11-23-2015, 03:16 PM
Today, a dimensionally-displaced Hellcluwne visited Space Station 13.
The Hellcluwne at first glance appeared no different than a normal cluwne... or, rather, as normal as cluwnes can be. Closer inspection would quickly give away the Hellcluwne's more otherworldly features however, having horns on its head and being wreathed in an aura of strange blue and green fire.
The Hellcluwne was a rather challenged sort of character outside of its home plane of existence, as it couldn't maintain its physical presence in the same place for very long. It would constantly warp from one place to the next with little-to-no control over where or when. Regardless, it persisted, eager to explore this strange building in deep space and learn about its inhabitants.
The Hellcluwne's first warp led it to the aptly-named Arrivals Hallway. It wasn't met with a warm welcome, as one would expect, what with it being a variant of cluwne. The crew was downright terrified of the flaming, cackling, green-haired... thing that would look at them, laugh, then vanish without the slightest evidence that it was ever there other than the occasional spark or two. More than a few times it would warp near a crewman who had just seen it and fled, scaring them further, sometimes several times in succession. This was through no fault of the Hellcluwne itself, of course, for it had no control over its destination at the time.
The Hellcluwne encountered a particularly unfortunate crewman in this fashion, a security officer seemingly hellbent on containing the frantically-warping dimensional visitor in a locker. His first attempt was a spectacular failure: he didn't even lock the locker upon shutting the Hellcluwne inside, and though it did prevent a warp, the sparks from that warp consumed the locker as the Hellcluwne simply exited it. The security officer panicked, and in this panic he wandered into the flames, now running around in a flaming frenzy into several different rooms. The Hellcluwne would warp to him with surprising accuracy - which was a mystery to it because it had no control over it - following the burning and increasingly terrified crewman until the fire was put out.
The Hellcluwne then found itself accosted by several crewmen, some security detail, some not. Their efforts went about as well as expected; whenever they cornered the Hellcluwne, it would simply be warped away, sometimes into place beyond their reach where it would laugh at their inane antics. This persisted even if they happened to knock the cluwne down, and before long half of the crew was baying over the radio in frustration. Its luck would eventually run out however, as it warped near a locker that the security officer from before remembered to lock this time. As he proclaimed his victory over the radio however, something unexpected happened: the moments of stability within the locker taught the Hellcluwne about the nature of physical presence in this world, and with its newfound knowledge harnessed its power for some limited control over it. Its first genuine warp: on top of the security officer, who nearly screamed his lungs out. The crew present at the time united to try and destroy the clearly-untrappable Hellcluwne where it stood, but it was for naught; it warped away, once again of its own volition.
The Hellcluwne, emboldened and amused by this turn of events, took some time to experiment with the physical laws of this world before returning to the station. When it did, this time appearing in the Medbay, it had a much deeper and scarier voice and much more physical durability. Its presence was announced by a stray warp spark igniting a fuel tank in Robotics Storage, setting a hapless Roboticist on fire. Enjoying the crazed reactions that the crew gave off, it decided to be a terrifying but relatively harmless spectre. It would only willingly warp when it wanted to go somewhere else, and let luck decide where it would go otherwise while it further experimented with how to alter reality. The crew was at a complete loss with how to deal with the empowered Hellcluwne, expecially when it realized it could move in ways other than warping. It eventually learned to walk, and after that, flip - that is, flip onto other people. Mostly harmless fun, and it incited more panic, especially when the Hellcluwne phased through a solid surface to flail into someone. These antics continued when the Hellcluwne learned it could manipulate its physical body, converting its arms into horrifying chainsaws and its legs into sturdy tank treads so it wouldn't fall down.
The crew, having had enough, called the Escape Shuttle and gathered at the escape arm. In hindsight this turned out to be a terrible idea, as it brought everyone to one place for the Hellcluwne to torment. One enterprising Geneticist attempted to Polymorph into the cluwne's form thinking it would grant him its powers, but it only resulting in him gaining an unfamiliar face. When the shuttle arrived, the Hellcluwne decided to exit this existential plane in as grand of a manner possible: by shoving one of its chainsaw arms into chest, spraying the gibs of its physical form all over the shuttle... and releasing a gaggle of its spawn from within, giving the crew one last fright before the shuttle launched. Thankfully these "cluwnespiders" were harmless and possessed none of the power or intelligence that the Hellcluwne itself did, but the little, clown-faced "pets" they brought back to Centcom would forever remind them of the bizarre and powerful creatures in the worlds and dimensions beyond.
The crew only hoped that the Hellcluwne wouldn't return to find Centcom and locate its "children"...
----------
Special thanks to the badmin who modified my voice and filled me with cluwnespiders.
The Hellcluwne at first glance appeared no different than a normal cluwne... or, rather, as normal as cluwnes can be. Closer inspection would quickly give away the Hellcluwne's more otherworldly features however, having horns on its head and being wreathed in an aura of strange blue and green fire.
The Hellcluwne was a rather challenged sort of character outside of its home plane of existence, as it couldn't maintain its physical presence in the same place for very long. It would constantly warp from one place to the next with little-to-no control over where or when. Regardless, it persisted, eager to explore this strange building in deep space and learn about its inhabitants.
The Hellcluwne's first warp led it to the aptly-named Arrivals Hallway. It wasn't met with a warm welcome, as one would expect, what with it being a variant of cluwne. The crew was downright terrified of the flaming, cackling, green-haired... thing that would look at them, laugh, then vanish without the slightest evidence that it was ever there other than the occasional spark or two. More than a few times it would warp near a crewman who had just seen it and fled, scaring them further, sometimes several times in succession. This was through no fault of the Hellcluwne itself, of course, for it had no control over its destination at the time.
The Hellcluwne encountered a particularly unfortunate crewman in this fashion, a security officer seemingly hellbent on containing the frantically-warping dimensional visitor in a locker. His first attempt was a spectacular failure: he didn't even lock the locker upon shutting the Hellcluwne inside, and though it did prevent a warp, the sparks from that warp consumed the locker as the Hellcluwne simply exited it. The security officer panicked, and in this panic he wandered into the flames, now running around in a flaming frenzy into several different rooms. The Hellcluwne would warp to him with surprising accuracy - which was a mystery to it because it had no control over it - following the burning and increasingly terrified crewman until the fire was put out.
The Hellcluwne then found itself accosted by several crewmen, some security detail, some not. Their efforts went about as well as expected; whenever they cornered the Hellcluwne, it would simply be warped away, sometimes into place beyond their reach where it would laugh at their inane antics. This persisted even if they happened to knock the cluwne down, and before long half of the crew was baying over the radio in frustration. Its luck would eventually run out however, as it warped near a locker that the security officer from before remembered to lock this time. As he proclaimed his victory over the radio however, something unexpected happened: the moments of stability within the locker taught the Hellcluwne about the nature of physical presence in this world, and with its newfound knowledge harnessed its power for some limited control over it. Its first genuine warp: on top of the security officer, who nearly screamed his lungs out. The crew present at the time united to try and destroy the clearly-untrappable Hellcluwne where it stood, but it was for naught; it warped away, once again of its own volition.
The Hellcluwne, emboldened and amused by this turn of events, took some time to experiment with the physical laws of this world before returning to the station. When it did, this time appearing in the Medbay, it had a much deeper and scarier voice and much more physical durability. Its presence was announced by a stray warp spark igniting a fuel tank in Robotics Storage, setting a hapless Roboticist on fire. Enjoying the crazed reactions that the crew gave off, it decided to be a terrifying but relatively harmless spectre. It would only willingly warp when it wanted to go somewhere else, and let luck decide where it would go otherwise while it further experimented with how to alter reality. The crew was at a complete loss with how to deal with the empowered Hellcluwne, expecially when it realized it could move in ways other than warping. It eventually learned to walk, and after that, flip - that is, flip onto other people. Mostly harmless fun, and it incited more panic, especially when the Hellcluwne phased through a solid surface to flail into someone. These antics continued when the Hellcluwne learned it could manipulate its physical body, converting its arms into horrifying chainsaws and its legs into sturdy tank treads so it wouldn't fall down.
The crew, having had enough, called the Escape Shuttle and gathered at the escape arm. In hindsight this turned out to be a terrible idea, as it brought everyone to one place for the Hellcluwne to torment. One enterprising Geneticist attempted to Polymorph into the cluwne's form thinking it would grant him its powers, but it only resulting in him gaining an unfamiliar face. When the shuttle arrived, the Hellcluwne decided to exit this existential plane in as grand of a manner possible: by shoving one of its chainsaw arms into chest, spraying the gibs of its physical form all over the shuttle... and releasing a gaggle of its spawn from within, giving the crew one last fright before the shuttle launched. Thankfully these "cluwnespiders" were harmless and possessed none of the power or intelligence that the Hellcluwne itself did, but the little, clown-faced "pets" they brought back to Centcom would forever remind them of the bizarre and powerful creatures in the worlds and dimensions beyond.
The crew only hoped that the Hellcluwne wouldn't return to find Centcom and locate its "children"...
----------
Special thanks to the badmin who modified my voice and filled me with cluwnespiders.

Goonhub