Invasion!/Winterkin/One Pack/Big City

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The hearth of hu-man civilization

You quickly agree that separating the pack is a bad idea, the Consciousness is already too weak with only you five, and it goes against your every instinct to split the pack.


Even so, you are not the first on the planet, so you have to make up for lost time by growing your pack faster than other species and actively hunting and killing or slaving other aliens and hybrids. Luckily, the Galactic Council won't take action as long as you're not discovered or harm hu-mans, hybrids being a grey area under Galactic Law.


Tarjurg is fast analyzing the data the computer gives, intercepting human transmission (the correct name of the species), and sharing it with the Consciousness. With this you decide your best option is to start your pack directly in the middle of an already big human settlement, that will give you the best access to fertile wombs and advanced technology to quickly increase your numbers; plus, it's an idea that other races might have thought.


Unfortunately your ship does not have as good sensors as a Varselavesh or even a Markovik cruise, seeing that your species has no innate desire for technology, and most of it it's purchased from other races. Thus, you cannot try to locate from the air other races landing spots; on the other hand, once you land, your keen sense of smell aided by your telepathy will make it impossible for any alien to hide from you.


In the end you settle for a middle city, where the humans have yet to pollute their environment to the point of harming your descendants, but with an active industry in primitive electronics and vehicle manufacturing.


Yomelg quickly and quietly settles the ship into a mostly empty lot near the suburbs of the city. From what Tarjurg managed to extract and translate, it was a failed attempt at a commerce center (shopping mall, corrects you Sofrig), and the abandoned structure should suffice as a den for your future pack.


The first few moments after touching down are a blur of activity, with all in your pack acting in unison to secure the location. You quickly turn off the ship, hoping other races have not traced it's energy signature, then expand your senses to look for natives around.


You quickly discover quite a lot of animals have made their home of this old building, their mental processes too simple to bother. More concerning is the clear presence of a sentient being within the "empty" lot. Lucky for you it's thought patterns shows it's asleep.


Between you five, you use your telekinesis and raw strength to move debris and dirt around to hide your ship from praying eyes. The cloaking would have sufficed for humans, but you're more worried about other races.


Even after this short burst of activity, you're forced to rest a little. The cooling pack around your neck prevents you from succumbing to the extreme heat, but just the ground under your paws feels like a burning iron. No wonder, considering the air around you is almost 2.05×10⁻³⁰ degrees (290.5 Kelvin, reminds you Sofrig, still bemused by the natives weird units.)


More concerning, you have already used 5% of your cooling pack power, and while digging was strenuous work, this happened at night, you will have to be careful once the star heated even more the surface.


Once the ship is sufficiently hidden, you call another meeting to the Consciousness.


  • With normal activity, our cooling packs will only last about a planet revolution, that severely limits our area of activity, since we have to return to recharge them.
  • With our current strength, we can only monitor the minds around 6×10³⁶ lengths of us. Outside that area we cannot detect other races.
  • If we need to communicate with the humans we should use their archaic measures, so a "day" for planet revolution, and about 100 meters for our telepathic range.
  • There is a human in our den, we can use it to see how much we can influence them.
  • If the human is fertile we have to start our pack with it.
  • Sofrig's heat will start in less than a human month, we have to secure a human male to impregnate her by then.
  • We need to explore outside our den, ensure the location is safe and try to find the base of operations of other races.
  • While it's best for us to move at night, humans are diurnal, we'll have a better chance of establishing relations if we interact during the day.
  • We still don't know if humans will take us for "pets", or if we can influence their perception. Given they are very primitive this is likely, but we have to test before risk being discovered.
  • We cannot overstretch, in order to maintain the Consciousness, we have to be within one kilometer of each other, also we have to setup a rest schedule, we won't last if we try to work all the time.


All this thoughts and many more are shared. You still miss your home planet Consciousness, where with millions of minds you could have reach a much better plan in a fraction of the time, but you have to work with what you have. You each separate to do your individual work.


  • Further prepare you den: Reinforce the den security and living areas, preparing it for Sofrig's cubs as well as any humans or hybrid that join your pack.
  • Secure the perimeter: Go outside your den to secure the perimeter, looking for other races that might be in the vicinity.
  • Explore the city: Go outside looking for resources and to test human interaction.


Invasion Stage: One Winterkin Abilities Equipment
Human-Winterkin Hybrids 0 Telepathy, Telekinesis, Limited Visual Range, Low Light Vision, Ultrasonic Hearing, Enhanced Smell, Hard Bones, Sharp Teeth, Fast Runner, Heat Intolerant*

*Cooling Pack energy: 95%
Personal: Human/Winterkin Reproductive Implant, Cooling Pack disguised as a collar
On your den:Plasma weapons (not yet setup), Turned off computer, Recharging station, Hidden spaceship.
Political Progress 0%
Cultural Progress 0%
Technical Progress 0%
Overall Transformation 0%
Human Suspicion 2%
Human Resistance 0%