Post by Διμι on Jul 12, 2010 7:49:18 GMT -5
(straight from my idea on ZW)
Location: Underground laboratories, the Wild Territories, Yantar, Red Forest, anywhere where Poltergeists reside.
Height: Varies, although the few instances of specimens sighted have been recorded to grow appendages of up to five meters long.
Weight: Negligible, however the plasmic substance composing the mutant is quite solid to the touch, and is powerful enough to throw and crush stalkers and mutants alike. In the case of Kinetoplasms of 'organic' artifact (Stone Blood, Meat Chunk, Soul) origins, the resulting mass of intelligent flesh can easily reach up to a ton.
Apperance: Kinetoplasms, as the name suggests, are plasmic beasts several meters in height or length, and come in a variety of forms depending on the nature of the poltergeists they were formed from, as well as the artifact said mutant absorbs. The plasma varies in color greatly depending on the origins and nature of the artifact, but is usually accompanied by a neonlike glow, making it very easy to spot the mutant should one be in the vicinity. The lone exception is for Kinetoplasms formed by the interaction of a Poltergeist and organic Stone Blood, Meat Chunk, and Soul artifacts, in which case the mutant transforms into a monstrous entity of regenerating, mutating flesh that is extremely difficult to bring down. The 'organic' variant, however, cannot change form as easily as the plasmic beasts, but can regenerate limbs and tissue all the same, albeit at a slower rate. Monsters formed by Electro artifacts are also typically accompanied by lightning-like electric discharges, which they can use as 'lightning bolt' attacks, and are also highly conductive and pose a threat of electrocution through direct contact.
Description: These unique beasts are formed when a traveling poltergeist in search of energy and plasmic anomalous nutrient encounters and absorbs an artifact of any form. Under the influence of the poltergeist's psychkinetic properties combined with the artifact's anomalous nature, the creature's energy aura mutates into a physical plasmid (or fleshlike) state depending on the nature of the artifact absorbed, and rapidly grows appendages of various forms, the lengths of which it can readily change at any time.
The resulting beast is usually several meters in length or height, and regenerates any lost limbs or damage. The kinetoplasmic particles composing the mutant are solid enough to block most small and large caliber rounds, are resistant to temperature changes as well as virtually any form of radiation and chemical attack, and feel no pain. The plasma has the consistency of clay, and can effectively trap both melee and ranged projectiles, although an experienced blade wielder can theoretically slice his way to the 'heart' of the creature, provided he is not crushed first.
The poltergeist, once morphed, goes on to 'consume' the artifact that powers it in its kinetoplasmic state. Once the artifact's potency is completely depleted (usually in the space of several hours), the poltergeist reverts to its original form and proceeds to search for another.
Weakness: The plasma composing them being virtually impervious to any form of physical damage, kinetoplasmic projections are very hard to kill. Their key weakness lies in the vulnerability of the artifact they draw their power from. Usually, the object is located in the 'heart', or center region of the kinetoplasm it powers, making it virtually impossible to hit with projectile weaponry.
Explosives and shockwave weapons can have the effect of shattering artifacts such as Electro and Burner residues (Sparkler, Flash, Moonlight, Droplet, Fireball, and Crystal) while still within the beast, while high-power antimateriel and Gauss rifles actually have the capability to pierce the kinetoplasm to rupture the artifact directly.
Superheating the plasma (Burner anomaly fields or flamethrowers) can also damage or destroy the artifact within, depending on its origin. Drawing the creature into gravitational anomalies also occasionally destroys the artifact within by crushing or shattering it.
Carneplasms, or the variations formed by the Stone Blood, Meat Chunk, and Soul artifacts, obey the rules of most flesh-based mutants in the Zone. Although they rapidly regenerate lost tissue, continual assault by conventional heavy arms will eventually break down the tissue surrounding the artifact, and destroy it.
Once the artifact is destroyed, the kinetoplasm will turn back to its poltergeist form, and is still to be considered a threat.
Location: Underground laboratories, the Wild Territories, Yantar, Red Forest, anywhere where Poltergeists reside.
Height: Varies, although the few instances of specimens sighted have been recorded to grow appendages of up to five meters long.
Weight: Negligible, however the plasmic substance composing the mutant is quite solid to the touch, and is powerful enough to throw and crush stalkers and mutants alike. In the case of Kinetoplasms of 'organic' artifact (Stone Blood, Meat Chunk, Soul) origins, the resulting mass of intelligent flesh can easily reach up to a ton.
Apperance: Kinetoplasms, as the name suggests, are plasmic beasts several meters in height or length, and come in a variety of forms depending on the nature of the poltergeists they were formed from, as well as the artifact said mutant absorbs. The plasma varies in color greatly depending on the origins and nature of the artifact, but is usually accompanied by a neonlike glow, making it very easy to spot the mutant should one be in the vicinity. The lone exception is for Kinetoplasms formed by the interaction of a Poltergeist and organic Stone Blood, Meat Chunk, and Soul artifacts, in which case the mutant transforms into a monstrous entity of regenerating, mutating flesh that is extremely difficult to bring down. The 'organic' variant, however, cannot change form as easily as the plasmic beasts, but can regenerate limbs and tissue all the same, albeit at a slower rate. Monsters formed by Electro artifacts are also typically accompanied by lightning-like electric discharges, which they can use as 'lightning bolt' attacks, and are also highly conductive and pose a threat of electrocution through direct contact.
Description: These unique beasts are formed when a traveling poltergeist in search of energy and plasmic anomalous nutrient encounters and absorbs an artifact of any form. Under the influence of the poltergeist's psychkinetic properties combined with the artifact's anomalous nature, the creature's energy aura mutates into a physical plasmid (or fleshlike) state depending on the nature of the artifact absorbed, and rapidly grows appendages of various forms, the lengths of which it can readily change at any time.
The resulting beast is usually several meters in length or height, and regenerates any lost limbs or damage. The kinetoplasmic particles composing the mutant are solid enough to block most small and large caliber rounds, are resistant to temperature changes as well as virtually any form of radiation and chemical attack, and feel no pain. The plasma has the consistency of clay, and can effectively trap both melee and ranged projectiles, although an experienced blade wielder can theoretically slice his way to the 'heart' of the creature, provided he is not crushed first.
The poltergeist, once morphed, goes on to 'consume' the artifact that powers it in its kinetoplasmic state. Once the artifact's potency is completely depleted (usually in the space of several hours), the poltergeist reverts to its original form and proceeds to search for another.
Weakness: The plasma composing them being virtually impervious to any form of physical damage, kinetoplasmic projections are very hard to kill. Their key weakness lies in the vulnerability of the artifact they draw their power from. Usually, the object is located in the 'heart', or center region of the kinetoplasm it powers, making it virtually impossible to hit with projectile weaponry.
Explosives and shockwave weapons can have the effect of shattering artifacts such as Electro and Burner residues (Sparkler, Flash, Moonlight, Droplet, Fireball, and Crystal) while still within the beast, while high-power antimateriel and Gauss rifles actually have the capability to pierce the kinetoplasm to rupture the artifact directly.
Superheating the plasma (Burner anomaly fields or flamethrowers) can also damage or destroy the artifact within, depending on its origin. Drawing the creature into gravitational anomalies also occasionally destroys the artifact within by crushing or shattering it.
Carneplasms, or the variations formed by the Stone Blood, Meat Chunk, and Soul artifacts, obey the rules of most flesh-based mutants in the Zone. Although they rapidly regenerate lost tissue, continual assault by conventional heavy arms will eventually break down the tissue surrounding the artifact, and destroy it.
Once the artifact is destroyed, the kinetoplasm will turn back to its poltergeist form, and is still to be considered a threat.