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Thread: Evolution

  1. - Top - End - #211
    Firbolg in the Playground
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    Default Re: Evolution

    ((But Muros are herbivores. They would have no use for that much meat, and no way to store it or trade it, indeed, nobody to trade it to. The Aephids eat meat. Give the corpses to them, have them claw off the meat and give back the bone. Butchery isn't a simple business to invent.))
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  2. - Top - End - #212
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    Carrion_Humanoid's Avatar

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    Default Re: Evolution

    The Aephids find their new populations growing larger, and they also thank Kr'Tkk for the ability to eat plants such as the nuts and fruits. In the north and south both clans find that if they keep growing foods in one place for a long time, the land stops being moist and ready to be used, so they grow it in different places every time, and leave it to be re-moistened.

    In the south, some Aephids are beginning to go north and kill the Plague and the creatures helping them for sport. Because of this, some Aephids are beginning to experiment with other types of tools.

  3. - Top - End - #213
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    El_Frenchie's Avatar

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    Default Re: Evolution

    Aephids: The Aquahabito bring you meat and salvage the bones as a trade-off.

    ((Thanks for the pointer, Squish, I thought Muros were omnivores.))
    A Revenant

  4. - Top - End - #214
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    Carrion_Humanoid's Avatar

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    Default Re: Evolution

    The Aephids gladly accepts the Aquahabito's gifts, enjoying the meat which is becoming more and more sparse because of the Land-Plague. They simply wonder what they do with the bones, and are Aggravated at their inability to speak with their Neighbors.

  5. - Top - End - #215
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    RedKnightGirl

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    Default Re: Evolution

    5+the number of additional points in reproduction% increase.
    1 point

    A new technological advanced race, has been using their technology to destroy habitats for their own selfish reasons.

  6. - Top - End - #216
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    Greyen's Avatar

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    Default Re: Evolution

    Tunnel Spiders

    The Tunnel Spiders begin using their written form of communication to begin designing more protected homes and finding ways to guard the habitat of their herd species. Intercommunication of the dens is common as new ways are found to do things and ideas prosper within the small dens. There is no competition between the dens as the world forces enough hardship to make them prosper.

    The new species of creatures are feared and hunted. More traps and ambushes happen of outsider species. the Tunnel Spiders collect the advanced technology to try to turn it to their own ends.

    After discovering that some of their herding species enjoyed eating fungus off the walls of the pens that they were kept in the Tunnel spiders begin creating huge underground fungus farms to feed their herds in times of danger when the herds cannot go above ground. The herds are also a source of many items for the tunnel spiders, in the form of bone and leather items.

    The intruders also begin forcing the Tunnels Spiders to begin digging deeper in the earth to build their dens.

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    Population 360 - 8 packs of 45

    A basic brain (8)-Written communication, tool use +1, Basic underground agriculture +1A 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 (4) +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 -
    45 pop: 11 to guard den/breed/raise young, 11 in packs of 5 or more hunting, 11 to expand/improve tunnel network, 12 to work the herd and fungi farms.

    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 and written words, 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. They herd and care for large amounts of docile/semidocile herbivorous species.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  7. - Top - End - #217
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    Carrion_Humanoid's Avatar

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    Default Re: Evolution

    The Aephids do take kindly to the race of land-destroyers, as they simply go in their wake and spew to add more land. If they meet these creatures, they will simply charge at them, using their throwing-claws(spears) to harm them then setting them aflame and goring them up close.

    In the south, they find the land-plague serve as a sort of barrier so they cannot be harmed by the new creatures. Many are happy now, as they can understand the Aquahabito Tongue.

  8. - Top - End - #218
    Firbolg in the Playground
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    The muros have advanced their mechanical creations at a remarkable rate. Machines of silver powered by steam work the farms, all the muros have to do is point them in the right direction. Through the study of thei own wings, and the wings of the other creatures, they developed flying machines, and through the combination of steam and spear, they developed new spear-launching tools. The technologies blend through the collective consciousness, and it's not long before spear-launching walkers patrol the muro's wall. Combat is too complicated for the machines to adapt to, for now, so each walker has a muro riding, the controls in-hand. As the technologically advanced race makes it's attempts on the peninsula, they're greeted with flying machines firing spears into them from above, and massive walkers that simply step on the ones who get too close, shrugging off savage attacks. The coordination of these defenses is impeccable, as even over great distances the muro can commune instantly, and consult one-another to spot gaps in their metaphorical armor.

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    Brain- 16 (Stone walls, advanced intelligence, metalworking, steam-powered machines, collective mind.)
    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

    304: A massive walled city on the peninsula's head.
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  9. - Top - End - #219
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    Default Re: Evolution

    In the wake of the new threat, the Mollotoids have, should their habitat be invaded, choosen to migrate away, carrying the Landanemones on their chitin armor. The larger of the species does well with task, and a peculiar thing occurs. The Landanemones attached to the chitin bodies of the Mollotoids do well. Mobile colonies comprised of Landanemones attached to herds of Mollotoids make their way across the land. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. The newest generation of Mollotoids are even larger, able to carry several Landanemones at once.

    (( Waiting for Benejeseret's approval ))

    Usually standing around ten feet tall, but able to elevate themselves to a full height of over fourteen feet when fully extending their eleven-foot tentacles, the creature weighs, on average, 390 to 440 pounds.

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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 20-50 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.
    Horse-sized (3 points - +1 above default) Seabiscuit.
    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.

    325 Mollotoids.

    Rummaging through the brush for prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. 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.
    Last edited by Quixotico; 2008-03-23 at 02:20 AM.
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  10. - Top - End - #220
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    Benejeseret's Avatar

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    Default Re: Evolution

    Landanemones
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    [population 582 (colonies of 154, 163, 160, 105 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, ranged neurotoxin delivery 2 (10 feet) , methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1, Neural Co-ordination 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]


    The land-plague has found legs. Now almost 1/5th of all Landanemones exists as motile colonies populating the shells of the Mollotoids. The remaining masses of interconnected corals (447 individuals) continues to thrive in sheets of calcified clonal colonies. The stationary masses continue to treat any aggressors as prey, covering them with spore-ball neurotoxins. If directly damaged, one section of the colony retreats into the calcified shells and sends its resources out to the remainder of the colony as a defense mechanism through the hyphael network.

    The masses covering the Mollotoids have taken to extending Hyphael neural networks into the Mollotoid body, connecting the host neural system to their own.

    ((Thus, the Landanemones gain the ability to partially use Mollotoid sight while aiming ranged spore-balls, and the Mollotoids gain access to the tremor-sense stimulus recorded by Landanemone hyphae.))

  11. - Top - End - #221
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    El_Frenchie's Avatar

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    Default Re: Evolution

    Map: ((Will make a new map soon when I know what happens to our environment from the meddling civi))
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    Aquahabito
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    Brain (18): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants, kelp farms) (3). Mind waves (Collective mind, Illusions, Mind rape) (8). Underwater architecture (5).
    Head (default)
    Neck (2): Retractable.
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (default)
    Digestive system (default)
    332 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 are originally a peaceful race. However, after the few incidents against their habitat, the Aquahabito's lose patience. Their new ways of killing has made them grow more confident in their abilities. They amass in extremely large groups, using illusions around as they move to conceal themselves. If they find one of those destroyers next to the shores or underwater, the Aquahabito will use great woven kelp to trap them, dragging them lower underwater before effectively using their brain waves to kill them. If they're not already dead by going underwater, that is.

    Muros: The Aquahabito's that reside near your habitat are providing defence by turning your units invisible. (Effectively, they're invisible only to the target influenced by the illusions) This leads to your units suddenly disappearing, flickering back into view much closer, generally providing evasion, cover and surprise.

    1 point in brains. (Mind Rape!)
    Last edited by El_Frenchie; 2008-03-23 at 05:07 PM.
    A Revenant

  12. - Top - End - #222
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    RedKnightGirl

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    Default Re: Evolution

    The groups are all killed by the creatures, but not before destroying most of the forest.

    5 + reproduction points% increase

    Food is getting very rare for all apart from the landanemones. It is also getting colder with snow on the floor making it harder to move.

    1 point.

  13. - Top - End - #223
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    Tunnel Spiders

    The tunnel spiders are not much affected by the cold or the harsh terrain. Their domesticated herds are though. Areas are cleared for their feeding and more intense fungal agriculture is nutured. The herd animals are carefully bred for resistance to weather and resilience, as well as docility and greater fungal feeding capabilities. Many of these animals are put to use working pumps and fungus farming deep below the earth. Aquaculture is beginning as blind cave fish and crustaceans are grown as food.

    Through careful use of the ice and snow, and the creation of cold rooms food is preserved against famine. The tunnel spiders begin merging dens as their greater more complex lifestyles require job specilaization in their communities.

    The deeper one gets when exploring the tunnel the more complex and reinforced they get. Doors and reinforced corridors. Complex living areas with running water and individual sleeping areas. The small city complex that has grown below the lands surronding the river is now very well fortified and hidden.

    Emmissaries are sent to the local intelligent species, the Tunnel spiders looking to trade products and knowledge once communication is peacefully established. (Anyone looking for another allied species?)

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    Population 381 - 1 wide spread communal city/complex.
    A brain (9)-Written communication, tool use +2, underground agriculture +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 (4) +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 -
    45 pop: 11 to guard den/breed/raise young, 11 in packs of 5 or more hunting, 11 to expand/improve tunnel network, 12 to work the herd and fungi farms.

    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 and written words, 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. They herd and care for large amounts of docile/semidocile herbivorous species.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  14. - Top - End - #224
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    El_Frenchie's Avatar

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    Default Re: Evolution

    New Map:

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    ((Sorry about the delay for the map. Will post soon.))
    A Revenant

  15. - Top - End - #225
    Firbolg in the Playground
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    Default Re: Evolution

    As the snow comes down, the muros harvest the last of their crops, and take them underground. They close off their wall, and put their machines to rest. Then, another chamber was dug and lined with the stone-powder mix. The food stores were gathered, and a massive quantity of fuel for a fire was prepared in the chamber. The muro crawled underground, and began to sleep cuddled against one another, for hours, days at a time. Waking as one, they ate and made fires for warmth, during the little time they were awake before drifting off again. Hibernation season again. Their brains continued to advance and grow still more complex even during sleep.

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    Brain- 17 (Stone walls, advanced intelligence, metalworking, steam-powered machines, technological weaponry, collective mind.)
    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

    319: A massive walled city on the peninsula's head.
    Last edited by Admiral Squish; 2008-03-24 at 09:48 AM.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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  16. - Top - End - #226
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    Default Re: Evolution

    The newest generation of Mollotoids have developed the ability to consume and digest most plant matter, likely is response to the limited food supplies suddenly pressed upon them. The union between Landanemone and Mollotoid has become permanent, and to great effect for the purposes of hunting.

    With their native forests scorched, the several herds have migrated to the surrounding areas, adapting as they can. The impact of the snow does little to affect the Mollotoids other than the scarceness of food.

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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 40-60 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.
    Horse-sized (3 points - +1 above default) Mr. Ed.
    Omnivore (3 points - +2 above default) Eats both meat and 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.

    345 Mollotoids.

    Rummaging through the brush for prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. 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. Standing about ten feet tall, but able to elevate themselves to a full height of over fourteen feet when fully extending their eleven-foot tentacles, the creature weighs, on average, 390 to 440 pounds. 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, are host to colonies of Landanemones firmly attached to the chitin exoskeleton of the body. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. Between the two species, a greater quantity of food is gathered.
    Last edited by Quixotico; 2008-03-24 at 02:42 PM.
    Characters [ Krad | Tinn ]

  17. - Top - End - #227
    Dwarf in the Playground
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    Default Re: Evolution

    The Greeners react to the new threats as they have always reacted to threates. They hide, and eat what they can. With some swarms of greeners riding on the backs of Grox, and others hiding in dead trees amidst frozen landscapes, the Greeners camoflauge has become akin to that of a chameleon. Though they can't mimick complex patterns, they dull colors of winter, or the browns of a grox's back are fairly simple. The Greeners also take to chewing on whatever plant matter they can find, resorting to stripping the bark off of trees, and the consumption of broken twigs when green leaves arn't available. For want of heat more and more Greeners are moving to Grox's backs, as they seem one of the best sources of heat that does not want to eat them.

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    17 Points Total
    Population 84
    Brain 2
    head (basic)
    neck (basic)
    torso (basic)
    Reproduction (basic
    The size of a cat(if cats had wings)
    Grasping legs (mostly for treetops, and branches)
    Herbivore
    Digestion: 2 Harder plants
    Heart 3
    Wings 3
    Senses: Thermal Vision 2
    Special: Photosynthesis 3
    Camouflage 3: Plant and non-plant colors, at relatively rapid speed.
    Faster than a speeding wombat, more agile than a drunken Giraffe, able to leap off tall buildings in a single bound, it's PANTSMAN!!

  18. - Top - End - #228
    Barbarian in the Playground
     
    Benejeseret's Avatar

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    Default Re: Evolution

    Landanemones
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    [population 698 (colonies of 170, 163, 160, 205 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, ranged neurotoxin delivery 3 (20 feet) , methane-sac 1, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1, Neural Co-ordination 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]


    With the motility of the Mollotoids to rely upon, the landanemones quickly spread across the ruined forest spewing sporeballs farther and farther afield.

    They use the warmth of the Mollotoids (or prey they are growing on) to fuel their growth in the cooler nights, and in turn warm the mollotoids in a thick layers of high metabolism landanemones.

  19. - Top - End - #229
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    Default Re: Evolution

    With these new days of cold and the rather kind new species, most Aephids dig deeper and spew wider across the new plains. They try to keep it to the edge, just enough to connect the two colonies and they dig but 5 feet lower than the spew in a tunnel to connect the two cities. Some Aephids begin farming fungi in open caverns they make for food as last resort foods. Some Aephids talk of attacking the Land-Plague full on, but the Clan Leaders say that would kill many.

  20. - Top - End - #230
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    Default Re: Evolution

    New Map:
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    Aquahabito
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    Brain (19): Understanding of life/death, reasoning (Collective cemetery) (1). Aquaculture (spacing plants, fertilizing plants, kelp farms) (3). Mind waves (Collective mind, Illusions, Mind rape) (8). Underwater architecture (6).
    Head (default)
    Neck (2): Retractable.
    Torso (default)
    Reproductive organs (default)
    Heart/lungs (default)
    Digestive system (default)
    349 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 Aquahabito grow, kelp expands almost everywhere in their surroundings. A very biodiversity arises, generally sea urchins, sea horses and fish abound and feed inside the giant kelp forests. The creatures that are beneficial, the Aquahabito's help them and feed them to keep the Kelp forests healthy.

    Predators are killed for bones, as usual, and the diversity of their bones stock grows. It grow so much that the Aquahabito decide to use them as pikes in the defense of the hive. Soon, the Aquahabito nest looks like a sea urchin: Bones protruding outwards from its bulk.

    While they accomplish new architectural features with bones, the Aquahabito also starts to learn from the Muros that an essential power source such as fire cannot be sustained underwater. This seems to be the new challenge for Aquahabito's. How to bring fire underwater?

    Muros: The Aquahabito's near your settlement continue growing kelp forests near you. Trading you the food for either knowledge concerning fire, or some silver-metal.

    1 point in brains. (Underwater Architecture)
    A Revenant

  21. - Top - End - #231
    Ogre in the Playground
     
    RedKnightGirl

    Join Date
    Jun 2006
    Location
    Not in Trogland

    Default Re: Evolution

    5 + reproduction points% increase

    It is also getting colder with snow on the floor making it harder to move. The top layer of all the water is turning into ice.

    1 point
    Last edited by Emperor Demonking; 2008-03-26 at 05:19 AM.

  22. - Top - End - #232
    Bugbear in the Playground
     
    Greyen's Avatar

    Join Date
    Feb 2006
    Location
    Missouri
    Gender
    Male

    Default Re: Evolution

    Tunnel Spiders

    The Tunnel Spiders begin felling trees and building up a stock pile of wood and fuel for heating the tunnels and pens of the herd animals. THey also begin building reinforcements for their tunnels and other underground structures. Many trees are simply chopped down and rolled into impromptu tunnels that are collapsed behind them after use. Wood carving and stone carving is becoming a pastime and specialized skill for the Tunnel Spiders as they advance. Pottery and weaving are also emerging into their handiworks. Resins are dyes are being developed for art, waterproofing and other uses.

    The Tunnel Spiders make peaceful contact with the Aquahibito trying to initiate trade relations with the mysterious underwater species. Communication is difficult at first but written communication eases things greatly after a time. Due to the encroaching ice the they build a special tunneel and pool to be able to safely and warmly meet with the Aquahibito.

    Spoiler
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    Population 404 - 1 wide spread communal city/complex.
    A brain (10)- Written communication, tool use +3, underground agriculture +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 (4) +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

    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 and written words, 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. They herd and care for large amounts of docile/semidocile herbivorous species.
    Last edited by Greyen; 2008-03-26 at 05:41 AM.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  23. - Top - End - #233
    Orc in the Playground
     
    Quixotico's Avatar

    Join Date
    Feb 2008
    Location
    Chicagoland Area
    Gender
    Male

    Default Re: Evolution

    The newest generation of Mollotoids have retained what was once an uncommon genetic mutation. Now the occurance of four tentacles is a very common sight, with a few three-tentacled individuals left and the occasional five-legged Mollotoid. The extra limb makes travelling the deep snow and slick ice easier, and hunting easier, too.

    With their native forests scorched, the several herds have migrated to the surrounding areas, adapting as they can. The bitter cold doesn't seem to affect the Mollotoids much. Their insulated exoskeleton and hearty health is very effective.
    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 40-60 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.
    Horse-sized (3 points - +1 above default) Mr. Ed.
    Omnivore (3 points - +2 above default) Eats both meat and plants.
    Four multi-tipped tentacles (5 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.

    366 Mollotoids.

    Rummaging through the brush for prey and delicious greens, Mollotoids use simple sticks and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. 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. Standing about ten feet tall, but able to elevate themselves to a full height of over fourteen feet when fully extending their eleven-foot tentacles, the creature weighs, on average, 415 to 470 pounds. Oddly shaped, though tough, they occasionally throw themselves into a 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, are host to colonies of Landanemones firmly attached to the chitin exoskeleton of the body. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. Between the two species, a greater quantity of food is gathered.
    Characters [ Krad | Tinn ]

  24. - Top - End - #234
    Barbarian in the Playground
     
    Benejeseret's Avatar

    Join Date
    Apr 2007

    Default Re: Evolution

    Landanemones

    Spoiler
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    [population 837 (colonies of 189, 173, 170, 305 (mollotoid transplants)), total points into: reproduction 4, Digestion 5, neurotoxin 3, ranged neurotoxin delivery 3 (20 feet) , methane-sac 2, Connected Hyphae 2, tremor-sense 2, neural network 1, Renal Filtering 1, Chemokine Attractants 2, Calcified Coral 1, Symbiosis Mollotoids 1, Neural Co-ordination 1 (Landanemones and Mollotoids live in synergistic, delicious harmony - Quixotico), rest default]


    With numerous generation being raised on the motile masses atop mollotoid backs, the thickening colonies begin to take on significant mass. In response, Landanemone evolution selects for those with a lighter load. Rather than shrink, evolution follows whatever path works and if this case those Landanemones with more advanced Methane-Sac systems capable of creating buoyant lift are selected. These colonies use complex tubes and pouches throughout the hyphae net to create hot-air-balloon lift, greatly reducing the stain and mass of the Mollotoids. So much so that the Mollotoids can now move faster without the weight of even their shell holding them down.

    The process of inflating these sacs uses exothermic decomposition reactions that provides heat to the entire system.

  25. - Top - End - #235
    Orc in the Playground
     
    Carrion_Humanoid's Avatar

    Join Date
    Nov 2005
    Location
    A house
    Gender
    Male

    Default Re: Evolution

    For water, both colonies find that it is easiest to simply spray their fire at the water and drink what was melted, in the problem of snow, most colonies are not bothered by the snow except what makes it into the holes. What does make it in melts quickly and pools at the bottom caverns. To stop this, some Aephids find it easy to take live, thin wood and bend it over the hole from one point, and cover it in spew to hold it, making a cover.

    Underground, both colonies are connected by one large tunnel, which they prop up with large logs and trees and cover with spew to stop the collapses. Some Aephids are beginning to make a small bump on the ground so water must fill over the bump to continue. Both colonies are now getting larger and start to expand into the area where the new Species destroyed without developing above land.

    Among this, Aephids are hoarding fungi in rooms to grow in, where they throw in rotted meat and plant for them to decompose for the fungi. They eat the fungi that get large easily, as they digest most the poisons in the food.

  26. - Top - End - #236
    Ogre in the Playground
     
    RedKnightGirl

    Join Date
    Jun 2006
    Location
    Not in Trogland

    Default Re: Evolution

    The world seems to have got into balence, their are no disasters but it does seem like their are more mutations.

    3 points.
    No extra population.

  27. - Top - End - #237
    Bugbear in the Playground
     
    Greyen's Avatar

    Join Date
    Feb 2006
    Location
    Missouri
    Gender
    Male

    Default Re: Evolution

    Tunnel Spiders

    The Tunnel spiders continue to perfect their tools and even begin eating new foods. Slowly they advance toward ceramics and omnivorousness. Their subbterrain city is fortified and strengthend. Plants and trees are harvested from above and brought down into the depths as needed.

    Tree saps and other plant or mineral based chemicals are being mixed and strengthened for many uses, from medicinal to contruction. The underground city is a riot of colors, textures and smells. Ceramics is a primary form of art and construction. Sealed jars of seed, food, water, glues, paints, etc are all being stored in huge granaries that are proof against the variances of weather and humidity.

    Trade and communication with the Aquahibito continues. Many of the ceramics and sealed (water and air tight conatainers) of dry goods being favored by Tunnel Spiders for trade. Herbs and other goods are all traded with the watery species. The two species can more easily understand each other with time and practice. The communal trade area is expanded and fortified by the Tunnel Spiders to ease relations and trade.

    They also begin an above ground Colliseum like structure near the edge of the water in the area shared by many species. All species are invited to assist in construction. This will be a future meeting and trading space.

    Spoiler
    Show

    Population 404 - 1 wide spread communal city/complex.
    A brain (12)- Written communication, tool use +4, underground agriculture +1, medicinal herbalism/chemistry+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 (4) +1 Cardio endurance, +1 internal anti freeze, +1 Reduced biological needs (air/water)
    The size of a Dog (+2)
    Carnivore (2) - Fungal foods +1

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

    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 and written words, 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. They herd and care for large amounts of docile/semidocile herbivorous species.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  28. - Top - End - #238
    Orc in the Playground
     
    Quixotico's Avatar

    Join Date
    Feb 2008
    Location
    Chicagoland Area
    Gender
    Male

    Default Re: Evolution

    The newest generation of Mollotoids have kept the even rarer trait of five tentacles. With the added stability, support, and manipulation, they are able to move quicker, support the weight of the Landanemone colonies with ease, and interact with their surroundings without sacrificing stability. This had led to increased brain function, and tool usage has increased in frequency. The beginnings of a language have begun with what sounds like different clicks and rasps. Their size has increased yet again, this time skyrocketing so that they stand about 22 feet (6.7 meters) tall, but are able to elevate themselves to a full height of over 30 feet (9.2 meters) when fully extending their 27-foot (8.2-meter) tentacles, and weigh, on average, three to four tons. (2700-3600 kg)

    With their native forests scorched, the several herds have migrated to the surrounding areas, adapting as they can. The bitter cold doesn't seem to affect the Mollotoids much. Their insulated exoskeleton and hearty health is very effective.
    Spoiler
    Show
    Mollotoid

    A brain (5 points, +4 above default) The Mollotoid is a social creature, hunting, foraging, and living in small packs of 50-65 members. They have a good memory, and use objects as tools. A very basic spoken language has begun to take form.
    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.
    Orca-sized (4 points - +3 above default) Shamu.
    Omnivore (3 points - +2 above default) Eats both meat and plants.
    Five multi-tipped tentacles (6 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.

    366 Mollotoids.

    Rummaging through the brush for prey and delicious greens, Mollotoids use sticks, vines and rocks as tools for digging up delectable roots and crushing the shells of potential prey. Their multi-tipped tentacles allow them to manipulate these tools with greater precision. Packs of Mollotoids dot the landscape if one keeps an eye out for them, and their rudamentry language carries a good distance. Their colors range from mottled tan to a almost-black brown, with orange flecks in their chitin. Standing about 22 feet (6.7 meters), but able to elevate themselves to a full height of over 30 feet (9.2 meters) when fully extending their 27-foot (8.2-meter) tentacles, the creature weighs, on average, three to four tons. (2700-3600 kg) Oddly shaped, though tough, they occasionally throw themselves into a surprising lunge after potential food.

    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. 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. 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, are host to colonies of Landanemones firmly attached to the chitin exoskeleton of the body. With the chemokine attractants and the ranged neurotoxins, the combined species cooperate very well. Between the two species, a greater quantity of food is gathered.
    Characters [ Krad | Tinn ]

  29. - Top - End - #239
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male2Female

    Default Re: Evolution

    Still largely asleep through the cold days, the muros dream collectively. Over and over again in their minds they refine their technology, developing new designs, new ways to squeeze power out of their devices, new ways to power them, and challenging old standards. They don't spend enough time awake to move on them, but the collective memory holds the designs perfectly as they slumber.

    Spoiler
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    Brain- 21 (Stone city, Collective mind, Electricity, Basic Programming, Machines, Technological Weaponry.)
    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

    350: A massive walled city on the peninsula's head.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
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  30. - Top - End - #240
    Barbarian in the Playground
     
    El_Frenchie's Avatar

    Join Date
    Aug 2007
    Location
    Sydney, Australia
    Gender
    Male

    Default Re: Evolution

    ((I'm sorry to announce, but I'm currently short on time to get posts up. That and a lack of motivation. I'm going to have to drop out of here, it's been real fun, guys ))
    A Revenant

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