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Akestos

Akestos

Member Since 02 Jun 2016
Offline Last Active Feb 25 2019 08:26 AM
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The Origins of Forcegrowth, Darkgrowth and SurgeSpawn.

24 February 2019 - 08:08 PM

Open To All Individual PCs

Neutral Space
Planet: Frenoris
Outskirts of Catasha Valley
DarkGrowth and ForceGrowth Origins
Stage 2 Signs



The First Pillar of the SurgeSpawn

 
An unassuming world with nothing of note here. Neutral void space, no call of the Swarm to hear, only distant instruction by the hive. Why they were drawn here they did not yet know. Only that they stalked these landscapes with several other hunters, some under the earth, some above it. Early breeds of hunter-killers the hive was developing, harvesters hunting for signs of wildgrowth or rogue DNA. Akestos's eyes searched outward for signs of movement, of growth, of things to threaten future hives in these regions. Dead metal settlements were not of interest to the greater mind unless they disrupted the seeders. Before him Kylraya hunted and he watched, waiting.
 
Wildgrowth was here, but no hives were here. The Hive did not understand. The disconnect from this place was greater than it should be. Wildgrowth came from Hives, it didn’t just appear. No Hives meant silence, nothing, unrelenting void of consciousness. Here that void was somehow present, greater than it should be. Void that should be contained within the silence was moving.  The whipping vines ahead of the Swarm Mother were lunged upon, the black beast they belonged to a threat to be consumed for answers. He watched her tail secure one vine, her talon cleaved another, a third vine constricted around her waist pulling her into its maw. Her eyes closed going limp, playing dead, and its mouth opened ready to feast. SNAP. Both her talons struck the face and maw at once. Watching as the black vinebeast died before her. Wildgrowth. She clutched her waist, the exoskeleton surrounding them both capable of withstanding greater pressure. Constriction was still unpleasant. 

Akestos came by her side, looking over the valley and understanding the call to move. So used to Surge Impulse it was disconcerting to be directed by the Hive alone, but his towering form lumbered forward into the wake, hunting and seeking the prey before them. Wildgrowth was not easy to understand, or easy to comprehend for the greater mind. His ability to separate himself from the effects of whatever was here was difficult. His towering orange body lumbered into the valley below, leaving her on the hilltop looking down. Her eyes his direction going forward, having less and less link to the focused mind the further he went. The valley before them both was lush with life, hunters moving through it, hearing the call and not understanding why. 

Tank Eater

23 February 2019 - 10:20 PM

tankerbug.jpg
Swarm-Surge500.png
 
OUT OF CHARACTER INFORMATION
 
Intent: Surge Predator | Heavy Armored Charging Unit | Magma Breather | Burrower
Image Credit: Starship Troopers Film | Custom Text
Links: The Hive Mind | Akestos | KylrayaSwarmSurge | The Hive | The Swarm | The Surge
 
GENERAL INFORMATION
 
Name: Tank Eater
Designation: Non-Sentient
Origins: The Hive Mind, also known as the Swarm Mind when speaking collectively.
 
Average Lifespan: 72
Estimated Population: Scattered
Description: As big as a house, as black as a beetle, and as hungry for tanks as one insect could ever be. This eight-legged monstrosity is commonly seen surrounded by a hardened exoskeleton of Terminus Barab Armor. The Tank Eater can be orange, red, or yellow but in a rare twist for hive species, it is most often black. Its body has an excess of fluids to help keep it cool from a large amount of magma it carries in its stomach and throat. While its eyes are blue when at rest, they take on an orange hue when hunting or spotting creatures via their heat signature.
 
Tank-Eater.gif
 
PHYSICAL INFORMATION
 
Breathes: Type IV Environments or Better
 
Average Height of Adults: 20 meters | 65 ft
Average Length of Adults: 28 meters | 91 ft
 
Skin color: Black, Orange, Red, Yellow.
Hair color: None
Distinctions: Tank Eaters as their name implies are suited for eating tanks. Burrowing like beetles they love heat, and they love hunting by vibration and heat. Especially gifted at tracking heat sources from vehicles, large groups of people or other predators even at night. It likes nothing more than coming underneath tanks, structures or large groups of enemies and chewing them to pieces. Other times you'll see it skittering over the surface with the Surge. Skittering is a nice way for saying a two-story house is moving on eight legs toward you and spitting a stream of magma as wide as a tank. The ground will shake, the tanks will be eaten and the enemies of the hive will burn. Now when's lunch?

Like the Kubaza Beetle they were bioengineered from, the Tanker bug will explode in a shower of magma when killed. Meaning its charges into enemy formations are not just terrifying but deadly. When this thing appears, it's one of the creatures you want to be shooting first. If you hear it underground, focus fire! 
 
Races: Tank Eater
Force Sensitivity: Non-Sensitive
 
Strengths:
  • Spits tank sized magma streams up to 120 meters.
  • Temperature. Regulates Heat, Gives Off Heat, Can Survive in Magma temperatures and help fuel hive structures that need magma to operate. Carrying magma means cold doesn't affect this bug much either.
  • Eats Tanks! Hunts by vibration and heat, doing so well at night or in the day.
  • Can take a larger tank shot. It's bioengineered to be the creature that deals with tanks. Underneath the Terminus Exoskeleton, its own natural body is absorbent and resilient.
  • Explodes when near death, sending a magma shower 25x25 meters wide. There are about five seconds of warning, it begins to shake, the cooling fluids in its body evaporate and the creature explodes outward.
  • Fearless. The Hive's Mind, The Swarm's Will and the Surge Impulse control this completely.
Weaknesses:
  • Small arms fire does better against this creature. Concentrated smaller shots finding gaps in the armor that larger munitions cannot hit. Whereas large projectiles and larger energy shots are going to have a harder time unless they are pinpoint weapons. Explosives might do okay, in this case, fragmentation is better than piercing.
  • Magma sounds great. Until you realize magma burns most things, including other hive creatures. Exploding magma can harm every hive creature nearby depending on its heat resistance or armor.
  • Inside the mouth, if it opens to spit fire, it is a good spot to throw a grenade.
  • Slow to heal. Due to its immense heat and a large amount of bodily cooling fluids rather than tissue. This creature doesn't heal quickly on its own. There are Hive buildings or creatures to help negate this weakness but it doesn't help on a battlefield often.
  • Can be misled by moving heat signatures or vibrations elsewhere. This instinct can override regular Swarm Will, just not hive mind's direction, which is much rarer for any one creature in a surge of thousands.
  • If topside. It isn't very hard to hit the thing, or see it coming, even if finding a specific weak spot takes more effort or a closer range.
CULTURE
 
Diet: Minerals and Ores
Communication: Magma Signs, Body Language, Sight. The Hive's Mind, The Swarm's Will.
Technology level: None Existant.
Religion/Beliefs: The Hive Mind, Build. The Swarms Will, Exist. The Surge Impulse, Expand.
General behavior: The Hive uses these large creatures to eat tanks and hunt vehicles across the ground. It also uses them to burrow from time to time and often clear out blockages. In fact most of the food it eats it finds as it goes about its duties, maintaining tunnels made by larger Surge Worms. If left to its own devices, it will probably nest in a tunnel, breeding once every 5 years if it can find the opposite gender.
 
HISTORICAL INFORMATION
 
The Hive likes Mustafar for the heat. Shame nothing ever grows there for it. Nothing from Mustafar integrated into the hive when they engineered the first magma creature and still nothing has now. All the Hive has been able to do is harvest DNA. Which it keeps doing. Collecting what it can for integration, and creating two genders for self-sustaining populations going forward.

Tank eating bugs are a new concept to counter the larger dead metal the hive has encountered. Although not very nutritious, they do still make tempting meals for these creatures who hunt them for their heat and vibration. A good thing to charge a tank or artillery line with and take some of the fire. They stand out as big targets, and you want to kill them fast because of their explosive reaction, so it's not a bad plan. Only it can be wasted fire better saved for when they are closer for infantry, only more dangerous as a result.
 
It has used these creatures a few times now to breach structures or clean out any dead Surge Worms in tunnels, which its magma is well suited for. In fact other than heating hive structures and refueling them at times with its magma, it is well suited to removing any kind of blockage in a hive tunnel, interlinking Hive connection, or passage to the site of any surge.
 
 

 


StormSurge

23 February 2019 - 04:14 PM

Orange-Storm.jpg
HiveMat.png
 
 
OUT OF CHARACTER INFORMATION
 
Intent: StormSurge. An Ion storm and obscuring 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 Magnitude 1 - 10
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, structures or droids. To protect Hive Worlds, very large Hives, and Surge Fleets. To obscure surge movements behind the cloud.
 
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 mineral dust cloud.
+Damages Ships, Droids and metal structures. Fast moving plasma flashes of ionized gases, causing magnetic discharges. 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 easily 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 army 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.
-While biological creatures don't attract magnetic discharges near as much, they still don't react well to lightning unless it is migitated somehow.
 
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. 

Usually 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 or 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

Wildgrowth

23 February 2019 - 06:42 AM

Wildgrowth. Your part-time enemies, part-time friends. Useable in threads, but never fully under your control.

 

Tython Forgi - Infectious Bacteria

Red Mushrooms, Relative Numbers: Average

 

 

Wildgrowth Lurker 
A wild creature, known for its many vines, Relative Numbers: Below Average
Found around hives or sometimes lying dormant near their vines. Often at the front of surges, pushed out ahead of them from the impulse. Think of consciousness expanding and wild growth being at the edges of it.

 

 


Wildgrowth Lurker

23 February 2019 - 06:17 AM

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 Wild Lurkers
 
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 being 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. If you were to read its mind, you would see a raw form of chaos.
 
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