Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 184
» Latest member: LumpyMort
» Forum threads: 922
» Forum posts: 16,351

Full Statistics

Online Users
There are currently 191 online users.
» 1 Member(s) | 189 Guest(s)
Bing, skinstealer

Latest Threads
Scrap City: Terror Town
Forum: [ADVENTURES + COMICS]
Last Post: Lilium Mortem
40 minutes ago
» Replies: 1
» Views: 8
[PCA] UNIVERSAL CONSTANTS
Forum: [OFFICIAL PROJECTS]
Last Post: skinstealer
10-27-2025, 11:31 PM
» Replies: 33
» Views: 7,842
[TOY] Plaything
Forum: [OFFICIAL PROJECTS]
Last Post: knux400
10-27-2025, 08:21 AM
» Replies: 1,006
» Views: 200,366
the mortis work log
Forum: [GENERAL CHAT]
Last Post: skinstealer
10-25-2025, 07:06 PM
» Replies: 165
» Views: 49,201
[IMPROMPTU] Text for Serv...
Forum: [OFFICIAL PROJECTS]
Last Post: Guest
10-19-2025, 12:06 PM
» Replies: 21
» Views: 764
REFURBISHED [Morbitia Ren...
Forum: [OFFICIAL PROJECTS]
Last Post: ThreadLurkingComorant
10-19-2025, 08:35 AM
» Replies: 21
» Views: 6,542
THE WORLD that Hates You
Forum: [OFFICIAL PROJECTS]
Last Post: Shifter55
10-16-2025, 08:07 AM
» Replies: 4
» Views: 243
Real Mulligan [Crownkille...
Forum: [OFFICIAL PROJECTS]
Last Post: ThreadLurkingComorant
10-13-2025, 07:10 PM
» Replies: 1
» Views: 524
[GAME] The House
Forum: [OFFICIAL PROJECTS]
Last Post: skinstealer
10-13-2025, 08:55 AM
» Replies: 95
» Views: 22,465
[FANDEV EVENT] MORBTOBER ...
Forum: [FANDEV]
Last Post: AceOfNothing
10-07-2025, 06:04 AM
» Replies: 2
» Views: 271

 
  [SPECIES DEVELOPMENT] CENTINELS
Posted by: skinstealer - 10-09-2020, 08:15 AM - Forum: [SPECIES DEVELOPMENT] - Replies (1)

CENTINEL
[CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)]

ORIGIN

  • Originated in Fallow’s Island
  • Created by Fallow in [year]
  • First morph: Steed
  • ????


CULTURE

  • Found primarily in Luxson, though a significant population remains on Fallow’s Island post-Horror Plague. Low numbers in Monte, population varies in non-Luxson Cluster areas.
  • Associated with Fallow primarily, though in modern day there’s more than a bit of association with XXI as well
  • High number of Fallow worshipers, moderate number of XXI worshipers, low number of Stope and Anne worshipers, other gods vary by region
  • Unlike some Earth ungulates, centinels are not prone to serious injury or death if any of their legs are broken- though it is incredibly inconvenient and considered one of the most serious injuries to receive
  • Due to their involvement in the Luxson Horror Plague, many centinels older than 40 years old display battle injuries or require prosthetics of some kind. Centinels 20 years and older may still display injuries, but were less likely to have actively taken part in combat.
  • Due to mass exposure to horror during the Horror Plague, centinels native to the Luxson Cluster often show signs of mutation in their bloodlines- thankfully, centinels are more resistant to mutation than most other species, and the majority of symptoms manifest in overall strength gain, an inclination towards a more omnivorous diet and growth of sharp teeth to accommodate. Some centinels do not develop symptoms at all beyond the typical development of mood instability and hunger increase, and centinel terrors were (thankfully) rare. Extreme horror mutations can occur, however, and were considered some of the most deadly to emerge from the plague.
  • Furniture has to be developed specifically for centinels’ taur body plans, including cushioned floor mats in lieu of chairs, larger showers with extendable showerheads, and similar goods meant to better suit their needs.
  • Due to the centinels’ lack of thumbs, goods have to be made with their hooves (or flippers) in mind- these hooves are capable of attaching to objects made with certain materials via a form of psychic attraction, though only one material can be consciously selected at a time.
  • Centinels are innately aware of materials they can attract, and are taught how to recognize them psychically from a young age.
  • Most materials that a centinel can attach to can be found on Fallow’s Island, and tools geared towards specifically them are often exported from there- though compatible materials can be located all over Morbit, just in less frequent quantities.
  • All materials that centinels can attach to are renewable, even those that appear otherwise, such as specific kinds of rocks and metals- Fallow’s Constructs are capable of producing any of these materials along with them growing naturally on the island (and in some other Morbitian locations), and culturally it is tradition for centinels to protect, care for, and help build these constructs.
  • Centinels can sleep standing up, but prefer to sleep laying down if feeling safe and comfortable, and do so in large communal beds if given the space and accommodations to have them.
  • More traditional centinel culture values weaponry and tools, particularly that used for hunting and gathering.
  • While centinels do not eat meat themselves, it is customary on Fallow’s Island for them to help the carnivorous and omnivorous members keep themselves healthy and fed, and often help with hunting meat animals
  • Centinels often need help grooming themselves and enlist friends, partners and family members to help brush and clean themselves- this is considered completely socially acceptable, and a good bonding activity
  • Education for centinels typically follows that of either the Luxson apprenticeship program or traditional Fallow’s Island community classes, with very few enrolled in private or public schooling outside of places like Monte or zones outside of the Cluster
  • Centinels are highly social, and prefer living in housing situations with other people. Due to this and their large size, preferred centinel housing can be rather large, and finding suitable (and affordable) housing in places outside of the Luxson Cluster can be extremely difficult
  • If possible, centinels prefer access to some natural outdoor environments to run around in, though some are fine with urban environments, and are satisfied to go on regular walks along sidewalks and city streets.
  • Centinels do not particularly enjoy being ridden outside of close companions, family members and partners, but many will allow it in times of trouble.
  • A centinel’s patterns are considered personally important to them, and changing them with dyes or more permanent procedures is considered a serious decision
  • Centinels are extremely capable in combat despite being herbivores due to their psychic abilities, often using carefully placed spears, blades, or in modern times, bullets, made of materials they can pull towards themselves to skewer, slice or pierce their enemies. While hovering a compatible object takes an immense amount of concentration, it is possible, and allows a centinel to do damage to an opponent without touching them at all directly.
  • Kicks and blows from a centinel’s hooves are enough to cause concussion and serious damage, and their teeth, while typically blunted and meant for grazing, can still cause injury.
  • Centinels traditionally enjoy sharing the company of friends, partners and family, regardless of species or blood ties. Traditional entertainment is less attributed to any one medium so much as shared experiences, and many stories aimed at centinel demographics focus on the power of friendship and group adventures.
  • ????


APPEARANCE

  • Centaur-like in shape, four legs and a humanoid upper half
  • Unmoving plaid-style patterns, typically either on the mane/tail, wool, and/or body markings
  • Wide variety of color palettes, no limitation on colors
  • Voices resemble noises of their morph
  • Most morphs have manes in lieu of hair
  • Most morphs can grow facial hair, typically in the same texture of mane/wool
  • All morphs have tails, though style varies
  • Height ranges vary extremely based on morph, see individual morph details
  • ????


BIOLOGY

  • Centinels have skeletons, muscles, nerves, organs, and blood.
  • Most centinels have blunt, square teeth- seafarer morphs have baleen instead.
  • Herbivorous naturally, though many are omnivorous leaning due to horror mutation. Seafarer morph centinels subsist primarily on krill.
  • High energy levels, regular physical activity recommended.
  • Centinels often emote with their entire body, and emotions can be frequently conveyed using flicks of their ears and tails and tossing of their heads.
  • Simple ears.
  • Simple, black eyes.
  • No thumbs, though centinels are perfectly capable of picking up most objects and tools providing they are made of a material compatible with their psychic abilities. Special (removable) horseshoes are made to help make any objects grippable, and can help function as more precise hands.
  • Due to their ability to attach any of their hooves to surfaces their psychic abilities are compatible with, centinels are capable of scaling even vertical surfaces so long as the material is suitable and their abilities are strong enough.
  • Psychic abilities can be strengthened with use, and some say that centinels are particularly powerful as scrap users.
  • Centinels are particularly easy to startle if in unfamiliar environments and/or tense situations.
  • ????


LIFE CYCLE/FAMILY STRUCTURE

  • Lifespan of 120 years, reach maturity at 18-20 years old.
  • Centinels reproduce sexually, but have no sexual dimorphism. All centinels are capable of the same reproductive abilities and breast tissue is present in all members of the species to varying degrees, with no bearing on sex.
  • Centinels have a strange reproductive process that culminates in the external formation of an egg, with no limit as to how many parents contributed. These eggs are not limited in clutch size, though it is tradition to only raise one eggs max at a time per parent, to avoid any offspring being neglected.
  • These children are referred to as calves, and hatch after a half year incubation process.
  • Centinel calves are very wobbly on their feet and difficult to keep track of if left unattended, and are prone to getting into sticky situations (sometimes literally) with their growing psychic abilities.
  • Centinel families are quite large and are often structured with no regards to species or blood ties, with people coming and going as needed.
  • Calves living in traditional communities often have many people they consider “parents” or parent-adjacent, even if not related to them by blood
  • Casual and committed relationships are both valued highly by centinel culture, but polyamory tends to skew more commonly than monogamy.
  • Centinels are free to leave the family whenever they wish, though doing so before reaching adulthood is frowned upon without going with someone trusted and more experienced.
  • ????


GENETICS

  • Centinel morphs are inspired by different kinds of ungulates, including cetaceans.
  • Centinels with mixed morph parents often have mixes of mane/tail styles, or take hoof style from one of their parents. Due to more than two parents being a very real possibility, many centinels can have traits from many different morphs simultaneously, within one generation.
  • First morph: Steer
  • True half and half hybrids are incredibly rare due to the infrequency of only having two parents for a centinel, but reproducing with other species is possible, albeit through unconventional methods. Due to the fact that there is no limit on parentage, it is possible to have multiple parents of non-centinel species contribute their genes as well, though the less centinel genes there are to contribute, the less chance of successful egg formation there will be.
  • Centinel hybrids tend to inherit the taur body plan and unmoving-plaid patterns, along with limb styles from any other species involved. It is most frequent for a centinel hybrid to resemble a taur-version of the other species in question, though ungulate-like traits can often sneak in.
  • Common horror mutations for centinels include size increase, hunger increase, mood instability, restlessness, teeth growth/sharpening, mane/tail growth, an omnivorous diet, and muscle growth. More extreme conditions include psychic abnormalities, vivid hallucinations, and the ability to psychically manipulate bone/flesh- these are extremely rare, and terrors exhibiting these symptoms are to be exterminated on sight in Fallow’s Island communities.
  • ????


MORPHS

[Image: cHBEoQj.png]
Steed
"????”
????
  • Based on horses
  • "Normal" adult height ranges from 7'6-9'6
  • Manes + tails
  • Fairly thick legs
  • Solid hooves
  • Unmoving plaid typically on manes/tails, uncommonly on markings
  • Associated with Fallow’s Island


[Image: ABNxHby.png]
Shear
"????”
????
  • Based on alpacas/sheep
  • "Normal" adult height ranges from 4'6-6'6
  • Wool covered
  • Tapered legs
  • Solid hooves
  • Unmoving plaid on wool
  • Prominent eyelashes often present (but not always)
  • Associated with Taverne


[Image: RN74qKI.png]
Steer
"????”
????
  • Based on cows
  • "Normal" adult height ranges from 6'6-8'6
  • Mane + tail
  • Thick legs
  • Solid hooves
  • Unmoving plaid on markings
  • Associated with Luxson


[Image: YU6dNIx.png]
Swine
"????”
????
  • Based on pigs
  • "Normal" adult height ranges from 4'0-6'0
  • Curly mane + tail
  • Thick legs
  • Cloven hooves
  • Unmoving plaid on markings/mane
  • Associated with Luxson
  •  


[Image: CDFHVWe.png]
Stag
"????”
????
  • Based on deer
  • "Normal" adult height ranges from 6'0-8'0
  • Antlers
  • Mane + tail
  • Tapered legs
  • Solid hooves
  • Unmoving plaid on markings
  • Associated with Monte


[Image: 6tFgm5e.png]
Stilt
"????”
????
  • Based on giraffes
  • "Normal" adult height ranges from 10'0-12'0
  • Horns
  • Mane + tail
  • Tapered legs
  • Solid hooves
  • Unmoving plaid on markings
  • Associated with ????


[Image: O94lV03.png]
Seafarer
"????”
????
  • Based on cetaceans
  • "Normal" adult height ranges from 8'0-10'0
  • No mane, tail is present
  • Thick legs
  • Flippers instead of hooves
  • Unmoving plaid on markings
  • Baleen instead of teeth
  • Amphibious, can live in water or on land
  • Often returns to sea to eat or imports krill/krill substitute in large quantities
  • Associated with the sea surrounding Luxson


RULES

This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.

Restrictions/No-go's
  • Keep it SFW!!!!

Print this item

  [WORLDBUILDING] Morbit Species Reproduction Discussion/Development
Posted by: skinstealer - 10-08-2020, 09:51 PM - Forum: [WORLDBUILDING] - Replies (5)

cws for reproduction of a sexual + asexual nature in this thread, as well as potential gore, body horror, and pregnancy- the latter three will be spoiled.
​​​​​​​

it's what it says on the tin

help us develop our species weird reproductive shit, though please for the love of god do not do shit like linking diagrams/pictures of animals or shit like that we don't need to see that and it's better if we just stylize based on concepts and such 

ill add rules to this if applicable as we go, go nuts

Print this item

  [SPECIES DEVELOPMENT] MASQUES
Posted by: skinstealer - 10-08-2020, 11:47 AM - Forum: [SPECIES DEVELOPMENT] - No Replies

MASQUES
[CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)]

ORIGIN

  • Originated in Fallow’s Island
  • Created by Fallow in [year]
  • First morph: Bandit
  • ????


CULTURE

  • Spread across Morbit, primarily near the Luxson Cluster or areas with similar climate to Fallow’s Island. Some remain on Fallow’s Island and the surrounding islands in the cluster post-plague, but not many.
  • Severe population drop due to the Luxson Horror Plague wiping out most of their numbers on Fallow’s Island
  • Associated with Fallow
  • High number of Fallow worshipers (even post-plague), middling number of XXI worshipers, extremely low number of Stope worshipers, other number of worshipers vary based on location
  • Prone to physical injury due to their highly active natures
  • High rate of horror mutation-related disability and conditions due to exposure to horror plague in Luxson Cluster populations (the majority of the species)
  • Medications for managing horror mutation conditions specific to masques (an extreme increase in energy and restlessness, insomnia, muscle tension and strain being some examples) are produced and marketed in the Luxson Cluster in modern day
  • Masque residencies with the space for it often have some kind of gym or exercise equipment, be it indoor or outdoor
  • Grooming equipment specifically made for masques has fallen out of style with the significant drop in population, but still exists in the Luxson Cluster
  • Masques tend to sleep in elevated lofts, and often enjoy storing things underneath where they can ensure their safety while sleeping
  • Masques are primarily nocturnal, leading to some scheduling conflicts when living in zones outside of Fallow’s Island
  • More traditional masques value costumes and fashion very highly, especially when in customary Fallow’s Island style
  • Bones, gems/rocks and preserved plants are valued as well, especially when made into jewelry or keepsakes
  • Masques that value their connection to their homeland often seek out remnants of Fallow’s Island civilizations before the Horror Plague destroyed most of them, and value any sort of goods from that period
  • Education for masques typically follows that of either the Luxson apprenticeship program or traditional Fallow’s Island community classes, with very few enrolled in private or public schooling outside of places like Monte or zones outside of the Cluster
  • Masques tend to enjoy housing with many people, and very rarely live alone
  • If given the option, masques tend to lean towards choosing housing higher above the ground than ground floors, and widely consider living underground to be somewhat cursed (outside of dealer and escapist morphs)
  • Masques are incredibly high energy and require intense amounts of physical activity to remain in good health, and enjoy doing such activities with peers (regardless of species or physical ability)
  • Masques are proficient in combat and are generally trained from a young age, especially if raised on Fallow’s Island itself
  • Typical Masque combat strategy involves using the teeth, claws (if applicable), and overall powerful body muscles and flexibility
  • Dancing is a powerful part of masque tradition and is something passed down along family lines
  • ????


APPEARANCE

  • Almost feathery-looking layered fur, round shapes
  • Pitch black mask markings around eyes, exact shape varies based on mask
  • Voice resembles varying pitches of whistling
  • No paw pads
  • No tails on most morphs- acrobat morph is exception
  • Hair is not typical, but can occur
  • Range from 4’6-6’6 for "normal" adult height range.
  • Digitigrade legs
  • Standard arms
  • ????


BIOLOGY

  • Standard skeletons, muscles, nerves, organs, and blood
  • Sharp teeth
  • Omnivorous diet
  • Extremely high energy levels, require regular physical activity to remain healthy and mentally stable
  • Body language involves heavy use of the hands
  • Fluffy tuft ears
  • Black pupils, typically round or oval
  • Fur tends to be layered
  • Tend to collect and store objects of interest
  • Excellent climbers
  • Enjoy perching on things
  • ????


LIFE CYCLE/FAMILY STRUCTURE

  • Lifespan of 90 years, reach adulthood at 18-20 years old
  • Masques reproduce sexually, and have sexual dimorphism
  • Masques give live birth to one child, referred to as a kit
  • Kits are even more energetic than adults, but tire out quickly
  • Kits need a lot of naps to make up for their energetic bursts
  • Masque family structure is typical to that of Fallow’s island, and is based around sharing a community over blood or species ties
  • Families are often very large due to their communal nature, and typically consist of a large chunk of a community with members shifting in and out with their needs and interests changing
  • Equal value towards committed and casual relationships
  • Leaving the family is a personal choice, and either staying or going are both considered equally valid choices at any age around/past 16
  • ????


GENETICS

  • Morphs can be based on any animal with a mask-like marking around the eyes
  • Mixed-morph masque children often have their fur layering in a way that takes traits from both parents, along with their eye mask having a blended shape.
  • First morph created: Bandit
  • Masque hybrids tend to inherit the eye mask marking, layered fluff, high energy levels, black pupils, and/or ear tufts.
  • Masques are not based on any one specific kind of animal, and have their behaviors inspired from a mishmash of different creatures.
  • Common mutations include size increase, hunger increase, mood instability, extreme increase in energy levels, restlessness, insomnia, muscle tension, claw/teeth growth, mask expansion, fur growth
  • ????


MORPHS

[Image: 3fQgzqV.png]
Bandit
"????”
????
  • Based on raccoons
  • Cape-like fur layer
  • No claws
  • Solid, round mask over eyes and bridge of nose
  • Associated with Fallow and Fallow’s Island


[Image: gz6Spm3.png]
Acrobat
"????”
????
  • Based on lemurs (ideally ringtailed, but any go for inspiration as long as the mask marking is present on the masque itself)
  • Fur layers over chest and torso
  • Prehensile toes
  • Solid, round mask over eyes and muzzle
  • Long, prehensile tail
  • Associated with Fallow’s Island (specifically the deep jungle)


[Image: s50wfGq.png]
Dealer
"????”
????
  • Based on badgers
  • Cape-like fur layer
  • Claw fingers/toes
  • Prone to digging/burrowing- seek out lower levels instead of heights
  • Streak-like mask over eyes
  • Associated with Monte


[Image: erwM05D.png]
Escapist
"????”
????
  • Based on ferrets
  • Thick fur layer on neck/chest and upper legs
  • Claws
  • Rounded, solid mask on eyes and bridge of nose
  • Associated with Luxson


Swindler
"????”
????
  • Based on red pandas
  • Short
  • Rounded, fluffy tail
  • Associated with Taverne


RULES

This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.

Restrictions/No-go's
  • Keep it SFW!!!!

Print this item

  [PLAYLIST] DERRY VOL. 1: SHATTERING GROUNDS
Posted by: skinstealer - 10-07-2020, 04:05 AM - Forum: [PLAYLISTS] - Replies (1)

DERRY VOL 1: SHATTERING GROUNDS
spotify link

1. Freaky Eyes- Oneohtrix Point Never
2. Pulling Down Palm Trees- Lauren Bousfield
3. Medicine- STRFKR
4. Little Bit- Lykke Li
5. Bite Your Lips- Andrew Applepie
6. Spores- Andrew Huang
7. The Afternoon- Lemon Demon
8. Cough Cough- Everything Everything
9. Silent Treatment- Blanck Mass
10. Black Hole Eyes- Watsky
[cw: death, self destruction, violence]

Print this item

  [SPECIES DEVELOPMENT] Barebones
Posted by: knux400 - 10-05-2020, 01:00 PM - Forum: [SPECIES DEVELOPMENT] - Replies (2)

BAREBONES
[Image: barebones_splash.png]

ORIGIN

  • Originated in Monte
  • Intended as a low-cost construct for mining jobs, accidentally developed into a proper race
  • The manufacturer decided to cut costs further by basing their AI off an existing type of construct, not realizing they had free will
  • "Whoops I guess we made a race huh"
  • They were never slaves- although they were designed specifically for mining, barebones live under the same conditions as any other citizen in Monte
  • A good portion of them still work as miners, as they are naturally inclined towards it
  • ????


CULTURE

  • Barebones tend to be hoarders, keeping miscellaneous bits and bobs in case they become useful
  • It is very important for a barebones to have some amount of engineering skill- since barebones hospitals are few and far between, they often have to maintain their own bodies
  • Barebones value worth in a literal sense- they value useful tools or materials more than objects of sentimental value
  • Because of this, they tend not to add things to their body they don't need- hence their skeletal appearance
  • It's always better to use something until it breaks than to keep it preserved forever
  • When a barebones dies, the body is dismantled and the parts are given to friends and family, often to be reused in new barebones
  • Having fresh, unused parts at the time of death is seen as unused potential in a tragic sense- recycling and continuing to use these parts is a way of fulfilling that potential
  • Old, broken parts are typically recycled back into raw materials
  • Keeping a piece of a barebones on display is a big no-no- it insinuates that the part is worthless, and is disrespectful to all those who have used it before
  • ????


APPEARANCE

  • Barebones are named for their extremely thin bodies
  • Most tend to be humanoid, although other morphs exist
  • Typically range from 4 to 8 feet tall
  • Primarily have metal bodies, although barebones made from other materials are known to exist
  • Tend to stay close to other species in terms of size and shape for convenience of living
  • ????


BIOLOGY

  • Barebones are entirely mechanical- no organic components whatsoever
  • Generally they run off of shred energy, but they can also consume food if they have a specialized setup for it
  • No sense of taste
  • They can "smell" whether or not the air is safe for people with lungs, but they don't perceive flavor of any kind- this is a sense left over from their roots as mining robots
  • Barebones can add any type of electronic device to their body, but most tend to limit themselves to one or two 'extras'
  • It takes some time to become accustomed to a new body part- a barebones with a newly replaced arm will generally be clumsy and uncoordinated with it for the first month or so
  • Self-modding is possible and very common, most barebones tend to keep a box of spare parts in their home for add-ons or repairs
  • About 90% of Barebones have significantly modified themselves in some way, those that haven't are usually very young
  • Their thin metal structure was designed to be cost-efficient for easy mass-production, and sturdy enough to allow them to take dangerous mining jobs
  • Heads are typically camera-like, with a single lens
  • Most lenses have a closable aperture for protection and adjusting to different light levels
  • Barebones' actual minds and personalities are stored in a hard drive just small enough to fit in the back of their head- the rest of their body is completely subject to modification
  • Because of this, it is possible for a wealthy Barebones to have multiple bodies- usually a 'personal body' and a more specialized body for certain jobs
  • Barebones are powered by a scrap core, typically kept in their torso
  • ????


LIFE CYCLE/FAMILY STRUCTURE

  • Barebones can theoretically live forever as long as they are properly maintained, and typically reach maturity at 18-20 years
  • Being robots, Barebones do not grow (apart from self-modification)
  • Children are built from scratch rather than born- there is a several-month-long period in which the parents gather parts from various places, draw up plans, and actually build the child
  • Usually they tend to stick to one of the original designs, allowing the new Barebones to modify itself however it chooses as it grows up
  • Younger barebones will lean toward being overly logical and pedantic, and will have little to no concept of social norms and practices
  • This is due to their AI being designed for being a worker and not much else- however, each Barebones is capable of learning by rewriting its own code, allowing it to develop as a person
  • As a barebones gets older, it will develop more emotional and social capabilities until its personality is essentially indistinguishable from an adult of any other species
  • Barebones can and frequently do form relationships outside their species
  • ????


MORPHS

Note that the following morphs are starting points for Barebones, and are often modified and repaired during the course of the Barebones' life. Younger Barebones tend to be closer in appearance to their original design, while older Barebones show their age with extensive modifications.
 
[Image: bipedref.png]
Biped Frame- The original design for the Barebones, and the kind most still use as a starting point. Consists of a standard body shape with a lightweight and skeletal design. The rectangular head features a lens with a small light for illuminating dark areas. The unit stands at roughly 6 feet tall.
[Image: Lifter_Ref.png]
Lifter Frame- A heavy quadruped frame with a flat back for carrying large objects. Consists of a rectangular body with four large legs, each with a set of gripper claws for traction and stability. The platform on the back is mounted on a gyroscopic joint, which can tilt to avoid disturbing sensitive cargo, and there are numerous open loops present for securing the cargo with straps. The front of the torso has a rotating lens and a pair of floodlights. The unit stands at roughly 4 feet tall.
[Image: sheala_ref.png]
Submersible Frame- A pod-shaped frame designed for deep sea exploration. The turbines on either side can unfold into a pair of legs for land travel. Consists of a teardrop-shaped body with two large legs, each with a set of turbines built in. They have a small set of folding arms for manipulating objects, as well as a large lens and a pair of floodlights protected by a thick plexiglass dome. The unit stands at roughly 4 feet tall.
[Image: crawler_ref.png]
Crawler Frame- A small insectoid frame designed for scouting and charting new areas. Consists of a spherical shell that divides into eight sections. The tip of each section serves as a claw to dig into surfaces, allowing them to crawl along most walls or ceilings. They can retreat into their shell at any time for protection or for rolling along surfaces. The sphere is 6 inches in diameter and has a telescopic lens with a small light built in. The unit stands at roughly 1 foot tall.
[Image: nymph_ref.png]
Nymph Frame- A miniature version of the Biped frame designed for surveying and exploring new areas. Its short legs aren't suited for walking more than small distances at a time, but they can fold into the chest area for more streamlined flight. The unit stands at 18 inches tall.
[Image: scorpion_ref.png]
Scorpion Frame- A large, six-legged frame with a retractable tail for demolition and excavation. The attachment on the tail can be easily removed and replaced for different purposes, making this frame excellent for more specialized applications. The outer shell curves up and around the tail while retracted to provide protection and stability.

RULES

This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.

Restrictions/No-go's

  • Keep it SFW!!!!

Print this item

  [NEWSLETTER] October 2020
Posted by: skinstealer - 10-02-2020, 12:07 AM - Forum: [INFORMATION] - No Replies

HOMEBREW DEVIANTS NEWSLETTER
OCTOBER 2020
 
Happy October, everybody! Welcome to the first revival of our old newsletter system- now with monthly updates instead of weekly, because god knows we don’t have time for that. Here you’ll find updates on everything we’ve done in the past month, plans for the upcoming month, topics we want to encourage discussion on, and things we’re looking to get feedback on. Please feel free to use this thread as a discussion board- while we love having the nice, instant conversations of Discord, keeping things talked about here will allow outside people to participate and keep easier-to-read logs for us to reference for later!

What did we do in September?

Changelog:
-Ashtray updated twice- Patrons are three updates ahead! 
-Dopple Effect re-launched + updated twice
-Tethered Episode 3 released
-Prismic Sanctum updated twice
-Egress updated 
-Wiki updates can be found here- lots of character pages have been uploaded!
-TCPdex update in progress…
-Corvice species thread released
-Fandev section released
-Playlist section released (and playlist uploading started)
 
The entire team has been putting efforts into a massive overhaul of both how our internal structure and the outward facing community works for 2021, something most people here are probably aware of by now. One of our main focuses so far has been making a formal website that serves as a hub for our projects and resources- something we’ve needed for a long time. Molasses and Mraof have been working especially hard on the website management end of things, and Molasses has been chipping away at branding and layout work- check out some concepts for our new mascot!

[Image: lqa9uFk.png][Image: lOMobuZ.png]

Mortis has been working hard on the Void Session edit (and its mirror), and is almost finished- progress is expected to be complete by next week, but a public release may take extra time based on how long it takes to get promotional material done up. Uploading backlog to Furry Life Online is still happening slowly, but the goal is to get a fully populated gallery of all of the Skinstealers’ work- the first of its kind! As part of the overhaul effort, Mortis has also been adding piles of pages to the wiki, namely for characters. These aren’t particularly detailed yet, but should serve as good bases for the community to add onto as more information is released in projects.  There’s also a playlist and fandev section added to the forum now- enjoy some new ways to interact with Morbit and the community!

Lastly from the Skinstealers- a new major project is in the works, set for 2021 release! They can’t release much information for now outside of the Patreon chat, but it started development in this past September and has a lot to do with the relationship the system has with art and the internet. Look forward to it!

Ashtray has also been in full swing, taking up most of Mortis and Comorant’s week’s work time...but we’re in the home stretch now, and it’s looking to be finished by the end of the year. 

[Image: 5Dzi2mp.png?1]

Comorant’s solo work has mainly involved relaunching Dopple Effect and updating it twice- check it out if you haven’t already! It serves as an interesting prequel of sorts to Crankshaft Rafflesian, and the environments and designs are incredibly surreal…

[Image: zd3n2v9.png]

Pear and Lucy have been working on the return of Pre-Alpha Session, and while we can’t show anything of it yet outside of the Patreon chat, the panels are looking sleek as hell. In addition, Pear’s opened up species commissions- two new species morphs have been added to the canon!
[Image: Qlkbs2l.png][Image: vH8AY8Y.png]

Knux400 has been neck deep in working on a major TCPdex update, the majority of which we’re keeping our mouths shut about...and if you figure it out, don’t spoil it! We want the big reveal to be a surprise! In addition, he’s also launched a Darkest Night RP event on Discord- you can check it out here. It’s low investment roleplay lasting 3 days, but sign ups and prep are open now!

Ari and Seth have been very busy with moving, but Ari has been working on Prismic Sanctum and Tethered, and got updates out for both. If you haven’t checked these projects out yet, now is a great time.

Zenthis has been at work on Egress, both on the forums and for the mirror. Egress had an update on the last day of this month, just barely in time to be covered by this newsletter. The mirror is currently readable but not yet done. 
[Image: KjXOY1m.png]

What are we working on in October?

Overall, we plan on continuing with more of our overhaul plans, and getting a significant amount of it done by the end of October. Our biggest goal is to have the majority of the website done by then and have something presentable, though our hard deadline is by the end of the year. The majority of our website’s written content is done already, but there’s a lot to do with layout, backend, visual assets, and getting everything pulled together as a cohesive piece. Still, once we get it all together, we think it’ll be something we can be really proud of! 

Comorant is planning on doing some Halloween themed shenanigans, mainly in the form of Crankshaft updates. Dopple Effect will also continue to get updates (at least two planned this month, ideally), and a Masa con Papas update would also be ideal to try and start it up again. A oneshot would also be nice, but isn’t guaranteed- we’ll see how it shakes out!

Mortis is planning on finishing up the Void Session edit next week and getting promo material for that in order ASAP, and starting to promote that. Wiki work will continue at a steady clip with the goal of getting everything filled out on a basic level by the end of the year- definitely not a “done by the end of October” goal, but progress will be made for sure this month! Aside from that, expect work on the new major project to be talked about heavily in the Patreon chat, and probably some updates to an Explicit rated project we won’t talk about here.

Both Mortis and Comorant will continue updating Ashtray, and have no plans of stopping that until it’s done. Not getting done this month, but next month...next month it just might...

Knux will keep going at that TCPdex update until it’s blasted to bits, while Mortis sprays him with a squirt bottle for every meme-related ability name. 

Zenthis is planning on at least one Egress update as per usual this month, in addition to finishing the mirror.The Egress mirror should be fully completed by the end of the month. Other than that, Zenthis will be helping with other minor website work.

Community Involvement

Let’s get some discussion going- we want to promote specific worldbuilding topics each month to help us develop Morbit on a deeper level, and also get feedback on specific areas where we think we could use improvement. Once again, please use the forums to discuss things if you can- this leaves a better record for us and reference for the future! We absolutely will lose your Discord messages and we want to be able to take everything into account here and involve all potential participants.

So: worldbuilding topics for this month! This month’s prompts involve witches, wizards, and Darkest Night! Being October, it’s time to get spooky- while Morbit witches and wizards aren’t as inherently spooky as they are in our world, there’s still a lot of potential for weird shenanigans, and we figure there’s probably a lot of questions to be asked! You can ask us questions in this thread here, make your own threads in Fandev, add pages to the wiki, start up roleplays, you name it! No matter how new you are to these concepts, no question is too silly and the more we’re asked, the more we can publicly develop and reveal the concepts and slap that shit on the wiki for future readers. Everybody wins!

The feedback we’re looking for this month is regarding character enrichment and fan involvement. One of the main things we’ve gotten input on recently is a sense of character oversaturation- everybody’s got fan characters at this point and we need to find ways for people to use these characters and get a richer experience out of having them. We want to find ways to let people take all these characters that live in Morbit and help them start really fleshing them out in ways that make them feel more fulfilling to have, be that through roleplaying, forum games, anything that people can suggest. Along those lines, we need to start encouraging fans to be more involved in the community and providing resources for them to set up their own events and activities- what do you need to help get things rolling? What features would help you enrich this community? Let us know!

As a final note- big thanks to Vic for helping us out with the TCPdex update and community outreach in general this month! Welcome to the mod team, and thank you so much for helping this community!

Thank you all for supporting us, and we hope to hear from you in this thread!

Print this item

  [WORLDBUILDING] - MONTHLY PROMPT OCTOBER 20 - Witches, Wizards, and Darkest Night
Posted by: Zenthis - 10-02-2020, 12:06 AM - Forum: [WORLDBUILDING] - Replies (8)

This is a thread to discuss and ask questions relating to the monthly prompt from the current month's (October 2020) newsletter. Please do this here and not in the discord, as it will be easier to reference old topics here. We have chosen these topics for the month because we felt they were both suitably spooky and less fleshed out than we wanted them to be. So without further ado, here's a quick refresher on each of the topics.

Witch: One who manipulates scraps with the aid of devices constructed for that purpose. Usually not sensitives but that is not always true. Common design motifs include goggles, swirls, and a general sense of scrappiness.

Wizard: A sensitive capable of manipulating scraps without aid due to some innate facet of themselves. Very rare, only 2 percent of the population has the capability to be a wizard. Common design motifs include scrap mounted tools.

Darkest Night: Morbit Halloween. I mean, there's more to it than that, but that's what it is. Common design motifs include reds and blues, masks, and lanterns.

Print this item

  [PLAYLIST] LOVER VOL 1: HARDCORE BADBOY EXTREME
Posted by: skinstealer - 09-29-2020, 07:58 AM - Forum: [PLAYLISTS] - Replies (1)

[Image: 1bDgB5M.png]
LOVER VOL 1: HARDCORE BADBOY EXTREME
spotify link

1. Dummy!- Toby Fox
2. SWERLK- MNDR, Scissor Sisters
3. Bonafied Lovin- Riot in Belgium & Ooh Ee Remix- Chromeo
4. Ghost- Mystery Skulls
5. My Love Is Better- Annie
6. Obey The Groove- No More Kings
7. D.A.N.C.E.- Justice
8. Bad- Micheal Jackson
9. How to Be a Heartbreaker- MARINA
10. Unreal Square- Squarepusher

Print this item

  [PLAYLIST] PRIMUS VOL. 1: A FRIEND TO CALL HOME
Posted by: skinstealer - 09-28-2020, 12:03 PM - Forum: [PLAYLISTS] - Replies (1)

[Image: ajKvhch.png]
PRIMUS VOL 1: A FRIEND TO CALL HOME
spotify link

1. Sleepyhead- Passion Pit
2. Kids- Kyle Dixon & Micheal Stein
3. Shelter- Porter Robinson, Madeon
4. Cat- C418
5. Enemy Approaching- Toby Fox
6. Court Date- ABSRDST
7. Departure- Killabyte
8. Everything Will Be Alright- The Killers
9. Walking- Modulogeek
10. creature- half alive

Print this item

  [PLAYLIST] VOIDSY VOL. 1: KITTY FACE MOTHERFUCKER
Posted by: skinstealer - 09-28-2020, 09:39 AM - Forum: [PLAYLISTS] - Replies (2)

[Image: 5ZSXi4r.png]
VOIDSY VOL 1: KITTY FACE MOTHERFUCKER
spotify link
[cw: this is the flirty voidsy playlist. im very sorry.]

1. BASMF- 3OH!3
[cw: explicit lyrics]
2. Soccer Practice- Jonny McGovern
[cw: explicit lyrics]
3. I Like Your Booty (But I'm Not Gay)- Insane O'Flex
4. Gay Bar- Electric Six
[cw: suggestive lyrics]
5. Sexy And I Know It- LMFAO
[cw: suggestive lyrics]
6. STARSTRUKK- 3OH!3
[cw: suggestive lyrics]
7. My Type- Saint Motel
8. Love Fools Anonymous- Prozzak, Wackyboyz
9. Satisfaction- Benny Benassi
[cw: suggestive lyrics???????]
10. A Mask of My Own Face- Lemon Demon

Print this item