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Retech

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Everything posted by Retech

  1. Unfortunately the Narwhal Plankton are too evolutionarily superior/different for you to undergo meiosis with them. The plankton begin to feel hungry and ask for something to eat.
  2. Steve begins his dance. The other members of his group laugh at him. Meanwhile, the fat members gouge on more food and try to undergo mitosis again, but discover that the same fatal error has occured (rolled a 3). The same thing happens before, with 100 fat microbes remaining. Your microbes have surpassed a level of gluttony, akin to the first five years that McDonalds existed on the Earth. +0.4 Gluttony
  3. Unfortunately the communication system is not nearly that sophisticated to transmit scientific information. However, the group manages to remove and examine one of the bacteria near the poison glands. It turns out that the bacteria are harmful to the health of the fish. They've been infecting the digestive tract all along! (I am keeping track)
  4. Tragedy! Steve and his pack begins mitosis, but in the middle they discover a fatal flaw. Though most of them succeed, half of them die in the process. (100 Microbes again) Strangely, the most fat are the ones which survive, strengthening that trait. +0.4 Gluttony
  5. Microb Bob begins development of a new communication method more akin to that of animals in the wild than human language. Perhaps this is one of the paths to evolution? +0.3 Intelligence
  6. The scouts return with good news. The Narwhal-Plankton are friendly. They've agreed to join your pack. (5 of them, they're strong fighters) +0.3 Friendlyness
  7. Steve and his microbes gorge themselves on the wavy green stuff and become fat. Fortunately, the side effects aren't too bad. +0.6 Gluttony
  8. Microb Bob succeeds in founding a new religion, though without writing or speech, getting the message out is difficult. It's hard to even tell whether your microbes can hear, but they follow you around anyways. +0.2 Zealotry
  9. The Agrius begin decending, before getting caught up in an ocean current. They are taken a mile from their previous location (which is really really far for them), and find a new area. You see a group of narwhal-plankton hunting nearby.
  10. When Steve and his soldiers return to their cave, they find rubble. It must've collapsed for some reason! The three scouts eat some of the wavy green stuff, and have no ill effects.
  11. Your people begin eating their fallen comrades. As they chew, a few of the dead microbes turn out to be alive after all! Your microbes feel disgraced, though thankfully they've gained some poison resistance as a result of eating the poisoned meat. -0.3 Morale (Rolled a 1) +0.1 Poison Resistance
  12. Steve and his soldiers charge at the Uniblobs. Unfortunately, nothing goes as planned and Steve's troops all crash into the bottoms of the Uniblobs. The Uniblobs escape, but Steve's troops feel a bit different. After a sick tearing sound, they discover they've grown Unihorns on their own.
  13. Argh, I learned this before. It involves some basic calculus.
  14. Microb Bob and his crew grab hold of the beasts and begins examining them. The little beasts flee into a crevice behind the poison glands. They seem frightened.
  15. Your group tries a new manuever that it has never tried before. Instead of obeying your orders, they charge headlong into the Uniblobs. Afraid of their speed and numbers, the Uniblobs begin fleeing. +0.1 Scaryness
  16. Microb Bob and his pack scout around their new home. They see sharp teeth with poison trickling out the way the came, and a sinkhole of no return on the other end. There seem to be some small creatures of no threat to you scattered in the interior. +1 point
  17. The Uniblobs, of which there are 50 in number, charge at your diplomats, killing them. (97 microbes remaining) They begin charging at your group slowly.
  18. Agrius begins to float upwards, before seeing the massive super-leviathans over a thousand times larger than your microbe pack. Wisely, your leader decides against venturing up too far. Luckily, you move upwards within disturbing the massive leviathans, who won't notice you from now on at this elevation. You see a giant cave with serated jaws. There seems to be some shining within it.
  19. There are traits that happen because you do stuff, and then there are changes you make using points. So you can generally make the creature you want, but it may have unintended consequences. -Microb Bob Finally, lady luck smiles upon you (20). Your entire group is devoured by the beast. Somehow it bypasses the poisonous glands of the beast's mouth. You find 25 dead comrades mashed within. However, all of your microbes survive (the 75) and find a dark "cave" which bobs up and down. At the end, there is a sink hole of some sort. +0.3 Hardyness +1 point
  20. Your scouts encounter a group of Uniblobs with horns. They look somewhat friendly. The scouts run back to your pack with their superior speed to tell your leader. (They're traits, good and bad. It's different :P)
  21. Your microbes multiply perfectly. Now there are 200 microbes under your command, though genetic traits from the previous generation have been strengthened. +0.2 Gluttony +0.3 Reproduction
  22. (They're not all dead. Remember the game is from the perspective of your leader)
  23. -Steve The two scouts don't encounter any trouble while travelling to the green thingy. They cannot decipher what it is (you're still a microbe!), but they figure out that it might be good for eating. +0.2 Inquiry
  24. The wedding goes successfully and the people are united. Unfortunately, the beast is enraged by the second flash of light and charges at your people, killing 25 microbes. (75 microbes remaining)
  25. The Agrius devour a great deal of meat. They now look fat; perhaps they can reproduce now? Unfortunately, the rest of the meat is dropped and begins drifting downwards. You might be able to catch it, but what dangers lurk beneath. +0.5 Gluttony

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