you cannot hold me captive
welcome to Survival of the Fittest
In the year 3096 humanity left earth forever, much of its history lost due to wars and disaster.
The only leftovers were seized by the last human government—
The Dimiran Empire, formed from the weatlhiest and most advanced conglomerates on the planet.
They quickly colonized seven new homeplanets, each one headed by a different company and humans began to prosper once again.
Now, in the year 5247 the empire thrives on nine planets, but within the last ten years a new form of "entertainment" has shown up within the empire.
Under the guise of scientific study, the government has gathered criminals, slaves, debtors, or contracted individuals to help study the ecosystems of foreign planets.
Those in the experiment are genetically altered to become humanoid monsters with traits similar to animals from earth.
They are then sent to varying planets where they must adapt to survive.
Their struggles are watched through constant livestreams for entertainment.
Unfortunately, you are one these experiments.
Sorry for this.
The premise for this roleplay is that you are a human from one of the nine homeplanets who, due to varying circumstances, are inducted into the experiment, becoming mutated and left to survive in an alien ecosystem. You go through growth spurts to gain adaptations, or improve/modify existing ones. You get to choose the planet you wish to land on, but the landing pods aren't stable so where you land on the planet will be random.
Surival Roleplay
Survival of The Fittest Erbal
Blueprint is a premade Proboards v5 theme designed and built by punki of Adoxography and Pixel Perfect. Survival of The Fittest is the work of the mind(s) of Erbal. All characters and content are copyright their creators, and may not be replicated without their creators' permission. All images belong to their original owners.
updates
3/3/19
The Advertising contest is still going in full swing! We are also looking to add to the staff team, inquire with the admin to learn more. Also, something seems to be looming, everyone keep your eyes to the skies.
1/17/19
The first full event has begun, to celebrate the new year the the official opening of the site we are hosting an advertisement event, filled with prizes and the chance for whoever brings in the most people winning the grand prize of the contest, a drawing of their character, or a specially designed adaptation, will you earn the sponsors favor?
Evolution System
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Oct 24, 2018 14:36:51 GMT
Post by Erbal on Oct 24, 2018 14:36:51 GMT
[attr="class","p_template"] [attr="class","p_header"]introduction [attr="class","p_content"]In nature and life, as the situation gets worse or provides a new challenge, living things must adapt. Over time organisms evolve, gaining physical adaptations, learn mental strategies, and combine them with the environment they live in to find a niche, to survive, and possibly even thrive where they call home even if it takes years.
Likewise, on Survival of The Fittest, characters will physically grow, adapt, and evolve to fit the strategies and playstyle they develop. Not every character will have the capabilities to gain exact adaptations due to their lifestyle, environment, and the near infinite probability of ways to adapt to any and every situation.
Humans, through intensive gene therapy, may turn into humanoid monsters with traits similar to that of animals. Some keep a near human shape despite their animal features, while others will lose most of their human structure. This also applies to the mind as some stay sapient while others go feral. Called 'survivalists', these genetically changed humans cannot evolve unless they learn to survive—eating and gathering resources until their body can support a growth spurt in which they gain/improve on adaptations existing in a creature.
Though humans can be mutated into monsters with biology of any animal in existence all the Survivalists have a Biological Imprint, or Bio-imprint for short is a clear genetic base for their base mutation, or simply put it means that all of them mutate to gain features from specific animal orders or families. This meaning they will look like a monster with features all found within their Imprint, as the biology of that animal group is imprinted all along their human DNA. Oddly enough though Bio-imprints have no general dictation towards future evolution besides providing a clear base.
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Post by Erbal on Nov 5, 2018 15:43:05 GMT
[attr="class","p_template"] [attr="class","p_header"]how it works [attr="class","p_content"]Due to the instability of the metamorphosis into humanoid creatures, the survivalists may develop new adaptations. As they learn to survive and thrive on their new planet, they will go through smaller metamorphosis, growth spurts, in which they may further their adaptations, gain new ones, or even combine two separate adaptations into a more complex, stronger, singular adaptation. A character may have up to 6 separate adaptations, but players may combine two or more traits. They may also upgrade current features to boost their survival chances. Players will receive a personal shop everytime they go through a growth spurt, excluding the initial, free adaptation. As characters advance, growth spurts will require more resources to achieve. Players will receive a set amount of points which they can use in their shop to get new traits, improving on old ones, or combine adaptations (staff created, but staff will consider player input during the creation). Players are required to submit information about their character's survival tactics, any relevant history, and the animal. Traits/Adaptations work on a three-tier upgrade system. The trait costs as many points as its tier. The upgrade cost is the same as the initial price. This also applies to combined traits. - Growth Spurt 1: Players will reach their first growth spurt after completing their first mandatory resource thread. The amount of points for buying adaptations is 6 points.
- Growth Spurt 2: Players will reach this growth spurt after completing 15 resource threads. Points awarded for adaptations, 9.
- Growth Spurt 3: Players will hit this growth spurt after completing 30 resource threads. Points awarded for adaptations, 12.
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Post by Erbal on Nov 6, 2018 23:27:20 GMT
[attr="class","p_template"] [attr="class","p_header"]adaption examples [attr="class","p_content"] Lure Tail [Tier 1]: The creature's scaly tail is a bland gray all along the thin length, except for its tip which appears to be a slight clear blue, but upon being dipped in water, or darkness the tail glows a bright blue and puts creatures that look at into a weak trance that can be broken by being forced to look away, or try to resist for two posts. Until then the player will keep staring and moving closer to the light until they are right in front of it. The trance will also end if the creature takes any damage or the light stops glowing. ( Upgraded from Lure Tail [Tier 1] ) Lure Tail [Tier 2]: The reptilian tail has changed having more of the bio-luminescent chemical within spots around its tail. Seemingly still a clear blue tail tip the tail can now be activated at will even under daylight, but only dimly and underneath the water, low light or less the tail becomes prominent, glowing more than a bright blue, but also green and purple now. Any creature staring at it without any defense will enter a moderate trance in which they will take subtle suggestions via the light, needing a hard knock to free the creature from its state, or if the light is taken from their sight, damage will not break them from a trance unless they drop a state in health. ( Upgraded from Lure Tail [Tier 2] ) Lure Tail [Tier 3]: The player's tail has become a masterful tool of bioluminescence and hypnotism, the entire tail being able to light up with bright colors of blue, green, purple, and red that seem to make various patterns by waving and curling the tail around as if it were dancing. Any creature looking at these lights will enter a trance giving them the status effect that stays on them regardless if the light is still active or not. - Hook, Line, and Sinker | The player becomes hypnotized and will follow their hypnotist's instructions unless they enter a fatal health state, or actively resist mentally after the light is gone for 4 posts, though if they are subjected to the light again the player will stay entranced should they look back on it.
( Combination of Lure Tail [Tier 2] + another Tier 2 trait ) Iridescent Snare [Tier 3]: Through the combination of luring capabilities of the tail and prehensile motors skills, it has become an adaptation perfect for trapping others, and possible food. A thick heavy tail capable of moving around like an independent limb that would hurt if it was swung on a creature. However, the deadliest capability of this tail is the tip. Instead of patches of different colors, the tip now blinks and flashes different hues, along with a sweet smell to entrance creatures and bring them closer. The tail is capable of dealing damage via wrapping and constricting around enemies. Targets drop one health state after two posts, or four if tail wraps around a non-vital limb. - Just a Hug | So long as either sight or smell is active, the target will feel drawn to the source of the light/sweet smell but is capable of resisting. If the target is affected by light and smell, they will enter a trance-like state, unable to resist walking and touching the source of the light/sweet smell. The only way of breaking out of this trance is by nullifying either sight or smell.
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