TerrisH
Mischief?
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.
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.