Turn 1Each of you take turns abducting animals, after scanning the ocean deep for your darling sea creature of choice. Once the alien specimens are on board, you do some quick genetic sequencing, splice in a few features the make them move on land, and send a few members back to the population with their reproductive organs full of a payload of custom genes. With a flick of the time dilator, you can watch new members of your chosen species mature and move on shore looking for food and safety from the crowded oceans, just in time for brunch.
Add feature: Mud burrow construction
Creature Name: Plorks
Money: ♍︎3
Description: Fat beige slugs.
Population: 1
Size: 1
Intellect: 1
Features:
Herbivore
Skin
Limbs: 2 Fins (-1 Calories)
Air-Breathing Gills: Not very effective, but can breath air or water. Start with this trait.
Amphibious: Can spend a lot of time in water, but needs to keep wet. Start with this trait.
Climate: Cold
Calorie Requirement: 2
The Plork is fat, and slow, and slimes on the shores.
Behavior: Mud Burrow Construction
With your modifications, the Plork digs a burrow which it hides in when it senses danger. Assuming, of course, it's near the burrow, it is safe from larger predators. The Plork has extremely simplistic intelligence, so while it can dig burrows in the sandy beaches it doesn't make very strategic use of them. Fortunately, it's a good enough defense against the Xelqu to prevent population loss. As an amphibious herbivore, it grazes mostly on seaweed. It gathers only 5 food, which is not a lot, but is enough for such a simplistic creature.
Creature Name:: Scarlets
Money:[/b] ♍︎3
Description: it looks like a segmented Mosquito without the wings, it has a proboscis
Population:1
Size: 1 (1kg)
Intellect: 1
Features:
Omnivore
Shells
Limbs: Six Arthropod Legs (+1 Calories)
Air-Breathing Gills: Not very effective, but can breath air or water. Start with this trait.
Amphibious: Can spend a lot of time in water, but needs to keep wet. Start with this trait.
Climate: Hot
Calorie Requirement: 5
Develop the proboscis, and allow the Scarlets to become hematophages and be able to drink blood from other creatures.
The Scarlet skitters onto hot, sandy shores.
Proboscis: The Scarlet's proboscis allows it to suck blood from other creatures.
As an omnivore, the Proboscis is a fairly specialized eating tool. It's not really capable of eating seaweed, grass, or anything else that requires chewing. There are large, tough nuts with milky innards on the shore, but the Scarlet cannot penetrate them. It can suck the blood of other creatures, but only if they are incapacitated or much larger than itself for its sucking to go ignored. The largest sea creatures tend to be swimmers not easily reached by the crawling Scarlet. It gathers only 5 food.
Adaptations: A strong sense of smell
A strong, adaptable digestive system able to squeeze nutrients out of rotting organical matter without falling ill.
Name: Verderame
Money: ♍︎3
Description:A burly iguana-like animal, moving on sturdy scaly tentacles
Population: 1
Size: 2
Intellect: 1
Features:
Omnivore
Scales
Limbs: Tentacles. (Assumed 4)
Air-Breathing Gills: Not very effective, but can breath air or water. Start with this trait.
Amphibious: Can spend a lot of time in water, but needs to keep wet. Start with this trait.
Climate: Temperate
Calorie Requirement: 6
The Verderame scoots on shore, searching for food, where it competes with the Anirum. It's not as able to eat some food sources, such as hard nuts, and it too is only scavenging on the ground.
Sense of Smell: The Verderame can smell potential food sources, and danger, from further away than most creatures.
Omnivore Scavenger: The Verderame has a highly active digestion system which kills foreign bacteria and parasites. It can eat rotting food and digest bone and cellulose which many animals cannot. +1 Calorie Requirement
While it's not that fast, it does a good job of searching out some food which is inedible or well-hidden from similar creatures. The Verderame population eats 7 food.
Money: ♍︎3
Description: Big (on the larger end of size 2), weird looking things that look like some sort of fucked-up shell-less crustaceans with four big, thick legs.
Population: 1
Size: 2
Intellect: 1
Features:
Carnivore
Skin
Limbs: 4 crustacean legs
Air-Breathing Gills
Amphibious
Climate: Hot
Calorie Requirement: 4
Add Feature: Make crustacean legs much larger and flat-ended.
The STOMPULON stomps onto hot, sandy shores. Its exposed skin dries quickly, making for only short sojourns.
Hooves: The four legs end in large, flat hooves made of sturdy keratin.
As a carnivore, it mostly chases down smaller creatures. It often encounters Scarlets, which can outrun it. These Scarlets sometimes attempt to prey upon the Stompulon, but this usually gives the Stompulon the opportunity to kill and eat them. There is little prey on land the Stompulon can consistently chase down, and it spends much of its time in the water stomping silt to scare up vulnerable tiny crustaceans. While in the water, it's vulnerable to larger swimming predators. The Stompulon gathers 6 food.
Skorpi
Money: ♍︎3
Description: A small bottom dwelling omnivorous scavenger, that scuttle along through shallow, brackish water occasionally coming onto land to move from one isolated body of water to another.
Population: 1
Size: 1
Intellect: 1
Features:
Omnivore
Shell (Exoskeleton)
Limbs: 6 Crustacean Legs (+1 Calories)
Air-Breathing Gills
Amphibious
Climate: Temperate
Calorie Requirement: 4
Learn Behavior
Defensive Schooling, whenever a larger creature or plant dies the carrion inevitably draws large crowds of Skorpi while the Skorpi are more then willing to share food amongst each other they are resistant to sharing with other competitors and will attempt to drive them off this is often done by congregating together and aggressively waving they're forelegs at the interloper. While it is rare occasionally a competitor will within reach of the Skorpi in that event they will attempt to latch on and nibble the competitor to death though this almost never results in any real harm to larger creatures it can discourage them from competing for the carrion. The only other time that this behavior is seen is during breeding seasons where the Skorpi gather in large enough numbers to make this defensive strategy effective.
If this is to much for level one intellect just add a intellect for this turn
The Skorpi skitters onto cool, grassy shores. As an omnivore, it eats seaweed and dead sea creatures, since it lacks weapons to hunt down most creatures.
Defensive Schooling: The Skorpi has a pheremone-based behavior where danger causes them to group together and threaten larger creatures in unison.
In the temperate climate, the Skorpi is competing for food with the Verderam and Anirum. As smaller creatures, they sometimes get food left behind by the larger ones, but lack any special tools to really compete. Their defensive schooling sometimes helps them stay around a large piece of carrion, but there are few such opportunities. The Skorpi finds 5 food.
Money: ♍︎0
Description: Absolute unit!
Population: 1
Size: 6
Intellect: 1
Features:
Herbivore
Skin
40 tentacles (+1 Calorie Requirement)
Air-Breathing Gills
Amphibious
Climate: Cold
Calorie Requirement: 9 TBD
Develop Air-Breathing Gills into more efficient lung analogues (can't breathe under water, but can process more oxygen).
Remove Amphibious trait.
The Megadont slooooowly slimes onto the shore, like a slug the size of a whale.
Air-Breathing Lungs: The Megadont can breathe air indefinitely, and it makes better use of it too.
Non-Amphibious: The Megadont can remain on land indefinitely.
The Megadont is massive, ponderous, and basically defenseless, it looks like a giant grey lump with lots of (relatively) small tentacles along the ground all around. However, since it's the only non-amphibious creature, it moves inland with no competition at all. The Megadonts move slowly over the ground, leaving wide muddy trails absent of vegetation. Its tentacles feed any object within reach through the Megadonts digestive system, and undigested mud, wood and rocks are left behind its waste ventricle. The cold climate may not have been the best choice though. There isn't much widespread grass, which it eats easily, much of the vegetation is concentrated in forested areas. The Megadont gets little value from stripping the leaves its short tentacles can reach, and needs extra effort to move around trees and suck up ferns which grow in the shade. The Megadont gathers 8 food.
Money: ♍︎3
Description: A small weird looking omnivorous organism, that lives in temperate climate and features 4 pairs of crustaceans legs on each of it's side.
Population: 1
Size: 2
Intellect: 2
Features:
Omnivore
Exoskeleton Shell
Limbs: 8 crustacean legs. +1 Calories
Air-Breathing Gills
Amphibious
Climate: Temperate
Calorie Requirement: 7
Add feature: Develop pinchers directly in front of face(infront of mouth) for crunching. Develop secondary feature improved Intellect.
The Anirum scuttles onto forested coasts, and begins consuming the better things to wash ashore- seaweed, and fruits, and dead sea creatures.
Pinchers: These pinchers outside the mouth can be used as weapons and to crack tough nuts.
Intellect: The Anirum is a little smarter than some creatures, it remembers danger and searches for food in strategic patterns.
The Anirum has little trouble finding food, it's highly mobile, small enough to focus on tiny items, and its pinchers help it break shells, nuts, large fruits, and that sort of thing. By eating seaweed and detritus, the Anirum finds a healthy 8 food. **
Name: Xelqu
Money: ♍︎3
Description: A floating squid with sharp teeth and compact eyes.
Population: 1
Size: 2
Intellect: 1
Features:
Carnivore
Skin
Limbs: Tentacles with suckers on them. (Assuming 6 tentacles, +1 Calorie Requirement)
Air-Breathing Gills
Amphibious
Climate: Cold
Calorie Requirement: 6
Add feature: Gain a hive mentality and the ability to generate bioelectritcy like a eel to scare off predators.
The Xelqu shambles out of cold waters onto rocky shores sparsely populated with plants. You've engineered two new features:
Pheremones: The Xelqu emits pheremones which indicate to other Xelqu of food, danger, or safety.
Bioelectricity: The Xelqu can emit a shock in water around it a few times a day, and it can sometimes shock creatures which are grabbing it even on land. +1 Calorie Requirement
Maybe it's not the sort of telepathic super-mind you were hoping for, but Pheremones were the best Gleebork could do- on the budget anyway.
As a carnivore, the Xelqu spends most of its time in the water, where the majority of animal life is. On land, it finds its environment shared with the Plorks, and the Megadonts. The Megadonts move inland and are too large to attack anyway, while the Plorks are the perfect prey. However, the Xelqu is slow on land, not much faster than the Plork, and they often hide in their burrows. The Xelqu manages to gather 8 food, much of it from stunning smaller creatures in the water.