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Xander of Skyeatu Tasty morsel
Posts : 6 Join date : 2015-03-17 Location : Acount Disabled
| Subject: Xander of Skyeatu's Characters Tue Mar 17, 2015 6:13 pm | |
| Xander of Skyeatu's Characters"X and the Arrdi" (Update Summary: Made less OP and more elusive.) Xandalari Valudez, more commonly known as just "X", is a supposed human native to another dimension, containing a world he calls "Arridia". He commands a small force of Arrdi soldiers, originally a lot more, but due to casualties, around 150 now. Valudez is a sarcastic know it all, a former space pirate who was thrown into the Arrdi armies. Arrdi often are dangerous foes to encounter. This is due in part to a telekinetic rift that Arrdi experience, linking them to members of their country, or race, and advanced technology. This rift does not work in between dimensions, or from too far away. No matter how much you can cooperate, you can't avoid being smashed like a bug by a giant hungry monster without top-of-the-line tech, or diplomacy. (which Arrdi seem to lack the latter.) The Arrdi are trying to avoid native creatures as much as possible, and not going in guns blazing has cost them many more casualties than they would like, but not many have noticed their sneaking around through the jungles. Cloaking device failures, noise muffler failures, and generally the noisy nature of unexperienced soldiers have cost them quite a bit. Most of the soldiers left alive are experienced ones, hardened by years of fighting against enemies in Arrdi home grounds. "X" and his crew also seem to lack the ability to be affected fire, ice, shrinking and healing magic, which has lead some to believe that they are aliens of some kind. However, this also means they are not healed by the soil, or healing magic. Some theorize that the Arrdi are planning an invasion and that "X"'s forces are scout forces, but they are insane. However, Arrdi also lack melee indurance, and the armor is mostly decorational when faced with a sword or claws. They have adopted a hit-and-run style tactic when they need to fight, to distract their target, while they sneak in heavier ordnance from behind...or above. This works due to the fact that their most of their vehicles work in a sense of "speed over armor" and "weapons over armor", so basically, if you put it into common terms, if you slash an Arrdi tank it falls apart, but if it shoots you you fall apart. If you want a bit of OOC info, look at it in here. - Arrdi OOC Spoilers:
The Arrdi are linked to eachother using telepathy, and they are only semi-sentient. They only follow orders, not make friends. Which makes them horrible at diplomacy. And horribly untrustworthy. But also the some of the best soldiers ever. No infighting.
Arrdi sound a bit like robots, due to heavy voice disguising and muffling. They use this to their advantage, as people who are not Arrdi often need to hear it a second time to hear it. For example "Stand down!" would become "Sta don!" Arrdi also have their native language, which can be used to further confuse people.
Arrdi control is similar to a hive mind, except "drones" are capable of making their own decisions. However, Arrdi implantation prevents them from shooting their fellow soldiers. Some mentally strong individuals may be able to resist it for long enough to do something like that, but they are few and far between. Arrdi commanding forces generally consist of devoted Arrdi who don't need to be equipped with implants, or those who have pretended to do so. The Arrdi scouting force's commanders have almost full free will, except for the fact that they can't break off from the "network"
The Arrdi have plasma weaponry, which can generally do something. However, most Arrdi have switched over to using less powerful weaponry, as plasma weaponry consumes large amounts of power and is less effective on Felarya. This doesn't mean they won't use it in a pinch, but it takes awhile to power up, as most Arrdi keep their's off when not using it. Some higher-ranking troops are equipped with a short-range warp jumper, or a time-cloner. Which means either A.They make a giant hole in your stomach if you eat them (sometimes.) or B. Eating them does nothing to reduce the amount of troops the small amount of Arrdi have. Well, at least if they are equipped with either one of the things.
Arrdi can be severed from this "I live to serve" "network" of sorts, generally by painfully and painstakingly removing their helmet. (which is pretty much superglued to their head, unless they want it off.) and than removing what is left, generally two small implants above the ears. Some don't have these, which means they either don't have the mentality or can make their own decisions. Being severed from the network is a painful and traumatic experience for an Arrdi.
The Arrdi on Felarya is around 150 Arrdi, and around half a vehicle for each (averaged). Arrdi are uneffective in small groups, and generally are only effective in large groups of 25 or more with vehicles and air support. Arrdi are obviously uncommon, due to the fact that there are only 150 of them. However, if you are faced by a large amount of them, the best option is to try and hide, since most "sqauds" are not equipped with a Shepard. (mentioned later on.)
The Arrdi originally came with a force of around 750, but due to heavy mounting casualties from flora and fauna, and general unpreparedness, they have been reduced to the current 150. Many were killed by the large amounts of fauna attracted to their crash site. If they hadn't crashed, they would have made it to their original destination, Deeper Felarya, but instead they are now located near the Akaptor desert.
Arrdi generally use air support over ground support.
Arrdi biology makes them horrible at using magic (Arrdi mages really just can't exist.), but also makes them excellent at repelling magic due to the fact they are from a dimension where magic does not exist. This makes their dimensional properties repels low level magic easily. However, Arrdi are not immune to magic unless on their home turf. (Mage vs Arrdi on Arrdi home grounds = dead mage.) Arrdi equipment and vehicles (non-constructed in Felarya) generally have less magic resistance, but still enough to need a better-than-average mage to destroy.
Known Arrdi Vehicles
Shepard: Large unmanned drone. Has advanced detection techniques and equipment, and is thought to be controlled from somewhere far far away. When seeing a Shepard, it usually means an Arrdi sqaudron is nearby.
Leviathan: Heavy air-to-ground missile helicopter. Has cloaking equipped, and is lightly armored.
GTG Mobile Siege Encampment: A large artillery cannon mounted on a tank chassis, it is used often to take down native Felaryan flora and fauna which attempt to go near the current Arrdi base,
Arridian Phase Tank: A normal tank used for normal purposes, with light armor and moderate weaponry. Like most Arrdi vehicles it is fast.
Arridian Flying Mech: A weird Arrdi creation, it can go into two "modes" Anti Air and Anti Ground. It warps parts in and out to swich from a mech to a sort of jet. Some parts move, others are warped in and out.
Arridian Hoverbike: A lightly armed, fast hoverbike which is often deployed from a dropship.
Arridian Dropship: A mostly unarmed flying ship that can drop down Arrdi soldiers and vehicles.
Arridian Battleship: A heavily armed, heavily armored, flying fortress. Only one was ever seen on Felarya and was quickly dispatched by...crashing into a tree......
Arrdi Troop Types
Arridian Marine: A hardy soldier, specializing in shooting anything that comes near him/her. Higher ranking marines may be equipped with plasma shields, which only affect things traveling at a certain speed (bullets, rockets, etc.).
Arridian Hammer: A more heavily armed soldier, equipped with missile launchers and a built-in air conditioner of sorts to keep the missile launchers cool. This system sucks in fresh air, and usually abandons hot air. However, the Hammer can store this air to use as a propellant or a deterrent.
Arridian Ranger: An Arrdi soldier armed with a cloaking device and a rail sniper, usually two per 15 soldiers. Fairly weakly armored but can certainly pack a punch. Higher ranking Rangers may be equipped with plasma shields, which only affect things traveling at a certain speed (bullets, rockets, etc.).
Arridian Medic: An Arrdi soldier armed with a small plasma pistol, and a device attached to the arm which "fires" a constant stream of nanobots to repair armor of fellow Arrdi soldiers. Higher ranking medics can heal multiple soldiers at once. (This technique uses an experimental nanobot leaping procedure, so nanobots flow to close targets. However, nanobots have a short range, and usually wear out before reaching 5 soldiers. Nanobots are fabricated at fast speeds inside of the medic's suit, with materials warped in from nearby Arrdi bases. Medics may have to contend with a limited number of nanobots, which makes them ineffectual when far away on scouting patrols, as nanobots wear out within a few seconds.
Arridian Commander: A rare Arrdi soldier with the ability to cast the same shield that high ranking Rangers have but with a longer distance. Usually equipped with a chainbeam sword and/or plasma rifle, depending on preference. (Chainbeam Sword is a highly effective melee weapon which can be thrown like a flail to inflict heavier damage. The reason it is called a chainbeam is due to the fact it is attached to the user in a chainlike beam.
Arrdi uncategorized bits and bobs.
"Digger": The SRD-129, commonly referred to as the "Digger", is a small spider-like robot which digs into the ground. Whenever a creature without an Arrdi signature comes close, the SRD fires a shrapnel grenade, which homes in on said target using a combination of momentum and RCS thrusters. Once fired, the SRD can take up to 20 seconds to reload. The SRD is commonly used as a deterrent by Arrdi, and a cheap alternative to anti air turrets.
"Digger Mine": The SRD-EXP, commonly known as the Digger Mine, is a smaller version of the "Digger" used as a mine. It functions in the same way, just it explodes.
AACE-FEL: The Arrdi Armored Combat Exosuit-Felarya, better known as just the Exosuit, is the Arrdi's take on adapting their exosuits to Felarya. They have done okay, as the Exosuit can avoid predators moderately well. However, the Exosuit's real purpose is to be a way for soldiers to be more effective against smaller predators, from 10-20 feet tall. The Exosuit is equipped with a rechargeable phase jetpack, twin AGRs (Arrdi Gatling Rail (Cannon)s, which shoot elongated spikes at fast speeds.), and a "mercy pack" which is a self destruct option, since larger fauna would like to have a lone exosuit for a snack.
Aratharan: The Aratharan, better known by non-Arrdi as the "Cybopup", is an Arridian native species adapted to be a part of the Arrdi armies. Few are on Felarya, and the best knowledge is that they are scouts and anti-infantry troops. They are equipped with some sort of plasma cannons, and are described as growling in a mechanical tone.
Arridian Coyote: The wild version of an Aratharan, some Arrdi brought them as pets to Felarya. However, some have escaped and run rampant throughout Felarya. Whenever coyotes move into an area, they often befriend what would be considered prey, and form a "clan". This "clan" will begin waging hit-and-run warfare against those who will not join them. (which is often most prey items, since coyotes don't exactly attempt to find out whether it is sentient or not) At first the coyotes will generally try to act just stupid enough that the enemy considers them to not use any tactics at all. Then, the coyotes will begin making elaborate plans to try to get the enemy to fall into/for a death trap. They have shown an extreme hatred for humans, often trying to make them die slowly, as if they understand the concept of a slow and painful death.
Juningran: A pest brought from Arridia, they were used to combat a threat on Arridia. Nobody knows what, but they have shown their adaptability. Juningran are common in jungles due to their extreme breeding habits, and common prey items.
Chimeratite: An ore brought from Arridia's dimension, in a collision of Arridia and Felarya. Chimeratite replaced some ores, and is extremely rare on Felarya. The Arrdi are known to use it as a common building material, as they know how to smelt it. It requires a specific procedure to smelt, and a seemingly useless ore can turn into extremely valuable building materials. It is light and durable, and has otherworldly properties. It is affected by gravity less than other materials, attracts nearby Arridian Coyotes, and generally shows weird traits, probably from Arridia's dimension.
Warp Gates: An Arridi-built marvel, these gates allow materials to be traded from Arridia to Felarya. Only a few exist, and they use Chimeratite and a now-unknown ore. None are capable of trading live cargo or Warp Drives however.
Warp Drive: An Arrdi ship component that all Arrdi ships on Felarya lack, this marvel allows the boundaries between dimensions to be broken through. The only ship known to have done so is the first Arrdi battleship to set...uh...engines on Felarya, which has crashed. The Warp Drive was broken in that crash, and the Arrdi still don't know the exact location of Felarya, since dimensional bridges have yet to be built.
Cloaking: A special Arrdi device which fluxes the dimension around the user, to make them appear invisible. Requires large amounts of power to use, and prevents smelling, seeing, and hearing the user. Shepards or other such things designed to swiftly detect hidden troops can easily override it, leaving the user without it as long as the Shepard is in range.
Plasma Shields: The Arridian plasma shield can generally resist around 2-3 shots before fading (until able to be recharged). Arrdi equipped with this usually are slower, and usually turn it on when a battle starts. Arrdi require more than the normal suit power to use these, so they require a EPP V.3.9.
EPP V.3.9: An Arrdi suit mod, it overcharges the back reactor and adds a secondary one, in order to stabilize a cloaking device or plasma shields.
(More stuff coming soon!)
So there you have it.
Last edited by Xander of Skyeatu on Fri Mar 20, 2015 11:54 am; edited 2 times in total | |
| | | Mortis Great warrior
Posts : 449 Join date : 2010-08-04 Location : Britannia
| Subject: Re: Xander of Skyeatu's Characters Tue Mar 17, 2015 8:35 pm | |
| Sup. ^^ I'm going to offer my thoughts on this bio and list some key points that I am confused by or have a problem with. This is just my opinion of course. This is all assuming this is an RP character and not a story character. You can do whatever you want in a story but in an RP there are rules. Okay so here is the list:
>If he is from another dimension, how did he end up in our dimension? Crossing dimensional rifts is difficult and complicated beyond most mortal means so it would help to know how he achieved this.
>You say he has a 'Legion' which I assume is a number of other mercenaries at his command. This raises many questions. First of all how many soldiers and vehicles are we talking about? If there are enough to cause serious lasting damage to Felarya's environment and inhabitants then you are going to get stomped by the Guardians just like everyone else who brought an invasion force.
If the 'Legion' is smaller like the amount of soldiers and weapons you could expect to find on a single ship then that is more reasonable. But even though the Guardians wont stomp you, having that much at your disposal can be worrying in an RP. Outside of certain setpieces and special situations, you'll find that you wont be able to reasonably make use of your 'Legion' without being OP. If thats fine with you then thats okay, don't expect to be calling in troops all of the time.
It is reasonable however to start an RP with a group of characters and have control over all of them but you must remember that the more characters you have in the squad, the weaker each of them has to be to make it fair and that also it will get really complicated really fast. 'Conservation of Ninjustsu' definately applies here, meaning that if say 3 characters attack 1 character at the same time, that 1 character will be able to effectively defend themselves against the onslaught in order to make it fair. Basically, you can have underlings but don't expect them to overpower with numbers and brute force.
>I'm a little confused by your second paragraph. You mention that Arrdi have something similar to Telepathy, allowing them to communicate with or possibly summon or teleport to members of their race, certain locations and certain pieces of equipment. If there is long range teleporting involved it is definately an issue for the reasons described above, but telepathy is fine. Also you contradict yourself when you say that you need top of the line tech to avoid being smashed and that Arrdi lack this, but later you mention giant lasers. So which is it? Do they have advanced technology or not and if so, if it is too powerful (enough to cripple the world) the guardians are going to wipe the floor with you.
>A big, BIG issue is that you say the Arrdi are immune to magic. To be immune to a form of magic is not unreasonable with the right reasons, but to be immune to ALL forms of magic is ludicrous. Even the Guardians, who are practically gods, aren't invulnerable to ALL magic. You can threaten even a true god with the right ritual or spell and enough power. So I ask that if the Arrdi are immune to magic, what forms of magic are they specifically immune to and why? Its not enough to just say that they are immune, especially not if they are immune to all forms of magic.
>The Arrdi are maybe planning an invasion you say? More powerful beings have tried and all have been crushed by the Guardians.
>You mention they are weak to melee and they seem to have strong ranged power. Sounds like the Tau to me. Anyway predators, even giant ones can move a hell of a lot faster than you'd think and it is literally impossible to outrun them on foot so unless you are teleporting like you mentioned earlier or have some other means of a speed boost, you aren't going to be able to do hit and run very effectively.
Okay so basically you have a lot of questions to answer and explaining to do to make this all seem more reasonable and fair to other roleplayers. Most of what you said can work if you explain it properly and make it balanced but I can say with absolute certainty that complete immunity to magic for no apparent reason is absolutely not going to make the cut. Remove that part entirely or tone it down and explain why they are immune to some kinds of magic. 'Because they just are' isn't enough.
Sorry if that seemed harsh but I'm just trying to help you fit in around here and make your character more acceptable. I wouldn't want to roleplay with your character as it is now and I'm sure many others wouldn't either. But that can be changed so don't worry and don't be discouraged. ^^ | |
| | | Xander of Skyeatu Tasty morsel
Posts : 6 Join date : 2015-03-17 Location : Acount Disabled
| Subject: Re: Xander of Skyeatu's Characters Wed Mar 18, 2015 6:18 am | |
| Hmm, you offer great insight to this. I'll change it around and make sure the loopholes are gone. And magical immunity will be lessened to most fire and ice spells, and shrinking magic. | |
| | | Xander of Skyeatu Tasty morsel
Posts : 6 Join date : 2015-03-17 Location : Acount Disabled
| Subject: Re: Xander of Skyeatu's Characters Wed Mar 18, 2015 11:40 am | |
| And done, now the Arrdi have no more confusionaladaiodjadiahdadjdioajdoiafz
And now it's time for a dimensional mechanic that I think should really exist. Dimensional Phasing Dimensional Phasing is a strange and misunderstood concept. Most say it is when a person from another dimension falls into another, but this is false. This is when two dimensions combine slowly. For example, you could be standing in your house, and suddenly be phased into a military complex, and back again, until eventually, you are in your house which is in a military complex. Basically. It can bring parts of one world to another, not just combining them. An example of this would be the fact that Chimeratite is not native to Felarya, it is from Arridia. The two scraped together and some aspects of Arridia's dimension were brought to Felarya. This also brought Felarya into the Arrdi's intrest, but that's a story for another time.
Dimensional Phasing can bring catastrophic events to different dimensions. For example, a dimension could become severely unstable, and collapse in on itself. Or, problems from one dimension, can be brought to the other. For example, if your dimension is filled to the brim with hamsters, and they are filling up all of space, and you phase into another dimension, the hamsters suddenly have caused problems for both dimensions, now under a single name. | |
| | | Mortis Great warrior
Posts : 449 Join date : 2010-08-04 Location : Britannia
| Subject: Re: Xander of Skyeatu's Characters Wed Mar 18, 2015 9:46 pm | |
| First of all, I have to commend you for your effort. I admire the fact that you can take criticism and write a lot in order to improve. Its a really nice quality so bravo for that. ^^
I do have some things to say about it of course. Some are new things and some are things that I think need a little more explanation. Everything is just my opinion of course and there is no reason to actually answer my questions or listen to my advice if you don't want to.
Okay so here we go:
>Why are they immune to fire, ice and shrinking? Three suggestions I can think of as to why this is so: They are androids/cyborgs OR Their unique biology repels magic OR They have implants that repel magic.
>I assume the Arrdi vehicles and equipment have no special resistance to magic. If so then the vehicles and weapons and armor would be weak to magic, especially something incredibly devastating. If you are immune to shrinking but your armor is not, then a smart fairy could shrink your armor and crush you in the most horrific way. Same with the vehicles, shrink them and crush the crew, disabling the vehicle. This is an issue you might want to consider as, contrary to what you say, fairies would be extremely deadly to Arrdi.
>If they are only semi-sentient they would reasonably be immune to psionic attacks like mind blasts and mind control because they have very little conciousness to control, might want to make note of that.
>Its obvious that the implants are controlling lower ranking soldiers but in what way? Are they implants linked to a computer that directs them? Or are they biological implants that allow them to be controlled telepathically in the style of a hive mind?
>What happens if you remove these implants? Are they being controlled against their will or are they voluntarily being controlled?
>Two vehicles for each? That would mean 300 vehicles which is a very high number. 300 vehicles for 150 soldiers is way too many. You would struggle to maintain that many vehicles with such a limited force.
>You said the vehicles don't have wheels. Does this mean they are hover vehicles?
>Soldiers have plasma shields but the vehicles dont? I find that odd.
>How durable are the plasma shields? Deploying and maintaining a shield like that would require a powerful power source and absorbing impacts would also consume energy. A shield of that nature carried by a footsoldier wouldn't be able to take much punishment before running out energy, probably only a few bullets so you should know that.
>Be careful with nanobots. People generally don't like nanobots because they tend to be able to do almost anything.
>You mention that the Arrdi have ground bases. You should know that trying to set up and maintain a permanant ground base is incredibly difficult and the jungle would be attacking the base constantly and the Arrdi casualties would eventually add up until they were all dead. Plus if storm sprites come to attack the base you are royally screwed.
And there you have it. The core problem you have is this: Imagine that you are in a roleplay and you are fighting another roleplayer. Most people only RP one character at a time and unless they have a massive amount of power they wont stand a chance against an army of aliens with plasma weapons and hover tanks. Even a master swordsman would be disintegrated before he could even get close to a squad of Arrdi. A mage, even a mage of great power, wouldn't be able to take on a squad either.
It doesn't matter if its not realistic, it has to be fair. An opponent should always have a way to beat you in a straight up fight unless its part of the RP's narrative. That doesn't mean you have to be weak, it just means that you balance your power with weakness. So far your one and only weakness is melee and opponents are going to struggle to hit you in melee because you are so fast and the fight will be over in seconds because plasma weapons are so powerful.
Do you understand what I mean? ^^' Keep it fair, keep it balanced. Put yourself in someone elses shoes and imagine you are fighting Arrdi. How are you going to beat this Arrdi marine standing in front of you? Shoot him? His shield absorbs the round and he shoots you back and you're dead. Use magic? Since they are immune to most forms of elemental magic, only very specific and rare forms of magic will be able to harm them and chances are you don't know any super rare magic. So you're dead. Hit him with a sword? You run towards him and he shoots you and you're dead OR his lightweight armor allows him to avoid your attack, he shoots you and you're dead OR you hit him and kill him, and then another Arrdi shoots you and you're dead. If you are fighting an Arrdi vechicle then the difficulty is increased several times over.
Basically there are very few ways to defeat even a single Arrdi marine and the fact they are an army and fight in teams make it even harder to the point of being almost impossible to win. The average adventurer would have no chance and even a great hero would lose easily. Only a character with ludicrous power or one with rare abilities would stand a chance.
You don't have to change any of this if you don't want to but theres a reason most characters use swords or magic and thats because they can do different amounts of damage in order to be fair. The amount of damage magic and swords do varies and the opponent can decide how much damage they want to take to an extent. But being hit with a plasma blast always does the same amount of damage. It disintegrates you unless you have something to defend against it and most adventurers are not carrying plasma shields and advanced armor so they are screwed.
This character, or should I say characters, can work in an RP. Its true that they can work but it would have to be an RP on a massive scale where your opponents are definately powerful enough to stand a chance. In the average RP this definately wont work. In my opinion. | |
| | | Ilceren Moderator
Posts : 677 Join date : 2012-05-10 Age : 33 Location : Spain
| Subject: Re: Xander of Skyeatu's Characters Thu Mar 19, 2015 5:16 am | |
| - Xander of Skyeatu wrote:
- you can't avoid being smashed like a bug by a giant hungry monster without top-of-the-line tech, or diplomacy. (which Arrdi seem to lack the former.)
From your own words in your spoiler, you're really saying they lack the latter, not the former. - Xander of Skyeatu wrote:
- Slug Girls, and Naga, however are comparatively defenseless targets, due to their slowness. Especially Naga, who can't defend themselves against a giant laser heading towards their face, unlike Slug Girls, who have some semblance of defense.
You're vastly underestimating Nagas, you know. Nagas, like snakes, are fast and agile, some are even able to jump very long distances, and their snake bodies enable them to make feats of contortionism only matched by squids in real life. They have a lot to teach you about dodging. - Xander of Skyeatu wrote:
- He chooses these targets due to the fact that Arrdi tanks are not similar to normal tanks, in the sense that most don't have wheels, they are just focused on moving as fast as possible while firing lasers.
Remember this is a jungle. The path for a big vehicle is often filled with all sorts of obstacles, from those that just impede vision since you could run through them easy, to those that block your path plain and square. Keep that in mind before you say a tank (even a hover tank) can outmanoeuvre a land predator.
Okay, besides that, I don't really think this is an overly good idea. First of all, keep in mind that all the extra-dimensional, high-tech races that have come to Felarya are the ones being hunted, and not the other way round. They might have high-tech, yes, but they have always encountered some kind of problem that has prevented them from expanding, or which is actually pushing them back. Even assuming they don't have material problems like the... Miratans, I think it was (their metal alloy would rust very fast in Felarya), there's always some big menace for tech-users.
Firstly, you seem to be focusing on sapient predators; Nagas, Harpies, Fairies... When those are really the least of your problems. You can sneak on giants decently, but there are other creatures that can pretty well sneak on you without noticing, be it the extensive Fauna, or the deadly Flora. Most of them are very hard to detect, so don't go thinking that the detector drone thingy will prevent any casualties, because they won't.
Secondly, you're thinking they could pretty much go around killing anything because they hit and run. Remember, it's a jungle. Even if you can run fairly well, with all the equipment, your troops are catching the attention of everything around whenever they fire their weapons. The weapons themselves might even be silent, but the cries of pain of the target are not. It's like firing up a flare every one in a while "Hey! There's food over here!". They might not get there in time for the first two or three flares, but they will certainly be waiting for the fourth.
Thirdly, you are assuming no-one and nothing will notice their activities. Going around killing things isn't exactly discrete, and while some of the sapient predators are solitary, the majority would most likely gather together once they notice something's going on. A Naga that manages to escape might gather his or her friends and go back, a Fairy that finds another Fairy friend's corpse might call for revenge. Remember that there WILL be people that can defend against their attacks, people that WILL find the Arrdi first, instead of they finding him, and some will EVEN detect their peculiar form of communication, probably not outright hearing what they say, but feeling it happening. Don't underestimate the diversity and power of each individual.
So, here's a tip: You can create as many invasion forces and means as you like, but never actually make it look as if they are wining. Felarya is a death world, not a battle zone. If you want to turn it into the latter, people will dislike and oppose your ideas, because you're changing the essence of the world. So please keep things dangerous and vore-y. | |
| | | Xander of Skyeatu Tasty morsel
Posts : 6 Join date : 2015-03-17 Location : Acount Disabled
| Subject: Interesting points. Fri Mar 20, 2015 6:49 am | |
| I once again find myself enjoying how intellectually pleasing this is going. You two brought up some really good points. | |
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