The Dwellers Database

Confirming Identity…

Access Granted

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Commencing Display of Dwellers Database Entries

D000 – “Hunters”

Dweller Class-n/a

Hunters are humans who have devoted their lives to hunting down and destroying dwellers. Most hunters are unaware of the extraterrestrial origins of these beings, and refer to them as “monsters” or “fairies”. All Blades should study mythology and folklore both for clues on the true nature of the dwellers depicted and to be able to blend in with hunters when encounters are unavoidable.

Most hunters consider all dwellers to be Kill Order-Red, and study them only to become more effective at destroying them. All interactions with hunters should be treated as dealing with a hostile. Report all encounters to your superiors.

D001 – “Hydra”

Dweller Class-C

(human camouflage, multi-form)

Data Classified.

Last edit: May 31, 2017 by R1S-Porter

D002 – “Replicants”

Dweller Class-C

(human camouflage, multi-form)

Data pending.

Last edit: May 31, 2017 by R1S-Porter

D003:1 – “Ghouls”

Dweller Class-C

(human camouflage, necrophage)

Interaction Level: Green

Ghouls are a benign species of dweller that feed on the dead. In very rare cases, they will attack the living, but usually only if they feel threatened or have lost their sanity. Primarily solitary, they inhabit graveyards. In order to maintain cellular stability, they must feed on genetically compatible (human) corpses.

Ghouls are created when a single worm-like dweller is expelled from an apex ghoul onto a human host. The dweller usually enters the host’s body through an ear, making its home in their brain and secreting chemicals that change the host’s physiology over time. The chemicals also make the ghoul susceptible to suggestion by the apex ghoul.

The secretions of this dweller dehydrate the human and cause their skin to lose coloration and gain a desiccated look. That plus the loss of hair and emaciation that accompanies it leads to the ghoul’s corpse-like appearance. Ghouls can only fit in among humans for a few months or perhaps years before their dweller nature becomes too pronounced to remain unnoticed.

Countermeasures: decapitation, fire, and electricity. Note that ghouls are considered non-hostile. Any use of countermeasures on ghouls must be reported to your superiors, with a full explanation of the situation.

Last edit: September 21, 2014 by R1S-Porter

D003:2 – “Apex Ghoul”

Dweller Class-Cx

(human camouflage, multi-form, carnivore)

Interaction Level: Red—do not engage or approach; retreat immediately and take full decon precautions.

Apex ghouls are one of the most dangerous forms of dweller yet encountered. The Blades are still gathering data on this lifeform.

Apex ghouls are made up of hundreds or thousands of small worm-like dwellers. These individual lifeforms are able to merge together into a single entity, and can also break off from the main hive to infect new hosts, creating ghouls. The hive nature of these creatures leads them to call themselves Hive Fathers or Hive Mothers.

Apex ghouls can change their form as needed, but generally look like the human who they used for their genetic template when first created.

Countermeasures: Blade units should not take on an apex ghoul without developing a full take-down initiative. If encountered in the field, remain as distant as possible from the target and retreat. If combat can’t be avoided, flamethrowers or electricity work best to destroy the entire entity. Edged or bludgeoning weapons will only scatter the components of this hive being, making them harder to destroy.

Last edit: May 31, 2017 by R1S-Porter

D0013 – “Werewolves”

Dweller Class-Cx

Cyborg Werewolf
Cybernetic prosthesis are possible, though challenging to implant due to the werewolf’s regenerative capabilities.

(human camouflage, multi-form, carnivore)

Interaction Level: Orange

Werewolves are a particularly violent form of dweller. Always part of a pack, their nature pushes them to create more of their kind. The werewolf parasite is microscopic and can only be transmitted when the dweller is in their altered form. In human form, the parasites remain active internally, repairing their host, enhancing their senses, and increasing their strength and reflexes.

Werewolves are capable of being reasoned with, but should be approached with extreme caution.

Countermeasures: Blade units should not take on a werewolf without developing a full take-down initiative that will ensure the entire pack is eradicated. If combat can’t be avoided, introducing any amount of silver into the werewolf’s bloodstream will destroy the parasites and their host. With their enhanced strength, speed, agility, and aggression, this is not an easy task.

Last edit: May 31, 2017 by R1S-Porter

D057:1-4 “Redcaps”

pizzanightDweller Class-Cx


(human camouflage, carnivore, subterranean)

Interaction Level: Red—destroy small organisms on sight.

Redcaps are a form of animated corpse capable of moving among humans without detection. Physiological changes after infection and death include extreme hair growth, obscuring all facial features except their nose, and some sort of liquification of the brain, resulting in any head coverings becoming red-stained. They carry a death stench.

Redcaps hunt in groups of three to five individuals. Their primary prey are humans. They prefer densely populated areas, where people are generally too busy to stop and look closely at the hunting party’s members.

After infesting a territory, they are impossible to remove. Their movements are sluggish, and the only threat they pose to Guards is when they are encountered in higher numbers.

Countermeasures: decapitation and fire are the best methods for destroying Redcaps. Firearms are not recommended, as headshots are required for quickly dispatching them. The main body can sustain an incredible amount of damage and still function.

The hairs in this depiction are purposefully faded to reveal the Redcap’s physiology.

It is now understood that Redcaps are a separate entity from the animated corpses previously documented (species D057:1). Most likely an arachnid-alien hybrid, individual Redcaps (species D057:2) are about the size of a person’s head. They attach to the necks of bodies of their prey that have sustained minimal damage after removing the head. To affect a human-like appearance, they pull in their limbs and eye stalks, hiding their appearance beneath the coarse hair that surrounds their carapace.

The corpse is controlled by a series of tendrils the Redcap connects with the body’s nervous system, probably sending currents for motor control. This results in the sluggish, clumsy movements of a camouflaged Redcap.

This lifeform has gone so far as to use human accessories and body parts to further disguise their appearance. Large sunglasses obscure their face, and they use cloth coverings for their heads—most often bandanas. Perhaps the red, brain-shaped organ that is partially exposed on the back of their carapace is part of their respiratory system, and any thicker coverings would lead to suffocation. Further study is required.

We have also learned that the smaller Redcaps are created by a Queen (species D057:3), which accounts for the lack of success in clearing cities that were previously infested. Until the Queen is destroyed, Redcaps will continue to be created and unleashed on the populace. Redcap Queens periodically interact with a male of the species, currently called a Redcap King (species D057:4).

Redcaps appear to be assimilating traits from several Earth species. It is unknown if their social structure developed after their arrival or is something left over from their planet of origin.

Kings and Queens are immense creatures, shaped roughly like lawn grubs. The one documented Redcap King was purple with a red stripe running down its back, and was the size of a large pickup truck. The Queens were colorless and about the size of an SUV.

Queens have been known to work together to take down prey and to lay traps for potential targets, showing an intelligence and communication ability far beyond what was previously believed. They are subterranean, and create extensive networks of tunnels in their territory.

Redcaps are still flagged with a kill order, but the Blades are considering an initiative to capture a few of the small specimens. Until then, the kill order remains.

Countermeasures: for animated corpses, target the head with firearms or a bludgeoning weapon. For individual Redcaps, flamethrowers work best, along with bludgeoning weapons. The smaller Redcaps can be immobilized using a special sonic emitter that has been installed on all Blade vehicles. Blade units should not take on a King or Queen without developing a full take-down initiative. 

Last edit: May 31, 2017 by R1S-Porter

D101:5 “Pixies”

pixiesDweller Class-Ex

(aerial, electric, carnivore)

Interaction Level: Orange—proceed with extreme caution in attempts to communicate or capture.

Pixies are an insectoid dweller species. They appear to be an alien hybridized form of dragonfly. They’re bipedal and capable of flight.

Pixies can generate an electric charge from their antennae that stuns their prey. Usually, they feed on rabbits and other small animals, their shock ability not being strong enough to stun larger animals. When they attack en masse, they can take down larger targets. Human survivors often suffer memory loss after an attack, only remembering the pixies in their non-hostile state.

Pixies generally live in wooded areas, and—unlike their dragonfly template creatures— avoid water. Sizes range from eight to twelve inches in length, with a comparable wingspan. Their primary set of arms have six-fingered hands, including an opposable thumb. The secondary set of arms have pincers for dismembering prey.

They have been observed standing in groups and apparently conversing in a string of pops and clicking sounds. Attempts to communicate with them have failed up to this point. The few specimens who have been captured self-destructed through an unknown (but messy) mechanism.

Countermeasures: fire and water are effective at neutralizing pixies. Bludgeoning weapons generally work better than edged weapons or firearms, given their extreme maneuverability in flight and small size. Electricity heals them and strengthens their shock ability.

Last edit: June 7, 2015 by R1S-Porter

D107 “Curators”

Dweller Class-unknown

Data unknown.

Last edit: May 31, 2017 by Vaughn