Type Orange: Technopath

[[/tab]]
[[tab Type Orange: Technopath]

Overview

While multiple parathreats possess shapeshifting abilities, the "proper" shapeshifter is a particularly tricky target to engage. Their familiarity and reliance on their trait potentially gives them advanced mastery and skill in using it, especially if they are a mortal species (where creativity and ingenuity are common). If unprepared, a Type Yellow could give the veteran operative a hard time, whether pursuing them or facing them.

NOTE: Not all entities that possess shapeshifting abilities are applicable to the following methods. For more information on those entity types (such as Therianthropes, Paranormal Coulroform, and most strains of Hemovores), please see their specific entries (Talbot, Harlequin, and Wallachia respectively).

Classification

Type Yellow entities are classified into the following categories, each associated with a symbol for simplicity:

  • Transformation Type: Defining the full extent of the transformation.
    • Limited Transformation: Where the entity can manipulate only part of their body, whether it be one part at a time or one part exclusively. Associated with the letter "A".
    • Full Transformation: The entity has full control over their appearance. Associated with the letter "B".
  • Transformation Speed: How long it takes for the entity to transform.
    • Slow: The process of transmogrification happens over a long period of time, ranging from several minutes to an hour. Associated with the letter "I".
    • Moderate: The process takes place over a few minutes. Associated with the letter "J".
    • Instant: Transformation takes place almost instantly. Associated with the letter "K".
  • Transformation Quantity: How many forms the entity can take.
    • Uni: Only having access to one form. Associated with the letter "O".
    • Multi: Having access to multiple forms. If an entity has full transformative abilities, an amalgamation of forms may exist. Associated with the letter "P".
  • Transformation Capacity: Types of forms that are able to be taken.
    • Norm: Being limited forms that resemble subjects considered consistent baseline normalcy. Associated with the letter "X".
    • Para: Having forms that resemble those considered consistent with the paranormal, or have no counterpart outside of the entity (or similar subjects). Associated with the letter "Y".
    • Poly: Possessing access to any form conceivable. Associated with the letter "Z".

In this way, operatives can be more specific when describing the capabilities of a Type Yellow. For example, a subject that possesses the ability to transform their head into that of a hippopotamus, over the period of a minute, would be an A-J-O-X Type Yellow, while a subject capable of imitating any living thing it has seen in five seconds would be a B-K-P-Z Type Yellow.

Tracking

Keeping track of an entity that can change its form (or has no definite base shape at all) is understandably difficult; finding a fleeing target that can become as small as a mouse in no easy task. However, one must keep in mind that Type Yellow entities obey the conservation of mass and energy. When changing shape, they will release, absorb, or produce large amounts of Aspect Radiation (either from the creation or disposal of mass by conversion, or by accessing higher or extradimensional body parts), causing their EVE signatures to light up Yellow (this is where the term "Type Yellow" came from, along with the semi-constant bands of yellow seen in their EVE signatures). Aside from the obvious benefit of tracking fugitives with ERI imaging technology (such as the VERITAS Resonance Imager), this phenomena will also produce mild ARad flux, affecting the immediate area in minor or moderate ways (such as the prickling of the skin, increased distress in wildlife, changing of air currents, etc.).

Engagement

Standard weaponry is variable in effectiveness against Type Yellows, depending on the form one is currently in. The presence of thick hide, unusual body composition, deadly and the potential rapidity of changes will make a fight long and hard. Since attacking the body is not reliable, the first option should always be to attack the opponent's mind. Tranquilizers are preferred, as they will bring down a subject without much trouble. Psychotropic drugs will impair the ability to react coherently to attacks but will cause irrational behavior, making apprehending the subject difficult. These, alongside rapid action and surprise, can be vital to bringing down a Type Yellow without an aforementioned fight. However, if a subject is capable of manipulating individual organs and bodily functions/systems, the overclocking of the circulatory and urinary systems may reduce the risk of drug-based assault.

Trickery and confusion can be useful as well; tricking a subject into a smaller or weaker form has been shown to be extremely effective. The change to the former is particularly useful, with the trade-off that they are harder to find and engage if let out of captivity.

If the previous options are not possible and head on assault is the only thing left available, keep in mind the goal of physical attack should never be to kill outright but to wear away with the opponent's stamina and will. This way, they will not be able to offer much resistance during the actual liquidation or apprehension. Wounds inflicted may change along with the subject, becoming the equivalent size for the new form, and potentially be more devastating. In some cases though, the changing between a small form and a large one may reduce the size of inflicted wounds. However, foreign objects will not; bullets and other objects lodged in the flesh will cut or irritate the tissue during transformation. Therefore, using weapons that will inflict wounds that contain such objects, such as shrapnel grenades and caltrops, is preferable. The use of anticoagulants is also suggested, but not necessary.

Confinement and Liquidation

Captives’ bindings are suggested to be made so that they will quickly constrict as well as being resistant to force, to prevent escape via rapid expansion or further shrinking. Captives should also be sedated, or otherwise, rendered unconscious. A secondary container should be used as a backup, in the case that the first bonds are broken.

Liquidation should be no hard task, as most Type Yellows have no specific ways of preventing death. Neurotoxins are preferred, but disabling the spinal cord or other methods of disabling the nervous system are also recommended. Execution by firearms is possible, but not recommended, due to secondary mission concerns. If violent action is necessary, standard "Hard Kill" precautions are to be implemented.
[[/tab]]
[[/tabview]]

[[=]]

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License