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Author Topic: Evolution VIII: Ediacaran Power  (Read 56120 times)

RulerOfNothing

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Re: Evolution VIII: Still not a debate, still a forum game. Accepting players!
« Reply #15 on: January 01, 2012, 09:19:07 am »

My species:
Name: Singular - Reth, Plural - Retha, Adjective - Retha
Description: Robustly built quadripedal aquatic rodent about 1.3m tall, with a thick coat of brown-grey fur.
Breeding Factor: 2 (for 3 EP)
Population Multiplier: 1.25 (but strictly speaking you didn't forbid zero or a complex number for this :P)
Physiological traits:
Limbs 6:12EP
A Reth has four legs which allow it to move quickly on land and in water. It also is capable of standing up on its rear legs, but cannot move quickly or effectively while it is doing so. The front paws also double as somewhat dextrous hands, so the Retha can interact with their environment in an advanced fashion.
Fur coat 4:6EP
A Reth has a fur coat which mostly protects the Reth from losing too much heat to the surroundings (especially in aquatic environments). It also protects the Reth from blunt-force trauma, to a moderate extent.
Keen vision 6:12EP
While somewhat lacking in colour vision, Retha vision is rather good, especially in low-light conditions.
Acute hearing 6:12EP
The Retha have rather good hearing, and a good capacity to determine the direction of sound sources.
Extended Underwater Capability* 4:6EP
A Reth can stay underwater for a considerable amount of time
Civil traits:
Communication 3:4EP
The Retha languages are relatively complex, but a bit lacking in their ability to describe abstract ideas.
Technologies: None currently
Supernatural traits: None currently
Alright, this uses all 55EP. Is it good?
* - I can't think of better names for these traits because it's 1 am here.
« Last Edit: January 02, 2012, 01:03:53 am by RulerOfNothing »
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Armok

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Re: Evolution VIII: Still not a debate, still a forum game. Accepting players!
« Reply #16 on: January 01, 2012, 09:36:55 am »

I'll be joining with my Hive bats from the last game that never even got started if possible. Will translate them into this new system later.
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kaian-a-coel

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Re: Evolution VIII: Still not a debate, still a forum game. Accepting players!
« Reply #17 on: January 01, 2012, 10:36:50 am »

Here's my try on a species:

Name: Crymits
adjective: Crymitian

Description: This species is divided between two major forms.
-The first, very numerous, is a head-sized crab-like creature, with a soft, red-glowing body, and a red gem-looking conic carapace. It has eight legs. Its head have ten tentacles of various size, four equipped with various tools, from spikes to claws or simply prehensile sub-tentacles, and the six others being used for eating purposes. Note that all crymits don't have the same set of tentacles tools. Some may be soldiers, with claws and stings, when workers will have digging and prehensile tentacles.

-The second form, very rare, is strangely humanoid. These powerful individuals are the heads of the Crymitian civilisation, their "emperors" and "empress". They mostly look like skinny humans made of the same red, glowing "jelly" that compose the crymits' body, with some kind of strange carapace armor (red gem-looking, like the others). Although they can expose a beautiful face, they prefer hiding it under a perfectly smooth gem-like mask. Very intelligents, they all show powerful capacities. Most of them are solitaries.

-Both of these forms live deeply underground, inside eery caverns they dug, and eat whatever they find: fungus, insects, mammals, etc...
-Note: "Crymits" can refer either to the whole civilisation or only the crab-like form. The others are called "Emperors".

Breeding factor: 4 - 1 (10EP)

Multiplying factor: 1000 - 1/1000


Physiological traits:

Shell 3 (4EP): The crymits bear a red gem-looking carapace, making them look like hermit crabs. The look is deceiving: The carapace is no way as resistant as diamond. But it's still protective.

Digging 5 (9EP): Thanks to claw tentacles, crymits can dig huge tunnels in no time.

Prehensile tentacles/arms 2 (2EP): The crymits can grab objects, for handling debris from digging activities or transporting tools or objects for the Emperors. The Emperors themselves have human arms and hands.

Weaponized tentacles 4 (6EP): Various stings-, claws- and spikes-tentacles can cause sever wounds to intruders. Some even have blunt weapons, but it's uncommon.

Legs 6 (12EP): Of course it walk on something. And it can walk on walls and ceilings just like spiders. Assuming it's rough enough (it can't walk on glass walls). Emperors Walk the same way as humans.

Crystal growing 1 (1EP): Through secretions, Crymits can grow red-glowing crystals inside the "hive".

Supernatural traits:

Magic Vision 3 (4EP): They have eyes,  but they don't see in visible light, but in the magic spectrum, allowing them to see better the races and individual with magic potential, magic spots and objects, etc.

Mind Hive 2 (2EP): The Crymits communicate through hissing and rattle (is this the right word?), but also in limited telepathy. Emperors are of course way more powerful.

Magic Affinity 1 (1EP): The Emperors are powerful magicians, and instinctively master magics path of earth and mind.

Civil traits:

Keen intelligence 3 (4EP) Crymitians Emperors are known for their superhuman intellect, wich allow them to govern the whole crymitian race (thus ensuing the term "emperors").


Probably more later. and some adjustments if necessary.

PS: YES I copied zergs and kerrigan. But I did so unconsciously  ::)
« Last Edit: January 02, 2012, 05:08:40 am by kaian-a-coel »
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freeformschooler

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Re: Evolution VIII: Still not a debate, still a forum game. Accepting players!
« Reply #18 on: January 01, 2012, 10:43:40 am »

I'll be joining with some sort of crystalline creature. Sheet up in a bit.

EDIT:

Name: Crystalanthium
Plural: Crystalanthia
Adjective: Crystalanthine

Outline
The Crystalanthium is a multi-colored, carbon-based, almost humanoid crystalline creature. It doesn't have any way to finely manipulate objects, so its primary method of surviving is slashing at things with its crystalline arms and tail. With effort, it can walk on two legs, but it's much easier for it to walk on four.

Breeding Factor: 1 (1 EP) [One-two children per year per Crystalanthium]
Multiplying Factor: 1

Appearance:


EP total: 42

Physiological Traits

Limbs: 5 (9 EP)
Crystalanthia have sharp arms that can be used to lift things in a pinch or to slice up tough objects and prey. They can use their hind legs to walk when standing up or run when on all fours. They can easily manipulate their sharp tails for minor purposes.

Natural Armor: 5 (9 EP)
Crystalanthia, being made mostly of natural, carbon-based crystals, are very hard to kill outside of decapitation. Their crystalline armor protects them from most blows.

Alternative Diet: 2 (2 EP)
Crystalanthia are able to sustain themselves for a short time by eating ground up rocks such as sand. However, they must eat plants or meat eventually or their bodies will give out.

Digging: 3 (4 EP)
Crystalanthia can move through sand and dirt easily by rapidly shifting their ground with their crystalline limbs. They often use this tactic to sneak up on and surprise their prey.

Vision: 4 (6 EP)
Crystalanthia can see just about as well in foggy and dark conditions as they can during daytime.

Superheated core: 4 (6 EP)
Behind a Crystalanthium's crystalline chest lies a complex biological system kept so hot when alive that it would roast a regular creature upon touch. Because of this, Crystalanthium bodies tend to be decently hot at all times, not needing warmth outside of consumed energy (food).

Civil Traits

Cave clusters: 3 (4 EP)
Crystalanthia tend to cluster together in caves for a large portion of the year, usually in groups of anywhere from 50 to 200.

Communication: 2 (2 EP)
They can communicate with each other using clicking noises, but don't have a complex language.
« Last Edit: January 01, 2012, 11:22:59 am by freeformschooler »
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Akroma

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Re: Evolution VIII: Still not a debate, still a forum game. Accepting players!
« Reply #19 on: January 01, 2012, 12:24:40 pm »

I'll be reserving a spot riiiight heeeere
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Wimdit

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Re: Evolution VIII: Still not a debate, still a forum game. Accepting players!
« Reply #20 on: January 01, 2012, 01:24:51 pm »

Waugh. Damn it, bad time to leave for a few hours. Okay, everyone after Noodlerex, I'm afraid you've joined too late. Entry for species is closed for now, but you're on the waiting list and can still join as a god.

Once we get settled in I might start recruiting people to help out with GMing, at which point I'll accept more species.

Edit: RulerOfNothing, yep, that's good.

(but strictly speaking you didn't forbid zero or a complex number for this :P)

Damn you.
« Last Edit: January 01, 2012, 02:16:50 pm by Wimdit »
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Wimdit

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #21 on: January 01, 2012, 03:20:18 pm »

I've just put up an IRC channel for this game, which I'll be on most of the time. #evolution on irc.newnet.net if you want to come and bask in the glory.
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Noodlerex

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #22 on: January 01, 2012, 09:08:25 pm »

oops I should have mentioned I'd be playing a deity not a species

Name: Klaskos
Domain: Wilderness and Freedom
Klaskos is a relatively young god, born from the green sun circling the planet and continuing to reside there. He is an ever-changing figure never looking the same for more then a fraction of a second and as such seems unnerving to most. he is represented in religious symbols by a drawing of an infinity symbol showing his ever changing and free aspect.   
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Wimdit

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #23 on: January 01, 2012, 09:12:18 pm »

Oh, cool. Azthor, you're in. Welcome to the game.

That's all our species, I believe. The map will be made in the next couple of days, at which point we'll get started.
« Last Edit: January 01, 2012, 09:15:26 pm by Wimdit »
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mcclay

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #24 on: January 01, 2012, 09:18:56 pm »

Name: Niklas
Domain: fear, eldritch horror terrors , bravery
Niklas is the god of fear and the things beyond. Most people would think that Niklas is a malvolent god, spreading fear and sadness in his wake, this is not the case. True he is the god of fear and things like that but he charishes those brave enough to stand up to fear. These few souls he takes in as his champions, spreading the word about their dark and shadowy god.
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Wimdit

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #25 on: January 01, 2012, 10:21:26 pm »

Welcome, mcclay.

Species and deities added to the second post. I took the liberty of editing some of them, and I haven't included traits for the Crymits yet.

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RulerOfNothing

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #26 on: January 02, 2012, 12:47:18 am »

I knew I was forgetting something! Alright, can I replace my civil trait with something language related at this point?
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Wimdit

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #27 on: January 02, 2012, 12:48:27 am »

Sure. Edit your post, PM me the new trait, or post it here.
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micelus

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #28 on: January 02, 2012, 03:54:32 am »

...How the hell did I miss this?!

Since all the species slots are taken, I'll pick a god.

Name: Omoloth
Domain: Craftsmenship, artistry, labour, research.
Omoloth is a relatively old god who over his long existence has taken a liking to the works of mortal creatures. He's intrigued by all the work these simple creatures put into their craft, their minds, or their words. He is often depicted by his worshipers as either a giant labourer wreathed in bronze, or an aristocratic looking patron. Other depictions of him are somewhat common. His symbol differs in every culture and social class, but a crossed hammer and quill is universally known as his.
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Wimdit

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Re: Evolution VIII: Species registration closed, still accepting deities!
« Reply #29 on: January 02, 2012, 04:49:02 am »

Welcome.

A couple of maps are up. Do any of the species players have any preference as to how they'll be represented on the map? A favourite colour, for instance? I haven't really decided how I'll represent populations, you see.
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