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Evolution is back! (Start Here)
+4
Entaris
GrayWatch
Kamica
Tuv
8 posters
Evolution is back! (Start Here)
Evolution Game is back! There have been some changes that
you should be aware of.
What you need to know:
About The Map:
The Map:
Evolving and Building a Civilization:
Evolutions, Civilization Advancements, and Point Cost:
Adaptation and Modification:
Point Penalties and Skill Selling:
Temperature:
Special Resources:
How the Game is Played:
Character Sheet:
================================================================================
You may begin posting Character Sheets here. Ask me any questions you have in chat.
you should be aware of.
What you need to know:
About The Map:
- Spoiler:
The map has changed from a Hex-Based map, to a Square based
one. The squares are arranged in the same manner as hexagons would be on a hex map,so really there is no change, but the squares allow me to fit more information into the spaces.
Each square is color-coded depending on the type of terrain, has a number for food-density, a letter for temperature, the coordinates of the square, and a symbol for any players present in the area. A quick key and example are given on the right side of the map.
The Map:
- Spoiler:
Evolving and Building a Civilization:
- Spoiler:
- At the beginning, everyone starts with a handful of relatively small creatures, fresh from the primordial goo, on a single square on the map. Every species starts with a few “Given” Evolutions, and some extra points for starting customization. “Given” Evolutions include a form of basic locomotion, the ability to survive in the starting location aka temperature and ability to breathe aka air, water, etc.
Once your species gets sufficiently evolved, you will start to accrue Civilization Points. Civilization Points are separate from Evolution Points, and are used exclusively for advancements to the society of your species. An example where EP would be appropriate, is evolving spike-like hairs for self-defense or a layer of fat to decrease penalties to living in an area colder than you are used to. An example of where CP would be appropriate, is allow your species to build a new kind of weapon, or to institute a government.
Note: Flying does NOT count as a form of basic locomotion,
and will cost EP to evolve.
Evolutions, Civilization Advancements, and Point Cost:
- Spoiler:
- When spending points to evolve or advance your civilization, there are some things you should remember. Each evolution or advancement goes up to a max of 50 levels, when they hit 50 levels, they are considered “Fully Evolved” or “Mastered”. The “Given” Evolutions that you start with, are considered to be “Fully Evolved”. In some cases, being “Fully Evolved” grants full access to certain things, like breathing underwater, in other cases, having “Fully Evolved” evolutions only reduces certain penalties, or increases certain bonuses. Similarly, Civilization Advancements that are “Mastered” reach the peaks of their efficiency, quality, or other penalty reduction, bonus increase, etc.
During the first 10 levels of development, and evolution or advancement is too underdeveloped to be useful, and conveys no bonus. During levels 11-40, an evolution only provides 25-50% of it’s bonus.
The Levels 0-10 cost one point each.
Levels 11-20 cost two points each.
Levels 21-30 cost three points each.
Levels 31-40 cost four points each.
Levels 41-50 cost five points each.
The only exception to point cost, is “Adaptations” and
“Modifications”
Adaptation and Modification:
- Spoiler:
- Adaptations, and Modifications are purchased with EP and CP respectively, and also have 50 levels, but each level only costs 1 point.Adaptations and Modifications allow you to change, strengthen, or specialize an already existing Evolution or Civilization Advancement. The rules regarding effectiveness at different levels apply to Adaptations and Modifications. Adaptation can be essential for certain evolutions, for instance, glands in the mouth require something to excrete, whether it be poison, acid, or what have you. Modifications are necessary to make bigger and more effective versions of things, and example would be say, Axes. Just having a civilization advancement for creating axes, allows you to build simple axes out of the easiest to manipulate materials around you, Modifications allow you to upgrade the advancement, to something stronger, like say Iron Axes. This would allow you to make axes out of iron, assuming you actually HAVE Iron to make them out of. Adaptations and Modifications ONLY apply to Evolutions and Civilization Advancements that are “Fully Evolved” or “Mastered” you will be unable to purchase Adaptations or Modifications for Evolutions or Civilization Advancements that are not maxed.
Point Penalties and Skill Selling:
- Spoiler:
- Certain evolutions, civilization advancements, adaptations, or modifications, that are deemed sufficiently difficult enough by the GM, can be assigned a “Point Penalty”. Point Penalties increase the number of points required to increase a skill’s level, by the severity of the penalty. A Point Penalty of 1 increases the cost of each level by 1, a penalty of 3 increases the cost of each level by 3, and so forth.
If an adaptation or modification has outlived its usefulness, it is possible to “Sell” the adaptation of modification to quickly level up a similar adaptation or modification to the same altered skill. Ask the GM if a new adaptation or modification is similar enough to the “sold” modification or adaptation, to benefit. If a sale is allowed, the old modification or adaptation is lost, and the new modification or adaptation gains a number of levels equal to half of the sold skill, rounded down. Selling must occur before any points are spent on the new adaptation or modification.
Temperature:
- Spoiler:
- Every square on the map has a temperature from Freezing to Scorching. When you start playing, one of your “Given” Evolutions, is the ability to live in a temperature of your choice, it does not have to match with the temperature of the location your start at, but the further away from your “Native” temperature you get, the more penalties you incur. One temperature step away from your Native temperature, and you find it troublesome to live there, two steps away, and survival is very hit or miss, three steps away, and you will be hard pressed to survive at all, even with a number of evolutions to help aid in survival there.
Special Resources:
- Spoiler:
- As you evolve out of a small pack, and begin organizing your species, resources become an issue. One cannot simply make Iron Axes if one has no iron! To that end, some places have amounts of special resources, metal, fuels, and the like, that can be taken advantage of, if one knows what they are looking for. Different Terrains have different materials present, although some might just not have a certain resource. That said, it is hard not to see wood in a forest, so to speak, and so each Terrain Type also has a single highly abundant material that anyone can use with no “special” training. Forests have wood, Mountains have stone, Ice has… well… Ice, Plains have Sod, and Oceans have Coral.
How the Game is Played:
- Spoiler:
- At the beginning of each “Turn” the GM will paraphrase the events of the previous turn, and then state new happenings. All player’s actions take place simultaneously, so posting order is unimportant, except in the case of a situation like a war, in which case a coin will be flipped for post-order. Every action that players make, except for the spending of EP, can have a difficulty test. In a difficulty test, the GM assigns a “Threshold” for success, modified by bonuses and penalties, and then a d100 is rolled. A Roll of the Threshold or higher constitutes a success, although the difference between the result and the threshold can have a profound effect on the quality of the result. This can be the difference between a “by the skin of our teeth” success, and a “miraculously good job”. At the end of a turn, the results for actions in the turn are given, and then immediately after, a new turn begins. It is important to note that over the course of the game, one’s species will go through many “stages” of growth, and things that occur, and problems that arise will reflect that change in “stage”.
Character Sheet:
- Spoiler:
- Species Name: Singular/Plural/Adjective
Starting Coordinates: You can pick one square, in which you
get a handful of your species.
Evolutions:
*Given* Body Part for Respiration
*Adaptation**Given* (Type of Breathing {Water or Air})
*Given* Temperature Affinity (Temperature of choice)
*Given* (Locomotive Limbs of Choice)
*Adaptation**Given* (Locomotion of Choice)
*Given* (Body Part for Manipulation)
*Given* (Body Part for Perceiving Surroundings)
*Adaptation**Given* (Means of Perceiving Surroundings)
*Given* (Body Part for Obtaining Sustenance)
*Given* (Body Part for Inter-Species Communication)
*Adaptation**Given* (Means of Inter-Species Communication)
150 EP given for additional mutations or adaptations.
0 CP given.
{Note: Descriptions can, and should, be given to evolutions
that might be difficult to understand, or misleading, all evolutions must pass
the scrutiny of the GM.}
================================================================================
You may begin posting Character Sheets here. Ask me any questions you have in chat.
Last edited by Tuv on Tue May 26, 2009 10:50 pm; edited 1 time in total
Tuv- Junior Member
Re: Evolution is back! (Start Here)
OMG YEA IT'S BACK!!! Oh, I loved this game/rp XD. I'll be making a race as soon as possible!
Edit: Got no time to make a race (damn!) though I reserve the square "J-7" as my beginning habitat ^^.
Edit: Got no time to make a race (damn!) though I reserve the square "J-7" as my beginning habitat ^^.
Last edited by Kamica on Tue May 26, 2009 7:06 am; edited 1 time in total (Reason for editing : Race stuff)
Re: Evolution is back! (Start Here)
Species Name:Couerl
Starting Coordinates: F-9
Starting Evolutions:
*Given* Respiring Body Part(Mouth)
*Given* Respiration Substance of choice(Air)
*Given* Temperature Affinity (Hot)
*Given* Locomotive Limbs([Legs(x4)])
*Given Locomotive Adaptation* ([Adaptable(in the sense of, can walk on tree branches, or plains or rock, all equally well)])
*Given* Manipulation (Prehensile Tail)
*Given* Sensory (Nose)
*Given Sensory Adaptation* (Sensitive Scent)
*Given* Sustenance Ingestion([Mouth])
*Given Inter-species Comms.Body Part* (Nose)
*Given Inter-species Comms. Adaptation* (Complex Pheremone Creation/Emission/Reading)
Taken Evolutions:
90 EP Spent: Rank 20-Super-Breeder(+3 Point Penalty)
bom-chika-wow-wow. Exponential pop. growth.
60 EP Spent: Rank 30-Omnivourous
They eat everything. No. Really. Everything
Starting Coordinates: F-9
Starting Evolutions:
*Given* Respiring Body Part(Mouth)
*Given* Respiration Substance of choice(Air)
*Given* Temperature Affinity (Hot)
*Given* Locomotive Limbs([Legs(x4)])
*Given Locomotive Adaptation* ([Adaptable(in the sense of, can walk on tree branches, or plains or rock, all equally well)])
*Given* Manipulation (Prehensile Tail)
*Given* Sensory (Nose)
*Given Sensory Adaptation* (Sensitive Scent)
*Given* Sustenance Ingestion([Mouth])
*Given Inter-species Comms.Body Part* (Nose)
*Given Inter-species Comms. Adaptation* (Complex Pheremone Creation/Emission/Reading)
Taken Evolutions:
90 EP Spent: Rank 20-Super-Breeder(+3 Point Penalty)
bom-chika-wow-wow. Exponential pop. growth.
60 EP Spent: Rank 30-Omnivourous
They eat everything. No. Really. Everything
Last edited by GrayWatch on Thu May 28, 2009 2:14 pm; edited 10 times in total
GrayWatch- RP DM
Re: Evolution is back! (Start Here)
Species Name: Entari, The/Entaric(adj)
Starting Coordinates: U-10
Evolutions:
*Given* Body Part for Respiration (Skin)
*Adaptation**Given* (Water Breathing)
*Given* Temperature Affinity (Temperate)
*Given* (Locomotive Limbs of Choice)Water Spout
*Adaptation**Given* (Locomotion of Choice) Water Jet-assisted swimming
*Given* (Body Part for Manipulation) Tentacles
*Given* (Body Part for Perceiving Surroundings) Vibration Receptors
*Adaptation**Given* (Means of Perceiving Surroundings) Daredevil Sense
*Given* (Body Part for Obtaining Sustenance) saw-toothed mouth
*Given* (Body Part for Inter-Species Communication) Electricity glands and receptors
*Adaptation**Given* (Means of Inter-Species Communication) Electro-Resonance
50 EP given for additional mutations or adaptations.
0 CP given.
{Note: Descriptions can, and should, be given to evolutions
that might be difficult to understand, or misleading, all evolutions must pass
the scrutiny of the GM.}
Daredevil Sense: Perceivs the world through translated vibrations given off by surrounding objects.
Electro-Resonance: Pulses different patterns of low-amperage electricity across its body which is picked up by nearby members of the species.
Bought Evos:
Harpoon Tentacles: 60EP, Rank 30: A few tentacles are much longer than the rest and end in barbed bone spearheads. Used to hunt food and for defense.
Regeneration: 30EP, Rank 20: Creature is able to rapidly regrow lost part of its body. Mainly used by The Entari to regain lost/brokn Harpoon heads.
Adaptations:
(Electric Resonance) Hunter's Organ: 20EP, Rank 20: Excess Bioeletric energy is stored for later use. Used for shocking grabbed/Harpooned food.
(Daredevil Sense) Hyper-Critical Sensory Analysis: 20EP, Rank 20: Sorts and defines sensory information at a much greater rate, allowing for vast amounts of sensory input without overload.
(Swimming) Tentacle Steering: 20 EP, Rank 20: Tentacles aid in swimming.
Starting Coordinates: U-10
Evolutions:
*Given* Body Part for Respiration (Skin)
*Adaptation**Given* (Water Breathing)
*Given* Temperature Affinity (Temperate)
*Given* (Locomotive Limbs of Choice)Water Spout
*Adaptation**Given* (Locomotion of Choice) Water Jet-assisted swimming
*Given* (Body Part for Manipulation) Tentacles
*Given* (Body Part for Perceiving Surroundings) Vibration Receptors
*Adaptation**Given* (Means of Perceiving Surroundings) Daredevil Sense
*Given* (Body Part for Obtaining Sustenance) saw-toothed mouth
*Given* (Body Part for Inter-Species Communication) Electricity glands and receptors
*Adaptation**Given* (Means of Inter-Species Communication) Electro-Resonance
50 EP given for additional mutations or adaptations.
0 CP given.
{Note: Descriptions can, and should, be given to evolutions
that might be difficult to understand, or misleading, all evolutions must pass
the scrutiny of the GM.}
Daredevil Sense: Perceivs the world through translated vibrations given off by surrounding objects.
Electro-Resonance: Pulses different patterns of low-amperage electricity across its body which is picked up by nearby members of the species.
Bought Evos:
Harpoon Tentacles: 60EP, Rank 30: A few tentacles are much longer than the rest and end in barbed bone spearheads. Used to hunt food and for defense.
Regeneration: 30EP, Rank 20: Creature is able to rapidly regrow lost part of its body. Mainly used by The Entari to regain lost/brokn Harpoon heads.
Adaptations:
(Electric Resonance) Hunter's Organ: 20EP, Rank 20: Excess Bioeletric energy is stored for later use. Used for shocking grabbed/Harpooned food.
(Daredevil Sense) Hyper-Critical Sensory Analysis: 20EP, Rank 20: Sorts and defines sensory information at a much greater rate, allowing for vast amounts of sensory input without overload.
(Swimming) Tentacle Steering: 20 EP, Rank 20: Tentacles aid in swimming.
Last edited by Entaris on Wed May 27, 2009 10:01 am; edited 1 time in total
Entaris- RP DM
Re: Evolution is back! (Start Here)
Species Name: TreMase, The
Starting Coordinates: U-4
Evolutions:
*Given* (Body Part for Respiration) Leaves
*Adaptation**Given* (Type of Breathing) Air
*Given* (Temperature Affinity) Cold
*Given* (Locomotive Limbs of Choice) Roots
*Adaptation**Given* (Locomotion of Choice) Dragging
*Given* (Body Part for Manipulation) Branches
*Given* (Body Part for Perceiving Surroundings) Fine Branches
*Adaptation**Given* (Means of Perceiving Surroundings) Echolocation
*Given* (Body Part for Obtaining Sustenance) Roots
*Given* (Body Part for Inter-Species Communication) Body
*Adaptation**Given* (Means of Inter-Species Communication) Treesong
2 EP given for additional mutations or adaptations.
0 CP given.
Givens:
Treesong: Sounds produced by scraping limbs, leaves and branches together, used to communicate among the Tremase.
Evolutions:
Dense Wood: 60EP, Rank 30; Provides physical protection throughout the body. Makes branches harder to break and trunk harder to cut.
Windblown Seeds: 88EP, Rank 37; Seeds grown from the branches can float on the wind and flow to other areas.
Starting Coordinates: U-4
Evolutions:
*Given* (Body Part for Respiration) Leaves
*Adaptation**Given* (Type of Breathing) Air
*Given* (Temperature Affinity) Cold
*Given* (Locomotive Limbs of Choice) Roots
*Adaptation**Given* (Locomotion of Choice) Dragging
*Given* (Body Part for Manipulation) Branches
*Given* (Body Part for Perceiving Surroundings) Fine Branches
*Adaptation**Given* (Means of Perceiving Surroundings) Echolocation
*Given* (Body Part for Obtaining Sustenance) Roots
*Given* (Body Part for Inter-Species Communication) Body
*Adaptation**Given* (Means of Inter-Species Communication) Treesong
2 EP given for additional mutations or adaptations.
0 CP given.
Givens:
Treesong: Sounds produced by scraping limbs, leaves and branches together, used to communicate among the Tremase.
Evolutions:
Dense Wood: 60EP, Rank 30; Provides physical protection throughout the body. Makes branches harder to break and trunk harder to cut.
Windblown Seeds: 88EP, Rank 37; Seeds grown from the branches can float on the wind and flow to other areas.
Last edited by Automaton Hero on Thu May 28, 2009 11:33 am; edited 1 time in total
Automaton Hero- Junior Member
Re: Evolution is back! (Start Here)
Species Name: Jirai/Jiraiï/Jiraian
Starting Coordinates: J-7
Evolutions:
*Given* (Body Part for Respiration) Mouth
*Adaptation**Given* (Type of Breathing {Water or Air}) Air
*Given* Temperature Affinity (Temperature of choice) Scorching
*Given* (Locomotive Limbs of Choice) 2 arms *Adaptation**Given* (Locomotion of Choice) Climbing in trees, crawling and jumping from tree to tree.
*Given* (Body Part for Manipulation) Mouth
*Given* (Body Part for Perceiving Surroundings) Little hairs on the arms.
*Adaptation**Given* (Means of Perceiving Surroundings) Hearing(only through the hairs on the arm)
*Given* (Body Part for Obtaining Sustenance) Mouth
*Given* (Body Part for Inter-Species Communication) Arms
*Adaptation**Given* (Means of Inter-Species Communication) Hitting a tree in something simular to morse code to.
0 EP given for additional mutations or adaptations.
0 CP given.
Mutations:
Tail: 10 EP: Rank 10, A tail that allows for stabillity both on the ground and in the trees.
Omnivorous digestion system: 42 EP: Rank 24, Allows for decent digestion of both herbivorous and carnivorous meals.
Floatation bags: 10 EP: Rank 10, Bags filled with lighter than air gas, rather small at this point, decreases weight.
Spikes: 20 EP: Rank 15, Spikes on ends of the arms and the inside of the elbow joint
Adaptions:
Strong arms: 28 EP: Rank 28, Increases the strength of the arms, allowing the creature to climb faster and hit harder.
Sticky tongue: 20 EP: Rank 20, The end of the tongue is able to stick on anything it hits.
Omnivorous Teeth: 20 EP: Rank 20, Allows the creature to chew it's food, and rip meat off of preys, though both not as effective as either a herbivore or a carnivore.
Discription of movement: climbing movement is achieved by slamming the spikes at the end of the arm in a tree, then it moves it's elbow up, and slams it's spike into the tree, then the end-spike is pulled out and it is repeated, the tail makes sure he doesn't tip over and break stuff.
On land, movement is achieved by standing on the arms and the tail, and dragging itself forward with the arms, very clumsy and not all that fast.
Starting Coordinates: J-7
Evolutions:
*Given* (Body Part for Respiration) Mouth
*Adaptation**Given* (Type of Breathing {Water or Air}) Air
*Given* Temperature Affinity (Temperature of choice) Scorching
*Given* (Locomotive Limbs of Choice) 2 arms *Adaptation**Given* (Locomotion of Choice) Climbing in trees, crawling and jumping from tree to tree.
*Given* (Body Part for Manipulation) Mouth
*Given* (Body Part for Perceiving Surroundings) Little hairs on the arms.
*Adaptation**Given* (Means of Perceiving Surroundings) Hearing(only through the hairs on the arm)
*Given* (Body Part for Obtaining Sustenance) Mouth
*Given* (Body Part for Inter-Species Communication) Arms
*Adaptation**Given* (Means of Inter-Species Communication) Hitting a tree in something simular to morse code to.
0 EP given for additional mutations or adaptations.
0 CP given.
Mutations:
Tail: 10 EP: Rank 10, A tail that allows for stabillity both on the ground and in the trees.
Omnivorous digestion system: 42 EP: Rank 24, Allows for decent digestion of both herbivorous and carnivorous meals.
Floatation bags: 10 EP: Rank 10, Bags filled with lighter than air gas, rather small at this point, decreases weight.
Spikes: 20 EP: Rank 15, Spikes on ends of the arms and the inside of the elbow joint
Adaptions:
Strong arms: 28 EP: Rank 28, Increases the strength of the arms, allowing the creature to climb faster and hit harder.
Sticky tongue: 20 EP: Rank 20, The end of the tongue is able to stick on anything it hits.
Omnivorous Teeth: 20 EP: Rank 20, Allows the creature to chew it's food, and rip meat off of preys, though both not as effective as either a herbivore or a carnivore.
Discription of movement: climbing movement is achieved by slamming the spikes at the end of the arm in a tree, then it moves it's elbow up, and slams it's spike into the tree, then the end-spike is pulled out and it is repeated, the tail makes sure he doesn't tip over and break stuff.
On land, movement is achieved by standing on the arms and the tail, and dragging itself forward with the arms, very clumsy and not all that fast.
Last edited by Kamica on Thu May 28, 2009 7:01 am; edited 3 times in total
Re: Evolution is back! (Start Here)
I can't see any of the pictures Map/Temperature thing.
Gath_Stormer- Junior Member
Re: Evolution is back! (Start Here)
Ok, people, solution for the Map thing is Right Click - Save Target and open it from your comp
Entaris- RP DM
Re: Evolution is back! (Start Here)
Species Name: Taunke
Starting Coordinates: A-2
Evolutions:
*Given* Lungs
*Adaptation**Given* Air
*Given* Temperature Affinity (Temperate)
*Given* (Locomotive Limbs of Choice) Legs
*Adaptation**Given* (Locomotion of Choice) Walking
*Given* (Body Part for Manipulation) Tail
*Adaptation**Given* Claw
*Given* (Body Part for Perceiving Surroundings) Ear
*Adaptation**Given* (Means of Perceiving Surroundings) Echolocation
*Given* (Body Part for Obtaining Sustenance) Mouth
*Given* (Body Part for Inter-Species Communication) Voicebox
*Adaptation**Given* (Means of Inter-Species Communication) Low pitched tones
150 EP given for additional mutations or adaptations.
0 CP given.
{Note: Descriptions can, and should, be given to evolutions
that might be difficult to understand, or misleading, all evolutions must pass
the scrutiny of the GM.}
Improved Reproduction (level 20 [30 points])- Increases reproduction rate
Fire resistance (level 20 [30 points])- Resistant to fire
Chemical Glands- (level 30 [60 points])- Produces chemicals
*Adaption* Pyrotechnic Chemical- A chemical that ignites on contact with air
Sprayers (level 20 [30 points]) - Sprays the chemical for Fire Spray
Starting Coordinates: A-2
Evolutions:
*Given* Lungs
*Adaptation**Given* Air
*Given* Temperature Affinity (Temperate)
*Given* (Locomotive Limbs of Choice) Legs
*Adaptation**Given* (Locomotion of Choice) Walking
*Given* (Body Part for Manipulation) Tail
*Adaptation**Given* Claw
*Given* (Body Part for Perceiving Surroundings) Ear
*Adaptation**Given* (Means of Perceiving Surroundings) Echolocation
*Given* (Body Part for Obtaining Sustenance) Mouth
*Given* (Body Part for Inter-Species Communication) Voicebox
*Adaptation**Given* (Means of Inter-Species Communication) Low pitched tones
150 EP given for additional mutations or adaptations.
0 CP given.
{Note: Descriptions can, and should, be given to evolutions
that might be difficult to understand, or misleading, all evolutions must pass
the scrutiny of the GM.}
Improved Reproduction (level 20 [30 points])- Increases reproduction rate
Fire resistance (level 20 [30 points])- Resistant to fire
Chemical Glands- (level 30 [60 points])- Produces chemicals
*Adaption* Pyrotechnic Chemical- A chemical that ignites on contact with air
Sprayers (level 20 [30 points]) - Sprays the chemical for Fire Spray
Last edited by TanK_OwneR on Fri May 29, 2009 1:22 pm; edited 6 times in total
TanK_OwneR- Junior Member
Re: Evolution is back! (Start Here)
Oh, TanK_OwneR, where should I start?
It seems that your species has Lungs, Teeth, and a Voicebox, yet no mouth or other appropriate orifice to speak of. So your species would basically... suffocate to death when you started.
The claw at the end of your tail, would have to be an adaptation to the tail, you wouldn't just get it for free.
Improved Reproduction, you presume to tell me how much of a bonus you get from your own evolution? Bad Boy. (I know BI did this too, but he hasn't been on for me to have that talk with him.)
Fire Spray seems to work using some kind of chemical production and alteration organ, that you don't actually have, and spray using some muscular organ that you don't have. You would also incinerate yourself using it.
Living Bomb has the wrong level listed for the points you spent, and also suffers from the fact that you don't have an organ to make these chemicals that you seem to be able to use anyways.
~ Your species name also seems to only have a plural.
It seems that your species has Lungs, Teeth, and a Voicebox, yet no mouth or other appropriate orifice to speak of. So your species would basically... suffocate to death when you started.
The claw at the end of your tail, would have to be an adaptation to the tail, you wouldn't just get it for free.
Improved Reproduction, you presume to tell me how much of a bonus you get from your own evolution? Bad Boy. (I know BI did this too, but he hasn't been on for me to have that talk with him.)
Fire Spray seems to work using some kind of chemical production and alteration organ, that you don't actually have, and spray using some muscular organ that you don't have. You would also incinerate yourself using it.
Living Bomb has the wrong level listed for the points you spent, and also suffers from the fact that you don't have an organ to make these chemicals that you seem to be able to use anyways.
~ Your species name also seems to only have a plural.
Tuv- Junior Member
Re: Evolution is back! (Start Here)
To be fair MY evolution number also makes more sense. Reproduction and population growth rates are always exponential functions...
GrayWatch- RP DM
Re: Evolution is back! (Start Here)
But INCREASING it, by another exponential function is not. Either way, both of you need to take out references to exact bonuses.
Tuv- Junior Member
Re: Evolution is back! (Start Here)
And Tank....the body part used to obtain sustenance is a MOUTH, most often, not the teeth themselves...
Entaris- RP DM
Re: Evolution is back! (Start Here)
It is looking like all of the posted sheets have been accepted, so the game will begin sometime within the next 48 hours.
Tuv- Junior Member
Re: Evolution is back! (Start Here)
It's been 46 hours you said WITHIN 48 so you have 1 hour and 59 minutes
TanK_OwneR- Junior Member
Re: Evolution is back! (Start Here)
Ah, you brought it up, now it will take even longer!
Tuv- Junior Member
Re: Evolution is back! (Start Here)
Tank, I know this game/rp is great, but patience is a must, as Tuv has to do a sh*tload of things >.<
Re: Evolution is back! (Start Here)
*Le removed for maintenance*
Last edited by Dark Comedy on Sun May 31, 2009 9:49 am; edited 2 times in total
Dark Comedy- Junior Member
Re: Evolution is back! (Start Here)
Not accepted for failure to read rules. And yes, you keep your points.
Tuv- Junior Member
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