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City 17: Revisited :: City 17: Revisited :: RP Information :: Bestiary
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 Bestiary
« Thread Started on Dec 6, 2007, 3:53pm »
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There are a few creatures that are hostile to everyone, mostly former residents of Xen. Mostly without exception, the creatures that follow are hostile to rebels and Combine soldiers.

Headcrab- Headcrabs are small blobs of four-legged flesh that subsist by coupling with hosts via launching onto their heads and embedding their legs and beaks into the host's skull... directly tapping into their nervous system. This allows the headcrab to control the host. The standard headcrab attacks by simply launching itself at a potential host, aiming for the skull but usually just cutting the victim with its legs and beak. They're either colored dark-tan or dark-orange, depends on your viewpoint really.
Headcrab Zombie- When a headcrab seizes control of a host, the victim undergoes horrific mutations... the end result being what can only be called a "zombie". Ripping open a large cavity extending from the top of the breast to the top of the groin, zombies use this gaping maw to eat... since the mouth is obstructed for obvious reasons. If the upper body is not damaged too much, a headcrab zombie can survive even when its torso is separated from its waist and legs. Headcrab zombies appear to be aware of their condition to some degree, evidence by their constant horrified screams of agony and fear. Some people have even been able to make out extraordinarily disturbing cries for help amidst the unintelligible yelps. There are four variations of headcrabs, and five variations of zombies, not counting the variations that occur when headcrabs couple with non-human and sub-human hosts, such as Vortigaunts and Combine. Standard zombies shamble around at a fairly slow pace, but they are very powerful and can easily decapitate a person with one good swipe from their deformed hands.
Fast Headcrab- The fast headcrab is a variation that sports much longer, thinner legs... which enable it to sprint across the world at a blinding speed. Its absence of a beak is substituted with razor-sharp barbs at the end of each limb... which the headcrab embeds in the host's chest and back to keep itself in place.
Fast Zombies- The product of fast headcrab hosts stripped of nearly all their flesh so they appear as gaunt, nearly-skeletal figures. These zombies run at frighteningly high speeds on all fours, and can leap incredible distances.
Poison Headcrab- A black-ish variation of the headcrab with jointed legs that sport a white band at each 'knee'. Poison headcrabs inject an incredibly potent neurotoxin when attacking, which will almost certainly kill anyone not wearing an HEV suit. They are known for their wide range of sinister vocalizations, ranging from rattle-snake like hisses, to mocking-bird esque chirps.
Poison Zombies- Bloated monstrosities that are unique in that they carry several poison headcrabs at once, which they fling at their targets to attack. The venom from their headcrabs has inflicted severe necrosis on their bodies, giving their skin dark-blue, dark-purple, or black tinges.
Water Headcrab- The water headcrab is a somewhat rare variation that sports wider legs and more powerful biceps, as well as thin webs between their legs and beaks. Water headcrabs cannot breathe water, as that would require a complete rewriting of their biological make-up. However, after constant exposure to the oceans they have developed the ability to powerfully stroke through water, using their widened legs and webs as fins. They have been observed diving shallow distances, but only the most powerful can do this. Water headcrabs latch onto hosts via inward-pointing barbs within their legs. They are colored pale-blue.
Water Zombie- Water zombies are unique in that they do not experience severe appearance mutation. Indeed, the only external modification made to their bodies is slightly webbed fingers and pale-blue skin. The headcrab latches itself to its host by embedding its two front legs in the roof of the host's mouth... exposing the chin and lower jaw. However, internally, massive changes are made. The water zombie gains the ability to essentially vomit up underdeveloped water headcrabs... which is the main reason its mouth is left unobstructed. This method of reproduction is unique, as other headcrabs are born from the Gonarch.
Gonome- The final stage of a headcrab zombie. Gonomes are more developed in virtually every aspect. They are more intelligent, stronger and faster. The hosts lose nearly all their consciousness, allowing the headcrabs complete and total control of their now heavily deformed host. Gonomes can generate an acidic saliva from within their chest cavity, which they throw at victims to paralyze them for easy consumption. The gonome's preferred habitat are man-made structures... since at this stage, gonomes need to create 'lairs' from their saliva to survive.
Gonarch- Gonarchs are the last stage of a headcrab. They have four heavily armored legs, and a soft, bulbous sac under its main carapace. All headcrabs, with the exception of the water headcrab, are born from a gonarch's sac. Very, very, very few headcrabs reach this stage. So far, there have only been two sighted gonarchs. One was killed by Dr. Gordon Freeman. The other roams the Artic Region, residing in a roomy cave. The Combine have managed to retrieve the sac from the previous gonarch, the one Freeman killed, and now house it deep in the Citadel... where it constantly pumps out headcrabs with the help of life-supportive machinery.
Antlion- Antlions are four-legged Xenian insects, known for their extremely xenophobic behavior. If anything and anyone steps on an antlion's territory during spawning season, swarms of antlions will erupt from their tunnels and proceed to maul, rip and maim to Hell the unfortunate intruder. They have flimsy wings, guarded by flaps of exoskeleton, but it is rather simple to ground an antlion. Simply fire a concentration of bullets at the wings, and they'll fall right off. Similarly, you can decapitate or sever limbs by focusing fire on the body. Antlions attack with their front two legs, which are extremely sharp, and occasionally their rudimentary teeth. They may be controlled to some extent with a pheromone pod, a soft organ which can only be retrieved from a myrmidont.
Myrmidont- Myrmidonts are a different form of antlion far stronger and faster than drones, towering above them with their monstrous armored head and carapace. They sport lines of razor-sharp teeth under their head, and blue attenae on their back. Myrmidonts act as guards in an antlion colony, commanding drones with the pheropod buried within its body, directly between the lungs. Myrmidonts generally attack by charging at an opponent, butting at its target with its gigantic skull.
Antlion Queen- Antlion queens are the core of an antlion colony society. It's the mother of each and every antlion in that colony. An antlion queen is relatively defenseless, as it needs to remain constantly still to successfully process and lay eggs. In appearance, antlion queens are identical to ordinary antlions other than their greater size, and the fact that their carapace sort of morphs into a large, dark-brown egg-sac... from which it lays thousands of fist-size eggs at a time. An antlion queen is constantly guarded over by a large number of myrmidonts.
Antlion Worker- Antlion workers are the backbone of an antlion colony... building the tunnels and nursing the larvae. They appear as small creatures with an antlion's carapace, and an ant's head. They have a pair of small wings on their back, and they glow with a dull neon-green. Far from calm laborers, Workers will fiercely attack intruders with its venom-coated mandibles, as well as flinging a conglomeration of saliva and poison at its targets.
Antlion Larva- Antlion larva are infant antlions... individuals who have grown out of their incubation stage and have escaped their eggs, but are still too underdeveloped to move. They appear as neon-green glowing larva, about the length of your arm going from the elbow and as wide as your leg. Though they're technically harmless, if you damage or even touch a larva, the entire colony will be fully aware of your position and presence.
Poison Antlion- Poison antlions are venomous variations used by the colony to paralyze future food-sources. They implement a neurotoxin similar in chemical makeup to the poison headcrab's venom. It is likely to kill anyone not wearing an HEV suit or something similar to it within .
Bullsquid- Armed with barbed tentacles and an almost absurdly powerful tail, which ends in a fearsome-looking sickle, bullsquids are feared by Combine and Rebels alike. Known for their reputedly delicious tentacles, bullsquids are notorious for their apparently genocidal hatred of headcrabs. Bullsquids were, for reasons that are under investigation by a few Rebel scientists, largely overlooked by the Portal Storms... and thus are quite rare in the world.
Alien Grunt- Alien Grunts were previously the backbone of the Xenian military, and were instrumental in the initial assault on Black Mesa so many years ago. However, with the Nihilanth dead, they can be occasionally be found wandering the countryside with their own personal motives. According to most vortigaunts, it would be extremely unwise to attempt communication with them, so they are usually left to their devices. Surprisingly, Grunts are reasonably docile, only attacking in defense most of the time. They attack through the use of a synthetic weapon that fires wasp-like entities. These organic projectiles, previously controlled by the Nihilanth telepathically, now are extremely inefficient... rendering the Grunts much weaker and less dangerous than they once were. However, their pincered hands are still perfectly capable of impaling a human body with the effort it takes to swat a fly.
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Programming nowadays is essentially a competition between nature and programmers... with programmers striving to build bigger and better pieces of software, and nature trying to build bigger and better idiots.


So far... nature is winning.
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