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)
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.
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.
Basic Ailoran stats:
- 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.
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).
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.
Azgrut wrote:Race: Crowkahn
Basic Crowkahn stats (as for D&D):
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
Basic Crowkahn stats (as for D&D):
-2 Str, +3 Con, +3 Dex, +1 Wis, -1 Cha, +0 Int Stat bonus overall above average, +2
- Flight. Crowkahn are very capable flyers.
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