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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
___________________________________
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]
___________________________________
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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