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This chapter is meant to contain additional information that wasn't included in Chapter 5 because I felt it was getting too long, and I was tired as fuck. It's not really required, but it does explain some things.

So yes, I calculated the exact number of Humans I would need to supplement my Neuromods alternative, so 184 is correct. At least for base game Human Skills. I didn't account for the Moon Crash Skills as part of my calculations. So, accounting for Moon Crash, that's an extra 41 Humans consumed for a total of 225 Humans consumed and 900 Mimics created.

Now, I've set a bit of a rule regarding how Neuromods for Human Skills are derived. The MC needs to consume Humans who possess relevant Skills, kind of like how Neuromods work lore wise, in order to gain those Skills. So here's the breakdown.

-----Human Skills-----

Combat related Skills were mostly obtained from E88 mooks and Coil's mercenaries. (Firearms, Conditioning, Impact Calibration, etc.)

Medical Skills (Physician, Necropsy, etc.) were obtained from EMS personnel and one poor bastard working at a funeral home.

Hacking came from some college programming students with gang affiliations (mostly E88).

Psionic Skills (Aptitude and Edge) were mostly obtained from consuming dormant Parahumans (those who possessed inactive Corona Pollentia's who had not undergone sufficient Trigger Events).

Neurostimulant was derived from junkies (because I thought it was funny).

Psychotronics is one of those gray areas where I'm not really sure what would be comparable, so I just made it "any human would do".

Suit Modification is another of those gray areas.

Dismantle, Materials Expert, and Reverse Engineer came from people who deal with salvage mostly.

Lab Tech came from college engineering and physics students.

Pretty much any Skill affecting physical ability (Leverage, Stamina, Conditioning, etc. came from people who regularly exercise (thank you Hookwolf for your underground fight clubs)).

Pilot came from a retired Air Force pilot-turned bum with the Merchants.

Summon Turret Companion falls into the gray area mentioned before.

-----Typhon Powers-----

  • Weavers needed for [Backlash III] and [Phantom Genesis II]: 25
    • 1 Mimic:1 Weaver, 25 Mimics required
  • Poltergeists needed for [Lift Field II] and [Remote Manipulation II]: 12
    • 1 Human corpse:1 Poltergeist, 12 Human corpses required
  • Voltaic Phantoms needed for [Electrostatic Burst III], [Electrostatic Immunity], and [Electrostatic Absorption]: 19
    • 1 Human corpse:1 Voltaic Phantom, 19 Human corpses required
  • Thermal Phantoms needed for [Superthermal III], [Thermal Immunity], and [Thermal Absorption]: 19
    • 1 Human corpse:1 Thermal Phantom, 19 Human corpses required
  • Etheric Phantoms needed for [Phantom Shift II], [Ether Immunity], and [Ether Absorption]: 10
    • 1 Human corpse:1 Etheric Phantom, 10 Human corpses required
  • Greater Mimics needed for [Regeneration I]: 3
    • 2 Mimic:1 Greater Mimic, 6 Mimics required
  • Technopaths needed for [Remote Manipulation III] and [Machine Mind III]: 15
    • 3 Mimic:1 Technopath, 45 Mimics required
  • Moon Sharks needed for [Burrow II]: 6
    • 1 Nightmare + assorted minerals: 1 Moon Shark
  • Nightmares needed for [Regeneration II] and [Fear Immunity]: 7
    • 5 Telepaths + 1 Etheric Phantom: 1 Nightmare, 20 Mimics + 1 Human corpse required

All in all, I'm left with 564/900 Mimics and 152/225 Human corpses to do whatever the fuck I want with.

-----Scan Consumption Data-----

Greater Mimic:

Observation log #2042-052465
Researcher: Louis Sullivan

A preliminary observation reveals that specimen 14 is moderately larger than any of the other Mimic specimens collected from the Kletka incident, but a far more fascinating aspect is what appears to be its advanced mimicry ability. Specimen 14 has on numerous occasions demonstrated the capability of reproducing objects whose size and complexity far outstrip the abilities of any of the other specimens. What's more, many of these reproductions appear to be fully functioning.

MORGAN'S NOTES:
Can mimic turrets and Operators. Will attempt to go directly for the face. Stay away and immobilize with GLOO.

Weaknesses:
GLOO
Q-Beam
Mimic Detection 2 Chipset

Immunity:
EMP

Scannable Powers:
Mimic Matter I, II, III
Regeneration I

Extra Powers:
Advanced Mimicry (access Mimic Matter II and III).

Etheric Mimic:

A regular Mimic charged with Etheric energy. Explodes into etheric cloud that persists shortly after death.

ADDENDUM: (added by ???/Our Protagonist)
Greater Mimics can now be charged with Etheric energy.

Thermal Mimic:

ERROR: UNKNOWN TYPHON ORGANISM
CONNECTING TO PYTHEAS LABS DATABASE...
Excerpt from observation log #1452-022335
Researcher: Louis Sullivan Jr.

I just watched one of these things melt Kathy's face clean off. One moment she's running a biopsy, next she has a mimic wrapped around her head. I can't get the stench of burning hair and flesh out of my nose. Please don't let me die here...

PETER'S NOTES:
All the fun of a regular Mimic plus fire. Keep the hell away and blast them a distance if you don't have a GLOO gun.

Weaknesses:
GLOO
Q-Beam
Nullwave

Immunity:
EMP

Scannable Powers:
Mimic Matter II, III

Extra Powers:
Fire-infused Melee

Voltaic Mimic:

ERROR: UNKNOWN TYPHON ORGANISM
CONNECTION TO PYTHEAS LABS DATABASE...
Excerpt from observation log #1602-022335
Researcher: Louis Sullivan Jr.

We thought we were safe behind the Typhon Gate. Thankfully those things can't press buttons. Not that it mattered. One of the mimics was arcing electricity as it wandered close to the gate and completely shorted it. The Typhon rushed us as soon as it was down. I don't think anyone else made it.

PETER'S NOTES:
Shocking! They'll disable my equipment if I let them get close.

Weaknesses:
GLOO Gun (If not up close)
Q-Beam (If not up close)

Immunity:
EMP

Scannable Powers:
Mimic Matter II, III

Extra Powers:
EMP
Malfunction

Etheric Phantom:

Common Name: Etheric Phantom
Scientific Name: Typhon anthrophantasmus psychoetheric

It is unclear at this time what prompts a Weaver to invest additional resources in the creation of these more powerful phantoms. However, testing has revealed that these Phantom specimens are much more durable and more dangerous than their weaker cousins.

ADDENDUM:
Of particular note is the Etheric Phantom, which produces a particulate cloud that is highly toxic and disruptive to normal matter. The Phantom is capable of manipulating this particulate to create a duplicate of itself for short periods as demonstrated in test log #1629-0231.

Please note that in addition to standard purge procedures required for Phantom study, any enclosure used to house an Etheric Phantom must have its atmosphere cycled.

MORGAN'S NOTES:
Prefers close combat. Given the chance, will split into a weaker duplicate. GLOO down or use Nullwave to stop this. Try to attack from a distance. Avoid ether clouds.

PETER'S NOTES:
A 2 for 1 deal on sore losers. Likes to split off into a clone and has a tendency to leave behind toxic exploding chunks once you're done stomping its ass.

Weaknesses:
Q-Beam

Immunity:
Ether
Corrosive gas
EMP
Ionizing radiation

Scannable Powers:
Phantom Shift I, II
Ether Resistance
Ether Absorption

Extra Powers:
Duplication (Maximum of one at a time)
Toxic ether cloud
Kinetic Blast
Ether resistance

Thermal Phantom:

Common Name: Thermal Phantom
Scientific Name: Typhon anthrophantasmus psychothermal

It is unclear at this time what prompts a Weaver to invest additional resources in the creation of these more powerful phantoms. However, testing has revealed that these Phantom specimens are much more durable and more dangerous than their weaker cousins.

ADDENDUM:
As its name implies, this phantom manipulates thermal radiation. Infrared analysis showed it was able to radiate lethal levels of infrared energy as a defensive measure when threatened. Its most dangerous ability however, is the spontaneous eruption of superheated plasma from a distance. Range is uncertain due to the small scale of the enclosures.

MORGAN'S NOTES:
Running up to this thing is a bad idea. You'll burn. Appears to have an interaction with the Mimics - can temporarily charge them with the same thermal radiation. Flaming Mimics. Great.

Weaknesses:
Psychic
Nullwave
Q-Beam
Ballistics
Kinetic
Explosives
Electrical
Recycler
Melee

Immunity:
Fire
EMP
Ionizing radiation

Scannable Powers:
Superthermal I, II, III
Thermal Resistance
Thermal Absorption

Extra Powers:
Pyrokinesis (Fire columns and fire auras)

Voltaic Phantom:

ERROR: UNKNOWN TYPHON ORGANISM
No entries found. Please contact Dr. Hans Kelstrup, Director of Psychotronics.

ADDENDUM: (added by ???/Our Protagonist)
Common Name: Voltaic Phantom
Scientific Name: Typhon anthrophantasmus psychovoltaic

MORGAN'S/PETER'S NOTES:
Never created in the lab - until now. Weaver's abilities must be adapting. Electromagnetic fields disrupt everything around it. Electrocutes anything dumb enough to get close. Like the thermal, keep as far away as possible. Looks like it can super-charge Mimics too.

Weaknesses:
EMP
Nullwave
Psychic
Ballistics
Q-Beam
Kinetic
Fire
Explosives
Melee
Recycler

Immunity:
Stun
Electrical
Ionizing radiation

Scannable Powers:
Electrostatic Burst I, II, III
Electrostatic Resistance
Electrostatic Absorption

Extra Powers:
Electrokinesis

Poltergeist:

EXCERPT FROM PSYCHOTRONICS DATABASE:
Common Name: Poltergeist
Scientific Name: Typhon dysmorpha

Poltergeists are not a normal part of the Typhon ecology. Instead, they appear to be a result of a rare mutation that occurs in less than 5% of Phantom genesis cases. The Poltergeist is also the only known Typhon to possess the ability to render themselves invisible, undetectable even to Psychoscope scanning. The exact mechanism is unknown at this time as their limited numbers make adequate study difficult.

Please note that any enclosure used for Phantom genesis studies must be subjected to a full purge to avoid overlooked Poltergeist specimens.

MORGAN'S NOTES:
Prefers to ambush prey. Uses psychokinetic action to throw objects. Stunted legs make it slow. Use a Typhon Lure to help detect it or wait for it to attack.

ERROR: UNABLE TO CONNECT TO PSYCHOTRONICS DATABASE
CONNECTING TO PYTHEAS LABS DATABASE...
Common Name: Poltergeist
Scientific Name: Typhon Dysmorpha
Excerpt from observation log #1954-051834
Researcher: Louis Sullivan Jr.

It's curious that our Poltergeists have demonstrated differences in behavior from those created on Talos. The fact that they seemed inclined to rip instruments from researchers' hands suggests they may be indeed acquire new behaviors based on environmental differences. Unfortunately, deeper study is rendered nearly impossible due to their active camouflage and their rare occurrence even under controlled Phantom Genesis circumstances...

PETER'S NOTES:
They're here. Grabby little cowards. Have to hold on tight to any weapon I have or they might run off with it. Seem to pop into view for a second any time they chuck something. Might be able to get them to stick around with a bit of Gloo.

ADDENDUM: (added by ???/Our Protagonist)
No longer possesses stunted leg deformity. Can smoothly transition from biped to quadruped at will.

Weaknesses:
Fire
Downward grav shafts (instant kill)
Q-Beam (avoids damage reflection)
Nullwave/Psychoschock

Immunity:
Backlash (when using lift field or remote manipulation)
EMP
Turrets (cannot detect poltergeists even when uncloaked)

Scannable Powers:
Remote Manipulation I, II
Lift Field I, II

Extra Powers:
Invisibility (passive)
Lift Field (active)
Remote Manipulation (active)
Kinetic Damage Return or Imparting (passive)
Disarm

Technopath:

Maintenance log #1546-011735
Filed by: Carlos Popinga

It took forever, but repairs to Arboretum airlock doors are finally complete. I think someone's been tampering with the electronics up there. When I popped open the control box, the whole thing looked like someone had been at it with a soldering iron, just a bunch of crossed wires - stuff that's not even supposed to be in there. The programming was all wonky, too. I had to wipe it clean and reinstall.

I'll have to bring up an Engineering Operator to clean up the rest of this. I'm filing a report with security about this, too. We have enough junk malfunctioning around here.

MORGAN'S NOTES/PETER'S NOTES:
Takes control of nearby tech. If this thing gets ahold of turrets, you're dead. Shrugs off GLOO. Prefers to keep away from enemies. Stun or Nullwave it to get in close.

Weaknesses:
Electric
Explosive
Psychic
EMP
Nullwave
Mindjack

Immunity:
Machine Mind

Scannable Powers:
Electrostatic Burst I, II, III
Remote Manipulation I, II, III
Machine Mind I, II, III

Extra Powers:
Machine Mind (active)
Remote Manipulation (active)
Electrostatic Burst (ball lightning form; active)
Ambient electromagnetic disruption (quasi-active?)
Levitation (passive)
Self-emitted shockwave that looks like a poltergeist's kinetic mirror or Morgan's kinetic blast

Moon Shark:

ERROR: UNKNOWN TYPHON ORGANISM
No entries found. Please contact Dr. Hans Kelstrup of Psychotronics aboard Talos I.

PETER'S NOTES:
You know that old movie from the '90s with the giant worms? It's like that except I don't think even an elephant gun could bring this monster down.

SUPPLEMENTARY NOTES:
It's got a short attention span, which I might be able to use to my advantage as long as I stay off the lunar surface and throw some junk every now and then to keep it entertained. It might also be vulnerable while it's tunneling, but I'd have to find a way to hit it underground...

ADDENDUM: (added by ???/Our Protagonist)
Blindness deformity resolved through Mind Sense derived from Telepath

Weaknesses:
Psychic

Immunity:
EMP
Stun

Scannable Powers:
Burrow I, II

Extra Powers:
Melee
Terrakinesis

Nightmare:

ERROR: UNKNOWN TYPHON ORGANISM
No entries found. Please contact Dr. Hans Kelstrup, Director of Psychotronics.

MORGAN'S NOTES:
The Typhon response is an anomaly in their ecology - something that's like them.. but isn't. Me. Only purpose seems to be to hunt me down. Seems unstoppable.

SUPPLEMENTARY NOTES:
Psychic terror field can punch through psychoscope shielding. Appears to be resistant to most forms of physical damage. Energy weapons or psi abilities might work. If all else fails, run.

Weaknesses:
Psychic

Immunity:
EMP
Stun
Machine Mind

Scannable Powers:
Backlash I, II, III
Fear Resistance I
Kinetic Blast I, II, III
Regeneration I, II

Extra Powers:
Melee
Homing Kinetic Projectiles
Fear Aura

-----Updated Entries For Previously Consumed Prey-----

Cystoid:

ERROR: UNABLE TO CONNECT TO PSYCHOTRONICS DATABASE
RETRIEVING ENTRY BACKUP...
EXCERPT FROM PROJECT AXIOM ARCHIVE:
Observation log #1824-122864

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 to 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:
Fragile as fuck

Immunity:
Radiation

Scannable Powers:
n/a

Extra Powers:
Radiation
Proximity Detonation

Cystoid Nest:

ERROR: UNABLE TO CONNECT TO PSYCHOTRONICS DATABASE
RETRIEVING ENTRY BACKUP...
EXCERPT FROM PROJECT AXIOM ARCHIVE:
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 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 senses movement. Steer clear unless you want radiation sickness or a swarm of cystoids after you.

Weaknesses:
Fragile as fuck

Immunity:
Radiation

Scannable Powers:
n/a

Extra Powers:
Cystoid Generation
Radiation Aura

Mimic:

EXCERPT FROM PSYCHOTRONICS DATABASE:
Common Name: Mimic
Scientific Name: Typhon cacoplasmus

One of the first Typhon discovered during the Vorona I incident in 1960, Mimics are capable of imitating nearby objects.

During incident case #0648-040163, it was observed that Mimics use other living organisms as a reproduction medium, killing their prey in the process.

In accordance with the Pobeg Protocol, Mimic specimens are not to be released in environments with a containment rating of less than S4.

MORGAN'S NOTES/PETER'S NOTES:
Imitation power seems limited to objects roughly the mass of the mimic itself. Could the psychoscope be modified somehow to detect hidden ones? Get to high ground and immobilize with GLOO cannon.

Weaknesses:
GLOO
Q-Beam
Mimic Detection 1 Chipset

Immunity:
EMP
Ionizing radiation
Electrical when electrically charged
Fire when thermally charged
Nullwave does not cause electrically or thermally charged mimics to lose their damaging auras

Scannable Powers:
Mimic Matter I, II, III

Extra Powers:
Mimic Matter I (can only use up to Mimic Matter I personally, only Greater Mimics have access to Mimic Matter II and III).

Phantom:

EXCERPT FROM PSYCHOTRONICS DATABASE:
Common Name: Phantom
Scientific Name: Typhon anthrophantasmus

Phantoms are not wholly alien. Created by Weavers using human remains, Phantoms have been known to exhibit human-like neural patterns at times. But as noted in observation log #1621-041477, while Phantoms may also attempt to reproduce human phrases, they do not appear to retain any form of actual speech or human comprehension.

Due to the specimen's explosive speed, Phantoms must be subdued or enclosures purged before attempting to enter.

MORGAN'S NOTES:
Use GLOO to slow them down. Telekinetic projectiles pack a big-ass punch but can be dodged. Better to get in close and personal. Tracking bracelets on them are still active.

Weaknesses:
GLOO

Immunity:
EMP

Scannable Powers:
Kinetic Blast I, II

Extra Powers:
Telekinetic Orbs

Weaver:

ERROR: UNABLE TO CONNECT TO PSYCHOTRONICS DATABASE
RETRIEVING ENTRY BACKUP...
Common Name: Weaver
Scientific Name: Typhon geneocratis

Along with Mimics, Weavers were some of the first Typhon encountered near the Vorona I, as observed in log #0215-051060, in larger Mimic populations, one mimic will be chosen via an as yet unknown mechanics to undergo a specialized metamorphosis. The chosen mimic is stung repeatedly by the others, triggering a rapid change, resulting in a new Typhon geneocratis, or 'Weaver'.

Weavers appear to be central to the Typhon ecology, largely as vectors for production for some of the other species as well as the substance known as Coral.

PYTHEAS ADDENDUM:
Due to procedures #2845 - #2864, all Pytheas Base Weavers have successfully had their spinneret surgically excised in the ongoing process of studying Coral creation. This has had the unforeseen side-effect of removing their ability to produce a psionic shield. More research on this is required.

MORGAN'S NOTES:
Prefers to avoid direct fights. Watch out for Cystoids. Protected by a shield that floods attackers with a terror effect when struck. GLOO ineffective while shield is up.

PETER'S NOTES:
It poops Cystoids and turns corpses into Phantoms. Lovely.

Weaknesses:
Nullwave
Psychoshock
Q-Beam

Immunity:
EMP

Scannable Powers:
Backlash I, II, III
Phantom Genesis I, II

Extra Powers:
Cystoid Generation
Backlash
Phantom Genesis
Typhon Spore Gestation

Telepath:

ERROR: UNABLE TO CONNECT TO PSYCHOTRONICS DATABASE
RETRIEVING ENTRY BACKUP...
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
Mindjack I, II, III
Backlash I, II, III

Extra Powers:
Permanent Minjack (Commands a horde of mind-slaves that can inform it of enemies' locations and be remotely detonated)
Thrall-fueled Backlash (Backlash shield that stays intact for as long as there are connected mind-slaves)
Shoots homing orbs of psychic energy
Short-Medium range Psychoshock

Mind-Controlled Human:

EXCERPT FROM TRANSTAR SECURITY RECORDS:
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 other's 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.

ERROR: UNABLE TO CONNECT TO PSYCHOTRONICS DATABASE
CONNECTING TO PYTHEAS LABS DATABASE...
Excerpt from observation log #1932-022335
Researcher: Louis Sullivan Jr.

I can feel the Telepath calling to me, almost like a physical pull on my mind. It knows I'm in here, but it doesn't know how to unlock the door. It wants me to do that for it.

I managed to grab Liu's gun off her body when they overran us in the Volunteer area, but in my panic I missed grabbing her extra magazines. I don't have enough ammo to kill it, but as long as I have a single bullet, I won't let it win.

PETER'S NOTES:
Good buddies with the Telepath. Have a tendency to lose their head when they attack, so take them out from a distance. Gotta take them out to drop the big boy's shield.

Weaknesses:
GLOO
Nullwave
Psychic
Stun

Immunity:
EMP

Scannable Powers:
Psychoshock I
Mindjack I

Extra Powers:
Melee
Psychic Rupture (self-destruct triggered by controlling Telepath)

-----New Typhon Research Acquired-----

Tentacle Nest:

EXCERPT FROM PYTHEAS LABS DATABASE:
Observation log #0914-062834
Researcher: Louis Sullivan Jr.

Removing the Weaver spinneret seems to have caused an unexpected mutation within our Weaver population. In anticipation of future threats, Weavers may eject an organ designation E7, which seems to transform into a separate organism with multiple hostile tendrils. More research will need to be conducted.

PETER'S NOTES:
Kinda dumb, if you ask me. They'll literally go after anything that moves. They have some pod-type organ in them, though, that might be useful. I think Riley's the only crew member with the proper know-how for removing them.

ADDENDUM: (added by ???/Our Protagonis)
Telepath Mind Sense integrated. Will NOT be set off by allied Typhon. Tentacles can now retract and WILL actively seek out Prey to immobilize/kill as needed.

Weaknesses:
Many; weakest when dormant
Dormancy maintained or restored by nullwave

Immunity:
n/a

Scannable Powers:
n/a

Extra Powers:
Homing tendrils (The tentacle nest's three tendrils are to a tree's branches what its base is to a tree's trunk. The base appears to be growing out of the ground, and the tendrils emerge from it once they detect movement, and never retract afterwards. The nests' tendrils themselves strongly resemble those of the Apex, although they are much smaller and do not actively search for prey.)

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