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Disclaimer : I am not the OG QM. Just attempting a Redo of a quest I loved in the past.

https://suptg.thisisnotatrueending.com/qstarchive/2022/5394100/

>In the 40th millennium, the God Emperor of Mankind sits astride His Throne on Terra, shackled in torment as He lights an inferno in the immaterium, fueled by a thousand psyker’s souls consigned to oblivion each day. Across the galaxy, quintillions of men and women struggle, suffer, and take their stand in His Name against the numberless horrors that threaten to destroy them from within and without. They are the Imperium of Man, their hearts filled with relentless hate, and over millions of bloodstained battlefields, they and theirs return the hostility inflicted on them tenfold. It is not the 40th millennium, and this is not their story.

>This is the story of another species, risen to prominence on an alien rock that never has and never will know the nurturing warmth of Sol. They are Xenos, as far from the genetic legacy of Terra as the east is from the west. To the Imperium: Other, Anathema, an INSULT to Mankind’s existence that cannot and must not be allowed to endure. To themselves, they are the only thing they can truly count on in a galaxy gone mad. In time, the Great Crusade of Mankind will discover their existence and in a crucible of fire and fury, their right to be will be earned or it will be extinguished.

In time… First, they have to evolve and before we can get into that, you’ll need to decide on their evolutionary context. The choices to follow are simple but fundamental and will shape every aspect of their eventual physiology. Choose one per category and the vote will be tallied after roughly 24-36 hours, barring a clear supermajority.
>>
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>Sun Radiation
There are few species that can claim to have evolved without the light of a star and yours is not one of them. Almost more important than any other factor is how much radiation it’s outputting. How rough was your cradle?

>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>Average: The yellow sun is bright and energetic, much akin to Sol. This is the default for life, with no upsides or downsides on its own.
>Gentle: The blue sun is pale and merciful, giving your homeworld a much welcome relief from the usual pain. Complex evolution will be much easier, at the cost of a lower tolerance for radiation and increased difficulty adapting to the predations of foreign stars.

>2/9
>>
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>Planetary Size
One day your species will look back on its homeworld but whether those memories are fond or painful mean nothing to evolution. Far more relevant is the raw weight of its gravity well. How big is your planet?

>Tiny: Your homeworld is a fifth the size of Terra and has an extremely low gravity. This means initial spaceflight and adjusting to zero-G environments will be trivial for your species but they are certain to be weak and fragile without evolutionary effort.
>Small: Your homeworld is half the size of Terra and has somewhat low gravity. This is a middle-ground between the lighter side of the scale and statistically, most spacefaring species are likely to have evolved under similar circumstances.
>Middle: Your homeworld is roughly the size of Terra and has a gravity that would be tolerable for human life. This is near the upper limit for easy spaceflight and has no major drawbacks.
>Large: Your homeworld is twice the size of Terra and has strong gravity. This makes initial spaceflight vastly more difficult for your species but a higher strength and hardiness to carry their own weight can be expected.
>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative.

>3/9
>>
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>Planetary Moons
It’s easy to mistake for an aesthetic detail, a motif of art or to hold at its surface value, a resource to exploit when spaceflight has been achieved, but the moons of a planet are a major contributor to the eventual shape its lifeforms may take. How many moons does your planet have?

>No Moons: Your homeworld has no moon. Only the stars lie above and nights will be dominated by abyssal darkness. If there’s water, the tides will be far calmer.
>One Moon: Your homeworld has one large moon. It goes through regular phases and night illumination is familiar to Terran life. If there’s water, the tides will be strong and stable.
>Two Moons: Your homeworld has two small moons. One is always in the sky and nights are in a regular twilight. If there’s water, the tides will be wild and unpredictable.
>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.

>4/9
>>
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>Planetary Heat
Another critical factor of the sun is how near your species’ homeworld is to its embrace. This has a profound effect on every part of its ecosystem and plays a part in what planets and colonial preparation your species will need in the future. How hot is your planet?

>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
>Reasonable: Your homeworld is in the goldilocks zone of its sun and has an average temperature. It may vary from era to era but your species won’t need to worry much about extreme temperatures.
>Frigid: Your homeworld is extremely far from its sun and freezing cold. Moisture is usually frozen and evaporates slowly. Your species will need to evolve for very low temperatures.

>5/9
>>
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>Planetary Moisture
Almost every biological lifeform requires water in some capacity and yours is no different. Its rarity or abundance will play an enormous role in their evolution and in its priorities. How wet is your homeworld?

>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>Balanced: Your homeworld has a moderate amount of water, with several continents and a regular rain cycle. Its density may vary from region to region but overall it’s equivalent to Terra and won’t have an extreme effect on the evolution of your species.
>Aquatic: Your homeworld has an extreme amount of water, with its land consisting of rare, small islands. It can be classified as an ocean world and it’s likely your species will spend most, if not all of its evolutionary lifespan below the waves.

>6/9
>>
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>Planetary Terrain
The tectonic activity of your homeworld has a significant effect on an evolutionary timescale but its most obvious impact is in the terrain it generates. This may vary over time but will always stay near to its baseline. How rough is your homeworld’s surface?

>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.
>Balanced: Your homeworld’s surface is average, with some rugged lands and some flat lands, all within conventional expectations. Its elevation fluctuates within reason and your species won’t be overly pressured by it throughout its evolution.
>Flat: Your homeworld’s surface is smooth, with almost unnaturally calm tectonics and no significant mountains or shifts in altitude. Its elevation is constant and your species will need to capitalize on it.

>7/9
>>
>>5810134
>Average
>Large
>Many moons
>reasonable
>Aquatic
>>
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>Warp Density
Behind the material reality is another, where physical law is meaningless and whim and will alone reigns supreme. Occasionally, they overlap and in some rare planets, the line between them is blurred. How much of the Warp is in your homeworld?

>Warp Isolated: Your homeworld is like most barren rocks, completely separate from the immaterium. Your species will evolve in a purely material existence and their Warp signature, their souls, will be dim and unable to produce psychic phenomena.
>Warp Exposure: Your homeworld is average among living planets, with a faint but constant pressure from the Warp. Your species will evolve in a predominately material context and psychic phenomena will likely be too rare to have a major effect on its evolution.
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.

>8/9
>>
Now that that’s out of the way, let me explain the premise of this quest. This is a multi-stage evolution and civ quest hybrid set in what will eventually become the 40k galaxy, where, instead of being a part of any major faction, (You) are one of the many, many footnote alien species in a pitched struggle to survive in a galaxy tailor-made to eradicate their race. Unlike them, however, you have the opportunity to guide your evolution from their most distant ancestors to sapience, and then to unify their species under a single culture from the neolithic to the space age by any means possible, and then take a precious window of time to spread, advance, and exploit neighboring star systems before the Great Crusade arrives. From then on, escalating waves of the worst the Imperium can bring to bear will attempt to destroy everything that you’ve built and slaughter your species so utterly that its name is unknown outside of classified Inquisition lore. If a stable population of your species can survive until the Great Crusade ends, you’ll win the quest. If you lose, you’ll lose everything.

End of copy paste of OG thread.
Let's run this and crash the hope and dreams of our blobs gloriously one more time
>>
>>5810148
>Jagged
>Warp saturation

Got a bit excited
>>
>>5810134
>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>>5810136
>Middle: Your homeworld is roughly the size of Terra and has a gravity that would be tolerable for human life. This is near the upper limit for easy spaceflight and has no major drawbacks
>>5810139
>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.
>>5810141
>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
>>5810143
>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>>5810146
>Flat: Your homeworld’s surface is smooth, with almost unnaturally calm tectonics and no significant mountains or shifts in altitude. Its elevation is constant and your species will need to capitalize on it.
>>5810149
>Warp Exposure: Your homeworld is average among living planets, with a faint but constant pressure from the Warp. Your species will evolve in a predominately material context and psychic phenomena will likely be too rare to have a major effect on its evolution.

The great desert where the sun never sets
>>
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>>5810134
>>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>>5810136
>>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative.
>>5810139
>>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.
>>5810141
>>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
>>5810143
>>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>>5810149
>>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.

GREAT DESERT - COLOSSAL WARP EDITION

lets get this shit QM
>>
>>5810158
FUCK I forgot
>>5810146
>>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.

JAGGED GIANT WARP DESERT SHITHOLE
>>
>>5810158
>>5810161
I offer you a deal, change the jagged to flat and I'll support it being huge and warpy.
I have no reason other then thinking that a desert planet should be flat
>>
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We have no emergency whatsoever as the vote will remain open for around a day.

>>5810163
Counterpoint : picrel
>>
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>>5810170
But look at what a flat one could be! Almost makes one want to build a huge mothership and go on a space adventure after discovering an ancient mural
>>
>>5810134
>>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>>5810136
>>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative.
>>5810139
>>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.
>>5810141
>>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
>>5810143
>>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>>5810149
>>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
>>5810146
>>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.

This can only breed the toughest and coolest of Xenos species
>>
>>5810134
We're so back

>>5810134
>Average: The yellow sun is bright and energetic, much akin to Sol. This is the default for life, with no upsides or downsides on its own.
Fuck radiation

>>5810136
>Large: Your homeworld is twice the size of Terra and has strong gravity. This makes initial spaceflight vastly more difficult for your species but a higher strength and hardiness to carry their own weight can be expected.
Fuck supergravity

>>5810139
>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.
Chaotic tides are for chads

>>5810141
>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
Tropicalbros rise up

>>5810143
>Aquatic: Your homeworld has an extreme amount of water, with its land consisting of rare, small islands. It can be classified as an ocean world and it’s likely your species will spend most, if not all of its evolutionary lifespan below the waves.
Aquaticbros rise up

>>5810146
>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.
Elevation is based

>>5810149
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
The warp is based
>>
>>5810134
>>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>>5810136
>Middle: Your homeworld is roughly the size of Terra and has a gravity that would be tolerable for human life. This is near the upper limit for easy spaceflight and has no major drawbacks.
>>5810139
>One Moon: Your homeworld has one large moon. It goes through regular phases and night illumination is familiar to Terran life. If there’s water, the tides will be strong and stable.
>>5810141
>Reasonable: Your homeworld is in the goldilocks zone of its sun and has an average temperature. It may vary from era to era but your species won’t need to worry much about extreme temperatures.
>>5810143
>Balanced: Your homeworld has a moderate amount of water, with several continents and a regular rain cycle. Its density may vary from region to region but overall it’s equivalent to Terra and won’t have an extreme effect on the evolution of your species.
>>5810146
>Balanced: Your homeworld’s surface is average, with some rugged lands and some flat lands, all within conventional expectations. Its elevation fluctuates within reason and your species won’t be overly pressured by it throughout its evolution.
>>5810149
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
Psy-Radioactive chuds, rise up
>>5810150
>End of copy paste of OG thread.
was this done before ? or was it one of those abandoned threads
>>
>>5810198
>was this done before ? or was it one of those abandoned threads
Yes to both
https://suptg.thisisnotatrueending.com/qstarchive/2022/5394100/
>>
>>5810134
>Harsh
>>5810136
>Huge
>>5810139
>Many Moons
>>5810141
>Arid
>>5810143
>Arid
>>5810146
>Jagged
>>5810149
>Warp Saturation
Giant magic death xenos.
>>
>>5810141
>>5810213
>Boiling
>>
>>5810134
>>Average
>>Large
>>Many Moons
>>Reasonable
>>Arid
>>Flat
>>Warp Exposure
This time. This time it will be different.
>>
>>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative
>>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.

>>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures
>>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
>>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.
>>
>Harsh
>Large
>Many Moons
>Frigid
>Balanced
>Balanced
>Warp Exposure
>>
>>5810134
>Harsh
>>5810136
>Huge
>>5810139
>Many Moons
>>5810141
>Boiling
>>5810143
>>Arid
>>5810146
>>Flat
>>5810149
>>Warp Saturation

I am very happy to see someone pick up the mantle of this quest, it was fucking great.
>>
>>5810134

>Harsh
>Large
>Many Moons
>Boiling
>Arid
>Jagged
>Warp Saturated

Sort of a magicky, desert cliffs hellscape.
>>
>>5810150
>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>Large: Your homeworld is twice the size of Terra and has strong gravity. This makes initial spaceflight vastly more difficult for your species but a higher strength and hardiness to carry their own weight can be expected.
>Two Moons: Your homeworld has two small moons. One is always in the sky and nights are in a regular twilight. If there’s water, the tides will be wild and unpredictable.
>Frigid: Your homeworld is extremely far from its sun and freezing cold. Moisture is usually frozen and evaporates slowly. Your species will need to evolve for very low temperatures.
>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.
>Warp Isolated: Your homeworld is like most barren rocks, completely separate from the immaterium. Your species will evolve in a purely material existence and their Warp signature, their souls, will be dim and unable to produce psychic phenomena
>>
>>5810407
Missed one my bad
>Aquatic: Your homeworld has an extreme amount of water, with its land consisting of rare, small islands. It can be classified as an ocean world and it’s likely your species will spend most, if not all of its evolutionary lifespan below the waves.
>>
>>5810133
Best of luck on this OP, i believe that you can see this though to the end, anyways-
>>5810134
>Gentle: The blue sun is pale and merciful, giving your homeworld a much welcome relief from the usual pain. Complex evolution will be much easier, at the cost of a lower tolerance for radiation and increased difficulty adapting to the predations of foreign stars.
>>5810136
>Tiny: Your homeworld is a fifth the size of Terra and has an extremely low gravity. This means initial spaceflight and adjusting to zero-G environments will be trivial for your species but they are certain to be weak and fragile without evolutionary effort.
>>5810139
>No Moons: Your homeworld has no moon. Only the stars lie above and nights will be dominated by abyssal darkness. If there’s water, the tides will be far calmer
>>5810141
>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
>>5810143
>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>>5810146
>Flat: Your homeworld’s surface is smooth, with almost unnaturally calm tectonics and no significant mountains or shifts in altitude. Its elevation is constant and your species will need to capitalize on it.
>>5810149
>Warp Isolated: Your homeworld is like most barren rocks, completely separate from the immaterium. Your species will evolve in a purely material existence and their Warp signature, their souls, will be dim and unable to produce psychic phenomena.

Complete opposite of last quests voting choices, let’s become a race of sentient slime people and conquer the universe with levels of tech that hasn’t been seen since the age of iron, magic is for pussies.
>>
>>5810149
>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative.
>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.
>Frigid: Your homeworld is extremely far from its sun and freezing cold. Moisture is usually frozen and evaporates slowly. Your species will need to evolve for very low temperatures.
>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
LET'S RUN IT BACK FLOUNDERBROS
>>
>>5810518
You know what? Switching to this.
>>
>>5810149
>>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative.
>>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.
>>Frigid: Your homeworld is extremely far from its sun and freezing cold. Moisture is usually frozen and evaporates slowly. Your species will need to evolve for very low temperatures.
>>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.
>>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.

I wish for death, flounderbros!
>>
>>5810134
>Average
>>5810136
>Small>>5810139
>>5810139
>Two Moons:
>>5810141
>Boiling
>>5810143
>Balanced
>>5810146
>Jagged

Good to see a variation of this quest again
>>
>>5810520
>>5810608
>>5810610
You three are missing the "moisture" setting.
>>
>>5810133
>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative.
>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.
>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
>>
>>5810666
>>5810610

>>5810143
>Balanced
>>
>>5810134
>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.

Just like in the good ol' days.

>>5810136
>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative.

>>5810139
>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.

>>5810141
>Reasonable: Your homeworld is in the goldilocks zone of its sun and has an average temperature. It may vary from era to era but your species won’t need to worry much about extreme temperatures.

>>5810143
>Balanced: Your homeworld has a moderate amount of water, with several continents and a regular rain cycle. Its density may vary from region to region but overall it’s equivalent to Terra and won’t have an extreme effect on the evolution of your species.

>>5810146
>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.

>>5810149
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
>>
>>5810757
Turns out i messed up and your misssing setting is warp not moisture
>>
>>5810149
Can we have high=good dice this time? That always annoyed me in the original quest.
>Average: The yellow sun is bright and energetic, much akin to Sol. This is the default for life, with no upsides or downsides on its own.

>Huge: Your homeworld is five times the size of Terra and has crushing gravity. Conventional spaceflight is effectively impossible and the sheer pressure they’re used to will make the void a nightmare, and if they want to move with any efficiency, their evolution will have to be very stubborn or creative.

>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.

>Reasonable: Your homeworld is in the goldilocks zone of its sun and has an average temperature. It may vary from era to era but your species won’t need to worry much about extreme temperatures.

>Balanced: Your homeworld has a moderate amount of water, with several continents and a regular rain cycle. Its density may vary from region to region but overall it’s equivalent to Terra and won’t have an extreme effect on the evolution of your species.

>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.

>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
>>
>>5810762
>>5810610
>>5810149
>Warp Saturation
>>
>>5810762
Basically the same things anyways.
>>
Calling it a stop for this vote.
Writing.
>>
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>>5811012
>Absolute hellhole of scorching radiation and unlivable temperatures AGAIN
>But this time also without ANY water
WHY
>>
>>5811014
Guess the caves and night time are our only chances now
>>
>>5811014
The GRIND never ends
>>
>>5811016

We can always just crash an ice-moon into our planet later to become water-rich anon
>>
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>An eternity away from Sol, a bloodred star which has no name in earthly tongue lays, a swollen tumor on the cosmos, throbbing with malice. Caught in thrall of its orbit are five satellites, a scorched rock near the sun, two gas giants far away, and two in the goldilocks zone.
The first one is a large, calm planet, with a thick atmosphere shielding from dangerous radiations. Ample amount of water, a pleasant surface temperature. But by a cruel twist of fate, no life emerged on this haven.
Let our eyes turn to the second one : closer to the star, this one is on the limit of acceptable pressure for the precious fluid of life, water. The strong gravity crushed the weaker rocks into a fine dust, covering most of the cracks and caves, leaving only the highest peaks emerging through the sand ocean.

>This planet is inimical to higher life as Terran scholars know it, by no right should it be any more than another dead rock in billions, and yet… Life has found a way. In the cauldron of a Geyser, amino acids piled on each other just the right way for a self-replicating structure. Its primitive genome shredded and its remains decayed without a trace in the span of just under ten Terran minutes. Against the odds, it managed to reproduce just before dying without note and its offspring did the same, setting a pattern for millions of years to come. Now, numberless generations later, among the thirsty, dessicated, sickly and burnt wretches clinging to momentary existence, a species with true evolutionary potential has emerged.

>Your species.

Before you can evolve in earnest, you’ll need to determine which species is yours. To do that, you’ll make three more simple choices and in the doing, narrow infinite possibilities to a lone certainty. After roughly 12-24 hours, your gauntlet of evolutionary strife will begin.

Also, let's put the concern of the fine fellow >>5810774
Do you prefer :
>High is good for the roller
or
>High is bad for the roller
regarding rolls?

>1/4
>>
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>Species Mobility :
The sheer WEIGHT of your homeworld is a permanent shackle on the nonexistent neck of every one of its children. Quick, effortless movement is a novelty that won’t be seen for a very, very long time but there are a few that dare to skitter upon the rough grains of the sea of sand. How much of its lifespan does your species spend on the move?

>Ambulatory : Your species never settles down and is always moving. This is a risky strategy that leaves them at the mercy of the sand tides and exposed to predators. At the same time, they are less likely to go hungry for lack of feeding opportunities.
>Sedentary: Your species is completely inert, latching as it can and waiting. This is a cautious strategy that grants them a large degree of mass and stability against the sand tides, though it comes at a cost. Most strategies of consumption require patience and creativity.
>Multi-Phasic: Your species is a rarity, with multiple phases of its lifespan, one nomadic, one rooted. This is the best of both worlds in the immediate scale but on an evolutionary timespan, there are multiple points of failure and developing each phase will split your focus.
>>
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>Species Reproduction
Self-propagation is so fundamental to life that many scholars, Terran or otherwise, don’t consider organisms that can’t reproduce on their own to be truly alive. Perhaps they are right. There are many, many methods but they can be sorted into four separate categories. Which does your species rely on?

>Bisexual : Split the population between pipette and crucible, the former giving genetic material to the later, and those specialized roles can perform the dangerous matter of reproduction easier. However, this is the hardest in term of finding compatible mates.
>Plurisexual : With 10 starting sexes, your species will rarely run in the case of incompatibility, making spore clouds a valid strategy. This approach cover more ground, but makes younglings extremely vulnerable because of the low amount of biological ressources spent.
>Benign Asexual Reproduction: Your species reproduces by gestating their offspring and releasing them when they’re capable of surviving on their own. This is dependable but the gestation period can leave their parent vulnerable. Normally, these offspring are nigh-identical clones of their parent.
>Fatal Asexual Reproduction: Your species reproduces by consuming a large amount of nutrients and dividing into several offspring, killing their parent in the process but having a much swifter period of weakness. This is the fastest method of reproduction and can rebuild populations very quickly, though it suffers from the same near-stagnancy as the above with weaker younglings.

>3/4
>>
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>Species Diet
For any organism to grow, it is a requirement that it takes in nutrients. Where those come from and how they’re taken is much more variable. How does your species eat?

>Autotroph: Your species is on the bottom of the food chain, in that it relies on its environment alone to survive. This strategy is extremely stable and inefficient for growth if unrefined.
>Herbivore: Your species consumes autotrophs to further process the nutrients they’ve already generated. This strategy is consistent but can be risky between adaptations in the food source and in predators.
>Carnivore: Your species consumes herbivores to further process the nutrients they’ve already processed. This strategy is dangerous but has a high-reward in intake and in selection pressure.
>Scavenger: Your species consumes the carcasses of dead organisms to subsist on what scraps remain before microorganisms can finish the job. This strategy is low-risk with some reward and a massive amount of competition.

>4/4
>>
>>5811051

>no preference regarding rolls

>Sedentary: Your species is completely inert, latching as it can and waiting. This is a cautious strategy that grants them a large degree of mass and stability against the sand tides, though it comes at a cost. Most strategies of consumption require patience and creativity.

>Benign Asexual Reproduction: Your species reproduces by gestating their offspring and releasing them when they’re capable of surviving on their own. This is dependable but the gestation period can leave their parent vulnerable. Normally, these offspring are nigh-identical clones of their parent.

>Autotroph: Your species is on the bottom of the food chain, in that it relies on its environment alone to survive. This strategy is extremely stable and inefficient for growth if unrefined.

Gotta start somewhere, let’s begin with a “sand polyp” or “desert barnacle” approach. We can focus our efforts on better metabolism and such before evolving into terrorcrabs like the Chaos Gods demand
>>
>>5811048
I don't mind either way, so long as it's consistent.

>>5811051
>Sedentary
>>5811053
>Benign Asexual Reproduction
>>5811060
>Autotroph

I say we try something different this time, I'm thinking cactus build.
We can always evolve legs and/or death lasers later.
>>
>>5811048
>>High is good for the roller
>>Sedentary
The sarlacc calls to me
>>Bisexual
Hardmode is a go
>>Carnivore

I have no clue how sarlacc would get to sentience, but fuck it.
The most bullshit option would be to pick multi-phase generatinal lifestyle like jellyfish did and force QM to run for basically 2 animals at once. But I'm not that cruel
>>
>>5811048
>High is good for the roller
>>5811051
>Ambulatory : Your species never settles down and is always moving. This is a risky strategy that leaves them at the mercy of the sand tides and exposed to predators. At the same time, they are less likely to go hungry for lack of feeding opportunities.
>>5811053
>Bisexual : Split the population between pipette and crucible, the former giving genetic material to the later, and those specialized roles can perform the dangerous matter of reproduction easier. However, this is the hardest in term of finding compatible mates.
>>5811060
>Scavenger: Your species consumes the carcasses of dead organisms to subsist on what scraps remain before microorganisms can finish the job. This strategy is low-risk with some reward and a massive amount of competition.
Let's evolve to eat the competition
>>
>>5811048
>High is good for the roller
>>5811051
>Ambulatory : Your species never settles down and is always moving. This is a risky strategy that leaves them at the mercy of the sand tides and exposed to predators. At the same time, they are less likely to go hungry for lack of feeding opportunities.
>>5811053
>Bisexual : Split the population between pipette and crucible, the former giving genetic material to the later, and those specialized roles can perform the dangerous matter of reproduction easier. However, this is the hardest in term of finding compatible mates.
>>5811060
>>Carnivore

We will be top-dog from day 1. I will accept nothing less! The chaos gods require powerful servants, and we will provide…
>>
>>5811048
High is good for the roller
>>5811051
>Ambulatory
>>5811053
Plurisexual
>>5811060
Carnivore
>>
>>5811102
Come on, we don't HAVE to bow to warp fucks. We'll just have to deal with them
>>
>>5811161
Yeah, we don’t? But I’d like to? This is a choice based entirely on flavour, lmao. Daemons and evil gods are cool bro.
>>
>>5811048
Holy kino

>>5811060
>Sedentary: Your species is completely inert, latching as it can and waiting. This is a cautious strategy that grants them a large degree of mass and stability against the sand tides, though it comes at a cost. Most strategies of consumption require patience and creativity.

>Benign Asexual Reproduction: Your species reproduces by gestating their offspring and releasing them when they’re capable of surviving on their own. This is dependable but the gestation period can leave their parent vulnerable. Normally, these offspring are nigh-identical clones of their parent.

>Autotroph: Your species is on the bottom of the food chain, in that it relies on its environment alone to survive. This strategy is extremely stable and inefficient for growth if unrefined.

Immobile plantmaxxing with zero water will be an interesting challenge. If we do this we should not be telepath mind-controllers. That's too easy.
>>
>>5811048
>No preference
>Ambulatory
>Plurisexual
>Carnivore
>>
>>5811048
>High is good for the roller

>Multi-Phasic: Your species is a rarity, with multiple phases of its lifespan, one nomadic, one rooted. This is the best of both worlds in the immediate scale but on an evolutionary timespan, there are multiple points of failure and developing each phase will split your focus

>Bisexual : Split the population between pipette and crucible, the former giving genetic material to the later, and those specialized roles can perform the dangerous matter of reproduction easier. However, this is the hardest in term of finding compatible mates.

>Carnivore: Your species consumes herbivores to further process the nutrients they’ve already processed. This strategy is dangerous but has a high-reward in intake and in selection pressure.
>>
>>5811051
> Multiphasic
Mobile young, rooted adults
>Benign Asexual Reproduction
Take root, become a living den to protect the younglings
>Autotroph
Plenty of sun.

> Big dice good
Just to avoid confusion, I don't care otherwise.
>>
>>5811368
> Multiphasic
>Benign Asexual Reproduction
>Autotroph

Prefer roll high

(
>>
Here's the current Tally status.
Still open for ~9/10 hours
>>
>>5811396
Remarkably tied up. I guess the big question is Plants or Predators.

Plants feel like a safer option, being at the bottom of the food chain protects us from ecological collapse, since we depend on the sun for survival and nothing else. The entire food chain except us can die, and we'd be ok. And from the bottom we're in a position to manipulate the entire ecology.

On the other manipulator though as predators we're pushing for the tools we need for long term space age survival from the very beginning. Intelligence, manipulation, social behaviors, combat. And ideally we'd push toward apex predator status, letting us adjust the ecosystem from the top down. Of course hitting apex status is no small feat.
>>
>>5811478
The biggest problem with plants is the lack of dynamism. A plant can't move or fight or think because a plant doesn't need to move, or fight, or think. So it has no need to evolve in that direction and there's no pressure for sapience.
>>
>>5811543
I've been trying to imagine how tf a plant would evolve any form of sentience even in very soft sci-fi and I'm drawing a blank. I mean it's in the options, so OG QM clearly thought it was possible. But brains need a lot of energy, and autotrophs operate on very little energy. And what good would a brain be to a plant? It's not like it can react to all that information the brain would process.

Help me out with ideas, plant-anons, what's the plan?
>>
>>5811543
>>5811553

Warp hive mind? Predatory plants? Parasitism? We can move down some pretty weird evolutionary pathways given the heavy warp exposure.

If we become poisonous desert plant/barnacles we can move in different directions
>>
>>5811553
We don't need to have a specific brain structure. I was thinking we could evolve a venus flytrap type strategy and then spread neural functions across a bunch of smaller bundles, like insects. Predators are cool too. Plants are hard but easy at the same time.
>>
>>5811048
>High is good for the roller
>Sedentary: Your species is completely inert, latching as it can and waiting. This is a cautious strategy that grants them a large degree of mass and stability against the sand tides, though it comes at a cost. Most strategies of consumption require patience and creativity.
>Benign Asexual Reproduction: Your species reproduces by gestating their offspring and releasing them when they’re capable of surviving on their own. This is dependable but the gestation period can leave their parent vulnerable. Normally, these offspring are nigh-identical clones of their parent.
>Autotroph: Your species is on the bottom of the food chain, in that it relies on its environment alone to survive. This strategy is extremely stable and inefficient for growth if unrefined.
Hivemind time
>>5811553
>what good would a brain be to a plant?
https://en.m.wikipedia.org/wiki/Mycorrhizal_network

>what's the plan?
Gaia-Hivemind Warp colonization, I want to Oxygenate the Chaos Gods
https://en.m.wikipedia.org/wiki/Great_Oxidation_Event
>it is believed that oxygen acted as a poison and wiped out much of anaerobic life, creating an extinction event
>This wiped out over 90% of life on earth.
>>
>>5811594
>https://en.m.wikipedia.org/wiki/Mycorrhizal_network
That is not brain-related at all.
Saturating atmosphere with oxygen is obviosly useless agains anything warp related, but I'm gonna assume it's a joke.
Okay, plant anons have no idea, got it.
>>
>>5811012
c'mon anons, I get the radiation and psyker shit but why stack basically the rest of the options against us ?
>>5811048
>High is good for the roller
>>5811051
>Ambulatory : Your species never settles down and is always moving. This is a risky strategy that leaves them at the mercy of the sand tides and exposed to predators. At the same time, they are less likely to go hungry for lack of feeding opportunities.
>>5811053
>Bisexual
>>5811060
>Autotroph: Your species is on the bottom of the food chain, in that it relies on its environment alone to survive. This strategy is extremely stable and inefficient for growth if unrefined.
>>
>>5811607
I think he wants to distribute consciousness across thousands of individuals instead of having it be isolated and bootstrap a hivemind to influence the chaos gods in our favor. That would probably just make a tiny chaos god for us. The Warp is FUBAR'd.
>>
>>5811607
>That is not brain-related at all.
>a network in which plants communicate(infochemicals) and share nutrients doesn't resemble and can't become a brain analogue

>Saturating atmosphere with oxygen is obviosly useless agains anything warp related
Think harder mate, if animals can live in the Warp, what's to say we can't evolve that too? And if we can live in the warp, what's stoping us from influencing it, be it through our own god or something else, something less humane?
>>5811612
>to influence the chaos gods in our favor.
>make a tiny chaos god for us.
Thinks less human! Why would a planet sized-biocomputer end up with it's own anthropomorphized deity? We would probably be anathema to the chaos gods.
>>
>>5811048
>>High is good for the roller
>>5811051
>>Ambulatory : Your species never settles down and is always moving. This is a risky strategy that leaves them at the mercy of the sand tides and exposed to predators. At the same time, they are less likely to go hungry for lack of feeding opportunities.
>>5811053
>>Bisexual : Split the population between pipette and crucible, the former giving genetic material to the later, and those specialized roles can perform the dangerous matter of reproduction easier. However, this is the hardest in term of finding compatible mates.
>>5811060
>>Carnivore: Your species consumes herbivores to further process the nutrients they’ve already processed. This strategy is dangerous but has a high-reward in intake and in selection pressure.
>>
>>5810666
>Aquatic: Your homeworld has an extreme amount of water, with its land consisting of rare, small islands. It can be classified as an ocean world and it’s likely your species will spend most, if not all of its evolutionary lifespan below the waves.
>>
>>5811553
> The Plan
Parasitism was big on my list. Hijack some other critters digestive track and body to fuel our brain needs, and develop a better brain to better manage our hosts.
>>
>>5811060
>Amubulatory
>Bisexual
>Scavenger
We can spec into eating living things later, using our ironclad digestive system to help bridge the gap.
>>
>>5811048
>High is good for the roller

>>5811051
>Multi-Phasic: Your species is a rarity, with multiple phases of its lifespan, one nomadic, one rooted. This is the best of both worlds in the immediate scale but on an evolutionary timespan, there are multiple points of failure and developing each phase will split your focus.

>>5811053
>Bisexual : Split the population between pipette and crucible, the former giving genetic material to the later, and those specialized roles can perform the dangerous matter of reproduction easier. However, this is the hardest in term of finding compatible mates.

>>5811060
>Carnivore: Your species consumes herbivores to further process the nutrients they’ve already processed. This strategy is dangerous but has a high-reward in intake and in selection pressure.
>>
>>5811048
>>High is good for the roller
>Sedentary
>Benign Asexual Reproduction
>Carnivore
>>
>>5811641
Also i don't care about the roll type
>>
Last chance for anyone to change their mind (please backlink previous vote) and for latecomer to vote.

Current winning phenotype is an Ambulatory Bisexual Carnivore
>>
>>5811879
I'm >>5811688

I'll change to Ambulatory and Bisexual.
>>
>>5811879
Ambulatory Bisexual Carnivore is good. I'll change my vote from >>5811170 to support it.
>>
>>5811048
>High is good for the roller
>>5811051
>Ambulatory : Your species never settles down and is always moving. This is a risky strategy that leaves them at the mercy of the sand tides and exposed to predators. At the same time, they are less likely to go hungry for lack of feeding opportunities.
>>5811053
>Bisexual : Split the population between pipette and crucible, the former giving genetic material to the later, and those specialized roles can perform the dangerous matter of reproduction easier. However, this is the hardest in term of finding compatible mates.
>>5811060
>Carnivore: Your species consumes herbivores to further process the nutrients they’ve already processed. This strategy is dangerous but has a high-reward in intake and in selection pressure.

man i love this, the first quest was so good crack on wheels.
Too bad we didn't even get to the tribal stage there.
>>
>>5811584
i like to imagine either a locust like alien or scarab like. They are just cool insects to use for this.
Tough and strong like a brute, quick and smart like an elite. Damn nightmare to fight on top of psionic abilities.
>>
Though i have to admit scorpion or spider like could be very cool. Fennec, vulture or gila like ain't bad too.
Lot of kino animal deserts
>>
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Your species is the Skipper Skittler. Of the current food chain, it is the least effective of the major predators, small, clumsy, and fragile by the standards of an already small, clumsy, and fragile ecosystem but that is precisely why it has true evolutionary potential. If the Skipper Skittler doesn’t evolve and reach efficiency in its niche, its population will decline and eventually go extinct. The Skipper Skittlers must take great strides to improve because the Skipper Skittlers have no choice. Of course, the Skipper Skittler can’t choose to start with, it doesn’t even have a brain. That’s where (You) come in, to guide the Skipper Skittler’s evolution to excel, dominate its ecosystem, and eventually… reach for the stars. But first, you have to look carefully between the shifting dunes.

The Skipper Skittler is a pale, boneless blob the size of a Terran tennis ball with three major body parts. It has a mouth, a pair of stubby limbs], and a stomach. The mouth is toothless, the limbs are feeble, and the stomach is inefficient. The Skipper Skittler spends its days crawling its belly against the rough sand to propel itself aimlessly. The rim of the Skipper Skittler's mouth, has several sensitive nerve endings that can detect wether the Skittler is facing sand or something else. If that's something else, the Skipper Skittler will latch its mouth on it, force it into its stomach, where it can be dissolved into nutrients to sustain the Skipper Skittler.
>>
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Other species delve in the immediate environment of the Skipper Skittler.
Our protagonist species' favored source of food is the bulky Spin Catcher. The Spin Catcher is twice the size of the Skipper Skittler and is slightly more complex. A Spin Catcher has a toothy mouth, a stomach, and unlike the Skipper Skittler, really low mobility.
Waiting where the whims of the sand tide puts it, its open mouth wait for a Spinroot. The Spinroots, first big species that colonized the planet, is a tree-like being that scions are sent romaing under the whims of the winds and the sand tide. The Spin Catcher main success is of course due to luck : being heavier, the temporary stable points it sits on inevitably attract a lone spinroot, which nutrients and moisture can sustain the Herbivore.

The lucky Skipper Skittler can stumble upon the fat and wet Spin Catcher, and feast on it for 10 local days, roughly 5 Terran ones. The unlucky one will get crushed by the Spin Catcher mouth, killing the prey becoming hunter by poisoning it with indigestible nutrients.
The Skipper Skittler has no way to store surplus nutrients or recognize regular feeding grounds. It is blind, mindless, and driven completely by impulse. For now, sheer luck have allowed the species to emerge.
>>
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The Skipper Skittler's primary competition, is the mighty Mawchain.
A fanged head, using tremor sense to locate prey and ramp toward it. A tad slower than the fast Spinroot, it seldolmely poison itself by choking on the harder body of the Autotroph. After feasting upon the waddling Skipper Skittler or following a nearby Spinroot to the waiting Spin Catcher, the Mawchain use excess protein to build its descendants.
Chaining behind the main head, they contribute to the locomotion in a dormant state until the main head's death. Then, they activate : attacking the head's killer, or simply feasting on their progenitor, they all disperse on the new stockpile to find new preys.
The only way a Skipper Skittler have be seen winning the confrontation is meeting a Mawchain lone newborn from the side or the read as the Mawchain's fangs are mightier than the weak chew of the Skipper Skittler.
>>
esides the Skipper Skittler's prey and its competitors, the environment itself poses an extreme challenge to its survival.
The sand tides, pulled and push by the myriad of moons, burrows its fair share of beings. The abrasive sand itself grate the weak skins of the planet's delver, leaving wounds. Wounds leaking. Bringing the next major probleme : moisture.
Skipper Skittler's weak bodies have no efficient way of retaining water, and dessication is the most common cause of death on the plannet, shared with all the poor delvers.
Would a Skipper Skittler's feed itself enough to keep moisture, while avoiding both the mighty Mawchains and the choking Spinroots, the lurking species will die under roughly 64 terran days (or 118 locals) of the inevitable cancer provoked by the harsh sun, aggravated by the constant irritation of the rough sand.
>>
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One advantage the Skipper Skittler's has is its method of reproduction. Unlike many species, Skipper Skittler's have two distinct sexes, the Spitter and the Swallower.
When two Skipper Skittler waddle on each other, their mouth meat and a few specialized tactile cell triggers. This ensue that Skipper Skittlers does not canibalize each other, split upon incompatibility, or mate when they can.
Mouth against mouth, the spitter release a few big, moist gametes, that the swallower fertilize. Held in a crude pouch for 32 local days, or 16 Terrans, until they grow enough to burst through the poach and waddle their merry way into almost certain death.
These newborns Skipper Skittlers are a fifth the size of their parents and most don't survive the 21 terran day it takes to grow and reproduce on their own.

A handful do, and this continues the species. There are a couple of problems with the Flounder Feeder’s method of reproduction. First is the low occurence of meeting, only happening by sheer luck.
Second is due to the crude pouch’s location at the roof of the swallower's mouth, it is occasionally ruptured too early by the flesh of a Spin catcher getting consumed.
Even with its problems, the Skipper Skittler's method of reproduction works and isn’t an urgent issue. All in all, the Skipper Skittler suffers a miserable existence but is not burdened with a consciousness that can understand it.

Here comes the first, long waited vote :
>How should the Skipper Skittler evolve?
>>
>>5812099
>There are a couple of problems with the Flounder Feeder’s method of reproduction.
Kek. Copy pasting error spotted.
>>How should the Skipper Skittler evolve?
>Harder skin, for better water retention and less skin grating. Would also made our "jaws" a little harder, even without teeth. God knows where we get any water in the first place in this hell. At least flounder feeder lived in the ocean.
Immobile herbivore, mobile plants. What a bizzare hellscape. Qm, what's the status on caves and mountains? We did went for jagged world after all

Rise and grind mr. Skittler, rise and grind.
>>
>>5812111
>Formatting error
>Missed one Feeder

Sudoku time I guess.

>Mobile plant
More exactly Multi-phasic.
>Status on cave and mountains
No spoils. Right now, the Skipper Skittler lives in the "Sand Ocean" biome. The Jagged aspect + multiple moons mean crushing moving sand dunes. No Skipper Skittler have set a stubby unaware (alive) limb on other biomes, but they exist.
>>
>>5812111
I'll support harder skin. We need to quench our thirst.
>>
>>5812099
>>5812111
>>5812121
Harder skin makes sense
>>
>>5812099
>evolve a chitinous shell

This seems perfect desu. If that isn’t possible at this current stage, then I’ll support:

>harder skin
>>
>>5812099
Grow mandibles for catch and cut preys
>>
>Sensory Organ

Be it basic eyes or enhanced feelers the increased ability to both detect threats and prey could prove invaluable to the early success of this creature.
>>
General Ideas

Harder skin
Chitinous shell
Internal Membrane for keep water in
heart/s
brain/s
eye/s (armored)
ear/s (armored)
nose/s (armored)
Stomach (possibly multiple upgrades with a recycle organ while keeping some level of waste. Shit is important to the environment)
Claws for burrow and dig through the sand + combat
Horns : combat
Poison : combat/digestion
Process of developing long legs : fast moving, less heat contact with ground and higher elevation for intercept food and shelter when we have eyes/ears/nose. possible jumps in future
Process of developing short legs : short and far tougher, less movement, potential of reclining them and use a "ball" like movement idea. Need more brain.
tail : combat, stability, movement etc..
>>
Actually now that I think about it the conditions of the sand sea aren’t conducive to visual or any other traditional means of sensing. Why not evolve psychic sensory organs enabling our creature to detect the little soul motes of the other creatures in the sand sea
>>
>>5812164
How about some way to suck the moisture out of our prey?
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>>5812168
Something like a beak then, for pierce and eat. Is a direction but i like the mandibles for cut up and eat.
>>
>>5812165
you need a brain first really is the bare minimum for start those kind of organs.
>>
also
>has several sensitive nerve endings that can detect wether the Skittler is facing sand or something else.
it seems capable of sensing stuff just need development really
>>
>>5812099
Evolve more rudimentary limbs/protrusions to help the skitter drag itself thorough the sand and act as sensory organs
>>
>>5812173
>it seems capable of sensing stuff
I assume it's touch only.
>>5812168
Based. We shall steal their precious fluids.
>>
>>5812192
yeah just one sensory organ at the start, better than nothing.
The "creature" part of the game means we need to fully develop it in all aspects we want, for make it the apex predator of the world. After it has become sapient we pass at the next stage. Right now millions of years will pass then less and less until we arrive at the space age.
>>
and the Maw Chain uses a tremor sense so it does seem to work. we should copy it
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>>5812192
>Based. We shall steal their precious fluids.
Moist Vampires build? Moist Vampires build

>>5812221
>and the Maw Chain uses a tremor sense so it does seem to work. we should copy it
Maybe, or maybe we can try and exploit it once we become strong enough to take them. Maybe the Skitters could develop a way to communicate by vibration, attract any lone Chainmaw and make the skitter basically gang on it to get them together with the offsprings
>>
>>5812236
could be an idea
>>
There's a lot of interresting discussion.
Here's my current interpretation of the tally.
If you wish to change your vote, please backlink and explicitely type "Changing from "Evo1" to "Evo2"

No emergency, keeping the first evo vote open long enough for everybody to chime in.
>>
>>5812099
Joining the skin crew on this need it to be tougher
>>
>>5812252

Also joining skin crew - if we can’t go directly to a chitonous smell, maybe we can go with a leathery hide?

Also by developing chitin/hide we can start developing some basic radiation resistance.

We don’t have to become the most lethal predator immediately, we just have to generate some big population numbers to ensure that we won’t go extinct at the drop of a hat
>>
>>5812280
You can go toward chitonous shell. This will provide defense toward predators and maybe sand, versus the skin that provide better moisture preserve and maybe sand protection.
>>
>>5812280
i recon skin would be still under our shell if we develop it. We are a evolving and a shell is pretty useful for general survival here.
For me the skin and shell can go hand in hand
>>
>>5812288
Develop a shell in our belly, so we can use it as a board to skate through the sand.
And Skin at the top to get moisture
>>
>>5812291
not convinced, thinking about how it would look i dislike it too.
i prefer to have a natural armor above and the skin under, just need to vote one now and then the other.
>>
>>5812252
change from my previous vote
to
harder skin
>>5812152
>>
>>5812280
My biggest concern with a shell is heat retention. The Skipper Skittlers need a way to cool down but sweating is suicidal so we'll have to be creative. I think lower body temperature is the best solution here. Normally a desert would be freezing at night and that would be suicide but this one is boiling so we can get away with it unless there's major climate change.
>>
>>5812099
> Improve skin for better moisture retention and protection from sand

Water retention seems like a priority to me. My next priority would be some kind of sensory organ, to both find Spin Catchers and avoid the Mawchain. Tremor sense is a possibility, as is some kind of photoreceptor. Plenty of light and open space to work with after all.

Long term...tunneling with tremor sense? Underground would protect us from the heat and the radiation, but we'll probably burn a lot of calories digging around.
>>
>>5812305
If we develop good enough senses for tracking the day-night cycle (which as a multicellular organism we already ought to have) we could just become a nocturnal creature that burrows under the sand during the day.
>>
>>5812305
With claws we could burrow and dig for avoid too much heat
>>
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Rolled 75 (1d100)

You choose to evolve a new organ for the humble Skittler Skipper, a layer of skin to keep water in and sand out.

To explain the mechanics of evolution, it is done in two phases. The consequence phase, where I explain how your latest evolution has fared and the shorter development phase, where I ask for rolls for your newest evolution. When you attempt to evolve a new trait or improve an already present evolution, you roll three 1d100.
>The first 1d100 is to determine the success of your evolution, higher is better, on a sliding scale:
a 1 is crippling, 2-9 is overwhelmingly negative, 10-19 is moderately negative, 20-60 is a partial development, 61-89 is moderately positive, and 90-99 is overwhelmingly positive, and 100 is game-changing.

The scale is tilted toward positive outcomes because failures usually fail to reproduce and this applies to your species as a whole.
If you attempt to evolve too much too quickly, this scale will temporarily shift toward the negative as the harsh sun punishes you for innovation.

>The second 1d100 is to determine your species’ genetic drift from radiation, again, higher is better, on a sliding scale:
1-20 is negligible, 21-40 is mild, 41-60 is an unplanned mutation, 61-80 is a new, offshoot competitor species, and 81-100 is an overall population decline.
If your species grows more resilient toward radiation or finds a method of preserving its genome, this scale will change, and high results aren’t always negative in certain contexts.

>The third, final 1d100 is to determine the success of your deadliest competitors in their own evolution.
Unlike your species, you want to roll low here, and the same scale is applied, though you won’t be aware of what their attempted evolution is until you see it in action.

In addition to the 1d100s you will be rolling, for every development phase, I will be rolling a 1d100 for the environment. This is a much narrower scale and higher is better for (You).
1 is a mass extinction event. 2-10 is a negative change that harms your species. 11-89 means no change. 90-99 is a positive change for the better; 1 is an extreme positive change that leaves your species in a highly advantageous position.
This will continue until your species has evolved to sapience or has fallen to extinction. As a predator, you will need to be cunning and ruthless to not only survive, but thrive.

Now… Let us begin. Give me three 1d100s. Last one is for Mawchain. Don't hog dice.
>>
Rolled 9 (1d100)

>>5812488
Skinmaxxing
>>
>>5812490
Fuck
>>
Rolled 12 (1d100)

>>5812488
Big money, please
>>
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>>5812490
>>5812494
>>
Rolled 81 (1d100)

>>5812488
>inb4 our competition get's a nat 100
It'd be really funny for the grind anons
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>>5812510
kek, but you like it don't you grind anons ?
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This quest is as cursed as the last one holy fucking shit
>>
>>5812514
I mean, you guys maxxing on the enviromental harm didn't help
>>
>>5812514

Being driven to near-extinction is part of the fun!
>>
>>5812488
>The second 1d100 is to determine your species’ genetic drift from radiation, again, higher is better, on a sliding scale
I think you forgot to change it again while copy pasting. This one is "lower is better" for us.
Also here
>1 is an extreme positive change that leaves your species in a highly advantageous position
should be a 100 instead. I know you can't change it now, I just thought you can miss it when copypasting in the future.

>>5812521
Radiation was actually really nice to us this turn. No effect, we got a 12

>>5812288
>>5812294
>>5812295
bro, I beg you, compress your thoughts into 1 post if possible. No need to push for 1000 replies too soon
>>
>>5812490
>>5812494
>>5812510
Shiiiiiit

We have our work cut out for us.
>>
>>5812526
Watch us evolve a skincloak that causes heatstroke or some shit. This evolutionary chain's gonna be gnarly.
>>
>>5812514
Nah
>>
>>5812521
It wouldn't feel like home otherwise.
>>
>>5812529
Indeed, failed the copy paste.
Correct wording is : 1-20 is an overall population decline, 21-40 is a new offshoot competitor species, 41-60 is an unplanned mutation, 61-80 is mild and 81-100 is negligible.

As you all voted for "low is bad" no freebies.
>>
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Amidst the sand tides, a Skittler Skipper dies under the harsh sun.
The skipper display the current main phenotype of the species : a layer of specialized cell, creating a boundary between the outside and the inside.
However, what could have been a phenomenous adaptation toward a better future for the Skittler-Skipperkind turned into a curse : the skin is oily, leaking away precious fluids.
Although it protect againt grating from the sand and makes the Skittler Skipper more slippery - a couple ancestor owed a least-short lease on life after escaping fangs of Mawchain thanks to that mutation, a combination of unlucky cancers, failure to reproduces, and being easier preys for Mawchains extinguished dry skins and turned Oily-skin into the base phenotype.
Dessication is now the cause of death of over half of the Skittler Skippers. The species' numbers are tumbling down : Extinction is already nearby for that peculiar specy that attempted to crawl in the living hell your gaze lies upon.
>>
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While the Skittler Skipper fumbled on this unforgiving world, the Mawchain ascertained its place as the apex predator of the sand tides.
The previously-smooth skined queue of hungry maws now sports several hard ridges. Those ridges act as a better layer of defense, that only other Mawchain's fang are able to pierce for now.
This means that even when a Skittler Skipper attacks a lone Mawchain small offspring, the Apex have enough time to turn around and turn the tables, winning the confrontation at the cost of a minor wound.

>How should the Skipper Skittler evolve?
>>
>>5812544
>Claws so it can dig and hide under the sand
>>
>>5812544
A layer of dry skin over the oily skin to make the Skittler Skipper release oil when attacked but retain moisture when intact
>>
>>5812543
Oily skin isn't bad. Our biggest problem is a lack of moisture...

>>5812549
I support this. If we have multiple layers of skin we can evolve adaptions to trap sweat inside to cool us down without losing any moisture. A biological stillsuit.
>>
>>5812540
Ah, so the radiation fucked us, it's just not mentioned in the update. Wooo, tumors.
>>5812544
I'll back this one >>5812549
because "just keep adding skin layers, eventually it'll work" is kind of funny
>>
>>5812549
+1
>>
>>5812544
>after 1/3 of our lifespan our legs will detach so we can either consume them or use it as bait
check this out
>>
>>5812544
>Postpharyngeal gut with voids/pores ideal for water absorption.
>>
>>5812549
>+1
>>
>>5812544
>>Claws so it can dig and hide under the sand
>>
>>5812543
More limbs!
>>
>>5812549

Supporting!

Maybe we can eventually make the oil poisonous?
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>>5812544
For god’s sake, get a shell on that oily skin. Job’s done.

>Chitinous Shell
>>
>>5812549
>support
>>
>>5812549
Support
>>
>>5812544
>>5812549
+1 support this
>>5812586
I like this idea and we should keep it in mind for the future
>>
>>5812566
The radiation fucked you by giving an overall population decline, meaning you're already on the verge of extinction.

Looks like we have a winnnig option already.
>>
Rolled 69 (1d100)

You choose to evolve the Skittler Skipper's disastrous, moisture draining external skin layers, doubling down on the strategy that left you in such a precarious position.
Thanks to smart write-in capitalizing on the failure, a 20+ on mutation roll is sufficient to stop leaking wildly water and stabilize population decline

>Rolling for environment.
Taking 3 rolls of 1d100 :
>1st is mutation,
>2nd is deviation
>3rd is Spin catchers evolution

Due to the wildly unchallenged position of the Mawchain, the species does not suffer enough evolutionary pression to advance.
>>
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Forgot picrel
>>
Rolled 11 (1d100)

>>5812970
Hopefully our uncanny ability to come back from the brink of death has followed us too
>>
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Rolled 4 (1d100)

>>5812970
>>5812977
Thats gonna be a very short quest lol.
>>
Rolled 73 (1d100)

>>5812970
>>
hahaha
>>
And that's a wrap, everyone. Thanks for playing, quest over.
Such is the nature of the grind I suppose. We knew what we were signing up for.
>>
>>5812977
>>5812980
>Shit evolution
>Population decline
So...
Anyone wanna try an autotroph this time?
>>
>>5812989
Yeah sure. Cordyceps larp could be fun
>>
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>Under the harsh sun of the hellscape that could have been the cradle to a starfaring species, the last of the Skittler Skippers dries under the unforgiving sun.

Alright. Two possibilities.
>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape
>Change planets
>>
>>5812995
>>Change planets
new choice time
>>
>>5812995
>>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape
Let's see if plant gaming is any fun
>>
>>5812995
>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape
Eh, why not.
We've barely been on here anyway
>>
>>5813002
>>5813004
Based multiple personality disorder anon
>>
>>5813006
Everyone forgets to take their meds every once in a while, come on.
>>
>>5812995
>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape
>>
>Change Planets
>>
>>5812995
>>Change planets
>>
>>5812995

>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape

I want to try plantmode
>>
>>5812995
>Change planets
>>
>Change planets

Yeah, I’m over the idea of this planet. Don’t find the autotroph appealing at all.
>>
>change Planets
You need immense luck to survive and evolve on a hellscape. We do not have such luck. You can get just as creative and alien on a more benign option. Maybe we go for a more arctic environment.
>>
>>5813060
Yeah, honestly I’d like to fiddle around with the evolutions, and have some leeway in the weird shit we can get up to. We don’t get that on hellscape version 2.
>>
>>5812995
>>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape
>>
>>5813060
The main reason people go for the harder choices, is for getting out of it a far superior alien race once the creature stage is done. More or less everyone is thinking already about what happens once we reach space and then later with the incoming encounter with the imperium during the great crusade.
Ultimately this type of quest is not really for even arrive at the end of all stages, is for fun. Its fun to play and there is a ton of possible ideas for other aliens if you fail one run.

In regard to how much benign it is, it depends. Definitely less random and destructive psyker changes, evolution changes, rad changes or world changes.
But there is far more creatures competition, biomes would be richer in life.
>>
>>5813060
>>5813062
I mean better planet will still be hard. Not because of the environment, but because of much more fierce competition. QM will probably have to come up with way more than 4 species too.
>>
>>5813110
>>5813113
On balance : a not-as-harsh environment could grant you a mechanic change in the form of "best of" rolls instead of single roll. The scales will slide, but you should consistently not get as much in trouble.
This will have a cost in the future stage. If you reach them.
>>
>>5813117
i remember a similar thing from the original quest. One of the tradeoffs was likely getting targeted first by other aliens invasions/raids during civilization and space stage, due to having a good homeworld (but that can also happens with warp predators or demons if they find your creature and decide you are a good meal in the harsh worlds). Like i said though i don't think this quest is meant for arrive at the end, it was build to be difficult either way and very hard at the end. You need a great amount of good rolls.
But is more likely to early lose has a creature or face a great disaster you can't resolve and lose, than arrive at space age. Thats why is fun for me though
>>
>>5813117
Cool. Not sure about "cost", more like "no boon" maybe? If we go for literally earth, I expect our dudes to end up very average compared to humans. Same gravity would mean same muscle density, right?
I still wanna play "hellworld plant that learns mind control" though
>>
>>5813133

Well the other advantage of playing plantmode is that we could alter the actual atmosphere this way and reduce some of environmental penalties.

Like if we start producing huge amounts of sulfur dioxide, this would create a global cooling effect.

Or if we end up creating a global “sand forest” maybe we can suck enough CO2 out of the atmosphere, etc
>>
>>5812995
>Change Planets
I say we go for the exact opposite. Gentle sun, tiny planet, no moon, freezing temperature, flat terrain, warp isolated. Let's make a nightmare terror species DESPITE our planet, not because of it.
>>
>>5813142
Pretty sure animal evolution is MUCH faster than plant evolution, so it's not like we could ever react to the situation. The fauna would instead react to us. We make the planet colder? Animals already evolving fur. And such. I'd expect barring a super high roll it would be hard to blindside the much more reactive animal biosphere with an evolution of a plant. We shall see if plant wins.
>>
>>5812995
>Change planets

please no massive Radiation shithole. Maybe a bit gentler climate. Could still be a total nightmare species despite that
>>
>>5813142
We can also develop gene editing and cybernetics once we reach space if our species end up being too much of a push over to survive the grim darkness of the far future
>>
>>5813148
very true
if they are very martial one of the disaster events would be nuclear war likely
>>
>>5812995
>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape

The fastest end. Tbh i havnt been able to roll cause i wake up after the rolling time

Wonder if id get the same results as i did in the original version though. Cause that might actually be helpfull
(The person who got several disasterous 100s) or if my luck would just invert?
>>
>>5812995
>change Planets
A slightly less deadly planet is all we need
>>
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>>5812995
I'm back to drawing cancer tumors on weird animals, kek. Here, have a slightly more dramatic "game over"
>>
>>5813180
This is really appreciated. Great art.
>>
>>5813180
damn. looking good.
>>
>>5812995
>Change planets
>>
>>5813180
based
>>
>>5812995
>Quest Over
>Pic
Shit, I guess I gotta put on my big boy pants now.

>Change planets
Ok, I hate to say this as much as the next Anon, the dice are basically completely stacked against us here. And that’s not EXACTLY the most fun to play.
>>
>>5813239
Not really. On pure 1d100 dice aren't stacked in our favor, but neither do they stacked against us. Just got unlucky.
>>
All these anons forgetting the unforgettable adventure of the first quest. feelsbadman
>>
>>5813270
It was unforgettable because the Flounders refused to die even when everything went to shit. You can't replicate that kind of grit with just any old deathworld
>>
>>5812995
>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape
Hivemind bros
>>
Looks like a tendency is rising...
>>
>>5813392
It's like a rollercoaster
>>
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>>5813392
>back to planet voting
Oh, come on. We've even been promised a different biome
>>
>>5813392
Just get a large world with an average star and we're golden
>>
>>5813397
Don't worry, I'll write up the concept of the creatures you haven't seen.
>>
>>5812995
>>Run a sedentary Benign Asexual Autotroph on another biome of that hellscape
>>
>>5813409
Yeah oretty mich just this. Desthworlds are nice and all to breed very very hardy stock. But getting off of them is a literal knightmare. And one bad roll will murder the entire fucking ecosystem
>>
>>5812977
>>5812980
>>5812982
grind anons get fucked, hahaha
>>5812995
>Change planets
now let's get an actual planet
>>
>>5813110
look I get making the sun harsher and having a lot of psych shit but anons just made every option hard for us so there isn't even fun in playing like that
>>
>>5813397
look anon at least we gotta make more options managable than just going full grind
>>
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Allright, we're 12/8 for Mulligan.

Here's what you missed in the sweet little "Geyser" ecosystem :
The autotroph was the Geyser Gorger. A plant that get all the water it can from sporadic geyser eruptions. An herbivore spider-like thing could crawl the Geyser's wall, but only downward (gravity is hard), laying eggs on the bottom that hatch on the heat of the stream that propel them up.

You would have been on a harsh timer as the sand in the geyser was building up.

Now vote for
>Heat
>Planet Size
>Moons
>Heat
>Moisture
>Terrain
>Warp Density

(You) all know the drill
>>
>>5813521
>Average: The yellow sun is bright and energetic, much akin to Sol. This is the default for life, with no upsides or downsides on its own.
>Middle: Your homeworld is roughly the size of Terra and has a gravity that would be tolerable for human life. This is near the upper limit for easy spaceflight and has no major drawbacks.
>One Moon: Your homeworld has one large moon. It goes through regular phases and night illumination is familiar to Terran life. If there’s water, the tides will be strong and stable.
>Reasonable: Your homeworld is in the goldilocks zone of its sun and has an average temperature. It may vary from era to era but your species won’t need to worry much about extreme temperatures.
>Balanced: Your homeworld has a moderate amount of water, with several continents and a regular rain cycle. Its density may vary from region to region but overall it’s equivalent to Terra and won’t have an extreme effect on the evolution of your species.
>Balanced: Your homeworld’s surface is average, with some rugged lands and some flat lands, all within conventional expectations. Its elevation fluctuates within reason and your species won’t be overly pressured by it throughout its evolution.
>Warp Exposure: Your homeworld is average among living planets, with a faint but constant pressure from the Warp. Your species will evolve in a predominately material context and psychic phenomena will likely be too rare to have a major effect on its evolution.
Earth 2: Earth Harder
>>
>>5813521
Star
>Gentle
Planet Size
>Large
Moons
>Two Moons
Heat
>Frigid
Moisture
>Balanced
Terrain
>Balanced
Warp Density
>Warp Exposure
>>
>>5813521
>Average: The yellow sun is bright and energetic, much akin to Sol. This is the default for life, with no upsides or downsides on its own.
>Large: Your homeworld is twice the size of Terra and has strong gravity. This makes initial spaceflight vastly more difficult for your species but a higher strength and hardiness to carry their own weight can be expected.
>Many Moons: Your homeworld has numerous tiny moons. Some are always in the sky and reflect the sun for constant, blinding brightness. If there’s water, the tides will be frenzied and chaotic.
>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
>Balanced: Your homeworld has a moderate amount of water, with several continents and a regular rain cycle. Its density may vary from region to region but overall it’s equivalent to Terra and won’t have an extreme effect on the evolution of your species.
>Jagged: Your homeworld’s surface is rent with crags and caves, mountains far higher and gorges far deeper than can be found on Terra. Its elevation is inconsistent and your species will need to compensate.
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
Reasonable difficulty
>>
>>5813521
>Average
>Huge
>Many Moons
>Frigid
>Balanced
>Jagged
>Warp Saturation
Since Extreme Death World(tm) didn't work out this time I guess we might as well try something a little more forgiving.
>>
>>5813521
Sun
>Harsh: The red sun is ancient and cruel, bathing your homeworld in constant radiation. Complex evolution will be difficult but in return, your species will have an extreme tolerance for radiation and later, much greater ease of adapting to hostile stellar and atmospheric conditions.
Size
>Middle: Your homeworld is roughly the size of Terra and has a gravity that would be tolerable for human life. This is near the upper limit for easy spaceflight and has no major drawbacks.
Moon
>One Moon: Your homeworld has one large moon. It goes through regular phases and night illumination is familiar to Terran life. If there’s water, the tides will be strong and stable.
Heat
>Reasonable: Your homeworld is in the goldilocks zone of its sun and has an average temperature. It may vary from era to era but your species won’t need to worry much about extreme temperatures.
Moisture
>Balanced: Your homeworld has a moderate amount of water, with several continents and a regular rain cycle. Its density may vary from region to region but overall it’s equivalent to Terra and won’t have an extreme effect on the evolution of your species.
Terrain
>Balanced: Your homeworld’s surface is average, with some rugged lands and some flat lands, all within conventional expectations. Its elevation fluctuates within reason and your species won’t be overly pressured by it throughout its evolution.
Warp Density
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
>>
>>5813510
>isn't even fun in playing like that
well, that's completely wrong, we played like that already and it was tons of fun, so naturally it was chosen again.
>>5813521
>>Average
>>Large
>>Many Moons
>>Reasonable
>>Arid
>>Flat
>>Warp Exposure
THE FLAT ROCK WASTELAND(tm)
and no warp. fuck warp
>>
>>5813542

Supporting
>>
>>5813521
>Gentle: The blue sun is pale and merciful, giving your homeworld a much welcome relief from the usual pain. Complex evolution will be much easier, at the cost of a lower tolerance for radiation and increased difficulty adapting to the predations of foreign stars.
>Large: Your homeworld is twice the size of Terra and has strong gravity. This makes initial spaceflight vastly more difficult for your species but a higher strength and hardiness to carry their own weight can be expected.
>No Moons: Your homeworld has no moon. Only the stars lie above and nights will be dominated by abyssal darkness. If there’s water, the tides will be far calmer.
>Frigid: Your homeworld is extremely far from its sun and freezing cold. Moisture is usually frozen and evaporates slowly. Your species will need to evolve for very low temperatures.
>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>Flat: Your homeworld’s surface is smooth, with almost unnaturally calm tectonics and no significant mountains or shifts in altitude. Its elevation is constant and your species will need to capitalize on it.
>Warp Saturation: Your homeworld is a rarity, where the Warp and realspace freely mingle and intermix. Your species will evolve under constant exposure to psychic phenomena and this will inevitably have an overwhelming effect on its evolution.
Gentle sun means we can mutate at our leisure and combination of cold and dry means we'll have to be smart to survive.
>>
>>5813521
>Gentle
>Tiny
>No Moons
>Reasonable
>Aquatic
>Flat
>Warp Isolated


I liked the slime idea that one guy mentioned earlier in this thread. Weak bodies, but… the potential is there. I think this combo is the most fitting for slime-bros. I’d like to see what the other side of the spectrum will be.
>>
>>5813270
Nah
I loved them. But frankly there is so many options to pick and choose, so why not see what we can do next.
Beside we were very lucky with rolls and we picked good evolutions for increase survival, lifespan and more.
>>
>>5813521
>Average: The yellow sun is bright and energetic, much akin to Sol. This is the default for life, with no upsides or downsides on its own.
>Large: Your homeworld is twice the size of Terra and has strong gravity. This makes initial spaceflight vastly more difficult for your species but a higher strength and hardiness to carry their own weight can be expected.
>Two Moons: Your homeworld has two small moons. One is always in the sky and nights are in a regular twilight. If there’s water, the tides will be wild and unpredictable.
>Frigid: Your homeworld is extremely far from its sun and freezing cold. Moisture is usually frozen and evaporates slowly. Your species will need to evolve for very low temperatures.
>Aquatic: Your homeworld has an extreme amount of water, with its land consisting of rare, small islands. It can be classified as an ocean world and it’s likely your species will spend most, if not all of its evolutionary lifespan below the waves.
>Flat: Your homeworld’s surface is smooth, with almost unnaturally calm tectonics and no significant mountains or shifts in altitude. Its elevation is constant and your species will need to capitalize on it.
>Warp Isolated: Your homeworld is like most barren rocks, completely separate from the immaterium. Your species will evolve in a purely material existence and their Warp signature, their souls, will be dim and unable to produce psychic phenomena
>>
i still remember making sure they had good dental and body hygiene. And also making them social animals early on
>>
>>5813521
Sad day, with a little effort we could've overcome the initial hurdles. Once we got a few mutated spin off species going we'd have been fine.

Support >>5813542
>>
Intermediary tally status

Looks like you guys don't want to be concerned with water issues anymore. Can't figure out why.
>>
>>5813521
>Gentle: The blue sun is pale and merciful, giving your homeworld a much welcome relief from the usual pain. Complex evolution will be much easier, at the cost of a lower tolerance for radiation and increased difficulty adapting to the predations of foreign stars.
>Tiny: Your homeworld is a fifth the size of Terra and has an extremely low gravity. This means initial spaceflight and adjusting to zero-G environments will be trivial for your species but they are certain to be weak and fragile without evolutionary effort.
>No Moons: Your homeworld has no moon. Only the stars lie above and nights will be dominated by abyssal darkness. If there’s water, the tides will be far calmer
>Boiling: Your homeworld is extremely close to its sun and scorching hot. Moisture is always near the boiling point and evaporates quickly. Your species will need to evolve for very high temperatures.
>Arid: Your homeworld has almost no water, with most of its reserves being underground or in scattered lakes. Most of its terrain is some variation of desert and your species will need to evolve to handle an extreme scarcity of water.
>Flat: Your homeworld’s surface is smooth, with almost unnaturally calm tectonics and no significant mountains or shifts in altitude. Its elevation is constant and your species will need to capitalize on it.
>Warp Isolated: Your homeworld is like most barren rocks, completely separate from the immaterium. Your species will evolve in a purely material existence and their Warp signature, their souls, will be dim and unable to produce psychic phenomena.

Mecha slime time in now baby! Let's show those Tau what a real fucking giant robot looks like.
>>
>>5813521
>>5813624
>Star - Harsh
>Planet Size - Huge
>Moons - Many
>Heat - Frigid
>Moisture - Aquatic
>Terrain - Jagged
>Warp Density - Saturated
>>
>>5813521
>Star - Harsh
>Planet Size - Huge
>Moons - Many
>Heat - Frigid
>Moisture - Aquatic
>Terrain - Jagged
>Warp Density - Saturated

Warp is best
>>
>>5813521
>You would have been on a harsh timer as the sand in the geyser was building up.
hey dragonfag did you have any ideas on how the sand build-up could have been overcome? My immediate guess is to invest in leaving lol, either that or developing some sort of sand-swimming to live through it
>>
>>5813705
Developing a spore/seed spreading mechanism by air would've been the method
>>
>>5813705
Maybe super deep root structures and tall stalks? We keep our roots where it's weight, and spawn new shoots from there. Finding new homes... probably tricky.
>>
>>5813544
Support
>>
>>5813521
Heat:
>Average
Planet size:
>huge
Moons:
>Many
Moisture:
>balanced
Terrian:
>Jagged
Warp:
>Warp Saturation
>>
hey QM when we get to space can the world we just changed from be one of the ones we can come across and colonize (with extreme effort)
>>
>>5813521
Star
>Average
Planet Size
>Large
Moons
>One Moon
Heat
>Frigid
Moisture
>Balanced
Terrain
>Balanced
Warp Density
>Warp Saturation
>>
>Average
>Large
>One moon
>Frigid
>Aquatic
>Balanced
>Warp Isolated
>>
>>5813681
Support
>>
>>5813544
>Sun Radiation: Harsh
>Planetary Size: Large
>Planetary Moons: One Moon
>Planetary Heat: Reasonable
>Planetary Moisture: Balanced
>Planetary Terrain: Jagged
>Warp Density: Warp Exposure
>>
>>5813705
>>5813712
it would have been a possibility, albeit gravity would not have made versatile pollen a good way to multiply.
It would have required innovation, I was thinking of maybe boring seeds that could infiltrate in the subterranean water network of the Geyser Chain
>>
Having to fight the great crusade and then this happens at the end will be really satisfying
https://youtu.be/-0Se57MuiL8?si=GnwqAnJ1ocOVNsmh
>>
>>5814138
Well, before that we could meet DAOT era humanity. Depends on when we'll get to spaace. If ever. Kind of irrelevant for now.

Actually, thinking about it now, since you guys wanna live on the warp-soaked planet so much, the birth of slaanesh and the age of strife start in 25th millenium are going to hit us MUCH harder than humans. Humans only got their warp travel cut off and their psykers posessed by demons, but if every single of our guys is gonna be a psyker to some degree, then the birthday party of prince of pleasure is gonna be FUN for us.
>>
>>5814149
that is assuming the entire species has not been corrupted by the great Enemy at that point already. because afterwards it will be even worse. not to mention before all that the Enslaver Plague and the Wars in Heaven.
>>
>>5814149
Nah i don't think you understand or read. We will not come in contact with DAOT or ancient eldars. Read the premise.
This is all about facing the great crusade at the end and that means we reach space right when the dark age of technology ends
>>
Essentially we are one of the footnote exterminated minor alien species. This time though we can change the outcome.
>>
>>5814175
>that means we reach space right when the dark age of technology ends
It never says anywhere we reach space at exactly 25M. Actually, reaching space probably has something to do with planet's gravity, it says so in the planet gen.
Anyways, this argumanet is pointless, as we never ever reched the civ stage. We haven't even got close. Shelf it for now.
>>
>>5814187

No lol ? Read here
>>5810150
And here
>>5810133
>In time, the Great Crusade of Mankind will discover their existence and in a crucible of fire and fury, their right to be will be earned or it will be extinguished.
Is pretty clear we aren't going to be an ancient powerful race. We are underdogs.
>>
Now being immediatly enslaved/destroyed by a chaos god, that doesn't make sense. Pick more warp is higher risk not you have no chances.
If it happens is either multiple bad rolls or our choice like becoming full on hedonistics or bloodthirsty savages. If it doesn't happen it will be for good rolls and our choice like becoming a disciplined noble honorable civilization.
>>
File: NewWorld.png (14 KB, 600x600)
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Let our gaze wander to another planet.
A gentler star, with a warm, yellow radiance, veiled in the waltz of the celestial spheres.
Our interest lies on the fourth world out of six, after a couple interlocked unlivably hot rocks, and an atmosphere-less albeit ideally placed marble; before two gas giant.
Now, let's just hope this world's dweller will be luckier than the already forgotten Skittler Skipper.

Time to vote for
All informations : >>5811051 >>5811053 >>5811060

>Mobility
>Reproduction
>Diet
>Preferred Biome (Equatorial Ocean, Continental Steppes, The Crack)
>>
>>5814210
>Multi-Phasic
>Plurisexual
>Scavenger
>Continental Steppes
>>
>>5814210
>Ambulatory
>Bisexual
>Scavenger
Fuck it, hyena gaming
>The Crack

QM, what's this planet stats? The size and warp specifically, can't tell those form the pic
>>
>>5814210
>Ambulatory
>Bisexual
>Scavenger(opportunistic carnivore)
>central steppes
>>
>>5814210

>ambulatory
>bisexual
>carnivore
>the crack

Basically let’s rush to sapience ASAP
>>
>>5814210
>Multi-Phasic
>Plurisexual
>Scavenger
>Equatorial Ocean
>>
>>5814210
> Multi-phasic
> Bisexual
> Herbivore
> Steppes

Eating plants, give no fucks.
>>
>>5814210
>ambulatory
>bisexual
>carnivore
>continental steppes
Looks comfy
>>
>>5814219
Sure thing
>>
>>5814210
>Ambulatory
>Plurisexual
>Scavenger

The Crack
>>
>>5814245
Huh. Didn't expect steppes to be a thing at all with jagged terrain. I guess those are some really fucked up steppes. Cool
>>
>>5814210
>ambulatory
>bisexual
>carnivore
>continental steppes
>>
>>5814251
Probably long gorges left by glaciers crisscrossing the land and providing water to the surounding eco systems. Probably not very flat bit still being steppes with some trees and brushwork in the future
>>
>>5814245

Cool, let’s become horribly strong, psychic ice crabs.
>>
>>5814210
>Multi-Phasic
>Plurisexual
>Carnivore
>Continental Steppes
Multi-Phasic and Plurisexual are both cool but I'm not married to either.
>>
>>5814210
>Multi-Phasic
>Bisexual
>carnivore
>Continental Steppes
>>
>>5814270
Changing to
>the Crack
>>
>Ambulatory
>Bisexual
>Scavenger
>Continental Steppes
>>
>>5814210
>Sedentary
>Plurisexual
>Autotroph
>Continental Steppes
>>
>>5814210
>Multi-Phasic
>Bisexual
>Carnivore
>The Crack
>>
Usual "Current Tally Status" post.
>>
>>5814210
>Ambulatory
>Bisexual
>Scavenger
>The Crack
>>
>>5814483
Good to know
>>
>>5814210
>Ambulatory
>Bisexual
>Carnivore
>Equatorial Ocean
>>
>>5814485
+1
The crack seems like an interesting start
>>
>>5814458
Support
>>
>>5814210
>Ambulatory
>Bisexual
>Carnivore
>The Crack
>>
>>5814210
>Ambulatory
>Bisexual
>Carnivore
>The Crack
>>
>>5814210
>Ambulatory
>Bisexual
>Carnivore
>The Crack
>>
File: TheCrack.png (61 KB, 600x600)
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20 million square terran kilometers. Upon an average depth of roughly 20 terran kilometers. Tears and rifts in all directions. The Crack, as the collective hivemind of observers labeled the geological anomaly.
Some passage narrows as a Bolt, other wide enough for a Cruiser to land if a fool was to attempt such a feat. Some places have forever been submerged in darkness, other are bathed from the mirrored light reflected on the iced walls.
Most of the species, barring two, are evolving in a vertical world. The basis of the ecosystem is the Rock Ivy, a Vine feeding on the sunlight permeating on the walls. Two species feast on the Ivy's leaves : the Ivy Fatty, a wall-crawler losing it legs upon fattening, and the Ivy Glider, with remarkable wall-jumping ability.
>>
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The apex predator is the Tripod. A menacing creature sporting three tentacles used for locomotion and hunt. The tentacles are strong enough to rip in pieces any member of the ecosystem and feed the top Traffic-cone
>>
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ravity is still an harsh mistress. Those who plummet to their demise and those whom plummet after end in the same place : the belly of the Depth Crawlers, smelling the carrion with their nose slits.
More interestingly, they are your species main source of food.
Your species is the Tennis Ball sized Under Hunter. It is made of a mouth, a stomach, four limbs and one ear. Wandering in the depth toward the impact of the fallen, it then gobble up whole the Depth Crawlers.
Their sexual reproduction exploit the same mechanism : on death, a male Under Hunter will expel their Crawler-sized testicle, making ample noise. This attract another Under Hunter that gobbles the genetic material. If the gobbler happen to be a female, magic happens and a four to six Under Hunter will gestate, before being thrown up by the proud mother.

Life is easier here under the gentler Yellow star, especially so deep. As such, almost no cancerous tumour plague the Under Hunters. Still, they suffer a certain amount of issues.
First, they struggle to keep heat in. Hypothermia is the leading cause of death for the Under Hunters, but this is offset for lucky hunters.
Less lucky hunters usually are so because of a lack of poor vertical mobility, getting them stuck. Another source of failure is the hunter's relatively poor senses : they can walk past a carrion because they reach it before the Depth Crawlers, missing easy meals.
Their small mouth and gobbing-based feeding render them unable to eat anything bigger than the Depth Crawlers, like aforementioned easily missed carrions. This also result on the death of all Hunter engaging into a confrontation with Tripods and even Ivy Fatties.
The old age limit of the species is 60 days (local days duration happen to roughly match Terran), mostly because of undigested waste. This natural death is among the rarest causes of demise for the Under Hunter.

This is a new species that felled under the gaze of the Hivemind. May fate be in its favor.

How should the Under Hunter evolve?
>>
>Develop basic eyes

Eyes will enable the depth hunters to more easily identify food as well as to stay in the better lit areas to help maintain body heat.
>>
>>5814995
>Develop a fatty subdermal skin layer
Carrion feeders need to be able to store irregular food drops, the species needs better protection from the elements, ez choice
>>
>>5814995
Male Under Hunters should evolve a regenerating testicle, so they can vomit more than once in their lifetime. That's our biggest bottleneck.
>>
>>5815013
+1
>>5815019
Doing this after the fat would be the next big step.
>>
>>5814995
Extra fatty subdermal tissue. For temperature isolation and longer storage abilities.

We will also need to be able to expell waste in the future. Something for later
>>
>>5815013
Support
>>
>>5815013

Seems smart, supporting
>>
>>5815013
+1
>>
>>5815013
>+1
Back to skinmaxxing. After we should do the regenerating testicle. Perhaps we could develop some form of echolocation as an extra sense given our habitat in the deep parts of the Crack? It would work in low light and we already have an ear.
>>
>>5815109
The Under Hunters probably need an anus before they can consider increasing reproductive quantity
>>
>>5815118
We need more mobility, senses and a way to eat bigger carrion before worrying about the excrement. No need to extend their old age if they rarely reach it.
>>
>>5814995

> BLUBBER TIME
>>
>>5815013
>+1
>>
>>5815109
Personally I think we should go for a sensory improvement instead of a reproductive one. Find prey, avoid predators, find mates once we have regenerating testes.
>>
>>5814995
>develop a basic eye located between the ear and the mouth
>>
>>5815232
I'm in on developing an eye spot after the fat
>>
>>5815234
We could develop a prehensile tube for the ear to connect to, so we can move it to hear in any direction. Right now a better ear would be better. Basic eye is good but it's too dark to rely on all the time.
>>
>>5815243
what if we start to glow in the dark
>>
>>5815243
Infrared vision would work...
>>
>>5815013
>Develop a fatty subdermal skin layer
>>
>>5814995
>Develop a fatty subdermal skin layer
>>
>>5815013
>Blubbermaxxing again
Gring. Grind never changes. We shall become the (carnivorous) walruses under hunters were always meant to be.
Also, damn we're far down on the food chain. Carnivors who feed on carnivors.
>>
>>5815243
>Prehensile ear
wtf based we should sense-maxx
>>5815265
Bioluminescence is based and because no one has eyes we could definitely abuse it
>>
>>5814995
>develop a basic nose
>>
>>5815404
I was thinking like a biological sonar dish. Who needs echolocation anyway? If we don't need its sensitivity we could just fold it against ourselves.
>>
>>5815265
Ooh that could work. Maybe have a light-oriented language?

>>5815271
I think we should hyperfocus any adaptations we have, then branch out instead of spreading it thin.
>>
>>5815119
a prolonged mouth filled with razor sharp fangs and aided by a strong jaw.
claws like scythes aided by strong muscles
a tail like spear aided by strong muscles
And horns if you like to charge an enemy or just gore him in general

>>5815411
we have to develop them, and the creature stage is the longest part for define them.
>>
>>5815411
>hyperfocus
Maybe to a degree, but history has proven time and again that hyperspecialising into any particular niche inevitably leads to unadaptability in crises.

Now mind you I am not totally disagreeing with you, just suggesting some moderation lest our little tennis ball ends up in an unfortunate position
>>
>>5815411
>I think we should hyperfocus any adaptations we have
Nah, after we get our basic stuff to "passable" level, it's gonna be prime time to become a bag of tricks. Bioluminescence, branching into eating carrion, getting into climbing. Gluing rocks to oneself for armor(not a shitpost, crabs do that). Maybe achieve simbiosis with the three-headed predator thingy and carry it on our back, idk.
We're on easy mode now, right? Or at least "easier" mode. Time to have fun.
Only bad environment things that could fuck us up are probably warp stroms and cold snaps.
>>
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Rolled 56 (1d100)

You choose to evolve a layer of Lard for the Under Hunter. I'll need 4 roll of 1d100

>The success of evolution is now determined by Best of 2 1d100.
a 1 is crippling, 2-24 is overwhelmingly negative, 25-44 is moderately negative, 45-69 is a partial development, 70-89 is moderately positive, and 90-99 is overwhelmingly positive, and 100 is game-changing.
Exception : a 1 is a crit fail if the other dice is 2-44. Else, rolling 1 doesn't matter.

>3rd 1d100 is a Diversity roll. The more hospitable environment, althought still far from a paradise, allows other species to rise more easily.
1-20 is a threat : a change in another species detrimental to you, or a competitor getting an offshot.
21-40 is a self offshot competing species.
41-60 is an unplanned mutation
61-80 is a favorable biosphere general condition allowing your species to thrive (or mitigate their loss)
81-100 is a change in another species beneficial to you : more preys for predators, a digestive system change allowing dispersion of an autotroph's seeds...

>The fourth, final 1d100 is to determine the success of your deadliest competitors in their own evolution.
Unlike your species, you want to roll low here. The applied scale is the one for 1d100. You won’t be aware of what their attempted evolution is until you see it in action.

My current roll, for environment changes, still follow the same rules as stated in >>5812488


Now, the struggle begins. Last roll is for Ivy Fatties.
>>
Rolled 75 (1d100)

>>5815493
I guess like in your other games you would like only one d100 roll per player?
>>
Rolled 89 (1d100)

>>5815493
>>
Rolled 49 (1d100)

>>5815493
We are so back
>>
>>5815496
>>5815499
Ok, with Bo2 we can start coming up with more elaborate and complex mutations, it's way more forgiving.
Now we just have to pray some asshole animal doesn't evolve psychic powers before us
>>
Rolled 13 (1d100)

>>5815500
Unplanned mutation mechanism : 1 roll in the 1d100 scale to see how it goes...
>>
Rolled 73 (1d100)

>>5815493
>Bo2
Yeah the radiation was always the most deadly part of the previous quest, this should go far smoother.
Unless the competition starts getting ideas of course. Speaking of which, shouldn't it be Bo2 for them too?
>>
>>5815521
>shouldn't it be Bo2 for them too?
Hey, fair point actually. Environment is easier on everyone, so competition is more dangerous
>>
>>5815527

This does seem fair for the competition, they should have the same mutation rate that we do (at least to start?)
>>
>>5815546
Allright, sounds fair.
>1 more roll for competitors
>>
Rolled 51 (1d100)

>>5815548
>>
>>5815550
Woo partial development.
Actually, how are Ivy Fatties our deadliest competitor? How do they kill/starve us?
Also, what does Ivy Fatty do upon losing legs? Fall? Stay on the wall forever?
>>
>>5815553
>Deadliest competitor
Tripods does not suffer any evolutionary pressure as is, cemented as Apex. Ivy Fatty are multiphasic that generate some adhesive mucus that tape them on the wall (and allow the little ones to move around). Upon eating too much of the nearby Ivy, they lose weight and adherence, and plummet.
The small size of the creatures means that some falls are survivable despite the gravity. A Under Hunter and Depth crawler attracted by the noise will often lose the confrontation due to the Ivy Fatty claws.
>>
>>5815557
>Gravity-based layered vertical ecosystem
Cool
>>
File: ABetterStart.png (8 KB, 1200x600)
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>In the darkness of a meter-wide rift in the bottom of the crack, a Under Hunter is still walking despite an empty stomach.
>A distant thump is heard. Adjusting its trajectory, the Under Hunter wobbles toward the Depth Crawler feast awaiting it in a place where no Under Hunter set a short limb before.

>Moderately positive development : Lard
The digestion system of the Under Hunter improved, now able to metabolise nutrient into a few millimeter thick lard layer, isolating the crack critter against the cold, and improving time one can survive between two meals.
This lead to the expansion of the Under Hunter into new hunting grounds through dark tunnels, previously death traps of starvation.
Still, an hungry Under Hunter will burn all its fat, leaving it once again at the mercy of Hypothermia's cold white fingers.

>Unplanned negative mutation : Ear membrane fragility
However, the low rate of successful sexual encounter means that a Under Hunter is already lucky to gestate once in its life, more likely when young and more mobile thanks to little waste build up in the stomach.
This mean a new genotype slipped up the genepool : a thinner ear membrane, a tad more sensible but mostly more fragile. Collision against walls, or particularly strong wind blows can tear the Ear, making the Under Hunter stop in place until it starves to death.
The old age limit of the species regressed : virtually no Under Hunter have an intact ear membrane after 45 days, making them starve at 50.

>Competitor evolution : Path to omnivorism
The Ivy Fatty can now stuff its fat mouth when winning a confrontation against Depth Crawlers or Under Hunter. It still can't survive on an exclusive carnivore diet, but the longer longevity means more incidents involving clawing of our little depth scuttler.

Current identified issues :
Issues :
- little success in hunt and meeting other species member
- Ear membrane prone to tear (45 days, current old age timer is 50)
- Struggle to keep heat in when starved
- Can get stuck because of poor Vertical mobility
- Predation from Tripods
- Dying fom confrontation with Ivy Fatties

>How should the Under Hunter evolve?
>>
>>5815576
The Ear recesses and grows a small cone around it, hopefully protecting it and allowing it to hear more easily; solving two problems at once.
>>
>>5815576
>a prolonged mouth filled with razor sharp fangs and aided by a strong jaw.
>>
>>5815576
> Grow more ears, leading to redundancy and more precise hearing.
>>
>>5815576

>How should the Under Hunter evolve?

Grow a second ear-stalk for redundancy and to improve hunting ability!
>>
>>5815576
>>5815578 +1
>>
>>5815576
>Stronger, more agile legs.
Makes us less likely to get stuck, and more likely to run away from dangerous encounters.
>>
>>5815576
There's also the issue of small mouth and undigested waste, but those are lower priority.

>Give them eyes
>>
>>5815585
I was thinking about a swim bladder on that front. Why climb when we could swim?
>>
>>5815588
Because we don't live in water?
>>
>>5815588
>Why climb when we could swim?
...I'm pretty sure we are not underwater.
...we aren't right?
>>
>>5815588
We aren't underwater, I don't think
>>5815586
We are in a cave with very little light
>>
>>5815578
>+1
Maybe we can get echolocation if we develop it enough.
>>
>>5815591
>>5815592
Oh shit, I've got flounder feeder on the brain.
>>
>>5815592
I thought we were in a very deep ravine instead of a cave.
But if that's the case, then this would be better >>5815578 then eyes
Also, I swear there was a vote for smaller ears, but I can't find it
>>
>>5815588

Although an air bladder could be interesting to produce lift ala a hot air balloon and escape danger. Would probably make us very fragile though
>>
>>5815595
eh, potato-potahto, either way it's so dark that the ivy has to grow on the walls to catch the tiny amount of light that peeks through, and WE are at the very bottom.
>>
>>5815596
That probably would work great on a tiny planet, but we live in an average one, so we would need to spend a lot of resources to get an internal air balloon.
But it could be an idea for when we become stable enough that we can afford to experiment.
>>
>>5815597
Gotta get some climbing/fighting claws and start going up!
>>
>>5815586
i mean we keep being mostly killed during fights with our foes. It would help.

>>5815595
i made a vote on a basic nose before.

>>5815585
good idea
>>
>>5815599
>but we live in an average one,
Large, actually
>>5814245
Which makes it even less likely.
For mobility, it's either strong legs, or maybe adhesive pads, or both.
Gliding could work, as the Ivy Glider does already, but we live mostly at the bottom so that is not going to be useful.
>>
>>5815608
You are right, I confused star size with planet size
>>5815585
>>5815605
Those two are good ideas, but I think we should invest on senses and/or spatial awareness before upgrading our mobility, otherwise our dudes will be very prone falling.
>>
>>5815592
>>5815595
Truth is inbetween. The crack is a collection of jagged terrain, some of it open air, some of it cave network. Light is irregular. Parts of it are dim, other are darks, and some are bright thanks to ice acting as mirror
>>
Here's a plan that I think we should follow to deal with our current problems

>little success in hunt and meeting other species member
>>A lack of poor vertical mobility
>>Relatively poor senses
>Ear membrane prone to tear (45 days, current old age timer is 50)
>Undigested waste (Previous old age limit is 60 days). This natural death is among the rarest causes of demise
>Struggle to keep heat in when starved
- Can get stuck because of poor Vertical mobility
>Their small mouth and gobbing-based feeding render them unable to eat anything bigger than the Depth Crawlers
>Predation from Tripods
>Dying from confrontation with Ivy Fatties

Right now we do the ear cone. If it works out, we solve both the senses and the tear issue.
Next we invest in mobility with limbs/claws, which could also give us an edge in combat.
Then we evolve better mouths, to eat bigger carrion and upgrade our combat
And finally we solve the digestive issue.

And we also need to add some fur to solve the starved-hypotermia issue, and add that suggestion of that anon of regenerating testicles so they can reproduce without dying. Probably should do the latter before we give then an anus, since it would greatly extend their life span, which likely drop the reproduction rate.

And of course, there might be some bad mutations and evolution from other creatures along the way that we would need to counter.
>>
>>5815620
So eyes could still be useful for us.
>>5815624
Forgot to delete the second mention of poor mobility
>>
>>5815576
+1 >>5815578
>>
>>5815624

the thing with limbs and claws is that the claws could also be used to tear apart food into smaller chunks if we make them durable enough.
>>
>>5815578
This is good. Prehensile sonar would be cool once we've solved our other issues. Doesn't matter how mobile we are if we can't find food.
>>
>>5815576
>>5815585
Support
>>
>develop eyes
>>
>Usual mid-vote tally
>>
>>5815576
>Develop eyes
>>
>>5815708
Ehh I'll switch from
> More Ears
to
> Cone Ears
even though More is obviously better.
>>
>>5815624
>>5815729
Hear me out. Whiskers. We get a prehensile sonar dish for precise echolocation and sensory filaments dispersed from our skin for maximum noise perception. After we're mobile and can shit and reproduce more than once.
>>
>>5815748

This is a pretty good idea in general.
>>
>>5815748
Auditory information is very good, but I am of the opinion that we need a sense of smell asap to recover drops we don't hear/accurately determine the species/sex of approaching animals.
>>
>>5815748
fat space cats.. are they the future?
>>
>>5815748
Could work, put that on our long term plans.
Another thing we could do is become an omnivore, being a scavenger is already a good step, we only need to start eating the plants and animals before they die.
>>
>>5815748
And they're adorable! The imperium would never obliterate cute waddle cats would they?
>>
>>5815748
>>5815756
Ultimately, the best answer is to get both. I would push for eyesight too, but if we live in dark ass caves it is not ideal.
Though if light is irregular, it might be worth it to get vision later anyway, as it will help a lot later when we explore different biomes.
But arguably a strong sense of smell and hearing/echolocation might be good enough, with maybe vision to fill in the gaps.
>>
>>5815761
Being omnivore is always pretty good. But we need to be able to deal with the ones that prey on us be in defense or offense.
After that is a question of creating a social brain and additional upgrades
>>
>>5815769
That might change, i recon the world is bigger outside than in the caves.
>>
>>5815769
The more senses the better.
>>5815771
Being social is great, it helped the FF a lot.
>>
>>5815783
One day we will each grab a tripod leg and pull for glory.
>>
>>5815761
You are a carnivore feeding on scavenger, not a scavenger.
Because of how close you were to becoming one, I tried to set up occasional scavenging as an "easy" option.
>>
>>5815838
Lmao I missed that
>>
>>5815838
You might want to post the results of a vote before an update, because this is the 3rd time I see some sort of misunderstanding.
Makes it easier to follow anyhow.
>>
>>5815842
Fair point. I wasn't posting "final tally" to avoid clutter, will do.
>>
>>5815838
so we are a carnivore feeding on carrion not a pure scavenger... okay that means we will need a very strong immun system for the future for when diseases become a bigger threat to more complex organisms.
>>
>>5815756
>>5815769
Sense of smell is preferable to sight because smell leads us to corpses where our prey is. Sight isn't always useful but we need to get it.

>>5815761
>>5815838
We should dip into carrion feeding to supplement. Superior immune system or stomach system first?

>>5815767
>The Imperium
Oh god we're evolving to fight the Imperium. The great crusade will murder our entire species if we aren't evolutionary freaks.
>>
>>5815838
I see, so that makes the jump to eating plants harder.
>>
>>5815867
The stomach probably fiest. Right now we dont seem to have too much of a problem with disease. That is gonna get more prevelant the longer they live but for now its probably fine
>>
>>5815576
>Cone Ears
>>
>>5815576
>>How should the Under Hunter evolve?
Get an asshole. Start shitting.
>>
>>5815865
You are a Carnivore hunting carrion eater. You don't eat carrion directly.
>>
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You choose to evolve an Ear cone for the Under Hunter

I'll need 5 roll of 1d100.
>Bo2 for your evolution
>1 Diversity roll
>Bo2 for Tripods
>>
Rolled 29 (1d100)

>>5816305
Not sure how ear cone helps with membrane fragility, but fuck it
>>
Rolled 7 (1d100)

>>5816305
>>
Rolled 60 (1d100)

>>5816305

Diversity roll
>>
Rolled 61 (1d100)

>>5816305
Jesus you people
>>
>>5816309
>You're entitled the "Random mutation" extra 1d100 roll
>>
Rolled 9 (1d100)

>>5816311

Maybe we’ll get saved by the random mutation table here.

>>5816309

This is me obviously
>>
Rolled 93 (1d100)

>>5816311
>>
>>5816312

I don’t feel so good evo-bros. Hopefully we can survive.
>>
Rolled 13 (1d100)

And I'm missing the environmental one.

My quest and cursed roll. Name a more iconic duo
>>
>>5816312
>Maybe we’ll get saved by the random mutation table here.
>Rolled 9 (1d100)
oh boy
>>5816316
QM, competitors get the worst of 2? Because lower=better for them? So it's 61? Is their scale reversed?
>>
>>5816306
>>5816307
>Moderately negative ear mutation
>Overwhelmingly negative random mutation
I love the struggle
>>
>>5816320
STRUGGLE GRIND SHINE THREE STAGES OF A REAL ONE
>>
>>5816319
higher = better for them too. You want to roll low on them.
>>
>>5816326
Oh shit, they got the 93? Holy mother of tentacle mosters, we are doomed
>>
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>A Under hunter roams the depth. A distant "thud", which could have been heard by its ancestor, is missed because of the awkwardly up-pointed new earshape. She won't eat tonight.

The Under Hunter developed an Ear Cone. However, it points up, worsening the hearing of the creature.
This impacts both reproduction and hunt success. Current Under Hunter starves more than their ancestor, and miss more easily testicles.
Still, it accomplish a fairly good job protecting the ear membrane from tear - the species' old age issue becomes, once again, stomach bursting from undigested waste.

Fate being a cruel tormentor, the average size of a Under Hunter litter decreased from 5 to 3. Reproduction was already a bad point for the species, this turns the offspring rate into very concerning.

Last, the Tripod evolved an advanced nerve ganglion. The apex is on the path to more advanced behavior, the first of which is slamming tentacles on the ground to bait Under Hunter for an easy meal.

The situation is precarious. The Under Hunter numbers are tumbling, essentially because of low reproductive success.

>How should the Under Hunter evolve?
>>
>>5816335
why being pointed up is a bad thing for listening ? i know our mutation got fucked, but this sounds like something positive

>develop stronger legs
this should improve our mobility enough. man the worst part is getting bad rolls while our opposition get's the good ones.
>>
>>5816335
>A prolonged mouth filled with strong, long, razor sharp fangs
time to make them pay.

>>5816340
it's probably because it wasn't done well has a sensory organ by the biological evolution process (rolled bad), it is likely deformed and the cone probably creates a problem and protects badly.
Rolled low, we don't make the rules.
>>
>>5816335
>fix the ear.

>Develop a primitive form of echo location
>>
>>5816335
Fix hearing
>>
>>5816340
Several issues with up-facing ear. Mostly, it doesn't listen where you need.
>Poor vertical mobility
You can ear things happening above, but can't much reach it. Thus, Under Hunter headbutt walls.
>What interest your species happens on ground
The thud of falling species is better detected with an horizontal hear. So is the sound of a distant Depth Crawler legs.
>>
>>5816335
Fuck me, tripods are getting smarter
>>How should the Under Hunter evolve
Downwards-pointing whiskers. Detect ground vibrations. Should help with impact detection, and maybe even separating tripod bait from actual movement.

>>5816372
Anon, you got the right spirit, but echolocation is
1) very hard
and most importantly
2) requires the ability make ultrasonic noises. We can't actually do that. Our boy Under Hunter doesn't even have vocal cords
>>5816390
QM, you could put those in the updates. More explanation is always good, this quest is about dealing with clearly defined problems after all. You could have updates be more rare, but also more detailed. After all, I'm pretty sure the pace is what killed the OG QM
>>
>>5816390
so we would simply need to develop two ears at the side without those cones. Seems simple enough.
>>
>>5816335

>develop a primitive nose

Guys, guys - we need to smell!

1) locates food
2) locates breeding partners
3) will prevent testicle eating mistakes
4) help us avoid the Tripods (who probably stink)

We can do whiskers next (and then fix ears later) but smelling is critical.
>>
>>5816335
Changing from >>5816374
To support >>5816409
Instead
>>
>>5816335
>>5816409 +1
>>
>>5816409
Support
>>
>>5816335
>>5816409
+1 for smell sense
>>
>>5816335

> Adjust the ear cone to optimize for hearing events around us, not above us.

> Grow additional ears to hear with more fidelity and in more directions

Failing to correct the ear leaves us distracted by errant sounds. And hey, might as well take advantage of that best of two and try for the double evolution.
>>
>>5816409
We need to detect the smelly smell that smells. +1.
>>
Habitual mid-tally status
>>
>>5816335
Nose
>>
>>5816409
+1
Took the words right out of my mouth
>>
>>5816630
+1
Lets go nose gang
>>
>>5816611
I really appreciate the tallyposting QM. It clarifies things.
>>
I'll need 5 roll of 1d100.
>Bo2 for your evolution
>1 Diversity roll
>Bo2 for Depth Crawlers
>>
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Forgot Picrel
>>
Rolled 34 (1d100)

>>5817191
THE NOSE KNOWS!
RAAAAAAAAAAAGH!
>>
Rolled 36 (1d100)

>>5817191
>>
>>5817194
>>5817198
A W A K E N
D E A T H !
>>
Rolled 42 (1d100)

>>5817191
diversity
>>
>>5817205
Wow, who could have predict? Another random mutation.
>You are entitled 1 Roll of 1d100
>>
Rolled 17 (1d100)

>>5817215

Khornes Rage sustain us.
>>
>>5817224
fucking bastard.
>>
Rolled 68 (1d100)

>Rolling environment

Still missing 2dice for competition
>>
Rolled 3 (1d100)

>>5817191
here comes the nat 100
>>
Rolled 85 (1d100)

>>5817235
>>5817191

another roll if that is okay. for you wanting to continue
>>
>>5817247
>>5817250

fuck i hoped it would be another low roll. unless QM does not accept my new roll because i already rolled twice.
>>
>>5817251
It happens
>>
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Rolled 52 (1d100)

As we can clearly see, Bo2 doesn't help if the universe wants you dead
>>5817235
in case it's 1 roll per person
>>
>>5817296
For what it's worth, the Bo2 makes no difference since the scale got changed.
With the scale here >>5812488 anything above a 20 was at least partial development, while with the scale here >>5815493 we need a 45 at least for partial development. It comes down to about 20% chance of getting a negative development either way.
...Not sure why it was changed in the first place
>>
>>5817309
Huh. That's true. Wonder why QM changed the scale
>>
>>5817309
What an odd change, I imagine that if anything the scale would have gotten easier since this is a gentler planet.
>>
>>5817309
>>5817311
>>5817317
Glad you're asking.
Here's the probability scale detail...
My reasonning was that last system was quite good. New scale is decreasing the amount of "Handicapping" and "partial progress" for two many time "Really good" and "Critically good" progress.

I liked the previous system and wanted to give you better odds, although still reflecting the harsh environment chosen (large, frigid, jagged)
>>
>>5817339

Thanks for explanation QM, seems reasonable to me
>>
>>5817339
I suck at maths so I'll take your word for it, like I did with the previous anon
>>
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>>5817194
>>5817198
>>
>>5817339
>although still reflecting the harsh environment chosen (large, frigid, jagged)
Should that really be reflected in our odds to evolve correctly, though? As it is, we have just as much of a chance of getting a negative mutation as on a irradiated planet.
It makes sense for the sun's radiation to affect our odds to evolve correctly, since extreme radiation fucks with genetics, but none of the other factors do any of that, they only force species to evolve in a certain direction.
For example, living in a large world means you have to evolve stronger legs to locomote properly while a species on another world would not need to bother, and could get fancy shit like intelligence instead.
If our world is harsh it should mean environmental rolls fuck us more often and we have more traits that need to be finely honed before we can guarantee our survival, not that we have a harder time getting there. The fact that we can evolve somewhat without worry would be offset by the fact that our competition does the same.

I have no intention of dying on this hill, though. You clearly put thought into this so I will leave it to you. I'm simply not sure the mechanics are the best way to represent our situation. Maybe it's just me.
>>
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>Nose mutation
The Under Hunter developped a Nose. This half-spherical protuberance can smell both flesh, live or in putrefaction, and testicles.
The latter smell horrendous to male while delightful to female, improving a fair bit reproductive success. A few new hunt success can be credited to the new organ.
However, the Nose leads to more doomed fate than prosperous : First, it leads toward live delvers.
Ivy gliders are not a matter. Ivy Fatty and Tripods are. Second, and most critical, is choice paralysis.
The so-basic neural ganglion of the Under Hunter wired signals from both the ear and the nose the same way.
Two contradicting information lead our poor depth dweller to freeze under the burden of stimuli, leading in turn to missing too many meals.

>Random mutation
A second mutation integrated in the Under Hunter DNA by chance alone.
A particular female was born with a frailer leg junction. Baited and caught by a Tripod, the limb ripped, allowing the female to limp toward a nearby fall.
She proceed to birth not a single litter, like most member of her race, but, for the first time of the Under Hunter life, two litter, dying in the process.
The female gonade, fragilized by a first birthgiving, can't resist a second one.
This is a byproduct of last bad mutation
This result in removable limb in all Under Hunters. However, as the critters lack any pain perception (at least they're not aware of the hardship of their life), this mainly is useless for now and just result in limbs lost over crack and fissure over time.

>Depth Crawler evolution
The Depth Crawler evolved longer mandibles, better tearing flesh. This allow them to fight back the wounded Ivy Fatty - still no match for the healthy ones.
More critical for the Under Hunter, they can now fight back getting swallowed whole. Using the serrated mandible, they now (although still rarely) crawl back from the Under Hunter stomach.

All this, in addition to previously existing problem, crashed the Under Hunter into an extinction-menacing low.

Here is the current Issue list, prioritized :
- Low reproduction rate
- Choice paralysis
- Predation from Tripods
- Struggle to keep heat in when starved
- Occasionally losing against Depth Crawlers
- Miss some sounds because of ear placement
- Dying fom confrontation with Ivy Fatties
- Can get stuck because of poor Vertical mobility
- no waste ejection (60 days)
- Ear membrane prone to tear
- Rupture of female's gonades upon second gestation

>How should the Under Hunter evolve?
>>
>>5817476
>upgraded ability to choose
>strengthen female reproductive organs so they can birth multiple times.
>>
>>5817476
>More robust reproductive system, more offspring per litter
When at risk of dying out, just outbreed any attempts at extinction. Our litter size got gimped last time, might as well fix that too if we can.
>>
>>5817339
That makes complete sense. We've just had bad luck.

>>5817476
That's brutal.
>Evolve more sophisticated brain
We should shoot for a primitive fear response.
>>
>>5817489
>>5817496

Supporting, we need numbers ASAP
>>
>>5817476
Overhaul our reproductive system, make it so it doesn't require either parent to die
>>
>>5817506
Have you some "mechanical" proposition allowing that?
>>
>>5817517
I'll change my vote from >>5817498 to support breeding. My suggestion is that we give males a regenerating testicle so they can reproduce more than once. It doesn't matter if females die after their second litter as long as they've had their first but males are barely able to reproduce.
>>
>>5817517
Can you give me a reminder how it works currently?
All I remember is that they smell the corpses of the male, and now the female becomes infertile giving birth to two litters, but I don't know the exact method.
But maybe some pheromones so the females look for males while they are still alive, and change from litters to triplets, which hopefully should avoid the gonades rupturing and let them have more children in the long run.
>>
>>5817517

>uterus becomes rubbery and flexible, able to recover from the mechanical process of delivery

What about this QM?
>>
>>5817524
Upon death, the male vomit their testicle, making a lot of noise. This (and the smell) attract female, which gobbles it up. It then transfer the gametes in the Uterus, which product 2 to 4 crawler-sized Under Hunter which are vomitted.
>>
>>5817546
Alright, let's make it so the males will call and emit the smell before they die, and instead of vomiting the testicle, they vomit a paste containing the gametes.
And then let's have the female have 1 to 2 instead of 2 to 4, so they gonad doesn't tear
>>
>>5817517
I'll switch from >>5817523 to support >>5817527 because stronger wombs are important. Lowering our litter sizes right now would be dangerous. The Under Hunter is too inefficient to risk it.
>>
>>5817527
>>5817612
Perfectly fine.
Those suggestions are mostly for flavour and inspiration when drawing/writing Even though i've got ideas on my own, as I feel it's making the creature more the players and less "mine"
>>
>>5817476
>Get an ass, put out that waste
Ugly
I had hoped to give them some cool mouths with fangs. Meh
>>
>>5817712
Hope is not lost, snoutyfanganon, now that snacks snack back on you
>>
>>5817476
>- Ear membrane prone to tear
didn't the we fix that with the mutation that made our hearing bad ?
>>5817489
supporting
if we have another bad roll, we dead next turn. I propose that from now on op roll for the enemies, since it's clearl that our luck only happens in the second 2d100 :)
>>
>>5817778
It's low on the list, but it's still an issue on a few of the few lucky to reach old age
>From now on Op roll for the enemeies
Rejected. It's funnier when you guys are doing it
>>
Also
>Usual "tally status" post
>>
I have an idea to solve our nose situation. Scent glands. Like the muntjac deer has, just pop out to smell things if there isn't any noise then go back inside. Basically seal off our sense of scent when we don't need it.
>>
>>5817476
>>How should the Under Hunter evolve?
Get better at sorting stimuli, bigger brain essentially.

The list of problems is so intimidating, I like it
>>
>>5817476
Gonna join those saying improve the brain for scent tracking
>>
>>5817476
> Develop a proper priority for stimuli, smells over sounds. (Big brain camp)
>>
>>5817476
>Develop a rubbery uterus better suited to birthing multiple litters.

Numbers game baby
>>
Final tally
>>
>You choose to improve the Under Hunter reproductive system, with a rubbery flexible uterus and maybe better testicles.

I'll need 5 roll of 1d100.
>Bo2 for your evolution
>1 Diversity roll
>Bo2 for Ivy Fatty
>>
Rolled 46 (1d100)

>>5818514
>>
Rolled 78 (1d100)

>>5818514
should work but i've fucked it before lol
>>
>>5818537
bam my man. finally something seems to work here.
>>
Rolled 12 (1d100)

>>5818514
dIvErSiTy
>>
Rolled 64 (1d100)

>>5818539
I'm glad that we have finally had a decent roll for our development.
>>5818514
in the interest of getting things done I will roll again if that's okay? if not then feel free to ignore
>>
Rolled 52 (1d100)

>>5818514
>>
And the environment...
>>
Rolled 72 (1d100)

>>5818565
Dammit
>>
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Over the last thousands of year, Under Hunters almost got whipped off existence.
Their number thinning and thinning, the predators and the preys adapting faster than it, fate seemed to enclose them in the sands of oblivion like so many species.
Until a couple fortuitous changes to their reproductive system, that is.
Males have now 2 full-grown testicles at each time; 2 testicle seeds. The greatest innovation is that one is expelled when a young adult is well fed, instead of only death. The process remains taxing. If seeds remain, they will grow into a replacement testicle.
The grown testicles in the body are still expelled upon death.
Females Birth-pouch is more supple and rubbery, no longer tearing up on second birth-giving, nor (based on the 3 occurences) third birth-giving.
Number slowly rose since, from an all-time low of 95 individuals to a short-time maximum of 224. Still shy in regards of the ten of thousands that roamed the crack at the time of the evolution of the lard, still menaced, but most importantly still around.

However, two new threats emerged in the same timeframe : First, the Meaty Fatties.
An ambush predator squashing into cracks and waiting for its tactile hair upon claws to trigger. Not as deadly as Tripods, which can easily sneak on their new prey with their tentacles, they remain a new menace on your spec
Less important to your immediate survival, the Ivy Fatty started evolving a hard shell, protecting how-so-little from the tentacles of Tripods. The shell is frail in between the harder ridge. A couple youth Ivy Fatty can credit their survival of Meaty Fatty encounters to the shell.

Current Issue list (prioritized) :
- Choice paralysis
- Predation from Tripods
- Predation from Meaty Fatties
- Struggle to keep heat in when starved
- Quite low survivability of youth because of predation
- Occasionally losing against Depth Crawlers
- Dying fom confrontation with Ivy Fatties
- Can get stuck because of poor Vertical mobility
- no waste ejection (60 days)
- Ear membrane prone to tear


>How should the Under Hunter evolve?
>>
A/N : more than 2 testicles ejection by a living male remains extremely rare because of the short-liveness due to predation.
>>
>>5818623
make mouth more flexible and grow fangs within to serve as defense and destroy prey before injesting it.
>>
>>5818623
>Evolve a dual synaptic track so that information from the senses can be separetly processed before reaching the neuronal core.

Basically, instead of having the sensory inputs both conflicting at the 'brain', we have two separate tracks (one for each sense) that can semi-process the information before it is recieved
>>
>>5818627

Supporting - a better brain will hopefully help us avoid dangers.
>>
>>5818623
> Evolve a ring of long whiskers around the body (with neural priority) to detect nearly predators and prey

Trying to sort multiple problems at once here. We've got multiple problems that come from essentially bumbling into the wrong thing, so hopefully we can confront all of them at once by becoming blob cats.
>>
>>5818623
>a short-time maximum of 224
Jesus christ, dragonfag, those are extinction numbers. I think dipping below 2500 is endangered by today's standarts.
>>How should the Under Hunter evolve?
Get better at sorting stimuli, bigger brain essentially

>>5818709
IF we're doing whiskers, I'd point them to the ground to detect vibrations. Because if we're actually touching the predator with whiskers it's probably already too late.
But you are right on the fact that we gotta start solving multiple issues in one evo, because look at this list. It'd take forever to go 1 by 1. Better stimuli sorting should help with predation too, because our little guy would know when to bail.

Man, crack's ecosystem is a fucking deathmatch. It's 1 autotroph to 1 herbivore to 4 carnivores
>>
>>5818731
> fucking deathmatch
If we ever get some breathing room maybe we should take up scavenging.
>>
>>5818731
>Jesus christ, dragonfag, those are extinction numbers. I think dipping below 2500 is endangered by today's standarts.
That's the idea. Your number are slowly crawling up, your neck is not out of the non-existant-yet-on-this-planet deep pile of shit
>>
>>5818627
+1
Or at least some sort of better decision making apparatus.
Ideally I would vote for better legs so we can escape predators better, but I doubt that would help if we get confused from smelling two things at once.
After this we will need something to that effect though.
>>
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>>5818731
>>5818737
>Fucking Deathmatch
And you invoqued a picture in my mind while I had nothing better to do

Don't worry, more Carnivore awaits in the Steppes.
>>
>>5818623
>>5818627
This
>>
>>5818773
>Oh god, it's 5 depth crawlers carrying a steel chair!
>>
>>5818623
>A prolonged mouth filled with strong, long, razor sharp fangs
Kill kill kill them alll !!!!!!!!!! Bite, tear and devour !
>>
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>>5818795
Oh gahd, he can't not ear you, the Tripod have no ears!
>>
>>5818811
Quick! Break it down, Sexy Style!
>>
>>5818731
You don't need to go 1 by 1 for some. Combat ones are all of this :
- Predation from Tripods
- Predation from Meaty Fatties
- Quite low survivability of youth because of predation
- Occasionally losing against Depth Crawlers
- Dying fom confrontation with Ivy Fatties
And that means you just need combat evolutions be offensive or defensive. This animals are all still not truly complex and we could be far more than them.
For example :

(Mouth already said)
Strong, sharp long claws like scythes a
A long prehensile tail with a razor sharp spear tip at the end
Three Pointy curved tough horns
Little spikes across our body for defense

For name some. Anything else like an improved brain (pack behaviour), hearts and what not further helps. Strong legs and arms can also help in combat too.
>>
>>5818623
We need to improve our combat, while it is lower priority then the choice paralysis, it solves 4 to 5 problems at the same time
So I'm going to vote for
>Evolve a quick acting poison/paralyzing agent that the Under Hunters can quickly inject in case of danger
>>
>>5818837
we need a way to inject it before we can do that. how about some fangs or a stinger tail added in there?
>>
>>5818838
I was thinking spines. It's a warhammer staple
>>
>>5818841
well, first we have to make
1) spines
2) glands that make any sort of liquid
3) hollow spines that can serve as an injection method

Most poison glands IRL are repurposed saliva/sweat/mucus glands. Gotta have the groundwork before going there. At the very least we gotta have a stinger/teeth/spines first, like >>5818838 said
>>
>>5818849
Fine, I'll change to fangs.
But I still think that getting some kind o poison would be great in the future, it would let us hit above our weight
>>
>>5818627
>Support
>>
>>5818860
please dont forget that poisons are proteins. they are expensive to produce and maintain. so when we want to go there we will have to really go into it to make it worth it.
>>
>>5818623
Joining fangs
>>
>>5818627
Support, we're in dire need of being able to discern what things are.
>>
>Usual mid-tally status
>>
>>5818627
This is genius. Supporting.
>>
>>5818938
I'll switch from whiskers to the dual nerve scheme. Weapons would be nice, but I don't see us beating the tripods or fatties with just one evolution
>>
>>5818989

Once we have some brainpower we can work on venomous fangs/spines and perhaps our little scavenger can become a horrible venomous pack hunting weasel abomination
>>
>>5818996
Just becoming poisonous would be helpful, if a tripod can only eat one of us before dying that's a win. Then we can segue into spines or fangs, and pack tactics.
>>
>>5819003
I also wanted to go for pack tactics eventually.
Just a bunch of these white balls swarming someone, biting them with venom and them tearing them to pieces.
>>
>>5818996
>>5819003
>>5819010
Pack tactics + fangs & poison is definitely a good combo to aim for.
I would argue we should pick up stronger legs first though, as it would help us survive long enough to evolve said fang + poison + pack mentality. Helps us run away now, helps us run shit down later.
>>
>>5819018
Would also help with climbing on whatever they want to bite them
>>
>>5819018
how about instead of poison we develop acid to help pre digest our food and hit two birds with one stone.
>>
>>5818623
>Evolve a dual synaptic track so that information from the senses can be separetly processed before reaching the neuronal core.
>>
Rolled 79 (1d100)

You elected to evolve the brain of the Under Hunter by separing synaptic track and pre-process them.

I'll need 5 roll of 1d100.
>Bo2 for your evolution
>1 Diversity roll
>Bo2 for Meaty Fatties

Current roll is for the environment
>>
Rolled 47 (1d100)

>>5820136
B I G

B R A I N

AAAAAAAAAAAAAGH!
>>
Rolled 73 (1d100)

>>5820136
Let’s gooooooo
>>
Rolled 90 (1d100)

>>5820136
rollin
>>
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Rolled 29 (1d100)

>>5820136
>>
Rolled 66 (1d100)

>>5820136
>>
>"brains" go well
>biosphere roll a 90
We THRIVE brothers
>>
>>5820312
>81-100 is a change in another species beneficial to you : more preys for predators, a digestive system change allowing dispersion of an autotroph's seeds...

This may very well mean another step away from extinction. Rolly-polly bros, we are SO back...
>>
>>5820368
So... population boom for Autotrophs and Prey species?
>>
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>An Under Hunter is attracted by the slamming of a Tripod. However, Depth Crawlers are gathering around the remains of another Under Hunter that was preyed upon earlier.
>Using its newfound sensory understanding capabilities, the Under Hunter choose to chase and eat the Depth Crawler. This leads him away from the now asleep Tripod. The sound of another organism splatting down drive our little protagonist toward safety.

The Under Hunter evolved two new bulbs on its Neural Ganglion, in addition to an increased amount of nervous fibers in the ear and nose.
This make the Under Hunter more receptive to stimuli, and able to prioritize. In particular, they can recognize up to 4 sounds and 3 smells at the same time. The Ear is now able to tell the Hunder Unter if a sound heard comes from a Depth Crawler, which takes the highest priority.
However, the awkward ear shape pointing up only let the Under Hunter detect a Depth Crawler if it's right in front of it.

Meanwhile, the Meaty Fatty improved their sensitive whiskers. They can detect nearby steps without needing an unfortuneous prey to directly walk on the tactile hairs. This makes the ambush predator slightly more deadly to everyone barring Tripods.

But the most drastic change to the environment is the appearance of the Light Moss, an explosion of color in the previously dull floor surface of The Crack
Growing exclusively where sunlight doesn't reach, this moss line horizontal surfaces. It doesn't appear to require water, or nutrient. It provides edible biomass, and is bioluminescent. By all acount, it shouldn't be there.
Yet, here it is, providing color to the blind ecosystem of the crack, but most importantly a new food source to Ivy Gliders and Ivy Fatties. Both species are far more common in the depth, meaning an explosion of dying biomass for Depth Crawler to feed on, and for Under Hunter to hunt.
In particular, life have now conquered previously untouched dark rifts, meaning new dying grounds for creature, and thus new hunting grounds for Under Hunters.
Of course, the amount of predation of the Under Hunter also rises, but your better neural system, your better reproduction system and the wide amount of life makes your species' numbers exploding.
Extinction risk is far away. Still, you're the second-least deadly species of the ecosystem, just under the humble Ivy Glider.

List of Under Hunter issues :
- Predation from Tripods
- Predation from Meaty Fatties
- Quite low survivability of youth
- Nose and Ear can lead right to stronger predators
- Occasionally losing against Depth Crawlers
- Dying fom confrontation with Ivy Fatties
- Can get stuck because of poor Vertical mobility
- Akward Ear shape leads to missing preys
- no waste ejection (60 days)
- Struggle to keep heat in when starved
- Ear membrane prone to tear

>How should the Under Hunter evove?
>>
>>5820431
>Evolve the ability to 'tuck' the legs into our mass to roll away from opponents. This could be achieved via a strengthening of the muscular fibres of the legs allowing for them to be pulled into the body, alongside either a streamlining of the leg shape or the creation of a divot inside the centre-mass.

You guys ever seen droidekas rolling? It's like that, except it's a fat tennisball.
>>
>>5820431
Grow talons to allow for more secure stance and faster movement as well as weapons to hunt and defend with
>>
>>5820431


>develop a waste ejection system via GI tract and anus

This is probably the biggest population barrier right now
>>
>>5820431
I dread what meaty fatties could become. Thise fuckers are getting too good at their ambush job
>By all acount, it shouldn't be there.
warp moss, LETS GO

>How should the Under Hunter evove?
>Get stomach-contracting muscles to barf out the waste with some amount of pressure.
Ok, hear me out bros. Idea is, we projectile-vomit into the faces of predators when in danger. Can be further evolved by making our stomach acid really really unpleasant for the skin/straight up poisonous. Also obviosly helps with waste accumulation.

>>5820453
join me waste ejection brother
>>
>>5820453
>Biggest population barrier
>9th issue on the list

Anon, I...
>>
>>5820431
>A prolonged mouth filled with strong, long, razor sharp fangs
Hello ! hahaha wow we can't still kill things !
>>
>>5820502
>>5820445

Hey maybe we should do claws first. Those could also help with mobility for the future as well as functioning like weapons..

It helps with mobility and survivability. Then next i would like to get longer limbs so we can move better and faster
>>
>>5820431
>>5820450 +1
>>
>mf wants to have "strong long super powerful razor sharp teeth" despite the fact that our guy can't even grow anything hard out of it's body.
At least it's a viable direction to pursue lol.
QM, do we at least have bones?
>>
>>5820520
>On bones
Nothing have bones yet. Same, you're not having lungs for now, meaning you don't rely on Oxygen.

Adding lungs/trad cardiovascular system will be an huge boon for muscle outputs, but will add the "breathing" dependency upon the species, and require a bit more calories.
Adding bones will make longer, stronger limbs possible and might add some "armor" benefiting combat, at the price of fractures and less flexibility. Current Under Hunter can blob its way through some cracks it won't be able to with bones.
>>
>>5820526
>Nothing have bones yet
By the warp gods, yeah, our blob can't even generate ANY hard tissue period. Jumping to "razor sharp teeth" is a bit of a stretch
>>
>>5820527
>can't generate any tissue
False, you can generate fatty tissue and muscles.
Regarding bones, you'll have to start somewhere. There will be place for improve, Jaw+Fangs have multiple points that can go wrong (and will have problems on their own under a 90+ roll), but is as good place to start as any.
>>
>>5820543
>can't even generate ANY >>>>hard<<<< tissue
quoted as
>can't generate any tissue
Dragonfag, I..
I know it's a start, I said it's a viable direction
>>
>>5820431
Poison
>>
>>5820546
>Pointing out my Illiteracy
I kneel. Time to commit sudoku.
>>
>>5820520
we literally are growing new things all the time. Omg it's just a description of course it would be basic fangs.
>>
>>5820526
Well chitinous claws should be doable?
>>
>>5820515
you know what ? i already had in mind to have claws so i am fine with supporting your vote. Might has well work together for get something we like.

>>5820502
i change my vote here
to support this one
>>5820450
here
>>5820431
>>
>>5820431
> Develop a poison filled gland in our detatchable limbs. When a predator snatches the limb it dies and can no longer hunt our people.

This is the quickest win for reducing the number of predators IMO. And we can transition it towards venomous claws of some sort.
>>
>>5820431
>Stronger, more agile legs
Helps us locomote in our highly vertical environment, allowing us to better run from the three legged fucks and catching prey. Fangs and whatever else can come after, increase speed stat first.
>>5820445
I don't like this idea. We don't live in an ecosystem flat enough for that to work, we would just roll off a cliff. Might as well glide or climb at that point.
>>5820450
Not a bad plan, but a claw is not so useful if you don't have the limbs to use them with. Cart before the horse type scenario, if you ask me.

>It doesn't appear to require water, or nutrient.
>By all acount, it shouldn't be there.
My, how convenient! Surely nothing to worry about.
>>
>>5820573
>Chitinous claw
Yes. Keratine too.
>>
>Usual Mid-tally vote

First vote so sparse.
>>
>>5820431
Now that their is light
>Develop primitive eyes
After all a predator can't hurt you if you avoid it
>>
>>5820670
well matters little what it is made off. only that it works.

sounds good.

>>5820693
light wont help us much right now. creating eyes will probably take quite a while and we will need more brainpower to sort through those stimuli as well. maybe something more immediatly useful?
>>
>>5820431
>>5820693
Support

>>5820698
While our species is flourishing is the exact time to boldly stride down a long-term evo path.
>>
>>5820698
>light wont help us much right now
not an eye anon, but sight will *kind of* help. The Crack is super diverse as far as environments go, so some places are caves where eyes would be useless, but some places are under the open sky. Our current strategy seems to be "avoid all danger instead of fighting it", which is prefectly valid. Works out great for lots of animals. So having more senses should help with it. Might as well spec further into stealth and senses. Become the crack ghost
>>
>>5820450
Support. I wanna get ahead on the skeleton soon too, but being able to move better is important.
>>
>>5820431
Claws gang
>>
Quick question on Talon Gang / Claw Gang :

Talon Gang :
>>5820450
>>5820517
>>5820577
>>5820753

Claw gang :
>>5820573
>>5820766

You guys are aiming for the same thing, right? Can I fuse you in the excel or they are defjnitely NotTheSame™?
If NotTheSame™, I'll need Claw Gang members to write about the difference regarding >>5820450
>>
>>5820768
I think they are the same thing, since the difference is that one is on mammals and the other on birds. And these are aliens.
>>
>>5820768
As far as i'm concerned, they basically are. We're both looking for something we can use to grip the ground with better and use for fighting, no?.
>>
>>5820768
doesnt matter to me. we both want some kind of sharp implement that grows out of the Xenos limbs. Call it Claw. Call it talon. i think we both mean the same
>>
>>5820768
Dosnt matter to me they are basically the same. I am aiming for defenses so general fine whichever way it goes if they are different
>>
>>5820768
Yes.
>>5820772
Yes

Make them cool. Combat!!!
>>
>>5820769
>>5820772
>>5820777
>>5820782
>>5820787
And just like that a lead is emerging
RIP SnoutyfangAnon
>>
>>5820517
>>5820768

I'm in the talon and claw=same camp
>>
>>5820431
Our species's only source of food are the Depth Crawlers which every other carnivore is already eating. Since Tripods are powerful and both of the Fatties are too robust to hunt consistently, I think we should look down instead of up and adopt scavenging behavior. Right now I'll support talons so we can maul and tenderize Depth Crawlers. I would prefer fangs but talons are in the lead. We can evolve both when we're stable.
>>
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Rolled 68 (1d100)

>You elected to evolve claws, talon, or whatever hard appendage to fix on your short, removable limbs for combat and/or mobility.

I'll need 5 roll of 1d100.
>Bo2 for your evolution
>1 Diversity roll
>Bo2 for Depth Crawlers

Switching a bit roll call time to allow everyone to join the bone-rattling fun
>>
Rolled 4 (1d100)

>>5820813
>>
Rolled 19 (1d100)

>>5820813
Evolution, don't fail us now.
>>
Rolled 31 (1d100)

>>5820813
Grumble grumble should've been poisonous
>>
Rolled 22 (1d100)

>>5820813

>>5820823
that would have been as bad as these rolls now.
>>
I love fangs.
>>
>>5820825
Liesss everyone knows the dice show favorites
>>
Rolled 49 (1d100)

>>5820813
>>5820819
>>5820822
>>5820823
>>5820825
Shit, let’s hope our rivais remains in the shit as well, kek
>>
>>5820832
well... they dont grow much at least... and no one really likes what is going on right now.

wait isnt a 31 an unplanned mutation?
>>
>>5820836
Offshot actually.
>>
>>5820837
Save file unlocked! Quick get bigger than them and eat them too!
>>
Trust in the combat upgrades send them energy.
This type of quest is filled with bad rolls
>>
Man, fuck combat upgrades. Gotta stack utility, movement and awareness
>>
>>5820845
No fuck that. And boooh too for good measure.
Half the list of problems needs combat.
Glory to combat evolutions !
>>
>>5820845
>>5820846
We need to start carrionmaxxing. There's a whole niche where our only competition is our primary food source.
>>
>>5820845
A carnivore that can't kill it's prey is an interesting concept I guess
>>
>>5820851
Our prey is a tiny crab thingy. We have to beat those and maybe the herbivores if we branch out. There's not really any reason in attempting to fist fight the local apex predators.
>>
>>5820855
We occasionally lose to them though. So if we get unlucky and they get a combat upgrade, our species will lose it's food source
>>
>>5820848
We need some combat upgrades, claws is the only thing we got so far. We need to stop the costant killing of our species or at least halt it a bit.

omnivorous is also good.
>>
>>5820857
Well maybe we can kinda start integrating plants into out diet? Become omnivore? Shouldnt be impossible. Especially with the Warp Moss that has come and grown everywhere
>>
>>5820860
>>5820863
Expanding our diet is a great option, but it probably will take a while.
But out of 11 of our problems, 4 or 5 are related to getting our ass kicked, and our combat upgrades keep failing, like most of our evolutions.
>>
>>5820868
sadly yeah. next turn we should try fixing the claws up with new glands and maybe an improved internal support system for the legs?

could try to start a skeleton to increase mobility and durability in battle?
>>
>>5820431
Support >>5820450
>>
>>5820868
>But out of 11 of our problems, 4 or 5 are related to getting our ass kicked
This is what a lot of people seem to misunderstand. The top ones "Predation from Tripods" and "Predation from Meaty Fatties" aren't fixable by a couple small combat bonuses. Both of theose fuckers are like 3-5 times our size. To remove those problems we must evolve to avoid them. Better senses to see them coming are an option. Better mobility to run away might be an option. Becoming poisonous as a deterrent is an option.
No fox tries to 1v1 a fucking grizzly bear and we shouldn't either.
>>
>>5820875
But a fox also doesn't lose a 1v1 to a chicken when it enter the coop
>>
>>5820869
>>5820875
Cover ourselves in spikes so that eating us is a death sentence? Could up that with poison later.
>>
>>5820881
That was what I originally wanted to do with poison
>>
>>5820868
Its all about good rolls. This type of quest doesn't get many of them.
Regardless this is the longest stage for our alien creature, so in theory we should be able to make something good and correct all errors. Even if we roll many times like crap.
Too many errors accumulate and we are done for. We need to be straight up better than normal humans at the end of this. The stage will probably last the most threads.


>>5820875
We have only one combat evolution. They would help more if we also grow and get pack behavior with our brain.
And if we can hunt more chances are we can better grow in size.
Not to mention that combat evolutions also help with other stuff. Fangs or any mouth improvement would help us for digestion incredibly, claws can be used for climbing and so on.
>>
>>5820880
That's why I want us to scavenge so we don't go extinct while we're evolving combat stuff.

>>5820881
>spikes
We could use them to climb too and as weapons... I have an idea. We evolve strong limbs and spiked body so we can slam into things.
>>
>>5820890
Turn ourselves into a flail? I'm not sure it would work for us here at the Crack, since a miss would lead to a fatal fall.
But if we were in the steppes, I would vote for that in a heartbeat
>>
>let’s evolve an unstoppable killer alien in the 40K universe to fuck up the Great Crusade.
>only just barely surviving as an alien slugmouse

This is the Emperor’s doing, I’m sure of it.
>>
>>5820893
>We survive the crusade not because the humans can't kill us, but because we're too pitiable to bother killing
>>
Also the mandibles of the Flonder Feeders helped them incredibly. So combat evolutions are useful.

>>5820891
Spikes could still help us, combined with some natural armor and poison/acid it would be a great defense.

>>5820893
We will get there, we will be the unstoppable killer alien.
>>
>>5820851
Yeah man, those defenseless humans and Eldar and pre-C'tan Necrons and Tau sure are pathetic with their absence of natural weaponry
>>
>>5820906
I mean...they have the ability to make and use tools and so by definition can kill their prey. We're beginning to struggle to be able to kill ours and are occasionally dying to them. Better nip this issue in the bud before trying to branch out.

>>5820870
I really should've refreshed before posting.
>>
>>5820891
That is a good point. Maybe if we evolved claws for better traction to stop us from going over cliff edges it would be good. I still think prehensile ear would be worth it. It would turn our deformed ear cone into a strength.

>>5820906
They are, and we're going to kick their asses
>>
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Finished training and eating, writing and drawing.
Someone asked for a meme of my other quest that I feel bear some relevance

TLDR : bad rolls are not a skill issue on your side, but part of my passive as a QM
>>
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>Mutation result : Overwhelming negative
The Under Hunter evolved talons on its short limbs.
Those claws, made of Keratin, are hard and sharp, dangerous enough for every member of the Crack to be wary of it if they know what's good for them, as it can inflict serious wound to the soft flesh of every delver, even at the softer segment of the hard shell of the Ivy Fatty.
Barring one small, petty, but oh so important detail : the limb holding them usually tear away before the target.
The talons are hard and durable enough to act as climbing studs. Under Hunters that attempt this previously unheard acrobatic stunt leave their climbing gear behind.
The talons are sharp enough to tear the flesh into munchable bite, opening the opportunity to fight back or feed on carrion. Opportunity almost always turning into the target literally pulling your leg.
The aggravated limb loss turns into its own issue : most Under Hunter turns into limbless blobs around 45 days, unable to move anymore.

In the meantime, two unrelated events featuring as main protagonist Depth Crawlers impact the Rift's ecosystem.
The first one is concerning the Depth Crawlers themself :
>Depth Crawlers mutation : Partial development
The little scavenger develop their own channel of communication using pheromones. However, the smaller Crack dwellers are not a social species yet and most time the pheromones disperse without any Crawler leveraging the information.
Still, this is a first step toward unification of the small ones against the bigger, tougher, meaner species.

The second one is an oddity. One particular Under Hunter swallowed a Depth Crawler while pregnant. The species' close DNA mixed, resulting in a litter of newborns without talons, and with Crawler Mandibles - scaled to an Hunter.
Those Scissor Hunter, with the double advantage of keeping their limbs AND better weapon, able to feed on carrion, seems more adapted to the Crack than the main branch. Scissor Hunter also wins most confrontation between themself and Under Hunter.
The silver lining is that young Scissor Hunter are almost indiscernable to Depth Crawler, providing occasional sustenance to the Under Hunter. However, the opposite is true too.
The changes in the Under Hunter and the new competition filling the same Niche but better is quite disastrous to the Under Hunter, sending their number tumbling - reduced to one third of their recently reached maximum - while the Scissor Hunter grow rapidly, already outnumbering their cousins.

>(1/2)
>>
List of Issues :
- Predation from Tripods
- Predation from Meaty Fatties
- Quite low survivability of youth
- Too many limb loss to move (45 days)
- Nose and Ear can lead right to stronger predators
- Dying fom confrontation with Scissor Hunter
- Occasionally losing against Depth Crawlers
- Dying fom confrontation with Ivy Fatties
- Can get stuck because of poor Vertical mobility
- Akward Ear shape leads to missing preys
- no waste ejection (60 days)
- Struggle to keep heat in when starved
- Ear membrane prone to tear


>How should the Under Hunter evolve?
>(2/2)
>>
>>5821072
Strengthen our limbs
That will solve two problems at the same time, unless the dice cuck us again. Which will happen.
>>
>>5821074

Supporting, this solves a lot of our problems at the same time
>>
>>5821072
>Stronger, sturdier legs
>a.k.a legs that don't fucking pop off at the next aggressive breeze
Maybe our claws will actually be of use then.
Jeez, the Under Hunter is doing it's best but man it's gotta be the butt of every joke in The Crack at this point.
>>
>>5820989
We will prevail! Or be pounded into dust by the weight of time.

>>5821074
This, stronger limbs are critical. It would be cool if we could keep the detachment but it's not worth it. After this we should get into scavenging with strong stomach acid.
>>
>>5821072
>>5821074
>Add muscle, strengthen leg joints
Sweet, the first offshoot that's better than the originals
>>
>>5821088
>+1
>>
>>5821072
>develop primitive eyes that can tell the difference between light and dark
did people forget the thriving glowing Light Moss
>>
>>5821125
No, I want eyes but these clawfags doomed our species to inevitable quadriplegic status
>>
>>5821129
If we got eyes wit that bad roll we also would have got bad shit anon.
I don't get why people get pissed at the options when it's all the dice in the end.
>>
>>5821068
Stronger legs
>>
>>5821135
I'm opposed to natural weaponry in general
>>
>>5821160
Fiar enough, that makes it understandable
>>
>>5821072
>Stronger sturdier legs
See that a better mouth is useful. Fangs gang will return.
>>
>>5821160
>>5821164
I want to get an intricate multi-brain and evolve stable psychic powers before someone else does
>>
>>5821072
>Stronger legs
>>
>>5821072
Fucking lol

> Strengthen our limbs

I have to wonder how poison would have failed? The gland leaks and slowly poisons us as well?
>>
>>5821555
>You develop a damaging chemical!
>The Tripods treat it like hot sauce!
>>
>>5821072
support >>5821074

>>5821184
you know that brains are bloody expensive to both produce and maintain?

>>5821555
probably the toxins would not be properly contained and easily poison the hunters... and then the smell makes others avoid the carrion but for ourselves.
>>
>>5821129
>Inevitable quadriplegic status
Ackchyually, it would be trunk-man. Trunk-alien. You got it.

Status report. Yeah, looks like a no-brainer...
>>
Rolled 33 (1d100)

>You elected to improve the Under Hunter legs, in particular its resistance to being pulled away.

I'll need 5 roll of 1d100.
>Bo2 for your evolution
>1 Diversity roll
>Bo2 for Depth Crawlers
>>
>3rd time the charm
>>
Rolled 45 (1d100)

>>5821757
>>
Rolled 62 (1d100)

>>5821757
DARWIIIIIN
>>
Rolled 62 (1d100)

>>5821757
Aaaaaaaagh
>>
Rolled 29 (1d100)

>>5821757
>>
Rolled 95 (1d100)

>>5821757
Oh hey i finnally managed to roll
>>
>>5821781
and this was a terrible idea apparently my high rolls from the predacessor are back
>>