"The Growth"
Benjamen Hebert
Operative (o), Collective (c)
Number: 1 - 4
Perception: 18, 25
Stealth/ RU: +2
AC: 12-15, 18
MD: 20, 30
Health: 13, 15
Speed: 12, 0
Level: 9, 9
Hit Dice: (10) 45, (20) 100
THAC: -2 early stages; +0 mid-growth; +4 operative; +6 Collective
Attacks Operative: 1
Weapon by victim: -2/ +0/ +4
Spore infection: special see text
Bone Claw (Full operative only): 1d8+4 + special
mental mutations by victim
Attacks Collective: 4
Fungus Pseudopod: 1d6 + special see text
Defenses Operative:
1/2 dmg. piercing & stabbing (Full operative only)
regen. 1d6 per round (Full operative only)
Defenses Collective:
regen. 2d8 per round
INT: Very
Morale: 10
Size: M, L
XP: 1000, 6000
Frequency: Common (near collective), Rare
Organization: Telepathic Connection
Activity Cycle: Nocturnal
Diet: Carnivore
Tech Level: III
Loot Type B,C, and I (collective)
Climate/Terrain: Underground/ Ruins
Mental Mutations: Beguiling (10), Telepathy
Physical Mutations: Infravision, Body Change (fungus)
Description: The growth spores may infect open wounds in animals and
insects (plants are immune) or be inhaled or ingested. The growth is hard to describe and can only be
noticed in it more advanced stages. The first signs of an infection
is a slight feeling of a presence always around. Shortly after that
a reddish fuzz begins to collect on the victims skin. The victim
retains all motor skills at this point but will begin to hear the
collective's thoughts but will not understand them, and only hear a buzz
in their ears. The fuzz grows thicker as the
growth continues. One may be able to poke a finger deep into
the body as the flesh is replaced with the fungus. The victim may
begin to feel sluggish and occasionally lose body control to the
collective. The collective has only partial control and the victim
may try and fight it (-2 to +0 on all actions). Seen by outsiders it looks as if they as they
are handled by a untrained puppet master. The victim may still be
able to talk at this point and have been known to scream as they commit
acts they don't want to.
In the final stage the body is completely devoured by the growth and
only the skeleton and partial nervous system (eyes, brain, spine, some
nerves) remain holding the fungus
together. The "operative", as they are called at this stage, may
combine with the "collective" to add to its mass. Attempt
at telepathy will reveal a being (human or mutant) trapped inside of their
body in each frame. The brain is kept alive and the being knows they
are alive, much to their dismay. They have no control over the body
and must ride in their fungus covered skeleton and just watch. The
operative will expose the first bone of each finger to use a claw and a
way to infect with the growth spores.
The collective is a mass of the growth that has combined into one
large mound of skeleton frames and fungus. Operative skeletons
and brains sit back to back inside of the mound and can crawl out taking
fungus to cover them. The more operatives the larger the collectives size
is. A quite hum can be heard for several yards away from
the collective, the sounds of its conversation with the operatives and the
collective as a whole. Each operative that is assimilated has 45%
chance of adding its mental mutation to the collective. When
attacked the collective will extend up to four pseudopods made of fungus
up to 4 feet out from its mass in an attempt to enter the body of its
attacked through the mouth or nose by smacking them.
Habitat: The growth prefers to live in dark, dank underground places,
like the ruins of the ancients or deep caves.
Combat: Each operative knows where the rest are at all times. If
one is threatened the rest will come to help. Often it will try and
use beguiling through one of the less advanced victims in an attempt to
lure victims closer. The growth is highly susceptible to fire and
will suffer triple damage to such attacks. Early operatives will be
burned alive and scream in pain, but later stages will die silently and
collapse in heap of bones. Full operatives will also receive half
damage from all piercing and stabbing weapons and regenerate a a rate of
1d6 each round.
|