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Thread: Evolution

  1. - Top - End - #121
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    Greyen's Avatar

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    Default Re: Evolution

    The tunnel spiders will guard their territory well and hunt anything attempting to cross it on foot. This includes crossing the river. The Stirar are good prey.
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  2. - Top - End - #122
    Ogre in the Playground
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    Default Re: Evolution

    1 point

    Landanemones: +30 you come across a red flower that pollutes your water system.

  3. - Top - End - #123
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    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 temperature 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, with years exposed to dangerous toxins, developed an immunity to ingested toxins.

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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 (4 point - +3 above default) Heartier and better able to maintain homeostatis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
    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 (3 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides 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.

    170 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.
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  4. - Top - End - #124
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    Tunnel Spiders

    Edit - readjusted point spent

    With the new tunnels and running water the Tunnel Spiders begins allow for larger clutches of eggs. This allows or more offspring to be raised to adulthood. They also begin expanding their hunting ranges seeking to expand their capacity to suppport a larger population.

    Their tunnels now run through out the plains surrounding the river in the east. Many of the individual packs intertact on a regular basis where their tunnels intersect. Knowledge and resources are shared among them as needed for increased survival. The tunnels now run under the river and cover both sides.

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    Population 180 - 4 packs of 45

    A basic brain (3)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)
    A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
    A neck (1)
    A torso (2)- Exo Skeleton +1
    Reproductive organs (2) Cluster egg laying +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

    Each Den -
    45 pop: 10 to guard den/breed/raise young, 30 in packs of 5 or more hunting, 5 expand/improve den

    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; 2008-03-05 at 06:26 AM.
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  5. - Top - End - #125
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    Landanemone
    [population 210 (colonies of 100, 53, 57), seventeen total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 1, rest default]

    The colonies are becoming massive coral sheets spreading across forest carpet. Though efficient consumers, the local vegetation is thinning and many animals has begun to avoid the area. The genome of the landanemone has undergone a polyploidization which doubled the Hox genes regulating body plan. This has allowed the formation of two additional hollow-sac organs on which selective pressures and adaptations could mold.

    The selective pressures of food capture lead to an adaptation of the methane sacs to a second duplicate hollow organ able to stall the methane biochemical pathway at larger, aromatic compounds. These aromas are released into the environment to attract scavengers to the area. Those that blunder into the hive in search of this phantom food-smells are quickly overwhelmed by the collective attack of stingers and neurotoxins.

    As the selection toward chemo-attractants grew so did the need for diverse organic aromatic compounds. The methane-sac organ by this time has been duplicated again as a third hollow organ system. This new structure acts like a primitive nephron-kidney able to filter toxins and waste from the colony and deposits those compounds into the chemo-attractant sac for processing into more complicated chemokines. The rise of the red toxic plants helped to spur the advancement of these structures as the Renal Filter could greatly lessen the toxic accumulation.

  6. - Top - End - #126
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    The Aephid's lifestyle allows for much relaxation among their people. They do not need to search for a place to sleep at night and simply hunt from the creatures around them. This freedom allows their children to be able to wonder with the adults about life, and come up with a concept of some sort of being creating Them, and Fire. They call this being The Klil'kt, or Creator. This being created them, and the fire which they can produce, and another being whom created their foods, Kr'tkk, or the Feeder.

    Among these new ideas some children find around them that broken sticks sharpened by their claws can create a Ranged Claw, which they call Thl'kt's, Spears.

    Aephid
    Last edited by Carrion_Humanoid; 2008-03-04 at 05:57 PM.

  7. - Top - End - #127
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    Admiral Squish's Avatar

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    The muro, naturally mobile, are becoming crowded in their sliver of territory. The muro commune through the meme-patches that to stay away from the advancing wall of blight spread by the aephids, they have to find a new home. Each muro gets a basket of tough seaweed, which they load up with silver and leaves. Carrying their new baskets and spears, the muro travel as a swarm to the water's edge, and dive. They swim as one, past the aquahabito's hub, towards the sliver of land they have seen on the horizon in their flights. They come ashore in this new peninsula, surrounded by water.

    Eagerly, they dig in and make themselves a super-burrow. Large enough to hold all the muro flocks, they become a unified society. Their proximity to one-another makes communication all that much easier, new and radical ideas spread quickly, ideas, plans, thoughts, all of it is eagerly discussed. Communal spaces branch into flock dens, and flock dens branch into personal dens.

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    Brain- 8 (flock behavior, reasoning, tools, fire, silver-shaping, pattern-recognition, den-city)
    Head- 1
    Neck- 2 (meme patch)
    Torso- 1
    Heart- 2 (increased fortitude)
    Limbs- 4 (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

    180: 16 flocks, branching off a massive central den on the peninsula's head.
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  8. - Top - End - #128
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    The Aephids begin to notice a excess of land to the south of their pray, and they realize that this land would be a great place to create more Kt'Sttk for their tribes so they could spread out more and have water for drink and be better able to stop the spread of the Land Plague, or Kr'Kleki in Aephid. The Tribe splits off a group of 20, plus Chief Kt'Ikt and they move south with six of the Aephids holding their new Thl'Kl's at the ready to defend the Cheif.

    Translations(Its a game in a game!)
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    Noun
    Kl- Claw
    Kt- Fire, Flame
    Tkk- Food
    Ikt- Chief, Chieftess
    Sttk- Land
    Ktk'k- Aephid
    T'tk- Spew
    Kr'Kleki-The Land Plague
    Verb
    Thl- To Throw, Throwing
    Klil- To Create, Creator
    Ktl- To set aflame, Flaming
    Adj.
    Kli- Little, Small Amount
    ???
    Kr- The
    Sk- Woman
    Skt- Man

  9. - Top - End - #129
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    El_Frenchie's Avatar

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    Aquahabito
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    Brain (9): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Collective mind (Mind waves using frequencies) (2). Underwater architecture (3).
    Head (default)
    Neck (2): Retractable.
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (default)
    Digestive system (default)
    210 people
    The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
    Herbivore (default)

    Shell (4): Hardened shell. Paralyzing layer of poison.
    Claws (1): Main tool. Hygiene. Digging.


    The Aquahabito's are now able to communicate with the Muro's in an understanding fashion. As the Muros migrate, the Aquahabito's serve as guide by groups of 10 and some of them bring seedlings for aquamarine plants near the coast there, which is quite bare.

    After planting a few aquamarine plants there, the Aquahabito's move back to their central hub and seem to continue expanding their underwater hive with new rocks and seem to displace bigger rocks by moving them in groups. Also, they seem to discover by chance that leaves tightly bunched together produce air bubbles as they drag air underwater. They gather leaves and by interlacing them, create a huge underwater bubble of air that the Aquahabito feed by bringing air enclosed in large underwater leaves and preserve by isolating it from tremors with a maze of rocks designed to break water currents. The air bubble become the center of the Aquahabito's city.

    As the Aquahabito grow in numbers, some move and explore and go up the rivers, exploring. A group of 5 Aquahabito's happen to be in the river where the Strirar are crossing. They help the creatures as they can, preventing the ones in danger of drowning from sinking below the water by carrying them atop their carapaces. They are only 5 to be helping, but with their method of communication, it ends being a group of 10 Aquahabito's ferrying the Strirar.

    It seems the Aquahabito's are constructing a underwater hive.

    One point in brains (+1)

    ((Will update the map as soon as Emperor Demonking posts. I've been a bit busy with my work and the games I'm in, so just hang on a bit.))
    Last edited by El_Frenchie; 2008-03-04 at 11:07 PM.
    A Revenant

  10. - Top - End - #130
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    Telepathic screams cut through the forest,soon other Nosslin arrive, but it is too late, the victim is already dead. Their family mourns, and in a matter of minutes all other Nosslin know what to avoid.

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    The Nosslin

    Brain (7 basic tool use, telepathy, simple understanding of what they hear with their minds)
    Head (default)
    Neck (default)
    Reproductive system (1 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: 190
    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. They are slowly learning to hear others minds.
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  11. - Top - End - #131
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    South across the river the Stirar population has begun to propser away from the more dangerous predators and even has the chance to go to the ground. Through several mistrials they have learned to chip away at stones to create cutting edges useful for getting more sticks, and possibly other things as well...

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    Stirar
    Body Basics
    Brain 5 (mode 1&2 stone tool tech
    Head 1
    Neck 2, vocal chords
    Torso 1
    +Fur 1
    Size 1 (cat)

    Major organ systems
    Heart/lungs/ect 2
    Digestive system 3 (insectivorous tendencies)
    Reproductive organs 1

    Current Status/Behaviours
    205 people
    Omnivore

    Appendages
    +Arms 3 (Grasping hands)
    +Tail(prehensile) 1
    +Legs 2

    Senses
    +Eyes 2 (binocular)
    +Ears 1

  12. - Top - End - #132
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    The Aephids begin to stop feeding off the Mollotoids, because of their closeness to their Dens, and begin to attack the Stirar once more, calling them the Kli'Tkk.

  13. - Top - End - #133
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    (( Carrion_humanoid: The Stirar have crossed the river to the South-East of the Burrow Spiders and are several kilometers away from your Aephids. Thought you'd want to know that.))
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  14. - Top - End - #134
    Ogre in the Playground
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    Default Re: Evolution

    Symbiots: +60

    All has stayed the same but it has gotten hotter. +15

    1 point, 1 extra point for El_Frenchie.

  15. - Top - End - #135
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    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 temperature extremes (due to an insulated exoskeleton) and drought. Their digestive system can handle most toxins.

    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 shown greater curiosity and have begun using simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey.

    Spoiler
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    Mollotoid

    A brain (4 points, +3 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 12-32 members. They have a decent memory, and use simple objects as tools.
    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 system ect (4 point - +3 above default) Heartier and better able to maintain homeostasis. Have many means on which to survive on less water, such as uric acid excrement. Immune to ingested toxins.
    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 (3 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides 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.

    185 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.


    ((OOC: Did the point I put into reproduction do anything for the Mollotoids?))
    Last edited by Quixotico; 2008-03-06 at 11:16 AM.
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  16. - Top - End - #136
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    Tunnel Spiders
    OOC- I added 1 to Reproduction also...any results of this?

    The water cooled tunnels of the Tunnel Spiders are proff against all but the heaviest heat waves. The deepest tunnels are even cooler. Many tunnel spiders begin rotating duties within the den/hive to relive themselves of the heat.

    New food sources have availed themselves tothe hunting packs, Stirar and Aephid are no match for the ambush pack tactics of the Tunnel Spiders who pounce from the brush and run down any who flee. Driving faster ones toward pits, and other pack mates. The more advanced tools of the more sentient species often bounce off of the exoskeleton of the Tunnel Spiders.

    Many wounds caused by the hard life of a hunter heal quickly often even allowing regrowth of limbs. This ability allows for longer life spans and a much higher survivability rate.

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    Population 200 - 4 packs of 50

    A basic brain (3)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning)
    A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
    A neck (1)
    A torso (2)- Exo Skeleton +1
    Reproductive organs (2) Cluster egg laying +1
    Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
    The size of a Dog (+2)
    Carnivore

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

    Each Den -
    45 pop: 10 to guard den/breed/raise young, 30 in packs of 5 or more hunting, 5 expand/improve den

    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; 2008-03-07 at 01:17 PM.
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  17. - Top - End - #137
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    Admiral Squish's Avatar

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    The muro city, being underground, is largely immune to the effects of weather above, and what time they spend outside he city is usually short, limited to gathering plants from both the surrounding water and land.

    The meme-patches of the muro, in such constant contact have shifted. At first, it was enough to be nearby a muro to commune with them, but it quickly advance beyond that. All muro share a connection now. All the knowledge known to any is known to all. Secrets are no more. Each muro is still an individual, but with constant access to a nigh-infinite well of information, constantly being updated with the latest experiences of each and every individual. Organization an coordination are second nature to the mind-bonded muro.

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    Brain- 9 (reasoning,, silver-shaping, den-city, collective intellect)
    Head- 1
    Neck- 2 (meme patch)
    Torso- 1
    Heart- 2 (increased fortitude)
    Limbs- 4 (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

    195: A massive central den on the peninsula's head.
    Last edited by Admiral Squish; 2008-03-06 at 03:00 PM.
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  18. - Top - End - #138
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    Benejeseret's Avatar

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    Default Re: Evolution

    Landanemone
    [population 225 (colonies of 105, 60, 60,), seventeen total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 1, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 1, Symbiosis 1 ***, rest default]

    ((OOC: much like the clownfish to the sea anemome, the landanemone population can adapt to another species for a communal use of skills and defense - instead of just eating it.

    I am looking towards the Mollotoids as we would make a pretty good 'coral' together for symbiotic living.

    I have put the point as "symbiosis" for now but it will change to a specific symbiotic trait if a partnership can be formed....ie. the landenemone masses make good defense and their chemoattractants will draw food into the area. Ideally a motile species could begin to 'cultivate' and help spread and tend to the colony.))


    The landanemone masses begin responding to the increased heat with minor behavioral changes. The methane sacs are vented more regularly, and the off gassing of pressure (ie. wonder of physics) cools the sac. The downside of the heat is the lower range of drifting-juveniles leading to the pressure towards accepting a communal lifestyle with a cultivator species.

  19. - Top - End - #139
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    El_Frenchie's Avatar

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    Default Re: Evolution

    New Map
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    Aquahabito
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    Brain (11): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, simple Illusions) (4). Underwater architecture (3).
    Head (default)
    Neck (2): Retractable.
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (default)
    Digestive system (default)
    225 people
    The size of a lion (3): Bigger shell means more offspring. Bigger bulk means resistance to food scarcity.
    Herbivore (default)

    Shell (4): Hardened shell. Paralyzing layer of poison.
    Claws (1): Main tool. Hygiene. Digging.


    The Aquahabito have grown quite a bit. The Aquamarine plants grow thick, food is plentiful and the animal uses its mind waves to force back more intelligent predators. In case it faces creatures that don't perceive their way of communicating, they generally rely on their shells to do the rest of the work for them, generally having more than enough fat to sustain a siege. Other smaller predators are clearly put off by the Aquahabito because of its size.

    As they communicate more, the brain waves intensify. It isn't simply a overwhelming stream of information anymore, it is now able to confuse the senses and create illusions. A group of Aquahabito's are thus able to recreate environments, or even make themselves seemingly disappear from the sight of a predator.

    Similarly to the brain waves, this only affects creatures with a decent amount of intellect. Simple creatures are unaffected by the illusions (Brains ≤4). And creatures with more powerful brains are able to ignore it by focusing their senses. (Brains ≥8).

    It also happens that creatures that are indeed affected might be able to break from the illusion through concentration. (Roll a d20. DC: 15)

    With those developments, it is crucial for the Aquahabito to remain in groups. The social life of the aquatic creature is now dramatically important, mates seem to stay together for life. As for the recent heatwave, the Aquahabito's often go into deeper waters if they need to cool themselves down slightly.

    Muros: A small colony of Aquahabito's established themselves nearby the Muros so as to tend the Aquamarine plants. These are eventually meant to sustain the Muros in the long run, but they are eventually to be tended to by the Muros themselves. Aquahabito's (if you so wish to spend into aquaculture) will even teach Muros the art of Aquaculture by starting with the basics (fertilization).

    The Aquahabito have also thought of the silver metal that the Muros used. They tell them about how it is unguarded. Regardless of the response, a group of about 10 Aquahabito's (probably those that came back from the help they gave the Strirar) will guard it by placing illusions around the area. (Creatures with 5-6-7 in brains are affected. All others are non affected.

    Strirar: As the Aquahabito ferried some of your people across the river, they say their farewells, leaving towards the West, from whence they came.

    2 points in Mind waves. (Simple Illusions)

    ----
    OOC:

    Long post. Sorry about the map delay, I've got my hands full recently.
    Last edited by El_Frenchie; 2008-03-07 at 08:44 AM.
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    Default Re: Evolution

    The two with higher reproduction have an extra 5 members.

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    Warned by the aquahabito, the muro started to move in shifts, swimming back across the waters an digging in under the waterline, mining and smuggling the silver out of their old home and flooding their old tunnels. They gather the entirety of the silver deposits in a great pile underwater, before dragging individual lumps to the new den-city. As they dug, the specifics of amount and quality were messaged back to the dens, and a new chamber was built, where a great forge was made. As the silver came back with the harvesting muro, the rest immediately went to work with it, forming it into long bars with pointed ends.

    Simultaneously, a third connected project began. Muro armed with silver picks began to harvest stone from the bottleneck of the peninsula. Blocks nearly as big as the muro themselves rose from the depths of the underground with the combined efforts of the muro. These blocks were stacked, one atop another, all across the bottleneck, growing five, ten times as tall as the cat-sized muro. The silver shafts came forward as the final bricks were set, and driven into place, holding the stones together in a solid network. The wall even extended out into the lake, far enough to block the landbound from swimming around it.
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    I'd like ot point out that silver is a soft metal that is nearly useless against most stone.
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    Quote Originally Posted by Greyen View Post
    I'd like ot point out that silver is a soft metal that is nearly useless against most stone.
    ((It's not real silver. It's a hard, silvery metal, but we don't have a name for it and I don't fell like writing out 'hard silvery substance' every time I need to mention it.))
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    (what do you mean higher reproduction? The landanemones have had 3 for awhile, are they included or are you speaking/replying to someone in particular?)

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    ((I just think it means the two people with the highest score in reproduction get +5 pop.))
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    The Aephids realize that many of their young begin to have their Claws become Hollow and able to dig away at the Kt'Sttk and line it with their Spew, and find that it is colder down under, in the south that tribe is being rather peaceful, fishing with spears and killing small animals only when needed. They also find that their digging claws are useful, but line their Hives Heavily with spew to keep the waters out.

    The Northern Tribe again tries to find a new species to feed from, and simply start to feed on what they can, some starting to eat Grass though their mandibles are not suitable for chewing and their stomachs does not bode with it well.

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    It gets hot, the Nosslin begin to sweat. Boring, but effective.

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    The Nosslin

    Brain (7 basic tool use, telepathy, simple understanding of what they hear with their minds)
    Head (default)
    Neck (default)
    Reproductive system (1 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)
    Sweat Glands (1 point)

    Population: 205
    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. They are slowly learning to hear others minds. They have just developed sweat glands to help control their body temperature.
    Last edited by Nibleswick; 2008-03-08 at 12:27 AM.
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  28. - Top - End - #148
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    The weather gets even hotter, lightning strikes are getting common and sometimes parts in the ground get incredibly hot.

    +15 everyone and extra 5 for every point in reproduction.

    1 point

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    Tunnel Spiders

    The water cooled tunnels of the Tunnel Spiders are proof against all but the heaviest heat waves. The deepest tunnels are even cooler. Many tunnel spiders begin rotating duties within the den/hive to relive themselves of the heat.

    The tunnel spiders newest generations begin to develop manipulative digit on their second set of limbs. These also develop an additional joint to enhance manipulation. This allows for finer construction of the tunnels and clearer communications among the various dens.

    The large dens are preparing to split again, ready to send newer dens south into the forest.

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    Population 220 - 4 packs of 55

    A basic brain (3)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning),
    A head (4) - Vibrationsense +1, Sense of Smell +1, Vision +1
    A neck (1)
    A torso (2)- Exo Skeleton +1
    Reproductive organs (2) Cluster egg laying +1
    Heart, lungs digestive systm ect (3) +1 Cardio endurance, +1 internal anti freeze
    The size of a Dog (+2)
    Carnivore

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

    Each Den -
    55 pop: 15 to guard den/breed/raise young, 30 in packs of 5 or more hunting, 10 expand/improve tunnel network,

    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.
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    The muro have begun to spend most of their time in the water, tending to the water-plants as they learned from the aquahabito. Soon, they begin to adapt the same processes to grow plants on the land above their den. They mostly focus on tubers and leafy vegetables, for a mixed-bag of nutrition.
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    Brain- 10 (reasoning,, silver-shaping, den-city, collective intellect, agriculture)
    Head- 1
    Neck- 2 (meme patch)
    Torso- 1
    Heart- 2 (increased fortitude)
    Limbs- 4 (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

    210: A massive central den on the peninsula's head.
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