Forum text game - Lords of Creation [Over(see last page)]

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Re: Forum text game - Lords of Creation

Postby Crovius » Mon Mar 01, 2010 6:25 pm

Ehbobo wrote:Whoa, hold on! You told me I couldn't have an artifact that did that.


Yeah, back when your perception was... 5?

Teserath's base perception is 8. The artifacts, since as Az pointed out is major, boosts his perception by 2. So that's a perception score of 10. He can read names and guess your stats without artifacts.

And sorry, he is on the dark side, yes, but remember, a high perception allows using your senses at a distance, that includes seeing something beyond the horizon or from a different angle.
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Re: Forum text game - Lords of Creation

Postby Ehbobo » Mon Mar 01, 2010 6:36 pm

OOOOOOOOH, I didn't realize that your stats had an effect on what artifacts you could create. Got it.
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Re: Forum text game - Lords of Creation

Postby Crovius » Mon Mar 01, 2010 6:40 pm

Also remember guys, once races start popping up, we're kinda like the greek, egyptian, and norse gods. To them, we're all powerful all knowing etc, they have no idea how limited we really are. Direct interference is expected for the next few weeks with immortals speaking directly to their people, making heroes, being praised, etc. But eventually we'll play less direct roles in their lives for some of us. I'm really hoping this world ends with the peaceful ending. I'd love to use this group of immortals and the world and races they'd created in a D&D style campaign in the future.

Since this marks the first week of races, I'll start with giving an 8 week period of growth and what not before I start deciding n when the End of Days will take place, and whether it can be stopped or not.
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Re: Forum text game - Lords of Creation

Postby Ehbobo » Mon Mar 01, 2010 7:34 pm

I've put the new stats and DR in the other thread.

Ka'Arthan's eyes snap open and flash with strength. His time of meditation is over. It was time to call forth mortals into this world.

Race: Khalterian

Physical Appearance: All Khalterians are roughly humanoid, covered in thick black fur. The fur bleaches white at the tops of their heads and ankles and becomes red at the wrists. Khalterians possess four arms, the lower pair springing from the armpits of the upper pair. At the tips of the lower hands they have humanoid hands, but their upper hands have four claws 6 or so inches long. Khalterians have average human IQ. All of them are exceedingly fast, but females more so.
Male Khalterians stand some 7 feet tall on average, weigh 650 pounds, and are stronger and more muscular than mountain gorillas. Their claws are somewhat blunt and very jagged. Males can run up to 30 miles per hour.
Female Khalterians are about 6' 6", weigh 250 pounds, and are lithe and quick. Their claws are thin but razor-sharp. Females can run up to 45 miles per hour.

Life Span: Females are pregnant for roughly 7.5 months before they give birth to young, usually 2 at a time although 1 or 3 is not uncommon. Both sexes live some 70 years, hit puberty at age 18 (this is the time when their fur changes colors [it is solid black until then] and their claws grow), reach their prime at 22, and begin to lose muscle tone and mental faculties at 60.

Personality: Khalterian society is rigid and militarized. Men and women are equal socially, although the differences in physique means that some accommodations must be made, meaning that they are often somewhat separated. Individuality and invention is strongly encouraged, making the Khalterians a curious and exploring race.

Structure: Khalterian society is organized and elitist. There are two royal families, one of which has the duty to produce a male ruler (Shan'tor) and one to produce a female ruler (Kli'on). The Shan'tor and Kli'on become mates and have a single birth together. Their children together (Trianas) will not become rulers unless there is no other heir when the rulers die, but often they will become military leaders. The successors to the twin thrones are instead the rulers children by other non-royal parents; if the Shan'tor has two sons or the Kli'on two daughters, they will fight to the death at age 20 to determine who succeeds the throne.
Men and women alike are required to serve in the military for 2 years, from the ages of 21 to 23.
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Re: Forum text game - Lords of Creation

Postby Crovius » Mon Mar 01, 2010 7:44 pm

Ehbobo wrote:I've put the new stats and DR in the other thread.

Ka'Arthan's eyes snap open and flash with strength. His time of meditation is over. It was time to call forth mortals into this world.

Race: Khalterian

Physical Appearance: All Khalterians are roughly humanoid, covered in thick black fur. The fur bleaches white at the tops of their heads and ankles and becomes red at the wrists. Khalterians possess four arms, the lower pair springing from the armpits of the upper pair. At the tips of the lower hands they have humanoid hands, but their upper hands have four claws 6 or so inches long. Khalterians have average human IQ. All of them are exceedingly fast, but females more so.
Male Khalterians stand some 7 feet tall on average, weigh 650 pounds, and are stronger and more muscular than mountain gorillas. Their claws are somewhat blunt and very jagged. Males can run up to 30 miles per hour.
Female Khalterians are about 6' 6", weigh 250 pounds, and are lithe and quick. Their claws are thin but razor-sharp. Females can run up to 45 miles per hour.

Life Span: Females are pregnant for roughly 7.5 months before they give birth to young, usually 2 at a time although 1 or 3 is not uncommon. Both sexes live some 70 years, hit puberty at age 18 (this is the time when their fur changes colors [it is solid black until then] and their claws grow), reach their prime at 22, and begin to lose muscle tone and mental faculties at 60.

Personality: Khalterian society is rigid and militarized. Men and women are equal socially, although the differences in physique means that some accommodations must be made, meaning that they are often somewhat separated. Individuality and invention is strongly encouraged, making the Khalterians a curious and exploring race.

Structure: Khalterian society is organized and elitist. There are two royal families, one of which has the duty to produce a male ruler (Shan'tor) and one to produce a female ruler (Kli'on). The Shan'tor and Kli'on become mates and have a single birth together. Their children together (Trianas) will not become rulers unless there is no other heir when the rulers die, but often they will become military leaders. The successors to the twin thrones are instead the rulers children by other non-royal parents; if the Shan'tor has two sons or the Kli'on two daughters, they will fight to the death at age 20 to determine who succeeds the throne.
Men and women alike are required to serve in the military for 2 years, from the ages of 21 to 23.


They sounds awesome. Ok, time to determine their cost.

Base price for all races is 3. Extra pair of limbs adds 1. You emtnion they have average human intellect so no change there. Natural weapons (claws) will be 1. They sound freaking fast, the fastest average human can reach a to speed of maybe 15-20 mphs, so their amazing speed will be 2. Birth rate sounds normal and aging is average so extra cost there. Stronger than mountain gorillas? that is VERY strong, I'm debating on a 2 or 3, probably 3 casue AS strong as mountian gorillas would have been 2, stronger than is 3. So... 3+1+2+1+3. That'll come out to be 11 total. If any of your artifacts might reduce the cost let me know and I'll thumbs up or thumbs down it. If you don't like how expensive they are you can tweak it a bit to make them cheaper. Or give them more if you're fine spending more points. Either way the total cost before any artifacts are considered will by 11.
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Re: Forum text game - Lords of Creation

Postby Ehbobo » Mon Mar 01, 2010 7:58 pm

Really? I expected more than that. I have 2 extra motes from last turn, plus two from my Shia'surna of Energy, so that leaves me with 4 extra motes. Is there anything else that can be done with them (not to them, I think they're set as a race) this turn?
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Re: Forum text game - Lords of Creation

Postby Crovius » Mon Mar 01, 2010 8:11 pm

Nothing that is mote worthy no.

Also whoever I spoke to about sub races, I changed my rule. A subrace is 1/2 the main races cost (rounded down) -1.
So for you Ehbobo, you coudl make a subrace that costs 4 motes. Subraces change 1 or 2 things from the main race and are technically less in numbers.

You can pick where they will start and roleplay their creation, maybe interact with them, establish the beginning of their society.

Creating a hero would cost motes, but that's something discussed in PMs.
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Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Mon Mar 01, 2010 8:20 pm

The Parasite draws his power forth into the ants of the world, crafting them into his chosen beings, and drawing them to become all that he wishes of them. They are wrought from the four elements, and number close to 200 in their first count. They are a curiously silent race to all observers, but where one to connect with their minds they would find a massive hive of beings, similar in design to the thought-weft of the kithkin on a world long since passed.


Spoiler: show
Race: Ants (Jack jumper Ant (http://en.wikipedia.org/wiki/Jack_jumper_ant))

Physical Appearance:
These creatures are black or red and black, and may have yellow or orange legs, antennae and mandibles. All ants in this hive have wings, with queens who tend to be larger than twice the size of the largest males. Weigh 20-30 lbs. Insectoid shaped, with a height of about 1 foot, and length of about 3 foot. The forelegs of most of the species are 4 fingered, one of which is an opposable thumb.

Life Span: Queen's live approximately 900 years(shortest recorded lifespan) , and soldiers living about 90 years(shortest recorded lifespan).

Personality: The race is filled with proud, brave people. Each curious, but still tied in with what is best for the race as a whole. Soldiers are strictly structured, and content with their roles. Ambitious soldier ants can aspire to higher positions with relative ease. Queens are manipulative, but unpolitical. The Queens are content with their roles in the hive, except at the times where they might ascend to a higher rank.

Structure: Structured in a hive format. Soldiers are the Jack's of all trades within 5 separate caste's. The first caste is the water caste. They are comprised of only soldiers, and they have great power over water. They are able to bend and manipulate it, and naturally take to the sea. The second is the earth caste. These too are comprised of soldiers. they have great power over he earth. They can shift earth and rock with ease, burrowing through solid stone in a matter of seconds. The third caste is the fire caste. A group of ants with a red tinted carapace, able to manipulate and create fire. They can often be found working the forges of the hive. The fourth caste is the air caste. They are mainly scouts for the hive, as they have great sway over the air itself. They manipulate the air in such a fashion as to allow permanent flight, or to transport large amounts of ants wherever they want in a speedy fashion. The fifth caste is made of the queens. The queens run the hives, and command the armies of the hive through a mental link which is ever-present throughout the entire hive. The 4 castes of the soldiers are not split by social rank, merely by ability.

Attributes: Extremely quick and agile, with a shell that could take a hammer blow without cracking. The Ants have a enhanced strength, but a weakness to low pressure atmosphere's. Too low of a pressure and the ant explodes. All non-queen ants have some kind of bending ability, which allows them to manipulate one of the four base elements.

Basic soldier ant stats:
Con: 10
Dex:12
Wis: 8
Cha: 8
Str: 16
Int: 14

Abilities: Segmented hive-mind, Parallel linking telepathy. Any ant may link with any other ant at any point in time, and are never disconnected unless privacy by the ants is wished. (scouts will never sever the link, and it only grows more powerful in time's of stress) The queens have an extremely fast reproductive rate. All ants have a low-light vision of 4x, with dark vision to 30ft. The queens may lay one egg every 10 minutes when necessary, but average speed of egg laying is about 1 every hour, per queen. All ants are winged, and may fly with a weight equal to their own times two without exerting themselves. The wings are a translucent shimmering plastic film, and they are extremely resistant to bludgeoning damage, yet slashing and piercing weapons do normal damage. The wings are inches thin, and are able to be cut and/or pierced without inhibiting flight capabilities. It must be severely damaged before it inhibits flight. All soldiers are capable of bending one of the four elements.

(1 main race, total brought to 13)

(13:
more than 2 pairs of limbs, 1 point
increase strength and make them very durable (exoskeletons)
hive mind, that's gonna be 3 points if they can keep individuality
you'll have 200
fast reproductive rate is another 1, and bending will be 2 if you include all 4 elements
dark-vision 30ft
low-light vision to 4x
Can lay eggs 1 every 10 minutes when necessary.
Takes about 12 hours for an egg to hatch
Average rate is 1 every hour
They can fly with a weight equal to 2 times their own. The wings are like a translucent shimmering plastic film, and they're resistant to bludgeoning damage, but slashing and piercing weapons do normal damage. The wings are inches thin, so they can be cut or pierced, but unless a wing is severely damaged it doesn't inhibit flight)
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Re: Forum text game - Lords of Creation

Postby Ehbobo » Mon Mar 01, 2010 8:39 pm

The Khalterians are brought into being on the shores of a mountain lake.

Spoiler: show
Image
Their birthplace is circled


Ka'Arthan descends among the first group; they number only 50 of each sex, but they hold promise. He overflows with pride and joy as he beholds the race that he will shape the world with. In this form he appears as one of them; only one difference marks his immortality. Across his body he has slashes of silver fur that end in a shape like a dragon's head, and he speaks with the power and radiance of the true god that he is.

"Children, thou art the Khaltarians. I am Ka'Arthan, thy lord, master, and god. I hath brought forth thou and thy kind to populate the world. There art other beings out among the many regions of this planet but thou art my chosen children, and I shall always watch and guide thee. Fear not to pray to me if ever thou needeth me in any things." Ka'Arthan goes on, explaining to the Khalterians how their society is to be structured and such things, including picking out the first Shan'tor and Kli'on. Finally he gives a task to his children. "These mountains art thy true home, but if thou stayeth here thou shalt not overcome the challenges posed by other peoples. The river that leadeth from this lake shalt be the way onward to thy destiny; do not go until I sendeth the sign of the two dragons who doth circle the lake three times before landing and allowing thy rulers to mount and lead the people into the heart of the world."
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Re: Forum text game - Lords of Creation

Postby turbler » Mon Mar 01, 2010 10:58 pm

what'd I miss -distraught-
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Re: Forum text game - Lords of Creation

Postby Ehbobo » Mon Mar 01, 2010 11:03 pm

11 motes this turn, we get to make races.
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Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Mon Mar 01, 2010 11:37 pm

quick question... how long is an hour realtime when compared to game time?

EDIT:
found my answer
[01:41] krakklankirby: *oh
[01:42] krakklankirby: and how much time would a week realtime be?
[01:42] krakklankirby: in terms of game time?
[01:42] krakklankirby: thousands of years?
[01:42] krakklankirby: hundreds?
[01:42] [stuff]: (maxusbrimstone) maybe about 100 years


.60 years=217 days=5214 hours
^amount of time passing per hour equals about
14.28 years
^amount of time passing per day equals about
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Re: Forum text game - Lords of Creation

Postby Bakuvii Manaquii » Mon Mar 01, 2010 11:55 pm

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Last edited by Bakuvii Manaquii on Tue Mar 16, 2010 6:29 am, edited 1 time in total.
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Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Tue Mar 02, 2010 12:01 am

(btw this is all ooc)
@ Bakuvii Manaquii
Would love to do so, and clean this all up.

so lets see, 16528 hours since my race has been posted...
1/100 of the eggs is a queen
assuming that, and assuming starting with 2 queens (same odds)
100h (game time)
198 soldiers born
2 queens born
200h (game time)
4queens born
396 soldiers born
300h (game time)
8 queens born)
792 soldiers born
400h (game time)
16 queens born
1584 soldiers born
500h (game time)
32 Queens born
3168 soldiers born

functions:
Y(sub one)=2X(sub one)
Y(sub two)=99X(sub one)
Y(sub one)=new generation of queens
Y(sub two)=new generation of soldiers
X(sub one)=previous generation of queens
functions maintained if and only if no queen is killed between generations

since that is obscenely high
I will cap it (for now) at 1 million queens.

Do the math people... I could stop past avagodros # if I wanted... and this implies balance and a thriving civilization. (yay me!)

And assuming every single soldier has been killed from the previous generations, then each succesive generation has about 2475000 soldiers per four caste's...
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Re: Forum text game - Lords of Creation

Postby Bakuvii Manaquii » Tue Mar 02, 2010 12:45 am

Holy fuck, daemon, too many! cap around like 250 or something...or they will probably overpopulate...
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Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Tue Mar 02, 2010 1:24 am

hey, if we can fit about half that in new york, think about the size of the continent under their control. That is pretty dang close to what seems right. And to prevent overpopulation, they do alot of training... with weapons... not the kind which allows them to survive if they screw up. Makes them better warriors, and they can use the corpses of their brethren for a number of other things. As long as they are not wasteful with the corpses. When they decide to invade, they will be combat veterans, and a massive hoard of ants which stream across the land... but until then... that is 10 weeks of rping.
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Re: Forum text game - Lords of Creation

Postby Sinrus » Tue Mar 02, 2010 5:06 am

The Isles Ailoran pulse with life, but none of it is yet truly alive, possessing the Animus, the spirit of sentient races. Lux Lucis flies across his Islands, dives beneath the waves around them. A shape begins to take form in his mind. An intelligent species that will be able to use all of these tools around them to the best of their abilities.

Race: Ailorans

Physical Appearance: Ailorans are amphibious humanoid reptiles. They are the same height as humans and roughly the same strength, perhaps a little stronger, but are covered in blue-green scales. For natural camouflage when in the water, the scales are darker on their back than their stomachs. These scales shed twice a year, are harder than steel, and protect Ailorans from any changes in temperature, though not to a ridiculous degree. When superheated in a forge, shed scales fuse together and can be hammered into weapons and tools. They have, instead of arms, fin-like appendages that end in hands. Ailorans also posses a shark-like tail which they flap vertically. Their mouths are lipless and have needle-like back teeth, but normal looking front teeth. Their noses are just slits in their face and their lidless eyes bulge out of their heads. There is little difference between males and females at first glance but a few facial scales on men are black, and women are often slimmer.

Life Span: Every 4 months Ailoran females lay eggs whether fertilized or not, up to 40 at a time. Ailorans can Psionically detect which eggs have children in them and which are vestigial decoys for predators. These "false eggs" contain all of the nutrients required for an embryo but lack the embryo itself and so form a nutritious core for the Ailoran diet. They mature at age 8 and live for some 120 years, becoming elderly at roughly 105.

Personality: Ailorans are tinkering, intelligent, and value discovery. They are not exactly curious; it is more of a cold analytical desire to know more about the world that drives their science. The pursuit of knowledge does not detract from culture, however, and the Ailorans have a rich culture characterized by their tribal ceremonies.

Structure: Ailoran society is matriarchal; each individual can mentally trace his or her familial line back to one of the first 100 Ailoran women. There is no centralized government. Rather, disputes between members of different families are resolved through conference between the older family members. If the oldest surviving members of the lineages can't agree, the ones involved in the dispute will undergo a ritual in which the ones involved in the dispute will allow their bodies to be possessed by the next higher generation and so forth until an agreement is made.

Attributes:
Basic Ailoran stats:
Con: 12
Dex: 10
Wis: 16
Cha: 10
Str: 14
Int: 20

Abilities:
- Ancestral memory. Ailorans can remember every facet of the lives of their ancestors, reaching back to the first generation. This pool of knowledge is accessed only at will by a mental search system that subconsciously picks out the ancestor that would best help on whatever dilemma the Ailoran may have. It is theorized that these safeguards are in place because any Ailoran who plunges headfirst into the ancestral pool will go insane or die from overwhelming mental stimulation. All Ailorans can access these memories, although females are considerably better at it.
- Limited Telepathy. Ailorans can send emotional signs and mental pictures between each others' minds, but it is not sophisticated enough a system to replace verbal conversations. When used on an animal, it allows the creature to be easily calmed, which is equally useful when hunting buffalo or taming Hippocampi. The power can also be used with sentient creatures to place exceedingly subtle suggestions.
- Telekinesis. With their minds, Ailorans can move up to twice own body weight. This requires no movement on their part, only that they be conscious and free of any mind-depressing chemicals such as alcohol or other drugs, which severely limit the ability. It's power is even greater underwater, where they can easily move 4 times their body weight. Males are considerably more apt with this ability than females.
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Re: Forum text game - Lords of Creation

Postby Crovius » Tue Mar 02, 2010 12:00 pm

Daemonwelsh wrote:(btw this is all ooc)
@ Bakuvii Manaquii
Would love to do so, and clean this all up.

so lets see, 16528 hours since my race has been posted...
1/100 of the eggs is a queen
assuming that, and assuming starting with 2 queens (same odds)
100h (game time)
198 soldiers born
2 queens born
200h (game time)
4queens born
396 soldiers born
300h (game time)
8 queens born)
792 soldiers born
400h (game time)
16 queens born
1584 soldiers born
500h (game time)
32 Queens born
3168 soldiers born

functions:
Y(sub one)=2X(sub one)
Y(sub two)=99X(sub one)
Y(sub one)=new generation of queens
Y(sub two)=new generation of soldiers
X(sub one)=previous generation of queens
functions maintained if and only if no queen is killed between generations

since that is obscenely high
I will cap it (for now) at 1 million queens.

Do the math people... I could stop past avagodros # if I wanted... and this implies balance and a thriving civilization. (yay me!)

And assuming every single soldier has been killed from the previous generations, then each succesive generation has about 2475000 soldiers per four caste's...


I wasn't being freaking literal in the time pasage, it was a rough guess. And that was maximum production capability. Since your people live underground in a relatively isolated mountain with fungus and simple insects to herd and harvest, they have no predators or competition. As they are they'd grow up either being a peaceful civilization happy to stay in their mountain homes and keep their community going, or they'd fraction into different tribes and fight eachother over the limited resources you have in those mountains.

Alos, speaking of food consumption, the queen has to eat 20 times the amount of the regular soldier, and we said 1/000 become queens, not 1/100.
Last edited by Crovius on Tue Mar 02, 2010 12:04 pm, edited 1 time in total.
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Re: Forum text game - Lords of Creation

Postby Azgrut » Tue Mar 02, 2010 12:03 pm

I can only agree with you on that one... :P
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Re: Forum text game - Lords of Creation

Postby Crovius » Tue Mar 02, 2010 12:13 pm

Sinrus wrote:The Isles Ailoran pulse with life, but none of it is yet truly alive, possessing the Animus, the spirit of sentient races. Lux Lucis flies across his Islands, dives beneath the waves around them. A shape begins to take form in his mind. An intelligent species that will be able to use all of these tools around them to the best of their abilities.

Race: Ailorans

Physical Appearance: Ailorans are amphibious humanoid reptiles. They are the same height as humans and roughly the same strength, perhaps a little stronger, but are covered in blue-green scales. For natural camouflage when in the water, the scales are darker on their back than their stomachs. These scales shed twice a year, are harder than steel, and protect Ailorans from any changes in temperature, though not to a ridiculous degree. When superheated in a forge, shed scales fuse together and can be hammered into weapons and tools. They have, instead of arms, fin-like appendages that end in hands. Ailorans also posses a shark-like tail which they flap vertically. Their mouths are lipless and have needle-like back teeth, but normal looking front teeth. Their noses are just slits in their face and their lidless eyes bulge out of their heads. There is little difference between males and females at first glance but a few facial scales on men are black, and women are often slimmer.

Life Span: Every 4 months Ailoran females lay eggs whether fertilized or not, up to 40 at a time. Ailorans can Psionically detect which eggs have children in them and which are vestigial decoys for predators. These "false eggs" contain all of the nutrients required for an embryo but lack the embryo itself and so form a nutritious core for the Ailoran diet. They mature at age 8 and live for some 120 years, becoming elderly at roughly 105.

Personality: Ailorans are tinkering, intelligent, and value discovery. They are not exactly curious; it is more of a cold analytical desire to know more about the world that drives their science. The pursuit of knowledge does not detract from culture, however, and the Ailorans have a rich culture characterized by their tribal ceremonies.

Structure: Ailoran society is matriarchal; each individual can mentally trace his or her familial line back to one of the first 100 Ailoran women. There is no centralized government. Rather, disputes between members of different families are resolved through conference between the older family members. If the oldest surviving members of the lineages can't agree, the ones involved in the dispute will undergo a ritual in which the ones involved in the dispute will allow their bodies to be possessed by the next higher generation and so forth until an agreement is made.

Attributes:
Basic Ailoran stats:
Con: 12
Dex: 10
Wis: 16
Cha: 10
Str: 14
Int: 20

Abilities:
- Ancestral memory. Ailorans can remember every facet of the lives of their ancestors, reaching back to the first generation. This pool of knowledge is accessed only at will by a mental search system that subconsciously picks out the ancestor that would best help on whatever dilemma the Ailoran may have. It is theorized that these safeguards are in place because any Ailoran who plunges headfirst into the ancestral pool will go insane or die from overwhelming mental stimulation. All Ailorans can access these memories, although females are considerably better at it.
- Limited Telepathy. Ailorans can send emotional signs and mental pictures between each others' minds, but it is not sophisticated enough a system to replace verbal conversations. When used on an animal, it allows the creature to be easily calmed, which is equally useful when hunting buffalo or taming Hippocampi. The power can also be used with sentient creatures to place exceedingly subtle suggestions.
- Telekinesis. With their minds, Ailorans can move up to twice own body weight. This requires no movement on their part, only that they be conscious and free of any mind-depressing chemicals such as alcohol or other drugs, which severely limit the ability. It's power is even greater underwater, where they can easily move 4 times their body weight. Males are considerably more apt with this ability than females.


Ok, time to point crunch. Base 3. Amphibious, since they can live on land AND water that's 2 points. Steel hard skin that cna be shed? I'm counting that as 3. That's very high natural armor, which could potentially be ahrvested for a replenishable resource. Lay large cluches of eggs several times a year is going to be 2. Early mature age but long life span? Unbalanced, 2. Looking at he attributes, those are stats assuming you start with 8s and hav not spent point buy yet on them, make adjustments as necessary otherwise those stats alone will cost you 9 points. Ancestral memorya nd limited telepathy can be 1 each, and Telekinesis, as strong as you put it, 3. So! 3+2+3+2+9+1+1+3=24 :| You might want to lower those Int and Wis modifiers maybe? As I read it they have +6 Str, +2 Dex +4 Con, +12 Int, +8 Wis, and +2 Char.
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