Species Creation Aug 7, 2010 2:40:27 GMT
Post by V.I.R.O.S. on Aug 7, 2010 2:40:27 GMT
Your species has just discovered the galactic community. Your goal is to take over as much of the galaxy you can by economic, political, religious, or military means.
First, select a maximum of 2 Species types. You can pick less, if you like. Then, distribute your evo points amongst your stats, senses, and traits. You have 400 evo points to spend. Adding 1 point to a stat costs 1 evo point, and you can buy a maximum of 100 points in a stat. Bonuses can push your stat above 100. Senses and Traits, on the other hand, have high costs. Senses and Traits cost between 5-50 points. Next, select your species Primary Composition and their Solvent. The solvent is whatever your species requires to survive. You must select if the solvent is required in either gaseous or liquid form, but please make sure that your selection doesn't conflict with your species Type. After this, add up the stats that you bought with the bonuses you receive for Species Type, Primary Composition, and Solvent. List all the information in this format.
Species Type 1:
Species Type 2:
Cetacean- These species are any type of aquatic mammal. They require their solvent in both liquid and gaseous forms, but are often incredibly strong and intelligent. They gain +10 to Intelligence and +5 to strength.
Primate- These species are any type of bipedal mammal. They require their solvent in both liquid and gaseous forms, but are regarded as a jack-of-all-trades species. They gain +5 to Empathy, +5 to Dexterity, and +5 to Will.
Arachnid- These species are any eight-legged segmented creature. They are very cunning, and generally live alone. They gain +10 to Dexterity.
Crustacean- These species are similar to lobsters and crabs. Their hard shells protect them from damage that would kill most soft-bodied species. They gain +10 Stamina.
Insect- These species are any type of six-legged segmented creature. They often have a group-mentality and communicate by scent. They gain +5 Empathy and automatically receive Scent Sensors.
Annelid- These species are any type of segmented worm. They are noted for their extreme success because of their keen senses. They gain the electromagnetic and radiation sensors automatically.
Externally-Shelled Gastropod- These types of gastropods are similar to snails. They are protected by a strong shell, and their slow but determined minds allow them to think on a deeper level than other species. They gain +5 Will and +5 Intelligence.
No-Shelled/Internally-Shelled Gastropod- These types of gastropods are similar to slugs. They seem slimy, but their simple bodies are often equipped with a lot of senses. They gain vibration sensors and electromagnetic sensors at no extra cost.
Cephalopod- Cephalopods are mostly likened to squids and octupi. Their solvent must always come in liquid form, but they are noted for their incredible intellect. They gain +10 intelligence.
Marsupial- Marsupials are mammals whose young spend the first part of their life developing in a pouch. Marsupials are noted for their caring personalities, and gain +10 empathy.
Chiroptera- Chiroptera are winged mammals. Much like flighted birds, they gain +5 agility and +5 dexterity.
Flighted Bird- Flighted birds are able to soar through the skies, so long as they have the proper composition and density of gases. They gain +5 Agility and +5 Dexterity.
Flightless Bird- Flightless birds are previously flighted birds who have evolved to become more terrestrial. Since they are now limited to the ground instead of the open skies, they gain +10 agility.
Cartilaginous Fish- Cartilaginous fish are species of fish with cartilage for bones. They still must be submersed in their solvent in liquid form, but they gain +10 strength.
Fish- Species who are fish must always be submersed in their solvent in liquid form. However, they gain +10 evo points.
Amphibian- Amphibious species are not limited to taking their solvent in one form, and can take it in both its gaseous and liquid states.
Reptile- Reptilian species are cold-blooded, and therefore require much more heat than other species. However, they are more agile than most. They gain +10 to agility because of this.
Morphic- Morphic species are simply blobs of gelatinous solids. They gain Heat Sensors and Vibration Sensors automatically.
Plant- Purely plant species are incapable of movement unless they are carried by an outside source. They make up for this with a +15 to Empathy.
Fungi- Purely fungal species are incapable of movement unless they are carried by an outside source. However, they gain +5 to Empathy as well as Vibration and Scent sensors.
Agility- This stat relates to the speed and agility of a species. Species with high agility have a tendency towards to being stealthy, but are often very frail. Agile species focus on stealth in battle, and subterfuge in politics.
Empathy- This stat relates to the likeability and personality of a species. Species with high empathy have a tendency to be passive and very likeable, but species with low empathy species are frequently aggressive and very brusque. Empathetic species focus on non-lethal tactics in battle, and kindness and morality in politics.
Intelligence- This stat relates to the overall capacity for knowledge of a species. Species with high intelligence are often much more knowledgeable than other species, but species with low intelligence are much less smart and are frequently very brutish. Intelligent species focus on technology in battle and politics.
Will- This stat relates to the endurance of a species, and their ability to recover from damage. Species with high intelligence are known for powerful and unyielding personalities, and species with low stamina are known to be weak-willed and easily overpowered. Species with high Will tend focus on powering through and decimating every enemy in their way in battle, and much the same tactics in politics.
Strength- This stat relates to the physical power of a species, their imposing figures. Species with high strength tend to be hulking and focused on battle, and species with low strength tend to be frail and small. Species with high Strength will focus on smashing and killing everything in their way in battle, and often have little care for politics.
Dexterity- This stat relates to the cunning and cleverness of a species. Species with high dexterity tend to be slimmer, but more calculating and apt than other species. Species with high dexterity will focus on trapping the battlefield and convincing people to join their side, and species with low dexterity are often clumsy in both battle and politics.
(The costs are listed at the end of the description)
Electromagnetic Sensors- Whatever appendage these sensors are on, they are able to detect electrical energy. 25
Thermal Visual Sensors- These sensors allow species visually sense heat. 15
Thermal Physical Sensors- These sensors allow the species to feel heat. 5
Visual Color Perception- These sensors allow the species to detect color, shape, and depth visually. 5
Vibration Sensors- These sensors allow the species to detect minute vibrations in solids and liquids. This also allows them to feel pressure. 10
Audio Sensors- These sensors allow the species to detect vibrations in gases, allowing them to "hear". 5
Radiation Sensors- These sensors allow the species to detect radiation. 30
Scent Sensors- These sensors allow the species to detect smells. 10
Chemical Sensors- These sensors allow the species to distinguish chemicals by taste (and if they have scent sensors, smell). 20
Floater: Your species has some sort of organic apparatus which is filled with a lighter-than-air gas. This gives them the ability to float by controlling the levels of gas in it. 15
Static: Your species generates a static field which is disorienting and uncomfortable to species that can sense electromagnetic fields. This makes you less appealing and more menacing to them. 20
Venomous: Your species is equipped with some sort of body part that delivers a vicious venom to your enemies. This makes you much less appealing and much more menacing to species that aren't venomous. 15
Violent: Your species is known for being very aggressive. You are much more menacing to other species, and you gain +5 Will and +5 Strength. 10
Cunning: Your species is known for their cunning. You gain +5 Dexterity and +5 Will. 10
Healer: Your species is known for your excellent medics. You gain +10 Empathy. 10
Species Primary Composition
Carbon-Based- Carbon-Based life forms are the most common of all life forms, as carbon has the ability to form the most complex chains for storing biological information. Because of this, Carbon-Based life forms gain +10 evo points when creating their species. Since Carbon life forms are the most common of all life forms, they gain a +15 to their empathy stat. Carbon-based life forms are highly allergic to Arsenic-based lifeforms, and are limited to selecting Water as their species' solvent.
Nitrogen & Phosphorus- Based- Species with Nitrogen & Phosphorous-based anatomies are the least common, as forming complex chains is difficult with the two of them. Nitrogen and Phosphorous-Based species are often incredibly specialized because of the fact that they grow up in such odd environments. Because of this, they gain +30 evo points when creating their species. However, they are restricted to selecting Ammonia or Chlorine for their species' solvent.
Silicon-Based- Silicon-Based life forms are the second most common form of life in the galaxy. They are known for efficient information storage, and gain a whopping +15 Intelligence. They are not limited to any solvent.
Arsenic-Based- Arsenic-Based life forms are the third most common form of life in the galaxy. Their biochemistry is highly poisonous to Carbon-based lifeforms, so either they or the carbon life forms must wear environment suits, or risk poisoning the carbon life forms. Arsenic-Based life forms often grow up in highly hostile environments, and are much more cunning than other life forms. They gain a +15 Dexterity because of this. Arsenic-Based life forms cannot select water as their species' solvent.
Ammonia- Ammonia is highly poisonous to carbon-based life forms. Ammonia has a tendency to be highly reactive, so species with it as their solvent often reflect this. They gain +10 Empathy.
Water- Water is not poisonous to any species, and seems very inert. Water is very common in the galaxy, and gives no bonuses as a solvent.
Methane- For some odd reason, Methane is a common solvent for life forms that grow up in hostile environments. Species with Methane as their solvent will gain +10 strength to reflect this.
Chlorine- Concentrated Chlorine in gaseous or liquid forms is highly poisonous to Carbon-Based lifeforms. Chlorine is not very abundant in the galaxy, so where it exists in high enough concentrations for life it is frequently scarce. Because of this, species with this as their solvent have a +10 Will.
First, select a maximum of 2 Species types. You can pick less, if you like. Then, distribute your evo points amongst your stats and senses. You have 400 evo points to spend. Adding 1 point to a stat costs 1 evo point, and you can buy a maximum of 100 points in a stat. Bonuses can push your stat above 100. Senses, on the other hand, have high costs. Senses cost between 5-30 points. Next, select your species Primary Composition and their Solvent. The solvent is whatever your species requires to survive. You must select if the solvent is required in either gaseous or liquid form, but please make sure that your selection doesn't conflict with your species Type. After this, add up the stats that you bought with the bonuses you receive for Species Type, Primary Composition, and Solvent. List all the information in this format.
Species Type 1:
Species Type 2: