Chapter 2 (Old): They Want To Live Inside Us! Like A Disease!
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-----???/Our Protagonist-----

-----Sewers of Brockton Bay, CT-----

-----??/??/????-----

It's been a couple of days since I made my discovery regarding the consumption of other Typhon's as a means to obtain their powers. To that end, I decided to focus on the easiest ones to acquire. Mimics and Phantoms.

After consuming a total of 11 normal Mimics, I managed to reach [Mimic Matter III].

Mimic Matter I:
Neuromods Typhon targets required: 2
Scannable targets: Greater Mimic and Mimic

Tier I of Mimic Matter lets Morgan turn into most inert items.

Mimic Matter II:
Neuromods Typhon targets required: 4
Scannable targets: Mimic

Tier II of Mimic Matter lets Morgan turn into slightly more complex machines, like turrets.

Mimic Matter III:
Neuromods Typhon targets required: 5
Scannable targets: Mimic
Tier III of Mimic Matter lets Morgan turn into complex machines, like Operators.

Followed by consuming 7 Phantoms, from which I gained [Kinetic Blast II].

Kinetic Blast I:
Neuromods Typhon targets required: 2
Scannable targets: Cystoid, Nightmare, Phantom, and Telepath
With Tier I Kinetic Blast, Morgan can create a physical blast that deals 50 damage and pushes away anything within 5 meters of the targeted area.

Kinetic Blast II:
Neuromods Typhon targets required: 5
Scannable targets: Nightmare, Phantom, and Telepath
With Tier II Kinetic Blast, Morgan can create a physical blast that deals 75 damage and pushes away anything within 6 meters of the targeted area.

With that out of the way, a large portion of my Phantoms had been depleted in order to gain [Kinetic Blast II], so I was somewhat vulnerable to attack. Luckily, I still had a few Mimics left over, so I formed two Telepaths. One to "consume", one to utilize.

Common Name: Telepath
Scientific Name: Typhon psychocratis

The Telepath is considered to be one of the most dangerous known Typhon. Capable of psychically controlling weaker-willed organisms and even people, it is almost impossible to contain for further study.

WARNING: Please note that subsequent to incident case #1405-031433, the creation/containment of Telepath-class specimens is no longer permitted. All personnel entering Psychotronics are required to wear a psychoscope in addition to regular safety equipment.

MORGAN'S NOTES:
Powers not just limited to mind control. Watch out for the homing spheres. Can emit a powerful wave that nullifies other psychic abilities around it. Getting too close will get you mangled by another powerful blast. GLOO doesn't seem to work well. Should keep away from it. Stick to long-range weapons or a nullwave device.

PETER'S NOTES:
Prefers to let others do the fighting. Will hide behind a shield until you pop all its little minions, after which it'll join the fun. Try not to eat too many of its homing psi blasts or it'll trash your weapons. Getting close isn't an option either - it'll blast you back.

Weaknesses:
Explosive
Fire
Nullwave

Immunity:
Backlash

Scannable Powers:
Psychoshock I, II, III
Kinetic Blast I, II, III
Mind Jack I, II, III

Suffice to say, I was rather annoyed at the revelation of their being a [Kinetic Blast III], especially since I wouldn't be able to acquire it unless I consumed sufficient Typhon organisms. Such as Telepaths. Which are kind of expensive. But! With this new Telepath under my control, things should be relatively easy.

Also, there was something else I wanted to check. With a bit of work, I converted two more Mimics into a Cystoid Nest. I also spawned a Cystoid, then I devoured the both of them.

Observation log #1824-122864
Researcher: Louis Sullivan

It's fortunate the Weaver produces so many of these because keeping Cystoids alive for long outside of those nests has proven to be exceptionally difficult. Despite the lack of any visible sensory organs, each Cystoid seems capable of detecting us through unknown means, detonating on proximity. If we can figure out what it uses to "see", we may be able find a way to "blind" it long enough to get a closer look.

MORGAN'S NOTES/PETER'S NOTES:
Attracted to movement. Throw something to distract them. Try to group them up to take them out with fewer shots. Releases a burst of radiation on death.

Weaknesses:
Extremely fragile.

Immunity:
n/a

Scannable Powers:
Kinetic Blast I

Observation log #2042-010265
Researcher: Louis Sullivan

The outer layer of each Cystoid nest appears to be made of an exceptionally thin layer of the same material that makes up most Typhon. Indeed, the nest appears to be just as fragile as the Cystoids themselves, making it less of a protective structure and more like a living mine. It's possible that the Weaver uses these to mark and even defend its territory from any kind of intruder. Initial scans reveal they are constantly leaking lethal levels of radiation.

MORGAN'S NOTES:
Steer clear unless you want radiation sickness or a swarm of cystoids after you.

PETER'S NOTES:
Pops if it sense movements. Steer clear unless you want radiation sickness or a swarm of cystoids after you.

Weaknesses:
Extremely fragile

Immunity:
n/a

Scannable Powers:
n/a

Hmm, I feel like I'm missing something. Hang on, what if I...

Derived Powers Unlocked!

Derived Powers:
Imbued Cystoid Projectiles
Radiation Aura
Cystoid Launcher

Interesting. [Imbued Cystoid Projectiles] seems to let me apply the effects of ranged abilities such as [Kinetic Blast] into Cystoids, turning them into target-seeking projectiles. [Radiation Aura] lets me emit an extremely lethal localized radioactive field that'll kill any human within its area of effect in under a minute, even if their wearing protective suits that would normally shield against radiation. [Cystoid Launcher] lets me morph one or more of my limbs into a form of Cystoid Mortar.

Anyways, time to replenish the ranks.

-----Random Bum A-----

-----Alleys of Brockton Bay-----

"Man, tonight sucks. Why it gotta be so damn cold that all the damn hoe's isn't out on the street? I need me some pussy."

The jackass next to me starts laughing and coughing, then responds. "Hah! Look, I know them Merchant sluts'll put out for cheap, but they wouldn't touch your shriveled limp dick for $100!"

"Go fuck yourself!"

Then, I see some weird shit come outta a manhole cover. A weird-ass inky black floating blob thing with a big-ass glowing purple light that I guess is an eye. Man, either the drugs I took earlier are making a comeback, or that's a Case 53.

The thing looks over at my buddy, then begins to emit a purple light from its eye, shining it on him.

"What the fu-? Who said that?" He says. He tripping?

"What are you-? No. No! Nonononononononono! Get out! Get out! Get out!" He starts screaming all of a sudden. Then all of a sudden, he stops making sound, lurches to his feet, then turns to look at me.

"Run! It's- it's- in my head! It wants inside of us!" Oh fuck no! I'm outta here!

I stand up and prepare to book it, but when I turn away from the thing, I see these shadowy looking mother fuckers blocking the alley with long-ass shadowy tentacles for arms or something.

Then one of them says. "Even if we're dead, it won't be over."

The other then replies. "It´s over!"

I start backing away from the things, but then I'm grabbed from behind by my buddy. I desperately try to shake free, but he's a hell of a lot stronger than normal and doesn't seem to feel pain. He's got me in an iron grip and refuses to let go. Then I feel something worming into my head!

-----???/Our Protagonist-----

Such incidents were not unique. There were plenty of examples of similar occurrences throughout the evening. I kept a couple of homeless bums under the Telepath's thrall in order to maintain its barrier, the rest were fed to the Mimics. All in all, I'd say there was about 30 or so bums harvested by Mimics, which resulted in around 120 Mimics.

It takes 4 Mimics to form a single Telepath.

Psychoshock I:
Neuromods Typhon targets required: 3
Scannable targets: Telepath
With Tier I Psychoshock, Morgan can execute a direct psychic attack against biological targets for 45 damage and nullify psi abilities for 10 seconds.

Psychoshock II:
Neuromods Typhon targets required: 5
Scannable targets: Telepath
With Tier II Psychoshock, Morgan can execute a direct psychic attack against biological targets for 65 damage and nullify psi abilities for 15 seconds.

Psychoshock III:
Neuromods Typhon targets required: 5
Scannable targets: Telepath
With Tier III Psychoshock, Morgan can execute a direct psychic attack against biological targets for 95 damage and nullify psi abilities for 20 seconds.

Mind Jack I:
Neuromods Typhon targets required: 2
Scannable targets: Mind-Controlled Human and Telepath
With Tier I Mindjack, Morgan can force biological enemies to end hostilities and fight for him or her for up to 20 seconds.

Mind Jack II:
Neuromods Typhon targets required: 4
Scannable targets: Telepath
With Tier II Mindjack, Morgan can force biological enemies to end hostilities and fight for him or her for up to 40 seconds.

Mind Jack III:
Neuromods Typhon targets required: 6
Scannable targets: Telepath
With Tier III Mindjack, Morgan can force biological enemies to end hostilities and fight for him or her for up to 60 seconds.

Kinetic Blast III:
Neuromods Typhon targets required: 2
Scannable targets: Nightmare and Telepath
With Tier III Kinetic Blast, Morgan can create a physical blast that deals 100 damage and pushes away anything within 7 meters of the targeted area.

And so, after forming a grand total of 30 Telepaths out of 120 Mimics, then consuming them to gain access to all of the Telepaths skills, I was left with a grand total of 3 Telepaths left over. That's right, it took me 27 Telepaths to completely max out their particular skill tree.

But, it was well worth it. For you see, it wasn't just the Scannable Powers, it was also the ones you don't gain.

As a result of completing the Telepath skill tree, you have gained the following:

Thrall-fueled Backlash
Permanent Mind Jack

Basically, as long as I have one person under my control, I gain an indestructible psychic forcefield. Also any Mind Jacking I perform lasts permanently with no upper limit on the amount of people I can control.

Oh, I also decided to see what would happen if I consumed a Mind-controlled Human and this is what I got.

Incident report #1546-031433
Classification: Containment breach
Reporting officer: Cory Richard

Incident summary: I was on duty at about 1420 hours when I received a request from Dr. Hans Kelstrup for assistance in Live Exam. Upon arriving on the scene, I witnessed Dr. Trevor Young slamming lab instruments into some of the Typhon enclosures. When it became clear that he intended to break containment, I was forced to discharge my stun gun to subdue him. During my subsequent interview with Dr. Young, he seemed immensely distraught and unaware of my presence unless I came too close, whereupon he would turn violent. He has been turned over to the Trauma team and placed in quarantine for his and others' safety.

MORGAN'S NOTES:
Connected to the Typhon Telepaths. Should avoid getting too close. Triggers a strong kinetic blast that knocks out psi abilities - ends up killing them. Stun gun might take them out long enough to sneak past. Might be able to free them from Typhon control somehow.

Weaknesses:
GLOO
Nullwave
Psychic
Stun

Immunity:
EMP

Scannable Powers:
Psychoshock I
Mindjack I

Well then Telepaths, let's spread out and find some more Humans to harvest. Now that I've gained a comfortable advantage against biological opponents, I need to consider mechanical opponents. I've gleaned information from the minds of the controlled humans that the "World's Greatest Tinker", Dragon, makes regular use of remote-operated powered suits.

For that, I must respond. For that, I require Technopaths. Unfortunately, Technopaths are quite complex creations due to being partially mechanical. I can fudge something together, but for proper Technopaths, I'm going to need some serious upgrades on the Human side of things.

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