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Thread: Evolution

  1. - Top - End - #61
    Barbarian in the Playground
     
    Benejeseret's Avatar

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    Default Re: Evolution

    Landanemone
    [population 140 (colonies of 80, 30, 30), ten total points (Max any should have) into: reproduction 2, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, rest default]

    The hyphae of the colonies often pulses with the flow of electrolytes and fluids from one landanemone to another. The colonies thrive on the plentiful food options available to them. If it drifts, wanders, flies, or falls to close to a barbed tentacle it is tangled and consumed.

    Life for a landanemone is a dark (blind) but vivid world full of touch and feeling. The hyphae do more then bring them together, they are together, in neural impulses and body as one massive matte of living coral.

    (This a prelude to their next adaptation. The hyphae will become a neural network that allows them to be smarter the more of them are together. ie. a lone juvenile is a worm-level intellect but masses of them get smart, real smart. I am thinking that per point into neural network is +1 brainpower per 50 members in a given colony/matte. Let me know what you think and I will change the +1/organism number per neural network point balance. The idea is to eventually use the power of multiplication to create a massive hive mind of awesome intellect for these otherwise simple coral-like creatures down the road)

  2. - Top - End - #62
    Barbarian in the Playground
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    Default Re: Evolution

    ((OOC: I'd say the brainpower gain should be the same. Ie 1 per point invested. A hive mind should have different set of advantages and disadvantages, like speed of communication and collective senses, but be at a drawback as the individuals would be lost on their own and creativity is limited as a result. A non hive mind might make slower communication, but be more creative and adaptable. Otherwise everyone would want to have the ability, it's needs a set of pro's and cons. ))

  3. - Top - End - #63
    Dwarf in the Playground
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    Default Re: Evolution

    The troops of the Stirar have spread through much of the forest, each with a defined home territory. They currently number 15 groups, with several new small troops recently formed. The forming of a new group happens when the alpha female forces out the maturing juvenile females that she views as a rival to her power. Generally, all females in a troop breed, and males are lured to groups with bits of food, choosing the group that offers the best bits of food.

    Recently the trees have come under attack by the Aephids. Whenever a group spies an Aephid, they will hurl sticks, food refuse, poo and even clumps of ice and snow down at the Aephids until the Aephid moves out of the troop's territory. They will shriek and slap their paws repeatedly as this goes on.

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    Stirar
    Brain 3
    Head 1
    Neck 1
    Torso 1
    Reproductive organs 1
    Heart/lungs/ect 2
    Digestive systm 1
    140 people
    Size 1 (cat)
    Herbivore
    Arms 2
    Eyes(binocular) 2
    Ears 1
    Tail(prehensile) 1
    Fur 1

  4. - Top - End - #64
    Barbarian in the Playground
     
    El_Frenchie's Avatar

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    Default Re: Evolution

    Aquahabito
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    Brain (4)
    Head (default)
    Retractable Neck (2)
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (default)
    Digestive system (default)
    110 people
    The size of a... lion? (3)
    Herbivore (default)

    Hardened Shell w/ poison (4)
    Claws -hygiene (1)


    The Aquahabito seems to enjoy communicating with its own more frequently. It also seems the frequency they are able to emit from their brains are able to travel further. As a result, they seem to exchange experience, encounters they had and instinctively use the information imprinted in their brains by their peers to solve or escape those same situations.

    The increased distance and speed of their language has led them to appreciate living in groups.

    Points spent:

    1pt. Brain.
    A Revenant

  5. - Top - End - #65
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    Carrion_Humanoid's Avatar

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    Default Re: Evolution

    A Aephid that encounters a Stirar resistance will simply set the tree on fire and stay at the bottom of the tree, ready to fight any creatures that come down. If there are more than two, a Aephid will yell for help.

  6. - Top - End - #66
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    Nibleswick's Avatar

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    Default Re: Evolution

    As they learn the usefulness of rocks the Nosslin find that their paws lengthen and become more dexterous, this is needless to say very useful.

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    The Nosslin

    Brain (4 basic tool use)
    Head (default)
    Neck (default)
    Reproductive system (default sex based)
    Cardiovascular system (2 default +1)
    Digestion (normal herbivore)
    Sight (1 they have eyes)
    Hearing (1 they have ears)
    Smell (1 they have noses now)
    legs (2 quadrupedal)
    Fur (1 point mostly brown)
    Dexterous Digits (1 point)

    Population: 140
    The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end.
    Avatar By Kalirush

  7. - Top - End - #67
    Barbarian in the Playground
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    Default Re: Evolution

    Any symbiont encountering an Aephid will wait for it to sleep. Likely it will be when an Aephid manages to capture prey, in which case the diminutive, white snakes skitter away under the snow and try and hide, leaving the Aephid to deal with finishing of it's bigger catch. Probably the Aephid will not even notice the bite as the symbiont will dig into it, taking it's place amongst the Aephids organs and promoting a healthy life, allowing that Aephid to grow stronger. Some 10 of the changers might be placed into situations for them to merge with an Aephid.

  8. - Top - End - #68
    Dwarf in the Playground
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    Default Re: Evolution

    Wait, when did we get another point?

  9. - Top - End - #69
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    Carrion_Humanoid's Avatar

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    Default Re: Evolution

    ((When do we end day X?))

  10. - Top - End - #70
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    El_Frenchie's Avatar

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    Default Re: Evolution

    (We don't really have days or turns per se. KindaChang, check the OOC thread. Emperor demonking said we were now on 11 points, I counted my points over and found I had 10. So I added one.)
    A Revenant

  11. - Top - End - #71
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    Default Re: Evolution

    ((11 points? Whoopsies. I also had only 10))

    Rummaging through the brush for small, easy prey and delicious greens, Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after movement they think to be food. The sight of captured prey is taxing to watch.

    Certain Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. However, hunting and foraging is largely a solitary task. During mating season, they will produce rasping clicks by stridulating their tentacles. Curious creatures, they will spend time exploring things.

    The newest generations of Mollotoids have shown an adaption to strained water source, and make better use of the water they have. Their excrements have become increasing more white. Microscopic arrangements of their armor has made it stronger and a decent insulator.

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    Mollotoid

    A brain (2 points, +1 above default) The Mollotoid is aware of its surroundings, if only through touch. Basic memory.
    A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
    A basic neck (1 point - default) Short and stubby.
    A basic torso (1 point - default) Round and ball-like.
    Reproductive organs (1 point - default) .....
    Heart, lungs digestive systm ect (3 point - +2 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement.
    Cat-sized (1 point - default) Meow.
    Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
    Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
    Exoskeleton (2 points) Hard chitin covers its skin, providing both protection and support. Hollow tubular construct makes it very strong and provides some insulation from harmful temperatures.
    Sight (1 point) Photo-sensitive cells in the chitin give the Mollotoid a rough sense of light and dark.
    Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

    110 Mollotoids.

    Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement, though the range of its senses are short and not acute.
    Characters [ Krad | Tinn ]

  12. - Top - End - #72
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    Benejeseret's Avatar

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    Default Re: Evolution

    Landanemone
    [population 140 (colonies of 80, 30, 30), eleven total points into: reproduction 2, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 1, rest default]

    The colonies of the landanemone's stretch thick within their sections of the forest. Their hyphae continue out even farther under the shrubbery and up the trunks of trees. Any moment through the area is sensed by these fine feelers and, through the connected signals, to every Landanemone in the area. The simple animals cannot distinguish prey from predators, but the satisfaction or pain from a single member is passaged throughout the hyphae and the others react accordingly.

    Small animals passing by might suddenly find the forest to erupt with masses of tentacles.

  13. - Top - End - #73
    Dwarf in the Playground
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    Default Re: Evolution

    ((Hmmm... *counts* Brain got 2 points beyond default, pulmanory got 1, Arms 2, Eyes 2, ears fur and tail are all 1. So that's 10, so I get one more.))


    As the Landanemone begin to take over treetrunks, a few Stirar have discovered a new use for their sticks. If they throw some in the path of an unknown tree they can watch and see if the Landanemone have taken over that tree. If they have, they can go to another tree, if not, they can continue their movement safely. This tendency also causes many of the Stirars to move upwind of the Landanemones as they are less likely to run into a tree with feelers in that direction and so tend to travel upwind.

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    Stirar
    Basic body
    Brain 4
    Head 1
    Neck 1
    Torso 1
    +Fur 1
    Size 1 (cat)

    Major organ systems
    Heart/lungs/ect 2
    Digestive system 1
    Reproductive organs 1

    Current Status/Behaviours
    140 people
    Herbivore

    Appendages
    +Arms 2
    +Tail(prehensile) 1

    Senses
    +Eyes 2 (binocular)
    +Ears 1



  14. - Top - End - #74
    Ogre in the Playground
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    Default Re: Evolution

    Symbiots: +20
    Everyone else +10

    The cold weather seems to of been a passing phase. All the races apart from the symbiots have found that a lot of thier members have gotten pregnant.

    Two points.

  15. - Top - End - #75
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    Default Re: Evolution

    Rummaging through the brush for small, easy prey and delicious greens, Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after movement they think to be food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temerature extremes (due to an insulated exoskeleton) and drought.

    Certain Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. However, hunting and foraging is largely a solitary task. During mating season, they will produce rasping clicks by stridulating their tentacles. Curious creatures, they will spend time exploring things.

    The newest generations of Mollotoids have expressed hermaphroditism and therefore reproduce at an increased rate. Their vision has become much more precise than it has been in previous generations.

    Spoiler
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    Mollotoid

    A brain (2 points, +1 above default) The Mollotoid is aware of its surroundings, if only through touch. Basic memory.
    A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
    A basic neck (1 point - default) Short and stubby.
    A basic torso (1 point - default) Round and ball-like.
    Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
    Heart, lungs digestive systm ect (3 point - +2 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement.
    Cat-sized (1 point - default) Meow.
    Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
    Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
    Exoskeleton (2 points) Hard chitin covers its skin, providing both protection and support. Hollow tubular construct makes it very strong and provides some insulation from harmful temperatures.
    Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
    Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

    120 Mollotoids.

    Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement, though the range of its senses are short and not acute.
    Characters [ Krad | Tinn ]

  16. - Top - End - #76
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    Greyen's Avatar

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    Default Re: Evolution

    Tunnel Spiders

    The two packs are expanding in several differnet ways. Growth of the spiders has redoubled and a new smell fills the air. The fact that the creatures can even smell is something new. Now able to track and hunt larger creatures more effectively they begin challenging the larger predators food sources.

    Spoiler
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    Population 140 - 2 packs of 70

    A basic brain (2)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1
    A head (2) - Vibrationsense +1, Sense of Smell +1
    A neck (1)
    A torso (2)- Exo Skeleton +1
    Reproductive organs (1)
    Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
    The size of a Dog (+2)
    Carnivore

    Claws +1
    Tunneling/Burrow Building+2
    Extra legs/Speed +2
    Leap+1

    Old Den -
    70pop: 15 to guard den/raise young, 4 packs of 10 each to hunt/gather water, 5 to expand/improve den, 10 actively breeding.

    New Den - 10 to guard den/raise young, 4 packs of 10 each to hunt/gather water, 15 to expand/improve den, 5 actively breeding.

    These large brownish arachnid like creatures have 2 large mantis like claws at the front and run at a high speed. Packs of these beast have been known to take down prey much larger than them selves.

    This eight limbed hunter is communal and digs large familial burrows with many opening. Communicating with a mix of chitterings and phermones, they are largely a matriarchal society. Hunting packs will hunt and bring food back to the den for the young, which are normally protected by 1/4 of the population.
    Last edited by Greyen; 2008-02-26 at 11:48 AM.
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  17. - Top - End - #77
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    Benejeseret's Avatar

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    Default Re: Evolution

    Landanemone
    [population 150 (colonies of 85, 33, 32), Thirteen total points into: reproduction 2, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 2, neural network 1, rest default]

    The Landanemone corals begin to rely on their tremor senses for prey and protection. The hyphae feelers of a few lineages have grown minisculy fine, deleicate enough to begin sensing tremor through the air currents as well.

    The interconnected sensory and nutrient systems of the colones grow thicker axon bundles and begins to group process the mass of snsory information. The mounds begin to gain rudamentory recongnition of tremor systems and store that into a group-memory. This the the begining of stimuli based learning.

    (ie. if the tremor of a stick being thrown does not yield food...then they stop responding to the stick. If a given tremor pattern of prey yeild nutrients, then they will respond more aggressively to it next time.)

  18. - Top - End - #78
    Dwarf in the Playground
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    Default Re: Evolution

    As the Stirar moved upwind of the Landanemones they began to experience new problems, mainly, not all the trees were conviently located for them to semi-brachiate between. However, a few groups had one or two individuals where the vestigial legs had grown out and become useful. Those with that could move to the more safe areas of the forest, even if it was less dense foliage, by walking on the ground.

    Additionally, some Stirar have begun to make a habit of carrying sticks with them where they go. These individuals have hands far better at grasping and clutching than their counterparts.


    Spoiler
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    Stirar
    Basic body
    Brain 4
    Head 1
    Neck 1
    Torso 1
    +Fur 1
    Size 1 (cat)

    Major organ systems
    Heart/lungs/ect 2
    Digestive system 2
    Reproductive organs 1

    Current Status/Behaviours
    150 people
    Herbivore

    Appendages
    +Arms 3 (Grasping hands)
    +Tail(prehensile) 1
    +Legs 1

    Senses
    +Eyes 2 (binocular)
    +Ears 1

  19. - Top - End - #79
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    El_Frenchie's Avatar

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    Default Re: Evolution

    Question: Should I consider my Aquahabito less affected by the Symbionts or not? Can the symbionts swim? If not, my Aquahabito does land, not often, but it does. (For now, just to escape predators, before going back in)

    Aquahabito
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    Brain (6)
    Head (default)
    Retractable Neck (2)
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (default)
    Digestive system (default)
    140 people
    The size of a... lion? (3)
    Herbivore (default)

    Hardened Shell w/ poison (4)
    Claws -hygiene (1)


    The lack of any real predators in the sea makes the Aquahabito live an easy life. Its overall structure seems to remain the same, however, it looks like it has developed some form of 'common thinking'. Something similar to a network of their minds. With experience, they are able to understand cycles of life and death and start to develop a rudimentary form of underwater agriculture. They root small aquamarine plants in places with more space and less vegetation so that they are allowed to grow more rapidly.

    The forests of the Aquahabito seem to grow along the coastline, and it seems that the bigger the colony is, the bigger and brightest in color its forest is.

    Something peculiar that hadn't been seen yet has also happened. In the process of understanding death, the Aquahabito have made a 'cemetery' some distance off all of their respective colonies, almost in the center of their territory. When one of their species die from natural causes, they are brought to this one place common to all of them and the bones of their species will eventually slowly fill the space there.

    The Aquahabito does not seem to mourn, and maybe it is part of an experiment, or the habit of rearranging plants brought to the bones of their comrades. Either way, it seems -for now- only a convenient way to put their dead in one place.
    Last edited by El_Frenchie; 2008-02-26 at 05:45 PM.
    A Revenant

  20. - Top - End - #80
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    Carrion_Humanoid's Avatar

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    Default Re: Evolution

    As the population of the Aephids rise, they begin to realize they will need more food, and because of this, the Offspring with larger, sharper claws seem to be better at catching the kill.

    With these new claws, they notice their Offspring also have larger brains-and they learn from the Stirar and begin throwing rocks and beating ice with sticks to crush the ice for water. As the drink, they notice they can also use claws to make cleaner cuts, and use the cuts as throwing-things.

    A pack of Aephids stark to stalk around the Stirar grounds and they try to set the tree on fire before fighting the small creatures as they fall.

    Spoiler
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    Brain(4)
    An Aephids' brain can comprise simple thoughts and use objects found on the ground.
    A head(1)
    Fiery Breath(1)
    A Aephid can project a cone of fire spanning Two feet long by One foot wide, setting easily flammable materials aflame. This works because the major excess of methane in a Aephids' Stomach and its mandibles have a small sparker-like object in their mandibles.
    A neck(2)
    A Aephids' neck is almost non-existent, its breathing tube being inside the spine and it also allows a Aephid to turn its head 360.
    A torso(2)
    A Aephids' torso is lined with small spikes that break off on contact.
    Limbs(2)
    A Aephid has four hind legs and two arms with forward pointing pincers.
    Pincers(2)
    A Aephids claws are better adapted to rip into flesh and have thumbs. (Three fingers on each arm.)
    Reproductive organs(2)
    A Aephid can reproduce asexually because it can produce both the sperm and the egg.
    Heart(1)
    lungs(1)
    digestive system(2)
    A Aephids' Digestive tract is tougher than most and digests and breaks downs most digestible poisons(as they are mostly proteins.)
    Size(3)
    Aephids are about the size of a large dog.
    Carnivore(1)
    Psionics:
    Opticanesis(1) An Aephids' Brain can sense movements by electrons moving and they can see mostly gray scale but also bright colors(those usually associated with poison)

    Population: 60

  21. - Top - End - #81
    Ettin in the Playground
     
    Admiral Squish's Avatar

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    Default Re: Evolution

    The Muro emerge from their metal-wrapped nests to the surface as the last of the snows melt. The flocks now larger, they flit from tree to tree, eating leafbuds, out of reach of most predators below. Over a long while, we can see new traits arising: the pup's forelimbs are stronger, and their digging claws have split, giving them rudimentary fingers. When a stabe attacks the flock, these young see possibities the elders don't, breaking off sticks and using their claws to sharpen them before attacking as a group. The stabe falls, after only minimal losses, a dozen foot-long spears embedded in it's hide. Seeing the effectiveness of the tactic, some other muro followed the young's examples, snapping off branches and sharpening them, carrying their crude spears with them as they traveled from tree to tree.

    ((Eleven points? I'm behind one...))
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    Brain- 4 (flock behavior, basic reasoning, simple tools)
    Head- 1
    Neck- 1
    Torso- 1
    Heart- 2 (increased fortitude)
    Limbs- 6 (strong wings, burrowing legs, swimming tail, manipulative digits)
    Reproduction- 1
    Lungs- 3 (able to breathe air and water)
    Digestion- 1 (herbivore)
    Size- 1
    1 point for semi-hibernation
    1 point for enhanced senses

    130: 11 flocks, spread through the forest-area
    Last edited by Admiral Squish; 2008-02-26 at 06:10 PM.


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  22. - Top - End - #82
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    Nibleswick's Avatar

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    Default Re: Evolution

    As new challenges arise, the Nosslin find that they need to move faster, and listen more carefully for danger, they have started carrying rocks and sticks to use as decoys for the grasping tentacles of the Landanemones. In their daily grooming the Nosslin have started finding small worm like creatures (symbiots), and so pick them off and squish them (they have a nasty bite).
    Spoiler
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    The Nosslin

    Brain (4 basic tool use)
    Head (default)
    Neck (default)
    Reproductive system (default sex based)
    Cardiovascular system (2 default +1)
    Digestion (normal herbivore)
    Sight (1 they have eyes)
    Hearing (2)
    Smell (1 they have noses now)
    legs (3 faster)
    Fur (1 point mostly brown)
    Dexterous Digits (1 point)

    Population: 150
    The Nosslin rely on their ability to out think there predators more than anything, but being able to see and hear them coming and being decent runners helps to. Nosslin tend to travel in mating pairs equally sharing the responsibility of caring for and protecting their young. Nosslin mate for life. The Nosslin now have gained the ability to smell, this helps them to find food, avoid predators, keep tabs on their young, and when they leave the parents find potential mate. The Nosslin are starting to learn basic tool use, as they use tools their paws become more useful for this end.
    Avatar By Kalirush

  23. - Top - End - #83
    Pixie in the Playground
     
    Little Toe's Avatar

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    Default Re: Evolution

    Drabbits

    A new form of younglings have started to develop. Their skeleton and bones are all becoming hollow and thus much lighter. Also the skeleton is developping around the shoulders of the Drabbits, protruding outwards.

    Gradually, the protruding bones develop into wings. The muscles around the shoulders are also evolving and becoming strong enough to support them during flight.

    This evolution seems to be in the nick of time with the landanemones starting to invade the forest. Although the drabbits mainly stay on large plains, in the event of some individuals bordering the forest for fruits, they use their fire-breathing to push the tentacles back or at the very least stall them enough for them to flee to the air (or jump away for the older drabbits who have not developped this skill)

    Wing development (Skeleton development + Wings) (3)

    Spoiler
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    Brain (3)
    Head (default)
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (2)
    Digestive system (default)
    50 people (default)
    The size of a cat (default)
    Herbivore (default)
    "Fire Breathing" (2)
    Claws (1)
    Fur(1)
    Ear developement (1)
    Ultrasound Emission (2)
    Wing development (3)
    Last edited by Little Toe; 2008-02-26 at 08:35 PM. Reason: small errors

  24. - Top - End - #84
    Orc in the Playground
     
    Carrion_Humanoid's Avatar

    Join Date
    Nov 2005
    Location
    A house
    Gender
    Male

    Default Re: Evolution

    The Aephids notice in the skies the Winged Creatures and see their defense against the Land-Plague and they heed their example and begin to burn their lands to bare dirt. They find this is a good way to notice the Land-Plague.

    Spoiler
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    Size(3) Aephids are about the size of a Lion.
    Mental
    Brain(4)
    An Aephids' brain can comprise simple thoughts and use objects found on the ground.
    Psionics:
    Opticanesis(1)An Aephids' Brain can sense movements by electrons moving and they can see mostly gray scale but also bright colors(those usually associated with poison)

    Body
    A Head(1) The Aephids have a bald face that shows no eyes, but a large coned head.
    A neck(2) An Aephids' neck is almost non-existent, its breathing tube being inside the spine and it also allows a Aephid to turn its head 360.
    A torso(2) An Aephids' torso is lined with small spikes that break off on contact.
    Limbs(2) An Aephid has four hind legs and two arms with forward pointing pincers.
    Reproductive organs(2) An Aephid can reproduce asexually because it can produce both the sperm and the egg.
    Heart(1)
    Lungs(1)
    digestive system(2) An Aephids' Digestive tract is tougher than most and digests and breaks downs most digestible poisons(as they are mostly proteins.)

    Weapons
    Fiery Breath(1) A Aephid can project a cone of fire spanning Two feet long by One foot wide, setting easily flammable materials aflame. This works because the major excess of methane in an Aephids' Stomach and its mandibles have a small sparker-like object in their mandibles.
    Pincers(2) An Aephids claws are better adapted to rip into flesh and have thumbs. (Three fingers on each arm.)

    Life and Society
    Carnivore(1)
    Population: 60
    Last edited by Carrion_Humanoid; 2008-02-26 at 08:56 PM.

  25. - Top - End - #85
    Barbarian in the Playground
     
    El_Frenchie's Avatar

    Join Date
    Aug 2007
    Location
    Sydney, Australia
    Gender
    Male

    Default Re: Evolution

    Map:

    Spoiler
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    ((This map is under suggestion. Because I just thought it would be easier to tell where we're going, what's going on, etc. It would be easier to have one than not, really.))
    A Revenant

  26. - Top - End - #86
    Barbarian in the Playground
    Join Date
    Dec 2005
    Location
    on a magical coathanger

    Default Re: Evolution

    ((@nibleswick: Symbionts are not small enought to consider Nosslins a target for infection yet, as much as I might like it, something potentially the size of a mouse (even if it's ong and thin) is not easily going to enter something the size of a cat (not in one piece at least). In effect I'm currently holding to that two size categories of difference is the least needed for infection.

    In addition they'd never bother sitting in any fur coat, instead they'd wait until the other species slept (lower body temperature, lack of movement) before approaching and then wait no more then a few seconds until they inject a mild anesthetic and dig in.))

  27. - Top - End - #87
    Ogre in the Playground
    Join Date
    Jun 2006
    Location
    Not in Trogland

    Default Re: Evolution

    http://www.giantitp.com/forums/showt...72#post3993172

    Your in the forest near the mountains/hills.
    Last edited by Emperor Demonking; 2008-02-27 at 11:51 AM.

  28. - Top - End - #88
    Barbarian in the Playground
    Join Date
    Dec 2005
    Location
    on a magical coathanger

    Default Re: Evolution

    ((note: symbionts can still get pregnant sort off, they reproduce both sexually and asexually, depending on availability of mates and suc), with their new development they are in fact constantly pregnant, ready to give birth as soon as a suitable host pops up))

    The Symbionts

    As time progresses more and more symbionts start to adopt the Chargers way of life, perhaps this is due an increased awareness of themselves, which seems to revolve around the fact that there are more others then just the one they live in. (+1 brain: basic reasoning)

    Then came the time that the Aquahabito landed upon the shore, fleeing from some predator.* Certainly such huge masses would provide a virtual Valhalla for any symbiont present, a small pack of changers, then living inside some Kenchow leave their hosts, instead seeking the security of the large watery beasts. Perhaps this was driven by a desire to have room for procreation within a host, as most of the symbionts seemed to be developing larvae all the time, some produced asexually, others by interactions between symbiont. As these larvae mature they reside inside the host, near their parent for a short while until a suita ble new host is in reach. (+1 reproduction)

    Symbiont colonies:
    Spoiler
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    Amounts:
    Stabe: 30
    Kenchow: 30
    Changers: 40
    Aephid: 20
    Aquahabito: 30


    *OOC: discussed over PM, I'm not trying to godmod another race
    Last edited by Wizard of the Coat; 2008-02-28 at 09:33 AM.

  29. - Top - End - #89
    Ogre in the Playground
    Join Date
    Jun 2006
    Location
    Not in Trogland

    Default Re: Evolution

    Symbiots: +60
    Everyone else +30

    1 point

    This seems to be a time of no disasters that the world has done but who knows what will happen with your fellow creatures.

  30. - Top - End - #90
    Orc in the Playground
     
    Quixotico's Avatar

    Join Date
    Feb 2008
    Location
    Chicagoland Area
    Gender
    Male

    Default Re: Evolution

    Rummaging through the brush for small, easy prey and delicious greens, packs of Mollotoids dot the landscape if one keeps an eye out for them. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Small and oddly shaped, though tough, they occasionally throw themselves into an awkward though surprising lunge after potential food. The sight of captured prey is taxing to watch. They are adaptable to a multitude of conditions, including temerature extremes (due to an insulated exoskeleton) and drought.

    Packs of Mollotoids have expressed interest in particular locations, making their home around certain flowers or prime hunting grounds. Small packs will share the same territory and rest together, often huddling together at night for warmth, tentacles intertwined. Hunting and foraging are group tasks. During mating season, they will produce rasping clicks by stridulating their tentacles. Hermaphroditic, each creature is able to produce offspring. Quite curious creatures, they will spend time exploring and investigating things.

    The newest generations of Mollotoids have expressed increased mental abilities, and have banded together for increased prosperity.

    Spoiler
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    Mollotoid

    A brain (3 points, +2 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 12-32 members. They have a decent memory, too.
    A basic head (1 point - default) Semi-spherical. Looks like a mushroom with teeth.
    A basic neck (1 point - default) Short and stubby.
    A basic torso (1 point - default) Round and ball-like.
    Reproductive organs (2 points - +1 above default) Hermaphroditism, each creature is both male and female.
    Heart, lungs digestive systm ect (3 point - +2 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement.
    Cat-sized (1 point - default) Meow.
    Semi-Omnivore (2 point - +1 above default) Mostly a meat-eater, but willing and able to eat softer plants.
    Three tentacles (3 points) Provide rudimentary locomotion and a means to capture prey.
    Exoskeleton (2 points) Hard chitin covers its skin, providing both protection and support. Hollow tubular construct makes it very strong and provides some insulation from harmful temperatures.
    Sight (2 points) Photo-sensitive cells in the chitin give the Mollotoid an acute vision.
    Claws (1 point) Small but sharp spurs of chitin dot the underside of each tentacle. An embrace is now quite painful, and will likely cause very minor bleeding.

    150 Mollotoids.

    Looking like a crusty volleyball with teeth and three spined tentacles, the Mollotoid crawls and, occasionally when the need arrives, throws itself across the forest. When it comes across something it thinks it can consume, it does so, grappling it and biting it. When it comes across a suitable mate, mating occurs. It will give chase if it senses movement.
    Characters [ Krad | Tinn ]

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