[center][img]https://i.imgur.com/J0t95m0.png[/img] [i]On a sunny morning, dozens of eyes stare up at the sky, their gaze hazy and confused. Where are they? How did they get here. Who are they? The longer they think, the more questions start to come into their minds, but answers are few and far in between. There is this bugging in the back of their minds, words on the tip of their tongue they just can't put into context. But whatever it is, they have to wait. With no memories of who they are and how they got here, their attention turns to each other, then to their surroundings. They all feel like they should do something and their bodies move on their own to collect firewood, but if asked about what they were doing they could hardly explain it. Such is the curious nature of their fate, shared by many others on this sunny day, the beginning of a new era in their history.[/i] [hr] [h1] Greetings, ladies and gentleman! [/h1][/center] Come one, come all! Take a step forth and feast your eyes on the most ambitious crossover since Infinity War! Surely, you must have many questions about this project (unless you're from the old thread), so sit down and listen a while as I explain to you what this RP is about. Surely, you have played RPs before where you were asked to create a history for a nation or a character. And surely, you've felt that same bugging sensation of having to create something new, but not being able to play it out. That sensation when you are still unsure of what your character would do/say in the very first posts of any roleplay. When you spend hours creating a past event for your nation in your head, only to give it a tiny mention in a post, and then think about how that seems interesting to play. When you wish you could truly explore the past of your characters or nations. Well, look no further, because this RP is all about that. In a nutshell, the RP aims at starting your civilization from the beginning, waking up with only a handful of others in an unknown land with no knowledge of... well, anything. They are but a blank paper upon which you may write epic stories or draw masterpieces. You shall guide them throughout their history and shape them in any way you like, be it in war or peace. No longer will you have to worry about what the past or culture/traditions of your race are, because you will be there when they are first created. Your sheets will start as little more than skeletons of a proper CS, but as time progresses I aim to fill it out to an extent that would make even the most dedicated NRP players blush. All in small little additions, bite sized chunks that will eventually add up to a giant whole. Oh, and did someone say magic? Or elves? Am I hearing songs praising a chaos god? Well, none of these might be what I'm hearing, but hopefully it will be. You will only be limited by your imagination as to the people and culture you choose to play. Though I suggest that you all stick to more normal humanoids, some fringe cases might still be fun to play. The only limitation here is to make it so that the primary functions of your race are similar to humans, so that speech and interactions (as well as tech to an extent) can be properly balanced. Other than that, the world is your oyster. [h1] Mechanics [/h1] But let's talk gameplay! Of course, what is such an ambitious idea without a proper framework which we should follow on our journey? Since this is more similar to a game of Civilization than your usual Space NRP, there will be some guidelines to help grease the wheels of progress so it doesn't get stale, but we can still explore every single aspect of your civilization. Even if you are here from the old topic, I suggest you listen because things have been changed since the last time we played. First, let me start with a quite from a player, which really highlighted these issues to me: [quote]That said I think my waning interest primarily has to do with the fact that this played out more like a forum game than a roleplay, primarily because there wasn't any interaction within the first few posts between players. I think the premise of the RP is awesome, and if it were game-ified into a forum game I'd definitely play again, primarily because at that point it wouldn't take me an hour or so to write a post that, in essence, will be repeated word by word by other players simply because the founding of society all over the world has been rather one dimensional -- we all found shelter, and we all found food. The nuance is in what we made our shelter out of or what we ate, but when it comes down to it, we're all writing the same thing. Exceptions being there (the fae were really unique in this case), I think that's primarily what ended my interest. :^( [/quote] Now, I took away a few things from this, notably that such a massive task should be streamlined in order to allow for Roleplay to take place, while also offering some game-like features that function as guiderails and sets up the context for posts. That, and how the very beginning was extremely boring, and I'm guilty as charged. So, I turned to some of my favorite 4x games to try and come up with a solution that might allow us to overcome these issues, and I believe that I have cracked the code. So, here are the basic mechanics that will be here on top of just raw RP: [hider=Mechanics] [list] [*][b]Origins[/b] - All of your races will start at roughly the same time on the islands, their memory lost. But unlike last time when they simply gained sentience, this time they have been whisked to this place with no knowledge of their past lives. Though most of their knowledge about tech is gone, they understand and know the basic principles of survival: they can make fire, use tools and build simple shelters using various foraged materials and the tools they have at their possession. They also all have a knowledge of language from the very beginning, which should prove important. All of these changes should allow them to breeze through the initial boring sections of history, and begin working much sooner on interacting with each other and creating more complex problems/solutions within their own culture, mainly establishing leaderships and religion. [hr] [*][b]Race Traits[/b] - Before, races were kinda just... weird. Let's face it, we didn't have any system to deal with what the benefits were to a race with more strength and how that would affect their survival, other than a roleplay advantage. This time around when creating your race, you will be given 3 trait picks, and 1 trait points by default to play around with. Taking a page from Stellaris, you will be able to use these trait picks to gain benefits which will have actual benefits: like longer lifespan, stronger bodies or higher birthrate. But if you want to pack in more, you will need to choose negatives too: like having a weak immune system, or having to consume very specific nutrient sources do to unique evolutionary traits. These traits might seem like a purely game oriented feature at first, but I intend to use them to break away from the usual "5 races of humans, elves, dwarves, catgirls and lizardmen" towards something very you can tailor the idea of what you want your race to be without any premade ideas in mind, and without having to prioritize how they look. In fact, I would rather you don't even faceclaim, and instead try your best to describe your race based on the attributes you picked for them using this trait tree. Believe me, I'm working hard on making it have many options for you guys to choose. [hr] [*][b]Technology & Time[/b] - I must admit, tech was very badly implemented. You could just sort of write whatever you want and explain that they gained a tech. It proved to be both too lucrative of an RP focus, and too shallow of a gameplay feature to really have it's place. Similarly, because of the fact that I intended for turns to take place in a manner more similar to Civ (where turns aren't the same length in time), it was a bit confusing as to how much time you'd need to master a technology. So this time around I have chosen a radically different approach. In this new iteration each turn will last exactly the same time (I am undecided if it should be 1 month or something else, but we can discuss that later), and techs will be tied to how many turns it takes to advance into them. Most if not all techs will take 1, whereas "breakthroughs" that are gateways to a next age will take a bit more, so people can have a brief time period to interact with others in a more stable environment and reply to the problems I throw at them as a GM. You can still write multiple replies per turn, which is the main way that you will all be able to interact with each other in timeframes smaller than that of a single turn. For example you might be fighting a war with someone in the bronze age, and in one turn you will unlock iron weapons, while they are getting better armor. Let's say you write 2 posts each about two battles, but it still rages on. By the next turn you will have access to different tools which you can use to wage war with. Alternatively, you might write about a failed expedition across the sea, only to get better ships in a turn and then send out another expedition with these revolutionary new vehicles. I hope that with this MUCH more simple and streamlined system we will be able to advance without any sort of bottlenecks, and we can speed it up or slow it down as we wish by adjusting the time to advance into tech. I should note that tech is still mostly a guideline despite this. They will mostly allow you to make a better category of items or a new resource, instead of coming up with concrete examples of weapons or buildings. As such, the way your culture works and uses up resources is still in your hand. [hr] [*][b]Magic, Psyonics & Other Powers[/b] - Last time we did not have much time or chances into exploring magic, and this time I hope to change it. By default, no race will be able to fully use advanced magic, but it won't be long until people start to experience weird happenings in the world. Basically, once magic enter the world after an event which I will write out, the very first age is over and you will have the chance to tech into the more mystical forces. These shall work similarly to magic in the Elder Scroll series, meaning that almost anyone can learn it, but the "technology" of magic evolves over time. So at the beginning spellcasters are rare, magic often takes rituals to cast and might be dangerous, but overtime it shall improve. An entire race of magic users is entirely plausible, as the more time they invest into magic, the more they will be able to simplify the way they work. This is mostly a general way to describe magic: there are other ways things can work, and this is where I expect magic to turn into a very unique and narratively rewarding aspect of the game. If you want your people to have telepathy or bend the elements like in Avatar, they are all entirely possible. Due to the very nature of how magic and superpowers work, it will not have a tech tree of any sorts, rather a simple "Power x Refinement" chart, meaning that depending on what your people are trying to achieve, it takes more time to refine a simple spell, or conjure up a stronger one. After a certain number of powers/abilities are unlocked, your race may start to refine these into more easier to use abilities. As an example, a race of elves might begin to use their own mystical force of "Arcana" to cast spells similar to DnD. Others may choose this unique energy to be their "Ki" and use abilities to make themselves stronger, or bend elements in a more natural way. A third race might choose to worship gods, their prayers willing such divine beings into existence, where their unique power is their "Prayers", whereas they may cast destructive spells upon their enemies or bring rain in a drought, but these require lots of people to truly believe in their gods. As you can see these are just a few examples of mine, but I am sure that everybody who wants to use magic can also come up with a system of their own just as easily, or use these as frameworks. One last note that I should add is that Magic exists *with* technology, but the two aren't exactly compatible with each other. A steam engine might spontaneously explode when a powerful psyker/mage goes near it, while a magic crystal golem might crumble to dust when in the area of a Wi-Fi router. Originally this was supposed to be a gimmick, but since I've rethought the way things work, it became nearly a requirement. Since you cannot advance in both magic and tech at the same time (you must choose one or the other every turn), this will stop magical players from simply stealing technology and using it without teaching into it, and tech players cannot simply kidnap a mage as their powers would dissipate or mess with their equipment. Of course, I expect players to find ways to circumvent this in various unique ways, but the tech/magic to make this effect disappear is fairly high level. As long as the advancement in either tech or magic is higher than the other, something will always break in either. Only races which choose to advance slower than others but put effort into both will enjoy the benefits of relief from this arcane wrath. I imagine players who decide this route will prove to be invaluable to players looking to ward their equipment from opposing forces. Still, when it comes to battles between magic & tech, these effects will be mostly overlooked: obviously we want the RP to be cool, not bothersome. [hr] [*][b]Culture & Religion[/b] - This is the one gameplay element that barely changed, if at all. This is still probably the main focus of the RP (alongside traditional interactions in NRPs), which means that these will not be limited to any sort of tech tree. You will still be able to freely mold your culture and religion to the way you see fit, making the RP as flavorful as your imagination can. What your people wear, eat or do for entertainment is mostly in your hands, only limited by the factors of what resources they can acquire, but this will mainly be ignored unless in specific cases (aka, if you can't grow spices or anything remotely similar, your people probably won't have spicy food. But if you have strong trade partners, then you may just turn into British Empire v2, drinking tea you cannot grow). The one change is in religion, just as we have said in the previous tab about magic. For most if not all races religion will mostly be a symbolic thing in terms of gameplay, except when they choose it as their base of magic. In this case religion will become quite an important cultural element, moreso than for other empires. Apart from this one change, no one god is more or less powerful than the other between different religions, but I am certain this won't stop crusades from getting started (whether or not it is simple heresy, or techno-heresy is up to you :lol ) [hr] [*][b]Resources, Climates and the Flora/Fauna[/b] - Just as before, I have a world map with topology and biomes, as well as one with resources than will be unveiled once players gain access to such resource (aka copper, iron, gold, etc.). Most plans can be grown anywhere, except for a notable few which we will most likely discuss together. However, there are some changes from the last game. To avoid confusion and a vast number of varying fantasy resources/creatures, I will be taking it into my own hands. I am hoping that by introducing different elements with various properties as well as "strategic resources" players will be able to make their own cultures even more unique and quirky, without having to necessarely advance into tech/magic that they aren't interested in. I also want to make it so that trade will be required in order to get anywhere, so some resources will only be refinable by tech/magic, or be only found in a specific part of the world (think about how most of Earth's Titanium is in Russia, or most of it's Cobalt is in Africa). Of course, if we have a mostly magic oriented or mostly tech oriented playing field then these restrictions may not apply, but I am hoping for a diverse cast of players here :D As for the flora and fauna part, well, I like to think of it as DnD or Endless Legend. It's mostly what we know, but there will be some unique and quirky things. In the following days I shall begin to work on a bestiary/floral encyclopedia so that you can familiarize yourselves with what the larger world offers and choose to sprinkle it around in the areas you inhabit for fun. * [hr] [*][b]Maps & Landmarks[/b] - Lastly, the map has been changed: it is now smaller than before, to make sure that players will get to meet each other sooner. However I have decided to go for a medieval european approach: there will be other islands or even continents to discover if it proves that our living space is too small, or if you go on a large expedition. Furthermore, there will be unique landmarks that shall appear once the world is "consumed" by magic after the sort of prolouge of our RP is over in a few turns. These will all be marked on your maps, and will provide points of interest that will sometimes give benefits. Such examples are gigantic trees that produce enough food for a while city, large slates of easy to refine stone or precious minerals, or pillars of crystal that hum with latent magical energy. These shall all provide various roleplay and gameplay benefits, both able to shape a culture drastically or give a reason for players to interact, whether or not they share the same holy landmark and create a join religion, or wage war over a particularly fertile batch of land that creates pumpkins the size of cows. ** [hr] [*][b]Militaries & War[/b] - We must take a moment to talk about something rather central in most NRPs that I do hope of seeing some of. It is war. However, in most NRPs it isn't very easy to tell who has how big a military and the kind of advantages that they have. But in order to make it so that people don't just godmod, and that roleplayers don't have to min-max these sorts of things, we will be taking a rather casual approach to this (that is, unless we decide otherwise). When two parties go to war, they shall have a talk about potential army sizes, which the rest of the players will then have a say in. Since this is more of a joint world building project instead of a purely military focused one (thought the two go hand in hand, just look at our own history), I expect that both players will be rational about this. But from here on, much depends on the sort of tech/magic they have, and the way that they use it. It shall be a fun playground to see how individual races fare in war, given that we shall hope to see war not from the perspective of a player who aims to win, but from the eyes of a nation, or rulers. And for those less aimed to roleplay, this should be the perfect way to practice for some arena roleplays while also having some fun with your creations. Otherwise, any aspects of your military will be up to you to decide. What they wear and use, their formations, military traditions and the like will all add tons of flavor to your race, and create a unique history for their forces. Of course, these will all be taken into account if war emerges. [hr] [*][b]Economy & Industry[/b] - For this topic, I can only really say the same thing as I said for militaries. Since we aren't necessarily playing a competitive game, your economy and industry will be entirely up to you and the techs/magic that you unlocked. I want people to have a fun time and not stress about such micromanaging, but such aspects like the resources you have access to will have a unique tab on your sheets. But as a general rule of thumb, larger empires with more people will have a better economy. In case any problems arise from this simplistic way of dealing with a fairly advanced topic, I have several ideas to explore if the players wish to change it, though I have a feeling it won't be important for quite a while. [/list] And uh... that should be all. Really, I know that this might sound intimidating at first, especially for people more sued to roleplay or character oriented NRP games, but what all these changes focus on doing is separating the roleplay from the game like aspects, making for a more fun experience, regardless of which aspect you enjoy more. Those who want an in depth 4x game with some extra lore attached will most likely enjoy the game just as much as those who want to create an NRP sheet with which they can fill up to teh brim with history and then use wherever the wind may take them later. * - Both of these will be open for suggestions. At any point if you wish to see some creatures in the game, we will do a community vote and add them in. ** - Same as with the bestiary, if you have ideas or things you want to see in the game, feel free to give suggestions. Based on a vote, we will see about adding them to the RP. [/hider] [h1] Rules [/h1] Hey, congrats on making it through the mechanics :D Sadly, I am contractually obliged to say these yadda-yadda parts, but you might as well read them. - [b]No godmodding:[/b] Pretty straightforward in an NRP I think, especially since most of the relative powers will be decide by us all, or between contestants in a conflict. - [b]No metagaming:[/b] This rules used to say something-something about advancing too fast in tech, but we already established that we have changed that. So this mostly means you shouldn't know about the secrets of another nation because you read their post. - [b]No griefing:[/b] There are no winners or losers here. We are all here to have a great time, and hopefully influence each other in a creative way. If you do something that is out of character for your people that is aimed at hurting anyone else's experience then you and I will have a long talk. - [b]Be nice with each other:[/b] This is self explanatory. Don't be a douche or critique other's works beyond an acceptable limit even if you disagree with them. We are all here to have fun. [h1] Character Sheets [/h1] First of all, thank you for reading through everything written down above, I know that it can get pretty complicated and long at times. Usually it would be the place for some lore, but this time we are the ones making it. Or if you didn't read it, then naughty you >:o Now, onto the meat of this entire shebang: the sheets! As mentioned previously, there is a fairly robust system of traits to pick from, ranging from useful/harmful, to purely cosmetic or roleplay oriented. Before I give you the list, I want to introduce you to the system, as envisioned by me, and used by many other games. Here is an example build: [quote]By default we have 3 trait picks left, and 1 trait point to play around with. After looking through the list of options, we decided that we want to pick up the trait "Strong", which makes each member of our species significantly stronger than what appearances would first suggest. Strong being a -1 Point trait means that we now have 0 trait points available, and 2 picks left. Right here we could end the selection and create a bit more detailed lore around these race of strong creatures, since our trait points are in the positive and we have picks left. However, we also decide that this isn't enough on it's own, so we pick up the trait "Venerable". Venerable would make our race not only strong but on average live some 20 years longer, if not killed by other means. However, venerable being another -1 Point trait means that we are now using up 1 more points than what we have left. This puts our total at -1 Trait points and 1 Picks left. As such, we cannot go ahead with this build just yet, seeing how it is inherently unbalanced. But fear not, we still have one picks left. So, after looking through the list of negative traits, we eventually pick up "Anemic". Anemic is a +1 Point trait that causes all members of our race to have a lower count of oxygen carrying vessels (whatever compound that may be), meaning that they tire out far more easily, and require more sleep to replenish their blood supplies. Once we have chosen this, our total comes out to 0 Points, and 0 Picks left! Congratulations, you now have a race of creatures who are strong but can tire out easily, so they things more slowly thanks to their naturally longer lifespans. That, or any other combination of behavior you can come up with using these traits. [/quote] Obviously there are some other combinations as well. You may choose to pick a -2 Point "advanced" trait along with a +1 trait, and then leave it at that or choose a 0 Point trait, like "Nocturnal", or "Lightweight Skeleton". Either way, as long as your Points and Picks are 0 or above, you are good! By default, every race is of a humanoid appearance, meaning that at the very least they have two legs, two arms and a head with 2 eyes in the front. Without further a due, here is the list, compiled as Positive, Negative and Neutral traits. Phew, let's quickly revise what the rules of the species making are: - Generally humanoid for ease of roleplay/compatibility - You start with 1 trait Point and 3 trait Picks. Both must be either 0 or more for your race to be possible. - You can apply custom cosmetic traits to it in order to make them look apart from normal humans (such as making lusty argonian maids and the like) or for that one person we all know to make a race of elves. And some extra: - If there is any question about what a trait does, feel free to ask. Some traits have such keywords as "often" or "sometimes" when describing a feature, meaning it is more a suggestion for a secondary feature than anything. - Rule of cool applies to every trait, unless there is an upgraded version of such trait, or a different trait that would add the other effect. - Within reason, Neutral traits that would thematically make sense can be applied for free if you ask me. - Neutral traits that aren't listed but you think would be right about at 0 points can be negotiated as the 1 custom trait per race. This is simply due to the fact that I am a single man, and I can't possibly list everything people can come up with X3 [hider=Traits] [hider=Positive] A list of traits that provide your species with a beneficial effect at the cost of trait points. [hr] [b]Adaptive (-1)[/b] - Members of this species display an innate hardiness when it comes to surviving the harsh expanses of land that cover vast portions of the continent. Through means of a robust immune, cardiovascular and nervous system, they are able to brave the harsh sun of the desert as well as the humidity of the rainforests or the freezing of the tundra. This allows them to settle down and prosper in places where other races might struggle to survive. ˇˇˇˇ Mutually Exclusive ^^^^ [b]Rapid Evolution (-1)[/b] - Members of this species display a rather unique feature amongst their peers: a significantly heightened rate of cell divisions that allows them to adapt to changes in their environment over single generations. It takes some time for the effects to kick in, but once they are exposed to adverse weather conditions they will begin to evolve various extra bodily functions, such as an increased number of sweat glands or a thick body hair. This however, results in the diversification of the species, which in some special cases may result in the loss of ability to mate with each other. [hr] [b]Communal (-1)[/b] - Members of this species often live together in larger groups than normal, numbering in the hundreds or thousands for individual groupings, and dozens in smaller groups. The traditional role of a family either doesn't exist, or is extended far beyond those of normal races, sometimes up to a few dozen or hundred individuals. Indeed, it might also translate to a stronger bond between each member of the species. As such, they have no problem crowding together at home or at work, and sharing what they have with each other. [hr] [b]Venerable (-1)[/b] - Members of this species showcase an increased lifespan compared to what one would expect. Whether they age slower or enjoy a section of their life longer, these creatures will often live 20-30 years longer than others, if they don't succumb to wounds or infections during their long life. ˇˇˇˇ Mutually Exclusive ^^^^ [b]Ancient (-2)[/b] - Members of this species have unnaturally long lifespans, the oldest members living as long as 200-250 years. Their bodies are also significantly more resilient as a result, able to recover from dangerous diseases and other adverse effects that might shorten their lifespan. [hr] [b]Intelligent (-1)[/b] - Members of this species show increased levels of cognitive abilities compared to their peers. They are able to learn new skills much faster and develop methods and tools based on them seemingly overnight. The mysteries of the world unravel in front of their eyes, and even the complex and chaotic nature of magic begins to a form a pattern. [hr] [b]Fast Breeders (-1)[/b] - Members of this species are fast breeders, meaning that they are able to deliver their offsprings much quicker, or will usually deliver several at a time. Through a combination of natural factors, this means that they are able to replenish their numbers and breed new life into their population much quicker. [hr] [b]Athletic (-1)[/b] - Members of this species, through evolution or adaptation, have developed a robust cardiovascular system that allows them to keep doing physically demanding tasks for much longer than others, and deal with the generated heat more efficiently. [hr] [b]Strong (-1)[/b] - Members of this species may appear normal at first glance, but their unimposing stature holds a highly efficient muscle structure that allows them to accomplish great deeds of strength that is simply impossible to other species of their size. They can run faster, lift more and generally do better in any physical tasks they are confronted with. ˇˇˇˇ Upgraded ˇˇˇˇ [b]Herculean (-2)[/b] - Members of this species could hardly be called natural, even by a stretch of the word. Their imposing frames hold an disproportional amount of muscles mass compared to the size of their bodies. They are naturally much heavier than average, and they can lift weight several times of their own body mass. Though physically demanding, their bodies needing much more nutrients to keep them running, the benefits of this Herculean strength are undeniable. [hr] [b]Diplomatic (-1)[/b] - members of this species display a natural ability to pick up on social cues that help them deal with both each other and different cultures. As a result they are often employed as diplomats, as even the most average member of their species are on par with the best orators of other races. Often their culture or language is much more complicated in order to convey meanings that only they can utilize, making it much more difficult for outsiders to understand them. [hr] [b]Thrifty (-1)[/b] - Members of this species seem to exceed at making the best use of what they have available, be it money or resources. This makes them both excellent traders, and a rather waste-free population where even the smallest things are used up to avoid losses. As such, their economies often run seamlessly and without delays, even when they do not have access to as many natural riches. [hr] [b]Flightless Wings (-1)[/b] - Members of this species display a rather unique feature, most likely a relic of a bygone evolutionary era: a pair of flightless wings. These wings, while unable to properly lift them off the ground for more than a few seconds at a time, allow members of this species to soften landings from otherwise dangerous heights and even show minimal gliding capabilities. Be it on their arms or backs, these wings have various benefits and can even help out when trying to impress other species. ˇˇˇˇ Both Requires Lightweight Skeleton ˇˇˇˇ [b]Shoulder/Back Wings (-1)[/b] - Members of this species, for one reason or another, have retained or evolved wings early in their evolution. These wings portruding from their backs allow members of this species to take to the sky in limited capabilities. While not as efficient or strong as wings attached to their arms, these wings allow them to use their arms for various tasks while airborne. Using them is somewhat tiring, and remaining in the air for extended periods can be very tiring, even to the most athletic of their members. However, these wings are often far more extravagant than that of other races, giving a certain aura of charm or malice around the members who carry them. ˇˇˇˇ Mutually Exclusive ^^^^ [b]Winged Appendages (-1)[/b] - Members of this species, for one reason or another, have retained or evolved wings early in their evolution. These wings are attached as extensions of their arms, either in the form feathers or similar structures they can spread out, or as thin membranes on skin or similar material attached to them. This method of flying is far more efficient and fast than that of other winged races, allowing them to soar in the sky for much longer. However, this means that they are unable to use tools while flying, though they are still able to carry items in their hands while in flight. [hr] [b]Resilient (-1)[/b] - Members of this species are unnaturally hardy, able to resist otherwise deadly infections and eat a range of poisonous plants. Even open wounds will pose little risk to their life, and most of their organs are robust enough to sustain themselves for a while with damage that would be life threatening for others. [hr] [b]Limited Regeneration (-2)[/b] - Members of this species have naturally overclocked regenerative abilities that allows them to recover from serious wounds without further aid. As long as injuries don't outright kill them, they regenerate parts of their bodies: fingers, appendages and parts of organs regrow, and bones weld in record time. ˇˇˇˇ Upgraded - Mutually Exclusive with Symbiotic Host ˇˇˇˇ [b]Achillean (-3)[/b] - Members of this species display an unnatural hardiness, a perplexing result of natural evolution or genetic tailoring. Both hard to injure and quick regenerate any wounds they receive, this species enjoys a distinct lack of natural predators who would attempt the foolish foolish endeavor of taking them down. Indeed, others will only assume these are normal creatures until they regenerate a lost arm by the end of the week. [hr] [b]Extra Arms (-1)[/b] - Members of these species showcase an unnatural evolutionary feature: an extra set of arms located above or below their shoulders. Though seemingly cumbersome at first, these arms are just as functional as the other two, making this species both excellent physical workers and warriors. [hr] [b]Hive Minded (-1)[/b] - Members of these species display a high level of teamwork and organization that is the result of an evolutionary caste-system. Whether it is a chain of superiority, or co-existing pieces who deal with various tasks or even an incredibly versatile command chain, this species has unrivaled organization and efficiency. [hr] [b]Titanic (-3)[/b] - Members of this species display an incredibly rare, but rather obvious combination of traits: they are massive in size, their strength and ability to withstand damage is enough to drive away most predators, and they seemingly keep aging forever. Of course, this mix has it's drawback in the form of a rather lethargic population who are unmotivated to breed. So while they live for long, for one reason or another they do not mate often and bear an offspring even more rarely. ^^^^ Mutually Exclusive with Fast Breeders ^^^^ [hr] [/hider] [hider=Negative] A list of traits with negative effects that give you extra trait points to spend. [hr] [b]Nonadaptive (+1)[/b] - Members of this species don't adapt particularly well to foreign environments and struggle to survive in places that aren't similar to their birth. The extreme cold or heat strains their nervous and immune systems, making them fatigued and sickly on such places. [hr] [b]Repugnant (+1)[/b] - Members of this species are, frankly, hard to look at. Whether it is a lack of symmetry on their bodies or some particularly obnoxious or gross feature, other races frown upon them for their looks. While these features hardly limit them in their way of life or interacting with each other, more often than not even members of this race crave those from other species, as well as usually getting avoided in a multicultural crowd. [hr] [b]Solitary (+1)[/b] - Members of this species are used to living alone or with only a very small selection of others. They do not enjoy large crowds and prefer to be by themselves. As a result, they both take up more space with living areas as well as frown upon jobs where they have to work with others. [hr] [b]Wasteful (+1)[/b] - Members of this species are particularly wasteful: they have little regard for both money and resources, often choosing to live for today instead of thinking for tomorrow. This results in increased upkeep for their economy, often requiring far more supplies than it would needed. [hr] [b]Fleeting (+2)[/b] - Members of this species don't live very long, usually dying around the age of 40-50 when left to their own devices. As a result, they reach adulthood much faster and there are often not enough time for a generation to absorb the knowledge from their elders, making it harder for members to absorb skills that are gained over time. [hr] [b]Dumb (+1)[/b] - Members of this species aren't exactly bright: they often have a hard time grasping more elusive concepts and pick up on new skills much slower. While they are certainly capable of coming up with new ideas on their own, the average population is not nearly as bright as their peers are. [hr] [b]Slow Breeders (+1)[/b] - Members of this species reproduce much slower than normal, be it a lack of natural incentive or a long gestation period. As a result, their population grows much slower, and recovering from plagues or disasters is much more costly for them than normal. ˇˇˇˇ Upgraded ˇˇˇˇ [b]Lethargic (+2)[/b] - Members of this species suffer from a mental block when it comes to reproduction. It is unknown how they have managed to reach this evolutionary pitfall, but most members of the species only births a single offspring during their lifetime. As a result the society is rather stagnant, and it's population only increases very slowly, if it even does that. [hr] [b]Sickly (+1)[/b] - Members of this species are rather sickly, often succumbing to various diseases than periodically come to haunt them. Though their immune system is weak, they can still deal with diseases effectively if they live a healthy life. ˇˇˇˇ Upgraded - Mutually exclusive with Sedentary/Resilient/Achillean ˇˇˇˇ [b]Immuno Compromised (+3)[/b] - Members of this species, most likely due to an ancient viral plague, are extremely easy to infect with even the mildest of diseases, a simple cold often killing them off over a short period. As a result the species have evolved a sedentary lifestyle, where they rely on herd immunity to keep themselves safe from recurring diseases. They do not trust outsiders in fear of another plague that could wipe them out, and usually travel while being protected by thick sheets of clothing and practice excellent hygiene at home. [hr] [b]Weak (+1)[/b] - Members of this species are naturally weak, their muscles either underdeveloped or simply lacking in areas. As a result, they are unable to do hard physical work. Construction efforts are significantly hampered as such, and often require many more people to achieve the same task. [hr] [b]Anemic (+1)[/b] - Members of this species do not possess the necessary cardiovascular system to be effective, be it from a lower blood count or weaker heart muscles. As a result they tire out more easily even when doing simple tasks, and are often sleepy during the day, spending a larger portion of the night resting to recover their energy. [hr] [b]Quarrelsome (+1)[/b] - Members of this species don't get along well. They often fight with each other and even the slightest offenses result in a fistfight between the respective members. As a result it isn't always easy to organize them into a coherent group, and they rarely get along with other species on the simple account of taking their gestures as serious offenses. ^^^^ Mutually Exclusive with Diplomatic ^^^^ [hr] [b]Decadent (+2)[/b] - Members of this species are lazy and do not wish to contribute to society unless it is absolutely necessary. It is hard to keep them in order as they often skip out on work, and would rather see others work instead of them. As a result they often employ animals or slaves to do their job, but still occasionally fail at keeping these servants in check, making them a highly inefficient culture. [hr] [b]Special Diet (+1)[/b] - Members of this species gain most of their nutrition from a single food source close to their home region. Their bodies have evolved to efficiently break it down to the point where they are unable to digest food that is too different from it. This can be a specific type of plant or certain animal that only dwells near their living area. [hr] [/hider] [hider=Neutral] A list of traits which give both beneficial and harmful effects to race, and as such don't cost extra points. Some of them are also completely free to pick, but usually provide a very restrictive effect. [hr] [b]Big (0)[/b] - Members of this species are naturally larger than their peers. This size is both a blessing and a curse: members of the species usually live slightly longer and are stronger, but they also move slower and tire out more easily, as well being unable to easily hide or fit onto smaller spaces. [i]Size cannot larger than elephants.[/i] ˇˇˇˇ Mutually Exclusive with Both ^^^^ [b]Small (0)[/b] - Members of this species are much smaller than other species, most likely due to some form of natural predator in their early history. A few feet tall, they possess a small stature that is easy to hide. While fast on their feet and quite nimble, they are usually not as strong due to their smaller size, and will take less punishment. ˇˇˇˇ Upgraded ˇˇˇˇ [b]Extremely Small (0 / Does not cost Trait Pick)[/b] - Members of this species are unnaturally small. Perhaps a result of a rare genetic disease that spread across the population or genetic altering, members of this species are usually shorter than a single feet. While extremely quick for their size, often able to outrun much larger predators, they are quite vulnerable. The cold environments prove deadly to them, and a combination of diseases and physical trauma can easily overwhelm their bodies. However, as is often the case with smaller creatures, they have evolved a number of unique traits which they can use to overcome these issues. ^^^^ Mutually Exclusive with Adaptable / Achillean / Herculean / Symbiotic Host / Living Plants ^^^^ [hr] [b]Nomadic (0/ Does not cost Trait Pick)[/b] - Members of this species are often on the move, displaying a natural urge to get a change of scenery. While they enjoy a well of stamina far greater than their peers to keep them going, if forced to stay put for a generation or more they will begin to become increasingly anxious and even unruly. Not to be bogged down in a single location, they are constantly shifting their homes and own only items that they can carry. ˇˇˇˇ Mutually Exclusive ^^^^ [b]Sedentary (0/ Does not cost Trait Pick)[/b] - Members of this species do not like to travel, and prefer to stay near their birthplace for most of their lives. Their cities are few but often massive, built by generations upon generations of their members who have all lived in the same place. Exploration is a mostly foreign concept to them, only done when space or supplies are running out to maintain the population of their gigantic communities. [hr] [b]Symbiotic Host (0)[/b] - Members of this species have underwent a rather curious evolutionary turn early in their history: similarly to human mitochondria, they too have offered to be the host for a helpful symbiote. This relationship has proven to be beneficial for both entities: in general, members of this species are slightly better at a certain task, thanks to their relationship. However, due to their different origins, they do not share some key systems that would keep them self sufficient, meaning that they are suspectible to different threats that would otherwise not harm them. In addition if one entity does, the other will likely die as well, or become crippled. Choose one of Strong / Intelligent Choose one of Anemic / Sickly [i]Describe the symbiote on your sheet under your traits tab.[/i] [hr] [b]Nocturnal (0)[/b] - Members of this species are nocturnal by nature, meaning that they spend the better part of the day in their dwellings, and instead they move out at night to deal with their usual tasks. To go along with this lifestyle, their senses are greatly enhanced and allow them to effectively traverse the pitch black nights. However, these same senses are often assaulted by daylight, making the members of the species much less effective, or downright lethargic at times if they have to work during the day. [hr] [b]Lightweight Skeleton (0)[/b] - Members of this species have a complex, mostly hollow bone structure which significantly lightens their body mass. As a result, they are able to move much faster with the same amount of body weight and tire out slower, and are quite acrobatic by nature. However they are very susceptible to blunt force trauma, a fraction of the normal strength needed to break their bones and inflict injuries. Furthermore, their bones will often not heal properly afterwards, as a result of their complicated internal structure. [hr] [b]Plantoid (0)[/b] - Members of this species display a large number of mutations that are more similar to plants than animals. Whether or not they once evolved from plants or received significant chunks of DNA from them is uncertain, but what is certain is that this species display positive and negative traits from both species. They are able to go without food for much longer and they understand nature like no other species could ever hope to. However, their lives are tied to the sun, still needing to absorb it's rays to help with their metabolism, but they also need to consume other nutrients to stay alive. Slightly more resilient to diseases of the fauna, plant based fungi are able to infect them as well. ˇˇˇˇ Mutually Exclusive ^^^^ [b]Sentient Plants (0 / Does not cost trait pick)[/b] - Members of this species have evolved from plants or have received some significant gene altering during their history, making them more akeen to the flora than the fauna. Whatever the reason is, this species requires little to no outside nutrients other than water and carbon from the air, as well as sunshine. While certainly an efficient way of generating energy, it is in no way as fast as normal metabolism. While unburdened by food, they perceive time much slower than other species as a result of their slower circulation and metabolism. This makes them appear slow and sluggish compared to other races, which relegates them to a more peaceful life. Thankfully, not many predators are out to get them, and they are unburdened by age as individual members of the species can keep growing forever unless they are killed by other means. They are also immune to most viruses that would affect non-plant based creatures, but they have their own scourge in the form of insects. [i]Both traits are interchangable with fungus based alternatives, with slight narrative alterations.[/i] [hr] [b]Amphibian (0)[/b] - Members of this species have evolved a set of both lungs and gills which allows them to breathe in an out of water. However, they are naturally tied to water as their skin easily dries up and their senses are often assailed when out of water, which makes them unable to truly adapt to land-based life. At the same time they are usually not used to the deeper depths of the ocean, restricting their living spaces to the coastlines, rivers and lakes of the continent. [hr] [b]Armored Shell/Skin (0)[/b] - Members of this species have evolved a peculiar bony shell around parts of their body that keeps them safe from most physical attacks. However, this shell usually hampers their movement, if not outright stops them from being able to attack back while using it for defense. [hr] [b]Any Cosmetic Trait (0 / Does not cost trait pick)[/b] - Cosmetic or rarely used physical deformations along the lines of antlers, feathers and tails are free. Though everything here mostly affects RP anyways, anything chosen here will be exempt from consideration when it comes to war/economy. Other than that, it is obviously up to each player how they deal with it. If you are unsure about a trait, just ask. [hr] [b]Any Other Trait (? / Max 1)[/b] - I am certain that I couldn't possibly list all traits, though I've tried listing some of the most common ones in order to provide a varied roster. Whether it is positive, negative or neutral, if you have an idea for a trait you might want for your race then don't be afraid to ask about it. These will help give a unique flair to your race that I couldn't come up with or didn't want to list (such as my idea of a race tied to a single sapling, for example). If you have any questions, do ask, but try to stick to the ones I have listed. [hr] [/hider] [/hider] Aaaaand, that is it. Now, here is both an example sheet and the skeleton of what you should all be working with ^^ [code] [hider= Sheet Code] [center] [b]RACE NAME:[/b] [b]RACE TRAITS:[/b] List here the traits that you have picked for your race, along with any additional info you may need to provide on it. [b]RACE PHYSICAL DESCRIPTION:[/b] Describe how your race looks like, and provide a picture of possible [b]POPULATION:[/b] Up for community vote, depending on traits [b]RACE BEHAVIOUR:[/b] Describe how your race normally behaves, to give a general idea about them [b]HISTORY:[/b] You will have plenty to write here once we begin! [b]CULTURE:[/b] Same as above, leave it free for now. Will fill up as we get into the game. [b]TECHNOLOGIES:[/b] Tech tree coming very soon. Until then, the best way to think of your people is the natives on lonely islands on the pacific. Except, they have no culture just yet~ [list][*] - Primitive Technology [/list] [/center] [/hider][/code] Here is a made example of it! [hider=Hoomanz] [b]RACE NAME: HOOMAN[/b] [img]https://images.fineartamerica.com/images-medium-large/human-body-by-da-vinci-omikron.jpg[/img] [b]RACE TRAITS:[/b] - Athletic - Adaptable - Quarrelsome [b]RACE PHYSICAL DESCRIPTION:[/b] Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [b]POPULATION:[/b] 12 [b]RACE BEHAVIOUR:[/b] Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. [b]HISTORY:[/b] [b]CULTURE:[/b] [b]TECHNOLOGIES:[/b] [list][*] - Primitive Technology [/list] [/hider] Aaaaaaand, that's it! Flora and Fauna Encyclopedia coming soon, tech tree following behind it relatively fast. I'll be spending my free time for a while on preparing all of this. Until then, come up with wonderful ideas ^^