Ghost Orchid
So, I'm going to start with a preamble about my inspiration for this one that people may, or may not, care about
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Years ago, I was vacationing in Costa Rica with my then girlfriend (now my fiancé), and while hiking around near hot springs at the foot of the Arenal Volcano, we came across a clearing with a single, large flower growing smack in the middle. A beautiful, otherworldly, white ghost orchid (of "Adaptation/The Orchid Thief" fame) stood alone in the middle of the clearing. Enchanted, we moved closer, and as my girlfriend reached out to touch it...I grabbed her hand to stop her.
I had recognized that what had, at first, seemed to be a thin frond on the plant was actually a thin, bright green snake. I had the unnerving feeling it was both watching us (which it was most definitely doing) and protecting the plant. I was also struck by the way the snake had extended itself- almost a full foot- suspended in the air, away from the flower itself, but easily within striking distance- and perfectly still. Almost as if the two were communicating somehow.
We were informed later, the snake was indeed poisonous.
Beautiful, enchanting, mysterious, mystical, bizarre, dangerous and potentially deadly. All applied.
I always thought it could make for a good gaming scene and scenario.
I also drew this thing up quickly to make the deadline (I'm going out of town), so it may need a bit of editing
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So, without further ado, here's my submission:
Ghost Orchid
The ghost orchid is a beautiful, large white Orchid that can grow anywhere, but is most bountiful in the depths of wet forests. It has an enchanting quality that can draw the eye to the exclusion of odd specifics that might otherwise be noticed about the surroundings. There is usually a small clearing surrounding the ghost orchid, as well as the occasional venomous snake, and occasionally other animals nearby.
This is because the ghost orchid has possessed them.
These possessed creatures will attack any foreign creature attempting to "trespass" within POW meters of the Ghost Orchid.
In addition, any creature coming within POW range of meters of the ghost orchid can be spiritually "attacked" by the Ghost Orchid itself. It can either attempt to discorporate a PC or attempt to possess them. If discorporated they (the PC) die. If they are possessed they will do the Orchids bidding- which is always to protect, clean and tend to the clearing, as well as clean and feed themselves. A Ghost Orchid can possess and control up to it's POW in living creatures and spirits.
If the Ghost Orchid should lose the spirit combat, the ghost orchid can be bound as a spirit. The other option is to essentially discorporate the ghost orchid from it's physical manifestation, in which case the plant will wither and die within two to three days.
Upon the Ghost orchids demise or defeat in spirit combat, all of the Ghost Orchid's thralls will be instantly released. Whether they are friendly, neutral, or hostile is up to GM fiat. Thralls will often time include nearby insects- ants or bees- each level of hive SIZ utilizing 1 point of POW in control. It is not uncommon for the Orchid to also be in control of a large cat of some sort, as well as a bird.
The physical body of the Ghost Orchid can be ground up for alchemical uses- with a successful difficult (-20%) Lore (Plant or Alchemy) roll to identify the plant and a successful Lore (Alchemy) roll to process the remains- it is a potent "fairy powder" (as per A&E) giving a whopping +30% to spirit based magics.
If defeated in spirit combat, the Ghost Orchid will consider itself to be "mated". As a result, in a number of days equal to the G.O.'s POW + the POW of the PC, the Ghost Orchid will slowly close, then explode with spores. This mating indicates the plants transition from "male" to "female". The explosion of spores is toxic, though the binder of the ghost orchid will not suffer the effects. This could cause a general feeling among the party of: "That thing is more trouble than it's worth! Can you get rid of it already?!"
The spores have a POT equal to the Ghost Orchids POWx3 resisted by a resilience roll. The onset is immediate, treat as suffocating until an opposed resilience roll is made, but instead of 2 points of damage, the orchid causes 2 per failed roll to the chest.
Movement of the plant must include the roots. If the plants physical body dies before its "mating" can be "brought to term" the Ghost Orchids spirit will slowly die, losing 1/3 of its POW per day, until it is spiritually substance-less. The PC can not be parted by more than the Ghost Orchid's POW in meters from the physical plant for more than the Ghost Orchid's POW in hours. If so, the Ghost Orchid will lose 1/3 of it's POW permanently upon the POW number of hours lapse, and for every subsequent 24 hours. The PC that binds the ghost orchid is immediately "told" by the spirit that the spirit will be slowly excommunicated from the mundane planed without it's "body" and the time frames that apply. The spirit of the ghost orchid will not communicate about the exploding spores or their imminence.
Once the Ghost Orchid explodes, the plant withers and dies, but the spirit remains bound. The "courtship" period is over. The plants carcass can be used alchemically as described above. Of the spores, if fertile ground is found, only 1 Ghost orchid will grow, unless a 100 is rolled on a d100. If this one in 100 chance is made, two Ghost Orchids will grow, making their clearing formidable indeed. How a PC would deal with both possessive "women/spirits" is still another, much more difficult task.
Once bound, the Ghost Orchid actually adds 1/3 of it's POW to a PC's. This effects everything from magic points to skills, while the spirit is released. The spirit will never attempt to "leave", and all Spirit binding rolls have a +20% modifier. PC's also instantly gain Lore (Plant) at +20, and Lore (Spirit World) +10. This effect is permanent and constant- not just available when the spirit is released.
In addition to the POW benefit, the ghost orchid can effectively "set the stage" or "be the conduit" for a PC to attempt to discorporate someone (or something) else. Note that the Ghost Orchid itself is NOT doing the discorporating. The PC is attempting to do the discorporating himself, and risks his own life in losing (he himself would be discorporated in such an instance).
In the way of the shaman, a Ghost Orchid can be "gifted" to another...but the spirit will resist. Another Spirit combat must ensue to gift the Ghost Orchid to someone else. The new owner must then succeed in the binding of the spirit of the Ghost Orchid, though, it should be so weakened as to not truly be able to resist. If the Ghost orchid wins the spirit combat with it's initial owner it resists the parting, and another attempt can not be made for 24 hours.
Optionally, the Ghost Orchid spirit can act as a woman- supportive when used respectfully, but when overly abused or neglected- spiteful and angry.
The Ghost Orchid has POW and Charisma, but is very delicate, and easily killed. Treat it as having 1 HP separately for it's Flower, Stem, and roots.
STR: 1
CON: 1
SIZ: 1d3 (2)
INT: 8
POW: 2d6+12 ( 18 )
DEX: 1
CHA: 2d6+12 ( 18 )
CA: 1
DAM mod: -
Mov: -
Magic Points: 18
SR: 5
No physical attacks.
Spectral Whisper: 90% (POWx5), Persistence: 72% (POWx4), Discorporate: 78% (INT+POWx3), Perception: 72%, Resilience: 25% (Can also experience surroundings through the skills of it's thralls.)
Spirit Damage: 1d10
Location / Hit Points
1 Roots / 1
2-14 Stalk, fronds / 1
15-20 Flower / 1
Potential adventure hooks:
- A shaman wants the party to bring back a Ghost orchid, either to right a wrong, prove themselves, or as a write of passage.
- An alchemist will pay top dollar for the acquisition of a ghost orchid.
- an important villager/sacred creature has gone lost. Tracking it will lead to the ghost orchid.
- a princess has demanded a rare flower- a Ghost Orchid- be delivered to her in exchange for her hand in marriage. When the adventurer arrives with the spirit bound, the ghost orchid spirit is intensely jealous as to it's "man" being married to another...