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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 [Last50 Posts]

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.

____________________________
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6dfd9c No.40445

>>40444

Sheet

# of individuals: [a number]

Family: (name of species group)

Species: (name of specific species)

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

Bonus: (first advantage, other advantages in a list)

Penalty: (first disadvantage, other disadvantages in a list)

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

* = Some highly predatory species have a higher fight than this at start.

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6dfd9c No.40446

File: 0efb3b40f84c23f⋯.gif (59.24 KB,800x400,2:1,ascendency map.gif)

>>40444

The map. Players can choose one specific spot if they want, but if not, the start point will be random.

Also last minute addition, choose a color so that I can mark your position on the map.

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29ede3 No.40521

Species Choice: Aviornis Grandiosa (the giant bird)

# of individuals: [a number]

Family: Aviornis

Species: Grandiosa

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

Bonus: (first advantage, other advantages in a list)

Penalty: (first disadvantage, other disadvantages in a list)

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Color: Red

Map location: Mountainous terrain, perfect for laying eggs and keeping them safe

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bde0ff No.40522

Sheet

# of individuals: [a number]

Family: Cephalopods

Species: Intelligiaster

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

Bonus: (first advantage, other advantages in a list)

Penalty: (first disadvantage, other disadvantages in a list)

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Map: orange and on the coast

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a82ae3 No.40526

>>40444

Family: Mammals

Species: Folivofalxis

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

Bonus: (first advantage, other advantages in a list)

Penalty: (first disadvantage, other disadvantages in a list)

Learned Behaviours: (a list)

Mutations: (any current mutations contained within the species)

Commands:

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Put me in the middle of one of the continents and give me the colour blue

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e5e8c4 No.40528

>>40444

# of individuals: [a number]

Family: Chimera

Species: Sturmiastriex Chimeriae

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

Bonus: (first advantage, other advantages in a list)

Penalty: (first disadvantage, other disadvantages in a list)

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

green in a wooded area preferably.

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408015 No.40531

>>40444

# of individuals: [a number]

Family: Insects

Species: Trilobitia Dexterosa

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

Bonus: (first advantage, other advantages in a list)

Penalty: (first disadvantage, other disadvantages in a list)

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

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408015 No.40532

>>40531

>>40444

color tyrian purple and along the coast on the top central continent

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73bb63 No.40533

>>40444

# of individuals: [a number]

Family: Fish

Species: Cardiarrestichthys Pelagiaster

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

Bonus: (first advantage, other advantages in a list)

Penalty: (first disadvantage, other disadvantages in a list)

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

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73bb63 No.40534

>>40533

whatever color and wherever in the total-darkness ocean

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6dfd9c No.40545

>>40521

Bonus: Talons - +80 to all talon attacks.

Penalty: Offspring limit – Females only produce 10 eggs in their lifetimes, laying only 1 at a time.

Combat commands: Peck, Bite, Talon!, Take off*, Dive, Wing-Buffet, Intimidate

Biomes Controlled: Mountain x 2

# of individuals: 26

Your fight isn't basic, its Intermediate.

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408015 No.40548

>>40543

Dafty, I wanted to be on the center continent pls

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6dfd9c No.40549

>>40522

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

Penalty: Tiny – Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Biomes controlled: Rocky Shoal x 1, Shallow Sea x1

# of individuals: 41

Your commands are: Bite, Smack

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6dfd9c No.40551

>>40526

Bonus: Falxis – 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.

Combat Commands: Rip/Tear, Flush

Biomes controlled: Stench Jungle x 2

Competition species suffer a -10 while in stench'd areas.

# of individuals: 47

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6dfd9c No.40552

>>40528

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

Penalty: Small – Sturmiastriex is only 3 ft across.

Combat Commands: Bite, Peck, Talon, Take-off*

Biomes controlled: Redwood Forest x 1, Salt Marsh x1

# of individuals: 53

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6dfd9c No.40555

>>40531

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch 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.

Combat Commands: Bite, Clobber

Biomes controlled: Tundra x 1, Conifer Forest x 1

# of individuals: 39

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6dfd9c No.40556

>>40533

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

Penalty: Size – Cardiarresticthys is roughly the size of an adult human’s pointer finger.

Combat commands: Bite! Fin!

Biomes controlled: Sea - Deep x 1, Sea - Pelagic x 1

# of individuals: 65

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6dfd9c No.40557

File: ca3069456f35d19⋯.gif (79.05 KB,800x400,2:1,ascendency map 1.gif)

3 actions a round (unless you're in combat, no one is just yet though).

1d100 per action.

The game has begun, you may take actions now.

Map had to be taken down and corrected, but is ready and accurate now.

Posting may proceed.

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6dfd9c No.40558

>>40533

Your color on the map is black.

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bde0ff No.40560

Dice rollRolled 86, 63, 15 = 164 (3d100)

Sheet

# of individuals: 41

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Rocky Shoal x 1, Shallow Sea x1

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

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Actions

1. With Intelligiaster's small size and the many small rocky outlets it would be smart to have them learn how to hide properly

2. With many places to lay eggs without many creatures being able to reach them they can lay huge clutches and improve breeding rates

3. right now Intelligiaster do not work together in order to catch their prey limiting what they can do and having to take more risks in order to get a meal, having them cooperate in taking down large schools of fish or attempting to disable large (relatively) prey would improve survival rates.

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29ede3 No.40562

Dice rollRolled 15, 16, 74 = 105 (3d100)

# of individuals: 26

Family: Aviornis

Species: Grandiosa

Biomes controlled: Mountain x2

Bonus: Talons - +80 to all talon attacks

Penalty: Offspring Limit - Females only produce 10 eggs in their lifetimes, laying only 1 at a time

Learned Behaviors: Peck, Bite, Talon!, Take off*, Dive, Wing-Buffet, Intimidate

Mutations: None

Fight: Intermediate

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

1. The Aviornis Grandiosa, known more colloquially as the Grand Condor, spreads its territory further in search of prey.

2. The Grand Condors slowly start to become more fertile as time goes on. Perhaps they will be able to lay more eggs over their lifetime soon.

3. The Grand Condors also start building large nests high up in the mountains to keep their eggs safe from scavengers below and also to better keep them warm and give their young shelter.

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a82ae3 No.40569

Dice rollRolled 68, 76, 58 = 202 (3d100)

>>40557

# of individuals: 47

Family: Mammals

Species: Folivofalxis

Biomes controlled: Stench Jungle x 2

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: (a list)

Mutations: (any current mutations contained within the species)

Commands: Rip/Tear, Flush

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Action 1: The sloths expand their territory,

Action 2: Sloths still need more numbers and thus attempt to increase them

Action 3; The sloths start gathering food en mass.

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6dfd9c No.40571

Need Ash and Anniria and then update.

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e5e8c4 No.40572

Dice rollRolled 22, 36, 52 = 110 (3d100)

>>40557

# of individuals: 53

Family: Chimera

Species: Sturmiastriex Chimeriae

Biomes controlled: Redwood Forest x 1, Salt Marsh x1

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

Penalty: Small – Sturmiastriex is only 3 ft across.

Combat Commands: Bite, Peck, Talon, Take-off*

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

1) The Sturmiastriex set up roosts high up in the trees to keep safe and hidden. They tend to roost in colonies to be able to defend eachother and share a community.

2) The Sturmiastriex look for prey and when found they swoop down in numbers to attack the vulnerable spots of the prey. If they are unable to find a safe and vulnerable spot to attack they instead fly around a bit away from the prey to help distract and confuse it.

3) The food is brought back to the colony to be shared between the members. So that all are fed and able to go out and hunt and so that those roosting do not have to abandon the eggs and young.

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73bb63 No.40578

Dice rollRolled 22, 72, 76 = 170 (3d100)

>>40556

# of individuals: 65

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 1, Sea - Pelagic x 1

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

Penalty: Size – Cardiarresticthys is roughly the size of an adult human’s pointer finger.

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Combat commands: Bite! Fin!

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

1.2. Grow longer, grow larger, the bigger the mate the better

3. Food shall be hunted, prey swarmed by multiple fish to increase chances of landing multiple blows, in doing so, larger prey may be taken down and consumed.

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408015 No.40592

Dice rollRolled 86, 5, 39 = 130 (3d100)

>>40557

# of individuals: 39

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 1; Conifer Forest x 1

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch 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: (a list)

Combat Commands: Bite, Clobber

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

1-2; Evolve enhanced front claws, capable of attacking faster. In combination with our enhanced senses, we can lie in wait totally covered and then attack outta no where.

3; Grow strong and multiply

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6dfd9c No.40597

>>40560

1. Gain a learned behavior, "Hiding", add "Hide" to your combat commands as well, since this is considered a "subterfuge" class action, it gains the brain speed +80.

2. Gain 119 individuals. Your biomes are to crowded, they are degrading (but very slowly).

3. Failure, overpopulation severely depletes the number of available prey, and makes the whole exercise pointless.

At the present rate, overcrowding will cause 6 individuals to die each turn until it is corrected and you have more biomes.

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6dfd9c No.40598

>>40562

1. Gain 1 Basalt Field Biome. It has very few plants or animals.

2. Disadvantage 2 out of ?? corrected. Needs a looooot more work (or expenditure of points) to fix.

3. Add the modifier "Nested" to both mountains you control.

Gain 4 new individuals this turn, automatically gaining 2 each turn afterward for so long as the nested mountains exist.

Additional nested mountains will increase the birth rate further and continue for as long as they exist.

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6dfd9c No.40599

>>40569

1. Gain 1 Stench Rain Forest and 1 Stench Plains.

2. Add 26 individuals.

3. Gain a learned behavior "Gathering". You don't lose any individuals this time, but your movement rate is extremely slow, and needs improvement if this is to be of very much use to you.

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6dfd9c No.40600

>>40572

1. A Fire struck the redwood forest, it became a desolate. However, because you had the learned behavior "Roosting", no one died.

Lose the Redwood Forest and Gain 1…..

…..Temperate Forest. Since you have Roosting, the Temperate forest is a Roosted Temperate Forest.

2. Add "swoop" to your combat commands, but you didn't get a learned behavior.

3. Food is reasonably plentiful this turn.

Gain 7 individuals this turn, and 4 individuals every turn afterward, so long as you control the Roosted Temperate Forest.

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6dfd9c No.40602

>>40578

1-2. Gain a learned behavior, "Mate Seeking: Size". Additionally gain 14 individuals.

On this turn you gain 2 inches of size, on every turn after you gain 1/2 an inch in size.

When you are ready to stop growing, you will need to unlearn this behavior (which is done by using an action, example, 1 "unlearn behavior X" dice roll).

3. Add "Swarm!" to your combat commands, and gain a learned behavior, "Swarming".

During combat, swarm can be used only if you have more than 12 individuals in your population, and each use of swarm (usually) depletes base population a tiny bit (generally 1-3 individuals, but sometimes more).

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6dfd9c No.40603

>>40592

1-2: Fight raised from Basic to Intermediate. Gain 2 combat commands, "Surprise attack" and "Claw Punch".

3. Gain 11 individuals this round.

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6dfd9c No.40604

Hold off posting for a moment, I need to allocate points to everyone and post a disaster map.

This will be done at the end of every future turn.

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29ede3 No.40605

Dice rollRolled 11, 91, 92 = 194 (3d100)

>>40598

# of individuals: 20 (+2/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x2, Basalt Field x1

Bonus: Talons - +80 to all talon attacks

Penalty: Offspring Limit - Females only produce 10 eggs in their lifetimes, laying only 1 at a time

Learned Behaviors: Peck, Bite, Talon!, Take off*, Dive, Wing-Buffet, Intimidate

Mutations: None

Fight: Intermediate

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

In Progress: Offspring Limit Correction (2/???)

1. The Grand Condors continue to expand their domain in search of more food and suitable nesting terrain.

2. Over time the Great Condors develop internal gas bladders in their chest for increased buoyancy and easier flight for the condors.

3. It is now the Condor Mating Season, and it is estimated that more condors will be born than normal for its duration.

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6dfd9c No.40606

File: 3ea8c8cb1936754⋯.gif (115.82 KB,800x400,2:1,disaster map.gif)

Brown = Quake

White = Meteor

Teal = Storm

Dark Purple = Typhoon/Maelstrom

Yellow = Fire

Dark Gray = Plague

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6dfd9c No.40607

>>40560

>>40562

>>40569

>>40572

>>40578

>>40592

Gain 1 Basic Evolution Point. You may spend it to enhance an action for a +10, or, may keep it until you have 10 of them, after which you may raise 1 score to intermediate.

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6dfd9c No.40608

Posting may proceed.

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bde0ff No.40609

>>40608

dont i get a superb point for that 80+ roll?

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6dfd9c No.40610

>>40609

>>40592

You also have 1 superb point, redeemable for a +30 on 1 action, needing 4 to make 1 stat raise from basic to intermediate.

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408015 No.40622

Dice rollRolled 100, 38, 71 = 209 (3d100)

>>40603

# of individuals: 50

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 1; Conifer Forest x 1

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch 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: (a list)

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

Mutations: (any current mutations contained within the species)

Fight: Intermediate

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

1; Expand to control more Biomes

2-3; Evolve smarter brains to learn and interact with each other and prey more

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bde0ff No.40624

Dice rollRolled 88, 33, 93 = 214 (3d100)

Sheet

# of individuals: 150

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Rocky Shoal x 1, Shallow Sea x1

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

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: Hiding

Combat Commands: Hide, Bite, Smack

Mutations: (any current mutations contained within the species)

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Points:

1 basic

1 superb

Actions

1. Expand to more biomes

2. In order to better compete with other Intelligiaster, they have started altering the environment by making it more appealing to prey species near their ambush spots to lure them closer.

3. In order to mate females will only choose males whose "caves" are considered suitable for laying their eggs in, making males spend extra time improving their dens.

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e5e8c4 No.40641

Dice rollRolled 10, 31, 2 = 43 (3d100)

>>40606

# of individuals: 60 +4/turn(as long as I controll temperate forest)

Family: Chimera

Species: Sturmiastriex Chimeriae

EP: 1BEP

Biomes controlled: Temperate Forest x 1, Salt Marsh x1

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

Penalty: Small – Sturmiastriex is only 3 ft across.

Combat Commands: Bite, Peck, Talon, Take-off*, swoop

Learned Behaviors: (a list)

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

1-2) The colonies lead to increased proximity and interaction between the sturms. This leads to the development of more calls and social ques that facilitate bonding and cooperation in the colony.

3) To increase the bonds between eachother and to remove parasites the Sturms start grooming eachother.

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a82ae3 No.40649

Dice rollRolled 13, 89, 19 = 121 (3d100)

>>40599

# of individuals: 73

Family: Mammals

Species: Folivofalxis

Biomes controlled: Stench Jungle x 2 1 Stench Rain Forest, 1 Stench Plains.

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)

Mutations: (any current mutations contained within the species)

Commands: Rip/Tear, Flush

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Action 1: The sloths expand their territory

Action 2: Some of the more aggressive sloths attempt to chase away predators

Action 3; The sloths need to find a way to become faster, as such they will evolve to become more efficent in that area

Evolution points.

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73bb63 No.40651

Dice rollRolled 92, 3, 42 = 137 (3d100)

>>40602

# of individuals: 79

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 1, Sea - Pelagic x 1

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

Penalty: Size – Cardiarresticthys is roughly the size of an adult human’s pointer finger.

Learned Behaviors:

+Mate Seeking: Size

+Swarming

Mutations: (any current mutations contained within the species)

Combat commands: Bite! Fin! Swarm!

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Size: 5 inches

Evolution Points: 1

1. Grow larger, grow longer, become huge

2. Expand the areas we reside in

3. The Hunt for prey continues, a single swarm should be enough to take out prey large enough to feed the entire School, thus the more swarms the more we should be able to feast.

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bde0ff No.40657

>>40624

spend one basic point on action 3.

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e5e8c4 No.40658

>>40641

spend one basic point on action 3

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6dfd9c No.40660

>>40605

1. Gain 1 tundra. It is a food minimum low value biome.

2. Entrails became Intermediate. Gain 1 Elite Point. You need 2 more Elite point to raise a stat.

3. Gain 14 individuals and 1 elite point.

Your biomes are overcrowded. At this rate you will lose 1 individual a turn until more space is controlled by you.

Additionally you could set a nomadic path so that some of your population moves regularly, though it would only be possible to do with the nested mountain biomes, since both have to be the same type.

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6dfd9c No.40661

>>40622

1. Gain 1 Bubbling Spa Marsh, 1 Abundant Conifer Forest, and 1 Tundra. Also gain 1 peak point, which raises 1 stat immediately.

2-3. Survival went to Intermediate, but Entrails did not.

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6dfd9c No.40662

>>40624

1. Gain 2 Sea: Shallow biomes, and 1 Serene Sea: Shallow biome. Gain 1 Superb point.

2. Didn't work, most of your current biome's ground area is rock, not sand.

3. Gain a learned behavior, Caving, change Rocky Shoal to "Caving Rocky Shoal".

You gain 27 individuals this round, gaining 4 additional each round after for as long as you control the "Caving Rocky Shoal". Additionally gain 1 elite point and changing "hide" to "Hide*", since it is now a battle-escape.

Additionally if you want to set a nomadic path to the serene shallow sea biome you control, it counts as simply 'shallow sea' for the 'are they the same type of biome' question, so doing that is possible.

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6dfd9c No.40664

>>40641

1-2. You gained a learned behavior, "Talking", it doesn't really do much, but it allows parents to identify specific offspring, and it gains you 1 basic evolution point immediately.

3. Complete fail, fighting results, lose 7 individuals.

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6dfd9c No.40665

>>40649

1. Gain 1 Basalt Field. A food minimum low value biome.

2. "chasing" is a form of pursuit, so you didn't do that (disadvantage intervention there).

What you did was learned a command, "Display Aggression: Sudden Clap". With a way of showing overt aggression, more predators simply avoid Folivofalxis.

Additionally you gained 1 Superb Point.

3. A mutant with longer limbs than normal is born. Its bones are much weaker than expected and it does not live long, lose 1 individual.

It didn't live long enough to reproduce, so you didn't gain any mutations.

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6dfd9c No.40666

>>40651

1. A mutant is born who is 7 inches instead of five. Automatically slowly increase your size from here on, actions are no longer needed to increase this. Gain Mutation: Beneficial Giantism.

2. Earthquake swallowed some of you, lose 14 individuals.

3. Battle!

https://www.youtube.com/watch?v=OdDu6Mp64c4

Vs: Regicthos Gigantum

Prize: "Sea: Pelagic" biome

Choose 2 commands and roll 2d100, your # of individuals is your "HP".

Regicthos gigantum is a 7 foot long gray-blue codfish with dopey purple eyes and a big mouth.

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6dfd9c No.40667

>>40651

Also gain 1 Elite Point.

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6dfd9c No.40668

File: c4c99b41cc4ffcf⋯.gif (114.89 KB,800x400,2:1,disaster map 2.gif)

>>40606

Pink = above ground volcano

Very dark pink = below water volcano

other colors mean the same stuff they meant previously

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73bb63 No.40669

Dice rollRolled 58, 14 = 72 (2d100)

>>40666

# of individuals: 65

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 1, Sea - Pelagic x 1

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

Penalty: Size – Cardiarresticthys is roughly the size of an adult human’s pointer finger.

Learned Behaviors:

+Mate Seeking: Size

+Swarming

Mutations:

+Beneficial Gigantism (7 inch fish)

Combat commands: Bite! Fin! Swarm!

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Size: 5 inches

Evolution Points: 1 basic

1 elite

Swarm the prey, bite and gnash and gnaw and tear

1. Swarm

2. Bite

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29ede3 No.40670

YouTube embed. Click thumbnail to play.
Dice rollRolled 88, 55, 76 = 219 (3d100)

>>40660

# of individuals: 46 (+2/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x2, Basalt Field x1, Tundra x1

Bonus: Talons - +80 to all talon attacks

Penalty: Offspring Limit - Females only produce 10 eggs in their lifetimes, laying only 1 at a time

Learned Behaviors: None (yet)

Combat Commands: Peck, Bite, Talon!, Take off*, Dive, Wing-Buffet, Intimidate

Mutations: None

Fight: Intermediate

Offspring: Basic

Entrails: Intermediate

Externals: Basic

Survival: Basic

Evolution Points: 1/10 Basic Points, 2/3 Elite Points

In Progress: Offspring Limit Correction (2/???)

1. The Great Condor expands its territory once more to search out fertile plains and more mountains to nest in.

2. More expansion. The Great Condor must feed and it must have room to do so in.

3. The Great Condors have been exhibiting an unusual talent - taking their prey high into the air and dropping them to their deaths. This may prove useful not only in defending itself but also in hunting prey.

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bde0ff No.40671

Dice rollRolled 23, 88, 14 = 125 (3d100)

Sheet

# of individuals: 177+4/t

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Caving Rocky Shoal x 1, Shallow Sea x3, Serene Shallow Sea x1

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

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: Hiding

Combat Commands: Hide*, Bite, Smack

Mutations: (any current mutations contained within the species)

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Points:

1 Basic

2 Superb

2 Elite

Actions

M. Set 10% pop to serene shallow sea

1. Expand to more biomes

2. In order to create better caves and catch more prey, Intelligiaster has developed longer and stronger tentacles with more powerful suckers.

3. In order to catch more prey, Intelligiaster has found what each species likes to eat and tries to cover their ambush point with bait within striking distance such as small algae covered rocks for herbivores or dead fish for scavengers.

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733401 No.40674

File: 6683d479ab0ef80⋯.jpg (44.17 KB,800x600,4:3,CRABBED.jpg)

Dice rollRolled 37, 66, 99 = 202 (3d100)

>>40661

# of individuals: 50

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 2; Conifer Forest x 1; Abundant Conifer Forest x 1; Bubbling Spa Marsh x 1

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch 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: (a list)

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

Mutations: (any current mutations contained within the species)

Fight: Intermediate

Offspring: Basic

Entrails: Basic

Externals: Intermediate

Survival: Intermediate

1-2; Evolve an organ that allows me to smell, specifically hormones and such that linger so I can determine what is in the area even if it's outside my psi sense

3; Be fruitful and multiply

Spent peak point on Externals

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733401 No.40675

>>40674

>>40661

6699 upside down bonus

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6dfd9c No.40677

File: 44acfd61a941a87⋯.gif (88.96 KB,800x400,2:1,map 2 (2).gif)

mupdate, posting can proceed normally.

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bde0ff No.40679

>>40677

if your up get in the discord or mibbit

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e5e8c4 No.40706

Dice rollRolled 98, 52, 20 = 170 (3d100)

>>40664

# of individuals: 57 +4/turn(as long as I controll temperate forest)

Family: Chimera

Species: Sturmiastriex Chimeriae

EP: 1BEP

Biomes controlled: Temperate Forest x 1, Salt Marsh x1

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

Penalty: Small – Sturmiastriex is only 3 ft across.

Combat Commands: Bite, Peck, Talon, Take-off*, swoop

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

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

1) The meeker less aggressive sturms start grooming eachother.

2-3) In the salt marches several sturms have started scraping off pieces of trees when they smell fat larvaes under the bark. reaching into holes to get out the succulent food.

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733401 No.40710

>>40674

>>40661

Use basic Evolution point for 37

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bde0ff No.40711

>>40671

spend a superb point on action 2.

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bde0ff No.40712

>>40671

spend an elite point on action 3.

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a82ae3 No.40713

Dice rollRolled 57, 66, 93 = 216 (3d100)

>>40665

>>40665

>>40665

># of individuals: 73

>Family: Mammals

>Species: Folivofalxis

>Biomes controlled: Stench Jungle x 2 1 Stench Rain Forest, 1 Stench Plains.

>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)

>Mutations: (any current mutations contained within the species)

>Commands: Rip/Tear, Flush

>Fight: Basic*

>Offspring: Basic

>Entrails: Basic

>Externals: Basic

>Survival: Basic

>Action 1: The sloths expand their territory

>Action 2: Some of the more aggressive sloths attempt to chase away predators

>Action 3; The sloths need to find a way to become faster, as such they will evolve to become more efficent in that area

>Evolution points.

# of individuals: 73

Family: Mammals

Species: Folivofalxis

Biomes controlled: Stench Jungle x 2 1 Stench Rain Forest, 1 Stench Plains, 1 Basalt Field.

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)

Mutations: (any current mutations contained within the species)

Commands: Rip/Tear, Flush,Sudden Clap

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Action 1: Some of the sloths grow smaller and faster

Action 2: Some of the more aggressive sloths attempt to chase away predators

Action 3; The sloths need to find a way to become faster, as such they will evolve to become more efficent in that area

Evolution points: 1 superb

Using the superb point on first action, dunno what the bonus is though so

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6dfd9c No.40714

>>40669

1-2: Regicthos bit you once, lose 4 individuals, but your swarm hit it and it was much to big to even try to dodge the swarm of deadly biting, and its dead only a few moments later.

Gain 1 Sea: Pelagic biome and gain 1 Intermediate point.

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6dfd9c No.40715

>>40670

1. Gain 3 biomes. 1 Abundant Mountain and 2 Tundras.

2. Gain 1 Conifer Forest and 1 Basalt Field.

3. Gain learned behavior: Dropping, gaining 2 battle commands, "Grapple" and "Drop!", in order to use "Drop!" you must successfully use "Grapple".

You are spread to thin, it will be difficult to hold your biomes without more AG's.

Additionally, you can make the Abundant Mountain a Nested area, as well.

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6dfd9c No.40716

>>40670

also gain 1 superb point.

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6dfd9c No.40717

>>40671

Migration set, Make a new area of your sheet, "Migrations" and put there "Shallow Sea to Serene Shallow Sea, 10% of population".

1. Gain 1 Dismal Rocky Shoal. Dismal doesn't have anything to do with its point value, dismal means its misty and cold 80-90% of a year.

2. A pattern of breeding selected was learned, gained a learned behavior "Selection Pressure: Longer tentacles". Also gain 1 Superb Point.

Over the time you will automatically get bigger, gaining 1d2 inches a turn.

3. It doesn't quite work out how you intend, and instead of catching prey, you end up finding mussels and eating them.

1 brief warning; it is possible to be literally to big for your stats, and your learned behavior will definitely eventually need to be unlearned some distant turn from now, unless you start raising stats more.

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6dfd9c No.40718

>>40674

1-2: Entrails went to Intermediate. You have a sense of smell, and should change your penalty to read as follows "ESP, Touch, Smell, and Taste are trilobitia's only senses until more are evolved".

3. Gain 69 individuals, and 1 elite point.

Externals went to Advanced.

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6dfd9c No.40719

>>40713

Basalt field is now a stench basalt field.

1. Gain 1 mutant, and gain the mutation "slightly faster metabolism". Your metabolism will automatically steadily (but very slowly) get faster.

2. Gain a learned behavior, "Threatening". This allows you to remove predators by chasing them short distances of only a few feet while looking as big and scary as you can.

3. Penalty 5 of ?? corrected. Even with a result of 93, it needs more than 1 roll for the penalty to be completely gone.

Survival moved to Intermediate.

Gain 1 Elite point.

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6dfd9c No.40720

>>40706

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

Survival moved to intermediate. Also gain 1 Elite point.

2-3: Gain a learned behavior, "Tree Scraping", which is similar to how a woodpecker eats, fly to a tree, tear a small spot open, and snag bugs.

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6dfd9c No.40721

File: 15847fb5e2233e9⋯.gif (94.07 KB,800x400,2:1,map 3.gif)

>>40677

mupdate

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6dfd9c No.40722

File: 0df8dc720bdb9b0⋯.gif (114 KB,800x400,2:1,disaster map 3.gif)

Disaster map

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6dfd9c No.40724

Posting may proceed.

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29ede3 No.40726

Dice rollRolled 39, 52, 98 = 189 (3d100)

>>40715

# of individuals: 46 (+2/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x2, Abundant Mountain x1, Basalt Field x1, Tundra x5, Conifer Forest x1

Bonus: Talons - +80 to all talon attacks

Penalty: Offspring Limit - Females only produce 10 eggs in their lifetimes, laying only 1 at a time

Learned Behaviors: Dropping prey

Combat Commands: Peck, Bite, Talon!, Take off*, Dive, Wing-Buffet, Intimidate, Grapple, Drop!

Mutations: None

Fight: Intermediate

Offspring: Basic

Entrails: Intermediate

Externals: Basic

Survival: Basic

Evolution Points: 1/10 Basic Points, 2/3 Elite Points, 1/4 Superb Points

In Progress: Offspring Limit Correction (2/???)

1. The Grand Condors work more to improve their weakness of limited births, birthing more streamlined eggs and becoming more fertile as well.

2. The Grand Condors make their nests in the new mountainsides, eager to expand and not be so crowded in the existing mountain nests.

3. Due to their size, the Grand Condors would often eat their smaller prey whole, which would normally wreak havoc on their digestive system, but the Grand Condors learn to nibble on rocks to help their tough gizzards digest their food. Their favorites are flint and coal.

Also not sure if I need to roll for this or not but I'll give up my basalt field biomes because those don't seem to be very helpful. If I can't do it this turn then I'll be doing it next turn, I suppose.

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29ede3 No.40727

>>40726

Pop should be 48 and I'll use a basic evo point on Action 1 to make it a little better at least.

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73bb63 No.40731

Dice rollRolled 57, 42, 1 = 100 (3d100)

>>40714

# of individuals: 61

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 1, Sea - Pelagic x 2

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

Penalty: Size – Cardiarresticthys is roughly the size of an adult human’s pointer finger.

Learned Behaviors:

+Mate Seeking: Size

+Swarming

Mutations:

+Beneficial Gigantism (7 inch fish)

Combat commands: Bite! Fin! Swarm!

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Size: 5 1/2 inches

Evolution Points: 1 basic

1 Intermediate

1 elite

1. 2. 3 . the abundance of food thanks to swarm tactics allows the population to breed like crazy, still seeking the largest of mates (use elite point on first roll, intermediate on second, and basic on third)

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6dfd9c No.40734

>>40726

You -can- give up basalt field if you want to, but basalt field sometimes flips to 'rain forest' with no warning, after which it remains a rain forest.

Are you sure, absolutely sure, that you do this?

If you are 100% sure, go ahead and remove it.

This is a free action.

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29ede3 No.40735

>>40734

Go ahead and keep the basalt fields and leave the tundra then

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bde0ff No.40738

Dice rollRolled 28, 49, 79 = 156 (3d100)

Sheet

# of individuals: 181+4/t

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Caving Rocky Shoal x 1, Shallow Sea x3, Serene Shallow Sea x1, Dismal Rocky Shoal x1

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

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: Hiding, Selection Pressure: Longer tentacles

Combat Commands: Hide*, Bite, Smack

Mutations: (any current mutations contained within the species)

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Points:

1 Basic

2 Superb

2 Elite

Migrations

Shallow Sea to Serene Shallow Sea, 10% of population

Actions

1. Expand to more biomes

2. With Intelligiaster spreading out and gaining new food sources, its entrails have adapted to better handle the variety of food now available

3. Intelligiaster has developed a unique way of disposing waste. To further enhance their dens they have started eating things that they would not normally be able to digest to create a viscious mucous to help maintain the integrity of the caves. This also has the side effect of their excrement being quite fecund and conductive to growth.

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e5e8c4 No.40744

Dice rollRolled 2, 23, 2 = 27 (3d100)

>>40720

# of individuals: 61 +4/turn(as long as I controll temperate forest)

Family: Chimera

Species: Sturmiastriex Chimeriae

EP: 1BEP 1 EEP

Biomes controlled: Temperate Forest x 1, Salt Marsh x1

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

Penalty: Small – Sturmiastriex is only 3 ft across.

Combat Commands: Bite, Peck, Talon, Take-off*, swoop

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.

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Intermediate

1) Set up roosts in the Salt marsh

2) With the more abundant food sources production of more eggs is viable per clutch.

3) More food also led to a slight increase in size.

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bde0ff No.40759

Dice rollRolled 1 (1d2)

>>40738

spend an elite and basic point on action 3 to create a perfect base to expand upon.

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e5e8c4 No.40760

Dice rollRolled 83, 100, 37 = 220 (3d100)

>>40744

use my Basic EP and Elite EP on action 1

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6dfd9c No.40761

>>40760

Let it be known here and in the sight of all, that I have elected to use my 1 time per player miraculous accidental roll correction to use THIS set of rolls, not the shitty as fuck ones.

The shitty as fuck ones are still valid, and are being used, but are being used for something other than their original purpose.

This was done by my personal choice, because I wouldn't make any player suffer the double torment of having shitty rolls and then accidentally rolling super awesome rolls one second later.

In future, if anyone, in any of my games, accidentally rolls 1 result above 80 and an additional at least 90 in an accidental roll-set immediately after 2 fail-results and a poor result, I will use it at their request.

This will be very rare and will mostly be used at my discretion, though anyone who fits the above-mentioned conditions can expect to have this executive decision used in their favor.

This is a fiat.

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733401 No.40768

Dice rollRolled 38, 26, 63 = 127 (3d100)

>>40718

# of individuals: 119

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 2; Conifer Forest x 1; Abundant Conifer Forest x 1; Bubbling Spa Marsh x 1

Bonus: ESP – Trilobitia uses ESP in lieu of any senses whatsoever except touch, smell,7 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: (a list)

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

Mutations: (any current mutations contained within the species)

Fight: Intermediate

Offspring: Basic

Entrails: Intermediate

Externals: Intermediate

Survival: Intermediate

1-2; Learn how to communicate better with each other to coordinate ambushes more effectively

3; Evolve stronger muscles in the front claws

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a82ae3 No.40781

Dice rollRolled 65, 92, 18 = 175 (3d100)

>>40719

# of individuals: 73

Family: Mammals

Species: Folivofalxis

Biomes controlled: Stench Jungle x 2 1 Stench Rain Forest, 1 Stench Plains, 1 Stench Basalt Field.

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)

Mutations: (any current mutations contained within the species)

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

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Intermediate

Action 1: Expansion keeps going

Action 2: Some of the sloths split off from the main group and form their own group

Action 3; They keep attempting to become faster

Evolution points: 1 Elite point

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6dfd9c No.40821

>>40726

1. Offspring limit correction now 7 of 51.

2. Abundant mountain is now Nested Abundant Mountain. Your population gain per turn is now +7 per turn.

3. Gain 1 elite point. Gain a learned behavior, Flint Eating. For so long as you control at least 1 basalt field or at least 1 mountain, gain a +5 to all hunting/eating rolls.

This learned behavior ignores modifiers, controlling a mountain or basalt field period is enough to have this.

Gain 3 intermediate points and 1 superb as the output of your biomes.

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6dfd9c No.40822

>>40731

1-2-3: Gain 59 individuals and a second beneficial gigantism mutant, gaining 1 full inch each turn now.

Even with the point expenditure, it isn't quite enough and this time you're under attack by something more dangerous.

Sudden battle; Dispaterensus Pelagiae

Prize: 1 Bubbling Seabed.

D. Pelagiae uses Sweat-shed, bite attacks against it suffer a -10 penalty for the next 1 turn.

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6dfd9c No.40823

>>40731

Gain 3 basic points and 1 intermediate point as biome-output.

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6dfd9c No.40824

>>40738

1. Gain 1 more shallow sea and 1 sea: pelagic.

2. Entrails became Intermediate.

3. Gain a learned behavior, Fertilizing. This means your individuals poop at the base of already existing plants, and this is the first step towards having the miracle grow advantage.

Gain 3 basic points, 1 advanced point, and 1 intermediate point as your biome-output.

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6dfd9c No.40826

>>40744

1. Salt Marsh is now roosted salt marsh, additionally gain 1 further salt marsh. Gain 1 superb point.

2. Population boom, gain 1 peak point and gain 119 individuals.

Your biomes are very overcrowded, decline in value currently at more than 50% per turn, expansion is a must.

3. Your current average size is now 3 ft 1&1/2 inch, this is not a continuing trend, but a 1 time increase.

Your biomes give you 4 basic points as their output.

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6dfd9c No.40827

>>40768

1-2. Gain learned behavior, Stampede. Basically this means that if 1 TD suddenly charges, a bunch more will with no warning. Gain combat command Stampede.

3. Gain 1 mutant: Oversized Claws.

Over time your claw punch will become (very slowly over the long course of turns) significantly stronger. If the mutant survives long enough, your claw punch will definitely eventually gain a ! modifier. (though that's a long time later).

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6dfd9c No.40828

>>40768

Your biomes gave you 2 intermediate points, 3 basic points, and 1 advanced point.

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6dfd9c No.40829

>>40781

1. Gain 1 Temperate Forest, and 2 Plains. Next turn both with be stenched.

2. Gain 1 migration, Stench Jungle 1 to Stench Jungle 2, setting 10% of your population to that migration. Also gain 1 elite point.

Wasn't exactly clear what you were trying to do with action 2.

3. Fail, lose 5 individuals.

Gain 2 basic points, 2 intermediate points, and 1 advanced point as your biome-output.

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6dfd9c No.40830

File: 82be1fe4bd21ba8⋯.gif (97.37 KB,800x400,2:1,map 4.gif)

mupdate

no disaster map this round because a plot related disaster will happen in the next 3 turns.

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73bb63 No.40833

Dice rollRolled 93, 49 = 142 (2d100)

>>40822

# of individuals: 120

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 1, Sea - Pelagic x 2

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

Penalty: Size – Cardiarresticthys is roughly the size of an adult human’s pointer finger.

Learned Behaviors:

+Mate Seeking: Size

+Swarming

Mutations:

+Beneficial Gigantism (7 inch fish)

Combat commands: Bite! Fin! Swarm!

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Size: 6 inches

Evolution Points: 3 basic

1 Intermediate

1.2. for the Swarm!

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29ede3 No.40835

Dice rollRolled 98, 94, 77 = 269 (3d100)

# of individuals: 55 (+7/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x2, Abundant Mountain x1, Basalt Field x1, Tundra x5, Conifer Forest x1

Bonus: Talons - +80 to all talon attacks

Penalty: Offspring Limit - Females only produce 10 eggs in their lifetimes, laying only 1 at a time

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!, Take off*, Dive, Wing-Buffet, Intimidate, Grapple, Drop!

Mutations: None

Fight: Intermediate

Offspring: Basic

Entrails: Intermediate

Externals: Basic

Survival: Basic

Evolution Points: 3/8 Intermediate Points, 2/4 Superb Points, 3/3 Elite Points

In Progress: Offspring Limit Correction (7/51)

FREE: Using my automatic upgrade from getting 3 elite points to boost Fight to the next level

1. The Aviornis Grandiosa's journey towards laying larger clutches continues. (Progress: 7/51)

2. Using their methane-filled air bladders and the residual flint accumulated on their beaks, it is speculated that by making a spark with their beak they could exhale using the air bladders and create a violent, fiery burst from its mouth.

3. The Aviornis Grandiosa goes on the prowl to hunt in the abundant biomes of the lesser ground species, seeking to take over their terrain and get a few meals out of it as well…(Start a fight with another species to get its territory and train up mah niggas)

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bde0ff No.40836

Dice rollRolled 91, 74, 11 = 176 (3d100)

# of individuals: 185+4/t

Size: 6 inches

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Caving Rocky Shoal x 1, Shallow Sea x4, Serene Shallow Sea x1, Dismal Rocky Shoal x1, Pelagic Sea x1

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

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: Caving, Hiding, Selection Pressure: Longer tentacles, Fertilizing

Combat Commands: Hide*, Bite, Smack

Mutations: (any current mutations contained within the species)

Fight: Basic

Offspring: Basic

Entrails: Intermediate

Externals: Basic

Survival: Basic

Points:

4 Basic

1 intermediate

1 advanced

2 Superb

2 Elite

Migrations

Shallow Sea to Serene Shallow Sea, 10% of population 2/10

Actions

Set a migration from caving rocky shoal to dismal rocky shoal with 10% of pop

1. Expand to more biomes

2. To further enhance their dens they have started eating things that they would not normally be able to digest to create a viscious mucous to help maintain the integrity of the caves. With leftover nutrients enriching their fecal matter.

3. As Intelligiaster constantly expands and begins to migrate more it has begun to optimize its body for long trips while it finds a suitable place to "cave" in. by having its organs change in size to more efficiently absorb and retain energy from food to reduce "stopover" time and save time.

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bde0ff No.40837

Dice rollRolled 1 (1d2)

>>40836

spend a superb point on action 1 and an elite point on action 3.

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6dfd9c No.40838

>>40837

Acknowledged, THIS time I saw it, so it will have it's intended effect.

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29ede3 No.40839

>>40835

I'll drop 2 intermediate points on making my fire breath even better

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408015 No.40841

File: a1d948b4354b82e⋯.jpg (131.24 KB,1124x371,1124:371,1467508398494.jpg)

Dice rollRolled 61, 11, 41 = 113 (3d100)

>>40827

>>40828

# of individuals: 119*(1 Oversized Claws Mutant)

Family: Insects

Species: Trilobitia Dexterosa

Biomes controlled: Tundra x 2; Conifer Forest x 1; Abundant Conifer Forest x 1; Bubbling Spa Marsh 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

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

Mutations: Oversized Claws

Fight: Intermediate

Offspring: Basic

Entrails: Intermediate

Externals: Intermediate

Survival: Intermediate

1-2; Evolve tougher and bigger body plates to rest easier or attack without risking much damage to self

3; Expand into nearby biome

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408015 No.40842

>>40841

>>40828

>>40827

Use an Advanced point on action 2

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e5e8c4 No.40884

Dice rollRolled 89, 75, 2 = 166 (3d100)

>>40829

# of individuals: 184 +4/turn(as long as I controll temperate forest)

Family: Chimera

Species: Sturmiastriex Chimeriae

EP: 1 PEP 4Bep

Biomes controlled: Roosted Temperate Forest x 1, Salt Marsh x1, Roosted Salt Marsh

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

Penalty: Small – Sturmiastriex is only 3 ft across. (3ft 1 1/2 inches)

Combat Commands: Bite, Peck, Talon, Take-off*, swoop

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.

Mutations: (any current mutations contained within the species)

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Intermediate

Use Peak EP to level offspring

1-2) SPREAD to new areas.

3) Improve the hunting cooperation. Calls are used to communicate weakspots and timing.

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e5e8c4 No.40885

>>40884

use 4 BEP to increase action 3 by 40

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6dfd9c No.40892

>>40833

1-2: You win the bubbling seabed, but it is a pyric victory, for you cannot eat the disgusting carrion-eater octopus, and you lost 14 individuals.

You now have 1 Bubbling Seabed biome.

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6dfd9c No.40894

>>40835

1. Progress 29 of 51.

2. Mutant, Fire Breathing, change a combat command, "Take off*" is now "Hop: Sudden firebolt!"

3. You picked a fight with Serratodigiti Raptorum, a fast-attack raptor with DEADLY, serrated talons and a 15 feet long body.

You are in combat.

The prize is; Loam River Delta.

Choose 1 command at a time, and roll 1d100 each round you use a command.

Serratodigiti Raptorum uses Display Aggression: Hiss and flex claws, but it didn't work on you.

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6dfd9c No.40895

>>40835

Also your Fight raised to "Advanced", you need to raise more stats to intermediate to be able to raise anything above advanced.

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29ede3 No.40897

Dice rollRolled 73, 24 = 97 (2d100)

>>40894

Combat with the dinocucks:

1. Hop: Sudden Firebolt!

2. Talons! (+80)

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6dfd9c No.40898

File: 574905aa1287e13⋯.jpg (12.38 KB,320x231,320:231,A. Longiformia.jpg)

>>40836

Migration set, dismal rocky shoal to caving rocky shoal, 10%.

1. Gain 1 Sea, Shallow: Kelp Field biome and 1 Vaporous Seabed.

2. Caving Rocky Shoal changed to Caving Reef Shoal, it is now more valuable, 1 shallow sea became Algae-covered, its now more valuable as well and now a different biome, "Algae covered sea-surface".

3. Surprise attack, Abyssognathis Longiformia (pictured), lose 11 individuals. A. Longiformia didn't do anything but catch a few unawares and then swim away, it fled any combat.

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6dfd9c No.40899

>>40841

1-2: Externals became Advanced, but survival went back down to basic, you are a little bit to big for your own limbs.

3. Gain 2 additional tundras and 1 Invaded Conifer Forest.

Carniferns are present in this world somewhere, invaded zones have carniferns that are still growing (and aren't dangerous yet) present.

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6dfd9c No.40900

>>40884

1-2: Gain 2 temperate forests, 1 Deep Lake Coast, and 2 Rain Forests.

3. Gain a new trait, Calls, you now have 2 calls, "Food Here", and "In trouble".

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6dfd9c No.40901

>>40884

Offspring went to Intermediate.

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6dfd9c No.40902

>>40884

Gain 1 Superb Point.

>>40836

Gain 1 Elite point.

>>40835

Gain 2 elite points.

>>40833

Gain 1 elite point.

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6dfd9c No.40903

Dice rollRolled 25 (1d100)

Fuck I forgot the Druz-man.

Druza should add this roll result to his next lowest numerical roll.

That is (my result) + (his lowest result) = (number that I'm counting as his action's actual result).

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bde0ff No.40905

Dice rollRolled 43, 61, 28 = 132 (3d100)

# of individuals: 179+4/t

Size: 7 inches

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Caving Reef Shoal x 1, Dismal Rocky Shoal x1, Shallow Sea x3, Algae Covered Shallow Sea x1, Serene Shallow Sea x1, Shallow Sea kelp Field x1, Vaporous Seabed x1, Pelagic Sea x1

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

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: Caving, Hiding, Selection Pressure: Longer tentacles, Fertilizing

Combat Commands: Hide*, Bite, Smack

Mutations: (any current mutations contained within the species)

Fight: Basic

Offspring: Basic

Entrails: Intermediate

Externals: Basic

Survival: Basic

Points:

4 Basic

1 intermediate

1 advanced

2 Superb

2 Elite

Migrations

Shallow Sea to Serene Shallow Sea, 10% of population 3/10

Dismal Rocky Shoal to Caving reef shoal, 10% of population 1/10

Actions

Set a migration from vaporous seabed to shallow kelp field with 10% of pop

1. Expand to more biomes

2. To further enhance their dens they have started eating things that they would not normally be able to digest to create a viscious mucous to help maintain the integrity of the caves. With leftover nutrients enriching their fecal matter. With the discovery of kelp they have been able to much more efficiently do this process. this new behavior is called Herbaphagia.

3. As Intelligiaster constantly expands and begins to migrate more it has begun to optimize its body for long trips while it finds a suitable place to "cave" in. by having its organs change in size to more efficiently absorb and retain energy from food to reduce "stopover" time to reduce chances of attacks by things like Abyssognathis Longiformia.

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29ede3 No.40906

Dice rollRolled 18, 100, 25 = 143 (3d100)

# of individuals: 62 (+7/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x2, Abundant Mountain x1, Basalt Field x1, Tundra x5, Conifer Forest x1

Bonus: Talons - +80 to all talon attacks

Penalty: Offspring Limit - Females only produce 10 eggs in their lifetimes, laying only 1 at a time

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: None

Fight: Intermediate

Offspring: Basic

Entrails: Intermediate

Externals: Basic

Survival: Basic

Evolution Points: 1/8 Intermediate Points, 2/4 Superb Points, 2/3 Elite Points

In Progress: Offspring Limit Correction (29/51)

FREE: Using my automatic upgrade from getting 3 elite points to boost Fight to the next level

1. The Aviornis Grandiosa's journey towards laying larger clutches continues. (Progress: 29/51)

2. The Aviornis Grandiosa's eyesight develops, allowing it to see prey from high up in the sky and allowing it to spot hidden prey easier.

3. With more population in tow the Aviornis Grandiosas decide to expand to more biomes.

Combat rolls from last turn:

>>40897

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bde0ff No.40913

Dice rollRolled 1 (1d2)

>>40905

boost action 1 with 2 superb points and 2 basic points, boost action 3 with an elite point.

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408015 No.40920

Dice rollRolled 15, 22, 46 = 83 (3d100)

>>40899

# of individuals: 119*(1 Oversized Claws 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

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

Mutations: Oversized Claws

Fight: Intermediate

Offspring: Basic

Entrails: Intermediate

Externals: Advanced

Survival: Basic

1; Evolve bigger and stronger legs that stay under the bigger plates but can lift their bodies

2-3; Kill and destroy all Carniferns

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29ede3 No.40937

>>40906

Might as well slap an intermediate point to the first action and then 2 superb points to action 3 to prevent more shitty biomes

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6dfd9c No.40938

>>40906

This action will be done, but only when combat is resolved, which it isn't yet.

No re-rolling is necessary.

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a82ae3 No.40944

Dice rollRolled 38, 4, 28 + 25 = 95 (3d100)

>>40829

# of individuals: 68

Family: Mammals

Species: Folivofalxis

Biomes controlled: Stench Jungle x 2 1 Stench Rain Forest, 3 Stench Plains, 1 Stench Basalt Field, 1 Stench Temperate 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)

Mutations: (any current mutations contained within the species)

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

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Intermediate

Migration: 1

Action 1: More sloths are made

Action 2: More sloths migrate

Action 3; Some of sloths evolve to become faster (Using 1 elite point and 1 advanced point)

Evolution points: 1 Elite point, 2 basic points, 2 intermediate points, and 1 advanced point

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408015 No.40946

>>40920

>>40899

Use 3 Basic Points on Action 1

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6dfd9c No.40948

Need Shadowrise and Anniria, then update.

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e5e8c4 No.40949

Dice rollRolled 31, 44, 77 = 152 (3d100)

>>40902

# of individuals: 188 +4/turn(as long as I controll temperate forest)

Family: Chimera

Species: Sturmiastriex Chimeriae

EP: 1 SEP 4BEP

Biomes controlled: Roosted Temperate Forest x 1, Salt Marsh x1, Roosted Salt Marsh, 2 temperate forests, 1 Deep Lake Coast, and 2 Rain Forests.

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

Penalty: Small – Sturmiastriex is only 3 ft across. (3ft 1 1/2 inches)

Combat Commands: Bite, Peck, Talon, Take-off*, swoop

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: Basic*

Offspring: Intermediate

Entrails: Basic

Externals: Basic

Survival: Intermediate

1-3) Roost all our biomes

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73bb63 No.40976

Dice rollRolled 82, 9, 80 = 171 (3d100)

>>40892

# of individuals: 106

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 1, Sea - Pelagic x 2 1 Bubbling 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 roughly the size of an adult human’s pointer finger.

Learned Behaviors:

+Mate Seeking: Size (1 inch per turn

+Swarming

Mutations:

+Beneficial Gigantism (7 inch fish)

Combat commands: Bite! Fin! Swarm!

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Size: 7 inches

Evolution Points: 3 basic

1 Intermediate

1 elite

1.2. That sounds like complete garbage, time to evolve to be able to eat whatever is necessary, there is not exactly alot of choice for prey in the dark

3. The time to breed is now, our population must grow

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6dfd9c No.40983

>>40897

Combat result: On fire Serratodigiti raptorum tore into you for massive damage, but died only a moment later.

Gain Loam River Delta but lose 3 individuals.

>>40906

1. Progress 37 of 51.

2. Gain an additional bonus, "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."

3. Gain 2 mountains, 1 basalt field, 2 tundras, and 1 temperate forest.

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6dfd9c No.40984

>>40920

1 Failed, no mutation, simply didn't work, lose 4 individuals in a surprise attack.

2-3: Lose 8 individuals, carniferns huge fronds are covered in deadly acid, touching them, at all, is fatal. We're talking a little splash on you and minutes later you're shrieking as your body has a hole the size of a billiard ball.

Gain learned behavior, "Avoidance: Carnifern".

Biome output: 5 basic points, 3 intermediate points, 2 advanced points.

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6dfd9c No.40985

>>40906

Biome output: 3 basic points 4 intermediate points, 2 advanced points.

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6dfd9c No.40986

>>40944

1. Gain 26 individuals.

2. Migration set, Stench Plains to Stench Plains, 10%.

3. Penalty correction at 11 of 69.

Biome output: 3 basic points, 2 superb points, 2 intermediate points.

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6dfd9c No.40987

>>40949

1-3: Salt Marsh, both temperate forests, and both rain forests became Roosted.

Gain +26 individuals a turn from here on.

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6dfd9c No.40988

>>40949

Also you're now 3ft 2 inches, and you gained 6 basic points, 3 intermediate points, and 1 advanced point from your biome output.

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6dfd9c No.40989

>>40976

Gain 2 Superb points.

1-2: Gain a learned behavior: Opportunism - Recent corpses.

"recent" here simply means, something that's been dead for significantly less than 24 hours.

3. Gain 119 individuals, your biomes are significantly overpopulated, expansion is an absolute must.

Gain 5 basic points and 2 intermediate points from biome output.

Additionally you're now 8 inches long.

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bde0ff No.40990

dafty im pretty sure this is the third time you forgot to apply my point spending, also the points i got from the biome are the same as before I got the uber biomes and upgrades so im not sure of their value. you also said that survival would likely increase since for 5 turns now I have been expanding to new biomes and the boost to 121 would make that even more likely.

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6dfd9c No.40992

>>40905

Migration set.

1. 1 Shallow Kelp covered Sea, 1 Vents Seabed, 1 Abundant Sea-trench, and 3 pelagic seas.

2. Gain a learned behavior, Food Selection: Colorful plants and animals.

You've completed step 2 to get miracle poop.

3. Entrails became intermediate, you are now also 9 inches long.

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

You need more population to easily hold this many biomes.

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bde0ff No.40993

Dice rollRolled 30, 63, 94 = 187 (3d100)

# of individuals: 179+4/t

Size: 9 inches

Family: Cephalopods

Species: Intelligiaster

Biomes controlled: Caving Reef Shoal x 1, Dismal Rocky Shoal x1, Shallow Sea x3, Algae Covered Shallow Sea x1, Serene Shallow Sea x1, Shallow Sea kelp Field x2, Vaporous Seabed x1, Vents Seabed x1, Abundent Sea-trench x1, Pelagic Sea x4

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

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: Caving, Hiding, Selection Pressure: Longer tentacles, Fertilizing, Food Selection: Colorful plants and animals.

Combat Commands: Hide*, Bite, Smack

Mutations: (any current mutations contained within the species)

Fight: Basic

Offspring: Basic

Entrails: Advanced

Externals: Basic

Survival: Basic

Points:

5 Basic

2 intermediate

1 advanced

0 Superb

1 Elite

Migrations

Shallow Sea to Serene Shallow Sea, 10% of population 4/10

Dismal Rocky Shoal to Caving reef shoal, 10% of population 2/10

Vaporous Seabed to Shallow Kelp Field with 10% of pop 1/10

Actions

1. Inside of the Intelligiaster's tentacles sharp retractable spikes have been developing inside of it's suckers allowing Intelligiaster to better grab onto it's prey and rip it apart.

2. because of the large amount of caves to choose from females have adapted the ability to lay multiple batches of eggs during her mating period allowing her offspring to be spread apart and allow her to make more risks for her offspring in regards to the father if he has demonstrated some unique trait.

3. Due to Intelligiaster's wide range of habitats, constant exploration for the perfect cave site, along with their recent organ adaptation they have developed a keen set of behaviors that boost survival rates.

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bde0ff No.40994

Dice rollRolled 2 (1d2)

>>40993

Migration: Vents seabed to abundent sea-trench

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29ede3 No.40996

Dice rollRolled 63, 6, 49 = 118 (3d100)

# of individuals: 71 (+7/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x2, Nested Abundant Mountain x1, Mountain x2, Basalt Field x2, Tundra x2, Conifer Forest x1, Temperate Forest x1, Loam River Delta 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: Offspring Limit - Females only produce 10 eggs in their lifetimes, laying only 1 at a time

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: Basic

Entrails: Intermediate

Externals: Basic

Survival: Basic

Evolution Points: 3/10 Basic Points, 4/8 Intermediate Points, 2/6 Advanced Points, 2/4 Superb Points, 2/3 Elite Points, 1 Peak Point

In Progress: Offspring Limit Correction (37/51)

FREE: Use peak point to boost offspring to intermediate

1. The Aviornis Grandiosas get to work building nests in the new mountains and on the bigger trees in the forests they control as well.

2. It is mating season once more, and record numbers of AGs are projected to be born.

3. The Aviornis Grandiosa comes closer to overcoming their weakness of limited births. (Progress: 37/51)

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29ede3 No.40997

>>40996

Better spend them 3 basic points to keep my birds horny, then spend 2 advanced points to hopefully correct my penalty

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73bb63 No.41019

Dice rollRolled 19, 1, 86 = 106 (3d100)

>>40989

# of individuals: 106

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 1, Sea - Pelagic x 2 1 Bubbling 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 roughly the size of an adult human’s pointer finger.

Learned Behaviors:

+Mate Seeking: Size (1 inch per turn

+Swarming

+Opportunism - Recent corpses.

Mutations:

+Beneficial Gigantism (7 inch fish)

Combat commands: Bite! Fin! Swarm!

Fight: Basic

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Basic

Size: 8 inches

Evolution Points: 8 basic

3 Intermediate

2 superb

1 elite

Free: Spend elite point, 1 superb, and 2 intermediate points to upgrade offspring to intermediate

1. Time to expand our territory, drive out other predators, and feast upon prey

2. The Seabed shall become a jungle of corpses for us to feast upon

3. Our venom must be such that those that would attempt to consume our kills shall add to the pile. (spend 1 superb 1 intermediate and 8 basic points on this)

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e5e8c4 No.41021

Dice rollRolled 45, 17, 100 = 162 (3d100)

>>40992

# of individuals: 214 +26/turn(as long as I controll roosted areas)

Family: Chimera

Species: Sturmiastriex Chimeriae

EP: 1 SEP 10BEP, 3IEP, 1AEP

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

Not roosted: 1 Deep Lake Coast

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

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: Basic*

Offspring: Intermediate

Entrails: Basic

Externals: Basic

Survival: Intermediate

Use 10 BEP to increase fight.

1-2) to more easily reach the bugs in the trees some of the population start using twigs and sticks to scoop them out.

3) the population adds a defence mechanism which is regurgitating their foul and acidic stomach content.

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e5e8c4 No.41022

>>41021

this is me btw.

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6dfd9c No.41096

No update possible yet, need druza.

This game is very much still alive, confirming here and in the sight of all, this game is alive.

Point balancing issues have lead to some miscommunications and difficulties, so here is the new chart.

Basic = 1/16th of a level per point, results from existing for 3 turns straight, cycling back at 3 to repeat

Intermediate = 1/12th of a level per point

Advanced = 1/8th of a level per point, results from all dice rolls above 70

Superb = 1/6th of a level per point, results from all dice rolls above 80

Elite = 1/2 of a level per point, results from all dice rolls above 90

Peak = immediate level up, results from all dice rolls of natural 100s that are unmodified

This supersedes what is found in the pastebin, and is to be considered a fiat in terms of who and what it applies to.

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bde0ff No.41098

>>40993

spend an advanced point, 2 intermediate points, and 4 basic points, spend an elite point and 1 basic point on action 2

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bde0ff No.41099

>>41098

the advanced point, 2 intermediate points, and 4 basic points was to go to action 1

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e5e8c4 No.41107

>>41022

>>41021

>>41096

Changing spending to 1 Aep and 3 IEP and 9 BEP then to get full upgrade

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a82ae3 No.41110

Dice rollRolled 19, 1, 54 = 74 (3d100)

>>40986

# of individuals: 68

Family: Mammals

Species: Folivofalxis

Biomes controlled: Stench Jungle x 2 1 Stench Rain Forest, 3 Stench Plains, 1 Stench Basalt Field, 1 Stench Temperate 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)

Mutations: (any current mutations contained within the species)

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

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Intermediate

Migration: 1

Action 1: Sloths expand territory

Action 2: More sloths migrate

Action 3: The splintered sloths evolve into their own subspecies

Evolution points: 1 Elite point, 2 basic points, 2 intermediate points, and 1 advanced point

3. Penalty correction at 11 of 69.

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6dfd9c No.41113

Update imminent, expect it sometime within the next day.

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408015 No.41116

Dice rollRolled 71, 52, 43 = 166 (3d100)

>>40984

# of individuals: 107*(1 Oversized Claws 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

Fight: Intermediate

Offspring: Basic

Entrails: Intermediate

Externals: Advanced

Survival: Basic

1-2; Evolve bigger and stronger legs that stay under the bigger plates but can lift their bodies

3; Grow fruitful and multiply

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6dfd9c No.41118

>>40993

1. Gain Rip/Tear as a combat command, Externals moving to intermediate.

Additionally, change your penalty.

Your penalty should now read "Size - Your tentacles are much longer than your head".

2. Change "Caving" to "Cave Brooding" and gain 354 individuals.

3. Move Survival to Intermediate. Additionally, change the rate of growth per turn, it is now +7 a turn.

Dismal Rocky Shoal became "Dismal Krill Rocky Shoal", it is now used by Krill as a spawn point.

Serene Shallow Sea became Serene Algae Covered Shallow Sea.

These changes did not affect your already set migrations.

Finally, gain 2 inches of size this round.

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6dfd9c No.41119

>>40994

Migration set.

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6dfd9c No.41120

>>40996

FREE: Offspring became Intermediate, your rate of growth changed, its now +9 per turn.

1.Temperate Forest became Nested, Mountain became nested.

2. Gain 17 individuals.

3. Progress now 46 of 51.

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6dfd9c No.41121

>>41019

1. Gain 3 Sea - Pelagic biomes.

2. Disaster, sea-quake, lose 31 individuals and lose 1 pelagic sea, changing it to 1 deep sea.

3. Fight became advanced. You need to raise other stats before fight can go any further.

Also you gained 2 inches and size and gained another mutant, which ate the beneficial gigantism mutant, even though it had the same mutation, you now have a beneficial gigantism mutant that is 11 inches long.

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6dfd9c No.41122

>>41019

Change your penalty to read "Cardiarresticthys is unable to stop getting steadily-slowly bigger".

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6dfd9c No.41123

>>41021

1-2: Gain a learned behavior, "Twig Using". Change the number of individuals you gain per turn from 26 to 31, gaining 31 individuals this turn.

3. Change Fight and Entrails from basic to intermediate and gain 1 new combat command; "Spew: Bile".

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6dfd9c No.41124

>>41110

1. Gain 1 stench basalt field and 1 stench plains.

2. Wipeout! Lose 12 individuals, the migrating group was hit by a fire disaster and never made it.

3. Gain mutant, 3 Toed Folivofalxis, gaining 1 point of penalty correction per turn, currently at 1 out of ??.

Basalt field flipped to Rain Forest, its now a Stench Rain Forest.

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6dfd9c No.41125

>>41116

1-2: This time it works, gain mutant, Oversized Legs. Having both an oversized claws mutant and an oversized legs mutant at the same time combined together to make a size increase, gain 2 inches a turn, you are currently 2 feet wide and about 3 feet long.

3. Change offspring to intermediate and gain 29 individuals.

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6dfd9c No.41126

File: a6019bb762dce6e⋯.gif (100.42 KB,800x400,2:1,map 5.gif)

mupdate

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6dfd9c No.41127

File: 97fdc7f855340f3⋯.gif (71.33 KB,800x400,2:1,Eruption of Mount Bing Bon….gif)

>>41126

Disaster: Supervolcanic eruption!

The world is now getting on average 1&1/5th a degree F colder per turn.

No players took any direct damage from this, even though it will absolutely definitely affect every single one of you, and every one of your individuals, some day, some way.

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4ef0df No.41131

Would I now gain a level in fight since you said before that it will increase when I got bigger and the flaw change would indicate I reached that point.

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6dfd9c No.41132

>>41131

Oh, yeah, sorry, forgot that part.

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6dfd9c No.41133

Posting can proceed.

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29ede3 No.41134

Dice rollRolled 48, 13, 22 = 83 (3d100)

>>41120

# of individuals: 101 (+13/turn)

Family: Aviornis

Species: Grandiosa

Biomes controlled: Nested Mountain x2, Nested Abundant Mountain x1, Mountain x2, Basalt Field x2, Tundra x2, Conifer Forest x1, Temperate Forest x1, Loam River Delta 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: Offspring Limit - Females only produce 10 eggs in their lifetimes, laying only 1 at a time

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, 4/12 Intermediate Points, 0/8 Advanced Points, 2/6 Superb Points, 2/2 Elite Points, 0 Peak Point

In Progress: Offspring Limit Correction (46/51)

FREE: Use 2 elite points to level up offspring again

1. The AG's biggest weakness shall soon be corrected. (Progress: 46/51)

2. The Aviornis Grandiosa expands forth to new biomes.

3. The Aviornis Grandiosa's wings become more muscular and streamlined, allowing it to fly much faster.

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29ede3 No.41135

>>41134

Throw 2 superb points into action 2 and 4 intermediate points into action 3

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73bb63 No.41138

Dice rollRolled 52, 1, 65 = 118 (3d100)

>>41121

# of individuals: 75

Family: Fish

Species: Cardiarrestichthys Pelagiaster

Biomes controlled: Sea - Deep x 2, Sea - Pelagic x 4 1 Bubbling 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.

Mutations:

+Beneficial Gigantism (11 inch fish)

Combat commands: Bite! Fin! Swarm!

Fight: Advanced

Offspring: Intermediate

Entrails: Basic

Externals: Basic

Survival: Basic

Size: 10 inches

Evolution Points:

1. Breed more fish

2. The Bubbling Seabed shall become a forest of corpses for us to feast upon

3. Begin searching for mates with harder scales as well as being larger

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bde0ff No.41161

Dice rollRolled 19, 89, 37 = 145 (3d100)

# of individuals: 540+7/t

Size: 11 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, Shallow Sea kelp Field x2, Vaporous Seabed x1, Vents Seabed x1, Abundent Sea-trench x1, Pelagic Sea x4

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

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: Cave Brooding, Hiding, Selection Pressure: Longer tentacles, Fertilizing, Food Selection: Colorful plants and animals.

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

Mutations: (any current mutations contained within the species)

Fight: Intermediate

Offspring: Basic

Entrails: Advanced

Externals: Intermediate

Survival: Intermediate

Points:

0 Basic, 0 Intermediate, 0 Advanced, 0 Superb, 1 Elite, 0 Peak

Migrations:

Shallow Sea to Serene Algae Covered Shallow Sea, 10% of population 5/10

Dismal Krill Rocky Shoal to Caving reef shoal, 10% of population 3/10

Vaporous Seabed to Shallow Kelp Field with 10% of pop 2/10

Vents Seabed to Abundent Sea-Trench with 10% of pop 1/10

Actions:

M. Pelagic Sea to Shallow Sea kelp Field

1. Expand to more biomes

2. Intelligiaster females have developed an adaptation that maximizes the advantage of Cave Brooding. They are now able to mate with multiple males and if they find the cave suitable for their eggs, but are not impressed with the mate itself they can use other males sperm to fertilize the eggs.

3. While Intelligiaster has used its spikes to help tear apart prey some have discovered a defensive use as well. Whenever they are confronted from a predator that they cannot escape from they will use their spiky tentacles to cover their relatively small body so that when attacked the predator will run into their spikes and not reach their vulnerable core.

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bde0ff No.41162

Dice rollRolled 2 (1d2)

>>41161

spend an elite point on action 3.

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e5e8c4 No.41242

Dice rollRolled 19, 81, 63 = 163 (3d100)

# of individuals: 245 +31/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: 1 SEP 1BEP, 0IEP, 0AEP 1PEP

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

Not roosted: 1 Deep Lake Coast

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

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: Intermediate

Entrails: Intermediate

Externals: Basic

Survival: Intermediate

Use the PeP to level Externals.

1-2) Spread like mofos to new areas.

3) Roost all the areas.

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408015 No.41248

Dice rollRolled 32, 33, 74 = 139 (3d100)

>>41125

# 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: Basic

1-2; Enhance Survival

3; Evolve a way to communicate silently via ESP

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6dfd9c No.41253

Need druza then update

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a82ae3 No.41285

Dice rollRolled 62, 98, 23 = 183 (3d100)

>>41124

# of individuals: 56

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)

Mutations: (3 Toed Folivofalxis)

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

Fight: Basic*

Offspring: Basic

Entrails: Basic

Externals: Basic

Survival: Intermediate

Migration: 1

Action 1: More breeding

Action 2: Sloth migration

Action 3: The three toed Folviofalxis start becomming more subservient to the larger sloths

Evolution points: 1 Elite point, 2 basic points, 2 intermediate points, and 1 advanced point

Penalty correction 1 out of ???

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6dfd9c No.41304

>>41134

Free: Offspring became Advanced.

1. Penalty corrected, you now have a different penalty, "Denuding - You need a very large number of biomes to not overhunt areas to extinction."

You currently have a suitable number of biomes to not denude any.

2. You gain 1 Swamp, but you are also in combat.

3. Externals improvement 1 out of 13.

Your challenger is Amphigladio Gigantum, an 18 foot tall 21 foot long beetle with two 10 foot mandibles.

Amphigladio flails its 10 foot long gargantuous sharper than a light saber mandibles, but by a miracle of luck, misses you.

Choose 2 commands and roll 2d100.

Prize if you win: 2 additional swamps and 2 advanced points.

https://www.youtube.com/watch?v=_hAZEQ94plA

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6dfd9c No.41305

>>41134

I did it again, I didn't see the point spending.

So instead you may have 1 shrug off, if now or in any future battle an opponent rolls a score higher than 85, you may cash in this shrug off to disregard that result, this is a 1 time 1 use item.

You still expended the points, I just used them for something else.

This will only be happening to players if I accidentally ignore your point spending not less than 4 times in a row, and applies in any and all games I run.

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6dfd9c No.41306

>>41138

Nat 1 on action 2; Plague strikes you, lose 68 individuals and change bubbling seabed to bubbling graveyard seabed. Numerous things besides yourself died.

Breed result on action 1; Gain 66 individuals.

Action 3; Gain learned behavior, "Mate Selection; Hard Scales".

From here on, naturally gain 1 point of armor advancement every turn. You will definitely eventually gain some sort of armor related bonus, but you still currently need 50 points to get the first armor bonus.

Normal actions can of course continue to be spent in search of better armor.

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6dfd9c No.41307

>>41161

M. Not set, Pelagic sea needs to set to another Pelagic Sea.

2. Gain learned behavior, "Cave Selecting". Gain 379 individuals.

3. Battle Results.

Your challenger is Duodentodon, a huge prehistoric shark with numerous double-stacked tooth rows, each socket having 2 deadly teeth in it.

The prize if you win: 4 Elite points and a mystery bag.

Duodentodon is only about 13 feet long.

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6dfd9c No.41308

>>41161

Expansion result: 2 additional pelagic seas.

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6dfd9c No.41309

>>41242

Externals moved to Intermediate.

1-2: Gain 1 Tar Pits Marsh, 2 Mountains, and 1 rainforest.

3. New Rainforest Roosted, 2 mountains roosted.

Not roosted: Tar pits marsh, no trees.

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6dfd9c No.41310

>>41162

I really didn't see this this time, I didn't just accidentally not do it.

Keep the point.

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6dfd9c No.41311

>>41248

1-2: Survival moved to Intermediate.

3. Impossible, your entrails need to be superb for this.

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6dfd9c No.41312

>>41285

1. Gain 31 individuals.

2. Gain a learned behavior: "Systematic Seasonal Migrations".

Your entrails also moved to intermediate for free due to this learned behavior.

3. Fail, the three toed folivofalxis becomes ostracized, lose 3 toed folivofalxis.

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6dfd9c No.41313

>>41285

>>41248

>>41242

>>41161

>>41138

>>41134

I fucked up left and right on that update, so everyone gains 5 basic points and 1 intermediate point at no cost or expenditure to themselves.

Posting may proceed.

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72de41 No.41321

Dice rollRolled 12, 5 = 17 (2d100)

1. Hide to set up next attack and avoid getting bitten

2. Using my brain I will try to avoid areas where he can reach me with its mouth and target the soft underbelly by using my suckers and then claws to gain a firm attachment to the underbelly and then begin to rip and tear

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72de41 No.41322

Dice rollRolled 66, 81 = 147 (2d100)

>>41321

At least the +80 might save me

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73bb63 No.41326

Dice rollRolled 13, 68, 52 = 133 (3d100)

>>41306

# of individuals: 73

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.

+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: 11 inches

Armor:

Armor points: 1

Evolution Points: 5 basic

1 intermediate

1.2. Breed more population

3. Search for materials that we can eat to naturally increase the hardness of our scales

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a82ae3 No.41340

Dice rollRolled 20, 37, 87 = 144 (3d100)

>>41312

# 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: ()

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

Fight: Basic*

Offspring: Basic

Entrails: Intermediate

Externals: Basic

Survival: Intermediate

Migration: 1

Action 1-3: Attempt to cause mutation again (same as previous one)

Evolution points: 1 Elite point, 2 basic points, 2 intermediate points, and 1 advanced point

Penalty correction 1 out of ???

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6dfd9c No.41345

>>41340

Your penalty correction goes up 1 every turn, its now 2.

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72de41 No.41355

>>41345

join discord

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e5e8c4 No.41382

Dice rollRolled 85, 81, 30 = 196 (3d100)

# of individuals: 276 +31/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: 9BEP, 1IEP, 1AEP, 2 SEP, 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

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: Intermediate

Entrails: Intermediate

Externals: Intermediate

Survival: Intermediate

Sturmiastriex Chimeriae – A small, fast raptor like creature that is a flight-capable bird despite not having any feathers at all and having teeth inside its beak.

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

Small – Sturmiastriex is only 3 ft across.

Combat Commands: Bite, Peck, Talon, Take-off*

1-3) The stomach acid grows much more potent both allowing the safe consumption of of more traditionally unsafe foods and for a more deadly bile attack.

use 9 basic, 2 superb and 1 advanced EP to level offspring

(also, what is the new population increase and biome output with my new territories?)

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e5e8c4 No.41383

>>41382

use 1 IEP to boost roll 3

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72de41 No.41395

Dice rollRolled 68, 74, 22 = 164 (3d100)

# of individuals: 551+11/t

Size: 13 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, 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.

Penalty: Intelligiaster is about the size of a mandarin orange, and its tentacles are only 4 inches long.

Learned Behaviors: Cave Brooding, Hiding, Selection Pressure: Longer tentacles, Fertilizing, Food Selection: Colorful plants and animals.

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

Mutations: (any current mutations contained within the species)

Fight: Intermediate

Offspring: Intermediate

Entrails: Advanced

Externals: Intermediate

Survival: Intermediate

Points:

5 Basic, 1 Intermediate, 0 Advanced, 0 Superb, 2 Elite, 0 Peak

Migrations:

Shallow Sea to Serene Algae Covered Shallow Sea, 10% of population 6/10

Dismal Krill Rocky Shoal to Caving reef shoal, 10% of population 4/10

Vaporous Seabed to Shallow Kelp Field with 10% of pop 3/10

Vents Seabed to Abundent Sea-Trench with 10% of pop 2/10

Pelagic Sea to Pelagic Sea with 10% of pop 1/10

Actions:

M. Algae Covered Shallow Sea to Serene Algae Covered Shallow Sea

1. With Intelligiaster's tentacles growing so long it becomes difficult for the main body to use them to their full efficiency. Which is why there has been a new selection pressure for bigger body cores to get to an ideal ratio

2. Intelligiaster has reached a point where it has perfectly situated itself within its environment. It carefully manages its surroundings and keeps everything balanced in order to keep a constant supply of prey coming back to take advantage of the verdant area.

3. In order to better handle to lowering temperatures Intelligiaster has had to become more efficient with its actions in order to better conserve energy needed for maintaining heat. This improves survival rates.

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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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