I'm remaking Genesis. Now with 100% more rules that make sense!
> Evolve your species to become stronger.
> Evolutions require a certain amount of energy per turn to maintain.
> More or stronger evolutions require more energy than fewer or weaker ones.
> Regenerate energy by feeding or by evolving new ways to regenerate energy.
> Try not to get eaten by the wildlife or other players.
> Enjoy watching your Cthulhu rip-off take over the world.
Sound simple enough? Good. Like last time you'll be starting in an ocean environment (it's simple and allows for more craziness) but this time you'll be starting as a more developed species, this time with a mouth (which deals two HP damage in bites), digestive system, and actually functioning eyes. You'll also get to choose between playing as a vertebrate or an invertebrate, both of which can be seen in the picture at the top of this thread. The vertebrate will gain "Speed +1" as a starting bonus but the invertebrate will gain "Armour +1" as a starting bonus, both of which should be pretty self-explanatory. Any evolutions from that point on depend on what you feel would benefit you most (or what you think would be the funniest).
Your species will start with a maximum health of 10 and an energy of 10. Both starting variants will lose 1 energy per turn on account of their starting bonuses. If your energy reaches 0 then you start to lose health at the same rate you'd lose energy. However, you can eat food to regenerate energy (there are other methods, usually involving specialised evolutions) and you have no limit to the maximum amount of energy you can store, so go wild on the noms! Certain types of food grant you more energy, so hunting rarer or larger prey may prove beneficial. If your energy is higher than your current health then you will begin to regenerate health at a steady rate (about half of the amount of energy you have above your current HP) which means you won't be permanently cursed with low HP after one fight.
If you die I'll respawn you... missing one or two evolutions, of course.
As said, the more evolutions you have the higher your energy cost per turn will be, meaning you'll have to balance cool evolutions against how many evolutions you can actually sustain. You do have the ability to abandon evolutions if you wish, which'll reduce the energy cost per turn, but you'll lose some of the cool evolutions you used to have! You can dispose of evolutions in a single turn, but gaining evolutions may take several
Speaking of which, whenever you want to evolve, post your idea for an evolution and I'll give you an energy cost and how many turns it'll take for the evolution to manifest. You can then choose to go through with the evolution or to opt for something else in the next turn. You can begin the process of evolution and move in the same turn.
That everything you need to know? Feel free to ask any questions you might have and I'll try to answer them to the best of my ability.
Sign-up Sheet
Species name: Go wild on this one~
Species colours: Pick a colour, a pattern, or even a small physical change to the basic model and I'll make sure your species has it. This can be changed later for no cost.
Species origin: Invertebrate or vertebrate as previously mentioned.
Players
Game
Round 1
Round 2
Round 3