Player List:
CreaturesPandarsenic with the Vine Runners.
Species: Vine Runners
Dietary: Vine Runners are predators (Carnivorous2, 2+3 EP) and will not eat anything they did not take part in killing themselves.
Physical: A vine runner has a roughly cylindrical shape, with the front end tapering into its snout/mouth area, which has a set of flesh-catching teeth, but weak jaws. The back of their body has nine tentacles with a rather wicked claw at the end of each (Claws3, 2+3+6 EP). These tentacles can function as legs, but are better for swinging from trees and vines (Legs1, 2 EP, Tail2, 2+3 EP, Climbing OR Balance). In addition, they have smooth but hard scales (ToughScales1, 2 EP) down the length of their body and tentacles. The tentacles are also passable for manipulating elements of their surroundings (Manipulator1, 2 EP). They use their claws to shred their meat into strips before eating it, sliding it down their throats with the motion of the ring of teeth.
Environmental: Vine Runners have had little ability or need to develop any sort of construction or tools, but they certainly do have the ability. They have been observed wielding large stones (Tools1, 2 EP) against animals with shells too hard for their claws. Several packs have also made simple structures - preparing dens to return to, most commonly (Construction1, 2 EP). One infamous pack, created enormous disguised levers, onto which they would drop boulders, which they would use to launch animals into the air; this was both for killing the animals and for entertainment.
Social: Vine Runners can communicate with a complicated series of physical signs unique to each pack (almost always able to be executed with free limbs mid-assault, universal pheromone secretions (Language1, 2 EP). Their faces have very few muscles and consist of little more than their three eyes (spaced equally distantly around the front of the body/head) and a mouth that has little ability to move .
Combat: Pack Tactics Rank 2, 2+3 EP. Vine Runners fight in large groups, planning their assault in advance, but able to adjust on-the-fly through their pack sign language.
Special: Poison 1, 2 EP. The Vine Runners produce a saliva with a paralyzing/numbing poison. Some Vine Runners become aware of this and will drool on their tentacle claws before engaging any enemy/prey.
Siquo with the Amo.
Name: Amo
Diet: Carnivore (Rank2) and Cannibalism (Rank1). It absorbs its kill through its skin, after engulfing it completely. Smaller Amos are often eaten by larger ones. Then they both are one, this is not seen as "death" within their culture.
Physical: Green, amoeba-like amorphic gelly. Can change its body shape at will, including tentacles. No maximum size, old Amo's are really big... Physical traits can be made through modifying its own shape, so can swim as fast as it can crawl (new trait: +2 to land, +2 to water (Rank1), Amos are not fast but impartial to terrain, they can also grow a +1 tail for BOTH land and water (Rank1) (instead of choosing for a +2)). Other traits: Vibration sense(Rank2), Camouflage(Rank2).
Environmental: None.
Social Abilities: No language, they are telepathic, and no religion whatsoever. To survive, to eat, that is their worldview. Eating is seen as merging with the thing-that-is-eaten, therefore it is not bad to be eaten, and there is no need for feelings of cruelty or mercy. It is good to eat, and to be eaten.
Combat abilities: Using domination to hypnotise opponent, strangling opponent (Rank3), and excrete acid to dissolve opponent (Rank2) (It's normally only used to eat but can be used as a weapon when strangling).
Special Abilities: Memory Acquisition(Rank2), Psychic Prowess(Rank2), Telepathy(Rank1), Telepathic Domination(Rank4).
Duke 2.0 with the Volo.
Name: Volo
Diet: Omnivore. While the Volo can eat plant matter and grass, it generally hunts for food.
Physical: The Volo are plains runners, and thus are not adapted to living underwater. They have strong limbs for running across the open spaces of their habitat. They have basic manipulators for interacting with their environment, but they use their relatively strong legs to stamp food to death. To help with this they have slightly better eyesight to aid in finding prey.
Environmental: The Volo know some basic tools and how to work stone with these tools. They have used their knowledge of
Construction to make basic huts built into the sides of large boulders. They can make fire for cooking. They also know how to dig shallow ditches, which they sometimes use for basic traps and help in construction.
Social Abilities: The Volo use a fast, almost bark-like language to communicate through hunts. A Shaman leads every pack.
Combat abilities: Volo generally stomp their prey to death.
Special Abilities: None
Nuke9.13 with the Ant People.
Diet:A complete colony eats only plants: herbivore(2EP). Individual cells eat captive insects which are fed with these plants.
Physical:Each colony can control a large area of ground, using workers. This gives a colony the impression of Extended eyesight(Rank 2:5EP), manipulators(Rank 3:9EP) and vibration sense (Rank 1:2EP).
Environmental:Colonies have learnt create a special kind of worker with special grasping appendages. These tool-workers are few, but their mastery of tools makes them very valuable, especially in farming: Tools(Rank 1:2EP), farming(Rank 1: 2EP).
Social abilities:Colonies use messengers to carry pheromone messages to other colonies. This is inefficient, being equivalent to everyone talking to each other by sending letters, but it gets the job done. Language(Rank 1:2EP)
Groups of colonies work together to protect new colonies and farms, but their is no government.
Combat abilities: A colony that is attacked will respond with swarm tactic-soldiers. So, uh, Natural Soldiers (Everyone's a fighter, no one's experienced. Rank 2: 5 EP). Soldiers bite enemies- poisoned bites, they have. Poison Attacks (Rank 2: 5EP).
Special abilities: Poison Glands,
Shades with the Zaniah.
Name: Zaniah
Diet: The Zaniah enjoy both plant and meat matter and are able to consume both. {Omnivore (2ep)}
Physical: The Zaniah are happiest in forest environments where their natural ability to blend in with their surroundings {Camouflage (2ep)} keeps them safe, but they are able to live elsewhere and even swim if needs be. {Land Bound (2ep), Legs (3ep), Manipulators (3ep)}. From a young age they are taught to hunt for their food and quickly develop excellent senses {Vibration Sense (3ep), Extended Eyesight (3ep)} for detection of both predators and prey.
Environmental: The Zaniah are social animals tending to live in extended family clusters. They consider themselves experts in both Construction (2ep) and using Tools (2ep). Their society has recently developed skills at Fire-making (2ep) and Hut building (2ep) providing them shelter and warmth in the cold seasons.
Social Abilities: Having recently developed fire-making a few of the Zaniah have developed belief in Shamanism (2ep) which is quickly spreading through their society. Being telepathic animals the Zaniah have developed high levels of Language (3ep) and communication skills.
Combat abilities: none
Special Abilities: The mentally tough Zaniah {Psychic Prowess (3ep)} the Zaniah have developed a kind of mental method of communication {Telepathy (2ep), Telepathic Domination (2ep)} that takes advantage of their language skills as well as the ability to project just images and emotions. They have also have the ability to calm there nervous system and aid the body in Healing (2ep) itself.
Wimdit with the Yrb.
Race: Yrb
Singular: Yrble
Genitive: Yrben
The Yrb is the result of a melting pot of micro-organisms brought together in the midst of a world undergoing a surge in psychic evolution. It can best be described scientifically as colonies of fungi infected with various specialist bacteria and other microbes living in symbiosis. To the layman, it looks like large mats of mould. Large mats of strangely unappealing mould.
Individual colonies of Yrb can be described as Yrbles, but the distinction is a loose one because overlapping colonies can mesh. For the sake of population counts, a single Yrble can be defined as a quantity of Yrb containing enough supplementary microbes to function as an Yrble in the event of being cut off from the larger colony mesh.
Diet: Detritivorous, but for the purpose of this game, they'll be omnivorous. They can digest all manner of dead creatures and plants, their staple (at least for the moment) being dead leaves.
Physical attributes: Being a collection of fungal colonies, the Yrb lack any means of locomotion. Migration is currently accomplished by extending long stretches of hyphae and transferring specialized 'seeding' microbes to the ends, forming new colonies. This gets the job done, but it tends to be quite risky over any long distance. However, the Yrb do possess an important advantage: they lack any vital organs. Cut off a large enough piece of Yrb and it will still function as an independent Yrble. Stab it, and it will just re-route its connections. Burning works, mind, but generally Yrb is difficult to kill simply because of how time-consuming the necessary large-scale destruction is. Excising or poisoning specifically the specialist microbes that serve as its 'brain' will just render it harmless fungus, however, and killing off the fungus that serves as its body will starve the neural colonies in turn. The Yrb, while lacking traditional sensory organs, have specialized neural colonies which can sense nearby creatures, as well as approximations of the surrounding environment. Such colonies can focus their pereception on a small area in order to make a fairly accurate picture, but lose their wider perception while doing so.
Traits: Tough hide rank 5 (29 EP)
Environment manipulation: Nothing so far. As far as protection from predation and the elements goes, growing their central nodes within trees and leaving satellite nodes beneath is the peak of Yrben innovation.
Social abilities: The Yrb mindset encompasses certain basic concepts and events, which it can communicate via direct physical contact. It lacks distance communication at this stage, but concepts spread from a single Yrble via information exchange can reach the entire network of colonies. The limitation upon Yrbs is not the ability to express concepts, which can be copied from 'mind' to 'mind' exactly, but the ability to grasp them in the first place. Basic exchanges of information, nutrients and agreements on available land to colonise are being conducted between Yrbles, but without a unifying social structure this cannot emerge beyond the most basic agreements. Trade is still enforced by mutual threat between parties.
Traits: Language rank 2 (5 EP)
Combat abilities: None.
Special abilities: The Yrb, while sadly limited in their psychic abilities at present, do have the ability to plant basic emotive thought. Right now this is generally used for the purpose of fending off other creatures by putting out a sense of aversion: 'I do not want to eat this, I should leave this alone.' In addition, since their mental structure only vaguely resembles that of other sentient beings, the Yrb have a certain resistance to the powers of other psychic races.
Traits: Psychic prowess rank 1 (2 EP), Telepathic domination rank 1 (2 EP), Psychic resistance rank 1 (2 EP)
DeitiesDwarmin as Oulatahe The Primal Beast.
Major sphere: Animals, Oulatahe has mastery of the creatures of the world. He can bend their wills to his own, or even posses the spirit of one himself. He is known as the patron saint of hunters and outdoorsman.
Minor sphere: Rage, The driving force of survival is anger-those who harness their rage against death to beat impossible odds gain his favor. His followers say that only through the thrill of the hunt and bloodshed of honorable combat may they even come close to communing with him.
Weakness: Oulatahe's connection with nature makes him brutally primal and unforgiving. Like any animal, he has no concept of mercy or pity-only strength and the will to survive. As such, he is a lonely deity and his followers are often the same. It is said that only the cooling breeze of Keelat can quench his smoldering anger when aroused.
History: He was one the first Deities to rise from the primordial nether. Once his control of the world was absolute, but as numerous races began to gain intelligence, they were no longer under sway-such qualites they possesed, like logic, mercy and kindess were alien to him, and he disowned them as abominations upon the natural order.
Servant Corps as RAMDEARDTTCATFOTRCBUPMWVAALR, The Mouthful...
Major Sphere: War. What can you say? Before the RAMDEARDTTCATFOTRCBUPMWVAALR was formed, the RAMDEARDTTCATFOTRCBUPMWVAALR well, killed each other in utterly pointless warfare. The Allaince is more than willing to use the skills they learnt from warfare to gain followers.
Minor Sphere: Economy. Everyone knows that you cannot win a war without a military, and you cannot have a military without the infrastructre to back it up. A functioning economy is key to fighting warfare.
Weakness: Disunity. Let be honest, the RAMDEARDTTCATFOTRCBUPMWVAALR doesn't really act as a single unified entity.
History: Once upon a time...Evolution Stones bombarded the island of Rodhia. These evolution stones caused the 6 races on Rodhia to evolve very quickly. At the same time, the mass sentience of Rodhia creating of powerful Dieties. The result, as you would expect...was war 500 years after the Evolution Stones hit Rodhia. The racist Xenomorphs and the cannabalistic Bhuur square off against...well, everyone else.
As the Xenomorphs was being defeated, a rogue Xenomorph hatched a great idea to end the war and let the Xenomorphs win. Since evolution stones work on livingbeings, why not make the stones living? The stones would then evolve sentience and therefore grow more powerful and effective at promoting evolution. This will lead to the Xenomorphs to evolve quickly, thereby causing them to become 'supermen' and win the war.
The plan had one flaw: The Xenomorphs evolved out of their racist ideology, and thus, decided to stop fighting. Eventually, a peace treaty was signed, in which everybody agreed to work together in this Alliance.
Eventually, everybody evolved into perfect beings, and there is no war, injustice, or poverty. And everybody agreed this was boring. So when one legalistor proposed to interfere in the development of other planets for giggles, the rest of the Alliance said, "Why not?" It's not like they had anything better to do...
[/s]
SHADOWdump as Keelat The Flighty.
Major sphere:Air,she uses the wind to manipulate precipitation and slowly change terrain,and if angered,sweep it through those she sees not fit to prosper.
Minor sphere:health,she can strengthen those that hold her in their hearts against disease and revoke wounds from their bodies.Or inflict ailments on the unworthy.
Weakness:sympathy,it is actually rather easy to sway her heart,to actually anger her you would have to do something mighty drastic.
Cheetar as Tsunn the Immovable.
Major Sphere:Earth
Minor Sphere:Sand, more specific than Earth, mostly creating deserts, eroding stuff.
Weakness:Tsun makes his changes slowly and broadly, and can be combatted by a god who takes a more active role in creation. (Large area affection, small change.)