:46 pm »

Note: Medusa will gain 2 revisions by locking Stymph crab, since crab is below average.

Dart Psionics
Was it cruel to give a living projectile it's own brain? Yes. Are we going to do even worse things to it? Also yes. The brains of the stymphalian crabs' darts is made more advanced, capable of withstanding the strength of the launch to reduce or negate misfires, but also able to augment the launch with it's own copy of the coiled up threads; this allows each dart remaining to also improve the launch of another dart, giving even more speed but also more accuracy. Finally, the increased psionic ability of each dart lets it track towards the target it was given a bit better by pushing against the air; it's not exactly homing, as it can't sense the movement of the target, but if it was fired off course it can correct itself.

Quote from: crab-box
Lock Stymph Crab: (1) Flabort
Medusa Revision: Psionic Regeneration: (1) Flabort
Dart Psionics: (1) Flabort
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #176 on: February 27, 2021, 10:02:01 pm »

Quote from: crab-box
Lock Stymph Crab: (2) Flabort, TricMagic
Medusa Revision: Psionic Regeneration: (2) Flabort, TricMagic
Dart Psionics: (1) Flabort
Medusa Revision: Genetic Extension: (1) TricMagic

Hmm. Might need to think more on that in the morning. Not bad, but it's like it's trying to adapt other lines' traits?



Awake and ready.

Medusa Revision: Genetic Extension

A edit to the Polyps grants them the grub's brain ganglia and psionic cores. Each one manifests the cores, brain nodes and ganglia, sensory skill, and hovering ability. The hovering ability is only useful when they are detached, but all of them make the polyps far smarter than the mindlessness of before. The Medusa has connections to them with the cores being psionically linked, as well as connected ganglia allowing a Medusa to use the polyps to boost their own thinking  and reaction ability. It's an extension of the native abilities of the grub, but a useful one. Dumb minions are rarely better than ones that can follow more complex orders, even if the polyps themselves don't quite reach that level.



2 revisions are mae availible. Pretty nice. I think the Dart is trying to grab other lines experience, which isn't something we can do. However granting the polyps the basis for it will make such a revision far easier, while improving them in combat scenarios.
« Last Edit: February 28, 2021, 08:12:43 am by TricMagic »
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10ebbor10

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #177 on: March 02, 2021, 04:02:17 pm »

Quote from: Borrowed
Aerplanar Revision: Grasper Coils
Within the body of the Aeroplanar, not all is as it seems. Tentacles rest beneath the surface of the chitin's bottom layer, the chitin itself having seams connected to these. They are extremely tough and durable, and can be retracted midflight. What makes them deadly in aerial combat is that very contraction that allows them to be stored within the shell, grasping prey and crushing them within the coiling, before letting go and leaving the crushed to fall to earth without them. On land these tentacles greatly improve the Aeroplane's movements and can be used to some degree in combat if one lands a top, or grasp a foe and bring it to the sky with a psionic jump before letting gravity do the rest. (Note that improves movement is more a slithering motion. Better stability helps a lot. As is not needing to rely on wings that were not designed as feet.)



Quote
Lock Stymph Crab: (2) Flabort, TricMagic
Medusa Revision: Psionic Regeneration: (3) Flabort, TricMagic, 10e10
Dart Psionics: (1) Flabort
Medusa Revision: Genetic Extension: (1) TricMagic
Grasper Coils (1) 10e10
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TricMagic

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #178 on: March 02, 2021, 04:19:28 pm »

Medusa Revision: Thermal Stilling

An added ability to the medusa allows it to draw heat within it's psionic into a singular point in the form of a ball. This ball will pull in heat from around it and still the molecules, turning gas to liquid, and then to ice. As a result the Medusa can act as a stabilizer in hot areas, paving the way forward. This ability can also be used on foes within their psionic range, which tends to freeze them. The Medusa itself is not immune to this ability's effects, so care must be taken to prevent hypothermia from occurring. Air need not be the target either, it affects the motion of heat in molecules, slowing them to a crawl at the central core of the ability, so earth and liquid fire are both possible to leech heat from with psionic energy.
« Last Edit: March 03, 2021, 07:34:11 pm by TricMagic »
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Dragofire

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Re: Mutagenesis Team Thread | Omega Hive
« Reply #179 on: March 03, 2021, 05:36:55 pm »

Aerplanar Revision: Self-Repair
The aerplanar gains a gland in it's central body with ducts ending in places so that their contents run over the body and wing surfaces easily. The ducts are controlled by sphincters to conserve resources. The first fluid produced by the gland contains fibers that find gaps in chitin and membrane and fill them, making a quick patch to retain flight capability and hold in body fluids. The second fluid it produces stimulates the growth and division of cells, as well as preventing infections. This enables the Aerplanar to stay flying for longer and heal faster, reducing overall casualties.

Accidentally posted in Omega. Keep it.
« Last Edit: March 03, 2021, 07:16:40 pm by Dragofire »
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