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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: de5454838aa9477⋯.jpg (25.04 KB,500x500,1:1,Ascendency, a game of life.jpg)

6dfd9c No.40444 [View All]

Long promised and previously attempted, I give you ascendency, the game of life.

You are a guiding force, a being of invisible power set in place by the elder gods to guide species towards sentience on their own terms and at their own pace, but always to guide them towards it. Each normal round is 3 rolls of 1d100 each, each combat round is either 1 or 2 commands, rolling 1d100 each. Each action is setting evolutionary agendas, so you are in effect building a species from non-sentient to sentient.

There have been a few changes to the pastebin, this version is not set to expire.

https://pastebin.com/5qZTkE6g

Posting the sheet next.

The way you enter the game is use a tripcode, "(Name##password)" in the "name" field, and select a species. Specific numbers for your specific number stats, as well as any initial learned behaviors and biomes, will be given to you when you are approved.

192 postsand13 image repliesomitted. Click reply to view. ____________________________
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72de41 No.41396

Dice rollRolled 1 (1d2)

elite point on action 1, elite point and a basic point on action 2

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29ede3 No.41399

Dice rollRolled 49, 52, 25 = 126 (3d100)

# of individuals: 114 (+13/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x4, Nested Abundant Mountain x1, Basalt Field x2, Tundra x2, Nested Conifer Forest x1, Temperate Forest x1, Loam River Delta x1, Swamp x1

Bonus: Talons - +80 to all talon attacks

Best in Show - AG has the best eyesight of all existing birds, +50 to locating prey while in flight, +30 to all dodge attempts that you see coming

Penalty: Denuding - You need a very large number of biomes to not overhunt areas to extinction

Learned Behaviors: Dropping prey, Flint-eating (+5 to hunting/eating rolls as long as a mountain or basalt field is held)

Combat Commands: Peck, Bite, Talon!, Hop: Sudden Firebolt!, Dive, Wing-Buffet, Intimidate, Grapple, Drop!

Mutations: Fire-breathing

Fight: Advanced

Offspring: Intermediate

Entrails: Intermediate

Externals: Basic

Survival: Basic

Evolution Points: 0/16 Basic Points, 0/12 Intermediate Points, 0/8 Advanced Points, 0/6 Superb Points, 0 Peak Point

In Progress: Externals Improvement

1. The Aviornis Grandiosa builds bigger and more insulated nests to better incubate its eggs.

2. The Aviornis Grandiosa begins developing a thick down underneath its feathers to adapt to the colder temperatures.

3. The Aviornis Grandiosa continues improving its wing strength to fly faster.

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29ede3 No.41401

Dice rollRolled 71, 34 = 105 (2d100)

>>41304

Combat with beetle cuck

1. Firebolt!

2. Firebolt!

Bug types are weak against fire types :^)

Also forgot my 5 basic and 1 intermediate point, I'll spend 1 intermediate on Action 1, 2 basic on Action 2 and 3 basic on Action 3

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408015 No.41409

Dice rollRolled 21, 51, 17 = 89 (3d100)

>>41311

# of individuals: 136*(1 Oversized Claws Mutant, 1 Oversized Legs Mutant)

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 4; Conifer Forest x 1; Abundant Conifer Forest x 1; Bubbling Spa Marsh x 1; Invaded Conifer Forest x 1

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch, smell, and taste. It is impossible to surprise attack and traditional-senses-denying always misses it.

Penalty: Void – ESP, touch, and taste are trilobitia’s only senses until more are evolved.

Learned Behaviors: Stampede, Avoidance: Carnifern

Combat Commands: Bite, Clobber, Surprise Attack, Claw Punch, Stampede

Mutations: Oversized Claws, Oversized Legs

Fight: Intermediate

Offspring: Intermediate

Entrails: Intermediate

Externals: Advanced

Survival: Intermediate

1-2; Evolve Entrails

3; Breed!

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408015 No.41410

>>41313

>>41409

spend 2 Basic points on action 3

Spend 3 Basic points on action 1

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6dfd9c No.41450

Brain burnt at the moment, updating within 24 hours.

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ec6f66 No.41453

>>41450

while I like concrete figures, if you are not feeling it dont try to force yourself to meet a deadline.

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408015 No.41461

>>41450

wow dafty i cant believe this you said you would update and ur not even updating woooooow ignore oneman he is gay and cuckhold you should feel bad wtf dude i trusted you and you let me down you let us down i just cant believe this i thought you were better than this

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e5e8c4 No.41474

>>41450

>>41453

>>41461

as usual just ignore ash and instead take your time. update when you feel like it.

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6dfd9c No.41486

>>41461

I think I speak for everyone when I say "silence nincompoop".

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6dfd9c No.41487

>>41321

1. +80 gave you a result of 92, successful. Still, lose 3 individuals from one of it's flailing around bites.

2. +80 (split second decision) made a result of 85. Inflict a mesh of small bleeding injuries on Duodentodon.

Battle continues, Duodentodon uses Bite, spend 1 action hiding or dodging this round.

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6dfd9c No.41488

>>41326

1-2: Gain 53 individuals.

3. Opportunism - Recent Corpses became "Opportunism - Recent Corpses+".

By eating choice bits of bone matter, you steadily slowly increase your armor points, gain 2 armor points each round now instead of only 1.

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6dfd9c No.41489

>>41340

1-3: Gain 4 three toed mutants this time, instead of just 1. Increase your number of individuals by 4.

Penalty correction now gains 6 points a round, jumping up to 7 before having this round's 6 points added, so all told it's now at 13 out of 91.

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6dfd9c No.41490

>>41382

(biome increases and population increases disclosed by me).

Your new population increase is +61.

Offspring became Advanced, Entrails automatically moved to Advanced as well due to your evolutionary path.

1-3: Spew Bile became "Spew: Bile!" it now causes death by dissolution of tissues, which you drink the fluid byproduct of.

Going to give biome outputs as a mini-update after I finish responding to everyone's actions.

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6dfd9c No.41491

>>41395

Migration set.

1. Level offspring to Advanced, gain Selection Pressure: Larger heads. Size now increases by 3 inches a round.

Change your penalty to read as follows: "Growing Pains - Your species will definitely 1 day be to large for it's breeding caves".

2. Add a bonus, "Miracle Grow - Biomes automatically eventually reach peak value state." In addition, choose 2 biomes you already control and make them "Abundant".

3. This works, but it is a stop-gap measure only, Survival didn't increase, but you didn't lose anyone, gain Learned behavior: Slow Pace.

Your species is at a cross-road, you must choose, find a way to survive near the surface, or venture down into the far more dangerous darkness below.

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6dfd9c No.41492

>>41399

1. Offspring became Advanced, in addition, you gained a learned behavior: Tuft nesting.

Tuft nesting means a parent tears a tiny bit of its own feathers out per year each time it returns to a nest, creating a thick, warm, safe, soft nest of materials leaves feathers etc.

2. Externals became Intermediate.

3. Windstorm, lose 8 individuals. No actual progress on this action.

In 2 turns expansion will be a must.

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6dfd9c No.41493

>>41401

Combat resolved this turn.

On fire Amphigladio Gigantum rams into you with a use of "Ram". An explosion (of your gas bag) resulted in mutual death.

No clear winner, win nothing, lose 1 individual.

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6dfd9c No.41494

>>41409

1-2: Entrails became Advanced.

3: Gain 19 individuals, 1 of which is an oversized claws mutant and 1 of which is an oversized legs mutant.

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6dfd9c No.41495

>>41409

>>41399

>>41395

>>41382

>>41340

>>41326

Gain 4 basic points, 1 intermediate point, 2 advanced points, 1 superb point, and a single +10 Token for making it this far.

In 2 turns, the ice-caps will begin to get visibly bigger on the map.

Additionally I'm not doing a mupdate this round because no one expanded, and I have decided to discontinue the practice of using a disaster map to show where things were.

Finally, the +10 token may be used for any roll, whether its in normal mode or in combat, and lasts until it is used by you, you eventually gaining another one a long time later when the next difficulty increase nears and so in in a cycle.

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fa9223 No.41496

>>41487

You forgot to apply the bonus to the second roll since hide counts as a set up action

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6dfd9c No.41497

>>41496

Fiat: The already inflicted injuries on the Duodentodon are more serious than they appear, death will definitely happen within 2 turns.

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bde0ff No.41500

Dice rollRolled 97, 30 = 127 (2d100)

1. Intelligiaster continues its frenzy and rip and tears

2. along with this frenzy Intelligiaster uses its hard beak used to breaking open shells and tries to puncture through the shredded underbelly trying to reach the intestines.

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bde0ff No.41503

Dice rollRolled 38, 70, 43 = 151 (3d100)

# of individuals: 938+11/t

Size: 14+3/t inches

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Caving Reef Shoal x 1, Dismal Krill Rocky Shoal x1, Shallow Sea x3, Algae Covered Shallow Sea x1, Serene Algae Covered Shallow Sea x1, Abundent Shallow Sea kelp Field x2, Vaporous Seabed x1, Vents Seabed x1, Abundent Sea-trench x1, Pelagic Sea x6

Bonus:

Best in history: brain speed – Intelligiaster gains a +80 to escape, subvert, subterfuge, escape grapple, and split-second decision actions during combat.

Miracle Grow - Biomes automatically eventually reach peak value state.

Growing Pains - Your species will definitely 1 day be to large for it's breeding caves.

Learned Behaviors: Cave Brooding, Hiding, Selection Pressure: Longer tentacles, Selection Pressure: Larger heads, Fertilizing, Food Selection: Colorful plants and animals, Learned behavior: Slow Pace

Combat Commands: Hide*, Bite, Smack, Rip/Tear

Mutations: (any current mutations contained within the species)

Fight: Intermediate

Offspring: Advanced

Entrails: Advanced

Externals: Intermediate

Survival: Intermediate

Points:

8 Basic, 2 Intermediate, 2 Advanced, 1 Superb, 0 Elite, 0 Peak, +10 token

Migrations:

Shallow Sea to Serene Algae Covered Shallow Sea, 10% of population 7/10

Dismal Krill Rocky Shoal to Caving reef shoal, 10% of population 5/10

Vaporous Seabed to Abundant Shallow Kelp Field with 10% of pop 4/10

Vents Seabed to Abundent Sea-Trench with 10% of pop 3/10

Pelagic Sea to Pelagic Sea with 10% of pop 2/10

Algae Covered Shallow Sea to Serene Algae Covered Shallow Sea 10% 1/10

Actions:

L. 8 basic and 1 advanced to level up entrails

M. Shallow Sea to Shallow sea 10% pop

1. With Intelligiaster's focus on their tentacles those that have developed greater control over them have flourished. This has been done through an increasingly large amount of nerve tissue forming at the base of the tentacles.

2. Due to intelligiaster's growing size they have been able to use new combat maneuvers that other cephalopods had such as grappling and other things. Increasing combat effectiveness.

3. With things becoming colder, It becomes more difficult and dangerous to explore with the increasing risk of not being able to find food at the end of their migration. In order to counteract this Intelligiaster's offspring inherit some of their parent's behaviors that might have helped them survive, since they would otherwise have to learn everything on their own as they are birthed on mass and receive no guidance from their parents.

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29ede3 No.41504

Dice rollRolled 88, 61, 83 = 232 (3d100)

# of individuals: 119 (+13/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x4, Nested Abundant Mountain x1, Basalt Field x2, Tundra x2, Nested Conifer Forest x1, Temperate Forest x1, Loam River Delta x1, Swamp x1

Bonus: Talons - +80 to all talon attacks

Best in Show - AG has the best eyesight of all existing birds, +50 to locating prey while in flight, +30 to all dodge attempts that you see coming

Penalty: Denuding - You need a very large number of biomes to not overhunt areas to extinction

Learned Behaviors: Dropping prey, Flint-eating (+5 to hunting/eating rolls as long as a mountain or basalt field is held), Tuft-nesting

Combat Commands: Peck, Bite, Talon!, Hop: Sudden Firebolt!, Dive, Wing-Buffet, Intimidate, Grapple, Drop!

Mutations: Fire-breathing

Fight: Advanced

Offspring: Advanced

Entrails: Intermediate

Externals: Intermediate

Survival: Basic

Evolution Points: 4/16 Basic Points, 1/12 Intermediate Points, 2/8 Advanced Points, 1/6 Superb Points, 0 Peak Point,

In Progress: Externals Improvement 1/13

1. It is Aviornis Grandiosa breeding season, and a record amount of hatchlings is expected to be born.

2. The Aviornis Grandiosa expands to new biomes.

3. The Aviornis Grandiosa develops its fire breath so that it sprays forth in a fierce jet that can hit the enemy while in flight.

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29ede3 No.41505

>>41504

Using 1 advanced points on Action 1, my +10 token and 1 advanced point on Action 2 and 1 superb point on Action 3

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bde0ff No.41509

>>41503

1 superb and 1 advanced point on action 1, and 2 intermediate and 1 advanced on action 3.

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bde0ff No.41512

I choose find a way to survive near the surface

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73bb63 No.41513

Dice rollRolled 40, 55, 57 = 152 (3d100)

>>41488

# of individuals: 126

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 2, Sea - Pelagic x 4 1 Bubbling Graveyard Seabed biome

Bonus: Heart attack – Fin and Fang attacks have a significant chance of causing instant heart-attack in a prey target.

Penalty: Size – Cardiarresticthys is unable to stop getting steadily-slowly bigger.

Learned Behaviors:

+Mate Seeking: Size (1 inch per turn

+Swarming

+Opportunism - Recent corpses+ (+1 Armor advancement/turn)

+Mate Selection; Hard Scales (1 armor advancement/turn 50 needed for better armor)

Mutations:

+Beneficial Gigantism (11 inch fish)

Combat commands: Bite! Fin! Swarm!

Fight: Advanced

Offspring: Intermediate

Entrails: Basic

Externals: Basic

Survival: Basic

Size: 12 inches

Armor:

Armor points: 3

Evolution Points: 9 basic

2 intermediate

2 advanced

1 superb

1 +10 token

Evolution:

9 basic points + 1 Intermediate point to upgrade Externals

1. Breed more population

2. Expand our territory

3. The different nutrients the Cardiarrestichthys Pelagiaster have been eating have been slowly increasing its intelligence as a species

+10 token + 1 superb point

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e5e8c4 No.41522

Dice rollRolled 15, 56, 84 = 155 (3d100)

>>41495

# of individuals: 337 +61/turn(as long as I controll roosted areas)

Family: Chimera

Species: Sturmiastriex Chimeriae

Biome output:6 basic points, 3 intermediate points, and 1 advanced points

EP: 4BEP, 1IEP, 2AEP, 3SEP, 0EEP, 0PEP

Biomes controlled: Roosted: Temperate Forest x 3, Salt Marsh x2, Rain Forests x3. mountains x2,

Not roosted: 1 Deep Lake Coast, Tar Pits Marsh

Biome output: 3 basic points 1 intermediate point 1 advanced point.

Bonus: Fast fly - +50 to evade, dodge, and surprise attack, while in air

Penalty: Small – Sturmiastriex is only 3 ft across. (3ft 2inches)

Combat Commands: Bite, Peck, Talon, Take-off*, swoop, "Spew: Bile!" (it now causes death by dissolution of tissues, which you drink the fluid byproduct of)

Learned Behaviors: "Talking", it doesn't really do much, but it allows parents to identify specific offspring,

"Grooming", this increases social bonds, family ties, and makes a slight continuous food intake.

"Tree Scraping", which is similar to how a woodpecker eats, fly to a tree, tear a small spot open, and snag bugs.

Calls: "food here" "in trouble"

Mutations: (any current mutations contained within the species)

Fight: Intermediate*

Offspring: Advanced

Entrails: Advanced

Externals: Intermediate

Survival: Intermediate

Use 3 SEP, 2AEP and 4 BEP to level survival.

1) SPREAD.

2-3) Fine hairs start growing on the sturms. not quite feathers but close that aids in flight, warmth and somewhat for protection.

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a82ae3 No.41523

Dice rollRolled 39, 52, 7 = 98 (3d100)

>>41489

# of individuals: 87

Family: Mammals

Species: Folivofalxis

Biomes controlled: Stench Jungle x 2 1 Stench Rain Forest, 4 Stench Plains, 2 Stench Basalt Field, 1 Stench Temperate Forest, 1 Stench Rain forest

Bonus:: Toenail uses roll 2 dice instead of one

Penalty: Deficit speed – Folivofalxis simply isn’t fast enough to dodge, flee, or pursue, and always fails any such attempt unless circumstances intervene

Learned Behaviours: (Gathering, Systematic Seasonal Migrations)

Mutations: (4 three toed mutants)

Commands: Rip/Tear, Flush, Sudden Clap, Threatening

Fight: Basic*

Offspring: Basic

Entrails: Intermediate

Externals: Basic

Survival: Intermediate

Migration: 1

Action 1: Expand

Action 2: More mutants

Action 3: Breed

Evolution points: 1 Elite point, 6 basic points, 3 intermediate points, and3 advanced point 1 superb point, +10 token

Penalty correction 2 out of ???

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6dfd9c No.41577

Hiatused until Monday due to me traveling, but still alive and plan to continue to update when I get home.

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408015 No.41724

Dice rollRolled 43, 75, 51 = 169 (3d100)

>>41494

# of individuals: 155*(2 Oversized Claws Mutant, 2 Oversized Legs Mutant)

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 4; Conifer Forest x 1; Abundant Conifer Forest x 1; Bubbling Spa Marsh x 1; Invaded Conifer Forest x 1

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch, smell, and taste. It is impossible to surprise attack and traditional-senses-denying always misses it.

Penalty: Void – ESP, touch, and taste are trilobitia’s only senses until more are evolved.

Learned Behaviors: Stampede, Avoidance: Carnifern

Combat Commands: Bite, Clobber, Surprise Attack, Claw Punch, Stampede

Mutations: Oversized Claws, Oversized Legs

Fight: Intermediate

Offspring: Intermediate

Entrails: Advanced

Externals: Advanced

Survival: Intermediate

1-2; Evolve Fight

3; Expand south towards warmer climate

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6dfd9c No.41803

I'm having a weird week in which I'm already having to go somewhere else again this week for at least 1 further day, that is why the update has been delayed.

This game is most definitely still alive, as are both blood money and attrition.

I am delaying all 3 games on purpose so I don't do a compressed shitty messy fuck up of an update, and so I don't do an update until I'm sure I'm going to continue to even have the internet.

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6dfd9c No.41805

>>41803

This was me

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6dfd9c No.41994

>>41500

1-2: Combat resolved this round.

In a frenzy fit to destroy the sanity of a horror movie audience, you utterly strip Duodentodon to the bone, gaining 4 elite points and the mystery bag.

You gained a learned behavior, Engulfing, like swarming, engulfing costs numbers of individuals, but unlike swarm, engulfing is continuous and always eventually results in death of the target, though it (hardly ever) results in death the first round.

As such it isn't a "!" ability because it doesn't cause "instant" death (except veeery rarely against things even smaller than you).

The mystery bag contained…

…1 Venting Seabed biome and 1 free level of survival.

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6dfd9c No.41995

>>41503

>>41509

L: Entrails became Superb, gain 5 inches of size immediately.

M. Migration set.

1. Fight or Externals became advanced, please choose one of them.

2. Gain a selection pressure; most capable fighters, fight will now very slowly steadily build towards a level up automatically as a background action.

21 turns until next fight level up, points can be expended to speed this along.

3. Select two learned behaviors and change them to innate behaviors. This is a free and effortless action.

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6dfd9c No.41996

>>41504

1. Gain 215 individuals. Expansion is an absolute must.

2. Gain 2 Temperate Forests, 1 icy river, 1 snowy mountain, and 3 tundras. You still could do with some further biomes, but you're not in immediate danger of denudification of biomes.

3. A bald headed mutant is born that breathes fire in a stream rather than a bolt, the bald headed mutant eats the fire breathing mutant, you no longer have sudden firebolt!, instead, you now have "Napalm!"

Your fire breath is similar to a dragon's fire breath in general size and shape, but it is actually a burning syrupy fluid, so it blobs more like lava than flying fire.

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6dfd9c No.41997

>>41513

1. Gain 68 individuals.

2. Gain 2 sea-bed biomes, 1 icy shallow sea, and 2 deep seas.

3. Entrails became Intermediate.

Externals also became Intermediate, gain 3 inches of size and gain a mutant, "Spiny fins". Spiny fins makes using fin attacks even easier, +4 on any fin attack.

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6dfd9c No.41998

>>41522

1-3: Externals and Survival became Advanced.

Your species is slowly changing in an unexpected way, your all-drink diet is making teeth veeeeery slowly fall out and making your tongue slooooowly different in some way too.

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6dfd9c No.41999

>>41523

There were no actions here, so none of the rolls were used.

However, penalty correction is now 4 out of 100.

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6dfd9c No.42000

>>41724

1-2: Fight became Advanced.

3. Gain Forested Mountain and Carnifern Valley Biomes.

A few carniferns try to prey on your species, but after having the absolute garbage beat out of them by being stampeded and punched really hard, they say 'fuck that' and never do it again.

They are still deadly to you, they simply choose not to prey on you generally.

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6dfd9c No.42001

File: 906c6aa8eeac6a5⋯.gif (165.56 KB,800x400,2:1,map 6.gif)

mupdate, new white areas mark the advancement of the ice

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bde0ff No.42012

Dice rollRolled 26, 19, 97 = 142 (3d100)

# of individuals: 970+25/t

Size: 22+3/t inches

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Caving Reef Shoal x 1, Dismal Krill Rocky Shoal x1, Shallow Sea x3, Algae Covered Shallow Sea x1, Serene Algae Covered Shallow Sea x1, Abundent Shallow Sea kelp Field x2, Vaporous Seabed x1, Vents Seabed x2, Abundent Sea-trench x1, Pelagic Sea x6

Bonus:

Best in history: brain speed – Intelligiaster gains a +80 to escape, subvert, subterfuge, escape grapple, and split-second decision actions during combat.

Miracle Grow - Biomes automatically eventually reach peak value state.

Growing Pains - Your species will definitely 1 day be to large for it's breeding caves.

Innate Behaviors: selection pressure: most capable fighters, Hiding

Learned Behaviors: Cave Brooding, Selection Pressure: Longer tentacles, Selection Pressure: Larger heads, Fertilizing, Food Selection: Colorful plants and animals, Learned behavior: Slow Pace, Engulfing

Combat Commands: Hide*, Bite, Smack, Rip/Tear

Mutations: (any current mutations contained within the species)

Fight: Advanced (1/21)

Offspring: Advanced

Entrails: Superb

Externals: Intermediate

Survival: Advanced

Points:

0 Basic, 0 Intermediate, 0 Advanced, 0 Superb, 4 Elite, 0 Peak, +10 token

Migrations:

Shallow Sea to Serene Algae Covered Shallow Sea, 10% of population 8/10

Dismal Krill Rocky Shoal to Caving reef shoal, 10% of population 6/10

Vaporous Seabed to Abundant Shallow Kelp Field with 10% of pop 5/10

Vents Seabed to Abundent Sea-Trench with 10% of pop 4/10

Pelagic Sea to Pelagic Sea with 10% of pop 3/10

Algae Covered Shallow Sea to Serene Algae Covered Shallow Sea 10% 2/10

Shallow Sea to Shallow sea 10% pop 1/10

Actions:

M. Abundent Shallow Sea kelp Field to Abundent Shallow Sea kelp Field 10%

F. 2 Elite points to boost externals

1. Over the years Intelligiaster has found itself increasingly on the move albeit slowly. This leisurely pace belies the fact that their lifestyle is quite active. The Majority of Intelligiaster is always on the move even if they had found a place to settle, as they are compelled to keep their environment in a perpetual state of plenty and if their presence causes too much of an upset they will travel somewhere else to cave in to leave their previous home abundant for their offspring that they leave behind. Increasing the total amount of migrating Intelligiaster.

2. With the growing amount and complexity of nerves collecting in the base of Intelligiaster's tentacles. To an outside observer they have started acting almost autonomously from outside stimuli due to the efficiency of how Intelligiaster reacts. While this is currently limited due to the fact that the tentacles due not have all 5 senses it is still effective for increasing control.

3. As food becomes more scarce and predators more aggressive in search of sustenance, Intelligiaster is compelled to utilize it's natural talents and weapons to their fullest. With this new selection pressure for finding the best fighters, part of the mating ritual is a grappling match where the male seeks to deposit his sperm packet where the female resists to weed out weak males unable to beat her. This further refines the selection process and in the end produces offspring that beyond using stealth and their spikes to surprise and mutilate prey they are capable of a direct fight. Creating a miniature Longituthis Pankratontis.

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bde0ff No.42013

>>42012

drop 1 elite point on action one and 1 elite point on action 2

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d6c529 No.42015

Sheet

# of individuals: [a number]

Family: Amphibian

Species: Salamandensus

Biomes controlled: (A list, example plains x12, the biome you first appeared in is given to you)

Bonus: The slammer - +50 to all tail attacks, +70 to all tail powered swimming

Penalty: Poor sight - -8 on sight using actions.

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Combat commands: Clobber, tail, ram

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d6c529 No.42016

File: 59ddbc9f52c89fc⋯.gif (140.97 KB,800x400,2:1,906c6aa8eeac6a51ba2568da53….gif)

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fd555b No.42061

Dice rollRolled 49, 54, 81 = 184 (3d100)

>>41997

# of individuals: 194

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 4, Sea - Pelagic x 4 1 Bubbling Graveyard Seabed biome, Sea-bed x2, icy shallow x1

Bonus: Heart attack – Fin and Fang attacks have a significant chance of causing instant heart-attack in a prey target.

Penalty: Size – Cardiarresticthys is unable to stop getting steadily-slowly bigger.

Learned Behaviors:

+Mate Seeking: Size (1 inch per turn

+Swarming

+Opportunism - Recent corpses+ (+1 Armor advancement/turn)

+Mate Selection; Hard Scales (1 armor advancement/turn 50 needed for better armor)

Mutations:

+Beneficial Gigantism (11 inch fish)

+Spiny fins - Spiny fins makes using fin attacks even easier, +4 on any fin attack.

Combat commands: Bite! Fin! Swarm!

Fight: Advanced

Offspring: Intermediate

Entrails: Intermediate

Externals: Intermediate

Survival: Basic

Size: 16 inches

Armor:

Armor points: 4

Evolution Points:

1 intermediate

2 advanced

1. the Spiny fins breed true through the species

2.3. the world is getting colder, we must adapt to the freezing temperatures (use 2 advanced points one on each roll)

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1f2657 No.42113

Dice rollRolled 26, 44, 59 = 129 (3d100)

>>42000

# of individuals: 155*(2 Oversized Claws Mutant, 2 Oversized Legs Mutant)

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 4; Conifer Forest x 1; Abundant Conifer Forest x 1; Bubbling Spa Marsh x 1; Invaded Conifer Forest x 1; Forested Mountain x1; Carnifern Valley x1

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch, smell, and taste. It is impossible to surprise attack and traditional-senses-denying always misses it.

Penalty: Void – ESP, touch, and taste are trilobitia’s only senses until more are evolved.

Learned Behaviors: Stampede, Avoidance: Carnifern

Combat Commands: Bite, Clobber, Surprise Attack, Claw Punch, Stampede

Mutations: Oversized Claws, Oversized Legs

Fight: Advanced

Offspring: Intermediate

Entrails: Advanced

Externals: Advanced

Survival: Intermediate

1-2; Evolve Survival

3; Go forth and multiply

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fa323c No.42118

Dice rollRolled 10, 40, 20 = 70 (3d100)

# of individuals: 347 (+13/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x4, Nested Abundant Mountain x1, Basalt Field x2, Tundra x5, Nested Conifer Forest x1, Temperate Forest x3, Loam River Delta x1, Swamp x1. Icy River x1, Snowy Mountain x1

Bonus: Talons - +80 to all talon attacks

Best in Show - AG has the best eyesight of all existing birds, +50 to locating prey while in flight, +30 to all dodge attempts that you see coming

Penalty: Denuding - You need a very large number of biomes to not overhunt areas to extinction

Learned Behaviors: Dropping prey, Flint-eating (+5 to hunting/eating rolls as long as a mountain or basalt field is held), Tuft-nesting

Combat Commands: Peck, Bite, Talon!, Napalm!, Dive, Wing-Buffet, Intimidate, Grapple, Drop!

Mutations: Fire-breathing

Fight: Advanced

Offspring: Advanced

Entrails: Intermediate

Externals: Intermediate

Survival: Basic

Evolution Points: 4/16 Basic Points, 1/12 Intermediate Points, 2/8 Advanced Points, 1/6 Superb Points, 0 Peak Point,

In Progress: Externals Improvement 1/13

1. Nest all biomes that haven't been nested yet (Temperate forest x3, snowy mountain x1

2. Expand!

3. Get those feathers back around the head, it's getting cold out and the Aviornis Grandiosa's head will freeze if it remains uncovered.

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fa323c No.42120

>>42118

Revised EP: 4/16 basic, 1/12 intermediate, 0/8 advanced, 0/6 superb points

Spending 1 intermediate point on action 1, 3 basic points on action 2 and 1 basic point on action 3

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