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I've always been interested in the Spore Games that have taken quite a hold on this site. I think it's time I've decided to try a version of my own. The rules I have worked out for my version of the Spore Game are slightly different than the rules put together for ThirdEmperor's games, but the concept still remains; eat, evolve, and rise to become the greatest creatures to ever live. My Spore Game will take place on a new planet known as planet Agaman.
This game is originally based off of Spore’s Cell stage, where the key is to eat as much as possible in order to accumulate DNA. DNA is then used to purchase Evolutions, which increase your species’ ability to cope with the environment around it. This game can be played with several players, but the catch is that there’s only one creature, one species, that the entire group of players will vote and come to a consensus on every action the creature makes.
The game is based off of the tactical and survival decisions of the group, rather than the roll of a die or the numbers on a chart. The group should be responding directly to the descriptions given to them by the GM. The accumulation of stats, DNA, and other numbers are important to the way your cell fares in the world, but it’s not nearly as important as the decisions your cell makes.
This game is made to mirror the process of evolution to a point, but it is not an accurate evolution simulation. The ways that the creature acts and makes decisions will by no means ever accurately simulate those of an actual creature. The group is encouraged, however, to try to think like the creature, putting survival above all else.
By the use of tactical decisions and well spent DNA, you can establish yourself as the top predator or the ally of all, or somewhere in between. Everything, the outlook of the creature, the place in the food chain, the tactics, beliefs, and civilizations of your creature depend directly on the choices your group makes. Teamwork will mean your survival, split decisions may lead to your extinction.
Stats
There is an array of stats and qualities that are represented by a number that determine the skill and state of your creature as it increases in evolution.
DNA
DNA is like the evolutionary money of the game. In order to survive, you must evolve. In order to evolve, you must purchase new qualities with DNA. DNA is gained in many ways, but in the early stages of the game, it’s gained by eating. Befriending, killing, establishing your place in the food chain, and the survival of a tough environmental predicament all get you DNA.
Hit Points
Hit Points are the measure of your creature’s state. When you run out of HP, most creatures die. Sleep restores all HP, not eating. HP should increase as you go up in stages, but it must be watched carefully by the group. The downfall of many species is the low amount of HP at high stages. You begin with six HP as the max, but this can be increased by Evolutions.
Stomach
This is a measure of how hungry you are. 10 is the highest amount of stomach you can have, and 0 is the least. You cannot increase or decrease your maximum or minimum stomach. When you have below 4 Stomach, you are considered hungry, and you must eat soon. When you reach 0 Stomach, you start to lose HP until you eat something. When you are above 7 HP you are considered very full. You could eat more, but it won’t help. Going above 10 Stomach causes the loss of HP as well. Stomach decreases over time.
Endurance
Endurance is the measure of your ability to push yourself. Like Stomach, you have 10 as the max. When you run out of Endurance, you start taking HP away. Things like combat, heavy travel, or other vigorous activity reduce your Endurance. Sleep restores it as well as eating.
Skills
There are certain qualities of your creature that are determined by skill. These are things like how well you do in combat, how well you interact with creatures, and how well you do when exposed to environments. Skills are vague, but when you have a higher skill, you will generally do well.
Atttack
Attack is the measure of your ability to hurt other creatures. Specialized parts are useful for increasing this. When attacking a creature, compare your attack to his defense. The higher will get an edge in combat and will perform better than they normally would. You start with 1 Attack.
Defense
Defense is the measure of your ability to keep from getting hurt. Parts can be gained for increasing this. When a creature attacks you, compare your Defense to his Attack. The higher will get an edge and will generally perform better in combat than they normally would. You start with 1 Defense.
Agility
Agility is the measure of how good you are at dodging and how fast you move in combat. When you attack a creature, compare the combination of either your Agility and your Attack or your Agility and your defense. The Agility is applied as a bonus to the side that uses it. When Agility is added, it follows the same rules as if it wasn’t, higher number doing generally better in combat.
Perception
Perception is the measure of how well you notice your environment. Perception can aid in finding food, hunting, and noticing stalking predators. When a creature attempts to sneak, stalk, or hide, compare your Perception to his Stealth. The higher number will generally do better. Your perception starts at 0 and you can only notice te most basic and immediate of things.
Stealth
Stealth is the measure of how good you are at hiding. You use this when attempting to hide, stalk, walk softly, or otherwise remain hidden from enemies. When attempting to do this, your Stealth is compared to the enemy’s Perception, the higher number generally performing better. Your stealth begins at 1.
Tactics
Tactics are the measure of how well you work with others of your species or allies to outsmart an enemy. Once you have tactics, it is immediately applied to combat as a bonus to Attack or Defense. When making a tactical attack, add your Attack+Tactics to his Defense+Tactics. The higher number will generally perform better. Tactics begins at 0.
Social
Social is the measure of your ability to interact with creatures of your species and others. You use this when attempting to befriend, ally, intimidate, and charm other creatures. Your Social is compared to theirs, with the higher number getting an edge. Social begins at 0.
Mechanics
The mechanics are quite simple. When a predicament appears, the GM describes it then the Players decide on what they do. The GM then rolls 4d6. The number of even numbers that show up determines how good you do in the situation, with the higher amount being a better outcome. The outcome of the situation is affected by the stats of a creature, but there is no system that directly affects the outcome of a situation.
This is where the GM comes in. S/he is in charge of making an educated call for the situation’s exact outcome based on the Skills, stats, and the number of even numbers rolled. When a roll is made, it’s made to determine the final outcome of the entire situation, not for every attack. Sometimes a battle with another creature requires several updates, and thus, several rolls, while sometimes an entire battle can be handles with one roll and measure of skill.
Example of Gameplay
GM: The area you're in seems a excellent place to live, with a abundance of other, edible cells, as well as many rocks that cannot only be eaten, but are full of holes and tunnels, forming a kind of reef.
As you watch a large, somewhat worm-like cells swims past franticly, harried by a pack of smaller cells with curved, horn-like protrusions they are using to attack the other cell.
Player 1: We should flee; those horny cells don’t seem friendly.
Player 2: Never mind what’s chasing them! I see some tasty cells that would fill our Stomach!
Player 3: Yeah! Those horn cells should know that those worms are ours!
GM: (The GM rolls a 2, 1, 4, 6, making ¾ evens. This is a success with little damage.)
You swim after the worm cells and their hunters, determined to get your share. You eventually manage to corner one, along with two of the horned cells. You lunge forward at it and slam into it, and although your attack has little effect, it does create an opening for one of the horned cells, which gores the worm viciously before being dashed into jelly by its tail. You attack again, but are smacked backward as the worm lashes out in response to the second horned cells attack, which leaves a deep cut in the worm cell's membrane, before being slain like it's companion.
With no allies left to distract the worm it turns it's full rage on you, lashing out with it's tail three times as you futilely try to attack, practically reducing you to a pulp, before you finally manage to strike it in the wound left by the horned cell, causing the worm's skin-like membrane to split entirely, spilling out the worms tasty insides. You quickly devour them, gaining 4 DNA.
You have 1 HP (you need to sleep).
You have 5 Stomach.
You have 2 Endurance.
You have 10 DNA.
Player 2: Phew! I think it’s time to rest. What about you guys?
Player 1: But we’re pretty hungry too. Maybe we should eat something before sleeping.
Player 3: There’re still some horned cells out there! I think we should go for them!
Player 2: But we only have 1 HP, we could get killed!
Player 3: Right. Alright then, eat, then sleep.
GM: You hide in the nearest available cluster of plants and munch them a bit, then decide to rest. You sleep for a long time to recover from the vicious beating you took. When you awake you realize you've gained a considerable amount of mass, and decide to split, ripping yourself in half in order to create another of your kind, jumbling your DNA in the process.
You have 4 HP
You have 2 Endurance
You have 7 Stomach
You have 10 DNA
These are the evolutions you can get, as well as the DNA cost (note that you can choose most evolutions more than once):
Grow Mouth: 2 DNA (Allows you to eat much faster)
Grow Horn: 4 DNA (Gives you a crystaline horn, increases attack by 1)
Grow Teeth: 4 DNA (Requires mouth, increases attack hy 1)
Improve Enzymes: 8 DNA (Increases DNA gain, increases attack by 1 if you don't have Thicken Membrane)
Thicken Membrane: 2 DNA (Thickens your outer membrane, increases defence by 1 but you cannot eat without a mouth)
Grow Spines: 6 DNA (Deals damage to attackers)
Increase Mass: 4 DNA (Increases your size, as well as increasing your HP by 1)
Grow Flagellum: 4 DNA (Increases Agility by 1, increases movement speed.)
Grow Eye: 4 DNA (Allows you to see stuff instead of feeling it, increases Perception by 1.)
Specialize Enzymes: 0 DNA (Choose a type of food (meat, plant matter, rocks, ect.) you gain extra DNA from eating that type of food but less from others.)
______________________________
Turning Points
There are moments in your cellular life in which you will make a decision that changes the outcome of the rest of your species’ existence. Perhaps you finally found a territory to call home, rendered extinct a species that was once the top predator around here, or accomplished some evolutionary feat that out-evolved every other species on the planet. Whatever you managed to do, it had been an enormous accomplishment, and you are ready for the next stage.
During a Turning Point, everyone will be confronted with a chance to flesh out their creatures as a culture by deciding on a little quiz of a sort. The first step is to determine their views on the species they have met. Next they order in importance The species’ expansion, acquiring food, avoiding/exterminating enemies, and evolving. Then they describe the species’ general attitude as something like Aggressive, Passive, Cowardly, or Inquisitive. After the first turning point, they name the species. For every other species they name during this time they gain DNA.
After these are decided a time skip occurs. The situation that is updated takes place an unknown time after the last one. It describes that your species has done occupying the area that was chosen as a home, how the culture currently works, and how you gain the necessary resources for survival. Then the species is placed in a new, larger predicament to solve. Remember that, while you have been evolving, the other species’ have too. The geography may have changed as well.
Sources for DNA
DNA is awarded from many sources, and is vital for the gaining of evolutions. Harder tasks award higher levels of DNA. The DNA gained from things increases with certain evolutions, and the cost of older evolutions goes up over time. Food from any source gains you 2 DNA, unless you have specialized your enzymes, in which you gain 4 DNA for that and 1 for the rest. Whereas, when improving your enzymes, you gain 2 for non-specialty foods and 5 for specialties. You also gain DNA for killing creatures, befriending them, discovering new areas or going through a turning point. It all varies depending on the difficulty. It is up to the GM to decide just how much is awarded exactly.
Evolutions
Evolutions are the changes that occur with your creature in order to survive. They are vital for the survival of your creature because they adapt your creature to different things, making them more likely to survive the increasingly difficult situations life throws at them. DNA is the exact thing required to purchase these, and when an evolution is grown, the DNA required disappears.
Evolutions have several rules to them. Firstly, an evolution is not available for purchase if it has not been encountered within another creature that has been dominated. The reason that word is used is because befriending, allying with, killing, eating, or other things that establish dominance over another creature allow evolutions to be purchased. Evolutions also cannot be purchased unless there is a current use for them and a reason to get it. Reproduction is a great time to evolve because mutations occur in the process.
You can go the entire game without ever evolving, but it is highly unlikely, because eventually so many things stack against you that it means the extinction of your species. Remember that evolutions must occur to make sure your species survives. You have to keep running just to stay in the same place, otherwise you die.
All Evolutions
Some are based off of or taken directly from the other Spore Games, others are original.
Spoiler
Element Base: 0 DNA (Your creature forms out of a readily available element, such as Carbon. You are now a ______ based life form and will remain this way for the rest of your existence. The base you choose determines what your source of food must contain. This must be chosen at the start of the game. The element base must work as a building block of life, and thus must have 4 or 3 bonds in order to work. Examples of elements that would work for your main structure; Carbon, Silicon, Tin, Lead, Nitrogen, Phosphorous, and Arsenic.)
Grow Mouth: 2 DNA (Allows you to eat much faster)
Reinforce Jaw: 6 DNA (Faster eating, +1 Attack)
Grow Nose: 4 DNA (Allows you to smell on land. +1 Perception)
Grow Horn: 4 DNA (Gives you a crystalline or bone horn, increases attack by 1)
Improve Horn: 6 DNA (Makes your horn stronger, longer, and sharper. +1 Attack. Requires Horn.)
Grow Teeth: 4 DNA (Requires mouth, increases attack by 1)
Grow Ears: 4 DNA (Allows you to hear, +1 Perception)
Improve Stomach: 6 DNA (+2 to maximum Stomach capacity)
Spinal Sail: 6 DNA (A large sail grows on your back that allows your body to radiate away and absorb heat faster. This makes you resistant to overheating and hypothermia)
Beak: 6 DNA (You’re mouth becomes a bony beak, which can be used to break hard substances and get to the food within. It also allows you to peck. +1 Attack, slower eating speed)
Improve Enzymes: 8 DNA (Increases DNA gain, increases attack by 1 if you don't have Thicken Membrane)
Regenerative Enzymes: 6 DNA ( Spend 1 Stomach to receive +1 Health)
Glue: 6 DNA (You can produce a sticky adhesive that can be used to repair shells and the like. Requires Spit)
Spit: 2 DNA (allows you to propel body fluids far distances. Requires Mouth and Generate Slime.)
Spit Poison/Acid/Healing/Glue/Slaiva/Puke/etc.: 4 DNA (You can spit great distances something you already have, such as poison or glue. +1 Attack when used against enemies. Requires Spit.)
Thicken Membrane: 2 DNA (Thickens your outer membrane, increases defense by 1 but you cannot eat without a mouth)
Tunneler: 4 DNA (You can tunnel through hard materials such as rock.)
Grow Spines: 6 DNA (Deals damage to attackers)
Increase Mass: 4 DNA (Increases your size, as well as increasing your HP by 1)
Increase Efficiency: 4 DNA (+1 HP/Endurance)
Grow Flagellum: 4 DNA (Increases Agility by 1, increases movement speed.)
Grow Cilia: 4 DNA (Increases Agility by 1, increases movement speed.)
Grow Lobe Fins: 8 DNA (Increases Agility by 2, increases movement speed. )
Grow Ray Fins: 8 DNA (Increases Agility by 1, greatly increases movement speed.)
Grow Dorsal Fin: 4 DNA (Increases Agility by 1, Requires Fins)
Grow Tail: 5 DNA (increases movement speed and improves balance)
Tail Club: 8 DNA (A heavy weight grows on the end of your tail that can be swung around and used to crush objects and bash enemies. +1 Attack. Requires Tail)
Perpendicular Plates: 8 DNA (Large crystal or bone plates similar to exoskelectal armor grow perpendicular to your body, protruding outward. These make you extremely hard to swallow and make you harder to wound. +1 Defense)
Echo Chambers: 6 DNA (Your nasal passages grow very wide and form a large, hollow chamber. Through these, you can make a large echoing noise that carries a very far distance both on land and underwater.)
Grow Jet: 4 DNA (Greatly increases movement speed in short bursts.)
Grow Eye: 4 DNA (Allows you to see stuff instead of feeling it, increases Perception by 1.)
Darkvision: 6 DNA (Allows you to see in grayscale in complete darkness)
Infrared Vision: 6 DNA (+2 Perception against sources of heat)
Become Bioluminescent: 5 DNA (Allows you to faintly glow, -1 Stealth, +1 Perception)
Improved Bioluminescence: 6 DNA (Makes you glow brightly, -1 enemy attack (only enemies with eyes), -2 Stealth. Requires Bioluminescence)
Generate Blinding Flash: 6 DNA (Allows you to release a flash that will blind enemies with eyes momentarily. Costs 1 Stomach to use.)
Improved Vision: 6 DNA: (Most things cannot damage your perception)
Specialize Enzymes: 0 DNA (Choose a type of food (meat, plant matter, rocks, etc.) you gain extra DNA from eating that type of food but less from others. Costs 8 to remove.)
Resistance: 6 DNA (Allows you to survive in (choose one) massively hot/ cold/ radioactive/ acidic/ alkaline/ etc. environments without damage.)
Half Resistance: 3 DNA (Allows you to survive in (choose one) massively hot/ cold/ radioactive/ acidic/ alkaline/ etc. environments for a short time without damage.)
Temperature Pores: 8 DNA (Allows you to make the environment around you either (choose one) warmer or colder.)
Heat Pores: 5 DNA (Allows you to boil the water around you, scalding creatures on contact with you and creating a cloud of steamy bubbles. +1 Attack+1 Defense -1 Perception to creatures looking at you. Requires Temperature Pores. Requires Resistance: Heat.)
Cold Pores: 5 DNA (Allows you to freeze the water around you, incasing you in a block of ice that must be broken before you can be attacked. +2 Defense when in ice, cannot move when incased in ice. Requires Temperature Pores. Requires Resistance: Cold)
Pheromones: 6 DNA (Allows you a form of primitive communication via scent.)
Grow Ears: 4 DNA (Increases Perception by 1, lets you to hear)
Improved Hearing: 4 DNA (+1 Perception, requires Ears)
Generate Slime: 3 DNA (Makes you unappetizing to predators)
Generate Ink: 6 DNA: (Allows you to fill the area around you with a thick cloud of ink, allowing easy escape from predators. -2 Perception to enemies within the cloud. Requires Slime.)
Increase Acidity: 6 DNA: Makes you extremely unappetizing, deals damage to creatures that try to eat you. Requires generate slime.)
Become Poisonous: 6 DNA (Damage is done to creatures that attempt to eat you and they become weakened. Requires Slime.)
Improve Poison: 5 DNA (Your poison infects creatures that you simply touch. Requires Poisonous.)
Grow Vocal Cords: 4 DNA (Allows you to speak with others of your kind over short distances.)
Improve Vocal Cords: 3 DNA (Allows you to project sounds over long distances)
Sonar: 6 DNA (Improves Perception by 2, doesn't work against non-moving foes. Requires Improve Vocal Cords)
Sonic Pulse: 8 DNA (Increases attack by 1 against opponents with ears, lets you attack multiple foes at once. Requires Sonar)
Echolocation: 6 DNA (functions as Sonar above water, requires Ears, Improved Hearing)
Improve Jaw: 6 DNA (Increases attack by 1 if you have teeth, increasing tunneling and eating speed.)
Grow Shell: 4 DNA (Increase defense by 1)
Harden Shell: 8 DNA (Incorporates a metallic substance into your shell. +2 Defense)
Heavy Shell: 3 DNA (Makes your shell denser. +1 Defense, reduces movement speed.)
Resonant Shell: 3 DNA (Your shell can deflect sonic attacks. +1 Defense vs. Sonic.)
Extend Spines: 10 DNA (+2 Attack, requires Spines)
Spine Launchers: 6 DNA (+1 ranged attack. Allows you to launch your spines, Requires 1 Stomach per use)
Grow Exoskeleton: 4 DNA (Increase defense by 1)
Grow Armor: 4 DNA (Increase defense by 1)
Grow Bone Structure: 4 DNA (Increase defense by 1)
Tentacles: 6 DNA (A set of tentacles form that allow you can use as a minor enhancer to your movement speed underwater. Increases movement speed.)
Stinging Tentacles: 6 DNA (Your tentacles are now covered in tiny stingers that will harm any enemy that touches them. They cannot be moved voluntarily, but they can be used for defense. +2 Defense. Requires Tentacles.)
Improve Bone Structure: 3 DNA (Increases defense by one, makes you resistant to crushing. Requires Bone Structure)
Evolve Vacuum Cups: 4 DNA (+1 Stealth when still and clinging to an object. +1 Defense if you have a shell or exoskeleton and are clinging.)
Camouflage: 6 DNA (Allows you to hide from creatures, +1 Stealth)
Improved Camouflage: 5 DNA (Allows you to become virtually invisible from surrounding creatures of other species’. +2 Stealth. Requires Camouflage.)
Evolve Bloodstream: 6 DNA (Allows you to use energy more efficiently, thus increasing movement speed and adding +1 Attack, but adding -1 Defense.)
Nervous System: 6 DNA (Allows you to move your body more efficiently. +1 Agility +1 Tactics.)
Improved Nervous System: 5 DNA (Allows full control of your body. +1 Agility +1 Tactics. Requires Nervous System.)
External Nervous System: 5 DNA (Allows you to eject electricity into the water around you, doing damage to enemy creatures. Requires Nervous System.)
Electric Nodes: 5 DNA (Allows you to eject electricity into the water around you, doing damage to enemy creatures. Requires Nervous System.)
Improved Electricity: 5 DNA (Electrocutes creatures around you, doing immense damage to enemy creatures. Requires External Nervous System/ Electric Nodes)
Grow Lungs: 4 DNA (Allows you to breathe easily in air environments.)
Grow Gills: 4 DNA (Allows you to breathe underwater more easily.)
Improved Breath: 5 DNA (Allows you to create a pushing attack using your breath by propelling water or air rapidly out of your mouth. Requires Lungs/Gills)
Spark Pouches: 8 DNA (You combine natural gas in your stomach and the use of spark pouches to create a fiery breath attack. Costs 1 Stomach to use. +2 Attack when using. Requires Improved Breath. Requires Lungs. Requires Resistance: Heat.)
Aerosolized Poison Glands: 8 DNA (Using a breath attack, you can spray a fine poison mist against your enemies. Costs 1 Stomach per use. Poison only affects enemies with lungs/gills. Requires Improved Breath. Requires Poison.)
Nitrogen Breath: 8 DNA (You grow a pouch that contains aerosolized liquid nitrogen which can be sprayed onto enemies via breath attack, dealing massive cold damage to them if they aren’t resistant. Costs 1 Stomach per use as the nitrogen needs to be replaced. +2 Attack when used. Requires Improved Breath. Requires Resistance: Cold.)
Acid Breath: 8 DNA (You grow a pouch which contains aerosolized digestive juices. You can spray these onto your enemies, which immediately burns them and makes them easier to kill. -2 Defense to enemies with this used on them. Requires 1 Stomach per use. Requires Improved Breath. Requires Acid.)
Store Nutrients: 8 DNA (Allows you to eat double your Stomach in food, and convert them into DNA over time. (1 Stomach per turn)
Grow Limbs: 15 DNA per pair of limbs (Allows you to move around on land, requires 2 limbs to be of any use on land, replaces fins.)
Grow Graspers: 6 DNA (Allows you to hold on to objects and carry them around without your mouth. Requires Limbs)
Improved Graspers: 8 DNA (You can use your graspers to manipulate objects, such as do tasks like open fruit, climb, and allows you to hold on to objects easier. Requires Graspers)
Grow Claws: 8 DNA ( Razor sharp ivory claws grow on the ends of your finger(s) and/or toe(s). +2 Attack, -1 Social. Requires Graspers)
Static Pads: 8 DNA (Tiny fibers grow that allow you to use static electricity to stick to objects, making climbing much easier.)
Grow Tongue: 5 DNA (Allows you to better taste food and determine its qualities. +1 Perception.)
Lashing Tongue: 8 DNA (Your tongue can extend long distances and attach to things. +1 Attack,)
Grow Warming Fibers: 8 DNA (You are suddenly covered with thin fibrous strands that can warm your body, i.e. feathers, fur, porcupine quills, etc. +2 Cold Resistance)
Advanced Reproduction: 10 DNA (Allows you to reproduce in a manner other than mitosis. This may be meiosis, egg laying, or budding, but you may no longer clone yourself. You may now receive a bonus evolution when you reproduce. The GM will roll 4d6. If they end up as all evens, a random bonus evolution is available for this reproductive sequence only.)
Develop Gender(s): 5 DNA: (Allows you to reproduce sexually, and thus requires partner(s) of the different gender(s) to reproduce. This will allow one more random evolution. Requires Advanced Reproduction.)
Attractive Coloring: 3 DNA (You can become brightly colored in order to attract mates. +1 Social among members of your own species, -1 Stealth while activated)
Attractive Fan: 4 DNA (A long thin fan grows on your back that can become brightly colored at will in order to warn predators and attract mates. +1 Social, -1 Stealth while colored. Requires Attractive Coloring.)
Grow Wings: 8 DNA (allows you to fly. +1 Defense. This may be taken more than once.)
Grow Pincers: 6 DNA (Your mouth turns into a mandible. +1 Attack, Requires Mouth)
Grow Pinchers: 6 DNA (Bony claws form on the ends of your limb(s). +1 Attack., requires Limbs.)
Become Vertebrate: 20 DNA (Unlocks the advanced use of your body parts as well as tactics, social relations, etc. Increases Attack, Defense, and Perception by 1.)
Vertebrate Specific Evolutions
Specialize Fins: 0 DNA (Allows you to manipulate and use your fins for a specific purpose i.e. tunneling, warding off predators, etc. Requires Vertebrae. Costs 8 to remove.)
Specialize Mouth: 0 DNA ( Allows you to use your mouth for a specific purpose i.e. tunneling, breaking bone/ shells, manipulating objects, etc. Requires Vertebrae. Costs 8 to remove.)
Specialize Body: 0 DNA (Allows the overall specialization of your body. Adds (choose one) +1 Attack, +1 Defense, +1 Perception, +1 Movement Speed, +1 Tactics, +1 Social, etc. Requires Vertebrae. Costs 8 to remove.)
Specialize Teeth: 0 DNA (Allows the specialization of your teeth for particular types of food, such as meat or plants. You may sharpen them (+2 Attack, slower eating) or flatten them (greatly faster eating))
Specialize Poison: 0 DNA (allows you to make your poison have a specific effect, such as numbing, paralyzing, sickening, blood thinning, etc.)
Specialize Other: 0 DNA (Allows you to use or manipulate some other part of your body for a specific use. Requires Vertebrae. Costs 8 to remove.)
Hive Mind: 12 DNA (Allows all of your creatures to live as a single organism. +2 Tactics. Requires Vertebrae.)
Pack Tactics: 12 DNA (Allows a small group of your creatures to cooperate to take down an enemy. +1 Attack, +1 Tactics. Requires Vertebrae, and Hive Mind/ Communication.)
Social Butterfly: 12 DNA (Allows you to befriend and ally creatures of a different species better, +2 Social. Requires Vertebrae.)
Symbiotic Relationship: 10 DNA (Forms a symbiotic relationship with a species of choice, gaining you a permanent ally. Requires 1 Social. Adds 1 to any stat depending on the chosen species. Requires Vertebrae.)
Community Effort: 10 DNA: (Allows your creatures to act as a community, benefiting survival. +1 Health/Endurance. Requires Vertebrae.)
Communication: 5 DNA (Allows your creatures to communicate with one another through sound, mental link, color patterns, etc. +1 Tactics. Requires Vertebrae.)
Nesting Habits: 4 DNA (You may establish a place of constant reproduction for your entire species by forming a nest as you reproduce. This nest will continue to produce more of your species even after you leave.)
Develop Protomind: 15 DNA (Your creature is now slightly intelligent. +2 Tactics +2 Social.
Parasitic Relationship: 10 DNA (you become a parasite to another larger species. It becomes a constant source of food or shelter. These creatures cannot defend against you, but they then become your natural habitat. +1 to any stat depending on the species.)
Air Bladder: 4 DNA (Allows you to set your elevation under water. (Requires Gills/Lungs))
Your Creature
Spoiler
Species Name: The Nargaal
Location: Planet Agaman. A brown sand dunes where the Creeper Forest once was.
Skills:
Attack: 7
Defense: 4
Agility: 2
Perception: 4
Stealth: 1
Tactics: 1
Social: 0
Speed: Ground: Fast. (Can fly quickly in short bursts.)(Can climb and swing quickly.) Evolutions Taken:
Spit: 2 DNA (allows you to propel body fluids far distances. Requires Mouth and Generate Slime.)
Heat Resistance: 6 DNA (Allows you to survive in massively hot environments without taking damage.)
Evolve Bloodstream: 6 DNA (Allows you to use energy more efficiently, thus increasing movement speed and adding +1 Attack, but adding -1 Defense.)
Nervous System: 6 DNA (Allows you to move your body more efficiently. +1 Agility +1 Tactics.)
Become Vertebrate: 20 DNA (Unlocks the advanced use of your body parts as well as tactics, social relations, etc. Increases Attack, Defense, and Perception by 1.)
Nesting Habits: 4 DNA (You may establish a place of constant reproduction for your entire species by forming a nest as you reproduce. This nest will continue to produce more of your species even after you leave.)
Evolve Digestive System: 6 DNA (Allows you to consume energy at a higher rate, making your Endurance decrease at a lower rate and allowing special adaptation to foods that are toxic to your species.)
Adapt Digestive System: 4 DNA (Makes you immune to consuming poisonous foods of a certain element base.) Requires Digestive System
Tentacles: 6 DNA (A set of tentacles form that allow you can use as a minor enhancer to your movement speed underwater. Increases movement speed.)
Grow Vocal Cords: 4 DNA (Allows you to speak with others of your kind over short distances.)
Grow Exoskeleton: 4 DNA (Increase defense by 1)
Grow Mouth: 2 DNA (Allows you to eat much faster)
Grow Teeth: 4 DNA (Requires mouth, increases attack by 1)
Grow Horn: 4 DNA (Gives you a crystalline or bone horn, increases attack by 1)
Grow Eye (2): 8 DNA (Allows you to see stuff instead of feeling it, increases Perception by 2.)
Thicken Membrane: 2 DNA (Thickens your outer membrane, increases defence by 1 but you cannot eat without a mouth)
Grow Cilia: 4 DNA (Increases Agility by 1, increases movement speed.)
Element Base: 0 DNA (Arsenic)
Improve Enzymes: 8 DNA (Increases DNA gain, increases attack by 1 if you don't have Thicken Membrane
Grow Tusks: 6 DNA (Gives you a pair of long ivory or crystaline teeth that can be used for many purposes, like digging or attacking. Increases attack by 1. Requires Teeth.)
Grow Jet: 4 DNA (Greatly increases movement speed in short bursts.)
Grow Ears: 4 DNA (Allows you to hear, +1 Perception)
Improved Breath: 8 DNA (Allows you to create a pushing attack using your breath by propelling water or air rapidly out of your mouth. Requires Lungs/Gills)
Grow Gills: 4 DNA (Allows you to breathe underwater more easily.)\
Air Bladder: 4 DNA (Allows you to set your elevation under water. (Requires Gills/Lungs))
Generate Slime: 3 DNA (Makes you unappetizing to predators)
Become Poisonous: 6 DNA (Damage is done to creatures that attempt to eat you and they become weakened. Requires Slime.)
Prehensile Tentacles: 8 DNA (Your tentacles can be used to manipulate yourself and objects. +1 Attack. Can increase movement speed in complex situations.)
Grow Lungs: 4 DNA (Allows you to breathe easily in air environments.)
All Available Evolutions:
Evolve Bloodstream: 6 DNA (Allows you to use energy more efficiently, thus increasing movement speed and adding +1 Attack, but adding -1 Defense.)
Grow Bone Structure: 4 DNA (Increase defense by 1)
Grow Lungs: 4 DNA (Allows you to breathe easily in air environments.)
Grow Wings: 8 DNA (allows you to fly. +1 Defense. This may be taken more than once.)
Grow Pinchers: 6 DNA (Bony claws form on the ends of your limb(s). +1 Attack., requires Limbs.)
Air Bladder: 4 DNA (Allows you to set your elevation under water. (Requires Gills/Lungs))
Generate Slime: 3 DNA (Makes you unappetizing to predators)
Spit: 2 DNA (allows you to propel body fluids far distances. Requires Mouth and Generate Slime.)
Glue: 6 DNA (You can produce a sticky adhesive that can be used to repair shells and the like.
Spit Poison/Acid/Healing/Glue/Slaiva/Puke/etc.: 4 DNA (You can spit great distances something you already have, such as poison or glue. +1 Attack when used against enemies. Requires Spit.)
Grow Mouth: 2 DNA (Allows you to eat much faster)
Grow Nose: 4 DNA (Allows you to smell on land. +1 Perception)
Grow Ears: 4 DNA (Allows you to hear, +1 Perception)
Grow Teeth: 4 DNA (Requires mouth, increases attack by 1)
Grow Tusks: 6 DNA (Gives you a pair of long ivory or crystaline teeth that can be used for many purposes, like digging or attacking. Increases attack by 1. Requires Teeth.)
Grow Horn: 4 DNA (Gives you a crystalline or bone horn, increases attack by 1)
Grow Eye: 4 DNA (Allows you to see stuff instead of feeling it, increases Perception by 1.)
Specialize Enzymes: 0 DNA (Choose a type of food (meat, plant matter, rocks, etc.) you gain extra DNA from eating that type of food but less from others. Costs 8 to remove.)
Grow Cilia: 4 DNA (Increases Agility by 1, increases movement speed.)
Increase Mass: 4 DNA (Increases your size, as well as increasing your HP by 1)
Increase Efficiency: 4 DNA (+1 HP/Endurance)
Thicken Membrane: 2 DNA (Thickens your outer membrane, increases defense by 1 but you cannot eat without a mouth)
Grow Tongue: 5 DNA (Allows you to better taste food and determine its qualities. +1 Perception.)
Grow Jet: 4 DNA (Greatly increases movement speed in short bursts.)
Improve Stomach: 6 DNA (+2 to maximum Stomach capacity)
Improve Vocal Cords: 3 DNA (Allows you to project sounds over long distances)
Darkvision: 6 DNA (Allows you to see in grayscale in complete darkness)
Improved Vision: 6 DNA: (Most things cannot damage your perception)
Creatures you've named:
Spoiler
The Aquapede: a long millipede-like creature with a carnivorous appetite and two sets of fangs, one pair on each end. It also sports a 7 segmented exoskeleton and an array of cillia to move itself.
A Creeper: Tall plant-like creatures with root like bodies that sport a wide array of brightly colored fans used to attract creatures to it. They appear to bleed a purple goo, which is edible and tasty.
The Sweepers: Small, primitive decomposers and scavengers that support a segmented exoskeleton, a small toothed mouth, and a long flagellum, which they use to get around. They are quite persistent, and follow any creature they decide is a decent predator so they can consume the leftovers of it's kill.
The Muks: Disgusting creatures who have a light brown outer membrane, but protruding out of it are large misshapen bony plates that work as weak armor. Unfortunately, the plates themselves give them many weak points. They use a set of tusks to dig for roots and use several jets to make quick escapes.
The Grinxs (singular Grix): Fast and agile creatures that lack any sort of swimming mechanism, but instead use a set of four tentacles to throw itself around the upper fans of the Creeper Forest. They sport a toothless mouth, and four green glowing eyes.
The Translucoid: A larger subspecies of Nargaal that lacks coloration in several areas, giving it a translucent membrane, horn, and tusks. They are very territorial, but only attack when their own space or well being is in danger.
The Horrorlurk: An enormous armored creature that secretes a sticky weblike substance in several places. It uses a glowing lure to attract small creatures, the either smothers them in webbing or catches them in it's tentacles. It's only weakness is it's soft underbelly.
Now to begin, the text in quotes contains vital information on you and your evolutions.
Quote:
It's black. It's always been that way. Your life began in darkness, surrounded by nothing, and so it has stayed. The world as you know it may be out there, but all you know is this empty shell that you appear to be in.
What's this? A strange sensation indeed, like a large pointy object is being thrust into you, but it's as if it's part of your very being. The object pulses with energy and feeds you, as it does, you grow stronger. From this object you were born, and you are still attached. This strange black place is the metal womb from where you will birth to the planet, but until then you have to make a choice.
The mother device suddenly injects a cloud of strange chemicals into you, a tiny colorless blob. These chemicals seem very complex and seem to want to bond with you, but something is holding them back. The chemical seems to promise a great gift if you grant it what it wants.
But what could it want? Around you are many different metals, chemicals, and objects. Perhaps it wants to connect to something of these. The chemical also seems to be very energetic and active, almost as if the gift within it is calling to you.
When I type in italicized bolded type, it means I am giving instructions that the flavor text did not give. Now it is time to choose a chemical to base your chemical structure off of. The Element Base evolution is now available, decide amongst yourselves to pick an element to base your DNA structure on. The strange chemical also contains 10 DNA within it, which can be spent on a few primitive evolutions.
Available Evolutions:
Grow Mouth: 2 DNA (Allows you to eat much faster)
Grow Nose: 4 DNA (Allows you to smell on land. +1 Perception)
Grow Ears: 4 DNA (Allows you to hear, +1 Perception)
Grow Teeth: 4 DNA (Requires mouth, increases attack by 1)
Grow Horn: 4 DNA (Gives you a crystalline or bone horn, increases attack by 1)
Grow Eye: 4 DNA (Allows you to see stuff instead of feeling it, increases Perception by 1.)
Specialize Enzymes: 0 DNA (Choose a type of food (meat, plant matter, rocks, etc.) you gain extra DNA from eating that type of food but less from others. Costs 8 to remove.)
Element Base: 0 DNA (Your creature forms out of a readily available element, such as Carbon. You are now a ______ based life form and will remain this way for the rest of your existence. The base you choose determines what your source of food must contain. This must be chosen at the start of the game. The element base must work as a building block of life, and thus must have 4 or 3 bonds in order to work. Examples of elements that would work for your main structure; Carbon, Silicon, Tin, Lead, Nitrogen, Phosphorous, and Arsenic.) (Mandatory)
Credits to ThirdEmperor for the original idea of the Spore Games.
Ok, I did a bit or research, I think we should be a Nitrogen based creature. It'd allow us to naturally create chemicals like amoniain the future. Just a thought.
As for starting evolutions with the 10 DNA we get: Grow a mouth, teeth, and a horn
We can worry about perception later. Lashing out at nearby things and devouring them should work till we have more DNA.
__________________
"But Iron - Cold Iron - Is Master Of Them All"
Finding things with nitrogen in them naturally might be difficult though. Nitrogen is mostly found in the atmosphere of planets, not in rocks and such.
Boring though it may be, let's be Carbon-based. And let's grow A Mouth, A Horn, and Eyes.
We will charge all things to death with our mighty horn of doom! (We need eyes if we're going to use a horn properly. And if we're going to have an awesome horn, we really don't need teeth yet.)
__________________
Spoiler
Quote:
Originally Posted by PhoeKun
...How does one cuddle mercilessly?
Quote:
Originally Posted by Coidzor
Curse your Introbulosity!
Last edited by Introbulus : 04-08-2011 at 01:09 PM.
I'd say, just because, that being based off of element 33... hold on... Arsenic! ...would be interesting. We'd be toxic to those carbon-based fellows right off the bat.
I say we start with a mouth and two horns, because none of the current games have more than one horn. And who needs eyes, right? We can just move really fast, and hit whatever, use our horns as shock absorbers as we explore by feeling with our horns.
__________________ Demilich avatar by Smuchmuch. Thank you VERY much!
Just letting y'all know, the element you are based off of determines what is edible to your species. If you are an Arsenic based lifeform, then your food source(s) must contain Arsenic. The world out there is a strange place, and you don't know what it may contain, for all you know, 90% of the crust may be made of Arsenic, in which case a defense against Carbon based lifeforms would be utterly useless.
Carbon would work because of it's four bonds. Silicon for the same reason. Nitrogen + arsenic have three, and are pseudo ok for a basis of life. But hydrogen's single bond ?
Oh, if that works, this will be the silliest spore game in the lot of them.
__________________ Demilich avatar by Smuchmuch. Thank you VERY much!
Thank you for clearing that up, flabort. I was sure that the same day that I posted the game, a problem would occur. Here's an updated version of the evolution that takes confusing impossibilities into account. After all, the game is unrealistic enough to begin with, I've provided a list of some possible elements that will help go through this first origin process easier.
Quote:
Element Base: 0 DNA (Your creature forms out of a readily available element, such as Carbon. You are now a ______ based life form and will remain this way for the rest of your existence. The base you choose determines what your source of food must contain. This must be chosen at the start of the game. The element base must work as a building block of life, and thus must have 4 or 3 bonds in order to work. Examples of elements that would work for your main structure; Carbon, Silicon, Tin, Lead, Nitrogen, Phosphorous, and Arsenic.)
Now that there's a significantly smaller list to choose from for this evolution, I leave the initial decisions to you.
The strange chemicals within your body begin to settle to form a simmilar compound throughout, which clumps together within you and forms a nucleus. In processes beyond your understanding, you feel a wave of hot energy penetrate your membrane and enter the nucleus, which seems to cause the chemicals within to act up.
All at once, or over a long time, you're not quite sure, you, as a creature change. The DNA that has been injected within you begins to scramble within the nucleus and you feel a confusing wave of building information flood your body. When it's finally over, you discover that many changes have come unto your body.
A small hole has appeared on the underside of you that can be opened and closed, which you have decided is your mouth. A small black dot has also appeared on the front of your body, which creates an odd flow of images that allow you to observe the environment around you, as well as what color they are. Along with the mouth and eye, a sharp crystalline horn seems to have grown above the eye. This could probably be useful.
To test out your new eye, you begin to take a look at the environment around you. You are contained within a small metal container with many wires and things hooked up to your colorless amoeba-like mass of a body. The mother device appears to actually be a sharp needle thrust into your underside, which quickly retracts into the floor. Otherwise, this container is a dull shade of metallic gray.
The entire container you're within shakes violently and you feel the strangest sense that gravity is pulling on you stronger than before. A new feeling, fear, grips your nucleus as you are rocked nearly to a pulp while plummeting an unknown height onto your new home. A massive vibration occurs, and a large gash opens in the roof above you.
A strange red liquid spills into the container, mixing with the embryonic fluid that. It engulfs you, and, although it feels much colder than you have lived all your life, your fear keeps you alive and your perception high as you seem to sink to unknown blackness after your very first light.
A second crash occurs which blasts the lid off the container, letting a very faint, but strangely warm blue light into your canister. The walls are in shreds, you're engulfed with fear, and the wires that once connected you to the canister you were born in are long retracted. Welcome to Agaman, mystery species.
While you simply want to hold still a new sensation grips a new organelle that seems to have developed during the crash, your Stomach. Not only do you feel hurt, but you feel as if the nourishment of Arsenic could bring you back to health. Well, there's got to be food out there somewhere, right?
Go looks along the ground for arsenic rocks or plants. If we see any sort of lifeform, ram it before it can notice us.
We want to be extremely aggressive, territorial creatures. If there is little or now arsenic in the surroundings, we need to be extra protective, in order to have secure supplies.
Should arsenic be in a good supply, though, we won't have to be as protective. Should still be territorial.
__________________ Demilich avatar by Smuchmuch. Thank you VERY much!
Go looks along the ground for arsenic rocks or plants. If we see any sort of lifeform, ram it before it can notice us.
We want to be extremely aggressive, territorial creatures. If there is little or now arsenic in the surroundings, we need to be extra protective, in order to have secure supplies.
Should arsenic be in a good supply, though, we won't have to be as protective. Should still be territorial.
Second
Also: I vote that this creature be named the Arathis and be the prime enemy of wichever of the five Igrise spicies dominates the other planet.
You cautiously crawl out of the ruined remains of the canister to notice a strange sight. You seem to be in quite a crater caused by the landing. Other. The walls of the crater are very high and made of a strange, brown stone. When you slide across it tiny fragments of the stone seem to break off and slide downward.
Thorny green creatures seem to sit on the top edge of the crater's cliff face, completely rooted and unmoving. They have large, open spread fans above a strong root-like base that. From the underside of the fans, they appear a pinkish red in color.
From the looks of it, it seems like your impact killed many of these creatures, and several mangles bodies of these creatures lay around your canister, oozing a thick, purple liquid into the water around it. Both the rock face and the creature's bodies may be edible, but perhaps you should find shelter first. Who knows what things out there heard your landing?
You have 2 Health
You have 10 Endurance
You have 2 Stomach (You are very hungry, eating really isn't a bad idea at this point.)
Evolve a nose. Or any chemical sensor, that let's us discover arsenic. I guess those Thorns are creatures similar to plants.
Congrats to Cealocanth for yet another SGitP (Spore Game in the Playground). And quite a scientific-based one, no less. However, as the element base of a life-form becomes dominant, all the others are doomed. Look at earth, where the elements C H O N (S P) are the basis of organic chemistry, the first four as the most important. At the stage where we already have cells to evolve further, their base doesn't matter anymore, since all of them have the same base.
OK, you crash-land an arsenic alien life form on a planet. If the planets life is not already arsenic-based, we have to either destroy all its habitats life with its base chemistry, or to be destroyed. We will need passing grades in chemistry to find out with what chemicals we have to poison the water, so that it will kill the dominant life forms. Or - they poison us with their carbonic or phosphoric molecular structure.
Let's hope that the planets life is already arsenic-based, in which case we just have to find other life forms and develop the enzymes to digest them. Simple as that.
I am so glad I chose to do Biology this year. Now I can learn all about this stuff here and have less need for, you know, actual study *yawn*
I hope the life around here is Arsenic-based. Otherwise our lifeform is doomed
__________________
call me Dragon
I have left this site for a while. I probablt wont be coming back.
Hunger gripping you're stomach, you single out the most intact of the corpses and, very slowly, drag it back to your mother-canister. Once you've decided that it is safe, you hungrily gorge yourself on the creature. Cautiously beginning at the black fans and moving your way down, you feel your hunger for Arsenic being satisfied. Before long, the creature is being digested within you, the floor of the container is covered in a swiftly darkening purple goo.
You feel a rush of evolutionary energy flow throughout your body once again, and something tells you that your DNA levels have been restored. You also feel incredibly tired as the fear over the crash landing slowly fades away. As you begin to lie down and rest, a storm of vibrations that seems almost like a drumroll of legs wakes you. Cautiously peering out of the canister, you see long dark-brown creatures, about the same size of the others with the purple goo, begin to crawl over the purple-goo creatures and devour them.
Specifically, these creatures are coated in some sort of hard, rock-like armor and sport a series of holes in each of it's 7 armor segments. In the front and back of the creature, it has two pairs of large, white horns that you believe it uses to deal with predators. Is seems that none of these creatures has noticed you yet.
You have 2 Health
You have 6 Stomach
You have 10 Endurance
You have 4 DNA
Just letting those who are new to the game know, you get DNA for naming any creature, as it is a sign of intelligence. When a vote for a name has a higher amount of votes, minimum 2, that name is established and will be kept.
I'd like to evolve tentacles at some point, especially prehensile ones.
__________________
Cthulhu fhtagn R'lyeh!
If you understood the above, click here.
Quote:
Originally Posted by Nerd-o-rama
There were other programs that were deleted, but they either go quietly or spend the rest of their existence sitting around babbling about causality. Smith's different. He gets deleted and he's like "Hell no, I'm staying. And I'll steal your kernel privileges and spam copies of myself onto every last thing on the hard disk. How d'you like that?"