Post by Roach on Jun 1, 2016 18:06:58 GMT
Vortigaunt Lore/Backstory
Vortigaunts are an alien species seen in the Half-Life series. They lived in their home-world until the Combine invaded it much like Earth was invaded by the combine. The surviving Vortigaunts fled to Xen, which is a border-world between dimensions. In Xen, the Vortigaunts were enslaved by the Nihilanth. When the humans at Black Mesa discovered they could create portals to Xen to cross dimensions they began to research it. However, an accident called the Resonance Cascade occurred due to the G-Man providing a crystal that caused the machines to overload. This overload caused the portal between Xen and Earth to open, allowing anything on Xen to come through. The Nihilanth commanded the Vortigaunts to attack Earth. The green shackles seen on the Vortigaunts in Half Life were used to control them. But, when Gordon Freeman destroyed the Nihilanth it freed the Vortigaunts and let them roam free on Earth. The portal storms raged on however and the Combine saw this as a conquest opportunity and so, the Combine came through Xen to invade Earth. The Combine took over in the 7 hour war and the Vortigaunts that weren't enslaved by the Combine fled to the Slums of various Cities in the hopes of one day starting a rebellion.
The Vortessence
The Vortessence is a binding force that connect all Vortigaunts and the fabric of the universe, it is believed that every bit of physical matter is made of Vortal Cords. The Vortigaunts call upon the Vortessence in their time of need for things such as using their powers and talking in Vortigese. In Half Life Episode 2, a Vortigaunt utilizes the Vortessence to jump start a generator in the caverns. The power known as Flux shifting is when the vortigaunts speak in their native tongue.
The tongue cannot be understood by others because it involves speaking in pitches above the range of human hearing.
Vortigaunt Hierarchy
Enslaved
Enslaved. These Vortigaunts were of the unlucky few to be captured by the Combine either during or following the Seven-Hour War. They are humiliated in public, being forced to wear shackles and obey every order a Civil Protection unit gives, no matter how harsh.
These Vortigaunts often do not speak, and are kept in enslavement for so long that they have broken almost all connection to the Vortessence, they long for freedom, and if it is given to them, they must re-learn the Vortessence from a Teacher or higher - else they have no hope of survival.
Student
Finally; you have escaped the clutches of the Combine, hoping to never again bear the shackles of enslavement. Your connection to the Vortessence is all but destroyed. You cannot hope to tap into your kin's energies without proper training. You know that you must seek out a Teacher or higher, else you will have little chance.
Neophyte
Congratulations; you have found a kin who is skilled enough to train you in the ways of the Vortessence so that you may flourish once more. Don't try to take on your oppressors yet however; Neophyte's may only conjure orbs of heat and light which may be used as a basic attack, but you would be ridden with luck if such an attack would even harm a CP unit. Neophyte's also have the optional ability to heal basic wounds, such as grazes. If you wish it to be a medicinal vort, you may request to be taught this ability also.
Shaman
As a Shaman; you must still not openly attack the Oppressors in the Combine. While you are now more trained than possibly ever before; you are still very much mortal and will die quickly when faced with a squad of MPF or even a lone OGF unit. Your powers from before have been extended in capability, and you have been taught new methods of attack.
Teacher
You are now sufficiently skilled in the Vortessence to begin teaching the inexperienced. You do not learn anything new at this rank; rather, you effectively "upgrade" your previous powers... Most of them at least. May you use these powers efficiently and with great caution, you are still not yet a "rambo".
NOTE: Once you have passed this rank, you are only able to be taught by those who are ranked higher than you.
Elder
Having exceeded to Elder, you now are skilled enough to be able to consider fighting a squad of MPF, you still fear the OGF's involvement however, as their vastly superior armour results in your powers being of little help.
Grand Elder
The Grand Elders are the rarest type of Vortigaunt as there can only be one in any given region. If another was to somehow arrive then the Grand Elder with less training would have to accept being Elder. You have successfully ranked high enough to challenge even OGF. You would regard MPF as a complete joke. You are skilled in all mannerisms of the Vortessence, but it is at this rank where you have learned something new... It is still not recommended to go "rambo", however the decision is left up to yourself. You are still capable of dying, so do not believe for an instant that you have become a god amongst men.
Tor
(No I don't care what people say about him being edgy.)
This Vortigaunt is unique, he exists as a near-deity. No single Vortigaunt can possibly hope to achieve this rank after enslavement by the Combine. This Vortigaunt had trained since before the Black Mesa incident, he has pushed the boundaries of the Vortessence further than any other Vortigaunt. No MPF or OGF unit can even hope of wounding him, let alone killing him.
Powers
Student
None.
Neophyte
-Can create a small Vortessence Orb which provides light.
-Basic Healing (small cuts and minor infections and repair scars.)
Shaman
-Can create a small Vortessence Orb which provides light.
-Weak bolt attack
-Moderate healing (Bullet wounds, burns)
-Briefly power electronic devices.
Teacher
-Everything from Shaman.
-Moderate bolt attack
-Excellent healing (Third degree burns, force humans to regain consciousness.)
-Temporarily power electronic devices.
Elder
-Everything from Teacher
-Excellent bolt attack
-Can stop/start a human heart.
-Weak shield
Grand Elder
-Everything from Elder
-Excellent Shield
-Can briefly transport to the Void and out again.
-Can summon Antlions
-Permanently power electronic devices.
Tor
-Everything from Grand Elder
-Can transport to the void and remain in there for extended periods of time.
-Can negate the effects of an Antlion Guard towards Antlions. (Remembering how in HL2 the bugbait stopped working when an Antlion Guard was in the area)
-Can absorb physical damage with no consequence. (includes bullets)
-Can heal any and all forms of physical damage except restoration of limbs.