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

Your new games, homebrews, mods and ideas. Forum games go here.

Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Tue Mar 02, 2010 1:10 pm

alright... im re-doing the rate's then, and I was basing it off the 100 years. if you want to modify that go ahead.

but it has been about a day, so 1 mill still seems logical. and their only natural predator is the formians, who they seem would make extinct within the first week (our time)
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: Forum text game - Lords of Creation

Postby Crovius » Tue Mar 02, 2010 1:19 pm

Daemonwelsh wrote:alright... im re-doing the rate's then, and I was basing it off the 100 years. if you want to modify that go ahead.

but it has been about a day, so 1 mill still seems logical. and their only natural predator is the formians, who they seem would make extinct within the first week (our time)


There needs to be some way their population controls itself. Fungus can't grow fast enough and the animals they'd herd and harvest things from could not produce nutritious food fast enough to keep a stable colony of more than 1 million Ants total. How long do most ants live? We never touched on maximum life span. Soldiers would eventually die of old age, if they aren't killed in tunneling accidents, formian raids, starvation... Seriously Daemon, every time I see omeone make a bug race they break it. We get it, they're insects, they have the same qualities of insects. But an increase in size is going to drasticly change how their colonies survive. The numbers we thought about for reproduction and growth, that's for a species the size of a roll of quarters. You're talking abotu things almost as big as a person.
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Tue Mar 02, 2010 1:42 pm

the size of the soldiers is a single head, at most. And no disrespect, but fungus is one of the fastest growing things out there.

we are thinking human proportions in food and whatnot, where about a cubic foot is good for about a week... With the decrease in size, they may find about 10cm cubed wroth of food to be their natural limit.

(im really sorry if some of this is either hard to follow and/or a little extreme in your thoughts, but mine are highly mathematical, and see things as happening one way.)
ill work it out on paper, and bring my thoughts back when I get home.
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: Forum text game - Lords of Creation

Postby Crovius » Tue Mar 02, 2010 2:18 pm

I understand the queens living to be really old, IF they don't reproduce a queen often. But their is a difference between living to be very old and surviving to be very old. What I have allowed basically is for you to simply make a sentient and very intelligent super organism. Honestly I should have said no, and could have, but I hope you can at least be realistic about this. Stop doing numbers, you're assuming that the world they live in is the same as Earth, and really, it isn't.
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Tue Mar 02, 2010 2:30 pm

don't worry, I am changing the lifespan and shortening it alot.

and if you say no to this one, I can always just go with one of my other ideas.
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: Forum text game - Lords of Creation

Postby Crovius » Tue Mar 02, 2010 2:44 pm

The lifespan is just my main issue. They're exonential growth needs to be curbed by a reasonable death rate, especially if we take into account what their ecsystem's carrying capacity might be. But this discussion will clutter this thread. Send me PMs to resolve this.
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Forum text game - Lords of Creation

Postby Sinrus » Tue Mar 02, 2010 4:06 pm

Crovius wrote:
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 20 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.


Wow. That is... a lot. Okay, If I lowered their telekinesis down to body weight and no extra power in water, raise the age they mature at to 20, and lower intelligence and wisdom by 3 each... how much would that save me?
User avatar
Sinrus
 
Posts: 824
Joined: Thu Dec 03, 2009 5:00 pm

Re: Forum text game - Lords of Creation

Postby Crovius » Tue Mar 02, 2010 4:53 pm

That should shave off 1 point from the telekinesis - anything beyond moving small objects is still worth 2 - the age would take a point off, so would removing the extra abilities. Reducing Wis and Int Bonus by three for both, that should basically drop 4 points off. So that's 7 points you were able to remove, so they now cost 15. (honestly any race more advanced than core races from D&D would cost a decent amount. I'm expecting most races to be in the teens)
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Forum text game - Lords of Creation

Postby Sinrus » Tue Mar 02, 2010 7:17 pm

Hey, awesome. I have 4 leftover motes from last turn, so I can pay for that.
User avatar
Sinrus
 
Posts: 824
Joined: Thu Dec 03, 2009 5:00 pm

Re: Forum text game - Lords of Creation

Postby Crovius » Tue Mar 02, 2010 7:33 pm

Cool. I'm trying to figure out how many motes Teserath has right now. 11 plus 3 since he's DR 4, and then however man he had leftover from last week... Damn, other than leveling and some motes donated to Zorea he should have leftovers. I'll figure that out. If you all are lucky when I get home tonight, if my medicine doesn't make me pass out I'll be uploading an updated map.
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Wed Mar 03, 2010 8:01 pm

it seems as though saturday and sunday may be the only days I get to post... Would it be at all possible to extend the ability to spend motes and whatnot to those days?

Also, I would like the ants idea scraped, for which I will be replacing it with:
http://www.enworld.org/forum/2891869-post10.html
or
http://www.enworld.org/forum/homebrews/ ... rlord.html
Most likely I would like to create slivers... but if not i will go with Gem Ants.

Crovius, tell me which one is the preferable one, and the point value for each.
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: Forum text game - Lords of Creation

Postby Azgrut » Wed Mar 03, 2010 8:31 pm

Race: Crowkahn

Physical Appearance: The Crowkahn are bird like humanoids. They are shorter then humans (4 ft tall) and thus somewhat weaker in physical strength. Their whole body is covered with feathers. The colour of these feathers is different for every Crowkahn tribe. Their hands and feet are nor covered with these feathers but have the ordinary scale like structure all birds have.

They have six limbs. Two legs, two wings and two arms. Their feet are like eagle talons. They are capable to stand on them and walk on them but they are even more capable to grab something with them. They posses strong nails on their talons, capable of ripping most mammal flesh. They use these talons for hunting mostly. Their arms end in hands. these hands do posses some kind of thumbs but the hand as a whole looks a lot like the talons on their feet. They have smaller nails on their hands. Still capable of tearing flesh, but this requires a lot of strength for the Crowkahn and it is something they mostly use for eating. They can move their fingers like humans can.

Their wings allow them to fly. With a hollow bones they are a light race. Their wingspan can reach 10-13 feet (greatest eagles nowadays have 6ft wingspan but they are smaller and thus lighter). Allowing them to fly with great speeds (at top speed, when hunting or fleeing, this can reach to 50 km/h).

They do not have teeth but rather have a beak. They have a tongue and with it, they can produce sounds what in time will become their language.

Life Span: Once a year a Crowkahn couple will nestle and lay eggs. This can differ from 4 to 10 eggs. From these eggs mostly 80% hatches but from the hatchings only 30% reaches maturity. This is because of the somewhat hostile nature of the children to combat for food and warmth of the mother. Smaller breeds have significantly more chance to survive then large breeds. Parents raise their children together with the whole tribe only after they learned how to fly. Before that, the parents must raise their children mostly alone. An egg hatches within 6 to 8 weeks. A Crowkahn can fly around 4 or 5 months and reaches something like puberty when it is around 10 months old. In the next spring they are fertile (around 22-24 month old) and they remain so until they reach an age of 20-25 years. When a Crowkahn reaches the age of 30 they are considered old. In very rare cases does a Crowkahn reach the age of 40 (this is comparable to the age of 100 for humans).

Personality: Crowkahn are spiritual. Thinking that waste is a bad thing and that one should not take more then he needs. While it is no sin to waste small amounts of food or other possible valuable materials, it is considered wrong to crave for more and more possessions without a cause. In a tribe it is therefore accustomed to share with the other tribe members if one is wealthy and someone else is not. When one Crowkahn is found a burden for the rest, it can be cast out.


Structure: The Crowkahn form a tribal society. Each tribe is governed by itself. While tribe do sometimes clutch together in times of war or disaster, it is uncommon. Tribes are mostly not bigger then 200 Crowkahn, excluding children. Tribes are not enemies of each other for a Crowkahn should always find a Crowkahn as his partner from another tribe. This is a custom although it is not unheard of that a Crowkahn mates with a Crowkahn from his home. Inter family relationships (nephews who mate with their niece or even brothers with their sisters) are not strange or considered wrong. Woman and men are equally in Crowkahn society.

Attributes:
Basic Crowkahn stats (as for D&D):
Con: 13
Dex: 13
Wis: 11
Cha: 9
Str: 8
Int: 10

Abilities:
- Flight. Crowkahn are very capable flyers.

For starters. :)
Last edited by Azgrut on Wed Mar 03, 2010 8:57 pm, edited 3 times in total.
Azgrut
 
Posts: 267
Joined: Mon Feb 01, 2010 6:35 am

Re: Forum text game - Lords of Creation

Postby Ehbobo » Wed Mar 03, 2010 8:37 pm

Azgrut wrote:(this is not exaggerated. Pteosaurs had a wingspan of 33 ft :)). Allowing them to fly with great speeds (at top speed, when hunting or fleeing, this can reach to 50 km/h).


Yes, but Pterosaurs were reptilian. For an organism to have bird-like wings, they must be able to fold and fit on the organism's back, meaning that one wing must not be longer than the organism's torso. The Crowkahn are 4 feet tall and can have a single wing up to 15 feet long, meaning that when folded they would be standing on it. So either their wings are always extended, they are wrapped around the Crwokahn's body when not in flight, or they have to be proportionally shorter.
Ehbobo
 
Posts: 236
Joined: Fri Jan 29, 2010 6:57 pm

Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Wed Mar 03, 2010 8:40 pm

Or they fold in along multiple points.
Daemonwelsh
 
Posts: 282
Joined: Sat Oct 10, 2009 1:01 am

Re: Forum text game - Lords of Creation

Postby Ehbobo » Wed Mar 03, 2010 8:41 pm

Oh, true. That's another option.
Ehbobo
 
Posts: 236
Joined: Fri Jan 29, 2010 6:57 pm

Re: Forum text game - Lords of Creation

Postby Azgrut » Wed Mar 03, 2010 8:46 pm

I have just done some research and I stand corrected. The Crowkahn will have a significant smaller Wingspan. :P
Azgrut
 
Posts: 267
Joined: Mon Feb 01, 2010 6:35 am

Re: Forum text game - Lords of Creation

Postby Crovius » Wed Mar 03, 2010 8:51 pm

Ehbobo wrote:
Azgrut wrote:(this is not exaggerated. Pteosaurs had a wingspan of 33 ft :)). Allowing them to fly with great speeds (at top speed, when hunting or fleeing, this can reach to 50 km/h).


Yes, but Pterosaurs were reptilian. For an organism to have bird-like wings, they must be able to fold and fit on the organism's back, meaning that one wing must not be longer than the organism's torso. The Crowkahn are 4 feet tall and can have a single wing up to 15 feet long, meaning that when folded they would be standing on it. So either their wings are always extended, they are wrapped around the Crwokahn's body when not in flight, or they have to be proportionally shorter.


Seconded this statement, also, their wings were there arms.Wingspan included the space between where each wing began (their backs basically) then their arms and fingers. Bird wings are also designed like this. But humanoid creature DO NOT have this same definition. Take for example an angel. Most depictions of angels with foldable wings have their total wingspan not being more than 10-15ft. And the people with these wings tended to be decently tall, or at least appear so. A creature that's only 4th tall really shouldn't be able to have its total wingspan exceeding 4 times it's height. (Essentially each wing from base to tip should be less than twice as long as the species is high.)
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Forum text game - Lords of Creation

Postby Crovius » Wed Mar 03, 2010 8:53 pm

Azgrut wrote:Race: Crowkahn


Attributes:
Basic Crowkahn stats (as for D&D):
Con: 14
Dex: 15
Wis: 13
Cha: 9
Str: 10
Int: 11



Now is this using the base "All 8's" like I mentioned before or are you using the standard spread applied to an example of a warrior for a race in the monster manuals?
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

Re: Forum text game - Lords of Creation

Postby Azgrut » Wed Mar 03, 2010 8:56 pm

I have changed after looking up some info from wikipedia. I took the Philippine Eagle as a base. It is some 3 feet something tall and has a span of 6.6 feet. Crowkahn are 4 feet tall and thus weight 1,333^3 as much (basicly) and their wings have to be adjusted accordingly. So I came with a wingspan of 13 feet. Sounds a lot better then 30 feet right :P.

I also changed some small information from their lifespan. Not much, just a minor bit.

And I am using the 10's as standard. I'll adjust that as well :).

-editted. It should be good like this.
Azgrut
 
Posts: 267
Joined: Mon Feb 01, 2010 6:35 am

Re: Forum text game - Lords of Creation

Postby Crovius » Wed Mar 03, 2010 9:09 pm

Azgrut wrote:Race: Crowkahn base cost 3

hey are shorter then humans (4 ft tall) and thus somewhat weaker in physical strength. Their whole body is covered with feathers.
Small size and feathers no cost

Their feet are like eagle talons. capable to grab something with them. capable of ripping most mammal flesh.
Natural weapons cost 1

Their wings allow them to fly. With a hollow bones they are a light race. Their wingspan can reach 10-13 feet (greatest eagles nowadays have 6ft wingspan but they are smaller and thus lighter). Allowing them to fly with great speeds (at top speed, when hunting or fleeing, this can reach to 50 km/h).
Natural Flight (Very Good) Cost 4

Once a year a Crowkahn couple will nestle and lay eggs. This can differ from 4 to 10 eggs. From these eggs mostly 80% hatches but from the hatchings only 30% reaches maturity. This is because of the somewhat hostile nature of the children to combat for food and warmth of the mother. An egg hatches within 6 to 8 weeks. A Crowkahn can fly around 4 or 5 months and reaches something like puberty when it is around 10 months old. In the next spring they are fertile (around 22-24 month old) and they remain so until they reach an age of 20-25 years. When a Crowkahn reaches the age of 30 they are considered old. In very rare cases does a Crowkahn reach the age of 40 (this is comparable to the age of 100 for humans).
Breed early on compared to other races cost 2 ; Short lifespan Cost -1 ; average 1-3 children reach adulthood no cost

The Crowkahn form a tribal society. Each tribe is governed by itself. Tribes are mostly not bigger then 200 Crowkahn, excluding children.
Self governed tribes no cost

Attributes:
Basic Crowkahn stats (as for D&D):
Con: 13
Dex: 13
Wis: 11
Cha: 9
Str: 8
Int: 10

-2 Str, +3 Con, +3 Dex, +1 Wis, -1 Cha, +0 Int Stat bonus overall above average, +2

Abilities:
- Flight. Crowkahn are very capable flyers.

For starters. :)


All this is the information I'm considering for my points. I assigned th epoints in the quote. The total is a nice 11
Crovius
 
Posts: 682
Joined: Fri May 29, 2009 11:51 am

PreviousNext

Return to Your Games

Who is online

Users browsing this forum: Swodaems and 1 guest