BioNES II: Now with added Genes!

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
6,366
Location
Western Australia
Hi guys :)

After having played around with how NES modding goes with my BioNES: Paddling in the Gene Pool and from the great response from NESers, ive decided to start up a second,*hopefully* better BioNES II: Now with added Genes!

First of all, an exclaimer to say this NES will not officially start yet, i will post a post when it actually starts. but feel free to start making species (only 1 each till the first update though)

So here we go with the rules of the game:

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---Species Stats---
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The Species Stats is your ID for each species you create. They must be detailed descriptions of your species.
Describe their social behaviour, do they like to hang around other species? do they stick to their own little groups and families? are they loners? or are they aggressive? or a combination of these or somethign totally different?
Describe how they work. How do they live where they live? They live in ice? awsome... how do they survive and not freeze? They live undergound? cool, how do they move around and live? they live in other animals stomaches? sick! now how do they handle not being digested? i want to know how your species is able to survive. This is basically how i will be acting as your Omnipotent Being, and judge how 'successful' your species is. its Survival of the fittest' out there baby and you have to be well adapted to survive.

So enough waffling, here is a template for you to use on your species ID:

Name: Please try to use a scientific sounding name. basically the first name should be the same as its ancestor's first name. Try make these descriptive, and be creative, they don’t have to be smart like Cherax crassimanus or Xanthorheia Preissii but extra points (not really, just respect ;) ) if they are hehe(scientific naming uses 2 words, usually derived from latin but i just like making them sound fancy. NOTE: Please make all species names italicised.)
Ancestor: What you evolved it from, if anything
Physical and Physiological Description: This is the most important part of your Species ID (if my little opening rant didnt hint at that :p). if its a rubbish description your species will most likely be rubbish.
Behavioural Description:How does the species behave? Is it aggressive? Is it social? Be creative here.
Habitat: What kind of environment does this species live in? underground? in shallow water? in the deep ocean? in the desert?
Eats: what it eats. Ie Carnivore (eats meat), Herbivore (eats Plants), Omnivore (eats meat and plants), Detrivore (eats dead stuff), Parasite (lives off a host, if parasitic please specify host.), Photosynthetic (gets food from light), Chemosyntheic (gets food from chemical processes) etc. Feel free to make up your own.
Movement: How does the organism move? is it by Legs, crawling, slithering, climbing flying, floating... once again feel free to make up your own.
Reproduction: How does your species reproduce? ie how many offspring each time and how frequently?
Gene Summary: Please place the total number of DNA points used to evolve this species (IN BRACKETS) here. when evolving a species add the ammount of DNA you used to this number and put it here as well. thanks. Please list what adaptations you have spent on evolving this species. Put the newest ones at the top.

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---Rules---
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1. Only 1 new species can be evolved per player per ‘turn’.

2. Each player starts with 10 DNA, and each adaptation costs varying ammounts of DNA. use your head here. If you want your species to breath fire its gonna cost more than 1 DNA.
More DNA is acquired each turn and any unused DNA is lost at the start of the next turn. The amount of DNA acquired each turn depends on the success of the players species, the average will be 10.

3. each adaptation has a level (lvl) and one DNA (or more depending on the complexity of what is being upgraded) may be spent to upgrade a trait 1 level. in addition traits may be removed at a cost of DNA.

4. Each turn you may take control of a species (either your newly created one or an existing one) and do ‘Diplomacy’ with other existing species. Such diplomacy includes deciding that this new kind of plant is very tasty and your species wants to make that its main source of food (the equivilent of declaring war), however another species has the same idea and thus you must compete with each other. This is of course optional, but good diplomacy will be rewarded.

5. Bonuses will be awarded to the most creative players, the most realistic players and most successful players. Additional rewards will be granted as i see fit. Such rewards include being able to make more than 1 evolution in a turn or getting more DNA for a single evolution, or even the option to trigger a mass extinction of your choice.

6. Stories are encouraged though the topic of this NES makes stories quite difficult. If you have a good story and post it, you may be in the run for a bonus (hint hint)

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---Updates---
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Will consist of a Phylogenetic tree (a diagram showing how the organisms have evolved over time, as well as extinct species.) and 3D representations of each species as well as a story on how each species is doing.
 
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---Player List---
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  • Psychic_Llamas (MOD)
  • Immaculate (Creator of: )
    • Searchus dahcloudse
  • Arian (Creator of: )
    • Paddo Originalis
  • Seon (Creator of: )
    • Niger nex
  • Merciary (Creator of: )
    • Devourous minimus
  • Vertinari118 (Creator of: )
    • Amoeba Aggregatus Complex
  • Dragonson (Creator of: )
    • Fluvius mortanis
    • Morta Terranus
  • Charles Li (Creator of: )
    • Trodopod Multipod
  • Tyrs (Creator of: )
    • Celest Ligare

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---Species List---
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Spoiler :

Spoiler Searchus dahcloudse :

searchusdahcloudse.png

Name:
Searchus dahcloudse
Ancestor:
Searchus fahrabuv
Physical and Physiological Description:
Searchus dahcloudse is an evolution of the S. fahrabuv for which the primary differences are changes in intra-species cooperation. They have developed a sort of ‘parenting’ system where young buds are nurtured by the adult plant to ensure they get the best start in life. In addition, the plant is even more buoyant and spends more of its time in the air. To help deal with this, it has also learned how to draw moisture from passing clouds instead of having to visit puddles, lakes, rivers and seas.
In addition, by selectively pumping out the vast majority of air while retaining hydrogen and helium as well as pumping in helium and hydrogen from the environment, the hallow sac that make up the insides of Searchus dahcloudse is even more buoyant. (add 3 levels of buoyancy for a total of 8).
The Searchus dahcloudse is also a caring parent. Instead of just budding into whatever water source they stumble upon the young buds grow, attached to their parent via placental-like plant tendrils. These tendrils provide water and nutrition to the young buds until they are able to provide their own buoyancy and float away unassisted. By doing so, the Searchus dahcloudse greatly increases its reproductive success by isolating its progeny from predators and by ensuring that all buds receive optimal nutrition and hydration. (add 4 levels of ‘plant parenting’)
Because Searchus dahcloudse spends more and more of its time in the air and less and less trailing along the surface of the earth (see greater buoyancy above), it has learnt to absorb water from clouds directly (instead of waiting for them to rain). The Searchus dahcloudse will float through a cloud and as it does so, rehydrate itself. It has gained atmospheric water absorption (level 3)
These changes have meant that the only time the plant needs to roll about the earth’s surface is to absorb the needed minerals it needs to construct the complex biochemistry involved in its gas exchange pumps. And so, under optimal conditions (plenty of nice direct sun, occasional clouds for rehydrating in, gentle winds) it can survive for up to 40 days aloft without loosing buoyancy due to mineral deficiencies, rolling along earth or water, re-absorbing the needed minerals and returning to the atmosphere.
This plant appears as a green or bronze, semi-transparent grapefruit-sized slightly flattened sphere floating high above the earth.
Behavioural Description:
It floats in the air, drinks clouds, sun-tans and occasionally rolls in the dirt. Not much to see here- it’s a plant after all.
Habitat:
Floats above surface of earth, feeding on clouds and the sun’s energy.
Eats:
Photosynthesizes sugars from the sun
Movement:
Slave to wind currents, usually bobs along above the cloud cover, gently descending into the clouds to drink and returning above them once hydrated so as to better soak the sun’s rays.
Reproduction Methods:
Will produce a small ‘batch’ of smaller multi-cellular organism every week or so (20-30 ‘seeds’) under ideal conditions. These new Searchus dahcloudse are about 1/100 the size of their parent but will grow to full size and reproductive maturity in 8-10 days utilizing their parents dissolved gases and minerals, nutrients and hydration to get a head-start on life and not have to ‘touch down’ to earth until they themselves need to replenish their mineral contents.
Gene Summary: (Total: 23)
  • Buoyancy (Lvl 8)(added 3 levels)
  • Plant parenting (or call it plant placenta?) (level 4) (added 4 levels)
  • Atmospheric water absorption (level 3) (added 3 levels)
  • Cell Membrane (Lvl 1)
  • Mineral Absorption (Lvl 1)
  • Photosynthesis (Lvl 3)
  • Water Retention (lvl 1)
  • Radiation Protection (lvl 1)
  • Specialized Multi-Cellular Body (Lvl 1)

Spoiler Fluvius Mortanis :

fluviusmortanis.png

Name:
Fluvius Mortanis (and Morta Terranus)
Ancestor:
NONE
Physical and Physiological Description:
Fluvius Mortanis is a insect size parasite, about 1 cm tall/wide. It "walks" from creature to creature, sucking as much energy out of the host as possible. Fluvius Mortanis looks a bit like a monkey, but it has no tail, its head looks very diffirent from a monkey's and its black. It mostly lives in water. Any creature that drinks from water inhabited by Fluvius Mortanis will soon find itself infected by the Fluvius Mortanis itself, and the deadly influenza Morta Terranus. The Fluvius Mortanis lives in a symbiotic relationship with the Morta Terranus influenza, so any creature that is unlucky enough to be the host of a Fluvius Mortanis will soon find itself infected. To avoid being digested, Fluvius Mortanis has evolved a resistance to acid.
Behavioural Description:
Pretty agressive. The Fluvius Mortanis does not care who, or what it eats.
Habitat:
Moist wet environments, such as lakes rivers or even puddles.
Eats:
anything it can find (Omnivore). But displays distinct parasitic tendancies.
Movement:
Fluvius Mortanis swims around in rivers and lakes, or jumping from host to host using its arms and legs.
Reproduction Methods:
when the Fluvius Mortanis has devoured enough energy it lays a little egg. When this is done the egglayer leaves the current host, but the egg will still be there.
Gene Summary: (Total: 10)
  • Digestive Tract (lvl 3): 3 DNA.
  • Acid Resistance (lvl 3): 3 DNA.
  • Arms, hands and legs (lvl 1): 2 DNA.
  • Symbiotic Relationship: Morta Terranus (Lv 1): 2 DNA

Discription of Morta Terranus: Morta Terranus is a influenza/desease spread by Fluvius Mortanis.
It is resistant to most things like heat and medicine (if you should somehow find some...) It infects big creatures aswell as small ones, and there ---> seems <--- to be no way to get rid of it except for natural immune responces. For some reason it does not infect creatures that live in cold climate.
Symptoms: coughing, vomiting, fever and a nasty smell. Of course a symptom will only appear in creatures than can Vomit, cough or have fever (etc)
End Effect: after about 5-9 days infected creatures die. Even though the time before death varies depending on the size of the creature. If the creature is too big the Morta Terranus ISNT deadly.


Spoiler Devourous Minimus :

devourousminimus.png

(Appologies for the lack of creativeness on this guy. if there are any other distinguishing features that youd like on him to make it look less ... normal? than just holler :) )
Name: Devourous Minimus
Ancestor: NONE
Physical and Physiological Description: Devourous Minimus is a small rat-like creature that lives in the forest. During the day when most on the truly dangerous predators are asleep the Devourous Minimus travels in loose packs looking for recent kills of other organisms. If it finds one that is unattended it will signal to the rest of the pack with a high pitched noise, and the pack will move in for a feast. However if the other organism is still present the Devourous Minimus will let out a different sound signaling that they may soon have a meal. The pack will circle to kill and wait. if the other organism is small and alone this maybe enough to drive it away. However if it is a larger creature the Devourous Minimus are content to wait until it's done to pick over the remains. Due to the lack of a constant food source the Devourous Minimus has developed a way to get all of the nutrients out of a meal. it has specialized saliva glands that secrete a powerful acid which begins to break down hard body parts such as bones. Often there will be nothing left of a body after they have finished. If food has been hard to come by they may resort to eating any stray skeletons that they find. During the night the Devourous Minimus hides up in trees to avoid being eaten by the predators that stalk the night.
Behavioural Description: the Devourous Minimus is a very social animal as it lives in packs and is often dependent on others to find food. The pack stays together at all times, the farthest they ever get is when the "hunt' and that is only so the can cover more ground. If one Devourous Minimus is found there is always more around. The Devourous Minimus is not very aggressive, preferring to wait rather than try and take a kill. if they are threaten they prefer to run as they have no specialized weapons other than the saliva which makes their bites very painful.
Habitat: Lives in the forest, on the ground during the day and in trees at night
Eats: it is a carrion eater, it eats fresh-ish kills not decomposing flesh other than a skeleton here or there if food is scarce
Movement: uses legs like a rodent to get around, can climb trees
Reproduction: Sexual reproduction, reproduces when in season, in spring, produces anywhere from 2-5 offspring but the young does not always survive.
Gene Summary: (Total: 10)
  • Acidic saliva Lvl 3 (3 points)
  • Hearing lvl 2 (2 points)
  • Claws lvl 1 (1 point)
  • legs lvl 1 (1 point)
  • Sight lvl 1 (1 point)
  • Skeleton lvl 1 (1 point)
  • warm blooded (1 point)


Spoiler Amoeba Aggregatus Complex :

amoebaaggregatuscomplex.png

Name: Amoeba Aggregatus Complex or complex amoeba that aggregates. Common name jellipeds.
Ancestor: Amoeba Aggregatus Complex
Physical and Physiological Description: At first glance a colony of amoeba are not much to look at. The colony appears to be crawling jelly, hence the common name, but there is far more operating beneath the surface. The amoeba are lethal predators capable of impressive turns of speed, coordinating attacks and firing powerful digestive enzymes several metres. There are many, many types of amoeba in one colony and I shall describe the most important here as well as how they aggregate. At the heart of the amoeba species are several gigantic 'memory colonies' and their equally massive guardian colonies. These memory colonies consist of one type of amoeba cell, node cells, which are the keystones that hold colonies together and are also the coordinating force in the colonies. These memory colonies act as massive reservoirs for knowledge. They then use powerful chemical signals to guide colonies and benefit the species and in return they are feed and guarded by the strongest colonies. Normal amoeba colonies consist of: node cells, hold them together and are an endocrinal brain; killer cells are cells that bristle with tubes that launch digestive enzymes at enemies; the optical cells are groups of rod cells that process light into chemical signals giving node cells a fuzzy picture of the outside world; most other cells are specialised to a degree but they tend to have pseudopodia, for moving, and stomach vacuoles, for digesting, and receptors, as do all cells, for receiving chemical signals. It should be noted that all chemical signals are coded using the same method as before and aggregation is the same as before and shall be copied and put in spoilers at the end.
Behavioural Description: It is almost impossible to truly describe this for the amoeba so I shall keep this sort. Amoeba are aggressive predators and carnivores but they will eat anything that they can dissolve into sludge with a quick squirt. Amoeba always obey the memory colonies and always act in the best interests of their colony and the species, that is preserving the memory colonies and giving them new knowledge. One maxim to sum up the amoeba is "knowledge is power".
Habitat: Oceans and lakes mostly with a very small number inhabiting coastal areas on land.
Eats: Omnivore, mostly carnivorous.
Movement: Pseudopodia
Reproduction: Mitosis. New colonies appear when a colony gets too big to sustain itself and splits into two or more smaller ones.
Gene Summary: (Total: 10)
  • Pesudopods (lvl 1)
  • Carivore (stomach vacuole) (lvl 1)
  • Chemical signals (lvl 2)
  • Natural adhesive (lvl 2)
  • Natural solvent (lvl 1)
  • Digestive enzymes (lvl 1)
  • Light sensitity (lvl 2)
  • Organisation (lvl 1)

Spoiler Aggregation :

The A.Communis Aggregatus is unusual, very unusual. It is both a single celled organism and a muti celled organism. How does this work? Well the Aggregatus has evolved chemical receptors and emittors along its cell membrane and these emmit and recive chemical signals that draw amoeba together. Once several amoeba have bumped into each other they secreate a very strong natural adhesive bonding the cells together. This new organism has more pesudopods so it can move far faster and kill prey far quicker but it needs more energy to live. The cells can split up again by secreating a nautral solvent dissolving the bond between the cells. They only do this when there is a great need to escape predators or for strength or when times are very good. It appears just like a normal A. Communis. It has been know for individual A. Communis Aggregatus to use its natural adhesive to help caught prey.


Spoiler Signals :

This requires very strong chemical signals and so the A. Aggregatus Complex evolved them but in a cunning way. The signals are 'coded'. That is each cell is now lined with hundreds of different receptors and the chemical signals are sent to a different form each time so only A. Aggregatus Complex colonies can understand the signals. This sometimes causes problems as well as newer colonies may have more or different receptors to older ones causing one or the other to get cut out of the loop.



Spoiler Paddo Originalis :

paddooriginalis.png

Name: Paddo Originalis
Ancestor: Funghoid Detrivoris
Physical and Physiological Description: Paddo Originalis is an evolution of the Funghoid Detrivoris. In the vast time that has elapsed since the first appearance of the Funghoid Detrivoris, they have developed some animal and plant characteristics, making them a real hybrid species of both kingdoms (animal/plant).
They look a bit like brown mushrooms, with spreading tentacles in and above the ground from which new mushrooms can grow. These tentacles are also able to absorb nutrients and water. The tentacles are also able to move slowly and are able to bring food to the 'food sack'. The food sack funtions as a primitive mouth in which organic material can be digested. Every now and then the food sack is emptied to get rid of undigestive material (=shite).
The 'head' of the consists of sporesacks, photosynthetic cells, light sensitive cells and the food sack.
Poisonous spikes on the head protect the head from predators.
Young Paddos can rely on their photosynthetic ablity to mature if there is no organic material available to feed on. Fully grown Paddos can use their photosynthetic ablity to supplement their diet.
Paddo Originalis can grow up to 0.1 to 0.2 m in height while its tentacles can grow up to a length of tentacles about 1 to 1.25 m.
Behavioural Description:There's not much interaction between individuals. They even compete with eachother for the best spots. This keeps the population healthy and strong as only the fittest survive.
Habitat: Grows in and on soil and in dead organic material.
Eats:
  • Main menu: dead organic material
  • Supplementary: basic photosynthesis
Movement: Rather stationary organism, keeps speading out to its surroundings as long as there is enough food available.
Reproduction Methods: Will continuously produce spores as long as there is enough food available. The spores are then released and carried away by the wind.
Gene Summary: (Total: 10)
  • Food sack for organic material absorption (Lvl 1 = 1 DNA)
  • Tentacles with exo enzymes and water and organic material absorbing cells (Lvl 1 = 1 DNA)
  • Poisonous spikes (Lvl 1 = 1 DNA)
  • Photosynthesis (Lvl 1 = 1 DNA)
  • Internal Circulary System for fluids (Lvl 2 = 2 DNA)
  • Sporesacks (Lvl 1 = 1 DNA)
  • Primitive bone system (Lvl 2 = 2 DNA)
  • Light sensitive cells (primitive eyes) (Lvl 1 = 1 DNA)


Spoiler Niger nex :

nigernex.png

Name: Niger nex (literally meaning the Black Death (What? I couldn&#8217;t think of a name )
Ancestor: None
Physical and Physiological Description: Niger nex is the beginning of what can be said as a Pack Hunter. Looking somewhat similar to a mix of squid and Horse Shoe Crab (Exo-Skeleton), these creatures are very aggressive toward other species. One Niger nex is nothing but a parasite, often sticking to its host and draining as much nutrients as possible. The problem is in the fact that the Niger nex travels in a massive swarm, communicating with each other with strong chemical signals (Chemical Signals).
Behavioural Description: Very agressive, these swarms have a rather effective way of hunting at rivers and lakes. First, they lurk in ambush in half-dormant state near the water&#8217;s edge. However, once something large disturbs the area, it swarms it (Vibration Sensitivity).

At sea, these creatures often will just roam, sensing their prey via vibration.

However, if it had not fed in a long time, these creatures are known to eat anything, no matter how small it is. They are even known to eat each other in emergency.

Roaming large rivers and the sea (Tail and a few stabilizing fin/legs), these creatures make short work of any edible material, including plant matter (Digestion/Natural Solvent).
Habitat : Large Rivers, Lakes, and Sea
Eats: Anything it can sense via vibration
Movement: By use of tails and fins/legs
Reproduction: At reproduction times, the Swarm will always travel to fresh water where they will try to find a host for their eggs. The swarm then will disperse and the creatures will try to find a host on their own. Like Fluvius Mortanis, these creatures will parasitically attach themselves to a passing prey. Then, after sucking energy, it will leave behind many eggs.
Gene Summary (Total: 10)
  • Chemical Signals (Level 2: DNA 2)
  • Tail and a few stabilizing fin/legs (DNA 2)
  • Vibration sensitivity (Level 2 DNA 2)
  • Digestion(Level 2 DNA 2)
  • Exo-Skeleton (Level 1 DNA 1)
  • Weapons (pincer)(Level 1)


Spoiler Trodopod Multipod :

trodopodmultipod.png

Name: Trodopod Multipod
Ancestor: Original Trodophi
Physical and Physiological Description: The Trodophi Line was among the first to become multicelluar, and now their decendent roames the seas, eating plants and animals as it wills. Their 'Head' is at the top, ringed by sharp teeth used to grab and slice prey. Near the head, to the 'sides' and 'bottem' are tentagles that grab and manuver prey. Near the 'Top' of the head are four 'Sense Stalks' that can sense light, vibrations and chemical messages. Even with these minor changes the creature is mostly symetrical.

There is a large, primative sac that holds the food to be digested, and a tube which the nutrients are brought out, surrounding the stomach are the sex organs, which take neutrients and make body parts of small Trodopods, which looks like the ancient Trodophi.

In the back are three large Fin-like aparatus that paddle in different times to rotate and propell the creature. Water from the mouth would be filtered for needed gasses and then saved near here, to be pumped by glands if nessessary. Waste can be mixed in instead of sent out through the anus for defense. Overall, it is nearly symetrical: however, small specialications are forming.

On their bodies small cillia beat to keep the creature cool. Specialized long cells are starting to develope.

Behavioural Description:It is very social to its clanmates, of which it identifies from special chemicals sent by glands. They don't really pack-hunt but their lunges are timed to not obstruct each other. They can reproduce by themselves but also able to reproduce with others. Their young are grown in the sex sacs and then, likened to single-cell extrosis, are pushed by the muscle out to the world. They don't, however, care for their young.

Habitat: They live in many places, including shallow water, and deep ocean. The many sac-organs change their water-fat ratio to keep the creature from imploding.

Eats: Eats everything it can suck in.

Movement: Three sychronized fins with small sac-water jet boasts.

Reproduction: If they have a good hunt and eat endlessly, they can reproduce as fast as the cells can produce new young. If not, they can digest nearly all of their Sex-sacs in knowledge they can regrow them later.

Gene Summary: (Total: 10)
  • Weapons (Teeth and Water Jet) Level 2
  • Advanced Sac Organs (Sex, Stomach, Water-Gas Conversion) Level 2
  • Mouth Strengh (Sucking Action) Level 1
  • Temperature Resistance (Medium Temperature, Cillia/hair) Level 1
  • Chemical Signs (Basic Clan signs) Level 1
  • Vibration Sensing Level 1
  • Tentacles level 1
  • Sexual Specification (Asexual and Sexual reprodcution) Level 1


Spoiler Celest Ligare :

celestligare.png

Name:Celest Ligare
Ancestor: NONE
Physical and Physiological Description: The Celest family appears in two forms, the ground form, where it gathers minerals from the soil in its loose, but spread out root system, and the attached form, where it is wrapped around and growing in a Searchus.

The Ground Form appears as a spread out web of thin light roots, with long, spread out seed stems. It looks like a tall, thin grass, with sticky heads. The seeds are lightly adhesive, and when a Searchus is stumbling along the ground, sometimes they will bump into the stem heads, and the adhesive seeds will stick onto the body of the Searchus.

The Sky Form occurs when an adhesive seed attaches itself to a Searchus. It appears as a thin green system of vines and roots wrapped around and attached to the underbelly of the Searchus, with streaming roots and adhesive seeds hanging down from the Searchus.

Behavioural Description: The Ground Form waits to colonize passing Searchus. They generally have more support and thus longer, stronger stems than the sky form as they have a greater access to minerals, but not as much sunlight.

The Sky form gets much, much more sunlight from its great height on the Searchus, and the trailing web of a root system hanging down picks up much more minerals than the Searchus alone is able to gather. The adhesive the Sky Form secretes to remain attached also is a source of nutrients and minerals for the Searchus.
When a Searchus with the Celest attached buds off to reproduce, the Celest Sky Form's root system attaches to the new born Searchus, not allowing it to escape.

The whole assemble gains lift and sunlight while high in the sky, but instead of rolling like the Searchus used to, the Celest drags its net along the ground, catching minerals more efficiently.

Habitat: The sky, wrapped around several Searchus
Eats: Photosynthesis
Movement: Only if attached to a Searchus, then a slave to the wind
Reproduction: Sticky seeds are either high on stems waiting to catch Searchus, or hanging down from the root net, and are rubbed off on the ground as the Sky form drags across.
Gene Summary: (Total: 10)
  • Photosynthesis(3x)
  • Mineral Catching Root Net (3x)
  • Natural Adhesives (3x)
  • Seed Tower stems(1x)




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---Phylogenetic Trees---
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Spoiler :

phylogenyturn1.png

 
ehm... is this another mod? =) and... wth is it about? =P got abit confused in the BioNES 1 thread XD
 
hehe Welcome to NES Dragonson! :p NES stands for Never Ending Stories. they are not Mods like the warhammer mod at all, they have nothing to do with the game civilization at all (most of the time.)

I call myself a Mod in this thread because i 'moderate' this particular NES, that means im incharge of it. basically, its a turn based game played in this forum. each turn a player is aloud to make decisions and ask the Mod (thats me) to do stuff.

For instance this NES is all about evolving animals and plants to successfully live in a world with other player made species, compete with them, make friends with and become allies with them. Eventually (very far down the track) i plan on giving every player a 'Divine Spark' which they can give to one species of their choice to make them sentient like humans, at which point ill change track and make this NES more like others but with their own made up species.

Im sure there are better explanations of what NES's are in the NESing forum, because im relatively new myself :p but thats a very basic overview :)
 
Just posting my little baby from last time:

Spoiler Searchus fahrabuv :
Name:
Searchus fahrabuv
Ancestor:
Searchus attdusc
Description:
Searchus fahrabuv is an evolution of the S. attdusc for which the primary difference is a greatly increased size (now approximately the size of a grapefruit or softball) and much more efficient gas exchange pumps. The larger size has led to a greater volume to surface ratio which means that it has more lifting power to float a smaller (relative) weight. This, in combination with much more efficient gas exchange and maintenance pumps (resulting in an interior made up almost exclusively of hydrogen and helium gases now) has led to much greater buoyancy (Lvl 5).
In addition, the cells now protect themselves from dehydration by tightening the gap junctions between cells to prevent leakage and by changes in the lipid composition of the cell membrane to make them less permeable to water (and, incidentally, gases- which helps maintain buoyancy). (water retention lvl 1)
These two changes have made the Searchus fahrabuv a common sight in the planet&#8217;s lower atmosphere as they drift about during the days, protected from predation, and competition from other plants for the sun&#8217;s rays, by rising far above them. Occasionally they will blow onto land where they will roll along the dry ground until they get to a puddle or lake, re-hydrate and again take to the skies where they feed on the sun&#8217;s energy. Floating Searchus fahrabuv will eventually require water and as they lose osmotic pressure, they slowly deflate, usually landing in water, where they can re-hydrate, soak the little bit of minerals they need and even occasionally bud to reproduce (a process that has not evolved beyond that of its ancestors).
Finally, the last manner in which the Searchus fahrabuv has evolved from its ancestors is that it protects itself from the sun&#8217;s radiation. Rising above the seas and the occasional low-lying cloud has been great for accessing the sun&#8217;s rays but this is not always good. While it provides abundant food, it can also sun-burn the poor floating plant and quickly dehydrate it. To protect against this the Searchus fahrabuv has evolved a pigment that reflects light and heat. This pigment, which appears &#8216;bronze-colored&#8217; can be stored in two phases, the difference between the two being a function of a very minor enzymatic chemistry. In the inactive phase the pigment is in solution and doesn&#8217;t affect the cells of the Searchus fahrabuv. It appears green and is a very efficient photo-synthesizing machine. In its second phase it is only semi-soluble and the Searchus fahrabuv appears like a little floating bronze balloon.
Habitat:
Floats above surface of oceans, lakes, rivers and occasionally dry land. Requires water at least every two days and requires water to reproduce.
Eats:
Photosynthesizes sugars from the sun
Locomotion:
Slave to wind currents
Behaviour:
None observed
Energy:
Energy demands are greater then its ancestors so it doesn&#8217;t grow or reproduce as quickly. Generally metabolism has slowed somewhat.
Reproduction Methods:
Will produce a small &#8216;batch&#8217; of smaller multi-cellular organism every week or so (20-30 &#8216;seeds&#8217;) under ideal conditions (clear skies, warm waters, good aeration). These new Searchus fahrabuv are about 1/100 the size of their parent but will grow to full size and reproductive maturity in 8-10 days depending on growth conditions.
Population:
???
Origin:
Warm shallow waters with gentle but persistent winds
Adaptation Summary:
  • Cell Membrane (Lvl 1)
  • Mineral Absorption (Lvl 1)
  • Photosynthesis (Lvl 3)
  • Buoyancy (Lvl 5)*
  • Water Retention (lvl 1)*
  • Radiation Protection (lvl 1)*
  • Specialized Multi-Cellular Body (Lvl 1)

serchusfahrabuvdr6.png

reposted without permission from an earlier update

here's what searchus fahrabuv was doing when we last saw it
Spoiler from the update :

Searchus fahrabuv was just this. Having evolved from the oddly boyant Searchus attdusc it is now recognisable as large grapefruit sized spheres father than its smaller golfball sized predecessors. However not just its size increased, in order for the organisms to stay afloat the already complex gas exchange mechanisms into the central gas chamber were tightened and perfected, and to help this further, the ratio between the surface area and actual cell weight with the volume of gas contained within has increased. The combined effect of all this is that Searchus fahrabuv really lives up to its name; it really does search the skies far above the harsh earth and life giving waters. In an apparent fluke in evolutionary progression the outer cells of the organism have evolved special membrane adaptations involving a unique lipid composition which better retains water within the cells, and also prevents the helium and hydrogen from escaping the central chamber.
Searchus fahrabuv exhibits a cyclical behaviour of floating through the atmosphere, slowly losing moisture, and, as they do so, some gasses leak out causing the organism to descend to sealevel. Occasionally they will blow onto dry land where they will roll along the dry ground until they either: encounter to a puddle or lake; or they roll along the hot ground and dehydrate further leaving dry husks. If they reach water in time, they re-hydrate and strengthen the gas exchange pumps once more to float back into the atmosphere, but not before absorbing the much needed minerals in the rich water, but they also quickly undergo reproduction through budding which always requires the presence of water. One of the most unique evolutions in this new species that sets it apart from the others however is its marginal resistance to ultra violet radiation from the sun. Using a bizzar pigment derived from chlorophyll the organisms is able to absorb and disperse UV light and heat as energy or even use it to manufacture more food. However chlorophyll and Violetene (@ Immaculate, feel free to make up another word for this pigment) cannot be present at the same time, thus Searchus fahrabuv exhibits cycles where chlorophyll is dominant over Violetene and appears a vivid green, this is known as the photosynthetic phase. In comparison when violetene is dominant it appeas as a reflective bronze colour and this is known as the dormant phase where minimal food is manufactured from the harnessed UV light to sustain it. Having an existence primarily in the earths lower atmosphere Searchus fahrabuv are constantly exposed to UV light which, in other organisms would degrade the cell membranes and cause them to burst, but more dangerously, in S. fahrabuv the increased heat and pressure inside the organisms regardless of their cyclical dormant phases may cause the stored hydrogen to heat up and eventually explode. On hot clear days it is not uncommon to see occasional fireworks from exploding Searchus fahrabuv
One other problem that the species is beginning to encounter is, as it ascends higher the temperature drops rapidly and occasionally when the weather changes suddenly Searchus fahrabuv can often be snap frozen and get trapped in snow clouds to be snowed down on mountain tops.



and its progeny (my oragnism for this turn):

Name:
Searchus dahcloudse
Ancestor:
Searchus fahrabuv
Physical and Physiological Description:
Searchus dahcloudse is an evolution of the S. fahrabuv for which the primary differences are changes in intra-species cooperation. They have developed a sort of &#8216;parenting&#8217; system where young buds are nurtured by the adult plant to ensure they get the best start in life. In addition, the plant is even more buoyant and spends more of its time in the air. To help deal with this, it has also learned how to draw moisture from passing clouds instead of having to visit puddles, lakes, rivers and seas.
In addition, by selectively pumping out the vast majority of air while retaining hydrogen and helium as well as pumping in helium and hydrogen from the environment, the hallow sac that make up the insides of Searchus dahcloudse is even more buoyant. (add 3 levels of buoyancy for a total of 8).
The Searchus dahcloudse is also a caring parent. Instead of just budding into whatever water source they stumble upon the young buds grow, attached to their parent via placental-like plant tendrils. These tendrils provide water and nutrition to the young buds until they are able to provide their own buoyancy and float away unassisted. By doing so, the Searchus dahcloudse greatly increases its reproductive success by isolating its progeny from predators and by ensuring that all buds receive optimal nutrition and hydration. (add 4 levels of &#8216;plant parenting&#8217;)
Because Searchus dahcloudse spends more and more of its time in the air and less and less trailing along the surface of the earth (see greater buoyancy above), it has learnt to absorb water from clouds directly (instead of waiting for them to rain). The Searchus dahcloudse will float through a cloud and as it does so, rehydrate itself. It has gained atmospheric water absorption (level 3)
These changes have meant that the only time the plant needs to roll about the earth&#8217;s surface is to absorb the needed minerals it needs to construct the complex biochemistry involved in its gas exchange pumps. And so, under optimal conditions (plenty of nice direct sun, occasional clouds for rehydrating in, gentle winds) it can survive for up to 40 days aloft without loosing buoyancy due to mineral deficiencies, rolling along earth or water, re-absorbing the needed minerals and returning to the atmosphere.
This plant appears as a green or bronze, semi-transparent grapefruit-sized slightly flattened sphere floating high above the earth.
Behavioural Description:
It floats in the air, drinks clouds, sun-tans and occasionally rolls in the dirt. Not much to see here- it&#8217;s a plant after all.
Habitat:
Floats above surface of earth, feeding on clouds and the sun&#8217;s energy.
Eats:
Photosynthesizes sugars from the sun
Movement:
Slave to wind currents, usually bobs along above the cloud cover, gently descending into the clouds to drink and returning above them once hydrated so as to better soak the sun&#8217;s rays.
Reproduction Methods:
Will produce a small &#8216;batch&#8217; of smaller multi-cellular organism every week or so (20-30 &#8216;seeds&#8217;) under ideal conditions. These new Searchus dahcloudse are about 1/100 the size of their parent but will grow to full size and reproductive maturity in 8-10 days utilizing their parents dissolved gases and minerals, nutrients and hydration to get a head-start on life and not have to &#8216;touch down&#8217; to earth until they themselves need to replenish their mineral contents.
Adaptation Summary:
  • Buoyancy (Lvl 8)(added 3 levels)
  • Plant parenting (or call it plant placenta?) (level 4) (added 4 levels)
  • Atmospheric water absorption (level 3) (added 3 levels)
  • Cell Membrane (Lvl 1)
  • Mineral Absorption (Lvl 1)
  • Photosynthesis (Lvl 3)
  • Water Retention (lvl 1)
  • Radiation Protection (lvl 1)
  • Specialized Multi-Cellular Body (Lvl 1)
 
Aw-E-Some. IM IN! as soon as ive read all the basics...
 
CAn you add a list of genes so that I can plan my species' world domination?

:please: by 3 days
 
OKay... i THINK ive got this...

Spoiler :
Name: Mortanid (i know latin =D (abit...))
Ancestor: Fluvius Mortanis, Mainly the Mortanid is a member of the Mortanis family.
PPD: The Mortanid looks pretty much like a bat, but has legs and arms abit like a monkey. It is about ½ meter tall. The Mortaniddoes not have wings, but can jump very high, due to its hollow bones. It has a incredible hearing. On each "hand" it has 5 claws, each of them extremely sharp and about 15 CM Long. The claws bend inwards. The Mortanid has a black skin, wich is very usefull since its a night-active creature.
Behaviour: The Mortanid is a hive mind. Every single group or Mortanids has a queen somewhere in a cave, this queen is the "Hive Center". The queen controls, thinks and acts for every single Mortanid she has given birth too, there is a psychic bond between them created at birth. The queen's only goal is to survive, and she uses all her Mortanids to do so. Mortanids is usually very aggressive. Mortanids are Night-Active
Eats:Varies from Queen to Queen, but the Mortanids themselves eats meat, even though they seem to have evolved a taste for the Searchus farabuv, wich they eat whenever they find one rolling around on the ground.
Movement: Mortanids climb, jump, walk and whatever you can do with arms and legs.
Reproduction: the Queen constantly gives birth to new Mortanids, and has no need to be fertilized. Whenever a queen dies one of the Mortanid minions become the new queen. (thought you perhaps had forgot this one =P)
Gene Summary:
Hollow Bones lv 1: 1 DNA.
Sharp Claws lv 3: 3 DNA.
Hive Mind lv 2: 2 DNA.
Exelent Hearing lv 2: 2 DNA.
Sight lv 1: 1 DNA.
Arms and Legs lv 1: 2 DNA
Total: 10 DNA.

Is this okay? tell me if ive done anything wrong. =(
 
I think we are still in the state of very small animals for now :D
 
oooooooh =P oookay. il save Mortanids for a later Land-Walking state then =D
Edit: Just to be totally sure (not cause i dont trust you Sean, i just wanna be totally sure i cant use my Mortanid) im asking this: My mortanid is too big, right? (meant as a question for P. Llama)
 
Spoiler :
Name: Fluvius Mortanis
Ancestor: Cellulacea Mortanis
PPD:Fluvius Mortanis is a insect size parasite, about 1 cm tall/wide. It "walks" from creature to creature, sucking as much energy out of the host as possible. Fluvius Mortanis looks abit like a monkey, but it has no tail, its head looks very diffirent from a monkey's aaaaand, its black. It mostly lives in water. Any creature that drinks from water inhabited by Fluvius Mortanis will soon find itself infected by the Fluvius Mortanis itself, and the deadly influenza Morta Terranus. The Fluvius Mortanis lives in a symbiotic relationship with the Morta Terranus influenza, so any creature that is unlucky enough to be the host of a Fluvius Mortanis will soon find itself infected. To avoid being digested, Fluvius Mortanis has evolved a resistance to acid.
Behaviour: Pretty agressive. The Fluvius Mortanis does not care who, or what it eats.
Eats: anything it can find.
Movement: Fluvius Mortanis swims around in rivers and lakes, or jumping from host to host using its arms and legs.
Reproduction: when the Fluvius Mortanis has devoured enough energy it lays a little egg. When this is done the egglayer leaves the current host, but the egg will still be there.
Gene Summary:
Digestive Tract lv 3: 3 DNA.
Acid Resistance lv 3: 3 DNA.
Arms, hands and legs lv 1: 2 DNA.
Symbiotic Relationship: Morta Terranus Lv 2: 2 DNA
Total: 10 DNA


Insect Size FTW =D
 
Id like to draw attention to Immaculates post. this is well beyond what i expect :p it is, in short, immaculate.

Basically his species ID is what im after with that sort of description. its even better that he posted the ancestor in a spoiler above, which makes my life easyer. (points for intuition:) )

CAn you add a list of genes so that I can plan my species' world domination?

sure, heres a brief list of lesser genes from the previous BioNES:

Spoiler :

Plant Genes:
-Cellular Level Structural Support (for example cell walls surround the cell membrane and allow much more ridgidity to the cell and allow it to absorb much more water without bursting. these are very essential for real plants.)
-Water Retention (for example a cuticle is a waxy layer on the surface of its cells that prevents water loss. a problem with this is getting access to water, thats where 'Stomata' come into play)
-Gas exchange (for example there are specials 'gate ways' into the gas chambers in leaves called Stomata. they are basically 2 special cells that fill and empty themselves with water to open and close holes in the cuticle to alow water and gas transfer.)
-Leaves (make an increased surface area to volume ratio which means much more photosynthesis can occure with less energy required to suppor the structures)
-Stems (can be used to store food or water or even just for support for the plant)
-Hairy Leaves (hairy leaves (or any other part of plant) make a trapped layer of relativly humid air around the leaf surface which reduces water loss.)
-Roots (anchor a plant and are very efficient at absorbing minerals)
-Adventitious roots (are better at absorbing minerals but are not as strong at anchoring the plant)
-Tap Roots ( are better at anchoring a plant but not as good at absorbing minerals. note very few plants in real life have both adventitious and tap roots)
-Buttress Roots (are above ground structures that support the plant making it able to grow in unstable soil, swampy areas or just to alow it to grow taller)
-Aerial Roots (are roots that have air pockets in them and are common in plants like mangroves, enables gas exchange to the often submerged roots of the plant. some plants have aerial roots that *somehow* (i have no idea how) get minerals and moisture from the air but these are only in very humid areas)
-Vascular tissue (these are the 'veins' of the plant and transport water from the roots to the leaves and photosynthesised 'food' from the leaves to the roots.)
-Bark (a tough outer layer of dead cells whos compressed cell walls protect the inner cells)
-Spores (reproductive bits, spores are like protected plant 'eggs' but 2 are required to make a new plant and ALWAYS require water to do so)
-Flowers (reproductive structures that attract insects or other animals to the plant. most flowers are colourful and attractive but not all, some are tiny and green and dont stand out at all)
---Stamen (the male bits of the flower that makes pollen, when animals are attracted to the flower they often get pollen stuck to them.)
---Carpel (the female bits of the flower, has a sticky bit at the end of a column. pollen on the backs of animals from other flowers often sticks to this, where the pollen 'grows' and fertilises the plants egg in the base of the carpel.)
-Pleasant aromas (aka nice smells. such smells often help attract animals to the plant)
-disgusting aromas (often deter most animals though some may be attracted to it (there is a flower that smells of rotting meat but flies obviously love it)
-seeds (when a flower is fertilised it makes a (often) protected seed which exposed to good ammounts of water and a place to grow, will grow into a new plant)
-Fruit (some plants surround their seeds with tasty flesh that encourages animals to eat the seeds. often these seeds are not digested and when the animal poos, the seeds will grow far away from the parent plant)
-carnivory (some plants are carnivorous and eat animals or insects by luring them in with pleasent smells and trapping them in specially desigend extremely complex traps often involving hairs and digestive juices)
-secondary growth (Secondary growth alows plants to grow W I D E R, as well as Taller, this allows plants to grow bigger agaisnt the force of gravity.)

Animal Genes:
-Sight (can vary from basic sensing of light, to beign able to see as we do and discern colours and shapes and movement.
-Taste (fairly obvious)
-Smell (again, obvious)
-Touch (obvious...)
-Hearing (obvious yet again)
-camophlage (some animals are able to blend in with their surroundings to hid from predators, or prey alike)
-Legs (for movement lol)
-arms (are legs that have evolved oposable thumbs which allow the animal to pick up and hold objects, in order to have an arm you must have oposable thumbs (aka hands))
-Hands (already explained)
-skin (layers of dead cells that protect the insides of the organism from the outside world)
-hair (in animals hair is used to insulate the body from the cold by trapping a layer of warm air close to the skin)
-Scales (are hard plates that protect the insides even more than skin itself. can often even be used to prevent water loss if they are close enough together)
-Blubber (fat deposits which insulate the body from the cold)
-bones/internal skeleton (alow the animal to be supported agaisnt the force of gravity)
-Motile muscles (alow the animal to move, with or without a skeleton)
-exo-skeleton (hard chitenous shell that supports the animal agaisnt gravity and also helps protect from predation and water loss)
-Digestive tract (more advanced digestive tracts allow for better nutrient gain)
-Nervous system (can range from having basic ganglia (nervous center) and a nerve net, to a full Brain and complex branching nerve network)
-circulatory system (veins and blood. some animals have an open circulatory system where the blood isnt contained in veins or arteries and bathes the cells directly (ie worms and most insects). other organisms have closed circulatory systems where arteries veins and cappilaries sepparate blood from the bodies cells. circulatory systems are predominantly used with the transport of oxygen and nutrients anround the body.
-Warm blooded (the organisns core body temperature remains relativly the same regardless of external temperatures.)
-cold blooded (the organsism core body temperature fluctuates according to its external temperature)
-Wings (alow flight)
-gliding (skin flaps between limbs allow organisms to glide from high areas to low areas over a long distance, often to escape predators)
-digging/burrowing (obvious)


note also that there is virtually no limit to what kind of stuff youd like your species to do. if you can imagine an animal doing something, you can make up 'genes' for it (ie fire breathing would use 'fire gland' and 'heat resistance'. in short, be creative ;) ill pull you up if its too way out :)

OKay... i THINK ive got this...

what Seon said ;) go back a couple of evolutions and your all set :). just remember your species needs 2 names, something like Fluvius mortanis ;) you can use this guy later on, so dont throw him away :p
 
@Dragonson, you can be bigger than microscopic if you like :p i was thinking about worm/insect sized. but if you want them to be microscopic than go for gold :)

EDIT: ive established that you guys are a terrible influence because i did this:

searchusdahcloudse.png


instead of assignments.

EDIT 2: very nice Dragonson :). you can use your original mortanis for a later evolution if you like, and the current one is fine if you really want to start off that small. but if you like you can go somewhere in between (insect-large insect sized). i should have specified the starting complexity better :p but either way your species is cool :)
 
having them worm/insect size would be awesome XD but you already made that nice picture of them, so if its hard to make a such i wont change them =)
Edit: screw what i just said! Terranis Mortanid is gonna be evolved from a influenze! yay!
 
Well... i could rewrite Fluvius Mortanis to be a insect-sized parasite that SPREADS a influenza... that would be nice =D
Heh i just thought of something... this is a thing that lives in water, and it spreads a deadly desease, and its name is Fluvius Mortanis. Fluvius means River in Latin, and Mort means death. At the same time, Flu is a shortening of Influenza. What a lucky name XD
 
having them worm/insect size would be awesome XD but you already made that nice picture of them

that pic isnt your guys, its Immaculates ;) im playing around with yours now :p

Well... i could rewrite Fluvius Mortanis to be a insect-sized parasite that SPREADS a influenza... that would be nice =D

you could make it have a symbiotic relationship with a virus like influenza, or you could make it weaken the hosts immune system so they are morelikely to get ill and die...
 
its so pretty PL... i'm in love with your pictures of the floating plants.
 
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