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       #Post#: 75--------------------------------------------------
       Headcrab / Parasitic Guide
   DIR By: Imperator Radec
       Date: October 18, 2017, 9:18 am
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       Brief Description: Headcrabs are creatures that are housed
       within the borderworld of Xen, bred outright by the mother
       specimen of all headcrabs; the Gonarch. As such, most born
       headcrabs in Xen are completely native to the alien fauna unlike
       those being born and bred on Earth, after the resonance cascade.
       The whole species itself have been observed to biologically
       adapt and evolve faster than most other species in Xen, being
       able to change their form due to that of the native fauna they
       would feast upon, or even victims that fall prey to their
       predatorial hunting techniques. They are Omnivores (however
       their preferred food to consume would be that of meat) but only
       when the situation is dire or if they have accumulated a form of
       intelligence that adapts their predator-prey hunting style to
       gain the best of both carnivoral and herbivoral behaviours.
       The creatures all have four legs (except for the original strain
       template of the species), which make them exoskeletal in nature,
       covered by an either thick or thin hide depending on the type of
       species. Multiple eyes are very slightly visible at the front of
       each strain, with the total amount of six eyes being the primary
       visual output of the creatures, with three from each side of the
       front of their hide. Xenian biology is incredibly strange in
       detailing the specimen's body functions, as it is all guess work
       to a certain degree. All of them share very similar bodily
       techniques, but all function very differently.
       Occassionally, within your time roleplaying on the server, you
       would have seen various individuals with a form of "Headcrab
       whitelist". This will be the main guide on how headcrab roleplay
       will be permitted within the Origins community. Although the
       Headcrab whitelist itself isn't available (yet?), it is at this
       time, a citizen given a model reskin to one of the three
       headcrabs seen throughout Half Life 2. The way you are to obtain
       this whitelist is by donating approximately $5+ towards the
       server. This is not handed towards anyone so suddenly; therefore
       the only way for anybody being able to gain access to Headcrabs
       is by the small donation.
       Your headcrab character is still affected by the universal
       "Character Lives" rule. If your character dies and is Perma'd,
       you are instantly reset back to hatchling.
       The only way you will be able to communicate to non-headcrab
       roleplayers is by hissing, squealing or squeeking, the literal
       most basic example of this would be the following:
       [font=verdana][color=red][me=ImperatorRadec]hisses at the
       individual standing before it, in a threatening manner.[/me]
       _______________________________
       Headcrab Selections & Stages: As said before, there are three
       headcrabs available which can be found on the server. Each three
       crabs will have their advantages and disadvantages depending on
       the roleplayer's style. If you are undecided, you may message me
       personally and I will attempt to find your most preferred
       headcrab to roleplay as. Usually it is very difficult
       considering crabs are always obliterated when encountered upon
       in the base game... but in roleplay, you'll both learn to love
       them, and fear them.
       Another important factor to remember about headcrabs is their
       growth proccess. No matter which headcrab it is, it's important
       that they MUST FEED ON MULTIPLE HOSTS in order to grow into a
       larger form, and if a crab is left unchecked in doing so, it can
       and will become a major problem both by itself, and when it
       consumes a host body. Each specimen has the same growth stages:
       HATCHLING: Small, agile, really damn sneaky. You are fresh out
       of the oven and into the frying pan. You will not be able to
       attack anyone yet since you're just a baby. Don't be saddened,
       you can wait a couple of days or passively roleplay your way
       into eating native fauna on Earth that will speed your growth
       process. You can jump quite far just like every other crab. By
       best bet, it would be wise to wait until your claws, teeth,
       spikes and talons have started to show before trying to show
       your face to your new world!
       GROWING: Assuming you've just "vagened" your way through to the
       growing stage, or you sat and clock-watched for a couple of days
       through the hatchling process, then the collective of headcrabs
       now greet you as one of their own that doesn't need to be taught
       how to walk and jump a few centimeters. You are now able to go
       around and attempt to eat people at your own discretion, as long
       as they don't really pose a major threat to you. Ordinary
       citizens are GREAT, this time of season. Happy hunting! You are
       able to be domesticated by the human populace if you so wish to,
       but those supplements they might give you smell pretty nice,
       don't they?
       MATURE: As a mature headcrab, they are now even bigger and
       stronger than they originally were. Mature headcrabs have the
       opportunity to consume hosts quicker, whilst also being able to
       hunt even more viciously than their subordinate peers. Toxins,
       spikes, talons, claws and teeth are much more... dangerous, than
       they were before. Mature crabs however make a great, delicious
       meal for Vortigaunts, so if there is one within your immediate
       vicinity then it would be wise to hide until it is gone. Mature
       crabs will take time to evolve themselves into an Alpha
       creature, which is not an easy task as it requires constant
       feeding in order to gain the valuable nutrients and vitamins
       that a headcrab requires for its survival. If you wish, you are
       able to turn on your domesticator and make a delicious meal out
       of him/her.
       (If you are still domesticated, you cannot advance to the Alpha
       stage of your strain as it goes against everything that is
       keeping your biological process alive.)
       ALPHA:The most dangerous, always lurking within the shadows
       until they see a very good reason to consume a next target. The
       Alpha headcrab of any strain is not to be trifled with,
       considering their growth stage has reached a point in which they
       are ferociously strong, and fast... however the good news is due
       to their natural growth, some of them won't be able to fit into
       tight areas. Alphas aren't domesticatible unless captured by the
       Combine or Resistance for study, which makes you a great target
       if the Universal Union learns of your where-abouts and sends a
       Bio-Hazard team to capture / contain / kill you, or even
       Resistance members wishing to do the same. Vortigaunts will also
       still view you as a form of tasty meal. However, the perks of
       being an Alpha is that the new type of "Super Zombie" relevant
       to your being, is available to you, which is the GONOME, TYRANT
       and the PROWLER.
       ___________________________________
       Strain One: Original Headcrab
       The Strain One headcrab is the most commonly found specimen
       throughout Half Life, often hunting or residing in packs than
       being left to their own devices, individually. In most cases,
       the Strain One is the second strongest of all its kind, being
       able to jump far, high and deliver quite a blow towards its
       prey. Their mandible-like claws are incredibly sharp, along with
       talon-like teeth at the front which will puncture through even
       semi-resistant materials, which also includes metal and plastic
       objects. Their underbelly is very large, as if a cannonball had
       attempted to shoot straight through the crab, itself. They are
       also domesticatable, which allows them to be kept as a form
       of... "tamed" wild animal. However, the process of having one of
       these remember an individual face is not a reliable option, as
       their memory dwindles from time to time and require a constant
       amount of attention.
       However, in combat, if there are more than one of these
       creatures, the difficulty of keeping tabs on not one, but two or
       more, will be increasingly difficult as they do not tire, nor
       are they afraid. They will lunge at their nearest prey in order
       to make an attempt to fully consume the prey as a host body, but
       that doesn't mean they are entirely an metabolistic xenos
       lifeform. Their hides are resistant from a few weapons
       discharges, however they are still injured and pained just as
       easily as the rest of their kind... same with what ever is
       trying to eradicate them.
       Be careful of Strain One Alphas; if one crab is continuously
       feasting without end on one host body, the Strain-One Alpha
       could potentially turn its host body into a Gonome; a mature
       version of the original headcrab zombie that is not only very
       intelligent, but it can climb, is heavily resilient to
       small-arms gunfire and is able to run and swipe targets just as
       rapidly like a fast zombie would... lastly, it will be able to
       throw hazardous larvae-like projectiles from its inner-maw
       (stomach-mouth).
       ADVANTAGES: Claws and Teeth are razor sharp; puncturing is
       possible, able to jump higher than the fast headcrab, resilient
       from being attacked by non-sharp weapons, can pick up pace if
       need be (power-walking), can mature into an Alpha quicker than
       other headcrabs, can enter vents at any size, cannot tire, can
       turn into the GONOME, the most powerful of all the three "super
       zombies".
       DISADVANTAGES: Unable to regenerate, cannot sprint, vulnerable
       from behind and sides, vulnerable when lunging (visible
       underbelly), low memory span (forgetful), will not chase its
       prey for long, original zombie is slow and steady, must consume
       multiple individuals to become mature.
       NO ROLL BONUSES.
       
  HTML https://upload.wikimedia.org/wikipedia/en/5/54/Headcrab.jpg
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       Strain Two: Fast Headcrab
       The Strain Two fast headcrab is a very thin exoskeletal Xenian
       creature that mostly evolved by consuming a heavy form of
       natural ingredients to heavily quicken its initial growth cycle
       from Xen, or on Earth. It contains four spikey legs that are fit
       for its manouverable and agile hide-build, allowing it to be
       extra sneaky by using speed and cunning to its advantage. The
       elongated claws, which serve as weapons as well as a means to
       latch on to surfaces and literally climb walls, where they then
       wait to attack unsuspecting prey, makes them a dire threat to
       unsuspecting individuals. The creatures are not domesticatable
       due to their natural aggressive behaviour; the reason for this
       is that they understand their weaknesses and are easily crushed.
       The fast headcrab is the second smartest out of all headcrab
       strains, being able to communicate much better in packs or with
       a companion and working alongside Strain Three headcrabs much
       better when they serve as a distraction, and a lethal blow.
       They are the MOST territorial, so expect a fast headcrab to
       attack any individual (no matter what it is) if it gets too
       close or it finds itself cornered. Fast Headcrabs are able to
       move quickly in any environment. Their slim body allows them to
       dodge incoming attacks with premature ease, whilst also
       retaliating swiftly afterwards and repeating the process...
       however, being bludgeoned by basically anything is a very real
       deal with these poor souls. Their hides are incredibly soft,
       linked with an even lighter version of their spike-legged
       exoskeleton. A fast headcrab must also consume the ENTIRE
       biomass of an individual host body multiple times in order to
       reach the next phase, which is a moderate to long process due to
       their fast metabolistic needs.
       Alphas of the Strain Two are incredibly quiet, making next to no
       sound, whilst keeping a very, very fast pace to themselves with
       an unlimited amount of sprinting power. The fast headcrab is
       most recommended for advanced roleplayers that wish to bestow a
       stealthy, hostile aspect to their headcrab character.
       ADVANTAGES: Razor-sharp exoskeletal legs, can latch onto walls,
       can climb walls, jumps further than an ordinary headcrab, can
       sprint, able to use vents, is very silent, difficult to detect,
       small, can rapidly attack and dodge at the same time, can turn
       into the fast zombie, incredible memory, Alpha growth stage can
       turn into the PROWLER, a fast zombie that is a master of hunting
       in hidden environments and able to attack multiple people at
       once on its first attack, strike faster than an original fast
       zombie, slightly more resilient and even able to leap from the
       ground up to medium sized buildings.
       DISADVANTAGES: Cannot regenerate, very vulnerable to basically
       anything and dies easy, slow maturing process, cannot be
       domesticated, mostly angry, easy target by itself, outmatched by
       more than one opponent, can tire out, vulnerable from behind.
       ROLL BONUSES BELOW
       +15 on dodging (/roll 115), +10 per headcrab assistance (/roll
       110, 120 etc)
       -15 when outnumbered (/roll 85), -15 wounded (/roll 85)
       [img]
  HTML https://vignette.wikia.nocookie.net/half-life/images/4/44/Fast_headcrab_concept.jpg/revision/latest/top-crop/width/480/height/480?cb=20091005140149&path-prefix=en[/img]
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       Strain Three: Poison Headcrab
       Poison headcrabs are identified by their black exoskeletal-hide
       and are often heard more than the other strains by their jagged
       steps from their four ridged, spikey legs. However, the poison
       headcrab is the slowest out of all headcrabs and cannot use any
       of its muscular power to actively escape a very dangerous and
       one-sided situation, unless it tries to skitter and jump away!
       Despite this, the poison headcrab makes up in absolute brain
       power and a very tedious and hair-chilling weapon, unseen and
       deadly... venomous neurotoxins. The poison headcrab is able to
       deliver this venom on an individual from its four fangs on its
       chelicerae (frontal mouth). It is also able to transmit this
       venom through visible and jagged spikes ontop of its hide and
       partly its legs, if an individual is able to play out their
       hunting process smartly. However, the poison headcrab takes the
       longest to grow into the next stage of the creature. As such,
       the only way for the poison headcrab to purely make its mark on
       society, is actively hunt in the area it is mostly familiar
       with.
       The poison headcrab may be the slowest but it is certainly not
       the dumbest of all headcrabs; it is actually the smartest. The
       creature is able to use its dark tone of skin that can hide it
       in the most thickest of darkened corners, staying completely
       silent. It will also emit a sort of mouse-like sound emitting
       from its chelicerae that can lure or even turn away individuals
       due to its (un)familiar nature.
       It is possible that the poison headcrab is a form of Combine
       bio-weapon that spread through major areas of Earth, including
       population centres. Poisonous headcrabs are not lethal in the
       bites they give, but the neurotoxins they are able to distribute
       to their target. Toxins play the MOST IMPORTANT role with this
       strain. Alphas of this strain will be able to host a "Super
       Zombie" known as the TYRANT, a majorly slow but tank-like poison
       zombie that is covered with other poison headcrabs as back-up.
       Being impressively resilient to firearms, it is unfortunately
       the loudest and the slowest, but its strength is unmatched if it
       is able to even touch an individual. Able to throw acidic
       compounds at individuals from afar.
       ADVANTAGES: Unlimited amounts of neurotoxins, varied power of
       poisons, bloats up when maturing, builds extreme amounts of
       momentum in order to lunge, can skitter away and escape during
       combat (if successful), can lunge away doing the same thing,
       most endurable of all crabs, works well with other headcrabs,
       literally invisible in the dark, cannot tire, not vulnerable to
       melee... SPIDER = ARACHNOPHOBIA
       DISADVANTAGES: Non-dangerous bites, cannot enter vents when
       mature, cannot sprint, cannot power-walk, easy target for
       domestication, vulnerable to firearms from all sides, incredibly
       slow, literally screwed if opponents have the high ground,
       completely reliant on toxins in combat, cowardly behaviour; will
       seek to retreat when threatened enough (or even shot / hit).
       ROLL BONUSES BELOW
       +10 on Lunge (/roll 110)
       -10 when first hit and for every next aggressive or hostile
       action [Cowardice] (/roll 90/80/70/60 etc)
       Toxin Injection (every successful strike): It is important for a
       poison headcrab roleplayer to do a personal roll for themselves
       when ever they strike an individual with spikes or teeth, when
       using poison. This means that your opponent cannot roll and is
       forced to accept the outcome of the poisonous bite considering
       it's in their bloodstream, no matter who they are. The higher
       the roll, the better the outcome for you... and worse outcome
       for your prey. Poison can be cured by antiseptics or antidotes.
       If the prey is incapacitated and cannot call for help, the
       poison headcrab must roleplay how the neurotoxin works to kill
       the person they injected.
       Hatchling Crabs do not gain a bonus.
       Growing Crabs do not gain a bonus.
       Mature Crabs gain a +5 to their poison check.
       Alphas gain a +10 to their poison check.
       0 - 19 (Nothing to Minor Pains)
       20 - 29 (Minor Pains)
       30 - 49 (Major Pains & Aching)
       50 - 64 (Major Pains, Aching, Chosen attacked limb stunned)
       65 - 74 (Striking Pains, Aching, Chosen attacked limb &
       connected limbs slightly incapacitated)
       75 - 89 (Striking Pains, Aching, Internal bleeding, Chosen
       attacked limb & connected limbs non-functioning)
       90 - 95 (Striking Pains, Aching, Convulsion, Internal bleeding,
       Entire body about to collapse)
       96 - 100 (Instant unconciousness [Prey must roll +75 to stay
       concious to call for help], Organ failure, Internal bleeding,
       Death imminent without antidote)
  HTML https://tcrf.net/images/thumb/5/56/Hl2final_poisonheadcrab2.png/300px-Hl2final_poisonheadcrab2.png
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