Post by Gravedust on Oct 19, 2016 14:39:23 GMT -8
OVERVIEW OF GEIST PHYSIOLOGY AND ATTRIBUTES
-Compiled by the NEA Presidium Ministry of Science-
While Geist can be placed into broad categories based on appearance and ability, it should be understood that no two Geist are exactly alike. Even between two creatures of the same class and type, there will be innumerable minor and occasionally major differences in form.
All Geist, however, do share a few common attributes. Their skin is thick, and capable of chromatophorically shifting colors to match the dominant color of the environment. The skin can be mottled by lens-like stripes or patches, which appear to be sensory apparatus of some nature. Certain Geist, especially the larger varieties, may exhibit a smooth, chitinous plates which function as armor, protecting the creature's vitals. They do not radiate body heat. While their insides are wet they do not appear to have a true circulatory system, rather they are filled with a viscous, deep cobalt fluid, in which floats a number of varied and largely unidentified organs. Dissection has always proved difficult because when killed, they decompose entirely in a matter of hours into a dark-brown, oily sludge. No method has been found to halt this process.
When injured, their internal fluid hardens and forms a scar in a matter of seconds that seals up the wound. This allows them to survive injuries that would kill most other living creatures through blood loss alone.
Therefore, a kill must be achieved by causing enough damage at once to overcome the Geist's natural healing abilities. In short, by causing massive internal disruption. This can usually be accomplished via a sustained, accurate burst from most modern combat weapons, or a single devastating hit from an explosive or heavy calibre weapon.
An analogue to the human brain or heart or other 'weak spot' has never been found to exist in the Geist. Best results are achieved by aiming for center mass.
Beyond the purely physical, Geist exhibit further, more exotic attributes.
The first is an unexplained phenomenon that has been termed as an 'entropic field'. This field seems to be present in the vicinity of all Geist, and it's range and magnitude increases with the number of Geist in the area. While the cause is still not understood, the effect is a serious degradation in the operation of many forms of electronic and complex mechanical equipment. Computers and other sensitive equipment tend to fail. Radio transmissions and other forms of broadcasts suffer from serious interference and degradation. Primarily mechanical devices such as engines will function reliably, but the more complex the device, the more prone it will be to failure. Computerized systems must be designed and programmed carefully and with myriad failsafes in order to run for any extended amount of time. AI cannot be run in the presence of Geist without quickly becoming unstable.
Second; All Geist seem to have an unexplained, innate knowledge of when a human is present nearby. This has been observed in situations where there were no other possible means of detection. Anecdotal evidence suggests that this sense is not accurate enough to pinpoint an exact location, but is well developed enough to allow the Geist to intuit rough distance and direction. It has been speculated but not conclusively proven that what the Geist are detecting are the minute electrical charges that make up the human nervous system. If this speculation is accurate, it could be said that Geist can 'hear' human consciousness.
Third; Geist have a well-documented ability to effect human cognition. The presence of Geist causes deep feelings of unease or terror, difficulty in concentrating, and even nightmarish auditory and visual hallucinations. The term 'Haze' was coined by the first soldiers to to describe the effect of this phenomena.
Haze is present in some amount wherever Geist are encountered, however the level and symptoms can vary widely. Modern soldiers recieve training to resist it's effects, but even the most hardened psyche cannot withstand such an assault forever.
The one positive aspect of Haze, is that it provides an indicator that Geist are nearby.
There are some who theorize that Haze is not caused by the Geist, but is rather the human mind's own reaction to their presence.
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GEIST CLASSIFICATIONS
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M-CLASS ('Multiple' or 'Mass')
M-class Geist tend to travel and attack in large groups of 6-40 entities per swarm. While they are less dangerous individually than other Geist, they can still pose a serious threat by sheer weight of numbers. They generally tend to be unarmored and most small arms fire is sufficient to kill them. NEA classification nicknames for M-Class will usually start with the letter "M". Most M-class Geist seem to have a sub-human level of intelligence, though reports occasionally try to credit them with a shared-mind capability.
Common M-class Geist archetypes follow:
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Mongrel (Ml)
Mongrels are one of the most basic and numerous of Geist. They roam in large packs and can have seemingly any form, ranging the bizarrely alien to chillingly humanoid. In sectors which have been overrun they tend to cluster in concealed areas, such as buildings, and charge out in large numbers when disturbed. On the attack, they roam in large packs, grouping together instinctively and charging at any life they see. While possessing no ranged capability, up close they are more than capable of simply beating a soldier to death, and even tearing light vehicles apart at the seams.
--------------------------------------
Mobber (Mr)
While appearing to be many creatures, is is believed the Mobber archetype are actually spawned from a single creature, possibly a mutated Mongrel, that is constantly growing and dividing to form a sprawling, howling, grotesque 'mass' of creatures; essentially a crowd of one. While slow moving and easily spotted, the incessant mitosis the Mobber undergoes serves to replenish it's numbers even as it's spawned clones are mowed down. At times it is more advantageous to simply avoid this archetype rather than fight it. Mobbers are also known to incorporate living tissue, human or otherwise, into it's mass during it's splits, so it is not uncommon to see human faces or limbs mixed in with Geist physiognomy.
--------------------------------------
Maggot (Mg)
Maggot Geist are large and slow-moving Geist, seemingly burdened by bulging 'sacks' of acidic chemicals saddle the back and sides of the creature. The Maggot can project a steaming jet of this extremely potent acid, capable of compromising the armor of light vehicles in a matter of moments. The acid stream is fired with shocking force and accuracy, and is hard to avoid at close range. The archetype is easily identified by the sharp, acidic odor they emit, at well as the steam or other vapors that sometimes emanate from their backs. When moving, they tend to create noticeable 'trail' of pitted and corroded ground, the results of seeping acid. Engaging these creatures is best done from a safe distance, as they frequently burst open and apart when hit badly enough, spraying their acid a surprising distance.
==================================================================================================
S-CLASS ('Solo or 'Stalker')
S-Class Geist operate singly or in small groups and on the balance seem to be tougher and more intelligent than M-class. Many will have natural armor or superhuman movement abilities, or are equipped with the means to attack from range. S-class Geist represent a serious threat and Should be dealt with as soon as they are detected. S-class are generally intelligent enough to leverage their natural assets, be they stealth, speed, or the ability to kill at range.
--------------------------------------
Slinger (Sl)
The Slinger archetype comes in a dizzying variety of forms, but most use powerful muscle contractions to hurl spear-like shards of what are essentially the creature's horns or teeth. The weight and velocity of these projectiles, combined with their sabot-like nature, are often sufficient enough to puncture light vehicle armor, and of course also prove deadly against exposed soldiers. The range of these attacks is shorter than most weapons fielded by NEA forces, however, and so if these creatures can be detected early they can be eliminated at range.
--------------------------------------
Scarab (Sb)
Scarab-type Geist are characterized by being larger than average with thick, bulky bodies and powerful limbs. Despite their size of these Geist remain very quick, Easily capable of outrunning soldiers on open ground Despite the name, Scarabs are not actually armored, however their mass alone is enough to make them somewhat resistant to small arms. Only very rarely do they have any sort of ranged capability, but the strength of their misshapen limbs alone is enough to kill in a single strike, and even endanger vehicles.
--------------------------------------
Stalker (Sr)
Of the Geist, the Stalker archetype is one of the most frightening, if not for their appearance than for their method of attack. Stalkers seem to mark an individual soldier as their victim, and then creep towards their prey or allow them to venture within range before striking, often before their victim realizes they are under attack or has any hope of defending themselves. Once latched onto their prey, a Stalker never relents in their assault until their victim has been killed, or they have.
==================================================================================================
G-CLASS ('Giant')
G-class Geist are huge, some as large as buildings. They are usually heavily armored and very resilient, and some are surprisingly quick for their size. Many will have a means of striking at range. Generally they are impervious to most infantry or light vehicle weapons, and should when possible be engaged by tanks or other fighting vehicles equipped with heavy weapons. Many G-class
==================================================================================================
F-CLASS ('Flyer')
Flying Geist are comparatively rare, but pose a serious hazard to both flying vehicles and exposed troops.
==================================================================================================
X-CLASS ('Cross')
X-Class Geist are what are known as Accommodators, and are either humans taken over by Geist, or Geist which have somehow assumed a human form. They appear to be human in appearance, save occasionally for black, chitinous deformations. While the existence of the X-class has been documented and confirmed by the Ministry of War Intelligence, there is little to no information available on their abilities or role, but they should be considered to be extremely dangerous.
-Compiled by the NEA Presidium Ministry of Science-
While Geist can be placed into broad categories based on appearance and ability, it should be understood that no two Geist are exactly alike. Even between two creatures of the same class and type, there will be innumerable minor and occasionally major differences in form.
All Geist, however, do share a few common attributes. Their skin is thick, and capable of chromatophorically shifting colors to match the dominant color of the environment. The skin can be mottled by lens-like stripes or patches, which appear to be sensory apparatus of some nature. Certain Geist, especially the larger varieties, may exhibit a smooth, chitinous plates which function as armor, protecting the creature's vitals. They do not radiate body heat. While their insides are wet they do not appear to have a true circulatory system, rather they are filled with a viscous, deep cobalt fluid, in which floats a number of varied and largely unidentified organs. Dissection has always proved difficult because when killed, they decompose entirely in a matter of hours into a dark-brown, oily sludge. No method has been found to halt this process.
When injured, their internal fluid hardens and forms a scar in a matter of seconds that seals up the wound. This allows them to survive injuries that would kill most other living creatures through blood loss alone.
Therefore, a kill must be achieved by causing enough damage at once to overcome the Geist's natural healing abilities. In short, by causing massive internal disruption. This can usually be accomplished via a sustained, accurate burst from most modern combat weapons, or a single devastating hit from an explosive or heavy calibre weapon.
An analogue to the human brain or heart or other 'weak spot' has never been found to exist in the Geist. Best results are achieved by aiming for center mass.
Beyond the purely physical, Geist exhibit further, more exotic attributes.
The first is an unexplained phenomenon that has been termed as an 'entropic field'. This field seems to be present in the vicinity of all Geist, and it's range and magnitude increases with the number of Geist in the area. While the cause is still not understood, the effect is a serious degradation in the operation of many forms of electronic and complex mechanical equipment. Computers and other sensitive equipment tend to fail. Radio transmissions and other forms of broadcasts suffer from serious interference and degradation. Primarily mechanical devices such as engines will function reliably, but the more complex the device, the more prone it will be to failure. Computerized systems must be designed and programmed carefully and with myriad failsafes in order to run for any extended amount of time. AI cannot be run in the presence of Geist without quickly becoming unstable.
Second; All Geist seem to have an unexplained, innate knowledge of when a human is present nearby. This has been observed in situations where there were no other possible means of detection. Anecdotal evidence suggests that this sense is not accurate enough to pinpoint an exact location, but is well developed enough to allow the Geist to intuit rough distance and direction. It has been speculated but not conclusively proven that what the Geist are detecting are the minute electrical charges that make up the human nervous system. If this speculation is accurate, it could be said that Geist can 'hear' human consciousness.
Third; Geist have a well-documented ability to effect human cognition. The presence of Geist causes deep feelings of unease or terror, difficulty in concentrating, and even nightmarish auditory and visual hallucinations. The term 'Haze' was coined by the first soldiers to to describe the effect of this phenomena.
Haze is present in some amount wherever Geist are encountered, however the level and symptoms can vary widely. Modern soldiers recieve training to resist it's effects, but even the most hardened psyche cannot withstand such an assault forever.
The one positive aspect of Haze, is that it provides an indicator that Geist are nearby.
There are some who theorize that Haze is not caused by the Geist, but is rather the human mind's own reaction to their presence.
=====================
GEIST CLASSIFICATIONS
=====================
==================================================================================================
M-CLASS ('Multiple' or 'Mass')
M-class Geist tend to travel and attack in large groups of 6-40 entities per swarm. While they are less dangerous individually than other Geist, they can still pose a serious threat by sheer weight of numbers. They generally tend to be unarmored and most small arms fire is sufficient to kill them. NEA classification nicknames for M-Class will usually start with the letter "M". Most M-class Geist seem to have a sub-human level of intelligence, though reports occasionally try to credit them with a shared-mind capability.
Common M-class Geist archetypes follow:
--------------------------------------
Mongrel (Ml)
Mongrels are one of the most basic and numerous of Geist. They roam in large packs and can have seemingly any form, ranging the bizarrely alien to chillingly humanoid. In sectors which have been overrun they tend to cluster in concealed areas, such as buildings, and charge out in large numbers when disturbed. On the attack, they roam in large packs, grouping together instinctively and charging at any life they see. While possessing no ranged capability, up close they are more than capable of simply beating a soldier to death, and even tearing light vehicles apart at the seams.
--------------------------------------
Mobber (Mr)
While appearing to be many creatures, is is believed the Mobber archetype are actually spawned from a single creature, possibly a mutated Mongrel, that is constantly growing and dividing to form a sprawling, howling, grotesque 'mass' of creatures; essentially a crowd of one. While slow moving and easily spotted, the incessant mitosis the Mobber undergoes serves to replenish it's numbers even as it's spawned clones are mowed down. At times it is more advantageous to simply avoid this archetype rather than fight it. Mobbers are also known to incorporate living tissue, human or otherwise, into it's mass during it's splits, so it is not uncommon to see human faces or limbs mixed in with Geist physiognomy.
--------------------------------------
Maggot (Mg)
Maggot Geist are large and slow-moving Geist, seemingly burdened by bulging 'sacks' of acidic chemicals saddle the back and sides of the creature. The Maggot can project a steaming jet of this extremely potent acid, capable of compromising the armor of light vehicles in a matter of moments. The acid stream is fired with shocking force and accuracy, and is hard to avoid at close range. The archetype is easily identified by the sharp, acidic odor they emit, at well as the steam or other vapors that sometimes emanate from their backs. When moving, they tend to create noticeable 'trail' of pitted and corroded ground, the results of seeping acid. Engaging these creatures is best done from a safe distance, as they frequently burst open and apart when hit badly enough, spraying their acid a surprising distance.
==================================================================================================
S-CLASS ('Solo or 'Stalker')
S-Class Geist operate singly or in small groups and on the balance seem to be tougher and more intelligent than M-class. Many will have natural armor or superhuman movement abilities, or are equipped with the means to attack from range. S-class Geist represent a serious threat and Should be dealt with as soon as they are detected. S-class are generally intelligent enough to leverage their natural assets, be they stealth, speed, or the ability to kill at range.
--------------------------------------
Slinger (Sl)
The Slinger archetype comes in a dizzying variety of forms, but most use powerful muscle contractions to hurl spear-like shards of what are essentially the creature's horns or teeth. The weight and velocity of these projectiles, combined with their sabot-like nature, are often sufficient enough to puncture light vehicle armor, and of course also prove deadly against exposed soldiers. The range of these attacks is shorter than most weapons fielded by NEA forces, however, and so if these creatures can be detected early they can be eliminated at range.
--------------------------------------
Scarab (Sb)
Scarab-type Geist are characterized by being larger than average with thick, bulky bodies and powerful limbs. Despite their size of these Geist remain very quick, Easily capable of outrunning soldiers on open ground Despite the name, Scarabs are not actually armored, however their mass alone is enough to make them somewhat resistant to small arms. Only very rarely do they have any sort of ranged capability, but the strength of their misshapen limbs alone is enough to kill in a single strike, and even endanger vehicles.
--------------------------------------
Stalker (Sr)
Of the Geist, the Stalker archetype is one of the most frightening, if not for their appearance than for their method of attack. Stalkers seem to mark an individual soldier as their victim, and then creep towards their prey or allow them to venture within range before striking, often before their victim realizes they are under attack or has any hope of defending themselves. Once latched onto their prey, a Stalker never relents in their assault until their victim has been killed, or they have.
==================================================================================================
G-CLASS ('Giant')
G-class Geist are huge, some as large as buildings. They are usually heavily armored and very resilient, and some are surprisingly quick for their size. Many will have a means of striking at range. Generally they are impervious to most infantry or light vehicle weapons, and should when possible be engaged by tanks or other fighting vehicles equipped with heavy weapons. Many G-class
==================================================================================================
F-CLASS ('Flyer')
Flying Geist are comparatively rare, but pose a serious hazard to both flying vehicles and exposed troops.
==================================================================================================
X-CLASS ('Cross')
X-Class Geist are what are known as Accommodators, and are either humans taken over by Geist, or Geist which have somehow assumed a human form. They appear to be human in appearance, save occasionally for black, chitinous deformations. While the existence of the X-class has been documented and confirmed by the Ministry of War Intelligence, there is little to no information available on their abilities or role, but they should be considered to be extremely dangerous.