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Author Topic: Evolution Game 2 IC  (Read 5678 times)

flazeo25

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Re: Evolution Game 2 IC
« Reply #60 on: April 20, 2017, 10:56:57 am »

Having grown towards great numbers the Noverians now needed to further develop.

Spend 1 EP to evolve primitive heat sensitive vision into eyes, spend 2 EP to develop body to produce 10 even tentacles.
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kilakan

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Re: Evolution Game 2 IC
« Reply #61 on: April 20, 2017, 11:26:49 am »

As the chitter with the best perceptions manage to find food, the evolutionary trend continues in that direction for the time being.
Evolve yet better sight (1 EP), that combined with our armored faces, slightly faster than normal swimming capabilities and carrier-style way of reproduction should hopefully prove sufficient for the time being.
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Leonardo8

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Re: Evolution Game 2 IC
« Reply #62 on: April 20, 2017, 01:44:13 pm »

Spend 1 ep to improve mobility by perfecting the fin' shape to make it more hydrodynamic.
« Last Edit: April 20, 2017, 02:18:42 pm by Leonardo8 »
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Puppyguard

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Re: Evolution Game 2 IC
« Reply #63 on: April 20, 2017, 04:35:53 pm »

Everything was still blurry for the klarnn, but that would soon change.
The Klarnn evolve somewhat better eyesight for 1 ep.
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Detoxicated

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Re: Evolution Game 2 IC
« Reply #64 on: April 20, 2017, 05:25:54 pm »

Due to increasing numbers of volatile predators in their previous living space the Tacleus have migrated into the deep sea to partake in the competition of life there.
Quickly they adapted by growing more musculous in their tentacles.
The Tacleus grow more muscular tentacles for 1 ep
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vishdafish

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Re: Evolution Game 2 IC
« Reply #65 on: April 21, 2017, 05:48:49 pm »

The Neophids' pincers grows and become sharper, allowing them to defend themselves against the armoured worms.

Spend 2 EP on pincer upgrade.
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Roboson

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Re: Evolution Game 2 IC
« Reply #66 on: April 21, 2017, 08:42:23 pm »

Shallow Sea:

Event: Blue algae and shallow water cubecrabs are now extinct.


Noverian: After a very long period where your species did not evolve, it finally leaped forward. Its heat sensitive cells developed even further, allowing it to view the world as if through a thermal imaging device. Furthermore, the Noverain developed ten tentacles along its body, increasing mobility. These evolutions likely came about due to the impending klarnn threat in the area. Equipped with thermal vision and tentacles, the noverian were much more able to avoid predation. For the first time they can see the world in definition. They can see towering plantlike growths, they can see the klarnn hunting for food, they can see the hot nasone under the cool sand. The world is much more interesting now that you can really see it.  Population grows to 62.

Moplural:Your species now lives communally with the neophids, as the result of two driving evolutionary forces: hiding and food. Those that found food, but didn't hide died. Those that didn't find food and did hide, died. Only those that found the one place that was safe and had food survived. That place was in neophid tunnels. Your species does no evolving during this period. Population only slightly drops, falling to 1984 as those still living in rocks passed away.

Neophid: The neophids pincers grew larger and sharper, becoming pointed on the end. This gave them a tool to help them against the much larger armored worms. And while actually killing one of these worms may be out of the question for the Neophid, those sharp pincers will definitely make those worms think twice. The Neophid's little sand tunnels were safe havens from the outside world, and a small shrimplike species noticed this and took up residence in them. Your population grows to 488.

Klarnn: The Klarrn's eyesight continues to develop. They are begging to see the world in some definition, able to make out blurry shapes of the world around them. Color is now also visible and they can see the blues of the waters, the (new) whiteness of the rocks, the red of the rare plants, and the varying shades of prey species. Now your species's intelligence can begin to develop. The Klarnns begin to understand that some food likes basking in the sun, and other food likes hiding under the ground. And somethings are not food, like the strange tall things that have begun growing in the area, and the small wineglass shaped things near the rocks. All and all there's less food around and your Population drops to 33 where it seems to stabilize.

Microsis exertialum: Your species switches over devouring sea grass, which grows in large patches on the seafloor. Being as small as your species is, it is only by pure chance that individuals get swept into patch of seagrass. There your species sucks the insides out of the plant, leaving a pale empty husk. Your population drops to 164,379 as the food source is much further apart than it once was, which makes finding it almost entirely chance. Still, only the Klarn can eat you, and it looks as if they've gone back to hunting larger prey.

Nasone: The blind nasone have really specialized. Not only are they the only creature to utilize smell, but they are also the strongest swimmers in the shallow ocean. Eras of evolution have led them to become very strong swimmers with very powerful sniffers. Your species now has no trouble moving back and forth between the various sea grass prairies, and no predators are able to keep up with your species. Plus, your also able to locate the smell of those tasty fruit plants which have appeared in this area after the algae died off. However, something is eating your species. It must be an ambush predator or something , and whats worse, it doesn't seem to give off much or any smell. Population grows to 289.

Mychords: During this era the blind mychords method of communication becomes more complex than what it had been in eras past. Now they are capable of communicating whether something is predator or prey, but also have distinct chemical signatures for each kind. This allows them greater communication than other species, and they're the first to really have any sort of community action. The mychords are being preyed upon by the klarnn and while their pheromones help warn others of the impending threat, its always too late for the individual who discovered it. Population grows to 29. (Last time I accidentally put this in the deep sea category, they're supposed to be shallow).



Deep Sea

Brot worm: The brot worms life comfortably during this area. Now they're more akin to underwater millipedes than their ancestors were. They're fairly fast, and only one or two species can catch a fleeing brot. Their antennae help them find warm food and avoid predators, but the dangerous tentacles that occasionally ensnare them are incredibly difficult to see. Population grows to 51, where it seems to have stabilized.

Glivin: The Glivins finally sit comfortably after they made a large evolutionary leap. Predation has decreased to almost nothing, and your species can control its biolumanescence at will. Not that it can see that of course, its still blind. All and all, there is little to worry about. Finding food is alright, and there's enough for your species to get by on, but some advances on locating food may be useful. Population grows to 21. 2 EP.

Stubbornians: Your now photophobic species does not evolve during this period. Little goes on in the deep ocean as far as your species knows. Population grows to 91. It seems that your predator only eats you when its truly desperate. Your species runs into something unusual anchored to a rock outcropping, but are unable to determine what it is. Tentacles got tangled in things like this occasionally, but it doesn't seem dangerous.

Goobloids: The goobloids photosynsitive eyes grow sharper and more powerful. Now they are capable of picking out shapes and colors beyond the rudimentary level. This gives them the strongest eyes in the deep ocean. Now they can differentiate goobloids from other light signatures and can see light signatures from great distances. Unfortunately, its quite dark down here and anything that doesn't glow is almost impossible to see. However any large corpses are bound to attract many glowing scavengers, and the goobloids spot those. Population grows to 552.

Tacleus: The Taecleus arrive from a distant region, where they were driven away by terrible predators. Now they find themselves in the deep ocean. These creatures are 3 inches long by 1 inches wide and have four tentacles around a raspy mouth. They find that this region has a fair amount of food, but definitely no overwhelming bounty. Small flecks of organic matter, and the tiny crabs that eat them are your main sources of food. As time passes your species tentacles grow stronger and more capable of catching the quick fleeing crabs which scurry through the dark. It seems at least two creatures have discoved you to be tasty as well. Population grows to 72.



Open Ocean:

Chitter: Chitter eyesight improves yet again. It is now fully fledged vision capable of seeing fairly long distances with good acuity. Finally the world around you is entirely clear to your species. (Relatively) gargantuan creatures are all around you. There is a species of giant sea salamander that seems to travel great distances. It swims with powerful strokes and, while not quick like small fish, it can accelerate to great speeds. There are creatures which look similar to large transparent shag carpets. They're square, covered in tiny stinging tentacles, and move with an undulating motion. There are also schools of small shiny tubes. Your species has no idea what to make of them, except that they're smaller than you and travel in swarms of several hundred. And that they're edible. Plant life is scarce, only the occasional red plant that drifts out from the shallows. Most chitters go their entire life without seeing one. Finally there is the bane of your existence, the Vespe. This horrifying creature is the only predator small enough to be interested out here (as the aforementioned predators are measured in feet and yards while you are measured in inches). This creature is about 2-3 feet long, has a long slender neck, has large pointed ears, and sharp spindly teeth. It opens and closes its mouth for some reason. A terrifying predator.  Population grows to 27.
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Mardent23

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Re: Evolution Game 2 IC
« Reply #67 on: April 21, 2017, 08:54:55 pm »

Evolve     Border Marking, for 1 EP  Now, the  Mychords, using the brave sacrifices of those who discover  their foes, create passive,  long lasting "scent borders", marking common  areas of predator activity. This results in  an unintentional symbiotic relationship with  the Nasone  as their sensitie smell enables them to detect  the thickest of  borders, but  as the Mychords developed further, these new partners  led to interesting new changes.
« Last Edit: April 21, 2017, 09:40:59 pm by Mardent23 »
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Puppyguard

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Re: Evolution Game 2 IC
« Reply #68 on: April 21, 2017, 09:15:24 pm »

The Klarnn begin to become more intelligent from watching their environment.
The Klarnn evolve somewhat larger brains for 1 ep.
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Shadowclaw777

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Re: Evolution Game 2 IC
« Reply #69 on: April 21, 2017, 09:19:07 pm »

((Glowslugs hate this adaption!))
The Stubbornians for generations have always been afraid of the light, all creatures that have any amount of bioluminescence on them are toxic and deadly when digested. This tragedy will stand no longer for the Stubbornians. The Stubbornians have developed a new process within their cells throughout the tentacles and the bell, it is the Toxic Dissolution process. When a dangerous poison or toxic is encountered within the Stubbornians body, they react by having their cells splitting the dangerous toxins into a more simplified form until the toxin has become a bunch of basic elements that can do no harm to the species. this adaption has been implemented after generation of dealing with these resilient prey who don't want to eaten, also the Stubbornians want to expand their food supply.
Adapt a degree of General Toxin Dissolution, than have my species be a little more courageous when exploring spots of light and bioluminescence, for 2 EP
« Last Edit: April 22, 2017, 02:39:37 am by Shadowclaw777 »
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Detoxicated

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Re: Evolution Game 2 IC
« Reply #70 on: April 21, 2017, 10:58:14 pm »

The tacleus go on as usual.  Over the time some of them are hunted by predators, so in a response the tacleus begin growing a form of hearing sense to respond to the enemies attacks more quickly.
evolve a hearing sense 1ep
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kilakan

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Re: Evolution Game 2 IC
« Reply #71 on: April 21, 2017, 11:11:10 pm »

save EP
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thatroleplayerGal

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Re: Evolution Game 2 IC
« Reply #72 on: April 21, 2017, 11:38:49 pm »

Brot worm: The brot worms life comfortably during this area. Now they're more akin to underwater millipedes than their ancestors were.
(Yes! I'm glad you see where I'm going with this!)
The brot worms continue to live in waiting. No selection pressure is upon them, and thus, they can comfortably survive.

Save 1EP for later. Don't worry, I'm planning something...  ;D
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crazyabe

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Re: Evolution Game 2 IC
« Reply #73 on: April 22, 2017, 12:06:54 am »

Evolve Slightly Stronger acid, WE SHALL NO LONGER BE SIMPLE PREY TO THOSE WHOM ARE RESISTANT TO OUR Acid.
« Last Edit: April 22, 2017, 02:08:35 am by crazyabe »
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NUKE9.13

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Re: Evolution Game 2 IC
« Reply #74 on: April 22, 2017, 01:50:10 am »

Moplurals just keep on doing their thing.

Save EP
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