Instinct and Claw 93
The smallest creatures without psionic control will continue on their last command for quite some time. It is the larger ones that represent an issue, the overlords, Lairs, Hives, and Queens, they are able to control the lesser creatures to various degrees.
However, they will take the most work, for now, you work with instincts for less aware creatures to continue under orders without being directed. It gives you experience with setting up such directives.
(93/??)
Spore Colony 86
The spore colony like many of the ranged zerg bioforms relied on the rapid generation of their living munitions in order to attack. Unlike some of the more specialized organisms that had reserves of nutrient pouches that they would consume for this energy, they had to be able to attack constantly.
The ability to do so in most zerg was completed by using the properties of Vespine gas to produce rapidly multiplying cells to generate the structures at will. Instead, the Spore colony would expand underground to produce a large gut where the spores it would use as a weapon were bred the massive size of this store meant that they would always have a supply but it also meant that without constant feeding from the Creep cover the Spore colony would run out of materials to breed more. This made the Spore Colony very complex in its essence, many places where it can go wrong when not directed.
(86/??)
Spore Colony Volcanic Slopes 47
[-50]
The growth of the spore colony provided additional information on and reinforced the knowledge of issues it would have when growing. Working over them you have a better idea of how to address the mistakes in the essence however the time you dedicated and how you slowed the growth did leave it underdeveloped. It needs more time to finish its mutation.
(47/50)
Spore Colony Southern Plane 204
[-50]
The one you were focusing less on however seemed to grow better without overt management grew quite well to the point where you actually were surprised as it completed a full day ahead of the expected time. The complexities of their growth could be reduced however you can feel the psionic power infused into it helping it grow which gives you the idea to use prod your growing powers into such a channel. Or it could be modified to affect creatures allowing you to grow them with fewer resources. The power would fade soon and you are left to decide quickly.
[][PA]Let the Chance pass
Instead, focus on what it did reduce the difficulty of spore colonies by 25 to 25.
[][PA]The Structures
The Psionic power can imbue and help structures grow helpful now when they are unstable but it may grow as that becomes less relevant.
[][PA]The Creatures
Focus on how it fixed the issue and try to extrapolate for creatures. 75% chance that you gain Psionic Growth: When metamorphing creatures from larva double the amount is born. 10% chance ?? is gained.
(204/50)
Metamorph Creature 2 Overlord, 5 Drone
[-450]
Two new overlords speak with those already present while the new drones go to work quickly gathering materials from deep in the cave system.
Examine volcanic slopes for Vespine Gas 19
Vespine gas has not appeared in the whole world in the form of natural geysers of the material. However that's only one way, deeper underground reservoirs can be tapped by extractors with time and effort though finding them is a challenge. With the issues of essence mutation and your own growing psionic powers though you fail to do much about the discovery of such wells.
(19/??)
-
Minerals: 770
Biomass: 200
Vespine Gas: 0
Production +1250 Minerals
+5 Biomass
Sources
Pillar Field +50 Per Drone. Drone Cap Unlimited -5 production for all drones here for every 5 drones here, Max Unknown. 5/ꝏ
Poor Mine +10 Per Drone. Drone Cap 2 Max 2,000 0/2
Rich Caves +100 per Drone. Drone Cap 100 Max 99,999,300 9/100
-
Volcanic Slopes (Cluster 1)
Deep Caverns (Unoccupied)
Rocky Basin (Unoccupied)
Southern Plane (Cluster 2)
Western Ridges (Unoccupied)
Nothern Plane (Under Magma)
Shattered Mountain (Unoccupied)
Stable Range (Occupied Unknown)
-
Hive Cluster 1
Overlord 3
Drones 9
Zerglings 12
Cerebrate (Unnamed) 1
Hatchery 1
Creep Colony 1
Spore Colony 1
Evolution Chamber 1
Spawning Pool 1
Protoss? Void? Machine? 1?
Hive Cluster 2
Drones 5
Overlord 2
Hatchery 1
Spore Colony 1
Control 15/24|5/16|0/100
Larva 12
Larva 12
-
Military: 1|+5
Research: 2|+10
Diplomatic: 0|-10
Growth: 3|+5
Exploration: 1|+5
Free: 0
Perfection of Metamorphosis any growth die rolled under 25 become 25 instead
-
Dice Mod, as a Cerebrate you can use your mental prowess in many ways, even if you are using parts designed for particular tasks. Whenever you wish you can expend a die from one category to gain another in a category of your choosing. However, in addition to the normal mods for the category, you gain an additional -15 to that roll.
Unfinished structures progress by 5 each turn. Dice can be used to finish them but are not needed.
When spawning structures a hatchery must be present, or another source of creep. Hatcheries are exceptions to this.
When at a hive cluster that can produce a resource drones that are not busy will produce the resources available. The projected resources are listed in resources.
/Name\ as part of an action means that a creature or structure of that name is required to be sacrificed. (Read mutate) to make the new item. All structures require drones unless they use this notation to indicate another structure or creature.
Free Dice can be used to take actions even in categories with no action availability.
Actions shown in growth with |#L| Means they use Larva meaning that growing creatures to fill out your ranks is easy with materials to do so. You do not need to use a dice to take the action but you will need to use a Larva, you have # larva
<##%> Shows and action that has a random chance of success, failure in these can reduce minor assets like drones, each die is another roll and another chance of success. <??%> The chance is unknown.
Biomass can be used as Minerals 1 to 1. Or as Vespine 100 to 1. You can convert minerals into biomass in a ratio of 10 to 1.
A Hatchery is needed to evolve new creatures. An evolution chamber is helpful but not needed in researching swarm forms.
When voting use -[X]# to show how many dice you are using for each action this is not needed if you are only using one. Please vote by plan.
(#/#) shows the progress of an action, the second number shows when the action will be completed. If the action has (#/0) then any die assigned to the action will complete the action regardless of the roll. (#/??) This means that the number needed to complete the action is unknown.
[#] Shows the number of minerals needed for the action.
[#] Shows the number of biomass needed for the action.
[#] Shows the number of vespine gas needed for the action.
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Military Actions
-
[]First Strike <??%>
You have found some space-faring race moving around this world. You need to make them a non-threat. The Zerg have a simple solution to this.
[]Defensive Positioning (0/0)
Set up the zerglings to defend in case of an attack. Though you don't think any attack is near.
[]Instinct and Claw (93/??)
You wish to ingrain combat and cooperation instincts into the zerg so that when feral they will thrive to a greater degree.
-
Research Actions
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[]Examine the Void Machine (380/??)
You wish to see what is keeping you alive at this moment.
[]Repair an available damaged Essence
-[]Spawning (0/??)
Hatchery Lair
-[]Unlocking (0/??)
Hydralisk Den
-[]Defense (86/??)
Spore Colony, Spore Cannon, Sunken Colony
[]Play with evolution (0/??) [10]
-[]What?
Try and create something with the available genes, drone, overlord, zergling, creep cluster, spawning pool, hatchery.
[]Develop the Tarantula (0/100)
Your ideas have merit and by working out the exact enzymes needed for its growth you will be able to mutate a structure for it, or at least determine which structure already makes the needed chemicals.
[]Reach out into the Void (0/??)
You only reached gently looking for your kin a louder attempt may be able to call them but something else could hear such powerful Psionics.
[]Try to Speed up the Development of your Psionic Specialty <??%>
You need to be ready now any tool that is delayed is time lost to the swarm.
[]Instinct and Mind (0/??)
You wish to create a swarm controller that will lay dormant until it is disconnected from higher-level control. Giving it orders so that lost broods will try and reach out.
[]Geneweaver (0/??) [100]
You have seen Abathur the mind behind much of the swarm, and some small fragments of his genes remain in you. With effort and creativity perhaps you can remake a similar creature.
-
Diplomatic Actions
-
[] A Name? (0/??)
Loneliness is not an emotion of the swarm the feeling is alien the machine keeps you alive but a name will remind you that soon there will be others in the swarm that will have the ability to use it.
[] Speaking? (0/??)
You see aliens Keriggian did use diplomacy to work alongside the humans and protoss in the brood wars perhaps communication is better than eating.
-
Growth Actions
-
You can grow new structures at Hive Cluster 1, or 2. Please Specify.
[]Hatchery (0/50) [300]
Grow a hatchery without more control organisms and with the damage to your genes, you will watch over it carefully as it grows to ensure no issues arise. You know deeply the damages to the code of the hatchery and can carefully ensure that it does not come up as it grows.
[]Hatchery Far (0/75) [300]
You wish to start a new hive cluster. Select a location to send the drone.
[]Spawning Pool (0/0) [200]
Grow a spawning pool you understand what is needed and it will be simple for another to be built though without large numbers of zerg dying or disconnected creep it is unneeded at this time.
[]Evolution Chamber (0/75) [75]
Grow an evolution chamber without more control organisms and with the damage to your genes, you will watch over it carefully as it grows to ensure no issues arise. You know deeply the damages to the code of the Evolution Chamber and can carefully ensure that it does not come up as it grows.
[]Creep Colony (0/0) [75]
More creep means more area for you to expand and to move, while the hatchery will make more creep, you already know that the colony's genes work.
[]Hydralisk Den (0/125) [100] [50]
Grow an Hydralisk Den without more control organisms and with the damage to your genes, you will watch over it carefully as it grows to ensure no issues arise. You know deeply the damages to the code of the Evolution Chamber and can carefully ensure that it does not come up as it grows.
[]Sunken Colony (0/50) [50] /Creep Colony\
The Sunken Colony is one of the zerg broods' defensive structures and even with the damage to the genes, it is still viable. Though you need to work to ensure nothing happens as it mutates.
[]Spore Colony (0/50) [50] /Creep Colony\
The Sunken Colony is one of the zerg broods' defensive structures and even with the damage to the genes, it is still viable. Though you need to work to ensure nothing happens as it mutates.
[]Spore Cannon (0/100) [100] [50] /Spore Colony\
The expanded systems allow this cannon to fire spores further at higher speed, it loses much of its function as an anti-air weapon but becomes an important member of anti-orbital defenses and can be used to send biomass and genetic information quickly between planets in a system.
[]Lair (0/200) [150] [100] /Hatchery\
The Lair is mutated from the hatchery using the complex enzymes the spawning pool produces it does the catalytic conversion of those compounds into proteins needed for the heavier zerg fliers. Though the damage to the essence of the swarm means it might take a long time and while mutating the Lair will not produce larva. Without another hatchery, it is a slight risk.
[]Cerebrate (0/2000) [1000]
You do not wish to be alone this will leave you critically low on supplies and make it hard to grow any other structures ad the two of you will take nearly all the available creep. The look into genes reminded you of the complexity and difficulty it is to grow a new Cerebrate.
[]Metomorph Creature |24L|
Grow a member of the swarm.
-[]Drone [50]
-[]Overlord [100]
-[]Zerglings 2x [50]
[]Mine <??%>
You can try to access minerals buried in the ground, however, with pockets of gas and magma, it does risk the drones.
-
Exploration Actions
-
[]Space (0/0)
You have an overlord of the basics of the swarm's movement through space. You can see what the system is like beyond this world. However, any other would likely be able to detect the overlord as it moves in orbit.
[]Worm Watch (0/??)
You need to know more if you are to eventually take out the beast need to know its habits and its weaknesses.
[]Examine
Select an area to examine in greater depths possibly discovering more than your quick scouting.
[]Vespine Hunt Volcanic Ridge (19/??)