RE: Application review and appreciation topic - Gimeurcookie - 11-03-2016
Yeah I think I enjoyed the two smoke ones the most too, it's very thematic for both sheep and the mafia, I based it on many mafia movies where the mafia appears in an alleyway just strangely covered in impossible white alleyway smoke for a dramatic reveal.
RE: Application review and appreciation topic - SirBlizz98 - 11-11-2016
Okay, so here's the revised O'Clair. I'm considering possibly adding some things to it, but otherwise I think it's done.
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SpoilerName: O'Clair
Nickname: Sad little Planet
Quote: "I felt miserable and more than a little anxious the whole time I was there, it was amazing!" Tourist guide to the universe
Dominate Species: Oomn
Other Species: Oblein
Fauna: Dark and Spooky Sorts
Weather: Constantly overcast, Frequently rains
Danger level: Medium
Purpose: Oomn Homeworld
Description: The homeworld of the oomn might possibly be the only thing more depressing than the oomn themselves. It's an Earth-sized and Earth-like planet that's completely gray, utterly monochrome. Its most notable natural feature is that it’s constantly overcast and frequently raining to various degrees, which just completes the bleak mood of the planet.
The whole planet feels very abandoned as well, dotted with the various towns and cities of the oomn which, while weathered from age, were plainly abandoned rather than destroyed. The most particular feature of the planet, is a massive Black Cube, several kilometers across, sitting in the middle of one of its continents. It was determined to be hollow, and thus explorers set to work on breaking it open. During this time it was affectionately named 'The Lockbox'. When they did eventually open it, a city was revealed, along with the entirety of the oomn race.
The planet's surface is divided into six continents divided by bleak unwelcoming seas, which feature a fairly wide array of environs that are each miserable and/or foreboding in their own particular way. Whether it be desolate windless fields, unreasonably dark forests, or biting tundras, each offers it's particular brand of misery.
History: The History of O'Clair prior to the opening of the lockbox is largely unknown. What little is known, illustrates that neither O'Clair nor the oomn were pitiable little balls of sorrow they are today, though how and when that changed isn't know to anyone, least of all the oomn. The establishment of the lockbox itself is also a mystery, who built it, and why, though it is theorized that those two mysterious events may be connected, though nothing definitive is known.
More concrete history begins with the opening itself, where an unwary and fearless band of alien adventurers, set off to explore a scary and depressing alien planet, discovering an intimidatingly large box. Which, was eventually opened, with great effort, and not a few losses. To the surprise of just about everyone, discovering the entirety of oomn civilization, who reacted with a peculiar combination of terror and glee that some people refer to as, 'oomnity'
In the time sense, the Oomn have attempted to reclaim their former home, with great timidity. To say it hasn't gone particularly well would be a bit of an understatement, as they more or less have failed to actually reclaim most of their planet any significant distance from The Lockbox, due to a combination of dangerous fauna and... weirdos.
Locations:
-D'Sperat: The capital of O'Clair, and most populous city, built in and around the mysterious Lockbox. The parts inside the lockbox are as old as everything else on the planet, but the parts are fairly new, representing timid attempts at expansion in a post lockbox world. The the city is intimidatingly gloomy, particularly the inner 'old city', where the sky is represented rather crudely painted along the walls and ceiling of the object. As the center of oomnish affairs on the planet, it is a hotspot for the ongoing debate over whether the oomn should just retreat into the lockbox or not, resulting in a tense, well more tense, atmosphere.
-D'Solat: The largest city on the planet, and all but completely abandoned. Presumably it was the capital from the age before The Lockbox. A massive metropolis of derelict sky-scrapers and desolate homes. Like most cities on the planet, the only damage is due to the weathering of time, it's gloomy and foreboding, a dark edifice recalling a vastly different time. While seemingly uninhabited, visitors report strange, smiling beings wandering parts of the city, and people who visit those parts are never seen again.
Special: Flip that frown, upside-down: Within the darker, more mysterious parts of the world, there exist mysterious creatures, known only as 'The Joyful'. Nobody knows what they are, because anyone who looks to closely into them, mysteriously vanishes. What is known, is that they appear to be pitch black humanoids, with no discernible features save for a stark white mask, which itself features nothing but a large 'smile' if it can indeed be called that. While their motivations are inscrutable, they are believed by some to be responsible for kidnapping oomn, who largely believe they are taken to be converted into more of these 'Joyful'.
Trivia:
-A group of oblein set up a wellness clinic in D'Sperat due to concern that the oomn were not properly taking care of themselves. This eventually grew into a fairly sizable minority of oblein living on the planet.
-The planet is a popular spot amongst darkly inclined artists due to it's naturally bleak and depressing atmosphere, "tres profond" as they like to say.
RE: Application review and appreciation topic - DS Piron - 11-27-2016
[Species] Budryft
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SpoilerName: Budryft
Nickname: Tree chewers
Quote: "We stick together. That how we got this far, that's how we'll get past this"
Quotee: One budryft to the rest of their group.
STR: 6
INT: 4
CHA: 5
END: 6
AGL: 4
LUCK: 1
Jobs: Construction, Textile production,Architect
Likes: Herbalism, The West, Stability
Dislikes: Stained Glass, Medical Doctors, Anything about the "Eschji Days", particualy the end of that era.
Attack: Prefers fighting in groups, fighting defensively until an opportunity to push the enemy back shows.
Homeplanet: Eschji (lost) (No link)
Lifespan: 107 years
Height: 5' 10" (standing on rear legs)
Diet: Aquatic Plants, and, preferrably, Trees.
Class: Lower Class
Rarity: Uncommon
Green Trait: [Social]
Blue Trait: [Stubborn]
Red Trait: [Folksy]
Gods: Their Original Eschji-era religion is unknown, lost along with everything else. Today they worship the Limbo gods like everyone else in the universe.
Patrons:
Deities:
Description:
Budryft are large quadrupedal amphibious lizards with arms ending is very large, flat hands, both with smaller, more proportionate, 'hands' on the underside. The neck has several short ruffs of skin around it that is longer in front that can be extended in a manner like a frilled lizard. Budryfts are capable of standing and doing tasks on their rear feet, but it's more comfortable and less taxing to be on four.
Behavior:
Modern budryft are friendly, steadfast, and diligent workers who stick together to endure the hardships thrown their way. They are also stubborn, defensive, and a tiny bit... boring. They aren't too fond of the upper class in general, but it rare to find one that is full-blown Classist, and they will often make exceptions.
History:
Almost everything about the budryft before the disappearance of their home planet of Eschji has been lost or suppressed. The refugees who didn't go to family on other planets when out to colonize new worlds. Any attempts to start a new homeworld were defeated by several other claims, some even cropping up in response to it.
After countless hard years, the budryft managed to eke out a new existence, some finding work in construction, especially aquatic buildings, and some finding work spinning budryft silk, having used the tragedy to renegotiate earlier silk deals. A rare few have managed to successfully become architects, to the ire of a few for reasons they do not wish to disclose, which suggests a proximity to the "Eschji days".
Sub-Species - 'Silkers':
A non sapient breed of budryft, they are larger, and more docile, but otherwise very identical to the main sub species. Their chief difference is that they regurgitate raw silk regularly, thus they need to eat more wood than a common budryft. They are very susceptible to under-nutrition, as raw silk production takes most of the food, and slows down very gradually, to the point that the silker will die of stavation before it stops. They are incapable of surviving in the wild. The budryft view them highly, and consider them deserving of just as much respect as the common man, if not a bit more.
Special - 'Silk-Spitters':
Budryft can excrete silk from their saliva glands.
Trivia:
Is there anything that can be improved, before I send this app? (Also, any suggestiond on Trivia would be appreciated)
[EDIT]: Trivia added, one or two lines rewritten for clarity, I think, the typo Gimeurcookie pointed out fixed, and grammar + futher typos corrected on the parts that weren't thanks to MystriDragon (ClockworkDragon?).
Show Content
SpoilerName: Budryft
Nickname: Tree chewers
Quote: "We stick together. That's how we got this far, that's how we'll get past this"
Quotee: One budryft to the rest of their group.
STR: 6
INT: 4
CHA: 5
END: 6
AGL: 4
LUCK: 1
Jobs: Construction, Textile production,Architect
Likes: Herbalism, The West, Stability
Dislikes: Stained Glass, Medical Doctors, Anything about the "Eschji Days", particualy the end of that era.
Attack: Prefers fighting in groups, fighting defensively until an opportunity to push the enemy back shows.
Homeplanet: Eschji (lost) (No link)
Lifespan: 107 years
Height: 5' 10" (standing on rear legs)
Diet: Aquatic Plants, and, preferrably, Trees.
Class: Lower Class
Rarity: Uncommon
Green Trait: [Social]
Blue Trait: [Stubborn]
Red Trait: [Folksy]
Gods: Their Original Eschji-era religion is unknown, lost along with everything else. Today they worship the Limbo gods like the rest of the universe.
Patrons:
Deities:
Description: - The Budryft are large, quadrupedal, amphibious lizards with arms ending in very large, flat hands, with a second set of fingers in the palms, giving them a set of smaller, more proportionate 'hands'. Their necks have several short ruffs of skin around it that are longer in front that can be extended in a manner like a frilled lizard. Budryfts are capable of standing and doing tasks on their rear feet, but it's more comfortable and less taxing for them to be on four. [Note]: They wear clothes, but nothing is unusual about it?
Behavior: - Modern budryft are friendly, steadfast, and diligent workers who stick together to endure the hardships thrown their way. They are also stubborn, defensive, and a tiny bit... boring. They aren't too fond of the upper class in general, but it's rare to find one that is full-blown Classist, and they will often make exceptions.
History: - Almost everything about the budryft before the disappearance of their home planet of Eschji has been lost or suppressed. The refugees who didn't go to family on other planets went out to colonize new worlds. Any attempts to nominate a new homeworld were countered by several other claims, some even cropping up just to stall and/or prevent the nomimation.
After countless hard years, the budryft managed to eke out a new existence, some finding work in construction, especially aquatic buildings, and some finding work spinning budryft silk, having used the tragedy to renegotiate earlier silk deals. A rare few have managed to successfully become architects, to the ire of a few for reasons they do not wish to disclose, which suggests a proximity to the "Eschji days".
Sub-Species - 'Silkers': - A non sapient breed of budryft, they are larger, and more docile, but otherwise very identical to the main sub species. Their chief difference is that they regurgitate raw silk regularly, thus they need to eat more wood than a common budryft. They are very susceptible to under-nutrition, as raw silk production takes most of the food, and slows down very gradually, to the point that the silker will die of stavation before it stops. They are incapable of surviving in the wild. The budryft view them highly, and consider them deserving of just as much respect as the common man, if not a bit more.
Special - 'Silk-Spitters': - Budryft can excrete silk from their saliva glands.
Trivia: - There's difference in opinion among the budryft towards the kounini. One side views them as, kinda decent guys, considering they were still buying budryft silk even when the market crashed. Others feel the kounini are likely to blame for the reputation of budryft silk being used to scam buyers of more expensive silks.
- Many budryft are sympathetic about the jerce and their lost homeworld, especially considering the jerce's case was worse than their own. This isn't so widespread with the noxis-noverum, with only a handful pitying their loss, while a few feel that nothing has changed for the noxis-noverum.
- Eschji is considered lost as it's location was successfully removed from all major sources, and throughly from all budryft databases.
<!-- "Only one way for us as a whole to emerge from this victorious." - Quotation inscribed on most Eschji-era Silker statues and related areas -->
RE: Application review and appreciation topic - Gimeurcookie - 11-27-2016
@DS
- but it rare to find one that is full-blown Classist > but it's rare to find one that is full-blown classist
Everything else looks good!
For trivia maybe you can have one talk about a species that seems hold a very odd hatred of them, or maybe how they relate to the Jerce or Noxis-Noverum, species who have also lost their homeworlds.
RE: Application review and appreciation topic - Dorsidwarf - 12-01-2016
This is my first draft of the race I've been working on. I'm not entirely sure what I'm doing is correct, so I feel like I should post it up here.
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The YbeName: Ybe (its pronounced "Eeb")
Physical description: The ybe are a race of six-limbed quadrupeds (two arms, four legs), notable for their partly-external skeletal system. The skeletons of ybes are extremely tough to protect these herbivorous sophonts from ancient predation on their homeplanet, and in some cases, such as the dorsal spine ridge and skull, are outside the skin, functioning as an exoskeleton. They run rapidly on four legs, with the main force in the powerful hind pair. However, the front legs have never developed specialised feet, instead running directly on pegs of hardened bones.
Ybe colouring varies greatly by clan, but rarely strays outside of the blue to red range, and is fairly even across the whole hairless body, with the pale yellow of exposed bone contrasting.
Diet: Plants
Personality & Traits: The ybe are a very unagressive race, who consider escape a better solution to fighting in most circumstances. However, they are far from passive, and ever since developing spaceflight and joining the galactic community they have been avid explorers, their natural armor serving well against accidental injuries far from home. They feel an instinctive need to run, and may be edgy or nervous when cooped up in enclosed quarters for a long period.
The social structure is quite loosely defined, with major 'clans' spanning huge numbers of similar ybes, each being made up of many smaller "tribes", typically of a few dozen ybe. These tribes are often along family lines, and have no defined leaders, but during times of crisis clans may coalesce and each tribe sends a representative to choose a notable ybe to lead the whole clan. As most ybe will generally meet people closely related to them, and remain with these groups their whole lives, they are mostly unaccustomed to mean-spirited deceptions. Spacefarers may be less trusting, as many ybe explorers in poorly-mapped systems have figured out the old pirate trick of leaving your last victim's distress beacon online only when it is already too late.
Ybe generally have both clan and tribal markings, which may be either tattooed onto the skin or painted directly on the skeleton. These are less universal in ybe born off-world, as some consider clans outdated in the great expanses of space.
Common traits: green: [Adventurous]
desc: This character will answer the call to adventure more often than not. With this trait they are more likely to run into places with more loot to be found. This character is less daunted by certain situations and morale is raised whenever they’re put in an adventurous situation. This character may have fears, but they’re willing to meet it face to face.
blue: [Nomadic]
This character is very good at adapting to new environments, but can't stand not moving on. A bit restless by nature.
red: [Gullible]
This character is commonly unable to tell when an event is fishy and commonly trusts whoever they talk to. Lies are harder to notice for this character and they can be easily tricked or drawn into a trap.
Average Lifespan: 90
Home Planet: Edomicin, a world with 2 continents, a greater and smaller one, the greater covering more than 50% of the planetary surface.
History: The ybe's history with interplanetary spaceflight is quite short - they are newcomers to the stars. Due to the seminomadic nature of most ybe clans, with only the isolated Sun clan of the western continent being city-based and static, their development of technology was incredibly slow, with even the more scientifically-minded Sun clans not developing primitive spaceflight until eons after most other races had come to the stars.
As a result, the ybe posess no colonies of their own beyond their home planet, and their presence in space is largely limited to the Sun-clans due to familiarity with more advanced technology, though lone explorers and wanderers from the entire populace can be found across known space.
Show Content
SpoilerThe Ybe (eebes)
Nickanme: Skullrunners / Boneheads
Quote: "Swiftness is the essence of victory" - Clanmaster Heri Leann before the infamous Entrapment at Death Pass.
STR:2
INT:3
CHA:5
END:8
AGI:7
LUC: 1
Common Jobs: Pathfinders, Explorers, Herders, Scouts
Likes: Open spaces, Speed
Dislikes: Forced inactivity, cramped spaces, comments about primitives
Attack style: Attempt to withdraw from combat; if cornered, headbutts and kicking strikes
Homeplanet name: Edomicin
Lifespan: 90 years
Height: 4 feet
Diets: Plants
Class: ??
Rarity: Rare in 'civilised' space, but only Uncommon away from heavily-mapped areas
description:
The ybe are a race of six-limbed quadrupeds (two arms, four legs), notable for their partly-external skeletal system. The skeletons of ybes are extremely tough to protect these herbivorous sophonts from ancient predation on their homeplanet, and in some cases, such as the dorsal spine ridge and skull, are outside the skin, functioning as an exoskeleton. They run rapidly on four legs, with the main force in the powerful hind pair. However, the front legs have never developed specialised feet, instead running directly on pegs of hardened bones.
Ybe coloring varies greatly by clan, but rarely strays outside of the blue to red range, and is fairly even across the whole hairless body, with the pale yellow of exposed bone contrasting.
behaviour:
The ybe are a very unagressive race, who consider escape a better solution to fighting in most circumstances. However, they are far from passive, and ever since developing spaceflight and joining the galactic community they have been avid explorers, their natural armor serving well against accidental injuries far from home. They feel an instinctive need to run, and may be edgy or nervous when cooped up in enclosed quarters for a long period.
The social structure is quite loosely defined, with major 'clans' spanning huge numbers of similar Ybes, each being made up of many smaller "tribes", typically of a few dozen Ybe. These tribes are often along family lines, and have no defined leaders, but during times of crisis clans may coalesce and each tribe sends a representative to choose a notable Ybe to lead the whole clan. As most ybe will generally meet people closely related to them, and remain with these groups their whole lives, they are mostly unaccustomed to mean-spirited deceptions. Spacefarers may be less trusting, as many ybe explorers in poorly-mapped systems have figured out the old pirate trick of leaving your last victim's distress beacon online only when it is already too late.
Ybe generally have both clan and tribal markings, which may be either tattooed onto the skin or painted directly on the skeleton. These are less universal in Ybe born off-world, as some consider clans outdated in the great expanses of space.
History
The ybe's history with interplanetary spaceflight is quite short - they are newcomers to the stars. Due to the seminomadic nature of most Ybe clans, with only the isolated Sun clan of the western continent being city-based and static, their development of technology was incredibly slow, with even the more scientifically-minded Sun clans not developing primitive spaceflight until millennia after most other races had come to the stars.
As a result, ybe posess no colonies of their own beyond their home planet, and their presence in space is largely limited to the Sun-clans due to familiarity with more advanced technology, though lone explorers and wanderers from the entire populace can be found across known space.
green: [Adventurous]
desc: This character will answer the call to adventure more often than not. With this trait they are more likely to run into places with more loot to be found. This character is less daunted by certain situations and morale is raised whenever they’re put in an adventurous situation. This character may have fears, but they’re willing to meet it face to face.
blue: [Nomadic]
This character is very good at adapting to new environments, but can't stand not moving on. A bit restless by nature.
red: [Gullible]
This character is commonly unable to tell when an event is fishy and commonly trusts whoever they talk to. Lies are harder to notice for this character and they can be easily tricked or drawn into a trap.
Info on gods: Ybe do not have an organised religion, but maintain a complicated system of honoring renowned past figures as deities, with the actual figures of worship changing as clans rise and fall in influence. If the Ik clan are dominant, their ancient hero who drove the Viper clans out of their homelands might be worshipped widely, only to be forgotten a decade later as the Vipers elect a Clanmaster and achieve a trade dominance over the continent.
patrons: ???
List of gods: Far too many
Dorsidwarf
https://puu.sh/sA0g9/07d2490f33.png
Errata
1: Removed the capital letters I instinctively added everywhere to "ybe" because my brain says it isnt a real word and must be a proper noun
RE: Application review and appreciation topic - Gimeurcookie - 12-01-2016
Everything is looking good so far! So note to make ybe lower cased unless it's at the start of a sentence. Aka it's "The humans are a species that-" instead of "The Humans are a species that-"
Really digging the way these guys look!
RE: Application review and appreciation topic - Spish - 12-04-2016
I came up with 4 species concepts around the last time apps opened. Just for fun, I went back and fleshed out the other three I didn't submit. Still don't know if I'm going to submit one this time around (I mean look at all these other species wow), but here they are anyway :]
Names: Hokkan (warrior big bird AKA practically a fauna the species)
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SpoilerPhysical description: The hokkan is a large, primitive looking creature resembling a cross between a prehistoric bird of prey and a crocodile/dinosaur. Their bodies are covered in feathers, with powerful hind legs that allow them to leap great distances, a long tail, and droopy vestigial wings ending in sharp talons. Generally they lean on these "wings" when standing. Their plumage is vibrant and colorful, with red, green, and purple being the most prominent colors. They have powerful jaws, tall ears, and their faces are dotted randomly with many small, beady black eyes. They are natural-born killers, able chase down their victims with ease, and tear them to ribbons.
Personality & Traits: Hokkan love to repeat words they enjoy hearing, much like a parrot would; naturally they like listening to people talking and singing. When not conversing through conventional means, they express themselves through melodic croaks and warbles. They will wear objects of clothing to make themselves feel smarter; they have a particular fondness for shiny metal objects and like to adorn their bodies with them. They have a strong disdain for firearms, as they perceive the use of them to be cowardly. Though significantly smarter than beasts, they are given to animalistic behavior, and, if not carefully educated, will have little reservation about mauling and devouring people who cross their path.
Common traits: [Cannibal] [Listener] [Great Fighter]
Average Lifespan: 50 years.
Home Planet: Thrak, a planet covered in ruins, petrified forests, and craters.
History: It is speculated that the hokkan were once a race of airborne avian hunters, but were driven underground for whatever reason, eventually degenerating into cavedwelling cannibals. It is evident that a great cataclysm must've befallen their species at some point. When they were first discovered, they were initially assumed to be nothing more than dumb animals (having eaten the colonists that found them). Eventually, they were brought into nearby cities as zoo animals and exotic pets, and it would be many decades until it was discovered they were even capable of intelligent speech. They came to be appreciated as guards, soldiers, and hunters for their intimidating appearance, natural fighting prowess, and ability to take orders very well.
Likes: Words, songs, shiny objects, hunting, killing, meat
Dislikes: Cages, guns, robots, computers, cowards, taunting
Height: 8-9 feet (standing tall)
Diet: Meat
Attack Method: RIP AND TEAR! (incidentally, two of their most favorite words)
STR 8
END 4
AGI 7
CHA 2
INT 1
LUCK 4
Name: Wozzee (gay space lemmings)
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SpoilerPhysical description: The wozzee can be best described as a small, vaguely buglike bipedal alien covered in a layer of fuzz, bright and pastel in color. They have two curly antennae, big red eyes, a mouth lined with sharp teeth, and the fuzz on top of their head is usually groomed into a fine haircut. They have numerous spindly arms which they seem to manifest endlessly out of their fluff (when wearing clothes, they thread these through a pair of sleeves). Their bodies are boneless and rubbery in consistency, totally lacking in muscle mass, but making up for it by being surprisingly durable. They are capable of surviving in even the harshest of conditions, and if one were to roll a wozzee into a ball and punt them across a field, they would barely feel it. While they will eat the meat of anything they kill, their preferred diet consists of sugar, sugar, and more sugar. They can survive on nothing but raw sugar.
Personality & Traits: Wozzee are a team-oriented species, preferring to divide single jobs between multiple individuals, even important leadership roles. Most notably, their homeplanet has fifteen presidents in office (it is a demanding job, after all). The average wozzee is also sensitive to harsh language, mostly due to the fact they have outlawed curse words on their homeplanet (some are more than happy to let loose when they can get away with it). In addition to being very small and weak, they are childish in appearance and in demeanor; all of this making them rather difficult to take seriously.
[Common Traits]: [Pushover] [Competitive] [Cooperative]
Average Lifespan: 20 years
History: The wozzee's homeplanet is a small and idyllic place with sunny green skies, and a vibrant, technicolor landscape in which fanciful creatures with sweet, sugary flesh roam. At least, that's how it was before the wozzee themselves ruthlessly conquered and subjugated all other life on the planet. Their discovery of interstellar travel was a rude awakening for them, as almost overnight they went from being proud conquerors to being little more than tiny and cute.
Special: The wozzee is very light and compactible, able to squeeze into spaces no bigger than a mailbox. One could easily carry around an entire family of wozzee in a suitcase.
(I want to say that it takes 3 of them to fill a crew slot, seeing as they don't strike me as being all that useful on their own. Like, say, each individual gets 3 traits, which they combine when they group together, then their stats are averaged between them. But that
seems like it might a little too gimmicky.)
Diet: Meat, sugar, candy, chocolate, cake, icecream, so on and so forth.
Height: 1-2 feet
Common jobs: Manufacturing, Repairs, Cannon Fodder
Likes: Sweets, friendship, teamwork, victory!
Dislikes: Big fat jerks, harsh language, being alone
Attack Method: Wozzee attack by leaping, biting onto their enemies, and piling onto them until they are overwhelmed through sheer numbers. Once they bite onto something, it's rather difficult to make them let go. If all else fails, they hide, curl up into a ball, and hope they aren't noticed.
STR 1
END 10
AGI 5
INT 5
CHA 4
LUCK 1
Name: Unnonocti (shaman-phibians of the night)
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SpoilerPhysical description:The unnonocti is a long-bodied, amphibious alien that lives primarily underground and around water. Their skin is soft and smooth to the touch, and appears in a variety of blacks and midnight hues (dark blue, dark purple, etc.). They have gills, a stripy tail, bio-luminescent neon patterns and spots running along the sides of their body, and a bright patch of skin stretching from their mouth to their underbelly. They are primarily nocturnal, and possess a pair of reflective, highly sensitive eyes for seeing in the dark. They have 8 limbs, each ending in webbed talons that function as both hands and feet. They run on eight limbs, though they usually stand on their four hind legs. Their bodies are squishy and flimsy, but very spry and flexible, and they are quick and precise in their movements. Unnonocti are incredibly good multitaskers, able to use all eight of their digits with equal proficiency.
Personality & Traits: They are highly spiritual, believing matters of the material world to be cosmically trivial. They are obsessed with death, the cosmos, and the unknown, and even since reaching the stars, they haven't quite grown out of their tribal, superstitious old ways. They have a strong sense of karmic justice, and they consider the act of slaying a wicked opponent to be doing them a spiritual favor. Through millennia of practice in the art of creating drugs and poisons, they have also developed a distinct mastery of chemistry and medicine.
Common traits: [Photosensitive] [Nocturnal] [Multitasker]
Average Lifespan: 60 years
Home Planet: Aumgn, a planet covered in dense rainforests, canyons, and seas. Nights are pitch black, and most of the flora and fauna is bio-luminescent.
Subspecies: Ghost Unnonocti - These are individuals that live solely in water and in caves deep under the surface. Unlike their surfacedwelling brethren, their bodies are lacking pigment, being pinkish-gray on their bellies and white everywhere else. Their bio-luminescent skeletons are visible through their translucent skin, giving them a deathly appearance (hence the name). As with surfacedwellers, they can control this glow, except when they are angry or surprised. While they are equally obsessed with death and the unknown, ghost unnonocti shun the greater universe, and have a much bleaker and more nihilistic view of things than their cousins. They will usually only venture away from the planet for matters of soul-searching and spiritual importance.
Diet: Meat, Fish, Bugs, Fungus
Height: 6'5 (standing)
Likes: Philosophy, music, painting, out-of-body experiences, drugs
Dislikes: Greed, imbalance, nobility, bright lights, smartasses
Common Jobs: Chemist, Surgeon, Bounty Hunter
Attack Method: Unnonocti prefer to strike under the cover of night, using stealth, traps, and poison to surprise and disable their opponents.
STR 3
AGI 9
END 2
INT 4
CHA 3
LUCK 5
RE: Application review and appreciation topic - Gimeurcookie - 12-04-2016
Oooooh man this is a hard pick but I'm honestly digging all of them. If I had to vote for one I'd pick the Hokkan, then maybe the Unnonocti. Oddly we haven't had any weird bio luminescence creatures yet.
RE: Application review and appreciation topic - Dorsidwarf - 12-04-2016
I'm also partial to the cave-dwelling murderbirds, just for how uncivilised and brutal they are.
RE: Application review and appreciation topic - DS Piron - 12-12-2016
[Planet][Station] Jade Park
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SpoilerName: Jade Park
Nickname: The Orbiting Garden
Quote: "Jade Park will never charge for attendance, it is a public treasure; open to all.
Quotee: Zken Cherti, Founder
⦕Maker: DS Piron
Dominant: Celirack
Others: Copez, Plantolk, Fairy, Gondii
Fauna: Minimal.
Weather: Varies depending the areas' plant's needs.
Danger: None, discounting financial .
Purpose: Interplanetary botanical garden.
⟅Description⟆
A rather basic-shaped space station, It's identifed by a faded, chipped, lovingly done mural covering 80% of the exterior, depicting flowers, trees, and other plantlife. The inside, however, is thoroughly decorated to resemble abandoned stone ruins, the main area appearing like an open-air walled garden. The rest is divided into four wings: Heart, Spades, Diamond, and Dennis*, an employee area (with a public cafe for serving both employees an d guests the park's ), and the 'Gift Shop': a store sellling gifts and general space travel necessities, like fuel.
⟅History⟆
The park was commissioned by founder and conservationist Zken Cherti after a conflict involving his last park, between the authorities of the planet, and his vision. Thus, Zken decided to have his next project be in neutral space, with no other authority but his own over it. While he has long since passed, he left a charter the park must follow, first and foremost being that all people must be allowed to enter the park at no cost.
These policies have caused a bit of a schism between those who feel the park needs more funds to operate, and those who wish to keep the park accesible for everyone.
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1᚛ Landing Bay 'Leaf': The landing bay for all guests arriving via personal ships. All guest ships left unoccupied for 8 hours are property of Jade Park. Any ship that has been parked for a total of 72 hours must either leave or be turned over to Jade Park. (The hour count is reset after 168 hours away from Jade Park). These rules apply regardless of which landing bay the ship is in. Parking is free for any and all guests.
This is closest bay to the Spade Wing and the Dennis* Wing.
2᚛ Landing Bay 'Flower': The landing bay for all buses. Any bus that does not have an official arrangement with Jade Garden must follow guest parking rules. Buses come and go to various nearby planets. There only round trips to Jade Park, and one-way trips out of Jade Park. Travel to Jade Park this way can get rather pricey, while tickets off of it are pretty cheap.
This is closest bay to the Diamond Wing and the 'Gift Shop'.
3᚛ Landing Bay 'Stem': The landing bay for Park, and Employee ships and Collected ships pending sale with off-station dealers. While sale of ships here isn't exactly allowed, it is permitted. Guests must remove purchased ships from this bay after purchase.
This is closest bay to the Heart Wing, Employee Area, and it's public cafe.
Special᚛
⟅Trivia⟆
⦁ Almost everything in Jade Park is more expensive, notoriously fuel. It is to the point that the park is listed among the costliest places to refuel. Jade Park takes a lot of ships just due the fact that the owners couldn't afford the fuel to get it out of the docking bay in time.
⦁ Prunus are especially banned from being added to the garden, and will be relocated if one should attempt to take root. Which is a bit odd, considering how prunus would rather have a real sky with a real sun than simulations of such (? verification needed)
RE: Application review and appreciation topic - Arcanuse - 12-12-2016
Hmm. In the interest of focusing my attention on getting one single race finished, I want to test the waters a bit, see what people are interested in. So, out of the following snippets, which one is worth fleshing out next?
Mi: Sentient Plant Fractals.
FLOR(OS): Intelligent bio-weapon intent on purging/controlling other sentience's.
(Undecided), Wekydo, Waki-No, Eecho, Bala-Ka, Muda-Mei-Ta: Extremely bloodthirsty voodoo snakes.
Tickers: Artificial clockwork (Regular clockwork, not the disease) collective, designed and run by the enigmatic Brass King.
Lumus (Post-ascension): Upside-down teardrop shaped psychics, not really interested in the universe. Looks down on any non-Lumus race, considering them to be "beneath their interest".
Lumus (Pre-ascension): Genocidal warlords determined to be the only remaining sentients. Not many left in the universe, after the ascension.
RE: Application review and appreciation topic - awkwardcarapace - 12-12-2016
Voodoo snakes sound pretty cool.
RE: Application review and appreciation topic - cmdrcade - 12-12-2016
FLOR(OS) Sounds pretty awesome actually.
RE: Application review and appreciation topic - TangledAlmond - 12-12-2016
I like the Tickers!
RE: Application review and appreciation topic - Superficial - 12-13-2016
Tickers seem pretty cool. We can have clockwork clockworks.
RE: Application review and appreciation topic - Gimeurcookie - 12-13-2016
I like the Voodoo snakes. I do ask if you do the tickers they not be called clockworks / referred to / nicknamed as that as we'd end up with confusion between the 2.
Also DS your app looks fine! (As I tossed on discord), I think you can leave in the prunus info as long as you change it in to like, a bunch of prunuses got stuck due to having their ship taken away and ended up having to root down and what not.
RE: Application review and appreciation topic - Arcanuse - 12-14-2016
Tuned up the rough notes on the Tickers and voodoosnakes for a public looksee.
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SpoilerHomeworld: Cobek, Kalima, Nahga, Houngan?
Potential names: Wekydo, Waki-No, Eecho, Bala-Ka, Muda-Mei-Ta, Bokor?
Six-arms, plate scales, snake below torso, elongated forehead, long thin claws, dark pupilless eyes,4 horns, potentially tusks. Probably not, sketch looks kinda weird fitting that in.
Annual meetings known as "Cabals".
[Unlucky Young] - This species only has one or two children over its life live to adulthood.
[Irredeemable]
[Violent] - Prefers to solve issues with violence.
[Chaotic evil] - This character will resort to any means to obtain what they want, regardless of who suffers for it.
[Uncontrollable Bloodthirst] - This character is extremely volatile, if they detect an open wound they will enter a bloodfrenzy and attack the individual until either the victim or the character is dead, or the character is forcibly restrained. Outside bloodfrenzy, this character is extremely fond of violence, the more gruesome the better, and constantly seek the smallest bit of justification to attack anything that bleeds or can feel pain.
[Soul Eater] - Character can obtain the memory, skills, abilities of characters they kill. Prevents victim from respawning, period.
Can negotiate [BLOOD CONTRACTS], [SOUL BINDINGS], [ANIMATION].
Skilled with [POISONS], [TOXINS], [DISEASES].
Can use [SACRIFICAL], [BLOOD], [TRANSMUTATION], [CURSE],magic.
Naturally live to aprox 400, but can be extended through various occult means.
Stole the secret of creating poppets, and uses them as slaves/sacrifices. Maybe. Need to research voodoo more.
-The reason they still exist despite being such a threat, is that they suffer an inability to work together long enough to engage in a war conquering more than a few planets, before the would-be empire implodes, collapsing in on itself. As such, dealing with them is as simple as making it common knowledge what planets have them, and encouraging people to avoid landing.
Not entirely happy with the snakes, not quite catching the "Voodoo gone horribly horribly evil" just right.
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SpoilerName:Tickers
Nickname: Gearheads
Homeworld: Sprocket
A collective intelligence of advanced [Find a replacement for clockwork] (No relation to the clockwork infection), built by the enigmatic Brass King.
Collective Mind: Members of the collective consult with the collective databanks for a "correct" response to any situation. If unable to access the databanks, the unit will attempt to find a safe location and emit a distress signal, continuing until the connection is restored.
Servile: They follow orders to the letter, to the best of their understanding. (To avoid accidents, longer, more specific orders work better.)
Tickers generally fit in one of three groups: Hands, Bodies, or Minds.
Hands function as tools for more mobile Tickers, such as drills, suitcases, hammers, tongs, etc. Although the loss of a Hand would be (briefly) mourned, the user would record the incident into the collective databanks, and locate a suitable replacement.
Bodies have a small degree of indipendent intelligence, (so that they won't be helpless outside the reach of the Collective), but mostly they prefer to use their immense strength and endurance to work. Rather slow, but can take a hit like a champ.
Minds are rarely found outside Sprocket, working as the immobile management of the collective databanks to organize, sort, comprehend, and distribute information as needed. When the Minds encounter something they fail to understand, they consult the Brass King for advice. Occassionally, a Mind is created to look and function as a member of another race, serving as Diplomats to the outside universe.
RE: Application review and appreciation topic - cmdrcade - 12-23-2016
Thought of this while watching Aliens (The movie) on TV; it's not quite finished yet but I figured I'd go ahead and put it here for people to see.
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Spoiler
Name: KDRH-494
Nickname: Xenobiologist's Nightmare (?)
Physical description of the station: From the exterior of KDRH-494, one could almost immediately tell something is wrong on board. Several full hull plates have fallen off, revealing the circuitry beneath, and several hull breaches are present. The entirety of the docking bay has been ripped off, meaning that one of the only ways on board is via a short space walk until one reaches the exposed airlock or preforming a very risky maneuver to "dock" with the airlock. All but one of the station's solar panels has been torn off as well, forcing everything but essential systems to be powered off.
History of the station: KDRH-494 was once one of many kaikian Database and Research hubs until a xenobiology experiment went horribly wrong.
At some point, an exotic animal trader passed by the station, and the station purchased several highly aggressive creatures that were never previously seen by the kaikians. The crew began performing experiments on the creatures, when they quickly found that the creatures carry their fertilized egg sacks with them, and found out even quicker that said eggs hatch when their carrier dies, and grow very rapidly. The station was very quickly overrun by the creatures, nicknamed the Shikushi, and all but one of the crew-members perished.
Since then, the station has been abandoned, and the creatures left to survive off of the food replicators and corpses of the dead on the station.
Special: Shikushi Infestation: This station is infested with deadly creatures known as the Shikushi, who are highly aggressive and territorial, and thus wont take kindly to visitors. It is recommended that one does NOT board the station, unless they have quite literally no other option available.
Trivia: Officially, the station is "pending destruction" by the Kaikian government, though it has been for quite some time. A few conspiracy theorists speculate that the Kaikians are keeping it for the purpose of unleashing the Shikushi upon any enemies they may gain in the future.
RE: Application review and appreciation topic - SirBlizz98 - 12-30-2016
A species concept I think is P cool and may-or-may-not submit at the next opportunity.
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SpoilerName: Vampwelf
Nickname: Batty Aristocrats / Vampires
Quote: I vant to suck you blood ah ah ah, sorry, I've alvays vanted to say zat. -Vampiretta von Elzenstein
Stats:
-Strength: 2
-Intelligence: 4
-Charisma: 10
-Endurance: 2
-Agility: 8
-Luck: 0
Common Jobs: Aristocrat, Administrator, Blood Bank Manager, Manager
Likes: Blood, Subservience, Being Respected, Cloudy days, Fashion, Oomn
Dislikes: The Sun, Disrespect, Filth, Lower Life-forms, Uppity slaves
Common Attack Pattern: Utilize their 'Vampire speed' to swiftly close the distance and disable their opponent, before proceeding to then feed on them.
Homeplanet: Transylvaar II
Lifespan: 400 Years
Height: 5.5 Ft
Diet: Blood, Insects, Fruit
Class: Upper Class
Rarity: Rare
Common Traits: [Persuasive] / [Speaks with an accent] / [Classist]
Religion: Vampwelf generally don't worship anything, in fact, they more often set themselves up as objects of worship.
Phyisical Description: Vampwelf look like anthropomorphized bats, they have batty faces with large red eyes that seem to peer into one's very soul, a pair of large ears, and a prominent set of fangs jutting from their upper lip. They have a white or light gray 'collar' of fur around their neck. Their skin is usually chalk white, though darker skin is possible.
Their entire body aside from their face is covered in a layer of short fur that is usually dark brown, though it also comes in black and lighter shades of brown. Colors such as red and tan are very rare, but not unheard of. They have a head of hair that is variously styled and is the same color as their fur generally.
Vampwelf have a pair of large bat wings where there arms would be, that end in a three fingered claw. These wings are used as arms when they are not in flight. They have a pair of lithe legs ending in smallish feet.Vampwelf are generally not seen not dressed in some sort of high-class outfit. Their attire is generally styled after either "Victorian" or "Medieval Eastern European" styles.
Personality: Haughty and high class, Vampwelf are regarded by many as 'Upper class Twits', which is far from an entirely undeserved reputation. They generally desire to be pampered and served, and regard anyone who would deprive them of these things as scum undeserving of respect, on the other hand, those willing to bend the knee are often subject to lavish affections, mind, it's in a manner similar to a pet, but still, lavish affections.
Vampwelf do not have a very high opinion of 'lower life-forms', that is, most other species in the universe. They regard them as chattel fit only to be servants, and if they're not willing to be servants, they will be slaves.
History:
Subspecies:
Special:
The Dread Hunger: Vampwelf require blood to properly function, while they can subsist on insects and/or fruit, not drinking blood causes them to go gradually more and more insane. Eventually, if they do not get blood, they will enter into a "Blood Frenzy" wherein they will indiscriminately attack and feed upon whoever's nearby until they are satiated. They can also drink blood to regain sanity, regardless of how they lost it.
Trivia:
-Vampwelf are one of the few species in the universe entirely accepting of slavery, so long as it's not of 'higher life-forms' and certainly not of vampwelf. As they see it, slavery is merely the enforcement of the proper status quo of the universe, that less beings should serve higher beings.
-They're extremely taken to the oomn, as their self-depricative attitudes and servile nature make them perfect servants. It's like they were meant to be together.
-A widely held belief is that when a vampwelf drinks your blood you become a vampire. Even though this is categorically false, many are still adamant that it's true.
RE: Application review and appreciation topic - Dorsidwarf - 03-23-2017
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LEONLEON
The prophet of rust and flesh.
Quote: "We stand together - frail now, weak beings of failing flesh - but soon... soon!" - Leon
Quote:"I think the very worst part is - This prophet, this Leon - He thinks he's saving life. Thats why he does these things, because he thinks it's what is right. The slaughter, the abominations, the deaths - they're all just sacrifices to the great cause for him. Hardly anyone who is truly dangerous thinks of themselves as a villian." - Kiala Jaricha, The Death of Harvest
STATS:
STR: 2
INT: 6
CHA: 15
END: 5+
AGI: 5
LUCK: 3
Species: Oomn (?)
Age: 52(?)
Height: 5'10
Job: Prophet
Contribution: Large-scale Clockwork terrorism
Likes: Clockworks, Unity, cults
Dislikes: Notails, Unbelievers, Miaclsem,
[b]desc
Leon is a relatively tall example of an oomn, who covers his face with a computer-screen mask. This mask, made of rusted and dirt-covered metal, has two eye-holes joined by a horizontal slash, and a jagged mouth cut out and painted. Leon's skin tone is a dark slate grey, and his hair is even darker. He is identifiable to those that know him even without the very unique mask due to always wearing red and cream floor-length robes, and a dark green-grey scarf around the neck. Metal objects in the vicinity of him have been observed to rapidly tarnish, leading to his nickame. More recently, Leon has been spotted having difficulty with complex movements, leading some to speculate that he is suffering from some kind of degenerating condition.
Personality/traits:
Leon is a being driven by what he sees as a vital, pressing cause. He is forever haunted by whispers and flashes of a great horror in the future, and believes that there is a coming cataclysm of terrible magnitude. The only way for life to suvive this coming is through the ultimate unity - conversion or amalgamation into the form of clockworks.
In person, he can be irritable or even agressive to those uninterested in joining his flock, as he simply doesnt understand how people can't see the i Leon is not given to personal sacrifices or trials - he'll abandon his designs, his cultists, and plans if necessary to avoid the risk of no longer being able to carry on his works. However, in the actuality of disaster or death, he expresses no fear or hesitation.
He is given to speechcraft, the art of persuading the other, working the crowds, and playing off people's emotions and frustration. When he arrives at a likely location, he will befriend and convince people of his cause, founding a cult. This cult will recruit and grow until either its true nature is discovered by authorities and it is shut down, or it is widespread enough that a clockwork infestation is started and rapidly grows through the members, willing or duped.
History:
Leon's identity has been traced back to what are believed to be his origins as a local politician on Callidcaeb, Leonid Horolo. Horolo went missing over 20 years before the first recorded appearance of the known Leon, a casualty in the catastrophic destruction of the ISV Colossus , a famous tragedy in which almost all of the passengers aboard the stricken vessel were killed by a freak asteroid collision.
Two decades later, the first confirmed sighting of Leon was made, as he formed a cult around his preachings of a "New Coming" on the world of Harvest. Precise records of the events following are scattered due to damage to the planetary communication network, but a major outbreak of clockwork infestations is known to have resulted in planet-wide riots, ultimately resulting in a near-complete purge of the doomed planet.
While the current whereabouts of Leon are unknown, in the time since he has been responsible for several less-successful outbreaks of clockworks, though still each causing horrifying mayhem and mass destruction. These incidents seem to be getting more and more frequent, and the rise in outbreaks attributed to the so-called prophet has not escaped notice. While the notails have so far largely managed to contain and eliminate the outbreaks so far, the severity of these incidents has been growing larger and larger. Certain individuals amongst the notails have been taking note of the steady increase in reported sightings, and are known to be hunting down Leon and his cult, in an attempt to neutralise the threat he poses before it can continue to escalate and metamorphose into a far more catastrophic and wide-reaching form.
If you spot this man, call relevant authorities immediately.
Special:
Speaker to the many: Leon's oratory skills are almost supernatural, and he is easily able to convince large numbers of the downtrodden or hard-done-by of his goals wherever he goes.
traits
[Masochist][Compelling] [Changed] [Disloyal] [Hunted] [Twisted] [Omnicidal] [Deja Vu] [Visions]
RE: Application review and appreciation topic - SirBlizz98 - 07-17-2017
It's the Slimes, the goobles, the [other term that evokes their slimey nature other than their actual name]! Which i'm probably not submitting soon, but maybe later.
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SpoilerName: Galooper
Nickname: Chemical Runoff
Quote:
Stats:
-Strength: 4
-Intelligence: 2
-Charisma: 2
-Endurance: 4
-Agility: 10
-Luck: 4
Common Jobs: Stress Relief, Waste Disposal, Factory Work
Likes: The Heat, Chemical Soup, P.D.O.A.
Dislikes: The Cold, Standoffish people, Bases
Common Attack Pattern: Will usually collapse into a puddle and wait. If that doesn't work they'll attempt to envelope the aggressor in their mass.
Homeplanet: Gishgallop
Lifespan: 50 years
Height: 5 feet
Diet: Omnivorous
Class: Lower Class
Rarity: Common
Common Traits: [Can Walk on Walls][Affectionate][Clingy]
Religion: Galoopers aren't particularly religious, but they sometimes venerate Vaska G., whom over the years has become greatly mythologized from her more humble reality.
Phyisical Description: Galoopers precise appearance varies, as they have a habit of mimicking people they're nearby to a certain extent, but their are some consistent points to their appearance.
Their body is made up entirely of fluorescent goo that comes in a wide variety of colors, they always have a basic vaguely humanoid structure of a head, torso, and two arms. Their body structure, being entirely goo-based, is rather amorphous and vague. Most galoopers are a single, very strong color, but a few come in a multiple colors, with three being the most that are commonly seen.
While their head has a habit of varying due to their mimicking habits, they consistently display a pair of long tendrils running down the sides of their heads, ending in large globs of gooey material. Within the torso is a heart shaped 'core' that forms the majority of galooper's being. This core is made of a hardened version of what the rest of their body is made of and If it where to be destroyed then the galooper would die.
The galooper reproduce in one of two ways. The first, and more common, method, is to simply spawn from one of the many spawning pools dotted around Gishgallop. Galoopers will exit these pools from time to time, with a variety of colors and demeanor. The other way, is for one or more galoopers contribute a portion of their mass to create a blob. This blob is then incubated under similar conditions as exist within the searing mass of the spawning pools. Within a few months a new core will form and a new galooper will be born. Galoopers made in the latter way will often be similar to their parent or parents.
Personality: Galoopers are above all else 'friendly'. Very friendly, to the the point where it's difficult to get a galooper to not make gratuitous shows of affection towards people, animals, whatever. This is a bit of a problem, since galoopers seem to not fully understand that their bodily fluids can hurt people, and much like a small child, will be very disheartened by rejections of the well intended advances, without really understanding why what they did is bad. Thankfully, for those who might feel bad themselves, galoopers 'bounce back' very quickly, often requiring one to break their hearts several times as they try and try again.
Another thing galoopers are is gluttonous. Noone's entirely sure why this is as galoopers don't really need to eat much to survive, and indeed none of the nutrition actually sustains their core. When asked about it, a galooper reported "I just generally feel hungry, all the time." And then proceeded to repeatedly ask for food and/or hugs, not stopping until one was provided to them. For posterity's sake, the provided item was an affectionate hug.
History: The History of the galoopers is tied with the environmental decline of a planet known at that time as "Empyria". Empyria was a wonderful and beautiful planet colonized by quelan for precisely those reasons. Over time, the "Cosmetics" Company that sponsored the colony had been dumping "Cosmetic" waste into the environment with reckless abandon, which gradually caused the environment to take a turn for the worse.
One day, a nobody Lab Tech by the name of Vaska G., her surname as long been lost to he mists of history. Was doing her rounds investigating one of the runoff sites for signs of concern. Technically speaking the site was a horrific polluting dump, but by company guidelines it was perfectly acceptable, so against her better judgement she was going to write it off as "fine". It was at that moment that Vaska noticed she was not alone. A strange slimey creature had appeared near her. This was a strange occurrence, probably worth noting. Before she could go off to report this, several more appeared. Vaska was swiftly mobbed by the strange, squishy creatures, who engaged in what was later recorded in the annals of Galooper lore as "The First Great Hugpile".
The "Cosmetics" Company couldn't stand for this revelation. Mainly, the presence of a new, possibly sapient, species in their highly dangerous "cosmetics" factory could vastly complicate what they were doing. So the company took steps to contain and/or exterminate the galoopers. What precisely happened then is uncertain, but according to Galooper legend, Vaska returned at this point, from wherever she had gone before, and taught the Galoopers how to fight. And while the truth might never be known, the galoopers certainly fought, They fought so hard they wrecked the entire factory, and the colonies, and more or less drove most of the quelan off the planet. And thus it was that galoopers took over the planet, which they petitioned to have renamed 'Gishgallop', supposedly in honor of their "savior".
What happened to Vaska after that isn't known, legend say she lived the remainder of her life living with the galoopers, presumably because she was marked for death by the company for instigating a rebellion or something. The legend goes that, when she finally died, her body was placed in the first spawning pool, where she was reincarnated as galooper. Whether that's even a thing that can happen is unknown, but it certainly makes for a nice story.
Subspecies:
-Inksklop: A black colored galooper subspecies that spawns under uncertain circumstances. They are decidedly more mean-spirited than normal galoopers, having an unbridled joy of playing mean-spirited "pranks" and "jokes" on people.
-Twin Galooper: Occasionally, two galooper cores will form in close proximity to each-other. Usually, one either fails to develop or they simply drift apart and continue to develop as normal. But occasionally, they don't, and eventually they start growing into each-other, getting stuck together. Galooper that spawn in this way are essentially, two galoopers in one. As galoopers are not very complicated, this generally just means twice as much gratuitous affection as usual.
Special:
Trivia:
-Technically, galoopers are immortal, unfortunately their core isn't immune to their own caustic body fluids, and will eventually be dissolved, and they will die.
-Attempts have been made to nullify, or at least reduce, the causticity and corrosiveness of galooper goo. These attempts have generally resulted in the galooper's death, and, and continued testing in this line has been declared "very immoral".
-The Universal Food Safety Board has asked us to publish the following message: "The internal bodily fluids of the Slime Organism, 'Galoopers', is highly caustic, toxic, and generally unpleasant. Ingestion will result in death for most organic creatures in 10 to 12 hours, very painful, agonizing death, DO. NOT. EAT. THE. SLIMES."
RE: Application review and appreciation topic + Lore Q&A - Gimeurcookie - 07-31-2018
I'm bringing this topic back as I see that a few people might need lore checking in their applications. I don't like rejecting apps and causing people to have to wait a week to resubmit so please feel free to ask your application related lore question and let me answer it for you.
RE: Application review and appreciation topic - Ten11 - 08-02-2018
I noticed while looking through the planets that while planet-infecting clockwork viruses exist, there weren't any listed yet, so I made one.
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Spoiler
Tok
The Whirring Planet
Physical Description:
Among the many known strains of clockwork infection, there have been several documented cases of K-class viruses, or "dryads": clockworks so virulent they infect entire planets, converting mountains into machinery and forests into blood. Tok is one such planet. However, unlike other infected planets, Tok is the only known case of multiple dryads all congregating on a single planet. As a result, Tok is in a constant state of war, as the various clockworks devote all their efforts towards producing overpowering eachother through both natural disasters like floods and landslides as well as more conventional weaponry. From space, Tok has several rust-coloured "continents" with ugly black lines snaking their way between them, giving the appearance of scars.
Currently, there are four different continents on Tok, each controlled by a different dryad. The middle of these regions are surprisingly hospitable, as each clockwork devotes the majority of their attention to their borders at all times. Plants and animals can be found, and even fresh water occasionally. As one heads towards the borders, such signs of normal life disappear. Mechanisms constructed from a mixture of metal and flesh become common, creating explosives and refining their own material into harder, stronger forms. While it is still possible to escape the dryad's notice at this point, it is recommended that all organic and metallic matter be sealed or, failing that, set on fire. The borders themselves are a constant hailstorm of bullets, explosions, boulders, acid, lightning, plagues, and lasers, as well as actual hail. Not recommended for healthy travelers.
History
After Tok's initial discovery, it became a research point for several clockwork specialists, but was otherwise ignored by the universe at large. Then, one day, one of the dryads reached out to the researchers and began communicating with them. Their name was Rellgow. Up until that point, all attempts at negotiation had ended with the negotiators integration, and it had generally been thought to be a lost cause. Unlike their fellows, however, Rellgow saw an outside alliance as a possible edge over their enemies. In exchange for a constant supply of resources and products, they would promise to not kill anyone who landed on them, much.
After some bargaining, the dryad agreed to provide information regarding themselves, their planet, and clockworks in general in exchange for resources. To this day, Rellgow has been the source of much information regarding clockworks, especially dryads.
It is unknown what Tok was like before it became infected. According to Rellgow, there were buildings and structures, implying some sort of civilisation, but no intelligent life remained by the time they took over their current territory.
Locations: (While each continent has distinct features, all locations listed are found in Rellgow, as the other dryads have continued to reject any form of negotiation.)
Central base: A large facility complex including launch zones, warehouses, sleeping quarters and many scientific stations. Most on-planet research is conducted here. A fee is required to land, not in points but in raw resources. While landing elsewhere is free, visitors should be noted that they may be consumed in a totally legal fashion upon entry.
Clockwork Factory: All sorts of strange weapons are produced here to aid the war, from guns with legs to grenades with tentacles. Ironically some of the best anti-clockwork weaponry is produced here, for a price.
'Watch'tower: A large flexible spire located near the border, culminating in an eyeball. A popular tourist location, as Rellgow is happy to oblige for any photos, although the background noise can be a slight issue.
Trivia
-Since negotiations opened up, Rellgow has increased their territory by roughly 4%. They note this has been the largest change in the state of the war for several thousand years.
-It should go without saying that all matter picked up off the surface of Tok is likely infected with clockwork virus, and must go through a comprehensive decontamination process upon departure, although Rellgow has said they won't try to infect any other planets, honest.
I made a lot of assumptions about what they're like though, and how they would interact with eachother, so i could see it needing some changes.
RE: Application review and appreciation topic + Lore Q&A - Gimeurcookie - 08-02-2018
Yeah when I read it it was a good concept then, and a good concept now. It's a shame we don't have a clockwork section up yet. The writing is A+ and is totally on point, no changes there so the rejection was only lore based and while there are notes out there I wouldn't say they're the most perfect notes to be using so feel free to ask me any questions you need, def on the concepts of clockworks.
I have lot of info stored up about clockworks, just not enough time to put it out publicly.
To go through a list of what lore fixes this one needs.
- K-class and other classes of clockworks are no longer a thing. All of them just have name now. (So dryad alone is just fine.) It used to be a shout out to SCPs but the whole thing doesn't make too much sense now as every single clockwork would be considered K-class by those rankings.
- "only known case of" should be removed. I always personally remove things like "The only" and "The biggest" and other statements that imply the hard and fast lore to avoid lore tangles as well as allow other people to make likewise concepts.
- A small note mentioning that the reason no one has burned down this planet yet being because of the research would get rid of any questions as to why people are ok with what could become a rather aggressive liability.
- Most clockworks, even big ones like dryads are mindless monsters. It doesn't have to be explained why they are intelligent as it can happen just very rarely, a simple "An absolute oddity, the dryads on this planet all are intelligent enough to hold stable warfare."
That's be all. All of those points likely would require no more than 1 to 2 sentences. Everything else is stable and good, and like I said the concept and lore is really spot on.
Feel free to ask me anything you may need. Also you're free to resubmit even though planets are closed.
RE: Application review and appreciation topic + Lore Q&A - Yaveker - 08-04-2018
What are your thoughts on an article that's been partially censored due to pressure from a third party while the results of a lawsuit are settled? Here's a bit of the article as an example.
Show Content
Spoiler
Subspecies
[C75-B]:
The shimic was not always the way it is now. Shimics used to be called the now decommissioned [C75-B] and were a new product from [C75-B] intended to expedite the repair of a ships electrical system by removing the need to buy and locate replacement parts. However due to an oversite on the part of [C75-B] when creating [C75-B] and cross contamination with a biological parasite the shimic was created.
Trivia
Some parts of this article have been omitted or outright removed per request due to agreement C75-B. These changes may be reverted pending the outcome of the class action lawsuit “[C75-B] v. Ship Owners”. Any such removed sections are marked with [C75-B].
It should be noted I do have an uncensored version as well, there's nothing to exciting behind the removed portions. Mainly just the companies name / parts pointing out how little care the company in question put into making this product that has now become a large issue. The parts a shady company currently going through a lawsuit wouldn't want to be public knowledge.
I guess my main question is would an article like this be allowed?
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