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Akestos

Akestos

Member Since 02 Jun 2016
Offline Last Active Feb 25 2019 08:26 AM
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In Topic: Wildgrowth

23 February 2019 - 06:42 AM

reserved


In Topic: Swarm Armor

22 February 2019 - 01:49 PM

Orange-Storm.jpg
HiveMat.png
 
 
OUT OF CHARACTER INFORMATION
 
Intent: StormSurge. An Ion storm and mineral dust cloud created around the Hive in space, ahead of the Surge, or around hive structures
Image Source: Custom Image VideoHive + Lightning | Dusk Sunset | Dominique Van Velsen | Custom Text
Primary Source: Ion Storm
 
PRODUCTION INFORMATION
 
Name: StormSurge
Manufacturer: The Hive Mind | The Swarm's Will
Affiliation: Factions: SwarmSurge | Closed Market
Homeworld: Undisclosed Hive Planet, Classified Designation: D12
Production: Minor
Modularity: No
Ingredients: D13 | Centax Purifier | Kae Vine | Heat | Pressure
 
TECHNICAL INFORMATION
 
Classification: Ion Storm, mineral cloud.
Method of Consumption: Inhalation or Contact
Average Life: Ion Storms last for weeks or months depending on the conditions or where they are. A Stormsurge is no different. In the vast blackness of space with nothing to hinder it, a storm can go on for years.
 
Nutritional Value/Allergies/Side Effects/ Purpose: To damage electronics, to weaken enemy craft and to protect Hive Worlds, very large Hives, and Surge Fleets. Sometimes created by certain very large creatures working in tandem.
 
SPECIAL FEATURES
 
Strengths:
 
+Can Vary in Strength. From StormSurge 1 - 10. This allows the Hive to create a Stormfront to suit its purpose. 10 being lightning all around, 1 being a dust cloud.
+Damages Ships, Droids and metal structures. Fast moving plasma flashes. These storms have a tendency to strike electronics, ships, and shields. Though they can hit organics, it's much more likely their magnetic discharge will be attracted to metal or to energy sources. 
+Ion Storm's are dangerous area of effect creations. More important than that, these ones obscure what's really going on. You can certainly try to get erratic scans through an ion storm, but by its nature, it's going to mess with many devices that try. These clouds are made from the very minerals of the Hive's own dead bodies, meaning they often appear to be a different shade of the same color, which doesn't help matters visually.
 
Weaknesses:
 
-Once released, a storm is a storm. You can't then control what it is going to do. You can just send it in the direction you hope it will go.
-Vulnerable to force users or creatures who can control weather patterns or storms. The hive itself doesn't control wind direction or air pressure with these for example. Though one day it may develop more refined weather biotech.
-Some devices can capture magnetic energy or plasma discharges, giving them at least temporary protection.
-The strikes from a storm are unpredictable, a small ship flying or individual moving might pass by harmlessly. A big ship or force however is more likely to be hit.
-It is impossible to hide from force sense or an equivalent force power with this, though certainly flashes of lightning might be distracting and the hive mineral cloud dust visually unsettling.
-Harder to produce on colder planets or environments.
 
Strength and Weakness
+/- The Hive communicates just fine telepathically in an Ion Storm, though sonic signals are hindered somewhat.
 
Ionstorm2.jpg
 
 
 
DESCRIPTION

Whereas terrestrially a storm surge is usually associated with water, here it is most certainly not. As with worlds such as Moorja, the Hive has found Ion storms on planets benefit it more than hurt it. At least where countering dead metal such as droids or ships are concerned. On an average day, there is no need for an ion storm, on a few days there are. These only come from long established and large hives, specific creatures, hive structures, and ships can produce them however to lesser degrees. 

Orange or red in appearance from the D13 mineral and Centax Purifier gas. These clouds are often colored the same as the creatures that are within it, mostly because it is formed from the same minerals of their own bodies. Though the shade is certainly not an exact match, and not all hive creatures follow the same color scheme. Surge Domains, groups of biospheres, do tend to follow a familiar pattern with their colors or textures.
 
If the Hive is large enough. When the Biosphere has entered a swarm stage you might see an aptly named Living Mountain producing these. Huge superheated volcanos producing the pressure and heat necessary for ionized gases to form and a plasma storm's eruption to be produced. In ship form, it may be a huge hive ship doing the same ahead of the main fleet, for creatures it would be many working together on mass. The varying degrees of storm generally require larger sources on the higher end, a hive volcano might be able to produce a higher magnitude of storm, whereas a group of many creatures might just produce a lower magnitude orange dustbowl. For a ship, it would depend on its size as to what was possible, and how much room was allocated to doing this.
 
 
Orange-Storm2.jpg

In Topic: Swarm Weapons

22 February 2019 - 12:38 PM

Hive-Blades4.jpg
HW500.png
 
 
OUT OF CHARACTER INFORMATION
 
Intent: Melee Talon or Blade for Hive Species.
Image Source: Devil May Cry - Vignette2 (Altered Shaded/Red) | Tyranid Codex | Custom Text
Primary Source: None
 
PRODUCTION INFORMATION
 
Manufacturer: The Hive Mind
Affiliation: Faction, SwarmSurge | Closed-Market
Model: Swarm Fighting Claw
Modularity: Yes
Production: Mass-Produced
 
Material: Vong Fighting Claw Parasites | Internal D13 Structural support
 
TECHNICAL SPECIFICATIONS
 
Classification: Sword or Talon
Size:Average
Weight: Average
 
SPECIAL FEATURES
 
Strengths:
  • Easy Fit. Can be either wielded, grown or grafted on a hive species.
  • Styled after Vong Tech, this weapon is extremely sharp, hardy, and dangerous to most opponents in melee.
  • Like Vong Fighting Claws. It cuts through most energy shields.
  • These are retractable blades often, very long claw weapons, though there is often some pain given the size of it when first extending the claw. Alternatively, it can be kept out as a sharp extra limb or wielded like a sword.
  • Natural Regrowth. If the parasite inside the sword, limb or talon remains alive, it can regrow if fed nutrients. To a sword size, this usually takes five days, but lesser damage takes less time, a surface hit might just take a day. These can be fed directly from a host creature, or fed externally through a small organism, hive structure or plant. In the case of the D13 mineral, if the internal support is entirely removed, that will need a replacement.
 
Weaknesses:
 
  • Melee, there is absolutely no range beyond sword distance to this weapon. Often times it can't even be thrown as it'll be attached.
  • Average resistance to Lightsabers. Less than regular vong fighting claws. They will go through it but it will take several hits. Like chipping away at rock with a mallet.
  • Wildgrowth. The weapon is linked to the Hive via secondary infection, which means it's at the mercy of the creature carrying or using it, not the hive mind itself. In the case of a sword, for example, the creature wielding it will almost certainly be the one deciding when it strikes. Depending on their level of consciousness as to how much control they assert.
  • Wildgrowth by its nature is a secondary infection and can cause issues of mutation for the Hive in offshoot species, meaning this sword could end up mutating in a way that doesn't benefit the creature, though this is rare as the parasite might well just be removed.
  • The creature could be telepathically attacked through its own weapon, not physically any weaker than a limb for this, it is one point of shared telepathic contact, not just simple impulse along a nervous system like a limb might be. It is not a shared point of contact to the Hive Mind itself, as that consciousness is three times removed, Weapon - Creature - Hive Node - Swarm Will or Hive Mind
  • It is possible the parasite creature will be killed with enough damage, rendering the weapon blade or talon stuck in a fixed position, still sharp but forever fixed there until it is replaced with another weapon. In this symbiotic state, the parasite shares traits of the host creature, and the creature it is fixed on is a good guide as to what will kill it.
 
 
Talon.jpg
 
DESCRIPTION
 
While most Hive Species can grow their own weapons for melee combat, sometimes they will be growing or carrying the Hive Claw. In either case, it's about the size of a sword, and a deep orange or red shade, but can come often come in blacks, yellows, browns, and greys. Some Swarm members with greater intelligence also prefer to wield these weapons like a sword, or have them grafted on other creatures, allowing for adaptation to any challenge the Hive, Swarm or Surge might face in the moment. A known fact to those who remember is that the One Sith were experimenting with Vong technology in their final days, and much of this technology was being used by Raien Keth for his weapons and creations. Continued by his apprentice Darth Centax after his untimely death.

The Fighting Claw parasite was one such creature that was taken by the swarm as their own, and while not all species are implanted with it, some are, especially melee soldiers or predators. Whether sword or talon, it will have a sensory connection to its host. While this confers no special abilities, it does give opponent options to telepathically attack a creature through its own weapon. While the D13 structure internally gives it a bit more fixed structure to it, it also provides a weakness in that it cannot regrow organically.

Often part of various Terminus armors such as Terminus Armor or Terminus Barab Armor depending on how the virus mutates, the talon is also grafted on to various hive organisms, especially certain soldiers, predators or firstspawns. The parasite is quite small and doesn't require a lot of food unless it suffers damage to the blade, in which case it will need more food than usual from the host or an external source.

In Topic: Looking For Players : Long Story Arc

22 February 2019 - 09:14 AM

This is what I was doing with wildgrowth. Eventually. So if you want a tie in to the SwarmSurge, feel free.

 

I had planned for it later. If you want to tie in the One Sith scientists and stuff behind the creation of the first hives, before they lost control, that can be a big bad for you. I still have a few of those alts doing nothing.


In Topic: Swarm Templates and Designs

21 February 2019 - 09:40 PM

Wild-Vine1.jpg
Wild-Growth.png
 
 
OUT OF CHARACTER INFORMATION
 
Intent: Wildgrowth Hunter around hives, sometimes driven by the surge to hunt further afield, a warning a surge is coming.
Image Credit: Edge of Tomorrow Film | Custom Text
Canon: Nautolan | Halkra | Arrgar Vine
Links: The Hive Mind | Akestos | KylrayaSwarmSurge | Wildgrowth | The Swarm | Forcegrowth
 
GENERAL INFORMATION
 
Name: Wildgrowth Lurker
Designation: Semi-Sentient
Origins: Wildgrowth | Centax Purifier
 
Average Lifespan: 55
Estimated Population: Scattered
Description: Wildgrowth Lurkers are a result of mixing Nautolan DNA with the Kae Vine. Dense cartilage for the Nautolans made them tough and resistant. While Kae Vines running along its body, act as flailing weapons as well as defensive armor. Usually dark green in appearance, as with all hive creatures orange and red are common, yellow and black less so. They often walk on all fours, stalking across jungles or up trees pulling their prey into their waiting jaw, throwing them about until they are unconscious, or crushing them with their many vines.
 
2ue4sg.gif
 
PHYSICAL INFORMATION
 
Breathes: Type IV Environments or Better
 
Average Height of Adults: 2.0 meters | 6.5 ft
Average Length of Adults: 2.5 meters | 8.2 ft
 
Skin color: Dark Green, Orange, Red, Black or Yellow.
Hair color: Kae Vine
Distinctions: Many Nautolan were experimented upon for a variety of purposes. The Kae Vine being a fast-growing plant, mixed with the Dense cartilage of the Nautolan, and the Centax Purifier reactions created this monster. Wildgrowth can be compelled by the Surge Impulse, to mutate and expand, but it cannot be directly controlled. A catalyst for worse to occur in an environment but not that calamity yet itself. The battle between Hive Purification and Chaotic adaptation will be a long one, and this creature is at the forefront of it. Breeding once every two years, it is asexual but does require pollen from other Kae plants or Wildlurkers
 
Races: Wildgrowth Lurker
Force Sensitivity: Non-Sensitive
 
Strengths:
  • Positioning. Hides as if it were a Kei Vine or Part of the Hive, can lay completely dormant or even burrow under the ground. As with trees. It is a great climber, their vines can naturally pull them, or form traps to capture prey with their many vine tendrils. 
  • Dense cartilage, add to that the Kei vine, and although the Lurkers don't usually have an exoskeleton they take a bit of shooting to kill, mostly because the vines try to fill the gaps as other vines are shot away. 
  • Vines don't regrow on the spot, but the Kei vine does regrow. Accelerated to be closer to an Arrgar Vine in speed. Maybe ten hours to grow a new vine, twenty if there is no rush. This takes food, so the time does depend on hunting and food supply.
  • The Lurker is able to operate 100% without any aid or contact with the hive whatsoever. Although it can often be found hunting near Hives themselves, the vine's in the environment a natural cover!
  • Moves at blinding speed in bursts, its many vines shooting out to catch or throw its targets. Often preferring to come up from underneath or above them.
Weaknesses:
  • Compells Forcegrowth, known sometimes as Darkgrowth or the Anti Hive reaction which can occur in the force. Not a great bastion of light or friendly nudge, think of it like nature's jaws biting back with ferocity. Forcegrowth isn't good for The Hive, Wildgrowth, or anyone else much. It is the natural answer in the force to any imbalance being created by the Hive Mind or rather wildgrowth. What forcegrowth is, has yet to be seen or experienced.
  • As Wildgrowth, a secondary reaction. It is often in conflict with the Hive. Sometimes Wildgrowth Lurkers have been taken by the hive, other times they are operating independently and other times they are in an open conflict. It depends on the greater Surge Domain tendencies, the environment and whatever other factors are in play. Lack of food, other hostility or environmental pressures in the biosphere etc.
  • Rapid firing weapons are best against this creature. Explosives will work as will regular blasters, but they are not going to be as effective as something which fires rapidly like a blaster carbine for example. Weapons such as sniper rifles that can penetrate more than one vine at once will also be useful.
  • Not particularly lethal compared to many predatory species, though being thrown around is certainly dangerous. It is however very disruptive and can cause a real mess of organized formations. It does have teeth, and the crushing strength of the vines can overpower if not dealt with.
  • Sonic weapons. Sonic weapons do really well against this creature's vines for some reason, a vine can often be slowed as it tries to move, or be stunned in place entirely. It is likely this comes from the vines origins, which would often be attached to Hive Convergence Nodes, carrying nutrients to them as they sent sonic signals of their own out.
  • Acts as a weakness to the surprise factor of the Hive's overall seasonal cycles, in that it can give people warning a Surge is coming their way.
CULTURE
 
Diet: Carnivore. Preferring dog or ewok-sized animals.
Communication: Vine manipulation. Hissing. Sight.
Technology level: None Existant.
Religion/Beliefs: Wildgrowth! Mutate. Expand. Hunt.
General behavior: Wildgrowth is best described as unpredictable. The creatures hunts, breeds and nests high up usually. It can form small groups to move about in but the social order to these is very chaotic. Quite often they may kill each other, other times they will work as a unified force, only to rip each other to pieces in their sleep. There is no way to predict how two of them will act in a given moment. Which is the essence of Wildgrowth. Generally hostile however is the best way to describe it, sometimes compelled outward by surge impulses on the fringes of them, as the main hive expands it knows to look for new territory elsewhere. A precursor or warning ahead of time for anything living there.
 
HISTORICAL INFORMATION
 
Wildgrowth. Destined to happen. The first creature purely formed from wildgrowth, which is a secondary hive reaction from chemicals and other mutations the hive releases into the environment. These mutations allow it to expand and learn at a faster rate, although they contradict Hive Purity or Pure Swarm Will, which is the counterbalance to the mutations. The hive uses all these reactions, mutations and experience to adapt itself and design Purer Swarm Will by experience. A more elegant refinement, based on these initially erratic mutations.

The first noted encounter of this creature was on Byss by Kaida Taldir and Khia Varad, which is really where the first wildgrowth had properly occurred. Though rumored other mutations had existed previously. Heavily open to mutation, this creature is a mess in all respects. The Hive often hunts them itself, preferring to eradicate the vermin that plague it. Though rarely they will be captured and used as hunters to protect hives or sent out ahead of surges, often merely compelled to move in an expanding circle outward before the main bulk of the surge arrives.

Further adaptation of the Nautolan genecode perfected this creature slightly more, from the outbreak on the corebound stations. How the DNA was released into the atmosphere so readily for mutation is a story best left to the archives of bitter Sith Lords and their scheming. Though it is far out of their control, they still like to meddle in shaping the hive's development. Futile as their efforts are at present, perhaps one day one Hive Member worthy of guiding Gene Purity will arise Tera Lynx.
 
An as yet unexplored concept. Forcegrowth or Darkgrowth for the dramatic. Is that which the hive has no connection with whatsoever, not even as a secondary mutation or reaction. This concept is alien to the Hive. The Hive is the known, the Wildgrowth is pushing the unknown, Forcegrowth is Dark and unknowable. The force reactions playing out ahead of the Hive, always one step ahead of mutation, and perfection to chase. The appearance of this creature means Forcegrowth is possible, not guaranteed, but possible in an area. If it were to encounter it, chances are the forcegrowth or force reaction would cleanse the wildvermin. This creature does not have an easy life.

One final note. It is an excellent precursor or warning ahead of time for anything living in an area, that a surge might be coming, because this creature has been pushed outward ahead of time. It knows when the hive is about to surge, and although not part of it, will move by instinct when this is about to happen. 
 
 
Wild-Vine2.jpg