Hey everyone, this is a continuation on the anomalous materials list, part 1 can be found below, these ones are a little more complex that the previous ones but should be a thought-provoking read. Keen eyed readers may spot one of these that sounds awfully familiar to a certain faction...
If you were wondering, the point of these is to add richness and environmental story-telling to my universe, if these conjuor images in your head and build stories, they've done their job perfectly. i've had a lot of positive feedback around these so far and i'm really glad people are enjoying them, even if they're not commenting. This will likely be the last one of specifically Anom-materials for a while (I mean, i've done quite a few now), i'm going to continue working on SV2, the SV1 arc 1 rewrite and the start of the universe story too, not sure how long those will take though... its good to be back in the swing of things.
Part 1: https://www.furaffinity.net/view/44025804/
Here is some background music to accompany your read, should you fancy: https://www.youtube.com/watch?v=HiMGaX5afbo - Lorn, Glass and Silver
Within the Heavy Weapons universe, there exist anomalous events that generate impossible materials, these anomalous materials have properties that are physically impossible by known physics, how they work is unknown and generally, their appearance within a universe is a sign that the health of the reality is rapidly diminishing. Yet, these materials can have a multitude of uses to those who are able to claim them. Currently, Anom-materials are extremely rare but still well known enough to be part of most educational curriculums across the universe. Due to their rarity and potential, a lot of the below list are extremely expensive and hard-fought over regularly, should they be generated by an anomaly.
Ohbeyde
“Impossible to resist.”
Risk category: Medium to high
Ohbeyde is a remarkably pretty crystalline arrangement, usually cyan or sapphire coloured, that grows both in thick layers across surfaces and in larger, more traditional protrusions. It grows organically and without any requirement but at a slow rate. Its anomalous effect is both in its unsubstantiated growth and its effect on living organisms within close proximity. It releases airborne seeds that can infect living people and transform them into zombified protectors, completely killing higher brain function and turning the person into a personal guard for the anomalous crystal growths. This infection process has no known cure but doesn't result in a dramatic increase in stats or strength, other than a complete halt to ageing and providing their victims with unlimited energy, allowing the enslaved victims to guard the crystals forever.
Ohbeyde would be rated higher on the risk category if it wasn't for how easily it can be disposed of and prevented from infecting others. Although Low and Civilian grade hazmat suits won't protect from the airborne infection, mid grade will, meaning pretty much all factions have the capability to prevent infection once its identified, as long as procedures are adhered to and proper care is taken. The crystals can also be destroyed with intense heat, allowing relatively low cost neutralisation. Large scale Ohbeyde infestations can be rather intense but there are a lot of soldiers who relish the challenge to gun down crystalline zombies and burn out the anomalous infection. Ohbeyde is relatively common in terms of random generation, although it should be stated that these events are still incredibly rare.
Kinargus orbs
“A glitch in the system.”
Risk category: High
Kinargus orbs, sometimes called Storm Orbs, are spherical amber looking artefacts that cause extreme kinetic distortion in anything that makes contact with them. They float naturally and are usually found in the centre of randomly generated hurricanes and storms. Anything that makes contact with a Kinargus orb will be subject to massive bursts of chaotic kinetic energy, hurling it around with vicious force. If a living creature touches one, they'll usually be torn to pieces in seconds, as the forces coursing through their body will rip them limb from limb as they slam into walls and whip through the air. The effect does wear off after a few minutes but most people are long dead before that point. Due to their contact effect, they are extremely dangerous, as touching the walls or floor of a containment cell will end up tearing the entire complex apart in mere seconds, there have been successful storage attempts however, in vacuum sealed chambers as even the air around them is kinetically charged. They can be destroyed with enough explosives, however, the resulting singularity that occurs afterwards is akin to a black-hole opening up in your front yard, as a result, they're mostly just locked up and left to collect metaphorical dust.
Voltynite
“Violent and unpredictable.”
Risk category: High
Voltynite is another “Energy generation” anomaly that starts off as a dense black liquid at cold temperatures and solidifies at higher ones into perfectly formed, sharply shaped, obelisk like entities that grow in sporadic, sudden ways. It will periodically unleash massive blasts of energy in various different forms around it. These can be heat blasts, plasma surges, physical shock-waves and radiation novas. The larger a Voltynite Obelisk is, the more powerful and more frequent its disruptive behaviour becomes. Small amounts of Voltynite has been used for energy generation, but their unpredictable nature makes them exceptionally difficult to work with and as a result, only the truly desperate or deranged will seek it out for their own purposes. Although highly dangerous to be local to, Voltynite can be neutralised by physical destruction, ceasing anomalous behaviour entirely once damaged enough, although its tough, most factions will have access to sufficiently powerful arms to destroy it.
Anchor stones
“Portable wormholes”
Risk category: Low
Anchor stones are generated in grape-vine like arrangements, each one resembling a chalky white, eye-like orb. Each one can be plucked and used individually but before so, it must attuned to an area, which is easy enough to do, only requiring some voltage applied directly to the stone. Once attuned to an area, the Anchor stone must be shattered to enable its anomalous effect, doing so causes a small wormhole to open at the shatter location which directly links to the attuned location, allowing instantaneous – if uncomfortable – travel between the two destinations. The larger the stone, the larger the wormhole and longer it lasts. Most will only last a few hours but some have lasted up to a week. The only danger they possess is if multiple attuned stones shatter in the same place, as the overlapping wormholes become extremely unstable and will kill anyone who attempts to pass through. This never really happens though as the stones are always separated once they've been attuned. As a result of this, a bunch of Anchor stones are worth a nearly uncountable amount, corps and empires like will fight bitterly to secure them and for good reason, some of the most important and privileged figures in the various factions will carry an anchor stone as a form of escape, with a sizeable garrison waiting on the other end, in case the would-be attackers attempts to follow.
Abhorricite
“You will answer.”
Risk category: Extreme
A highly disturbing and extremely dangerous material, Abhorricite is known for its “Abhorricite abductions”which anomaly control agencies are always on the watch for. This insidious material takes the form of a large metallic, reflective set of crystals, which protrude from the ground at a 45 degree angle and are always half buried, strangely enough, the “buried” portion of the body can never be found, digging under the node reveals nothing. Along its mirror-like crystals, its surface seems to move, making shapes akin to screaming faces frequently, to the extent that from a distance, it takes the appearance of a horrifying, multi-faced, reflective monster.
Within its local area of effect, Abhorricite will quickly drain and kill anything living, directly depleting soul energy at a steady pace, when it does kill someone in this manner, it grows in size but this is the only way that it can do so. Those killed by this material will leave no trace behind as their form crumbles away, feeding the dreaded thing further.
This wouldn't be so bad as the local area of effect is usually only a few hundred meters at most, but it has one further, terrifying effect. Abhorricite seems to call to people well beyond its local area, crafting a story deep within a persons mind why they must come to the location of the node. These stories are perfectly crafted and tailored to each person targeted, they know exactly where they must go and will have convincing reasons to do so, the effect of the targeted attack is so powerful that, for example: the person will refer to emails that don't exist, be able to name numerous non-existing individuals and companies and recite full blown conversations with them, all of which will be in aid of getting the person to travel to the Abhorricite node. How it selects it victims is unknown but it has extreme range, able to target people multiple solar systems away, it does however give its victims a deadline, usually 6 weeks, if the victim does not make it to the location within that time frame, the effect ceases immediately, during this time-frame however, it will be almost impossible to convince the victim not to go.
Be on the look-out for anyone who seemingly needs to travel to an extremely precise destination that doesn't seem correct. There was a mother in an Orion Industries city who was convinced she needed to travel to a nearby uninhabited moon to arrange nursery cover for her son for example. She was detained by Orion Security officials and held in captivity for 6 weeks until she no longer desired to travel there.
Abhorricite seems to be able to teleport once its consumed enough souls but the teleportation is random and only happens after its consumed approximately 1000 people or animals. It will teleport every time it reaches this number, anchoring itself in the ground in a new location. It is able to be destroyed by sustained physical damage but it has limited regeneration capabilities and will not cease anomalous activity unless completely destroyed.
Shadowmire
“Watch it closely.”
Risk category: Medium
A dark purple, translucent series of crystals with extremely sharp edges and points. Shadowmire flickers in and out of sight constantly and is completely undetectable to machinery, it must be observed by a living person to be confirmed. Shadowmire crystals repel one another and will violently repulse each-other with considerable force should they be brought too close. Its points and edges are tremendously sharp and will cut through most known materials with ease. Slipping, falling or walking into Shadowmire will eviscerate the individual unlucky enough to do so. A combination of Shadowmire being invisible for short lengths of time, completely undetectable by non-organic sources and its incredible sharpness make it dangerous to handle or harvest. There have been instances of workmen cutting their own heads off by accident by walking into invisible blades and crystals. It is incredibly tough however and can be made into excellent weapons if handled and refined properly, but care must always be taken near it due to their repelling nature. Occasionally, when unobserved, Shadowmire will duplicate, so most factions will keep a careful watch on their Shadowmire stock. You can imagine how dangerous it would be if a Shadowmire crystal duplicated and repelled one another...
Due to the above, Shadowmire is often found in sparse clusters, with crystals deeply embedded in walls and ceilings, repelled and flung away by their duplications, but the result of this is a network of razor sharp, flickering, invisible crystals that can slice off a limb in the blink of an eye.. one wrong step harvesting Shadowmire and you're dead.
If you were wondering, the point of these is to add richness and environmental story-telling to my universe, if these conjuor images in your head and build stories, they've done their job perfectly. i've had a lot of positive feedback around these so far and i'm really glad people are enjoying them, even if they're not commenting. This will likely be the last one of specifically Anom-materials for a while (I mean, i've done quite a few now), i'm going to continue working on SV2, the SV1 arc 1 rewrite and the start of the universe story too, not sure how long those will take though... its good to be back in the swing of things.
Part 1: https://www.furaffinity.net/view/44025804/
Here is some background music to accompany your read, should you fancy: https://www.youtube.com/watch?v=HiMGaX5afbo - Lorn, Glass and Silver
Within the Heavy Weapons universe, there exist anomalous events that generate impossible materials, these anomalous materials have properties that are physically impossible by known physics, how they work is unknown and generally, their appearance within a universe is a sign that the health of the reality is rapidly diminishing. Yet, these materials can have a multitude of uses to those who are able to claim them. Currently, Anom-materials are extremely rare but still well known enough to be part of most educational curriculums across the universe. Due to their rarity and potential, a lot of the below list are extremely expensive and hard-fought over regularly, should they be generated by an anomaly.
Ohbeyde
“Impossible to resist.”
Risk category: Medium to high
Ohbeyde is a remarkably pretty crystalline arrangement, usually cyan or sapphire coloured, that grows both in thick layers across surfaces and in larger, more traditional protrusions. It grows organically and without any requirement but at a slow rate. Its anomalous effect is both in its unsubstantiated growth and its effect on living organisms within close proximity. It releases airborne seeds that can infect living people and transform them into zombified protectors, completely killing higher brain function and turning the person into a personal guard for the anomalous crystal growths. This infection process has no known cure but doesn't result in a dramatic increase in stats or strength, other than a complete halt to ageing and providing their victims with unlimited energy, allowing the enslaved victims to guard the crystals forever.
Ohbeyde would be rated higher on the risk category if it wasn't for how easily it can be disposed of and prevented from infecting others. Although Low and Civilian grade hazmat suits won't protect from the airborne infection, mid grade will, meaning pretty much all factions have the capability to prevent infection once its identified, as long as procedures are adhered to and proper care is taken. The crystals can also be destroyed with intense heat, allowing relatively low cost neutralisation. Large scale Ohbeyde infestations can be rather intense but there are a lot of soldiers who relish the challenge to gun down crystalline zombies and burn out the anomalous infection. Ohbeyde is relatively common in terms of random generation, although it should be stated that these events are still incredibly rare.
Kinargus orbs
“A glitch in the system.”
Risk category: High
Kinargus orbs, sometimes called Storm Orbs, are spherical amber looking artefacts that cause extreme kinetic distortion in anything that makes contact with them. They float naturally and are usually found in the centre of randomly generated hurricanes and storms. Anything that makes contact with a Kinargus orb will be subject to massive bursts of chaotic kinetic energy, hurling it around with vicious force. If a living creature touches one, they'll usually be torn to pieces in seconds, as the forces coursing through their body will rip them limb from limb as they slam into walls and whip through the air. The effect does wear off after a few minutes but most people are long dead before that point. Due to their contact effect, they are extremely dangerous, as touching the walls or floor of a containment cell will end up tearing the entire complex apart in mere seconds, there have been successful storage attempts however, in vacuum sealed chambers as even the air around them is kinetically charged. They can be destroyed with enough explosives, however, the resulting singularity that occurs afterwards is akin to a black-hole opening up in your front yard, as a result, they're mostly just locked up and left to collect metaphorical dust.
Voltynite
“Violent and unpredictable.”
Risk category: High
Voltynite is another “Energy generation” anomaly that starts off as a dense black liquid at cold temperatures and solidifies at higher ones into perfectly formed, sharply shaped, obelisk like entities that grow in sporadic, sudden ways. It will periodically unleash massive blasts of energy in various different forms around it. These can be heat blasts, plasma surges, physical shock-waves and radiation novas. The larger a Voltynite Obelisk is, the more powerful and more frequent its disruptive behaviour becomes. Small amounts of Voltynite has been used for energy generation, but their unpredictable nature makes them exceptionally difficult to work with and as a result, only the truly desperate or deranged will seek it out for their own purposes. Although highly dangerous to be local to, Voltynite can be neutralised by physical destruction, ceasing anomalous behaviour entirely once damaged enough, although its tough, most factions will have access to sufficiently powerful arms to destroy it.
Anchor stones
“Portable wormholes”
Risk category: Low
Anchor stones are generated in grape-vine like arrangements, each one resembling a chalky white, eye-like orb. Each one can be plucked and used individually but before so, it must attuned to an area, which is easy enough to do, only requiring some voltage applied directly to the stone. Once attuned to an area, the Anchor stone must be shattered to enable its anomalous effect, doing so causes a small wormhole to open at the shatter location which directly links to the attuned location, allowing instantaneous – if uncomfortable – travel between the two destinations. The larger the stone, the larger the wormhole and longer it lasts. Most will only last a few hours but some have lasted up to a week. The only danger they possess is if multiple attuned stones shatter in the same place, as the overlapping wormholes become extremely unstable and will kill anyone who attempts to pass through. This never really happens though as the stones are always separated once they've been attuned. As a result of this, a bunch of Anchor stones are worth a nearly uncountable amount, corps and empires like will fight bitterly to secure them and for good reason, some of the most important and privileged figures in the various factions will carry an anchor stone as a form of escape, with a sizeable garrison waiting on the other end, in case the would-be attackers attempts to follow.
Abhorricite
“You will answer.”
Risk category: Extreme
A highly disturbing and extremely dangerous material, Abhorricite is known for its “Abhorricite abductions”which anomaly control agencies are always on the watch for. This insidious material takes the form of a large metallic, reflective set of crystals, which protrude from the ground at a 45 degree angle and are always half buried, strangely enough, the “buried” portion of the body can never be found, digging under the node reveals nothing. Along its mirror-like crystals, its surface seems to move, making shapes akin to screaming faces frequently, to the extent that from a distance, it takes the appearance of a horrifying, multi-faced, reflective monster.
Within its local area of effect, Abhorricite will quickly drain and kill anything living, directly depleting soul energy at a steady pace, when it does kill someone in this manner, it grows in size but this is the only way that it can do so. Those killed by this material will leave no trace behind as their form crumbles away, feeding the dreaded thing further.
This wouldn't be so bad as the local area of effect is usually only a few hundred meters at most, but it has one further, terrifying effect. Abhorricite seems to call to people well beyond its local area, crafting a story deep within a persons mind why they must come to the location of the node. These stories are perfectly crafted and tailored to each person targeted, they know exactly where they must go and will have convincing reasons to do so, the effect of the targeted attack is so powerful that, for example: the person will refer to emails that don't exist, be able to name numerous non-existing individuals and companies and recite full blown conversations with them, all of which will be in aid of getting the person to travel to the Abhorricite node. How it selects it victims is unknown but it has extreme range, able to target people multiple solar systems away, it does however give its victims a deadline, usually 6 weeks, if the victim does not make it to the location within that time frame, the effect ceases immediately, during this time-frame however, it will be almost impossible to convince the victim not to go.
Be on the look-out for anyone who seemingly needs to travel to an extremely precise destination that doesn't seem correct. There was a mother in an Orion Industries city who was convinced she needed to travel to a nearby uninhabited moon to arrange nursery cover for her son for example. She was detained by Orion Security officials and held in captivity for 6 weeks until she no longer desired to travel there.
Abhorricite seems to be able to teleport once its consumed enough souls but the teleportation is random and only happens after its consumed approximately 1000 people or animals. It will teleport every time it reaches this number, anchoring itself in the ground in a new location. It is able to be destroyed by sustained physical damage but it has limited regeneration capabilities and will not cease anomalous activity unless completely destroyed.
Shadowmire
“Watch it closely.”
Risk category: Medium
A dark purple, translucent series of crystals with extremely sharp edges and points. Shadowmire flickers in and out of sight constantly and is completely undetectable to machinery, it must be observed by a living person to be confirmed. Shadowmire crystals repel one another and will violently repulse each-other with considerable force should they be brought too close. Its points and edges are tremendously sharp and will cut through most known materials with ease. Slipping, falling or walking into Shadowmire will eviscerate the individual unlucky enough to do so. A combination of Shadowmire being invisible for short lengths of time, completely undetectable by non-organic sources and its incredible sharpness make it dangerous to handle or harvest. There have been instances of workmen cutting their own heads off by accident by walking into invisible blades and crystals. It is incredibly tough however and can be made into excellent weapons if handled and refined properly, but care must always be taken near it due to their repelling nature. Occasionally, when unobserved, Shadowmire will duplicate, so most factions will keep a careful watch on their Shadowmire stock. You can imagine how dangerous it would be if a Shadowmire crystal duplicated and repelled one another...
Due to the above, Shadowmire is often found in sparse clusters, with crystals deeply embedded in walls and ceilings, repelled and flung away by their duplications, but the result of this is a network of razor sharp, flickering, invisible crystals that can slice off a limb in the blink of an eye.. one wrong step harvesting Shadowmire and you're dead.
Category Story / All
Species Unspecified / Any
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File Size 23 kB
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