Creature Design Philosophy
Creature Design Philosophy posted in Gamma World forum comment posted by derek_holland Deep sea species:
- Worms that consume radioactive particles that fall from the surface in addition to organic material (i.e. abyssal muck). They have a slight glow when alive and then are bright for a couple months once they die. This light powers several ecosystems down there.
- Fungi that collect free radicals from sea water and use them to reverse corrosion of (iron, copper, some superscience metal, etc.). The metal is used to construct their habitats- long tubes that encourage fast flow of water.
- Wheat that escaped from a broken agri-dome. It has few herbivores and no diseases and so is starting to spread quickly across the abyssal plains. Once people find it, the wheat will become an important source of food.
- Comb jellies that use their light in combat, usually with each other. It is usually in the form of blue-green lasers but some use IR to boil water or have patterns for advanced hypnosis. The latter do not work on comb jellies (they don't have eyes) but do work on other critters that can be used to destroy the opposing jellies.
- Non-sapient mutant humans that melt into useful petroleum when exposed to sunlight (and UV in general). They are the result of medical and industrial tech gone wrong. The oilmen are also the basis of the economy for some ports as they do surface shallow enough to harvest at night.
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