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Thread: Evolution

  1. - Top - End - #151
    Barbarian in the Playground
     
    Benejeseret's Avatar

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    Default Re: Evolution

    Landanemone
    [population 255 (colonies of 115, 70, 70), total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 1, Symbiosis 1 ***, rest default]

    In response to the continuing heat, many of the colonies have begun digging out subterranean cavities under connected corals with their wandering hyphae and tentacles. The Hyphae there hangs in aerated sheets to allow geothermal heat regulation (cooling like the huge termite mounds do).

    The tentacled masses of the corals are becoming more tolerant of the Mollotoids (waiting upon his post and then will edit to suite)

  2. - Top - End - #152
    Dwarf in the Playground
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    The Stirar, already small and fairly able to efficiently radiate heat, found that wider bodies, reducing their bodies thickness, and a much thinner fur coat during hot temperatures, which will grow in during periods of cold help to move the heat out of their bodies.

    Additionally, the Stirar have taken to being most active at dusk and dawn, and instead stay in the shelter of shaded trees, well away from the warm ground, during the hottest time of the day. They're finding this to be a good time to create the stone tools that they have begun to use to sharpen their sticks.


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

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

    Current Status/Behaviours
    220 people
    Omnivore

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

    Senses
    +Eyes 2 (binocular)
    +Ears 1
    Last edited by KindaChang; 2008-03-08 at 03:10 PM.

  3. - Top - End - #153
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    Nibleswick's Avatar

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    The great heat of the earth has the Nosslin very worried, so wooried in fact that they decide to something never done by them before. They meet, all of them, in the eastern forest past the river, and pool their mental energies to probe the earth and discover what is happening.

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    The Nosslin

    Brain (8 basic tool use, telepathy)
    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: 220
    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; 2008-03-09 at 07:29 PM.
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  4. - Top - End - #154
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    Carrion_Humanoid's Avatar

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    Default Re: Evolution

    The Aephids begin to realize they are more Fertile, and bear more children. These children seem to be hungrier as food to eat is getting scarcer, and they may need to start eating what they must hate. They thank their Ability of Mind-Sight to see through the tunnels. They begin to notice small roots and mushrooms growing in the caverns, and they eat them so they need not go into the heat and Sky-Fire.

    Aephids
    Last edited by Carrion_Humanoid; 2008-03-09 at 08:09 PM.

  5. - Top - End - #155
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    Rummaging through the brush for small, easy prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. 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, spending more and more time around the Landanemones they previously avoided due to nuerotoxins, have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the nero toxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

    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 16-40 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 (5 point - +4 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.
    Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

    210 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 ]

  6. - Top - End - #156
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    El_Frenchie's Avatar

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    Default Re: Evolution

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    Aquahabito
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    Brain (12): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, simple Illusions) (4). Underwater architecture (4).
    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 has been quite a bit disturbed by the increasing heat waves. The rising temperatures cause water currents to be erratic, and the storms above the water tend to make the sea lower and rise on an irregular fashion.

    In order to counteract the new water currents, the Aquahabito's brain adapts and imagines ever more clever ways of breaking up the currents with the structure of their main city. They place new tunnels and new rocks to displace the direction of the main currents. Interestingly, this also makes them use the new currents as means of faster transportation. The better preserved the current was, the faster you would get to the end of the tunnel: Aquahabito's plug their tunnels with stuffed leaves and smaller rocks. This gives the city-Aquahabito an artificial speed.

    In the outlying colonies that practice aquaculture, they realise that dense foliage is able to tone down the currents and help canalize it towards uninhabited parts of their sea. Now they accomplish those dense forests by removing adult grown plants to critical places, making huge lines of forest kelp and leaving child plants in bunches of their own, in places that do not require forests immediately.

    The Aquahabito's architectural capabilities seem to gradually increase.

    Muros: The nearby Aquahabito's are willing to teach the Muros how to delve into the earth so that they are able to reach into the sea from below their den. An underground to underwater system. This would allow for a trade route between the two, as it would become a main voice of communication. The entrance would be on the East coast of the Muros's den to avoid allowing too many water currents and ocean waves to hit the area.

    The architectural knowledge would teach the Muros how to handle currents by breaking their flow as well as basic underwater tunnels.

    1 point in brains. (Underwater Architecture)
    A Revenant

  7. - Top - End - #157
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    El_Frenchie's Avatar

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    Default Re: Evolution

    ((bump-bee-bump-bee-bump))
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  8. - Top - End - #158
    Ogre in the Playground
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    15 members +5 for each reproductive point.

    The north: The Exploding trees have become far more common and with the heat wave have started to explode because of the heat.
    The middle: Lightning strikes often start small forest fires plus a few trees start to explode during the hot peeks.
    The shore: The tide has gone mad coming in at random times and reaching far higher points then they normally would.

    1 point
    Last edited by Emperor Demonking; 2008-03-11 at 12:18 PM.

  9. - Top - End - #159
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    Tunnel Spiders

    The tunnel spiders are beginning to think better for themselves. Rocks, sticks and other items begin to be used for basic tools.

    During times of weather distress they hides safely in their dens.

    The ever expanding tunnel systems have by now reached the lake. There the new dens are able to begin a foundation as the large packs have split. this more widespread population of predators eases the burden over a larger area ensuring that there are no shortages of food.

    Spoiler
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    Population 240 - 8 packs of 30

    A basic brain (4)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning), basic tools +1
    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 -
    30 pop: 8 to guard den/breed/raise young, 15 in packs of 5 or more hunting, 7 to 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.

    Last edited by Greyen; 2008-03-11 at 02:20 PM.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  10. - Top - End - #160
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    Carrion_Humanoid's Avatar

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    With the exploding Trees Aephids in the north have begun uprooting the Trees with their digging claws at night when it is colder. When the uproot a tree they simply leave it in the northern parts of their Land and wait for it to Explode in fire, praising Klil'kt every time one does. They try to rid most the trees they find, and burn the ground under it when they uproot it.

    In the south with the Ktts(water) Rising to their Lands, some offspring begin to be born with slits in their necks which allow them to breath in the water. Soon enough, all the Aephids are born with this trait. Some begin to travel under the waters and find a race of Hard-Shelled creatures as large as them, and because they seem large and strong One Aephid presents them with a Pelt of a Stirar.

  11. - Top - End - #161
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    Benejeseret's Avatar

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    Default Re: Evolution

    Landanemone
    [population 280 (colonies of 120, 80, 75, 5 (mollotoid transplants)), total points into: reproduction 3, Digestion 5, neurotoxin 3, methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 1, Calcified Coral 1, Symbiosis Mollotoids (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]

    The heat, fire, and smoke surrounding the mats of Landanemones have raised a hardy and persistent crop. The corals have begun to coat and build a layer of calcified coral between the trunks of the animals and the harsh outside world. The thick calcite shells is heat resistant and acts as a heat sink along with the aerial hyphae that can be extended when safe.

    The few organic trees still present within the coral have become coated by the excretions, and calcified into the very structural support of the colony as dead, hollow pillars.

    Many holes dot the extended spread of the coral where masses of tentacles can burst forth and engulf prey drawn in by the chemo-attractants.

  12. - Top - End - #162
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    Nibleswick's Avatar

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    Nosslin keep probing the earth with their minds, trying to find out whats wrong.

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    The Nosslin

    Brain (9 basic tool use, telepathy)
    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: 235
    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.
    Avatar By Kalirush

  13. - Top - End - #163
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    Quixotico's Avatar

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    Rummaging through the brush for small, easy prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. 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 Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

    The newest generations of Mollotoids have develeoped a thicker, more insulated exoskeleton in response to a few stimuli. The thicker chitin armor helps then move amoung the Landanemones with fewer worries, and protects them from the occasional exploding tree. The improved insulation it provies helps them survive more comfortably in the continuing heat wave.

    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 16-40 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 (5 point - +4 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 (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme 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.
    Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

    230 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 ]

  14. - Top - End - #164
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    El_Frenchie's Avatar

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    Aquahabito
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    Brain (13): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, Illusions) (5). Underwater architecture (4).
    Head (default)
    Neck (2): Retractable.
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (default)
    Digestive system (default)
    240 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 mind waves seem to grow more complex as they communicate. Some Aquahabito's seem to become increasingly able to manifest illusions to their own comrades. Often simple jokes, they cause no harm because of the solid network of their minds. On the contrary, they seem to sharpen Aquahabito senses.

    It seems however that they are able to perfect illusions to make them seem believable to a wider range of creatures. (Brains ≤4 and Brains ≥9 are unaffected. Affected: DC: 15)

    The Aquahabito hive becomes the main shelter from the terrible currents. They are however protected from the terrible heat and the storms above. Even better, the sudden tides often work to their advantage and they use them to scavenge new types of material from the flooded areas of the forest near the shore.

    The Aquahabito is now quite a complex creature. Its mind and underwater architecture likely to be unrivaled. All the tunnels of the hive are now using canalised currents from the sea to increase Aquahabito's movement speed around the nest. Around the hive, thick dense forests of kelp help them slow down the currents enough to be manageable.

    1 point in brains; Mind waves (Illusions)

    Aephids: When Aquahabito's are presented with the pelt of a Strirar, they seem to be confused. Lots of information flood into the Aephid brain. For now, they can't seem to understand each other. Some Aquahabito's bring Aephids some kelp and other underwater delicacies they particularly like.

    Spoiler
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    ((Before making them completely underwater-able, maybe you should spend a point on giving them appropriate limbs. I'm having trouble imagining your heavy chitin insects swimming))


    If any Aephid's seem to have trouble fighting the strong currents in the bay, Aquahabito's will help them back to the shore.
    A Revenant

  15. - Top - End - #165
    Ogre in the Playground
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    Default Re: Evolution

    1 point
    0+2 for every point in reproduction

    Several flaming rocks finally manage to crashland near the forest the flames that it caused and the mess it made in the water was immense. Now it seems like it is harder to breath.

  16. - Top - End - #166
    Ettin in the Playground
     
    Admiral Squish's Avatar

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    The muro, located so far from the forest are slightly less affected by the crash, though a small group of muro was dispatched by the collective to examine the landing site. Armed with their spears, they flew all the way to the crash site, examining the landing, holding their breath as they got closer.

    At home, the muro dug a tunnel to the sea, making sure to arc it so the water level wouldn't overflow and flood the city. They expanded the opening far beyond the needs of muro, so the aquahabito could get in. The tunel tapered away to muro-size, though, so this was ore of a meeting area than a acess tunnel. The rest of the muro were busy harvesting stone to line the city walls with. Seeing how well the wall had worked, they quickly brought up hunks of stone, lining the entire city with the hard material and sealing the cracks with wetted rock dust, a primitive sort of concrete.

    Spoiler
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    Brain- 12 (Civilization. Stone-lined cities, advanced intelligence, metalworking)
    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

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


    (I'm seconding frenchie's point on the swimming. It cost me three points to get where you did in one point, which I consider a bit unfair.)
    Last edited by Admiral Squish; 2008-03-13 at 01:24 PM.


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  17. - Top - End - #167
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    Nibleswick's Avatar

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    I'm not going to be able to post for the next couple of days, I'm getting my wisdom teeth out, gonna be drugged up to the eyeballs.
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  18. - Top - End - #168
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    Default Re: Evolution

    Tunnel Spiders

    The Tunnel Spiders regenreation and specialized internal chemisrty adapts very rapidly to the changes in the atmosphere. Their reduced needs for air and water allow them to go longer and survive off of less.

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    Population 242 - 6 packs of 30, 2 packs of 31

    A basic brain (4)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning), basic tools +1
    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, +1 Reduced biological needs (air/water)
    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 -
    30 pop: 8 to guard den/breed/raise young, 15 in packs of 5 or more hunting, 7 to 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.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  19. - Top - End - #169
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    Default Re: Evolution

    Rummaging through the brush for small, easy prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. 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 Mollotoids and the Landanemones have developed a symbiotic relationship. Packs of Mollotoids, tolerant of the neurotoxin, will transplant colonies of Landanemones to hunting grounds, and actively chase prey toward the area. Between the two species, a greater quantity of food is gathered.

    The newest generations of Mollotoids have developed finer manipulation tentacles at the end of each main tentacle, in response to their still-developing tool-usage.

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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 16-40 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 (5 point - +4 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 multi-tipped tentacles (4 points) Provide locomotion and a means to capture prey. Each tentacle ends in three smaller tentacles that have a much easier time with finer manipulation.
    Exoskeleton (4 points) Hard chitin covers its skin, providing significant protection and support. Hollow tubular construct makes it very strong and provides insulation from even extreme 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.
    Symbiotic Relationship (1 point) Landanemones and Mollotoids live in synergistic, delicious harmony.

    232 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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  20. - Top - End - #170
    Barbarian in the Playground
     
    El_Frenchie's Avatar

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    Map ((Will update it on next turn))
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    Aquahabito
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    Brain (14): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants) (2). Mind waves (Collective mind, Illusions) (5). Underwater architecture (5).
    Head (default)
    Neck (2): Retractable.
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (default)
    Digestive system (default)
    240 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.


    As the sudden tremor occurs, Aquahabito social life drops to a halt. Their minds probing themselves, none was directly hit. But seconds later, no, not even a second later, the water started to have large currents, far beyond what the Aquahabito had experienced so far. The Sea creatures attempt at finding a refuge in the hive, but its structure seem to tremble under the immense pressure.

    The Aquahabito's seem under a measure of panic. Panic from one mate is communicated to the other, and like ants, they seem to fire in all directions from the hive in an erratic manner, looking for something to save their underwater city. Nothing came up until one lone Aquahabito hovered around their common cemetery.

    Other Aquahabito's rushed. Taking the bones of their fallen comrades, they use them to pin the woven leaves that hold the bubble of air underwater. They sew together with smaller bones the leaves towards the top.

    Once the overall structure gets more stable, Aquahabito's then use the bigger bones in jaw formations to block the entrances. They manage getting those bones to stick together by weaving several layers of kelp around them. Then they use those jaw-doors to block the entrances to the hive.

    They waited until they felt no more tremors out in the water before coming out, occasionally sending patrols of Aquahabito to bring back Kelp.

    The Cemetery had quite a few more bones left, Aquahabito's realised that bones from bigger creatures could provide for excellent underwater architecture. But for the time being, being secure was the priority.

    1 point in brains. (Underwater architecture)
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  21. - Top - End - #171
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    Carrion_Humanoid's Avatar

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    ((Well, the Aephids are heavier, so they don't really swim. They really just kinda sink and walk on the floor.))

    The Aephids begin to breath harder, simply trying not to pass out and eating whatever they can find to survive. Some Aephids find their armor being lighter, which allows them to breath easier with.

    In the south however, the Water Aephids find themselves living well in cooperation with the Aquahabito. The gifts given to them are eaten quickly, as to not insult them. Though some do have a small problem with eating it. Under the water they feel very light, as if in a dream. They find their digging claws can be easily used as a paddle. They enjoy simply going in the water and fishing for small fish with their spears. They feel slightly out of place though, as their building material seems to be made from rocks and coral, not spew.
    Last edited by Carrion_Humanoid; 2008-03-14 at 03:04 PM.

  22. - Top - End - #172
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    Admiral Squish's Avatar

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    ((The locomotion doesn't matter so much, but I still had to take two points in lungs for water-breathing.
    Also, being heavy enough to sink in water and walking on the bottom would get you immediately mired in muck.))
    Last edited by Admiral Squish; 2008-03-13 at 06:11 PM.


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  23. - Top - End - #173
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    Carrion_Humanoid's Avatar

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    ((I changed it to we have air pockets in our Chitin.))

  24. - Top - End - #174
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    El_Frenchie's Avatar

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    Muros: The Aquahabito's appreciate the new tunnel. They camouflage the entrance with big new kelp plants. They then bring in a large group what seems to be bones.

    They show the Muros how they weave the kelp tightly in multiple layers around the bones to make a solid door. Aquahabito's warn the Muros that their bone is directly related to the hardness of their shells. It is strong. They'd like the Muros to ask the Aquahabito's for bones, however, as they look fairly uncomfortable at anyone else handling their remains.

    Aephids:
    In the souther however, the Water Aephids find themselves living well in cooperation with the Aephids.
    ((Did you mean Aquahabito?))

    OOC

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    Carrion_Humanoid:

    Previous post

    ((I changed it to we have air pockets in our Chitin.))
    Not sure how Emperor reacts to tweaking our previous points. If everyone starts doing that, it's going to be pretty messy. The idea itself isn't bad though. I'd tolerate that.

    Current Post

    The Aephids begin to breath harder, simply trying not to pass out and eating whatever they can find to survive. Some Aephids find their armor being lighter, which allows them to breath easier with.
    You're changing their morphology. Which should be one point.

    They feel slightly out of place though, as their building material seems to be made from rocks and coral, not spew.
    Building underwater is very different. Especially with the current weather conditions. If you want underwater architecture, you need to spend for it, as I did.
    Last edited by El_Frenchie; 2008-03-14 at 04:58 AM.
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  25. - Top - End - #175
    Orc in the Playground
     
    Carrion_Humanoid's Avatar

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    1. No, i wrote it first as a way to go under water. I realized it was a bad Idea before he said it.
    2. The breathing easier is simply becauseits less weight on their shoulders, not actually breathing easier.
    3. I know I need to spend points, im just saying they feel odd around you people buildings and such.

  26. - Top - End - #176
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    Nibleswick's Avatar

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    The Nosslin abandon their study of the earth, it has become too dangerous. they have decided to try and find refuge in the mountains to the north.
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    The Nosslin

    Brain (9 basic tool use, telepathy)
    Head (default)
    Neck (default)
    Reproductive system (1 sex based)
    Cardiovascular system (3 better lungs)
    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: 235
    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; 2008-03-15 at 02:02 AM.
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  27. - Top - End - #177
    Ogre in the Playground
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    Default Re: Evolution

    +10+5 for each point

    I'll let you all change one point this time because of the Aephids

    The air hasn't gotten any better but a large number of new species have came into being. Some are fire immune, some waterdwellers with powerful attacks, some creatures that can hide then attack with uncanny speed and many more.

  28. - Top - End - #178
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    ((Do we get one point this turn, or is just strategising through the new obstacles?))
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  29. - Top - End - #179
    Ogre in the Playground
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    1 point
    Oh yes, the heat wave has ended.

  30. - Top - End - #180
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    Greyen's Avatar

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    Tunnel Spiders

    The tunnel spiders begin building complex booby traps to protect their dens, and to capture prey. Pit traps, snapes, deadfalls, and other primitive traps of all sorts dot the landscape in their territories. They are marked out by the Tunnel Spiders by their keen sense of smell with specific phermonal scent markers.

    Many traps are baited with carrion to attract scavengers and possible competing carnivores.

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    Population 257 - 9 packs of 32, 1 packs o 33

    A basic brain (4)-Pack Tactical Hunting (Wolf pack/lion pack tactics) +1, basic thought (planning), basic tools +1, trap building +1
    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, +1 Reduced biological needs (air/water)
    The size of a Dog (+2)
    Carnivore (1)

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

    Each Den -
    32 pop: 8 to guard den/breed/raise young, 16 in packs of 5 or more hunting, 8 to 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.
    Last edited by Greyen; 2008-03-15 at 10:18 AM.
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