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[Cosmosdex] : 4/8 THE REDUX IS NOW OPEN!
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Gimeurcookie
 RE: [Cosmosdex] The great species migration
Post: #26
One Punch Kill

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Things that are now done by the help of some awesome people.

Didaskaloi are finished

Prunus are done
06-04-2016 03:42 AM
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Fellow
 RE: [Cosmosdex] The great species migration
Post: #27
Guy the Chap

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I think I'll do the Athonae next.

Edit: Here's what I have:
Spoiler :
Quote: "Eww ew ew ew eww eww! It's some sort of disgusting giant spider!" -Tydra

Stats
Strength: 8
Intelligence: 5
Charisma: 3
Endurance: 7
Agility: 2
Luck: 1

Common jobs:
Factory worker, Mercenary, Administrator, Whatever way they can serve their grand queen.

Likes: Grand queens, Hard work, Stability
Dislikes: Recklessness, Forgein threats, Spiders

Common attack pattern: Attack in swarms, favor defensive tactics.

Height: 6'2 ft

Traits:
[Disciplined]-[Careful]-[Boring]

Trivia:
Athonae aren't generally an artistic species, but an exception is made for their queens' finery. Athonea love to read about their latest fashions and popular designers have something of a celebrity status amoung them.

While Athonea are very similar to spiders, few are aware of this. Comparing Athonea with spiders as an insult will usually go over their heads, and some Athonea even are scared of spiders themselves.

As they are both intrested in peaceful expansion, the Athonae often have to compete with the Prunus to find new planets to colonize. Neither race wants to wage war against the other, but they will try to obstruct eachother if they can. Athonea controlled planets don't allow Prunus to take root in them, and Athonea will sometimes pollute the soil of multi-species planets on purpose so that the Prunus can't use it.
I had a hard time picking a red trait for these guys. I've considered [Insensitive], but as a species that's about teamwork so much it didn't seem appropriate. I've also considered [Pushover] as it's more of a team player trait but that meshes poorly with their territorialism. I've just put [Boring] in, since it doesn't seem to clash with anything.
(This post was last modified: 06-04-2016 02:29 PM by Fellow.)
06-04-2016 11:44 AM
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Gimeurcookie
 RE: [Cosmosdex] The great species migration
Post: #28
One Punch Kill

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Thanks! I think Boring fits them pretty well, I'm sure they like to drone on about their queen a lot which is a super exciting topic to them, "Hey what's you're queen like" "Oh she's the best!" but is really really really boring to other species.

As a note, I have finished the notails (but haven't posted them just yet.) As such I am now doing sweeps, which means I'm going from A - Z and well, just mass entering info in. Because I'm just sweeping some of the info is going to be pretty generic and dull and I suspect I'll be able to do at least 5 + a day while sweeping. So if you want to hold on to a species I suggest doing it now. Once I'm done with my sweep (Aka finishing any species not claimed), if there are any species who are still claimed but not done I'm going to wait a week before just doing them myself so do keep that in mind!


Things that got done today
Athonae entry
Ackolid entry
Ashlaiz are done.
Catlas are done.
Celiracks are done.
(Currently doing some quick fixes to them so you might see some mess.)
06-05-2016 12:23 AM
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Hichico
 RE: [Cosmosdex] The great species migration
Post: #29
 

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Here's the Klannec entry!

Spoiler :

Quote:
"I don't want to toot my own horn but she, and the crowd, were more than impressed that day.
or
"Eh, I take it back, I'd still date her"
-Cea Jaspur

Stats
Strength: 1
Intelligence: 6
Charisma: 6
Endurance: 2
Agility: 7
Luck: 4

Common jobs: Designer, Relations, Herbalist

Likes: Fashion, Gardening, Conversation, Dance
Dislikes: Large amounts of work, Lower classes

Common attack pattern:
Multiple quick but weak attacks.

Height: 5'10 ft

Traits:
[Social]
[Strangely Graceful]
[Classist]

Trivia and Optional:
> Special: Gem powered
Across a Klannecs body are Gemstone-like protrusions that are somehow directly linked to a Klannecs life. These gems, when removed or destroyed, will assuredly kill a Klannec in a process that is...less than pleasant for the Klannec it happens to. These gems come in a variety of colors and often lead to the name of the Klannec they are attached to; Sea Jasper, Rainbow Quartz, Agate, etc etc.

>Subspecies
Klannecs are divided into three main "Forms" The taller and Lanky High class, the [Always Tired] Mid class, and the short but incredibly friendly, and to some [Adorable] Low class. The High class Klannec are the technical "Ruling Class" of the species and to some: [Strangely Graceful], with the mid and low class klannecs being the typical worker class of the species. Lower class Klannec fulfill the "dirty work" being the majority of workers, while Mid class Klannec typically work alongside the High class or as managers for the low class. While some species view this relationship as unfortunate for the low class, the majority of low class actually don't mind the way their society works, high and mid class Klannec are not often abusive or corrupt in their work demands.

>History:
Klannec history is strange to most, mostly written as stories and tales, there is a lot of historical significance that cannot be proven. The most well known Klannec story is in fact, a legend, this legend dictates the birth of a Klannec said to become “The Storyteller” legend states; “There will come a time long from now, when the universe will face a threat greater than the existence of all life, a Klannec will be born, skin shining white, with gemstones of the brightest violet, like a beacon standing out in the endless night. This Klannec will be “The Storyteller” and they will be the one to record the tale of a great hero's journey, and weave the tale of peace for life in this universe.” -Ancient Legend of the Storyteller
The Storyteller is not revered as a god by the Klannec species, merely a rarity among their race said to bring about a great change and a new story. They believe that whoever the Storyteller is, they are a mortal being like any other, but have a destiny that will be fulfilled for the betterment of those they encounter. This “Storyteller” is thought to be a Klannec of whom’s environmental coloring is of the “Space” variant, meaning that the Klannec was either born in the vacuum of space somehow, or born on a ship in space.
Aside from this, Klannec history is dotted with small amounts of conflict that rarely last for longer than a year, perhaps two at best, these conflicts are usually civil uprisings of the class system, but even so they are exceedingly rare, as the conflicts between classes are usually minor at best. Classicists do still exist among each class of the species, but they are usually looked unfavorably upon. The most major conflict the Klannec species has had in their history lies in their discovery by other species, at first when the Klannec race was discovered many species found their gemstones to be of an immense potential value, and as such many pirates and other such vagrants attempted to forcibly remove these gems, discovering soon after their link to the Klannecs life, as well as their increasingly quick degradation after being removed. While this practice is no longer known throughout the universe, there are still those few who would attempt to kidnap a Klannec as a “Decorative Slave”

>Home Planet:
The Klannec homeworld is named Nekxurius, or Nekxus for short, to a casual observer the planet appears to be cities stacked upon cities scattered across the planet, this is in fact, partly true, the Klannec homeworld maintains a very interesting balance of nature and civilization by living in tandem with nature and technology. To most, Klannec cities look ruined, taken over by overgrowth of plant life and fauna, Klannecs allow nature to reclaim areas of the planet naturally and choose instead to live with it, rather than against it. Thanks to this you will often find sometimes ridiculous sounding things in buildings, such as entire fruit trees taking up a floor of a building, with a Klannec carefully tending to the trees whilst also manning a shop. Thanks to this strange balance, the Klannec homeworld often finds itself receiving many tourists seeking out the beautiful sites of nature melding with technology.
06-05-2016 12:42 AM
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Gimeurcookie
 RE: [Cosmosdex] The great species migration
Post: #30
One Punch Kill

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Some more things that got done

klannecs got done (Hic is going to submit some art later)

Copezs are done

Cortz are done.
06-05-2016 03:29 AM
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BB
 RE: [Cosmosdex] The great species migration
Post: #31
Radical Boy!

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Posting to announce undertaking of the Pagepoh, Aoeyoi'ie, and Oblein dex entries.

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(This post was last modified: 06-05-2016 03:52 AM by BB.)
06-05-2016 03:48 AM
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GreenMeanZombieQueen
 RE: [Cosmosdex] The great species migration
Post: #32
 

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I have dragged myself out of my grave and signed up for this forum just to claim my species 'u' I'll take care of the Gondii and Kheiron! Soon soon
(This post was last modified: 06-05-2016 03:52 AM by GreenMeanZombieQueen.)
06-05-2016 03:51 AM
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Hichico
 RE: [Cosmosdex] The great species migration
Post: #33
 

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I guess I'll go ahead and take a shot at the Quelan and Malrus
06-05-2016 04:41 AM
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Hichico
 RE: [Cosmosdex] The great species migration
Post: #34
 

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Quelan

Spoiler :

Quote:
"I was hoping you wouldn't ask that as I'm legally bound to tell you we both don't have licenses"
-Florence Stargale

Stats
Strength: 2
Intelligence: 10
Charisma: 5
Endurance: 4
Agility: 3
Luck: 2

Common jobs: Doctor, Medic, Information Gatherer, Plastic Surgeon
Likes: Body Modding, Fashion, Science
Dislikes: "Ethics", Restrictions, Genetic purists, Judgemental People

Common attack pattern:
Flesh Manipulation, followed by lacerations to vital parts.

Height: 5'9 ft

Traits:
[Pragmatic]
[Stylish]
[Unnerving]

Trivia and Optional:

>Home Planet
The homeworld of the quelans is Tenorbaylbe. The planet is not well understood and the location is hard to pinpoint on many maps.

On the planet, rules of biology seem to be hit-and-miss. The kingdom system breaks down; giant arthropods, fungal forests, marshes full of 'animals' that act as producers and ambulatory, carnivorous 'plants' thrive on the planet.

> Special: Fleshwarping
Quelan have an innate ability to warp their own flesh as well as the flesh of others, this ability can be used in a variety of ways dependent on how well the quelan in question can use their ability. These uses can range from changing their own appearance and slightly changing the appearances of others, to medicinal uses through closing and covering wounds. Due to their innate fleshwarping, when quelans go insane they tend to mutate into abominable creatures.


Malrus

Spoiler :

Quote:
"I done broke down a door to get some booze and saw something scuttling inside"
"something tells me that thing must have been a ghost"
-Fergus

Stats
Strength: 8
Intelligence: 3
Charisma: 6
Endurance: 6
Agility: 2
Luck: 1

Common jobs: Mercenary, Brewer/Bartender, Bard, Engineers
Likes: Alcohol, Making Alcohol, Partying, Fighting
Dislikes: Classists, Ghosts, Shoes, AI's

Common attack pattern: Extreme Bludgeoning damage/ Harpoons and Piercing

Height: 6'0 Ft

Traits:
[Adventurous]
[Superstitious]
[Overconfident]

Trivia and Optional:

> Home Planet
The malrus home planet is Kivver, any icy planet with barren snowy wastelands and dense forests. It has a lot of dangerous creatures that the malrus call Snow beasts. The definition of a Snow Beast is "a thing that wants to kill you and hides in the snow." Since this definition is vague, malrus almost call every creature on the planet a Snow Beast. There are also ruins of factories and ships that were left by the invaders.
On the planet, rules of biology seem to be hit-and-miss. The kingdom system breaks down; giant arthropods, fungal forests, marshes full of 'animals' that act as producers and ambulatory, carnivorous 'plants' thrive on the planet.

> History
They were a pretty primitive race before first contact. Back then all a malrus wanted to do was get drunk and have a wrestle with a snow beast. That all changed when first contact was made. Unfortunately for the malruses, the first space race they met was not a friendly one. As soon as they had landed their ships they began attacking the malruses.

Since at this point of time the malruses did not have a proper organised army they were soon defeated. As a result most of the malruses were enslaved quickly. Though some did manage to elude capture, going into hiding in the dense forests and mountains of the planet.

Twenty years past and the invaders had set up a factory where the enslaved malruses built engines for their ships. During this time, many malrus had tried to fight off the invaders off their planet, but all attempts has failed. They had almost lost all hope, until a malrus, by the name of Oleg Icesmasher appeared.

Unlike other malruses, Oleg was the only one to have escaped from a the dreaded factory. He united the remaining tribes and with the help of the knowledge he had gained from the factory, and they built weapons that could rival the invader's. Then came the battle for Kivver. Oleg was the one that led the charge on the factory. It was a vicious and bloody battle that only lasted a day and against all odds the malrus had came out victorious with the invaders fleeing back to their mothership.

Oleg was not done though, as the mothership took off Oleg hopped on to a nearby engine and hit it with a wrench. This made the engine roar to life and sent it flying high. Oleg rode the engine right into the mothership making a massive explosion. Oleg had made the ultimate sacrifice to save his people. And so, the day was won and their planet freed from the invaders. Two centuries later and the malrus are pretty well off. During this time they managed to build their own ships and explore their system. They also eventually found other life that weren't total arses. As of late the malrus have been trying to get recognised as an actual space civilisation as some certain races still don't believe the marlus are responsible enough to be considered an actual power.

> Special: Hibernation
Malrus are known to hibernate when food is rare or when they're bored. When in this state their body completely slows down, even the rate of their breathing. It slows down so much that they might be considered dead to an onlooker. How long they can stay in hibernation depends on how much fat they have, the more fat they have the longer they can hibernate for. The longest recorded malrus hibernation was about 50 years, said malrus had seemed to have aged very little when in hibernation. It is also observed that malurses after this hibernation appear to be much thinner than normal likely due to using up all of their fat storage in this sleep.
(This post was last modified: 06-05-2016 05:54 AM by Hichico.)
06-05-2016 05:39 AM
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Fellow
 RE: [Cosmosdex] The great species migration
Post: #35
Guy the Chap

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I guess I'll take the Volkronn and the Soothal on my plate.

Soothals:
Spoiler :
Quote: "It's a phrase, you know? The Jester tells the king a bad joke and is taken to the gallows to be hanged? Look, forget it. If you want to die, go for it. I'm sure you can kill an oil shark all by yoursef jester." -Jayna

Stats:
Strength: 2
Intelligence: 7
Charisma: 4
Endurance: 1
Agility: 7
Luck: 5

Common Jobs: Engineer, anything to do with medival society

Likes: Steam Technology, Titles
Dislikes: Politics, Witches, Brigants

Common attack pattern: Try to use speed and gadgets to gain the upper hand, flee if that fails.

Height: 6 ft

Traits:
[Inventive]-[Rarely Meddles]-[Cryptic]

Trivia
Soothals aren't very fond of modern entertainment like video games and movies, preferring card and board games as well as live music and theather plays.

The Soothals commonly visit the Pagepohs' theathers and some of them have started to cater specifically to the Soothals, featuring kings, knights and jesters.

Edit: Added quote

Volkronn:
Spoiler :
Quote: "Well *Bob*, I don't who screwed up that order either but you're fired. You're fired, you're fired, you're fired. Every last one of you." -A Volkronn firing a group of generics.

Stats:
Strength: 9
Intelligence: 4
Charisma: 2
Endurance: 8
Agility: 2
Luck: 1

Common jobs
Entrepeneur, Manager, Banker.

Likes: Profits, Being in charge, Winter clothes, Warm weather
Dislikes: Turning in Losses, Employees, the cold.

Common attack pattern: Use brute strength very agressively. Try to intimidate the opponent into surrendering. Try to intimidate allies to fight harder.

Height: 7 ft

Traits:
[Hard-Headed]-[Hot-Blooded]-[Fiery Temper] (already in cosmodex)

Trivia:
Looking at their home planet, one may think that the Volkronn don't have any intrest in aestethics. This isn't true, though. Volkronns find the sight of heavy machinery and pollution appealing as it signals prosperity: To them a well-kept urban environment screams of poverty.

The Volkronn have a great deal of respect for the Geckerchauns because of all the money they have. Volkronns avoid hiring Geckerchauns for fear of losing their jobs to them, but they usually trust Geckerchaun employers well.

I gave the Volkronn a high strength attribute and a low charisma one since they are supposed to be intimidating rather than diplomatic. (We've seen cobalt pass a strength check for intimidation earlier). I don't know if it's appropriate, if not I can change it.
(This post was last modified: 06-05-2016 12:41 PM by Fellow.)
06-05-2016 06:27 AM
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awkwardcarapace
 RE: [Cosmosdex] The great species migration
Post: #36
 

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Location: SPACE
HUSSES
Spoiler :
Quote: "Sorry about the fact that both of us were investigating your ship. We didn't know what it was, and the shape of your ship interested us with its... formal and simplistic box-like shape."
- Shetlock Hostler

Stats:
Strength - 4
Intelligence - 6
Charisma - 2
Endurance - 4
Agility - 7
Luck - 3

Common Jobs: Artist (both art and music), Actor, Author

Likes: The Arts, boxes, being creative, being around other Husses, food

Dislikes: The unknown, loud noises, being alone

Common Attack Pattern: As a herd. They assess the risk, and if they don't think they can take the enemy down, they flee. However, if they think they have a shot, then all of them attack.

Height: 5'5"

Traits: [Inventive] [Cautious] [Easily Startled]

Trivia:
- Husses have an affinity for everything The Arts-related. As a result, most Husses are singers, artists, sculptors, authors, directors, actors, etc. Arts festivals are the most celebrated events on their home planet.

- As they are relatively new to the Space Age and most of them are particularly skittish, Husses will react largely negatively to new species that they see, and will try to flee.

[Image: vgvwv.png][Image: clyjz.png][Image: egg001.png?raw=1]
[Image: gmzzj.png]
06-05-2016 03:34 PM
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Fellow
 RE: [Cosmosdex] The great species migration
Post: #37
Guy the Chap

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I'll claim the Noxis-Noverum and the Slarym now. Gonna go for the highscore.
06-05-2016 09:05 PM
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Hichico
 RE: [Cosmosdex] The great species migration
Post: #38
 

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I'm gonna take a shot at the Helixian and Eemen I suppose then
06-05-2016 09:55 PM
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TangledAlmond
 RE: [Cosmosdex] The great species migration
Post: #39
 

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Heya! I'm still workin' on those three species I claimed, they're coming along really well, ESPECIALLY the Tockhaus. I should be finishing them up pretty soon.

For now though, I have something else! I sent this thread to Captain Combusken to make sure he knew about it, and he filled out a thing for Geptads! He doesn't have an Eagle Time account, so he asked me to post it, so here it is!

Spoiler :
> Quote
“Go back? No good at all! Go sideways? Impossible! Go forward? Only thing to do! On we go!" {Its from the Hobbit, but if you want, attribute it to "The King of Tears" (ie the Geptad version of the Lord of the Rings)}

> Stats based on a starting 26 system (Must have at least 1 in every stat but luck)
Strength-5
Intelligence-3
Charisma-2
Endurance-10
Agility-5
Luck-1

> Common jobs
Dependent on role in Colony.
Tacticians - Ship Captain, Scientists, Admin Work
Guards - Guard, The Muscle, Mercenary.
Scouts- Navigator, Pilot, Scouts, Often make good Mechanics/Engineers
Gatherer - Chef/Cook, Hunter, Anything to do with Plants
Carer - Ship Doctor, Teacher, Mechanic/Engineer
Entertainer - Entertainer/Artist (of any type), Social stuff, often are Salesmen

> Likes
Teamwork, Seeing new things
> Dislikes
Selfishness, Being Trapped

> Common attack pattern (Should be like a sentence)
Guards are the frontline attackers, Tacticians lead from just behind, Scouts will flank, Gatherers are ranged attackers from behind the tacticians, Carers are healers, Entertainers are morale and the last line of defense and are all out beserker types.

> Height (In feet because god knows why)
Anywhere between 6'5" and 7'5"

> A Good, bad and neutral trait from the trait dex
Good: [Team Oriented]
Neutral: [Nomadic] (Very good at adapting to new environments, But can't stand not moving on. A bit restless by nature.) {This wasnt on the Traits list but I feel like it should be.}
Bad: [Short Attention Span]

Other common Greens & blues per Colony role:
Tactician: [Direct] [Calm]
Guard: [Protectve] [Competitive]
Scout: [Observant] [Reflexive]
Gatherer: [Observant] [Collector]
Carer: [Protective] [Patient]
Entertainer: [Popular] [Artist]/[Musician]

{These aren't like hard an fast rules or anything, I mainly included them to help people making Geptad characters choose what job they want their character to do.}

And also the longest thing needed.
> 1 - 3 trivia

* The letters S, P, B, M and W do exist in the Geptad Language, but they are difficult to pronounce for Geptads, so they do not feature in many of their names. Geptads will often mis-say these consonants as a result (S becomes Z, and the other letters have a twinge of an N sound to them.) {Remove this from the Personality & Traits section.}

* Geptads and Aftiks get on extremely well. The slow, enduring nature of the Geptads compliments the Aftiks' speed and ease of tiredness very well, and both species are fond of large groups. If an Aftik needs soldiers, they will call upon Geptad colonies to aid them for this reason.

* A final species of Geptad known as Arctic Geptads used to exist, who specialised in living at the poles. However, they were a very small group, and in the wars of old, were made extinct.

(Anything in {} are comments to Gime and not part of the actual entry.)

Spoiler :
06-05-2016 09:59 PM
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Gimeurcookie
 RE: [Cosmosdex] The great species migration
Post: #40
One Punch Kill

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So I decided the raffle will include the following.
The person with the highest amount of submissions automatically wins A free tiny animated sprite or a Fortuna style talk sprite of whatever they want, be it fortuna oc or anything else, or 12 buttons.

They'll be taken off the raffle and the rest of the raffle will have 3 randomized winners. (none of which can be the same person more then once.) Like before every entry done = 1 "ticket" so to speak.

All 3 winners get to pick between a Tiny animated sprite, Talk sprite or 12 buttons if they're willing to give their address.

I will attempt to see if I can try and give everyone who entered a free doodle prize but no promises at the moment.

We can likely do the raffle live in a stream so everyone gets to see the tickets and winners live.

If any one has any questions please do ask!



Things that got done today, As always thank you to the submissions, they're all really great!
Streamlined the submission form to auto input certain info (or cut it out) if nothing is inputted thus speeding Dex submissions by like 25% by making it so I no longer have to open dex entries to take out and put in stuff.

Husses are done
Trump Skeletons are done.
Scottish style battle seal is done
Cthulhu but slightly gaga is done
A soccer/foot ball is done
Slug people are done
Too many legs for this world are done.
06-05-2016 10:06 PM
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Kíeros
 RE: [Cosmosdex] The great species migration
Post: #41
🌈🐙👽 (gay tentacle alien)

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Well, it's been this long and nothing, so I can work on the Hyurans and Zektrons. I mean, the second was the somethingtagonist of a thing I wrote and Hyurans are cool so...

🐦🐙🐙[Image: nifOFwR.png]🐙🐙
06-05-2016 10:40 PM
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Hichico
 RE: [Cosmosdex] The great species migration
Post: #42
 

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Helixian

Spoiler :

Quote:
"ONIXCEPTABLE."
-Helixian Shopkeeper

Stats
Strength: 5
Intelligence: 4
Charisma: 5
Endurance: 4
Agility: 5
Luck: 3

Common jobs: Shopkeeper, Laborer, Managers
Likes: Hoarding objects, Capturing animals, Worshiping fossils
Dislikes: Dome fossils, Gyms, Magnets

Common attack pattern:
Chaotic randomized attacks, followed by sudden hyper organized attacks

Height: 4'5 Ft

Traits:
[Multitasker]
[Hoarder]
[Impulsive]

Trivia and Optional:

>Due to their species wide hatred of ledges, Helixians have meticulously eliminated ledges from their home planet and replaced them with slight inclines.

This has also lead to many helixians becoming the main fighting force for handicap ramps becoming more common throughout the universe.


Eeemen

Spoiler :

Quote:
"Who needs arms when you have legs like this?"
-Mettateeemen

Stats
Strength: 2
Intelligence: 7
Charisma: 6
Endurance: 4
Agility: 5
Luck: 2

Common jobs: Researcher, Adventurer
Likes: Learning, Practical Knowledge
Dislikes: Impracticality, Unsolvable problems, height jokes

Common attack pattern: Telekinetic attacks, kicks (Pre leg amputation)

Height: 10-15 Ft

Traits:
[Psychic Powers]
[Tall]
[Insensitive]

Trivia and Optional:

>In order to deal with the excess of amputated legs after becoming a space faring species, the Eeemen began selling the meat to other carnivorous species as a rare delicacy. Eeemen legs have become quite a popular dish as well.



06-05-2016 10:40 PM
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CrimsonMage
 RE: [Cosmosdex] The great species migration
Post: #43
 

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I'll take the Plantolk and the Skarv!

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06-05-2016 10:48 PM
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awkwardcarapace
 RE: [Cosmosdex] The great species migration
Post: #44
 

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Comin' back for round two: the Mites and the Spiraji, please.

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06-06-2016 02:09 AM
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LoverIan
 RE: [Cosmosdex] The great species migration
Post: #45
 

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Hey Fellow, are you up for working a bit with the Isments?
Not asking you to take over, but the Isments as a race tend to prefer not to let their existence be known, and I sort of see them as looking at the Kounini and going "aww can we keep it"

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06-06-2016 03:06 AM
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butterfliesDance
 RE: [Cosmosdex] The great species migration
Post: #46
 

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Angels
Spoiler :
> Quote

> Stats based on a starting 26 system (Must have at least 1 in every stat but luck)
Strength: 2
Intelligence: 6
Charisma: 5
Endurance: 3
Agility: 4
Luck: 6

> Common jobs
Angels, when they choose to interact with galactic society, are often found taking an easy "lookout" post as their natural ability makes it practically effortless, despite that they will respond harshly if anyone acknowledges why it is or directly seeks them out for such. Some choose to be bookkeepers or storytellers of some sort, due to their longevity meaning that a particularly old one is a veritable wellspring of information.

> Likes
Angels have very varied tastes and individuality. There's not much that is regularly shared between them, due to their absence of a collected culture, but many have an inherent respect for tradition or habits 'built into' people or species. This is likely due to the staves they carry with them and carve.
> Dislikes
Most angels understand their objective value as a "tool," and as such a highly common distaste is carried between them for anyone looking to take direct advantage of another.

> Common attack pattern (Should be like a sentence)
The species is prone to fleeing at the sense of danger, however if hostile will often engage in melee based on confusing the opponent with rapid movement changes.

> Height (In feet because god knows why)
hell if i know

> A Good, bad and neutral trait from the trait dex
[Security Blanket] [Knowledge of X] [Distrusting]

> 1 - 3 trivia
- Angels' staves are not somehow born with them. Angels will, upon reaching adolescence, begin to seek out a material to make their staff with. This is most often the nearest planet's approximation for a type of wood, but for some, it may be carefully arranged metal, something resembling plastic, stone, or otherwise. They will almost always carry a tool, as well, with which they can carve their staff.
- Angels (apparently) naturally produce a single offspring once every 150-300 years. What this process involves is unclear, as no angel has been seen to go through it on-planet, and attempting to have them stay in view to do so results in extremely hostile reactions, going so far as threat of self destruction if they cannot directly oppose the person keeping them. The child will be raised until self-sufficient, at which point the parent generally drops all attachment.
- Angels have been known to occasionally make nests on asteroids. What 'nest' means exactly is variable depending on how willing the individual was to gather material.

Other:
> Nix the Extral hate. Nix the dimming near Extrals. Switch the dimming to when any danger is detected.
> Nix the 'intersex' note; asexually reproductive species require no sex at all.

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06-06-2016 07:03 AM
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Fellow
 RE: [Cosmosdex] The great species migration
Post: #47
Guy the Chap

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(06-06-2016 03:06 AM)LoverIan Wrote:  Hey Fellow, are you up for working a bit with the Isments?
Not asking you to take over, but the Isments as a race tend to prefer not to let their existence be known, and I sort of see them as looking at the Kounini and going "aww can we keep it"
Okay, I'm willing to help.
Mind you, you're free to involve the Kouninis in the Isments' trivia. There's no need to ask my permission for that, though you have it.

Noxis-Noverum:

Spoiler :
See this prototype? My old man had stories about about these babies, pull the trigger and people start frying left and right." -A Noxis-Noverum designing a new weapon.

Stats:
Strength: 7
Intelligence: 6
Charisma: 1
Endurance: 7
Agility: 4
Luck: 1

Common jobs: Mercenary, Weapon developer, Explorer

Likes: Fighting, Traveling, Weapons, History
Dislikes: Taunts, Pacifism

Traits:
[Inventive]-[Storyteller]-[Easily Agitated]

Trivia:
The Noxis preserve what little they left of their history well. Some of their most valued relics are pieces of ancient weaponry and most Noxis know a series of war stories and battle songs by heart.

Noxis colonies have very harsh reactions to unrest for fear of a repeat of their history. But since they are still very agressive, fights keep happening and many Noxis cycle in and out of prison.

Having lost most of their history and culture, the Noxis find that the Fairies' made up tales are insults to injury. Some bitter Noxis had out spare bottles to those leaving their colonies because of this.

Slarym:

Spoiler :
Quote: "What are you? You look delicious!" -A Slarym encountering a new race.

Stats:
Strength: 7
Intelligence: 3
Charisma: 1
Endurance: 6
Agility: 6
Luck: 3

Common jobs: Hunter, Security, Anything that doesn't give them the opportunity to bite clients.

Likes: Meat, Exploration
Dislikes: Plants

Common attack pattern: Ambush the opponent using superior senses and try to eat them.

Height: 6'5 ft

Traits: [High senses]-[Talkative]-[Cannibal]

Trivia:
Slaryms often organize exploratory missions in search of new species to eat and keep huge wildlive reserves to supplememnt their diets.

Quelans don't have a big problem with Slaryms, as their fleshwarping allows Slaryms to taste their meat without giving them serious injuries. This and the Slaryms' poor reputation often means that the Quelans can hire them for cheap. Slaryms also love to buy and eat leftovers from their bio-engineering projects.
I've considred giving them [Reflexive] since they tend to bite people, but that'd be like giving them [Auto-Attack] as a blue trait. I've given them the inoffensive [Talkative] instead.

Edit:
I'm claiming the Stomatopoids now.

Edit2:
Stomatopoids:
Spoiler :
"*Thunk*, *Crack*" -A stromatopoid pressing a doorbell.

Stats:
Strength: 10
Intelligence: 1
Charisma: 1
Endurance: 5
Agility: 8
Luck: 1

Common jobs: Dockworker, Bouncer, Guard

Likes: Fistcuffs, Fish, Swimming
Dislikes: Sewing, Chopsticks, Tiny buttons on their phones

Common attack pattern: Try to force the opponent into close combat, then fight them with brute strength.

Height: 3 ft (Biggest dog I could find on google? Maybe I got the measurements wrong.)

Traits: [Good Reflexes]-[Loyal]-[Clutz]


Trivia:
Thanks to their strength, Stomatopoids are quick builders so long as they don't have to deal with precision work. The few planets they've colonized have impressive, if rough fortresses and residential buildings on them.

The Stomatopoids' color changing abilities lend themselves to very intresting dance and theather performances. The Tockhau have gone to great diplomatic lengths to try recruit some of them as performers.
(This post was last modified: 06-06-2016 04:48 PM by Fellow.)
06-06-2016 09:09 AM
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Gimeurcookie
 RE: [Cosmosdex] The great species migration
Post: #48
One Punch Kill

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Location: Big Apple or Bright Orange
Reading the trivia everyone comes up with is pretty much the best part of this stuff.

Stuff that got done today and kind of yesterday, look it took me a very long time to eat a pasta.

Robot furries got done (They had a slightly huge rewrite)
Literally a giant shrimp got added
Big mouthed horses got added
Noxis got added. I have no pun for them.
Angels got added.
Giant blobs got added (slightly big tone rewrite, also took out the part where they go super nova when they die. It'd kind of be lame if they turned in to a nuke whenever killed.)

Geptads added
Legs the species added
Twitch tv added


We are now 58% finished with this with most of the species being claimed by people. I'll likely finish up the last * species and then work on another section of the dex, so no one has to be in a rush to finish stuff.


Edit
Look at this awesome art by an even more awesome artist done for the tourists!
06-07-2016 06:02 AM
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awkwardcarapace
 RE: [Cosmosdex] The great species migration
Post: #49
 

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Posts: 271
Joined: Jan 2016
Location: SPACE
MITES
Spoiler :
Quote: "GET TO THE CHOPPA!!!"
- Armote Schwarzenegger

Stats:
Strength - 1
Intelligence - 9
Charisma - 6
Endurance - 1
Agility - 2
Luck - 7

Common Jobs: Scientist, The Backup, Professors, Captains(?)

Likes: Almost everything (very optimistic!), shapeshifting, telling jokes, pulling pranks

Dislikes: Debbie Downers, Negative Nancies, Pessimistic Patties

Common Attack Pattern: Normally, most mites will not fight due to their pacifistic nature. However, if it ever comes to it, a mite will strike back, almost going completely feral and using any technique they can to bring their enemy down.

Height: 1'-2'

Traits: [Optimistic] [Reflexive] [Forgetful]

Trivia:
- As a result of their small stature, they do not have large brains, and since most of their brain capacity holds on to intelligent facts and procedures, they do not have long memory spans.

- Due to their constant weakness of being squished by something, Mites have evolved an insanely fast reaction time.

- Mites have access to limited shapeshifting. Not like they can turn into wolves or dragons or anything, they can just contort and squish their bodies to fit into small spaces that normally they wouldn't be able to fit in. As a result, Hide-and-Seek matches between Mites can last for days on end.

- Mites can also use their bodies to communicate without speaking. They call this sign language-esque language Mootspeak.

History (adapted from the original sheet):
Mites were found when exploring a deserted arm of the spiral galaxy AR-52-1S4. They were almost to the Space Age when found, but further investigation showed that they had resided on the planet for more than 3 times the average time for progression to Space Age. The Mites were not quick to be adopted onto any crews, as at first as they were thought to not have any useful talents. However, after much observation, some crews realized that they weren't just little cutesy widdle fwuffy balls, and that they had their uses. They were then added onto ships, where the Mites were actually rather useful to have on hand in case of any sort of emergency. Mites required a little extra care when on board, but in many cases it was worth it.

Other than this, Mites have little to no recorded history, possibly due to the complete and utter near-barrenness of their home planet.

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06-07-2016 08:12 AM
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GreenMeanZombieQueen
 RE: [Cosmosdex] The great species migration
Post: #50
 

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Posts: 26
Joined: Jun 2016
Location: in constant fear
Alright, I got the gondii and kheiron done 'v'

Gondii
Spoiler :
Quote: "You know what a seeing eye dog is right? Think of it like that but for a whole body. She's a smart bug, but her body is a dumb, goat, dog, sort of strange creature. You've been doing the equivalent of calling a dog attractive." -Sonny

Stats
Strength: 3
Intelligence: 3
Charisma: 4
Endurance: 3
Agility: 5
Luck: 8

Common jobs: Gardener, Merchant, Drug Dealer, Scouter

Likes: tranquillity, good vibes, warm/fair weather, sleep
Dislikes: Hostility, authority, extreme weather, change

Common attack pattern: While most try to avoid fighting, a Gondii will often lunge and proceed to maul their target.

Height: 3 to 4 inches. Host bodies can range from 5 to 6 feet.

Traits:
[Pacifist]
[Animal Communer]
[Lazy]

1 - 3 trivia:
- Early ancestors of the host animal of the Gondii were semi, if not entirely aquatic. While they have long lost their gills and webbing, they however continue to be excellent swimmers.

- Once every year, on the 4000th day of the 20th moon rise, the Grand Harvest Night occurs. It is a traditional Gondii celebration, when the moon light hits a special crop grown and they finally bloom into thousands of branching leaves and flowers. The next 3 or 4 days are spent in one continuous party, where the crops are burned in a giant pit so that their hallucinogenic fumes fill the air.

Kheiron
Spoiler :
Quote: "THIS JUST IN: LATE SUPREME OVERLORD 'SSKSHSSLLRRLL' FOUND DEAD IN HOME, BODY SHOVED INTO A COMMON HOUSEHOLD OVEN. WE NOW WELCOME IN OUR NEW SUPREME OVERLORD OF THE PLANET.. THIS.. THIS GUY OVER HERE WITH THE COOL HAT!!!" - A Kheiron reporter

Stats:
Strength: 8
Intelligence: 4
Charisma: 2
Endurance: 6
Agility: 3
Luck: 3

Common jobs: Mercenary, Captain, Body Guard

Likes: Brutality, Excessively long monologues, victory, power ballads
Dislikes: Do-Gooders, 'good' morals, most forms of music that are not from their home planet, the very concept of paper plates

Common attack pattern: When attacking, a Kheiron will more often than not attempt to wrap their teeth lined head around the target and thrash it around until it has broken their bones or the target has bled out. If that option is out, a strong kick or trample should also be effective.

Height: 7 - 9 feet

Traits:
[Competitive]
[Fireproof]
[Hothead]

1 - 3 trivia:
- Kheiron language consists mostly of uncomfortable slurping noises. Extremely difficult to understand, and even more difficult to master speaking. Many Kheiron outright refuse to learn any other language than this, and ones that do learn other languages are often heavily accented.

- A kheiron's tendril head does grow back if cut off within a 2 to 4 month time span, provided the Kheiron is immediately treated for their wounds.
06-09-2016 06:00 AM
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