Joined: Wed May 28, 2008 1:41 am Posts: 384 Location: unknown to you for privacy
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So, how many of you remember me? all of two, I'm sure. Anyways, on another forum I found an interesting pseudofreeform RP game. Based off of maxis's Spore, in this game players dictate the life of a species, starting with a single celled organism, and working their way up to creature, tribe, civilization, and finally space, the final frontier. The catch to the RP is that, there is only one character, and the actions are decided by a majority vote. this means that anyone can play, and jump in and vote, without need to create their own character. The actual mechanics are simple. You all vote to decide an action, I roll dice based off of any relevant stats, and even numbers succeed. the more even numbers, the greater the degree of success. You have an HP stat and a stomach stat; hp is how much damage you can take, and is restored by sleeping; stomach is how hungry you are, when it's empty you start taking damage, and eating restores it (the stomach, not lost hp). My own twists: I am running two threads at once. that's two characters, and therefore you can take two different paths. I will update both at the same time. they will start a distance apart (direction and distance undisclosed), although they can, and likely will meet up. You, as the players, can decide if you're going to pit them against eachother, if they'll work together in harmony, or if they'll ignore eachother all together. While it would be polite for players of species A to keep out of the thread for species B, and vice versa, I'm unable to stop anyone, and it doesn't really matter. Link to species B, JIK The game mechanics:The basix:There are six basic stats defining a creature: Health, Attack, defense, Perception, Intelligence, and speed. At least, normally. I'm adding Consumption, and Gestation. Health is, of course, your maximum HP and stomach. Attack is how much potential damage you can do, and also covers feats of strength. Defence is how much damage you don't have to worry about, and also covers feats of endurance. Perception is how well you can percieve the world around you. Intelegence is how well you (and you species) can think and communicate, and is important. Speed is how fast you can move. Consumption is how fast you can eat, and gestation is how long you must wait before you can reproduce; to reproduce, you also must have eaten enough food. When you decide on an action, I'll roll on the relevant stats. The more even numbers, the better you do. you won't see my rolls, but your performance will be a clue. The roll of DNA and such:DNA is required to evolve. it's pretty much XP, but you get it from eating enemies, and pretty much anything else. It's earned on a basis of Reward Vs Risk, so the more dangerous or risky the actions that would get it, the more you get. An easily obtained meal (small defenceless grazers, algae, dirt), is worth roughly 2 DNA. A fair challenge (grazers with fair defenses, weak carnivores, electrified algae, volcanic soil) is worth roughly 4 DNA, and truly fine, and incredibly dangerous cuisine (Aggressive carnivores, The Burning Bush, very rare glowing rocks) is worth 6. Certain achievements can also earn you Bonus DNA. Also, I'm adding "golden" DNA into the mix. A rare critter or rock may have a point of this rare material. It is very special. Evolving:To get anywhere without dying, you'll need to evolve. You evolve by spending DNA. When you evolve, you'll only have so many evolutions as you've unlocked to choose from. you can unlock an evolution by eating a critter with it, observing a creature with it long enough, or being exposed to a harmful effect to which it is a counter. living in a hot region will unlock Heat Resistance, for example, and being subject to electric shocks could unlock Non-Conductive. A general rule of thumb for evolutions is that something that increases a stat by 1 is worth 4 DNA, and something half as useful is worth 2. If an evolution calls for a Golden DNA, it will generally require eight or so normal DNA, and increase a stat by 4 or so. Those are the rules. I did NOT invent it, and take no credit for anything but my PERSONAL twists, aka 2 threads, the two extra stats, and rare golden DNA. I got the game from Here, and he didn't invent it either. he pieced it together from a hodgepodge of similar games, with different rules sets, but all with the same general motive, yes, but he does not claim to have invented it, and neither do I. Your Species (The "Gork!"):Stage: cellular Health: 6 Attack: 11 defense: 5 Perception: 4 Intelligence: 2 Speed: 6 Consumption: 3 Gestation: 3 ----------- Mouth (+1 consumption) Teeth (+1 attack) Digestive Track (+2 max stomach, use 2 stomach/turn) Improved Enzymes (+1 attack, increased DNA gain) Thickened membrane (+1 defense, cancels +1 attack from Improved Enzymes) Fins (+1 speed) Flagellum (+1 speed) Eye (+1 perception) Depth perception (+1 perception) Produce Slime (unappetizing to predators) Produce Mild Toxins (Deal 1/2 point of damage to those that eat your corpse) Slime Jet (+4 attack, ranged attack) Carnivorous Enzymes (+50% DNA from Cells, -50% from everything else) Produce Strong toxins (Deal 1 point of damage to those that eat your corpse) Persisting toxins (your toxins last longer, and deal damage twice) Toxic slime (Should your slime contact an injured cell, they are poisoned) numbing toxins (poison causes affected cells senses to shut down temporarily) Ears (+1 perception) Voice Box (communicate via sound) Sectioned shell (+1 defense) hardened shell (+1 defense) Overlapping shell (+2 defense) Demonic toxins (your toxins deal 2 damage to those that eat your corpse) persisting toxins (toxins last longer, deal damage thrice now) Spines (+1 attack, deal damage to attackers) Inject toxins [spines] (deal poison to those hurt by your spines) Slime Stream (+2 speed, leave slime trail) Flagellum (+1 speed) Horn (+1 attack) Persisting toxins (as same, above) persisting toxins (as same, above) extend spines (+1 attack) Protobrain (standard) (+1 intelligence) increase mass (+1 health) inject toxins [horn] (as same with spines, above) accelerated reproduction (+1 gestation) Aggressive Weakling (Attack based evolutions cost less, defensive and health based cost more. Improved mental capacity (-1 health, +1 intelegence, +1 perception) Brawny mass (+2 health, +2 attack) Camouflage (+1 stealth in Rock, Cave, Jungle, or Surface environment) Flagellum (+1 speed) Persisting toxins Persisting toxins Disintegrating slime (Slime trail gets harder to track, Gork! nest becomes 10% more habitable to Kamira) Crystallize slime (Can harden slime using a second chemical, takes lots of slime for only a little crystal) Regenerative (+1 hp/round, without needing to rest. Resting still faster (for now)) Photosynthesis (+1 consumption, feed on light, food gotten automatically) ----------- Carnivore: Can still eat anything, but get more from cells, less from others Senses: Touch, sight, sound Poison: Deal 2 Damage seven times, through slime, scratching with spines, piercing with horn, or eating your corpse Slime trail: easily traceable (although less so now) Communication: voice Available Evolutions:Increase Mass (Grow slightly faster than other cells, +1 Health) Costs 5 DNA
Grow Flagellum (Move faster, +1 speed) Cost 4 DNA
Streamlining (You evolve to be smaller and faster, -3 health, +2 speed) Cost 2 DNA
Accelerated Reproduction (+1 gestation) Cost 5+4 DNA
Saber Teeth (Requires teeth, +3 attack [+5 instead if jaw]), 1 GDNA, 6 DNA
Brawny Mass (+2 health, +2 attack, You gain mass at an incredible rate, and develop some sort of muscle ahead of schedule), 1 GDNA, 9 DNA
Super Enzymes (x2 Max stomach, use 2 stomach/turn) 1 GDNA, 9 DNA
Inject toxins (Requires Produce <X> Toxins, Pick a sharp attack base for evolution, +1 attack, inject poison into cells that you attack with the attack you picked) 7 DNA
Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 5 DNA
Fur (You grow a thick protective coat of hairs, +1 defense) 7 DNA
Hypodermic hairs (Requires hollow hairs, requires produce <X> Toxins, your hairs can penetrate the skin of attackers, through which you can deliver your toxins) 6 DNA
Barbed spines (requires grow spines. deal additional damage to attackers, spines that penetrate flesh deal additional damage when removed) 9 DNA
Retractable External organ (choose an external organ (shell, spines, fur, horn, claws, etc.). You may hide that organ for a +0.5 stealth bonus) 7 DNA
Camouflage (Choose an environment. You gain +1 stealth in that environment) 2 DNA
Available environments: None remain
Protobrain (lesser) (+1 Intelligence, -2 health; You convert much of your mass into a sort of brain, spreading it out over your entire system [rather than concentrating it], leaving no specific weak point, but leaving your body weakened overall) 6 DNA
Protobrain (Greater) (+2 intelligence, +1 perception; You grow a delocalized series of what are sort of redundant brains, each able to transmit thoughts a short distance for communication. Has no or little weak points) 15 DNA, 1 GDNA
Convert Food (Requires Digestive Track; You naturally release digested food, providing high nutrients for geovores; +1 Stomach used/turn, +2 max stomach) 6 DNA
Increase mental capacity (-1 health or -2 max stomach; +1 intelligence, +1 perception) 6 DNA
Sweetened Slime (Requires produce slime. Your slime no longer repels predators, but rather attracts them. Cannot be taken with increase acidity) 8 DNA
Highly specialized enzymes [Carnivore] (+50% additional DNA from meat, stacks with bonus from specialized enzymes. Can no longer eat plants or rocks at all) 0 DNA
Spawn Lesser Cell (Requires 4+ gestation, -2 gestation, You can spawn a unique "lesser" cell from yourself at effectively double your gestation, but can only reproduce your "pure" form at effectively half your gestation. This lesser cell starts with 1 health, .5 attack, and 1 speed. It is unable to reproduce on it's own, and has none of your evolutions. You can evolve it in place of yourself for double the DNA cost. It does require Intelligence and communication evolutions to accurately follow your directions, or for you to have a Greater Protomind, but can function on it's own) 8 9 DNA, 1 GDNA
Parasitism (Requires attack <4, 4+ consumption. +1 consumption, -1 attack. You can feed off of a cell with 4+ more health than you, without damaging it, at a rate of 1 stomach/ round. Evolving this more than once lets you eat and additional 1 stomach/round, but deal 2 damage for each stomach over one eaten that round) 6 8 DNA Control Host (Requires Spawn Lesser Cell, Greater Protomind. Lesser cells must have Parasitism. Your lesser cells can override the mental capacities or instincts of the cell they are feeding off of. Cells with intelligence greater than the Lesser Cell can resist) 12 14 DNA, 1 GDNA
Develop Lesser Cell (Requires Spawn Lesser cell. Lesser cells can now evolve at 1.5 the DNA cost instead of double) 7 DNA
Lesser Gestation (requires Develop lesser cell. Lesser cells can now reproduce on their own, not requiring you to produce them yourself. They gain a base 2 gestation) 8 DNA, 1 GDNA
Regenerative (+1 hp per round, without sleep. Requires health 6+) 3 5 DNA
Disintegrating slime (Your slime disintegrates over time, meaning it is harder to track your trail over distances) 3+2 DNA
Efficient Crystalized slime (You require less slime to produce hardened crystals) 6 DNA Previous evolutions:Grow Mouth (Lets you eat much faster, +1 Consumption) Costs 2 DNA
Digestive Track (+2 max stomach, use 2 stomach per turn) Expel waste 3+ times, cost 4 DNA
Improve Enzymes (Increase DNA gain, increases attack by 1 if you don't have Thicken Membrane) Costs 8 DNA
Grow fins (One on either side will let you maneuver much better, +1 speed) Cost 4 DNA
Grow Teeth (Requires mouth, +1 attack) Costs 4 DNA
Thicken Membrane (Thickens your outer membrane, +1 defense, but you can't eat without a mouth) Costs 2 DNA
Grow Flagellum (Move faster, +1 speed) Cost 4 DNA
Grow Eye (Allows you to see stuff, +1 perception) Cost 4 DNA
Depth Perception (Requires Grow Eye, you grow a second eye, +1 perception) Cost 4 DNA
Produce Slime (makes you unappetizing to predators) Cost 5 DNA
Produce mild Toxins (Deals damage to those that eat you. Does not affect those biting you in combat or other combat situations) 6 DNA
Slime Jet (+4 attack, ranged attack, requires generate slime) 1 GDNA, 10 DNA
Specialized Enzymes (Pick a food source [rock, cells, plants], gain +50% extra DNA from that source, gain 50% less from all others) Cost 0 DNA
Toxic Slime (Requires Produce <X> Toxins, Requires Produce Slime, wounded cells that touch your slime, or eat it [if they can] take damage from your toxins) 6 DNA
Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 6 DNA
Produce Strong Toxins (Requires Produce mild Toxins, Deals more Damage) 6 DNA
Produce Numbing Toxins (You produce toxins that shut down sensory organs. Does not require produce <X> toxins) 8 DNA
Ears (+1 perception, allows you to hear) 4 DNA
Voice box (Allows you to communicate via speech) 4 DNA
Grow Spines (Grow crystalline spines, Deals damage to attackers, +1 Attack) Costs 6 DNA
Produce Demonic Toxins (Requires Produce Strong Toxins, Deals more Damage) 1 GDNA, 6 DNA
Sectioned shell (You grow a shell in sections, which do not hamper maneuverability. +1 defense) 6 DNA
Harden shell (requires a shell of any kind. You incorporate harder materials into your shell. +1 defense) 5 DNA
Overlapping shell (Requires Sectioned shell. Your armor like shell overlaps itself, presenting fewer weak points while not losing too much maneuverability. +1 defense, or +2 with harden shell) 7 DNA
Inject toxins [spines] (Requires Produce <X> Toxins, Pick a sharp attack base for evolution, +1 attack, inject poison into cells that you attack with the attack you picked) 8 DNA
Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 6 DNA
Slime Stream (+2 speed, requires Produce Slime) Cost 6 DNA
Protobrain (Standard) (+1 Intelligence; You grow a sort of brain, and nerve system. Has weak point) 8 DNA
Extend spines (requires grow spines. +1 attack, deal additional damage to attackers) 7 DNA
Grow Flagellum (Move faster, +1 speed) Cost 4 DNA
Inject toxins [horn (See below)] (Requires Produce <X> Toxins, Pick a sharp attack base for evolution, +1 attack, inject poison into cells that you attack with the attack you picked) 8 DNA
Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 6 DNA
Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 6 DNA
Grow Horn (Gives you a crystalline horn, +1 attack) Costs 4 DNA
Accelerated Reproduction (+1 gestation) Cost 4 DNA
Increase Mass (Grow slightly faster than other cells, +1 Health) Costs 4 DNA
Increase mental capacity (-1 health or -2 max stomach; +1 intelligence, +1 perception) 6 DNA
Grow Flagellum (Move faster, +1 speed) Cost 4 DNA
Camouflage Rock (Choose an environment. You gain +1 stealth in that environment) 2 DNA
Camouflage Cave (Choose an environment. You gain +1 stealth in that environment) 2 DNA
Camouflage Jungle (Choose an environment. You gain +1 stealth in that environment) 2 DNA
Camouflage Surface (Choose an environment. You gain +1 stealth in that environment) 2 DNA
Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 5 DNA
Persisting Toxins (Requires Produce <X> Toxins, Your toxins deal damage a turn after the initial damage, can be evolved for multiple times up to a maximum equal to your health stat) 5 DNA
Regenerative (+1 hp per round, without sleep. Requires health 6+) 3 5 DNA
Disintegrating slime (Your slime disintegrates over time, meaning it is harder to track your trail over distances) 3 DNA
Crystallize Slime (You can excrete a fluid that can harden your slime quickly, into crystalline structures. A large amount of slime is required to produce a small amount of hardened crystal. Crystalized structures do not disintegrate if that evolution is taken) 5 DNA
Photosynthesis (+1 consumption, Eat light, works automatically) Cost 6 DNA I intend to update approximately once/day, times may vary. I may occasionally update twice in one day, but not often. Remember, I got the original rules from This guy, so if you want/need inspiration or examples, there's your place to go. The guys there are approximately one sixth to one half through the cell phase, and have "Used one extra life". The alien figures clustered around a tank, muttering excitedly amongst themselves in a language that is totally beyond you. This new experiment was predicted to yield great results. They'd finished setting everything up, and moved away, lest they contaminate the experiment and it should fail. They locked the room behind themselves, content that they'd be able to observe it on the monitors from afar. Their feelers twitched rapidly in excitement, partially because of what was predicted, and partially because they'd never thought they'd get the funding to try anything like this again.
In the room behind them, tiny machines released various fluids. One fluid is of particular interest to you. The Blue fluid floats about randomly for a few moments, and then starts to collect. As it tightens, and draws into a ball, you realize that this fluid is you. you remain inert for several hours, as predicted, growing a skin and arranging yourself. Finally, you become aware of yourself, which should have taken a lot longer, but was predicted to happen quickly.
You don't get much from your sense of touch. There seems to be a few small cells darting about, some sort of leafy thing, which is probably a plant, and some gritty soil beneath you. All of them seem like they'd be pretty tasty, although the soil seams of pretty low quality Directly to your southwest is a (relatively speaking) large cliff face, and there seems to be a current flowing from your southwest, towards the north. what do you do?
_________________ Flaming Leaches And Beetles On Rye Toast... my name is an acronym...
Last edited by flabort on Tue Apr 12, 2011 1:48 am, edited 32 times in total.
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