Isle of the Deep
(Version 1.00 - Last Modified: 12/08/2003)
Description
Mind Worms are mostly found on land, and given the dearth of life in Chiron's oceans,
it is no surprise. However, there is plenty of Xenofungus in the oceans, and this
fungus supports a large population of Mind Worms. With the arrival of the colonists,
especially the Nautilus Pirates, the semi-sentient planet organized the Mind Worms
into a much larger creature, which it thought would be capable of destroying the
unwanted colonists. Similar to the Mind Worm Boils found on the surface, the Isles of
the Deep, as they were dubbed by the Nautilus Pirates, are made up of a large number
of Mind Worms held together through psychic energy and bits of Xenofungus. However,
unlike the Mind Worm Boils, the Isles of the Deep are very large and in addition to
their offensive capabilities, the Isles are used to transport mind worm creatures of
all types.
At first, the Isles of the Deep were only a danger to long range patrol groups from
the Nautilus Pirates, but in a surprisingly short period of time, the Isles of the
Deep began to perform heavy raids against the floating colonies of the Nautilus
Pirates. It was not long after that that the Isles launched surprise attacks against
coastal colonies controlled by the other factions. In large numbers, the Isles of the
Deep can be devastating, often capable of breaking through lightly defended colonies
and releasing an army of Mind Worms, Mind Worm Boils, and Spore Launchers on an
already battered defender. This is a tactic that the Isles also use against larger
ships and fleets of ships. The fleet is overwhelmed with a large number of Isles,
often with support from a number of Sea Lurks, all trying to close with the ships so
they can release their cargo of Mind Worm Boils.
The Isles of the Deep resemble floating disks, but upon closer inspection, it is
obvious that they are not one creature, but a huge number of small creatures working
together. Although it has no apparent eyes or other sensory organs, the creature can
see far better then a normal Human and is capable of distinguishing small objects even
if they are several miles away. The most prominent feature of the Isles are there four
large tentacles. When at rest, the tentacles are wrapped around the body of the Isle,
appearing to be a large band that wraps entirely around the creature. Also composed of
tens of thousands of Mind Worms, the tentacles are incredibly powerful and are capable
of tearing apart a ship given enough time. The only other feature of the Isle is the
large bulb on the top of its body. This bulb is used both as the creatures mouth and
as the entrance to its internal cargo holds that are used to transport other creatures
and cargo.
Isles of the Deep come in three different types: Larva, Mature, and Demon. The Larva
Isles first appeared in 10 AL and severely damaged the sea colonies of the Nautilus
Pirates. The Mature Isles appeared in 43 AL along with the Larva Sea Lurk and was used
as a leader for a small fleet of Larva Isles of the Deep. When the Mature Isles proved
incapable of dealing with the ever growing Human navies, the planet responded by
creating the Demon Isle of the Deep, along with the Demon Sea Lurk, in 133 AL. Since
then, the planet has not increased the strength of the individual Isles of the Deep,
but has begun to organize them into larger and larger groups.
Only a few attempts have been made to grow an Isle of the Deep in captivity, mostly
among Gaia's Stepdaughters, but a larger effort has been made in capturing the
surprisingly good creature-ships. Fast, powerful, and tough, the Isles of the Deep
represent a very cheap naval unit for anyone incapable of producing technological
equivalents cheaply. Although the Nautilus Pirates have acquired a few captive Isles
from the Gaians, they rely on technological ships, but the Cult of Planet and the
Gaians have no real navy outside of the fleet of captured Isles of the Deep. Although
there exact number is hard to determine, it is believed that the Cult of Planet has a
navy large enough to take on any other naval power except for the Nautilus Pirates,
and their naval power could play an important part in any future conflict against the
Progenitors or against their neighboring Human factions.
Racial Statistics
Please note that the stats provided below are for a Larva type Isle of the Deep.
Modifications for the other isle types are provided in the Natural Abilities
section.
- Racial Type: Mind Worm
- Alignment: None, considered to be an animal.
- Attributes:
- I.Q.: Animal Intelligence, considered an IQ of 4.
- M.E.: 27 (23+1D6)
- M.A.: 5 (2D4)
- P.S.: 41 (30+3D6) *
- P.P.: 10 (8+1D4)
- P.E.: 30 (25+2D4)
- P.B.: 3 (1D6)
- Spd: 120 (40+3D4x10) on the water (triple speed if traveling
through Xenofungus)
- * PS is considered supernatural
- Size: 40' (12.2 m) in diameter and 10’ (3 m) tall. Each tentacle is
also 10' (3 m) long.
- Weight: 60 tons (54.4 metric tons)
- S.D.C.: 210 (6D6x10)
- Hit Points: 300 (Equal to PE attribute x10)
- Natural Armor Rating: 10
- Average Life Span: Same as the Mind Worms that make up its body.
- Horror Factor: 12
- P.P.E.: 200 (1D4x100)
- Magic Powers: None
- I.S.P.: 156 (ME attribute x5 +6D6)
- Psionic Powers: Each Isle of the Deep has the following psionic abilities:
Bio-Manipulation, Deaden Pain, Mind Bolt, Telekinetic Push, and Telepathy. Powers
are used as a 5th level psychic and the Isle of the Deep counts as a
master psychic. Because the isle of the deep is composed of tens of thousands of
smaller mind worms, it is immune to all mind affecting spells and psionic powers
that only affect a single creature, such as Mind Wipe and Induce Sleep.
- Natural Abilities:
- Mature Isle:
Mature Isles have the same basic appearance as Larva Isles, but they are
larger and stronger. The creature gains the following bonuses: +3D6x10
S.D.C., increase hit points by +50%, +3D6 to PS, +1D4 to PP, increase
swimming Spd attribute by +50%, horror factor increases to 14, ram damage
increases to 6D6 points of damage, +4 attacks per melee, +1 to initiative,
+4 to strike, and +3 to parry. Psionic powers are used as an 8th
level psychic. Finally, increase the creature's size by +50% and double its
weight.
An average mature isle has the following stats that are different then a
larva isle: PS is 52, PP is 12, swimming Spd is 180, S.D.C. is 320, Hit
Points is 450, and horror factor is 14. An average mature isle has the
following combat bonuses: 12 attacks per melee, +1 to initiative, +7 to
strike, +7 to parry, and +2 to dodge. A ram attack inflicts 4D6+37 points
of damage and a tentacle slap inflicts 4D6x10 points of damage.
- Demon Isle:
Demon Isles have the same basic appearance as Larva Isles, but they
are much larger and stronger. The creature gains the following
bonuses: +6D6x10 S.D.C., double hit points, +3D6+15 to PS, +2D4 to PP,
double swimming Spd attribute, horror factor increases to 16, ram damage
increases to 2D4x10 points of damage, +8 attacks per melee, +2 to
initiative, +8 to strike, +5 to parry, and +1 to dodge. Psionic powers
are used as a 12th level psychic. Finally, double the
creature's size and triple its weight. These bonuses are applied to the
stats of the Larva Isle, not to the improved stats of a Mature Isle.
An average demon isle has the following stats that are different then a
larva isle: PS is 67, PP is 15, swimming Spd is 240, S.D.C. is 410, Hit
Points is 600, and horror factor is 16. An average demon isle has the
following combat bonuses: 16 attacks per melee, +2 to initiative, +11 to
strike, +9 to parry, and +3 to dodge. A ram attack inflicts 4D6+52 points
of damage and a tentacle slap inflicts 4D6x10 points of damage.
- Transport Cargo and Troops:
An Isle of the Deep is designed to transport creatures as well as fight
in battle. The creatures enter and exit through the mouth of the Isle
and the Human factions that control Isles of the Deep are able to lower
cargo through the mouth in the same manner. A Larva Isle can hold 60
Larva stage creatures or 60 tons (54.4 metric tons) of cargo, a Mature
Isle can hold 120 Larva stage creatures or 120 tons (108.9 metric tons) of
cargo, and a Demon Isle can hold 240 Larva Stage creatures of 240 tons
(217.7 metric tons) of cargo. Each Mature stage creature requires 1.5
times the space of a Larva creature and each Demon stage creature
requires 2 times the space of a Larva creature.
- Excrete Acid:
Each time an Isle of the Deep hits a target there is a 25% chance that
it will excrete its acid on the target. The acid does 2D4 points of
damage per melee for a Larva Isle, 3D6 points of damage per melee for
a Mature Isle, and 5D6 points of damage per melee for a Demon Isle.
With all boil types, the acid lasts for 1D4+1 melee rounds and each
time the Isle of the Deep excretes the acid, the damage is cumulative.
- Release Mind Worms:
Each time an Isle of the Deep hits a target there is a 10% chance that
it will release mind worms onto the target. A Larva Isle will release
only one Mind Worm per attack, a Mature Isle will release 1D4 Mind
Worms per attack, and a Demon Isle will release 1D6 Mind Worms per
attack. The Isle will not release a mind worm if it has already
excreted acid; roll for the acid first before determining whether a
mind worm is released.
- Planetary Intelligence:
The Semi-Sentient Intelligence on Chiron is in partial control of all
Isles of the Deep and can see and experience what they experience. The
intelligence often coordinates large battles of Isles of the Deep using
surprisingly complex maneuvers and tactics.
- Bred in Captivity:
A few factions, namely Gaia's Stepdaughters and the Cult of Planet,
have discovered a means to grow Isles of the Deep in captivity. These
isles are controlled by powerful psychics that use psionic powers like
Mental Suggestion to coerce the Isles to follow the instructions of the
Humans. Isles of the Deep bred in captivity cannot be controlled by the
planetary intelligence on Chiron.
- Combat Skills: 8 attacks per melee, +3 to strike, +4 to parry, +2 to
dodge.
- Damage: The base damage for a tentacle slap is 2D6.
- Tentacle Slap: 2D8x10
- Ram: 4D6+26
- Bonuses: +10 to save vs. psionic attack, +10 to save vs. insanity, +8 to
save vs. all types of magic, +8 to save vs. all types of toxins, +8 to save vs.
disease, and +30% to save vs. coma / death. Includes bonuses from ME and PE
attributes.
- Penalties: Isles of the Deep take double damage from any fire-based
attack.
- Natural Skills:
- Navigation: Sea (85%)
- Prowl (80%)
- Appearance: A large disk shaped mass of squirming worms. At four
different point around the disk body are large tentacles. An Isle of the Deep
has no apparent head, eyes, or sensory organs.
- Allies: All other Mind Worm type lifeforms are understood to be natural
allies and are never attacked by an Isle of the Deep. In addition, the
semi-sentient intelligence recognizes the Spartan Federation, Gaia's
Stepdaughters, the Cult of Planet, and the United Nations Peacekeepers factions
to be friends and will avoid attacking them, preferring to withdraw when it
encounters members of that faction. However, all Mind Worm lifeforms will
attack anything that attacks them.
- Enemies: All other living creatures are considered to be potential prey
for the Isles, but the semi-sentient intelligence recognizes the Cybernetic
Consciousness, the Free Drones, the Human Hive, and Morgan Industries factions
as being its mortal enemies and will attack them on sight.