NEOMORPH

The term Neomorph is the common name for the endoparasitic extraterrestrial organism (EEO) that was originally encountered by humans on Planet 4 of an uncharted system in Sector 87. It is believed that an ecological disaster there brought on by the release of Agent A0-3959X.91-15 in the atmosphere led to the accelerant settling on and mutating native fungal and insect life to produce a living nightmare. Similar to a Xenomorph XX121, the Neomorph parasite (P. celerius) is delivered to a host via a carrier organism (Tachinidae tabellarium). Once implanted, the parasite gestates within a living host who is killed by the creature’s violent birth. There are a number of differences, however, causing the creature to be classified separately.

Basic Information

Anatomy

Appearance-wise, Neomorphs are eyeless and have gray-white translucent skin, a fleshy spiked tail, an elongated bulbous head, and a sphincter-like facial orifice that distends to reveal a mouth full of cruel teeth. While their blood is translucent yellow like that of a Xenomorph, it is not acidic. They make subtle clicking sounds and exhibit animal snarls and screeches, as well as making a distinct hooting sound as adults. Neomorphs are more animalistic than their Xenomorph brethren and are clearly not as intelligent.

Genetics and Reproduction

Neomorphs are genetically programmed to kill all life. Believed by some to be a derivative of the black liquid, P. celerius was likely designed by the Engineers to clear a planet of any indigenous species still living after Agent A0-3959X.91-15 had wiped out the majority of a planet’s population.

Growth Rate & Stages

A Neomorph’s life cycle is broken down into five known stages that are covered below, as well as various termination protocols associated with each stage.  

STAGE I: NEOMORPHIC EGG SACS

Small, bulbous pods that grow like fungus, the egg sacs are the result of the mutagenic Agent A0-3959X.91-15 interacting with pollen and microbial elements on a planet or in a spacecraft. Once formed, these bird’s egg-sized pods tend to grow in clutches of 2D6—and there are often several clutches in any infected area. The egg sacs are the delivery system for the Neomorphic Motes (see Stage II).  
CONTAINMENT AND TERMINATION PROTOCOL
The best way to be rid of the Egg Sacs is to expose them to severe temperature changes—they can be destroyed with fire or made inert with liquid nitrogen (at least until they thaw).  

STAGE II: NEOMORPHIC MOTES

When the egg sacs are disturbed, they release what appears to be a puff of pollen. In reality, it is a synchronized swarm of highly infectious Tachinidae tabellarium motes. Smaller than grains of sand, these parasites are sometimes visible when clustering together to increase their locomotive capacities. Possessing a primal hive intelligence, the motes target the nearest potential host and zero-in on an unprotected orifice such as the eyes, ears, nose, throat, or an open wound. From there they enter the bloodstream and inject microscopic amounts of Agent A0-3959X.91-15 into the victim’s white blood cells.  
INFECTION
Exposure to Neomorphic Motes is handled as a disease with Virulence 9. If the first Sickness Roll fails, the patient enters Stage III within one Shift. No further Sickness Rolls are made.  
CONTAINMENT AND TERMINATION PROTOCOL
Like all insects—alien or otherwise—Neomorphic Mote tend to avoid smoke and are killed by fire.  

STAGE III: NEOMORPHIC BLOODBURSTER

Once the Motes enter a host’s bloodstream, they deliver their microscopic payload and die. The injected Agent A0-3959X.91-15 begins to mutate white blood cells as they circulate throughout the body until they form a cancerous growth that becomes lodged in a vein or arterial wall. This tumor can take root in any bodily area of sufficient mass—such as the lungs, the digestive tract, the esophagus, or even the brain. Forming an amniotic sack, the tumor begins rapidly converting the host's own mutated cells into a larval Bloodburster.   If lodged in a region of the body with dense muscle or bone and no easy egress, the gestating creature develops dorsal spines to aid in its escape. When the newly formed Bloodburster is ready to be born, it violently removes itself from the host—using its inordinate strength, spines, teeth, and claws to cut and tear through flesh, bone, and sinew. The process causes severe hemorrhaging and massive tissue damage in the host, is always fatal, and results in the birth of a Bloodburster.   Bloodbursters have a bulbous head with sharp canines, and run about on all fours. These rabid quadrupedal creatures rely on their speed and agility to avoid damage. Emerging about 0.3 meters in length, Bloodbursters continue to grow exponentially, visibly getting larger as they move about. Highly aggressive, they lash out at anything and everything around them. They use their claws, tail, and teeth to savagely maul their victims.  
BIRTH
A patient entering Stage III is immediately killed outright by the birth of the Bloodburster. The newly born Bloodburster takes one Round to sluggishly free itself from its amniotic sack. As soon as it is free, it flies into a savage rage and attacks any living creature it encounters. See the table of signature attacks below. After just a few Turns, the Bloodburster enters Stage IV (juvenile Neomorph).  
SPRINT
As a slow action, the Bloodburster can sprint as if having used two run actions, i.e. through two zones or from an adjacent zone directly into ENGAGED range from a target.  
CONTAINMENT AND TERMINATION PROTOCOL
The best bet is to attack a Bloodburster right after birth—before it has sluggishly freed itself from its amniotic sack (above). Fire or any serious damage done to the creature at this time causes it to run off and hide while it rapidly grows to its juvenile form.  

STAGE IV: NEOPHYTE (JUVENILE NEOMORPH)

Growing from 1.2 to 1.8 meters in length, a juvenile Neomorph continues to maneuver on all fours. While their heads are still bulbous, they have begun to elongate and taper to a point. They are aggressive hunters who are hard to frighten away. Juveniles target one prey animal in a pack and devote all resources to taking that prey down, even going so far as to track it if it escapes. Feral and ferocious, a juvenile Neomorph uses its sharp-tipped tail and teeth to attack.  
EVOLVING
After one Shift, the juvenile Neomorph enters Stage V and becomes an adult Neomorph.  
SPRINT
As a slow action, the Neomorph can sprint as if having used two run actions, i.e. through two zones or from an adjacent zone directly into ENGAGED range from a target.  
CONTAINMENT AND TERMINATION PROTOCOL
Even when taking weapons fire, a juvenile Neomorph is so focused on the attack that it ignores damage to itself until it becomes critical. Overwhelming concentrated fire will eventually take the thing out, if it doesn't get you first.  

STAGE V: ADULT NEOMORPH

As it reaches adulthood, the Neomorph’s smooth, eyeless head becomes more elongated and pointed. Soon, it assumes a gaunt, bipedal stance, reaching a height of 2.1 meters or more. When the creature’s mouth closes, its jawline is imperceptible, giving it an inquisitive, ethereal appearance. When provoked, the adult Neomorph’s upper jaw protrudes in a manner similar to a goblin shark, allowing it to grasp prey and pull it in for the kill. As adults they utilize stealth tactics to hunt their prey, but they are still voracious carnivores.  
SHORT LIFESPAN
The life cycle and metabolism of Neomorphs is so fast that they quickly burn themselves out. An adult Neomorph typically dies of natural causes within 24 hours (four Shifts). Fungus interacting with the decaying corpse will be transformed into new spore sacs, continuing the cycle.  
CONTAINMENT AND TERMINATION PROTOCOL
Adult Neomorphs go down quick with a full burst from a pulse rifle, but any automatic weapon does the job eventually. A finishing shot to the head is a good idea, as these creatures have been known to get up and attack even when they seem to be dead.
 
Scientific Name
P. celerius
Show spoiler

TYPICAL STATS

NEOMORPHIC BLOODBURSTER

Speed 3
Health 2
Skills MOBILITY 9, OBSERVATION 6
Armor Rating 3 (zero against fire damage)  

NEOPHYTE (JUVENILE NEOMORPH)

Speed 3
Health 4
Skills MOBILITY 10, OBSERVATION 6
Armor Rating 4 (2 against fire damage)  

ADULT NEOMORPH

Speed 2
Health 6
Skills MOBILITY 9, OBSERVATION 8
Armor Rating 6 (3 against fire damage)
Sprint As a slow action, the Neomorph can sprint as if having used two run actions, i.e. through two zones or from an adjacent zone directly into ENGAGED range from a target.


Cover image: by DALLE

Comments

Please Login in order to comment!