Illustration by "Dug"
Clone Plant AKA: Mimickus Vegetatus HACKFACTOR: 1 EP VALUE: 50 CLIMATE/TERRAIN: Sub-tropical to Tropical FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Carnivorous INTELLIGENCE: Non ALIGNMENT: Neutral NO. APPEARING: 1 SIZE: S (2' to 3' high) MOVEMENT: Nil PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/Nil MORALE: N/A ARMOR CLASS: 10 NO. OF ATTACKS: See Below DAMAGE/ATTACK: See Below SPECIAL ATTACKS: See Below SPECIAL DEFENSES: See Below MAGIC RESISTANCE: Standard HIT DICE: 2 CREATED BY: "Dug"
Clone Plant
DESCRIPTION: The Clone Plant is a stalky plant which resembles a broccoli or cauliflower plant, except the 'head' is a smooth, shiny dome. This is what the plant uses to detect any decomposing bodies in the immediate area. Large, broad leaves grow around the 'head' and base, sometimes growing outward as wide as 3 feet across. There is also a 20% chance of (1-4) pods growing next to the Clone Plant (roll random encounters for creature type cloned, re-roll if creature is Large or bigger). These range from as small as a rat to as large as a human.
COMBAT/TACTICS: Once a Clone Plant has detected a body within a 20 yard vicinity, it will quickly grow out it roots to the body. It'll take one day for a body to be reached at the edge of the 20 yard radius. Once it reaches the body, it quickly wraps the body in the tendrils, reverting its body into a liquified state--including bone, leaving behind clothing and any articles. At the same time, it samples the body, and and sends a tendril to the surface where it begins to grow a pod to the same mass as the victim, growing a replica of the body inside. However, the body is NOT exactly like the body it tapped. It only appears as the host did, but is actually a vegetable facsmile. In one month, once the body has reached maturity, which matches the exact appearance of the sampled body (however, it will regrow any lost limbs, eyes, etc.), and naked replica will emerge with 1-4 points less of intelligence and wisdom, and only partial memories. The Clone will believe itself to be the true body of the host, even if evidence is pointed out to the contrary. If there are any of its items still visibly about, the replica will pick up and carry on as they did before, seeking out its comrades and former life.
In all sense, the Clone is exactly like the original body, save for the lost intelligence, wisdom and memories, but there are small things which will, if someone is sharp enough to notice, that will reveal his true form. His blood isn't red, rather an ichor-brown. Though he can take wounds and damage as normal, he does not feel pain as much as the original body (Constitution increases +1). The Clone will also be adverse to living in colder climes, preferring the tropics, and often becoming quite obsessed with returning to such areas. The Clone can even advance normally as its original body did, in levels or skills. However, the intelligence and wisdom may change some of his class standings. The Clone will also be less loquacious or personable than the original body, often found gazing off into space or lost in thought (sometimes even during battle!) They'll be less active and passionate about their old habits and desires. Some have been described as "dull". They'll also be less concerned about their appearance (possibly dropping their charisma or comeliness by percentage points; GM's discretion). Animals can sense the difference the Clone from the host body, and generally turn on them if they were pets or mounts.
If a pod is found and forced open, a grisly incomplete clone will be found inside. If the clone is in an advanced enough stage, the Clone (human only) will open its eyes and attack instinctively, defensively. An unformed clone is immune to fire, and will savagely beat out with its fists for 1-8 pts. of damage each, and have an effective armor class of 9 (due to mucuous on the body). The proto-clone is treated as half the level of the victim it's patterened after. A proto-clone will die within 24 hours, unable to disperse seeds.The Clone Plant creates Clones instinctively to spread its progeny, preferring tropical or sub-tropical areas. They like shadier areas, but not unknown in open areas, too. They'll create clones from animals as small as rats to as large as humans. The Plant takes half-damage from any fire, but double damage from cold.
HABITAT/SOCIETY: The Clone is how the Clone Plant reproduces, preferring the warm and tropical lands to reside. If at any point the Clone is killed, he can not be resurrected. He will decompose in a matter of short hours, smelling more like rotting vegetation rather than flesh. At this point, the seeds hidden in his body will spill out and begin to grow another Clone Plant. A Clone will live for a maximum of 1-4 years, it will be driven (no save) into warmer climes and seek out a place to 'die'. The Clone will fall down and die, planting the seeds of the Clone Plant, fulfilling the cycle.
ECOLOGY: Due to the slow rate of the Clone Plant's spreading, it is hardly a threat. Some tropical cultures have used the plant to 'revive' their dead, and even have become a religion in some pygmy tribes.
Note: If any creatures which have been cloned are eaten, they will have an 'off' taste and disgarded.
YIELD:
Medicinal: For a short-term solution to a death of a character, the Clone Plant is a perfect device.
Spell Components: Its leaves are perfect for a Clone spell.
Hide/Trophy Items: Nil
Treasure: Incidental, anything previous hosts have dropped.
Other: Clone Plant, if steamed, is far tastier than broccoli or cauliflower, but some pygmies might see this as a blasphemy.
Mikeeze Wurld is © 2001 by Michael S. Hensley.
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