Davies
Legend
Hivers
They were first encountered by two exploration teams, from the Crimson Imperium and the Technate, during their respective surveys of two completely different planets, separated by thousands of light years, in the Earth year 1982. The Imperium team was nearly slaughtered to a man, with only a single survivor escaping to persuade the Captain of their accompanying warship to bombard the site from orbit. The Technate team seemed luckier, escaping with only a few casualties. The horrific truth of their situation would not become apparent for nearly a year, and by then it was almost too late.
Since then, the Hivers, as they have been named, have been discovered or transported to countless worlds across the known regions of space. It seems very likely that some prior galactic civilization deliberately spread them across the universe, whether because they were under their influence or because they had some method of controlling them. If the latter, then it has been long lost, and the Hivers are recognized as a serious threat by both current space-faring civilizations. One of the few matters that the Technate's Cosmic Intelligence Agency and the Imperium's Border Patrol cooperate on is trying, perhaps futilely, to prevent their ongoing spread.
By now, the creatures' life cycle is well-known. Eggs, which can remain viable for centuries and perhaps even longer, hatch in the presence of other living creatures, freeing the larva which then try to 'infect' targets in their surroundings. Reports that the larva die after infecting a single target are optimistic in the extreme; the same larva can deliver its payload to dozens of hosts. Within a few hours of a successful infection, the host will experience extreme chest pains, followed swiftly by the adult form of the hiver exploding from their chest. This is invariably fatal. However, the Chatpaura people of the Imperium, who are able to recover from most fatal injuries within fifteen minutes under optimal circumstances, have claimed to be able to recover from this one as well, though they offer no proof of their claims.
There are two adult forms of the creatures. The first, dubbed hunters, are much more common, possessing at best low intelligence but considerable cunning. They are believed to result from larva that hatch after extended periods of dormancy, though exactly how long an egg must be dormant before its larva produce hunters has never been determined. Fresher eggs, those laid within a few days, will produce larva that infect their targets with the slightly larger, more intelligent hivers dubbed warriors, who are a considerably greater threat.
Hiver warriors have the ability to produce a flesh-and-soft-tissue disguise over their chitinous shells, allowing them to appear as the being from whom they hatched. There have been claims that they can only do this if they consume the remains of their host bodies, but this remains unproven. As if this was not sufficiently disturbing, there is evidence that they retain knowledge, both factual and practical, that their host possessed, and so impersonate them perfectly. This was the fate of the Technate exploration team. While some have expressed hope that some portion of the host's consciousness survives inside the hiver, it is by now accepted that no trace of any moral or ethical values that individual possessed remains in the hiver's mentality, replaced by a fanatical urge to protect and expand the hive.
The eggs are laid, apparently through parthenogenesis, by the large adult hivers dubbed queens. This is the most mysterious of the hiver's life cycles. It has been hypothesized that hiver warriors who survive long enough will naturally develop into the queen form, but this has never been observed. Others have suggested that a queen can produce a so-called 'royal jelly' which will spark such a development in a warrior who is then sent to create a 'daughter' hive. And there is an account of a queen directly producing larva which infected one soldier assaulting their hive with an egg which rapidly produced a warrior spawn that grew into a queen form, who then assaulted the original queen, giving the other soldiers the opportunity to escape.
As with warriors, queens retain some if not all of the knowledge of their hosts, though they are unable to produce a flesh disguise and would be too large to appear as a typical humanoid in any event. While they are every bit as devoted to expanding their hives' domains as any other hiver, they are also capable of negotiation with other life forms, though most accounts agree that they will, like most sapients, only keep to any agreements as long as they profit from them.
It should be noted that the hivers have no larger hierarchy above the individual hive. Hiver larvae can and do infect hivers from other hives, hunters and warriors will attempt to kill foreign hivers, and the only account of two queens meeting has already been discussed. Thus, they prey upon each other as much as they do other living things, and this has likely served as a check, possibly the only serious check, on their expansion across the universe. This is a cold, cold comfort.
Hiver Larva -- PL 7 / MR 4
Abilities:
STR 3 | STA 1 | AGL 3 | DEX -1 | FGT 2 | INT -2 | AWE 1 | PRE -3
Powers:
Alien Infection: Progressive Affliction 8 (Resisted and Overcome by Fortitude; Transformed), Grab-based, Insidious, Limited to Third Degree - 9 points
Alien Movement: Movement 3 (Slithering, Wallcrawling 2); Speed 1 (4 MPH) - 7 points
Grasping Tentacle: Enhanced Strength 2, Limited to Grabs; Extra Limb 1 - 3 points
Small: Permanent Shrinking 6 (Strength -1, Stealth +6, Intimidation -3, Dodge +3, Parry +3), Innate - 13 points
Advantages:
Defensive Roll, Improved Grab, Improved Hold
Skills:
Close Combat: Grab 7 (+9), Stealth 1 (+10)
Offense:
Initiative +3
Grab +9 (DC 15)
Defense:
Dodge 9, Parry 8, Fortitude 4, Toughness 3/1, Will 4
Totals:
Abilities 10 + Powers 32 + Advantages 3 + Skills 4 + Defenses 13 = 60 points
Complications:
Instinct--Motivation. Animal (cannot speak or manipulate objects).
Hiver Hunter -- PL 7 / MR 9
Abilities:
STR 4 | STA 4 | AGL 1 | DEX -1 | FGT 6 | INT -1 | AWE 2 | PRE 0
Powers:
Alien Movement: Movement 3 (slithering, wall-crawling 2); Speed 2 (8 MPH) - 8 points
Alien Senses: Senses 2 (accurate tracking hearing) - 3 points
Armored Chitin: Immunity 11 (corrosive blood, life support); Protection 4 - 15 points
Corrosive Blood: Reaction Burst Area Damage 7 (triggered by lethal damage), Secondary Effect - 42 points
Teeth and Claws: Strength-based Damage 3 - 3 points
Terrifying: Feature 1 (Intimidation does not require understanding) - 1 point
Advantages:
All-out Attack, Close Attack, Set-up, Teamwork.
Skills:
Deception 3 (+3), Intimidation 5 (+5), Perception 3 (+5), Stealth 3 (+4).
Offense:
Initiative +1
Teeth and Claws +7 (Close Damage 7)
Corrosive Blood -- (Burst Area Damage 7, when suffers lethal damage)
Defense:
Dodge 6, Parry 6, Fortitude 6, Toughness 8, Will 6
Totals:
Abilities 30 + Powers 72 + Advantages 4 + Skills 7 + Defenses 11 = 124 points
Complications:
Instinct--Motivation. Animal (cannot speak)
Hiver Warrior -- PL 9
Abilities:
STR 7 | STA 6 | AGL 3 | DEX 1 | FGT 8 | INT 0 | AWE 4 | PRE 0
Powers:
Alien Movement: Movement 3 (slithering, wall-crawling 2); Speed 2 (8 MPH) - 8 points
Alien Senses: Senses 2 (accurate tracking hearing) - 3 points
Armored Chitin: Immunity 11 (corrosive blood, life support); Protection 4 - 15 points
Corrosive Blood: Reaction Burst Area Damage 7 (triggered by lethal damage), Secondary Effect - 42 points
Dance in the Enemy's Skin: Morph 1 (the individual who spawned them), Standard Action - 3 points
Memories of Another Existence: Variable 2, Limited to skills, mental advantages, and Enhanced Intelligence to match those of the individual who spawned them - 12 points
Teeth and Claws: Strength-based Damage 3 - 3 points
Terrifying: Feature 1 (Intimidation does not require understanding) - 1 point
Voice of the Hive: Mental Communication 3, Limited to Hivers - 9 points
Advantages:
All-out Attack, Hide in Plain Sight, Improved Grab, Improved Trip, Move-by Action, Power Attack, Set-up, Startle, Teamwork.
Skills:
Deception 5 (+5), Intimidation 7 (+7), Perception 3 (+7), Stealth 3 (+6).
Offense:
Initiative +3
Teeth and Claws +8 (Close Damage 10)
Corrosive Blood -- (Burst Area Damage 7, when takes lethal damage)
Defense:
Dodge 7, Parry 8, Fortitude 9, Toughness 10, Will 6
Totals:
Abilities 60 + Powers 103 + Advantages 9 + Skills 9 + Defenses 10 = 177 points
Complications:
Protect the Hive--Motivation. Others as Needed
Hiver Queen -- PL 13
Abilities:
STR 9 | STA 11 | AGL 1 | DEX 0 | FGT 12 | INT 4 | AWE 4 | PRE 3
Powers:
Alien Movement: Movement 3 (slithering, wall-crawling 2) - 6 points
Alien Senses: Senses 2 (accurate tracking hearing) - 3 points
Armored Chitin: Immunity 11 (corrosive blood, life support); Protection 4 - 15 points
Corrosive Blood: Reaction Burst Area 3 Damage 7 (triggered by lethal damage), Secondary Effect - 56 points
Large Size: Permanent Growth 4 (Strength +4, Stamina +4, Intimidation +2, Stealth -4, Dodge -2, Parry -2), Innate - 13 points
Memories of Another Existence: Variable 4, Limited to skills, mental advantages, and Enhanced Intelligence to match those of the individual who spawned them - 24 points
Spawn: Summon Hiver Larva 4, Multiple Minions 3 - 32 points
Teeth and Claws: Strength-based Damage 3 - 3 points
Terrifying: Feature 1 (Intimidation does not require understanding) - 1 point
Voice of the Hive: Mental Communication 3, Limited to Hivers - 9 points
Advantages:
All-out Attack, Close Attack 2, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Inspire 3, Move-by Action, Power Attack, Set-up, Startle, Teamwork.
Skills:
Deception 5 (+8), Intimidation 4 (+9), Perception 5 (+9).
Offense:
Initiative +7
Teeth and Claws +14 (Close Damage 12)
Corrosive Blood -- (Burst Area 3 Damage 7, when takes lethal damage)
Defense:
Dodge 8, Parry 10, Fortitude 11, Toughness 15, Will 11
Totals:
Abilities 72 + Powers 162 + Advantages 15 + Skills 7 + Defenses 16 = 272 points
Complications:
Expand the Hive--Motivation. Underestimates Weaker Creatures.
They were first encountered by two exploration teams, from the Crimson Imperium and the Technate, during their respective surveys of two completely different planets, separated by thousands of light years, in the Earth year 1982. The Imperium team was nearly slaughtered to a man, with only a single survivor escaping to persuade the Captain of their accompanying warship to bombard the site from orbit. The Technate team seemed luckier, escaping with only a few casualties. The horrific truth of their situation would not become apparent for nearly a year, and by then it was almost too late.
Since then, the Hivers, as they have been named, have been discovered or transported to countless worlds across the known regions of space. It seems very likely that some prior galactic civilization deliberately spread them across the universe, whether because they were under their influence or because they had some method of controlling them. If the latter, then it has been long lost, and the Hivers are recognized as a serious threat by both current space-faring civilizations. One of the few matters that the Technate's Cosmic Intelligence Agency and the Imperium's Border Patrol cooperate on is trying, perhaps futilely, to prevent their ongoing spread.
By now, the creatures' life cycle is well-known. Eggs, which can remain viable for centuries and perhaps even longer, hatch in the presence of other living creatures, freeing the larva which then try to 'infect' targets in their surroundings. Reports that the larva die after infecting a single target are optimistic in the extreme; the same larva can deliver its payload to dozens of hosts. Within a few hours of a successful infection, the host will experience extreme chest pains, followed swiftly by the adult form of the hiver exploding from their chest. This is invariably fatal. However, the Chatpaura people of the Imperium, who are able to recover from most fatal injuries within fifteen minutes under optimal circumstances, have claimed to be able to recover from this one as well, though they offer no proof of their claims.
There are two adult forms of the creatures. The first, dubbed hunters, are much more common, possessing at best low intelligence but considerable cunning. They are believed to result from larva that hatch after extended periods of dormancy, though exactly how long an egg must be dormant before its larva produce hunters has never been determined. Fresher eggs, those laid within a few days, will produce larva that infect their targets with the slightly larger, more intelligent hivers dubbed warriors, who are a considerably greater threat.
Hiver warriors have the ability to produce a flesh-and-soft-tissue disguise over their chitinous shells, allowing them to appear as the being from whom they hatched. There have been claims that they can only do this if they consume the remains of their host bodies, but this remains unproven. As if this was not sufficiently disturbing, there is evidence that they retain knowledge, both factual and practical, that their host possessed, and so impersonate them perfectly. This was the fate of the Technate exploration team. While some have expressed hope that some portion of the host's consciousness survives inside the hiver, it is by now accepted that no trace of any moral or ethical values that individual possessed remains in the hiver's mentality, replaced by a fanatical urge to protect and expand the hive.
The eggs are laid, apparently through parthenogenesis, by the large adult hivers dubbed queens. This is the most mysterious of the hiver's life cycles. It has been hypothesized that hiver warriors who survive long enough will naturally develop into the queen form, but this has never been observed. Others have suggested that a queen can produce a so-called 'royal jelly' which will spark such a development in a warrior who is then sent to create a 'daughter' hive. And there is an account of a queen directly producing larva which infected one soldier assaulting their hive with an egg which rapidly produced a warrior spawn that grew into a queen form, who then assaulted the original queen, giving the other soldiers the opportunity to escape.
As with warriors, queens retain some if not all of the knowledge of their hosts, though they are unable to produce a flesh disguise and would be too large to appear as a typical humanoid in any event. While they are every bit as devoted to expanding their hives' domains as any other hiver, they are also capable of negotiation with other life forms, though most accounts agree that they will, like most sapients, only keep to any agreements as long as they profit from them.
It should be noted that the hivers have no larger hierarchy above the individual hive. Hiver larvae can and do infect hivers from other hives, hunters and warriors will attempt to kill foreign hivers, and the only account of two queens meeting has already been discussed. Thus, they prey upon each other as much as they do other living things, and this has likely served as a check, possibly the only serious check, on their expansion across the universe. This is a cold, cold comfort.
Hiver Larva -- PL 7 / MR 4

Abilities:
STR 3 | STA 1 | AGL 3 | DEX -1 | FGT 2 | INT -2 | AWE 1 | PRE -3
Powers:
Alien Infection: Progressive Affliction 8 (Resisted and Overcome by Fortitude; Transformed), Grab-based, Insidious, Limited to Third Degree - 9 points
Alien Movement: Movement 3 (Slithering, Wallcrawling 2); Speed 1 (4 MPH) - 7 points
Grasping Tentacle: Enhanced Strength 2, Limited to Grabs; Extra Limb 1 - 3 points
Small: Permanent Shrinking 6 (Strength -1, Stealth +6, Intimidation -3, Dodge +3, Parry +3), Innate - 13 points
Advantages:
Defensive Roll, Improved Grab, Improved Hold
Skills:
Close Combat: Grab 7 (+9), Stealth 1 (+10)
Offense:
Initiative +3
Grab +9 (DC 15)
Defense:
Dodge 9, Parry 8, Fortitude 4, Toughness 3/1, Will 4
Totals:
Abilities 10 + Powers 32 + Advantages 3 + Skills 4 + Defenses 13 = 60 points
Complications:
Instinct--Motivation. Animal (cannot speak or manipulate objects).
Hiver Hunter -- PL 7 / MR 9

Abilities:
STR 4 | STA 4 | AGL 1 | DEX -1 | FGT 6 | INT -1 | AWE 2 | PRE 0
Powers:
Alien Movement: Movement 3 (slithering, wall-crawling 2); Speed 2 (8 MPH) - 8 points
Alien Senses: Senses 2 (accurate tracking hearing) - 3 points
Armored Chitin: Immunity 11 (corrosive blood, life support); Protection 4 - 15 points
Corrosive Blood: Reaction Burst Area Damage 7 (triggered by lethal damage), Secondary Effect - 42 points
Teeth and Claws: Strength-based Damage 3 - 3 points
Terrifying: Feature 1 (Intimidation does not require understanding) - 1 point
Advantages:
All-out Attack, Close Attack, Set-up, Teamwork.
Skills:
Deception 3 (+3), Intimidation 5 (+5), Perception 3 (+5), Stealth 3 (+4).
Offense:
Initiative +1
Teeth and Claws +7 (Close Damage 7)
Corrosive Blood -- (Burst Area Damage 7, when suffers lethal damage)
Defense:
Dodge 6, Parry 6, Fortitude 6, Toughness 8, Will 6
Totals:
Abilities 30 + Powers 72 + Advantages 4 + Skills 7 + Defenses 11 = 124 points
Complications:
Instinct--Motivation. Animal (cannot speak)
Hiver Warrior -- PL 9

Abilities:
STR 7 | STA 6 | AGL 3 | DEX 1 | FGT 8 | INT 0 | AWE 4 | PRE 0
Powers:
Alien Movement: Movement 3 (slithering, wall-crawling 2); Speed 2 (8 MPH) - 8 points
Alien Senses: Senses 2 (accurate tracking hearing) - 3 points
Armored Chitin: Immunity 11 (corrosive blood, life support); Protection 4 - 15 points
Corrosive Blood: Reaction Burst Area Damage 7 (triggered by lethal damage), Secondary Effect - 42 points
Dance in the Enemy's Skin: Morph 1 (the individual who spawned them), Standard Action - 3 points
Memories of Another Existence: Variable 2, Limited to skills, mental advantages, and Enhanced Intelligence to match those of the individual who spawned them - 12 points
Teeth and Claws: Strength-based Damage 3 - 3 points
Terrifying: Feature 1 (Intimidation does not require understanding) - 1 point
Voice of the Hive: Mental Communication 3, Limited to Hivers - 9 points
Advantages:
All-out Attack, Hide in Plain Sight, Improved Grab, Improved Trip, Move-by Action, Power Attack, Set-up, Startle, Teamwork.
Skills:
Deception 5 (+5), Intimidation 7 (+7), Perception 3 (+7), Stealth 3 (+6).
Offense:
Initiative +3
Teeth and Claws +8 (Close Damage 10)
Corrosive Blood -- (Burst Area Damage 7, when takes lethal damage)
Defense:
Dodge 7, Parry 8, Fortitude 9, Toughness 10, Will 6
Totals:
Abilities 60 + Powers 103 + Advantages 9 + Skills 9 + Defenses 10 = 177 points
Complications:
Protect the Hive--Motivation. Others as Needed
Hiver Queen -- PL 13

Abilities:
STR 9 | STA 11 | AGL 1 | DEX 0 | FGT 12 | INT 4 | AWE 4 | PRE 3
Powers:
Alien Movement: Movement 3 (slithering, wall-crawling 2) - 6 points
Alien Senses: Senses 2 (accurate tracking hearing) - 3 points
Armored Chitin: Immunity 11 (corrosive blood, life support); Protection 4 - 15 points
Corrosive Blood: Reaction Burst Area 3 Damage 7 (triggered by lethal damage), Secondary Effect - 56 points
Large Size: Permanent Growth 4 (Strength +4, Stamina +4, Intimidation +2, Stealth -4, Dodge -2, Parry -2), Innate - 13 points
Memories of Another Existence: Variable 4, Limited to skills, mental advantages, and Enhanced Intelligence to match those of the individual who spawned them - 24 points
Spawn: Summon Hiver Larva 4, Multiple Minions 3 - 32 points
Teeth and Claws: Strength-based Damage 3 - 3 points
Terrifying: Feature 1 (Intimidation does not require understanding) - 1 point
Voice of the Hive: Mental Communication 3, Limited to Hivers - 9 points
Advantages:
All-out Attack, Close Attack 2, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Inspire 3, Move-by Action, Power Attack, Set-up, Startle, Teamwork.
Skills:
Deception 5 (+8), Intimidation 4 (+9), Perception 5 (+9).
Offense:
Initiative +7
Teeth and Claws +14 (Close Damage 12)
Corrosive Blood -- (Burst Area 3 Damage 7, when takes lethal damage)
Defense:
Dodge 8, Parry 10, Fortitude 11, Toughness 15, Will 11
Totals:
Abilities 72 + Powers 162 + Advantages 15 + Skills 7 + Defenses 16 = 272 points
Complications:
Expand the Hive--Motivation. Underestimates Weaker Creatures.