@Lord Iggy, thankyou!
And also yes, the Shadow Kakleia should have evolved from the original Kakleia, my mistake.
Now, very nice evolutions! but problems also!!
Kol.7 said:
Evolved from: Shadow Kakliea
Genes (40): Complex Stomach x4, Flesh Eating x4, Vibration Sense x2, Eyes x2, Brain Power x4, Skeleton x2, Cartilage x1, Jaws x2, Fangs x1, Communal Behaviour x3, Water Retention x2, Lungs x1, Walking x3, Climbing x3, Parenting Instinct x2, Live Birth x1, Fur x1, Claws x1, Stealth x1
Added: Opposable thumbs x1, Brain power x3
Removed: none
In this era a genetic mutation present in a proportion of new-born Shadow Kakliea caused their brains to develop much faster and greater then usual. This caused a large increase in their intelligence. They became more adept at climbing due to new opposable thumbs, which were also believed to allow the Wise Kakliea to create and use basic tools.
@Kol.7, I do think adding x3 brain power is too big a leap. It wasn't going to be a definate rule that x2 was limit for increases, but I think it should apply in this case, especially as it would be effectively doubling the brain power. It might be OK if the selected gene was already quite high.
Also, big brains will drain energy, more so than most other things. It might not be worth increasing brain power so much on its own, if it can't really be used for anything. Maybe the communal behaviour or pack hunting should eventually evolve a bit also, if you want them to use their brains to cooperate better. And there may also be a need for some kind of 'vocalisation' or some other method of communicating in a complex way!
Slavic Sioux said:
Massive Finner : Slavic Sioux
Evolved from: Thulu Finner
Gene added (you can add 3, or 4 with bonus): Large Size, Scopolamine Poison, Host fungus and insects
Gene removed (optional, remove up to 3 or 4 with bonus): None
Description: This finner is a very different type than most other finners or even any other animal or plant out there. For one these finners have grown to a much larger size, but also has grown an immunity to the scopolamine poison. This fish has access to it when it swims in the waters surface it's skin has been designed to hold both algae and insects. When the insects are within the animal they will craw on top of it's skin to collect the fungus and then bring it back to the holes where the Finner can protect them. But with the constant bringing in of the lethal toxin Scopolamine algae into the holes of the finner it quickly becomes immune to the toxins. When the massive finner is under attack these insects will jump out and start to really bite which will in most cases will eliminate the attacker.
@Slavic Sioux, that is a great original idea

BUT, I'm afraid I have major problems with it. 'Host fungus and insects' doesn't quite fit with what a 'gene' should be for this game, its a bit too much stuff at once

. 'Fungus symbiosis' could work, and we could assume there is a fungus equivalent in this world. But I'm not too happy with your idea for the insects. There isn't really anything in water that's the equivalent of the Jubblers etc on land, and generic 'insects' wouldn't be harmful to anything big enough to attack the Finner. Sorry!
An alternate suggestion could be the following:
Large Size x1, Poison x1, Immunological Warfare x1
'Immunological Warfare' in this case would refer to the Finner's body allowing various generic parasites and harmful fungus-like things to grow in the outer skin, but not affect the internal organs. Biting into the Finner would then result in a mouthful of harmful micro-organisms of various types. And your poison too. Just an idea
The Farow said:
Farconicus Spike: The Farow
Evolved from: Great Spikeball
Gene added: poison x1, feathers x1, slime x1
Gene removed: crawling x1, leaping x1, large size x1
Description: The Farconicus Spikeball is named after a slime toxin called farconicus on it's underbelly. This poison is not deadly but causes major irritations to whoever eats it. Slimy feathers developed on its belly which rubs against the plants on the ground leaving toxins on its leaves. This reduced competition with herbivores giving a monopoly on grazing grounds to these heards. Producing the toxin required energy so individuals would take turns producing the toxins and spreading them in strategic spots in fields to reduce amount expended. These spikeballs can easily stop production of feather toxins in hard times. They also became smaller to reduce energy consumption. Their size is between the their large cousins the Great SpikeBall and their smaller cousins the porcuball.
@The Farow, I'm basically fine with this. I was going to say that your creature would need 'poison resistance' to eat things covered in its own poisonous slime. But we've already had poisonous predators that didn't need 'poison resistance'. I guess we can assume each creature has natural resistance to its own poison, and resistance applies to poison of other species.
BTW, while on this subject, I think we've said before that generic 'Complex Stomach' gene helps to break down poisons etc, but only a little, and not on a 1-to-1 ratio with the strength of the poison.
squid1111 said:
Shocking Moss: squid1111
Evolved from: Terranoalgae
Survival Status:
Genes (20): Photosynthesis x7, Cold Resistance x1, Hibernation x1, Carpeting x3, Water Retention x3, Airborne Spores x2, Mass Reproduction x1 electric shock*2
Description: The Shocking Moss used the same tactic of survival as the ProtoMoss but could now shock unwanted mosseaters.
Add+1 photosynthesis +2 electric shock
@squid1111, that sounds cool, the first electric plant

The only problem is, its been discussed before that using an electric attack requires a lot of energy, which is bad enough for an animal getting energy by eating lots of things, but even worse for a plant that relies on sunlight to slowly build energy. I imagine it may only be able to 'shock' something once per day. And if another herbivore comes along before then, it wont feel a thing
