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Dossier description Wild Sinornithosaurus is one of the most peculiar inhabitants that I have come across in this fantastic place, its cute appearance and curious behavior are apparently nothing more than a facade for this bizarre theropod. Despite its small size, this organism has developed an enormous number of adaptations. It looks like a fragile and fearful theropod, even so, I dare say that it is one of the most reckless and ferocious creatures I have ever seen. He is able to face creatures larger than him and still stand in one piece, due to this he does not usually compete with other predators, much less with survivors. Domesitcated Rumors about survivors are few, but luckily I have been able to verify that in a sadistic and brutal way, it is possible to tame one of these. I consider that it is a price to pay considering the results, this little friend is the perfect bodyguard, he will be able to protect you from aquatic, terrestrial and aerial threats, preventing you from falling prey to the claws or arms of any of the huge creatures that inhabit this island. Something that I would like to mention is the brutality with which it attacks small and medium creatures, if you for any reason become a victim of one of these, consider yourself dead. Description and explication of the concept Sinornithosaurus is a shoulder creature, very focused on combat, obviously not scientifically correct and has certain liberties which I grant it to be suitable as a creature in ark, https://es.wikipedia.org/wiki/Sinornithosaurus -wiki Hábitat It would share the habitat with large carnivores, such as rex, giganotosaurus and carcaharodontosaurus, being in hostile environments such as the volcanic island, snowy areas and redwood Ability - 1: Poisons Tiene 3 tipos de venenos, el veneno corrosivo, el veneno paralizante y el veneno letal, cada uno con un uso y obtencion diferente 1-Corrosive poison: this is obtained with wisdom and has the ability to destroy armor and shielding, added to this, large concentrations of this poison can deactivate tek 2-Paralyzing Poison: This poison has the ability to inflict unconsciousness and electrocute in a similar way to shock darts, the (shock effect also applies to creatures) 3-Lethal poison: this poison causes high damage to creatures and survivors in a percentage way, added to this, it can be used in certain ammunition such as arrows and bullets to grant them poison Ability - 2: Movilidad this creature is capable of granting you a large set of movements which allows you to increase your mobility Jumping: Sinornithosaurus increases the speed and distance of your jumps, giving you the ability to use a charged jump, much like jet pack tek propulsion could be Scroll: Adds a horizontal scroll to where the player is pointing, if used when moving sideways or backwards it will execute a quick turn Terrains: Your movement speed on land and water is faster and you gain the ability to scale surfaces in the same way as Megalania Air: You can activate a parachute mode and a glide mode similar to sinomacrops Ability - 3: Buff and Debuff Mimicry: Sinornithosaurus can extend its feathers to appear a much larger and intimidating figure, this being both on the back of a survivor and on the ground, thanks to this it could scare small and slightly medium-sized creatures, for example pteranodon or desmodus, this effect would also remove aggro from larger creatures Bizarre Singing: Singing would grant increased speed, damage and damage resistance towards nearby allies, this would also allow you to track enemies similar to a wolf, allowing you to see their location at a great distance and their health level (can be used from the shoulder) Ability - 4: Ambush Suppressor Leap: In the same way that you can drop your shoulder creature, you will be able to launch your target automatically towards a human target and incapacitate the target similar to a raptor, upon incapacitating the target, otherwise it will start attacking his target in a frenzied grip applying his poison. The only way to get rid of the suppressor jump is by constantly dealing high damage to the target or trying to incapacitate them via stuns items. parasitism: sinornitho has the ability to enter inside most creatures due to its enormous flexibility, when entering a creature it will constantly reduce its life and reduce its mobility, taking a maximum of 5 minutes to be inside a creature, during the 5 minutes, but it can induce madness in the infected creature, being in madness, the affected creature cannot be commanded, after 5 minutes, otherwise it will come out of its host in a brutal way, destroying it and momentarily incapacitating it, when it comes out, sinornithosaurus will get an improved health regen depending on the creature's size and stats, the damage will be higher, with Brontosaurus, Carcharodontosaurus, Giganotosaurus, and Megachelon taking more damage per size (Rhyniognatha cannot be paracited by Sinornithosaurus). Ability - Passives and extras 1-Sinornithosaurus accompanies your attacks, thanks to this the melee attacks are improved with the damage and poison in use of sinornithosaurus 2-by having it on the shoulder, you can not be affected by incapacitating objects such as net projectiles, bolas, bear traps or plants And, if one of your creatures is affected by any of these objects, sinornithosaurus will be able to free the affected creature, you just need to get close to the affected creature and it will automatically remove the disabling object 3-if any creature tries to take you, sinornitho avoids it, having nothing else on your shoulder, no creature can take you, if any flying creature like desmodus or argentavis tries to take you, they will be automatically repelled and damaged by the sinornithosaurus, this also applies to creatures like megalosaurus or karkinos, thanks to this ability it cannot be dismounted by other creatures (Rhyniognatha is the only creature that can take a sinornithosaurus or a survivor with sinornitho on its shoulder) 4-sinornitho produces feathers with certain properties, automatically, by having a sinornitho on your shoulder you will have an improvement in health regeneration and a 15% reduction in damage, added to this, from the options wheel you can configure the production of icy feathers and igneous feathers, icy feathers will increase your protection against cold and reduce the freezing time by 50%, igneous feathers will increase your protection against heat and receive damage received from fire Ability - Stealth and others 1-Sinornitho cannot be detected by Desmodus or Parasaurolophus and turrets have difficulty detecting it causing turrets to fail when trying to attack sinornitho. 2-has enormous resistance to most weapons, being highly resistant to tek weapons, explosions, and effects such as fire or bleeding, having a great overall damage reduction 3-you can enable a rest state for your sinornitho, which will increase its health regeneration Armor Sinornirho does not have a mount, since it cannot be mounted, it can only be carried on the shoulder, but it has a small armor, which gives it extra resistance, all the resistance granted by the armor towards sinornitho will also be applied to the survivor who porte to sinornitho Tame and breeding Sinornitho has a very particular breeding and training, to tame it you will first need to find one, which will start to follow you, as it is following you it will ask you for a sacrifice, to sacrifice a creature you simply have to access the options wheel and enable a new option that only It will be enabled when you are close to the sinornitho, this option will sacrifice your creature and give you the trust of the sinornitho, after this you will have to look for a creature to parasitize depending on the size of the creature you will have a certain time to use it (you can only infect wild creatures). you will have to kill creatures to increase the effectiveness, once you get 20% of the taming efficiency the creature will ask you to feed it with meat or with its kibble preferred, once the taming is finished, the sinornitho will kill the infected creature and come out tamed Breeding To raise a sinornitho you will have to follow a method similar to that of most creatures but a little more sinister, since a couple of sinornithos have reproduce, the female will lay her eggs in one of your creatures, after laying her eggs the sinornitho it will come out quickly, the infected creature will consume a large amount of food and the starvation damage will be higher, so you will have to take care of your infected creature so that it does not die before the birth of your sinornitho, at the end of the "gestation" the sinornitho will kill to the creature and it will come out with 20% maturation (after its birth its breeding process will be conventional) Conclucions Thank you very much to everyone who reads and supports this concept, both participants and fans. I wish you good luck in these votes. (all illustrations and ideas are my own creations)
Dossier: Common Name: Hallucigenia Species: Hallucigenia Monstrumvernis Time: Cambrian Diet: Carnivore Temperament: Aggressive Wild If I haven't seen Hallucigenia Monstrumvernis in the flesh, I would've assumed it was made up or from some Sci-Fi flick, yet its mere existence shocks me. While Hallucigenia have an almost alien-like appearance, they are actually a relative of modern day velvet worms. Unlike the fossils of Hallucigenia already discovered, Hallucigenia Monstrumvernis is as big as a small car and has rows of teeth in its mouth. The scariest part of Hallucigenia is its chemicals stored in its body. The chemicals can be sprayed out of the bottom arms or the top spikes of the Hallucigenia in the form of gas. The unidentified chemical causes anybody who inhales to panic and hallucinate, making any target easy prey. Hallucigenia mostly stays in the shallow part of the ocean, where sea life won’t attack it, but sometimes comes out to hunt on beaches. Once Hallucigenia finds prey, it shoots slime-like substances out of its main pair of arms, and then drags its prey in. The Hallucigenia then injects its bottom arms and toxin into its victim, securing the kill and allowing Hallucigenia to start eating away at its victim alive. Even if a man or creature escapes the grasp in a drugged state, Hallucigenia can use the slime excreted from the top arms as tentacles, allowing it to whip its opponents from farther away. Domesticated: While I haven’t found how to domesticate a Hallucigenia, my theory is that if a chemical were to counteract its own immunity to its fear toxins, then it would be acceptable to domesticate. The survivors that have managed to tame Hallucigenia have used its unique anatomy to its fullest potential. The fear toxins allow Hallucigenia to defend itself from predators, other survivors, and can even make creatures more acceptable to tranquilizers. I’ve even seen survivors demonstrate its mobility, by teaching Hallucigenia to curl up in a ball and roll on its sturdy spikes. Hallucigenia might give most survivors nightmares, but if you can get over that, then you have yourself one of the most useful and bizarre creatures a survivor can tame. Gameplay Wild Information: Hallucigenia is around the size of a Baryonx and will mostly spawn in the shallow end of the ocean, and very rarely spawn on the beach itself. It will only attack small to medium sized creatures and all creatures will ignore it unless attacked. Once the Hallucigenia aggros onto something small enough, it will grab it and damage its target similar to a Bloodstalker. You can swing to get out of the grab and if a target does, then it will chase it while spray its toxins Taming Information: Hallucigenia is a passive tame that can only be fed on land once affected by its own fear gas. The Hallucigenia can be led onto land by attaching itself to an aquatic tame. The only way to make them affected by their own gasses is to shoot ammonite bile arrows/darts into the Hallucigenia. After it is affected by its toxin it will start to flee and allow the survivor to feed it. Its favorite food is Mindwipe toxins, which make it an instant tame, but mutton and raw meat can work as well. Creature abilities: Passive: Deals 25% damage from melee attack back at target. Immune to Paranoia unless affected by Ammonite bile. Can move in horizontal directions. Saddle has a built in oxygen tank built in, so players mounted are immune to any toxic gasses (Poison grenades, Poison Balls, Hallucigenia Toxin, etc). New Status: Paranoia is a debuff that can stack up to 100. Once infected with Paranoia between 1-99%, the target will take 25% more damage and deal 30% less damage. If fully infected with Paranoia, the target will take 80% damage from Hallucigenia. If the target is a tamed creature at 100%, they have a similar visual effect to a Yuty fear and run away. If the target is a human with 100%, they will be blinded like a Yuty debuff, but will also have their game volume lowered, except for Hallucigenia sound effects, which will randomly play or can replace other creature sound effects. Wild creatures at full Paranoia will take 30% more torpor damage. Paranoia will slowly decrease over time, or can be quickly decreased by Yuty and Mammoth buff. First Ability, or RT:: Slash: Hallucigenia will swing its top arms at anybody close. If nothing is in its attack range, it will extend its attack with hardened slime coming out of its tentacles. This attack will have a 8 foundation range, but has very little horizontal AOE. This attack does a little more damage then a Bloodstalker melee. Second Ability: Hold RT Grab: Like a Bloodstalker, the Hallucigenia will grab its target with its extended tentacles and pull the target closer. It can grab the same creature that the Bloodstalker can and has the same range as a Bloodstalker grab, but the Hallucigenia reticle will not have an aim assist and it will take a second windup for Hallucigenia to start the grab animation. Once grabbed, the target will slowly get infected with Paranoia. Once fully pulled in, the Hallucigenia will inject its lower arm into the target, giving it 100% Paranoia and start sucking on the head of the target. This attack will deal a bit more damage than a Bloodstalker grab, but has no armor piercing. If used on an aquatic or swimming tame that is above its drag weight, it will grapple itself to it. Third Ability: or LB and RT Fear Toxin: The Hallucigenia has a HUD meter that shows the amount of Fear Toxin in its reservoir. Hallucigenia oxygen is replaced with Fear Toxin Capacity, which can be leveled, but very little. Once LB is held, the Hallucigenia will slow down like a Velonsaur and main attacks switch to the Fear Toxin stance. Once used, the Hallucigenia will spray orange fear gas into the air from a distance of 4 foundations then linger for 3 seconds and depletes Fear Toxin from its reservoir. It is like a flamethrower except it stays for a couple of seconds.The gas texture will be an orange poison grenade that is easier to see through. If in the gas, a target will quickly stack Paranoia. If the target wears a hazmat helmet or gas mask, they are immune. Cannot work underwater. Ally creatures and players can be affected. Doesn’t stack with Yuty fear, instead applying more Yuty fear if Yuty fear is already applied, and vice versa. Fourth Ability: or LB and LT Fear Toxin AOE: The Hallucigenia will go into Fear Toxin stance and spray Fear Toxin out of its top spikes, which surround it in a 4x4 foundation radius. Everything is the same as the normal Fear Toxin attack, except it depletes more Fear Toxin. Cannot work underwater. Ally creatures and players can be affected. Fifth Ability: or LT Mobility Stance: Hallucigenia will roll up into a ball, a lot like a Roll Rat. The Hallucigenia will not deal damage and will be slightly slower than a Roll Rat, but the turn radius is greatly decreased. Unlike the Roll Rat, Hallucigenia doesn’t move forward once the Mobility Stance is activated. Sixth Ability: or A Jump: Does a small jump. If used in a Mobility stance, the Hallucigenia will jump the same height, but still have momentum and can use its melee and grab attack while in the air. Seventh Ability: or Right Stick Toggle Climb/Sink: Hallucigenia has a climb similar to Rock Drake and Megalania, and can sink and attach to the ground underwater like an Andrewsarchus. Other Information: The Hallucigenia can be affected by radiation. Immune to fall damage. Can breathe underwater. Anything from Argy and up can pick it up. It has normal breeding with breeding stats comparable to a Mantis. The Saddle can be unlocked at level 72 and crafted in the fabricator. At the same level, Ammonite Arrows can be made, which is an arrow that gives the ammonite debuff. Immune to fear. Can be hit with bola and net. Weapons cannot be used on this creature. Gameplay Uses: The main purpose of this creature is to lock down areas and take down any threats that come close to it. It has amazing offensive capabilities with its high mobility, disjointed long attacks, and a dismount. Its paranoia can also completely counter enemy players by disabling all of their senses and by being able to deal massive range blows. It also has amazing defensive abilities, with its fear toxin being able to stop enemy pushing to certain areas, unless they want to get Paranoia, which buffs Hallucigenia’s already good range attacks, and can also obscure vision with the gas being kind of hard to see through, and its damage reflection being icing on the cake.The weakness of this creature, however, is that it cannot do all of this at once and has several counters. The main negative about Hallucigenia is that its a glass cannon with its heath stat being around the same amount as a Terror Bird. For it to be amazing at defense, it has to be slow and predictable, meaning the rider is acceptable to be shot at. Also Paranoia doesn’t stack all at once and Hallucigenia has no damage option while spraying fear toxins, so swift offensive attacks can take one out, with the cost of suffering from partial side effects. Not to mention gas masks and hazmat helmets completely negate the gasses’ effects and Yuty and Mammoth, both popular creatures in the current meta, can greatly reduce the time for Paranoia to go away. For it to be amazing at offense it has to get out of a secure area and be acceptable to attacks that it cannot handle with most mobility-based creatures, such as wyverns, tropes, and manas, being able to take Hallucigenia down with ease. Any ranged attack completely negates Hallucigenia damage reflection. Hallucigenia is a skill based tame that relies on strong follow through to be good with, and good placement and understatement of surroundings. If you can do that then you have yourself one of the best creatures in the game, that can counter most non-mobile creatures in the game, including Gigas. It doesn’t take away from other creatures like Bloodstalkers and Yuty either, with Bloodstalkers being more mobile and easy to use, and Yuty having a better ranged debuff that is better for teammates than itself. For any PVE player, this thing is also a taming machine, making tranq more effective to use, and being a pretty good mobility creature on the right maps. Overall, this creature might not be meta defining, with it rather being very strong or very weak, it will be a fun addition to the games, with it still having a fun and unique design but also keeping it down to earth unlike later expansion pack creatures. I wanted more Cambrian creatures in Ark because they are so weird looking, you would expect them to be a Wildcard original creature, but turns out they actually existed, which really gives light to the crazy amount of insane looking organisms that lived on our planet. The main fear gimmick is based on the name of Hallucigenia, which was given to it by its “”bizarre and dream-like quality” as described by the people who discovered the fossils. Hallucigenia sounds like hallucinate, and what would be a better concept then to give it something that had to do with making the player and other creatures hallucinate, and at the same time making its fear unique in how it works and how it is applied. Its arms shooting out slime is a concept taken from its later ancestor, the velvet worms, who shoot the slime to capture prey. I didn’t want it to have a debuff and a crowd control ability, so I gave it the ability to use the slime as tentacles extending from its arms to make it more alien-like. Pictures (I do not own any of these)