Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Croa Development

Well this is both a training/mission/development series. The Croa virus which myself and [member="Camellia Swift"] have been working on got denied the first time with some needed concerns. We are addressing those but there needs to be more development and more work.

Seras is retrieving samples to improve the virus, Cam and myself are building two facilities one on Rendili in the mountains to study the sithspawn bioweapon and one in the deserts of Tatooine that will house sithspawn and could be used as a sisterhood base.

Those who wish to help further develop this virus, please come and help. We need posters and there is no time limit. We are going for long threads with development of their aggression, their wiping out freewill and humanity in beings and most importantly how dropping the infection on a city can make the people tear themselves apart.

Major Points that need to be shown:
  • Loss of identity to the virus
  • Sentience of the virus itself
  • Feral nature of the species
  • Spread rate of the infection
  • Transformation of the infected

Name: Croa
Designation: Sentient
Homeworld: Rendili
Language: Basic
Average height of adults: 1.7m
Skin color: White to black
Hair color: White to black
Breathes: Type I
Strengths:
More flexible than humans: Their bodies with the virus gets softer increasing their flexibility.
Good Nightvision: Their ability to see in the dark and low light vision has increased with a shine on their eyes.
Good memory (in the earlier generations): The primary and initial generations have signs of mental degredations. The first several generations can preform their original functions. Later generations become more feral and give into the augmented sithspawn virus.

Infectious bite/blood/claws: Their claws, blood and saliva are the primary ways to spread the infection with the more exposure from attacks increasing the speed of the infection.

Mixed:
Hive mind: With the augmentations created through further experimentation the Croa virus has evolved taking on strains from previous sithspawn viruses. One being the feral and single minded nature aggression of the sickness producing a hive like mind allowing the croa to coordinate and slowly teach each other how to use equipment.

Transformation: The transformation process after being observed showed different aspects, the process of the body shifting in some species and subject created dangerous reactions with some resulting in brain damage as shown in twi'lek subjects infected and childrens who died in the transformation process. The body can recover but surgical pins can be left protruding from the skin as the muscle mass of some species decreases into ooze and bile they vomit up.

Weaknesses:
Cannot Reproduce naturally

No more durable or physically strong than average humans: Their bodies are softer due to the infection spreading and as they get older their bodies become easier to dismember and pop releasing infectious ooze like pus.

Sithspawn weaknesses: Due to being a product of sith alchemy and the darkside the species is highly vulnerable to force light and if trying to use the lightside will receive extreme pain. Coincidentally the species compared to other sithspawn does not have the ability to hibernate and feed off the darkside.
Continuous infection from single source will weaken venom and endanger the infected.


Virus can be slowed down with anti virals if given quick enough.
Mental degradation with the later generations becoming more feral


Internal Temperature Runs high: The virus is a massive infection transforming and converting the body into a product of sith alchemy. Their internal organs slowly liquify into an internal ooze that severely shortens the lifespan.

Feral Infection: With resulting experiments and the introduction of rakghoul and sickness strains the degree to which the intelligent croa continue to exist is lowered. They are able to resist the dangerous urge to attack and kill, to spread and convert everything but it become more of a struggle.

Distinctions:
Humanoid Appearance
Tail
Claws
Elongated ears
Short fine fur
Infectious blood and saliva
Cannot Reproduce Normally
Naturally High temperature
Average Lifespan: 80 years
(from infection to death)
Races:
Neku: The more intelligent generations that come from the source. Used and bestowed upon the ones of value who require a new level of loyalty. The process is painful and most are able to continue in their previous jobs.
Nasaneku: The more advanced generations that have degraded and diluted reducing the intelligence. Their frustration and ferocity comes out more often as the mental degradation creates a feral madness where a controller must be present such a a sith best master.
Estimated Population: Few, though they can infect other humanoids.
Diet: Their diet is essentially the same as humans, though they lean more towards meat.
Communication: Generally the same as humans, though they tend to meow within their sentence structure or to indicate emotional states of irritation or joy.
Culture:
Similar to humans, their culture depends more on the source they came from. However, as a species themselves, they are incredibly obedient and docile towards those who created them and exist in a high social structure than them (unless ordered to disregard such), orienting towards a Queen. The Queen being their creators or one designated as such by said creators. Social structure is also influenced by the factor of infection. More recently turned are typically seen as lower in status and bend to the will of more experienced members.

Much like the creatures they are based on there are two types, the advanced an seemingly intelligent ones who have been created and infected... and the base ones. Left to their own devices and dangerous randomly infecting and going after anything. It is not a matter of what will come but how with the infection being more potent in small groups instead of one just infecting entire groups. The more venom used the less potent it gets and the more chance of the infected being harmed in the process of changing and transforming.

Infection:
The Initial infection of the species is from the sithspawn virus using processes refined in the more ancient alchemical viruses. The Murakama orchid's process being studied at Al-Khali and the Rakghoul plague from the lower city. The virus kept in a basin to be experimented on and refined at the sith zoo created by the Alchemist and Mother of the Nightmare child. It assaults the

Hell's Blood:
The internal ooze that develops from the organs and internal parts slowly melting within the body. It creates the yaim blood. A hot semi corrosive substance that spreads infection and will spread out. The end stages have the croa slowly seeking to maximize the spread of the infection seeking water and food sources it can infect.

Technology level: The same as humans, typically depending on their basis of knowledge before creation.

General behavior: While they could in theory operate as a normal human society should their numbers ever warrant such a possibility, the Neku mostly tend for the moment to stay hidden on the whim of their creators. Mostly opting to lounge around waiting for orders, typically behaving in playful manners with each other or conducting themselves in normal conversations. Truly their only distinctions from humans depicting their changes is their submission to darkside masters and growth of natural claws and fangs.

History:
Created as a quasi second generation of Rakghouls with the idea of widespread infection in mind. The biggest problem presented with that was, the rakghouls that existed in the galaxy were an unknown iteration and not the first generation. They were not created by the Muur Talismen but created through infection which could prove helpful to see what the infection did to attack the hosts cells and convert them but it would become more diluted as time went on.

So Balaya looked to other aspects, turning to the sciences of the galaxy and find some of the microscopic parasites that had attached to the cells of the galaxy. A symbiotic relationship being formed while she worked to gather the genetic materials of other species. With sith magics she could focus and alter these instead of trying to shape the entire body. The cells would seperate and sread throughout the body converting and mutating as she wanted instead of risking damage to the subjects.

The first part was the gathering with her apprentice of Cathar genetic material, their aggressive nature could prove useful and for a soldier to balance out the foretold behemoths their speed and flexibility would be needed. Then she sent another apprentice to gather zeltrons for experimentation hoping some of their traits might carry over but unsure. She didn't have the technology to make a designer parasite while she continued to infuse sith magics into the cells to keep them from breaking down and rejecting.

Finally the tests came and were needed, subjects were brought in but their bodies were weak and ill suited as some of them rejected the transformation fighting it until their hearts gave out and mutating after their were dead and of no use. One of the more successful subjects seeming to die on the table for a moment and then reawakening with a flurry of thrashes and screams. The sith magic being able to do what evolution would take centuries in weeks of changing the body.

The early symptoms after infection is fever with the body trying to fight the newly introduced cells and the bones are the first to be affected. The marrow deteriorating by 60% to make them lighter and faster while also weaker and frail compared to other soldiers. Next it slowly works its way to the heart increasing the beats per minute ten fold to increases how fast the blood in pumped through the body and spread itself faster and faster. Then it attacks the mind targeting sections for higher level processes.

The end result looks like meningitis and the subject is confined to a bed for several days before succumbing and appearing to die. Then fourteen hours later and three weeks after initial infection the subjects awakens with the virus having fully taken the body. Their incisors will slowly over time become longer and sharper, their finger nails growing into claws and senses becoming more acute. Their minds are more docile and suggestible by dakrsiders and influenced.

While they retain memories of their old lives and brain function enough to use weapons they are filled with the urge to spread the infection to the enemies they encounter and are unable to understand self preservation. They will throw themselves en mass at a target to overwhelm and infect them stopping only after several have bitten or bled on them. The virus is bloodborne and transferred through blood, saliva, bodily fluids from host to target.

This allows for ones fast enough and with the knowledge to purge the body of infection or possibly force light it away on the recently infected. The viral load in the body determining how hard it will be and with retro virals that can strengthen the immune system it can be stopped. However that data would have to be discovered and attained through interaction and risk of infection as even the smallest cut or drop of blood can begin the process.

Higher generations of the species are smarter, the first initial generation being able to retain more knowledge and thoughts of their own while later ones through infected and infected will diminish into rapid beasts. The process is much like the species and subjects they were based on the rakghouls with ones created by the talismen able to use weapons and tactics like a military unit while later generations had devolved into beasts that attacked anything not them.

Synthesizing a cure to the virus is easier then expected, in creating something able to alter humanoid species the anti serum to it was developed. Creating requires diagnosis of the symptoms and creating it to combat the virus. Its sentience and small ability to mask itself as a different virus (the common star wars cold) means that further reasoning for suspecting the origin and danger of it would need to be seen. Immunity to the virus would be harder to find, being transferred through bodily fluids makes its infection base easier but some species like polydroxial are immune with lack of blood or fluids. Creatures with stronger immune systems can slow the progress of the virus inside of them or jedi healers who are skilled in purging foreign infections from the bodies and applications of force light can eradicate the virus.

Irrigating and amputation of wounded limb or area is another way to stop or slow the spread of the infection. (granted if you do it several hours after initial infection it will be less and less effective) The wound site usually able to be identified by a raised bump were the virus entered the bloodstream swelling the skin into a reddish bump that can cause itching and irritation. Symptoms can begin to show and after the first tests on Rendili the viruses infection potency was altered to last longer and draw it out so it would be more subtle. Tests for alter it further may be needed to refine it down the line but the sentience of the virus allows it to try and protect itself by disguising itself as another sickness.

Dev Threads:
PHASE ONE
Infecting Camellia Swift
Gathering Cathar genetic materials
Gathering Zeltron genetic material

PHASE TWO
Seras gathers Murakama materials - 100 posts
Experimentation on virus - 100 posts
Construction of containment facility and testing on infected against other sithspawn - 100 posts
Rakghoul subjects - 100 posts
Experimentation on Force users - 40 posts
Experimentation on Croa obedience -
Experimentation on Croa ferocity -
Experimentation of Yaim's Blood -
Experimentation on Croa Virus with Murakama -
Experimentation on Croa Virus with Rakghoul -
Notable Player-Characters: Camellia Swift
Intent: To recreate a sithspawn species but explain more with the science end of it then the sith magic hoodoo part. Still keeping in elements of the mysticism but making it better able to have a cure down the line.

Note: PC infection requires permission
 
[member="Darth Venefica"] [member="Sitara Qin"] there are three threads in phase two of the project and the reworked sub so far. I am working on some of it and going for the lifespan of the species. Mostly how it slowly burns hot inside and liquifies its organs into an infectious ooze.
 
[member="Sitara Qin"]

In Solarii we are building the Zoo. Think of it like a sithspawn arena to test how lethal the creatures can be. Help there building the walls and seeing someone interesting in alchemy helping to study/commune with the virus itself in the basin.

In the hyperdrives we are building a facility for the development and study of the croa on Rendili in the mountains. Basically you get to play monster movie and round up infected and then bring them in noting observations about how they act. Attacking people, obeying your orders with the darkside to influence.

In Al-Khali, Seras is slowly reclaiming the academy and constructing the place while studying the sickness. You can have some zombie fun luring the jedi there into traps or slowly and carefully retaking and purging sectins of the academy.
 
woohoo one thread is just about done at 98/100 and we're going to be going onto the next ones. A possible capture of a jedi who wishes to become one and thanks to @Melori Raaf and [member="Sitara Qin"] this is coming along. Next stop is on Taris and a 100 post searching for enough rakghouls in the undercity, perhaps finding the promised land and the people there. As well as getting Al-Khali to 100 posts with its construction
 

Users who are viewing this thread

Top Bottom