SPORE the NES: Cell Phase

TerrisH

Mischief?
Joined
Sep 25, 2005
Messages
3,004
Location
Tucson AZ USA
Page One of Six.

First to set the mood.
www.spore.com.
Grove to the tune, and learn about Spore!

The Story: A billion years have passed since this planet has formed.. now, after a series of strange storms, Life has fored in a small pool of goop. Let's watch, shall we?

Welcome to the first stage of Spore the NES: Cell Phase.

First, let's get down with the groovy rules.

Joining:
Simply pick an active creature and evolve off it, being sure to give it a new name. I don't think I can handle more then 15 players at once, so I'm going to limit the number of player-cells to 15, and the total number of cells to 25. depending how the first few updates go, this might go up, it might go down.

Playing:
Quite simple really, you PM me or post in the thread your selection of evolutions and/or actions, and I will implement them. What the evolution/action is, that's up to you. Be creative and come up with something unique, or select something from the list on the first page. It's up to you. you get a single action each turn.

Updating:
I'm hoping for 2-3 days between updates to start with, but I might change this later, if it requires more or less time. As this is simple nes at this point, I'm be trying to update as I get the orders in. If you don't manage to get orders in, your evo points carry onto the next update. As long as your creature can evolve, and this is not the second update you missed, you can keep playing.

Now, onto the stat definition.

Cell Name/ Player Name:
What you name your cell/creature. And who is primarily in control. If you spawn a creature off a creature you do not control, be sure to give it a new name.

Evolutions:
This is where the list of evolutions the cell has gained already, for quick reference.

Picture:
The picture of your cell. Simple, but effective. I'll be drawing these myself and keeping them current.

Population: Level Name(Evolutions Available)
The eco of this game. The more population you have, the more evolutions you will be able to use each turn. Unspent evolutions carry over to the next turn. The levels are as following: Dead(0), Declining(1), Normal(2), Growing(3), Golden(4).
(a single Golded Levle to be given Per turn, and you can not earn two goldens in a row)
Habitat:
What level of the Primordial Pool your cell lives on. There are five levels. First being the uppermost, the fifth being the deepest. The upper levels are the brightest, and are great for those that rely on photosynthesis for. As one goes deeper, there is less and less light, and more debris to feed on. Your cells will interact with the other cells on your level, and the level immediately above and below you.

Diet:
That which your cell feeds on. There are four basic methods fo feeding, but they can be combined and others may exist.
Filter Feeding: Staring out basic nutrients from the liquid around your cell.
Hunting: Killing other cells for food.
Photosynthesis: Getting food from the light. Low energy, but a steady supply.
Debris Feeding: A more advance form of filter feeding, consuming the debris left by the other cells.

Size:
How big you are. The bigger you are, the higher your overall stats can be, but also the easier you can be found/seen.

Brain: x/10
Not a big part during the cell phase, but can be handy. The higher this is, the higher your senses can be, and the better you you can act on what you sense. But no complex actions. The second is the maximum this stat can reach in the cell phase. 10 brains is the top of the pile.

Sight: x/5
How well you can sense light. The better you can see. Has the farthest range, but is the easiest fooled.

Touch/Hearing: x/5
How well you can sense the displacement and movement of the water around you. The average sense.

Taste/Smell: x/5
Your chemical sense, this is the most accurate, and is hard to fool, but its range is short compared to the others.

Attack: x/x
How well you can attack and damage other cells. Ether as means to deter other cells form attacking, or to kill other cells for food.

Defense: x/x
How well you can defend yourself from attacks. The higher this is, the harder it will to be to kill your creatures.

Speed: x/x
How fast your creature can move. The higher this is, the quicker you can get from point A to point B

Control: x/x
How well you can control where you move. The higher this is, the easier it is to move out of the way of an attack, or to hit what you aimed at.

Poison
Your cells Poison's Strength and type.

Energy Storage
the Abbility to Store and Conserve a Large amount of energy for future use.

Other Stats:
As the game goes on, other stats might become available. As they are made possible, I'll add them to the rules.

Stories are always welcome, and if you can pull on off, I will give a bonus to you. But the real creativity will be your evolutions.
 
Aiken/Charles Li
Evolutions: Basic Nucleus, Long Normal Tendrils, Internal Cell Wall, Advanced Particle Feeding x2, Basic Cilia x2, horn, Chemosythesis , Basic Flagella
Picture:
aikenlz0.png

Population: Golden! (4)
Habitat: Level 6
Diet: Chemosythesis, Debris Feeding(2)
Size: Tiny
Brain: 4/10
Sight: 0/5
Touch/Hearing: 1/5
Taste/Smell: 0/5
Attack: 6/10
Defense: 2/10
Speed: 5/10
Control: 6/10


Tachiovistus/Daftpanzer
Evolutions: Advanced Particle Feeding, Increased Size(X2), Advanced Cilia(BC X6), thin Tendirals, Internal Cell Wall, Basic Nucleus, Improve Touch
Picture:
tachiovistuslc3.png

Population: Normal(2)
Habitat: Level 4
Diet: Debris Feeding
Size: decent
Brain: 4/10
Sight: 0/7
Touch/Hearing: 3/7
Taste/Smell: 0/7
Attack: 5/25
Defense: 7/25
Speed: 10/30
Control: 17/35


Blastorus/squid1111
Evolutions: Increased Size(X4), Basic Nucleus, Semi-Permeable membrane, Digestive Juices, Vacuole, Psudopod, active Feeding Apperatus, Quad Nuclus, Mitochondria, Infravision(Heat-sight), tentacle, internal cell wall, tendrils
Picture:
blastorusst3.png

Population: Normal (2)
Habitat: Level 4
Diet: Hunting
Size: HUGE.(maxed)
Brain: 8/12
Sight: 2/7
Touch/Hearing: 1/7
Taste/Smell: 0/7
Attack: 31/45
Defense: 21/40
Speed: 6/35
Control: 10/35


Nioc/Nuclear Kid
Evolutions: Increased Size(X4), Basic Nucleus, Semi-Permeable membrane, Digestive Juices, Vacuole, Psudopod, active Feeding Apperatus, Triple Nuclus, Mitochondria, Infravision(Heat-sight), horn, improved touch/hearing, fin, photodependency
Picture:
nioczy7.png

Population: Growing(3)
Habitat: Level 3
Diet: Hunting
Size: HUGE.(maxed)
Brain: 7/10
Sight: 2/5
Touch/Hearing: 3/5
Taste/Smell: 0/5
Attack: 30/45
Defense: 13/40
Speed: 6/35
Control: 11/35


Olipe/lord_joakim
Evolutions: Filter limbs, Pivital Aqua-Jet, Improved Fin (X2), Chemical Receptors, External feeding, Improved Nuclaus(X3), Bilatiral Simitry(Incresed size(X2), specilized), Weak Tendrils
Picture:
olipenm4.png

Population: normal(2)
Habitat: Level 3
Diet: Filter Feeding
Size: Small
Brain: 8/10
Sight: 0/7
Touch/Hearing: 3/5
Taste/Smell: 2/5
Attack: 9/20
Defense: 2/20
Speed: 10/25
Control: 7/20
 
------
NPC's
------
Basata/NPC
Evolutions: Inner Cell wall, Advanced Cilia(BCX4), Advanced Partical Feeding, exterior cell wall, Nucleus(X2), Chemical receptors(x2), Improved size, Abiotic Symbiosis, Active Feeding Apparatus(X2), Digestive Juices, Acids.
Picture:
basataiv1.png

Population: growing(3)
Habitat: Level 5
Diet: Hunting(1), Debris feeding(2)
Size: Small
Brain: 6/10
Sight: 0/5
Touch/Hearing: 1/5
Taste/Smell: 4/5
Attack: 12/15
Defense: 7/20
Speed: 6/15
Control: 11/20


Hairy Cell/NPC
Evolutions: Active Feeding Apparatus, Basic Cilia Advanced Nuclaus, Hair Poison, Hollow Neddle, Chemical Receptors, Abiotic Symbiosis, Antler Cilia, Semi-Permeable membrane(x2), Digestive Juices, Vibrational Sensitivity, Thin Tendirils, Incresed Size, DNA refinmen(genreal Incresse)(X3), mitochondria
Picture:
hairycellkz8.png

Population: normal (2)
Habitat: Level 1
Diet: Filter Feeding
Size: small
Brain: 7/10
Sight: 0/5
Touch/Hearing: 3/5
Taste/Smell: 2/5
Attack: 23/25
Defense: 10/20
Speed: 9/15
Control: 11/20
Poison:6/10 (DNA corruptive)(Added to Attack)


Expomanus/NPC
Evolutions: Photosynthesis(x2), Photodependancy, Advanced Particle FeedingX2) Photo Receptors(X2), Advanced Nuclus(X3), Cilia(BCX3), Twin Basic Flangila(x2), Aqua Jet(X2), external Cell wall
Picture:
expomanusrj8.png

Population: Growing(3)
Habitat: Level 1
Diet: Photosynthesis
Size: Tiny
Brain: 7/10
Sight: 4/5
Touch/Hearing: 1/5
Taste/Smell: 0/5
Attack: 1/15
Defense: 4/15
Speed: 12/15
Control: 8/15
Energy Storage 1/5


Chip/NPC
Evolutions: Horn(x2), Increase Size(X2), external cell wall, Aqua Jet(x2), scoop, Basic Nuclus(x2), Photo receptors (X2),
Picture:
chipjz4.png

Population: Dying(1)
Habitat: Level 2
Diet: Filter Feeding
Size: Decent
Brain: 6/10
Sight: 4/5
Touch/Hearing: 1/5
Taste/Smell: 0/5
Attack: 16/20
Defense: 7/15
Speed: 10/15
Control: 0/15

Hairy-Blobbus/NPC
Evolutions: Increased Size, Basic Nucleus(X2), Semi-Permeable membrane(X2), Digestive Juices, Vacuole, Psudopod, active Feeding Apperatus, Cilia, Hair Posion, vibration sensitivity(X2).
Picture:
hariyblobbus2nb1.png

Population: growing(3)
Habitat: Level 4
Diet: Hunting
Size: Small
Brain: 6/10
Sight: 0/5
Touch/Hearing: 5/5
Taste/Smell: 0/5
Attack: 15/15
Defense: 4/15
Speed: 5/15
Control: 6/15
Posion: 1/10 (attack only)


Exodus/NPC
Evolutions: Photosynthesis(x3), Photodependancy(x2), Advanced Particle Feeding, Advanced Particle Feeding, , Photo Receptors(X2), Advanced Nuclus(X3), Cilia(BCX2), Spiked cilia.
Picture:
exoduscx7.png

Population: Growing (3)
Habitat: Level 1
Diet: Photosynthesis
Size: Tiny
Brain: 7/10
Sight: 5/5
Touch/Hearing: 1/5
Taste/Smell: 0/5
Attack: 1/10
Defense: 4/10
Speed: 3/10
Control: 5/10
Energy Storage 3/5

Furry Cell/NPC
Evolutions: Active Feeding Apparatus, Basic Cilia(X3), Basic Nuclaus, Hair Poison(X2), Hollow Neddle, Improved Size, Needle Barrier, Abiotic Symbiosis, chemical Receptors(X2)
Picture:
furrycellbw6.png

Population: normal (2)
Habitat: Level 2
Diet: hunting
Size: Small
Brain: 5/10
Sight: 0/5
Touch/Hearing: 1/5
Taste/Smell: 4/5
Attack: 13/20
Defense: 5/15
Speed: 6/15
Control: 10/15
Poison: 3/10 (parlyitic, simi-leatal)(Added to Attack)

Map: see the update, it's to large to put here.
 
page four of six
Evolutions:

Abiotic Symbiosis: proto-life, amino acid chains and complexes that are part of what they believe produced membrane-bound organelles (+energy, + reproduction) (LittleBoots)

Photoconservation [will think of a better name] - ability to conserve the "light" energy when there's too much around to be used later. Goal - continuous growth. (Gelion)

A Fin: a simple fin to Improve control and Stability. best used at high speeds.(TheLoneMan)

Semi-Permeable membrane: a different type of Active Feeding Apparatus, the Simi-permeable Membrane allows a cell to lithely Engulf another cell, or a part of another cell if it is to large. (jalapeno_dude)

Digestive Juices: allows a Cell to make the most of the cells it absorbs(jalapeno_dude)

Photoreceptors: To develop a light sensing ability. It is a sense, so it need a free brain stat to be chosen. Adds 1 or 2 points to Sight, your choice.

Improve Touch/Hearing: Adds 1 or 2 Points to Touch/Hearing, your choice. It is a sense, so it need a free brain stat to be chosen.

Chemical Receptors: Develop a chemical sensing ability(Smell/Taste). It is a sense, so it need a free brain stat to be chosen. Adds 1 or 2 points to smell/taste, your choice.

Photodependancy: Ability to divide fast if there is sufficient energy (light) i.e.e faster growth.(Gelion)

Chemosythesis: An Advanced Filter feeding methode, this works best in the bottom most layers. (~Darkening~)

Needle: it is a small dagger-type object used for stabbing; like a horn, but does less damage and takes less power and size to use. (TheLoneMan)

Tendrils: grants you two or three tendrils. They can have many uses, depending on your cells evolution, but they are primarily used for grasping prey, or bring debris to yourself. Can be Thin(weak, but easy to grasp with), Normal, or Thick(strong, but hard to grasp with)

Active Feeding Apparatus: The ability to absorb and feed of other cells.

Photosynthesis: The ability to feed on sunlight. Low energy, but constant supply, as long as you stay in the light.

Advanced Particle Feeding: You can now eat the debris around you for nutrition.

Horn: A small hard object you can use to ram and puncture other cells. Improves attack.

Basic Nucleus: Increase your grove with this wondrous improvement. Make your cell smarter then the rest! Well, not by much, but still.

Internal Cell Wall: Slight increase in defense, but not much lost in control and speed.

External Cell Wall: A tough, outer lining, increasing defence, but losing speed and control.

Increased Size: Bigger, better!

Aqua-Jet: FOR GREAT FURY! Great improve in speed, but energy intensive, and hard to control.

Basic Flagella: A tail like structure used to propel you cell through the water. But it is tricky to control.

Basic Cilia: Fine hairs all over your cell which move together to propel your cell forward. Excellent control, but a bit slow.

Actions:

Move up a layer: Move toward the light! The glorious light!

Move down a layer: *hiiss* The Light! The Light!! Flee!!
 
Alot of good ideas comming out lately- I'm in. Working on creature. I'm wondering- no chemosnythesis?
 
Third post :p

Perhaps you can provide a "blank" stat possibly? ;)
 
Cell Zero is the blank stat. As this is an evolution game (for now), every creature must have a point to evolve from. Cell Zero if that point. The very first form of life upon this world.

Since it has two potential evolutions, you get to chose/create two evolutions to add to it, and it grows into your cell.
 
Etruina/alex994
Evolutions: Normal Tendrils, Basic Cilia
Population: Normal(2)
Habitat: Level 2
Diet: Filter Feeding
Size: Tiny
Brain: ?
Sight: ?
Touch/Hearing: ?
Taste/Smell: ?
Attack: ?
Defense: ?
Speed: ?
Control:?

Action:

Move up a layer?
 
Hmm, I think I'll join. But I'm extremely busy ATM... I'll post something soon-ish.
 
*sob* I've barely gotten ANYTHING done on that this day. I did Gamorrea, Orum, and the peaceful events of northern Terrania.
 
Holy canoli! You've got to get working. We could always capture the greatest minds of this century, compress their knowledge and experience into a NES-updating computer program, and set it to work, but I personally like your style better. ;)

(Thread hijack ended, btw.)
 
Xeonii/ThomAnder

Evolutions: Increased Size, Active Feeding Apparatus
Population: Normal(2)
Habitat: Level 2
Diet: Filter Feeding
Size: Tiny
Brain: ?
Sight: ?
Touch/Hearing: ?
Taste/Smell: ?
Attack: ?
Defense: ?
Speed: ?
Control:?

Action:

EDIT: move a layer up or down depending on where there's more cells to feed on (if this is too complicated then just stay in level 2 since i can still interact with those in level 1 and 3), in other words move toward other cells (to make use of the active feeding mechanism :))
 
Chip/Swissempire
Evolutions: Horn, Increase Size
Picture:

Population: Normal(2)
Habitat: Level 2
Diet: Filter Feeding
Size: Tiny
Brain:
Sight:
Touch/Hearing:
Taste/Smell:
Attack:
Defense:
Speed:
Control:

Action: Move up a layer and begin preying on other with horn
 
AlexPunches Lord Iggy for not doing the update and wasting the 7 seconds it took to write the above post.

@Terrish, will there be a "map" or so to speak? showing the layers, and etc?
 
hmm.. possibly. I'll try to make on for the first update, but I need to think on it.

I'll Update on.. Let's see.. Sep 5th, 6PM Mountain Time

Alex, Your Brilliant.. I just got an Idea for a map.. heh.. this should be neat.
 
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