NESLife attempt #3

Nailix said:
alright, i realized that i had removed 5 genes (x1 flesh eating, x1 eating dead things, x3 claws) so i took out only the x3 claws.

Thanks for fixing that, i hadn't noticed! Yes the rule is you can only remove 3 at a time, the idea is to stop things changing too fast...

Abaddon said:
According to Esoteric Science , there are then in man seven principles or aspects:

1. The physical body: the vehicle of all the other principles or aspects during life.

Skt. rupa, or sthula sharira (rupa: a visible form; sthula: bulky, thick, gross; sharira: that which easily moulders or is dissolved, the outward aspect, suggesting impermanence).

2. The vital principle or life-force that permeates and animates the physical body. It is necessary only to the aspects numbered 1, 3 and 4 in this table, and to the mental functions that operate through the physical brain.

Skt. prana (breath, spirit, vital air).

3. The subtle or ethereal counterpart of the physical body. It has been variously termed the astral body or double, the phantom body, the model body. The Secret Doctrine affirms "the birth of the astral before the physical body, the former being a model for the latter" [The Secret Doctrine-II, 1 /II, 1 /III, 15 ].Skt. linga-sharira (linga: a characteristic mark, hence "model" or "pattern").

4. The vehicle of the grosser desires and passions. As no precise term exists in English, the Sanskrit term kama-rupa is generally translated as the "desire-body". This does not become a distinct body until after death. It is said to be "the seat of animal desires and passions". This fourth principle, being the middle one of the seven, is further described as "the centre of the animal man, where lies the line of demarcation which separates the mortal man from the immortal entity" [The key to theosophy - VI, 91], but see paragraph 5 below. Skt. kama-rupa (kama: desire).

These four together form the lower quaternary or the fourfold personality, the mortal man, conditioned by the previous life, but formed anew according to karmic law for each incarnation.

Clearly distinguished from the mortal quaternary is the immortal spiritual entity, the individuality, termed "the upper imperishable triad". Its three aspects are:

5. The principle of mind which links the higher with the lower, the individuality with the personality. It is taught that formed anew, manas, the mind-principle, is "dual in its functions". During life, it may "gravitate downward to kama-rupa", that is, it may become so identified with the lower or passional nature that it must finally disintegrate with it; or it may "gravitate upward" towards the spiritual consciousness, the true Ego (see below), and so win its immortality. Manas, the mental faculty, "makes of man an intelligent and moral being, and distinguishes him from the mere animal" [The Theosophical Glossary -]. Skt. manas (the mind, from a root meaning to think).

6/7. The Monad, the essential unit of active, universal life which, together with manas, becomes the conscious reincarnating Ego, the spiritual entity overshadowing every personal man. The Monad is the combination of atma, pure spirit (ineffective by itself) and its vehicle buddhi, termed "the Spiritual Soul". As the Monad is one and indivisible, it is not an individual entity, it is the One Universal Life. Atma is regarded as "one with the Absolute, as its radiation". It can act in the lower planes only when in combination with its vehicle, buddhi, and can then only be regarded as a unit component of man's Ego when in association with Manas, man's individual mind, i.e. Ego is Monad plus Manas.

@Abaddon, Wow... thats deep...
 
Sometimes I surprise even myself ;)
 
Spoiler :
Diggadid: Grombar
Evolved from: Lithodid
Survival Status: Competing
Genes (26): Crawling x2, Plant Eating x3, Complex Stomach x2, Claws x3, Cold Resistance x1, Exoskeleton x2, Eyes x2, Water Retention x3, Poison resistance x1, Lungs x1, Vibration Sense x2, Brain Power x1, Digging x2, Parenting Instinct x1
Description: In this line of the did's the herbivore took a different path. Up until now the Lithodid and all those before it only met up with others of its species to mate and then went on their ways. This variant has started to form small family groups. To help protect the young from the more numerous predators they also developed better digging abilities to hollow out tree trunks, dig nests in the group where they can shelter and escape from the various predators of the land. Also to help it survive better its sense of hearing was refined so it could hear and start to decipher noise better. It lost its spikes as they where crude and weighty, plus with its advanced hearing it could escape areas with predators more efficiently.

Toxidid
Genes Added (max 3): Crawling x1, Parenting Instinct x1, Poison x1
Genes Removed (max 3):
Description: With the evolution of more competitors around the Toxidid some new form of offense and defense were in line. To both keep its species safe and to defend/expand it territory the Toxidid adapted one of its less used defenses and turned it into the start of an offense. Now the Toxidid could poison anything that tried to harm it or encroach on its territory. In its current form it wasn't very strong but it served as a deterrent. Along with this its ability to move increased as well as its family bonds.
 
OK, just so you know, the update gears are turning, kinda slowly tho. ETA monday or tuesday. You can still post new evolutions at this time.

Grombar said:
Toxidid
Genes Added (max 3): Crawling x1, Parenting Instinct x1, Poison x1
Genes Removed (max 3):
Description: With the evolution of more competitors around the Toxidid some new form of offense and defense were in line. To both keep its species safe and to defend/expand it territory the Toxidid adapted one of its less used defenses and turned it into the start of an offense. Now the Toxidid could poison anything that tried to harm it or encroach on its territory. In its current form it wasn't very strong but it served as a deterrent. Along with this its ability to move increased as well as its family bonds.

Cool, tho I assume it has poision tipped claws, and/or posion in its body so it posions predators? The poision needs to get into the enemy creatures somehow :)

Abaddon said:
Sometimes I surprise even myself ;)

I see! :D
 
Hrm, lets go with the claws for now - after it gets its claws into you it can release the poison through some small pores in the claws themselves to poison only what they want. Though I left the poison resistance just incase they end up getting some of it on other things (though at this time they are only herbavores - but that may change)
 
Nailix said:
so when exactly do we get to make more? like when does the new era begin?

@Nailix, as bestshot9 said, the next era begins once I've posted the 'update' to show what happened in the current era.

Also, about the Bariothorim, im going to give it +1 'jaws' instead of +1 'communal behaviour', if thats OK. Since its claw's are disappearing, I see a need for basic jaws to enable it to bite and chew things!

Lord_Iggy said:
Your Toxidid is starting to sound a lot like my Carnyte.

Yes, better armed and tougher, but antisocial by comparison, and lacking resistance to the cold. Though the Toxidids may appear in Falciria, there are only Hiborytes and Merlytes there at the moment.
 
Asmara Stalker: Charles Li
Evolved form : Asmara Scraper
Survival Status: Thriving
New Genes: Vibration senses x1 Sight x1 "Herds (what to call it?) x1" plant eating x1
Genes(32): Skeleton x1, Jaws x1, Plant Eating x7, Swimming x2, Eyes x2, Water Retention x2, Crawling x2, Lungs x2, Walking x3, Digging x1, Vibration Sense x2, Cold Resistance x1, Hibernation x1, Brain Power x1, Mineral Eating x1, Retractable Spikes x2 "Herds"x1
Description: As the Asmara Scrapers slowley survived the "Ice Ages" they begun to clump together, A cummunity begins to form. First, the yound has a "delayed development" of spikes in the begining and so the elder specimans protected the herd. Sensory genises patroll with Gaurds and protect the grazers before returning to the Herd. The collective heat of the heard and the collected sight, sense, brain and burrows are forminable and these herds will thunder across the land.


Note: good branches are
Asmara Breeders (not sense and mass production)
Falcaria(i forget how to spell) scrapers: Ols with attitude.
jack rabbits =)
 
OK, the Asmara Stalker will have to be the last evolution for this era. There's quite a lot this time, plus a few NPC's I think are overdue. I'm getting through them all but its taking a while. ETA for the update is now wednesday.

Charles Li said:
"Herds (what to call it?) x1"

I guess thats the 'communal behaviour' thats been used by other species already. Leggers and Scrapers have been antisocial so far :)
 
I could make an exception for you, due to your long term contributions to this NES :)

Thank God for moderator bias! :p

Spoiler stuff :
White Aurora: North King
Evolved from: Blood Aurora
Survival Status: Competing
Genes (32): Complex Stomach x1, Flesh eating x3, Lungs x2, Vibration Sense x1, Eyes x3, Flying x5, Swimmingx1, Gliding x1, Walking x1, Feathers x2, Talons x2, Jaws x1, Cartilage x1, Skeleton x2, Water Retention x2, Cold Resistance x1, Brain Power x1, Tough Eggs x1, Parenting Instinct x1
Description: The White Aurora was one of the few dedicated sea fliers to exist since the mass extinction. Flitting from island to island, it was able to glide for periods to take the strain out of long distance flying, thanks to a wingspan that was the largest in the world.

+

Cackling Aurora: North King
Evolved from: White Aurora
Gene added (you can add 3): Swimmingx1, Oil Glandsx1, Feathersx1
Gene removed (optional, remove up to 3): Glidingx1
Description: The Cackling Aurora, named for its distinctive cry, was a prominent waterfowl in these times. Bobbing on the surface of the water, buoyed by its oily outer layer of feathers, it could effectively pluck fish out of the surface layer of the water.


Cackling Aurora: North King
Evolved from: White Aurora
Survival Status: ?
Genes (34): Complex Stomach x1, Flesh eating x3, Lungs x2, Vibration Sense x1, Eyes x3, Flying x5, Swimmingx2, Walking x1, Feathers x3, Talons x2, Jaws x1, Cartilage x1, Skeleton x2, Water Retention x2, Cold Resistance x1, Oil Glandsx1, Brain Power x1, Tough Eggs x1, Parenting Instinct x1
Description: The Cackling Aurora, named for its distinctive cry, was a prominent waterfowl in these times. Bobbing on the surface of the water, buoyed by its oily outer layer of feathers, it could effectively pluck fish out of the surface layer of the water.

Not intended to replace the White Aurora.

If you feel like the floating thing requires a separate gene, you should replace the additional feathers gene with that.
 
Cool, as it happens I was thinking of a duck-like NPC evolution for this turn :). Im happy that it can float, when youve got feathers to trap air + oil glands to keep water out.
 
Hmm. Interesting. I'm planning to move some of my flying Scuterids into aquatic habitats as grazers, diving down to eat water plants.
 
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