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Plant Monster #4892-D

Name: Sally   This particular species can be found on Savenar 5. (It has a generic name because I'm going to let my players name it once we play.)   It is very very lonely. Once upon a time, the Vrixid would come and leave behind spirits that the plant would then absorb and learn from. Unknowing companions. Now, however, no one has come for several hundred years, and since the plant has no means to travel, it suffers from isolation.   It is a unique entity on its planet, sentient and aware in a sea of entities content to simply exist.   The plant is a deep purplish blue color, in some ways reminiscent of the Vrixid skin tone. When still, it appears as a kind of leafy bush, with broad heart-shaped leaves, not shiny. The branches appear spindly. It's not a carnivorous plant, although many people have mistaken it for such due to the root system being strong and mobile and having a tendency to drag people off.   It is spread out over a significant portion of the small continent where it is found, and only the most details of Starfleet scans would reveal that it's one singular entity instead of multiple innocuous bushes. As such a large entity, it is heavily affected by Vrixid Imprinting and were it somehow to be killed, would release a dangerous number of the imprints into the area. Fortunately, as a larger entity, killing off portions of it would do little.   If a random group of explorers were to land on a planet with this plant, it would probably find them very interesting and try to be their friend. It's used to a beneficial symbiotic relationship so it would probably make some mistakes but would not be malicious in its treatment of others. The plant cannot talk in the traditional sense and those explorers would need to spend some time figuring out ways to communicate.  

Star Trek Adventures Details

    The Plant Monster is a Major NPC. It's a unique species, and the primary concept behind them is that they're incredibly lonely and just want to make friends. It's going to cause problems and be an antagonist because it has no social cues to go from for making those friends, and so could turn helpful or else into an outright foe if the characters attack enough. It's pretty tough, however, and it would take a really really big attack to convince it that this would be a problem.   Traits: Incredibly Resilient (kill one aspect, another one is out there nearby), Non Verbal   Values: Extrovert Trapped On An Introvert Planet
Endless Curiosity
It's Not Kidnapping, It's Friendship
Helpful Plants Make More Friends   The attributes and discipline are divided between offshoot and central hub. The offshoots are sturdy and act instinctively, wtih minimal intelligence and reasoning, spec'ed as Minor NPCs. The central hub has more points, so has greater Fitness and Control, as well as stronger ability to Reason. Still crap at Insight, though.   Attributes: Control: 8/10
Daring: 10/10
Fitness: 10/12
Insight: 7/7
Presence: 8/8
Reason: 7/9   Disciplines are also split between offshoot and central hub. It is a plant, so not a ton of engineering needed, or science, or conn (I would argue that single point would allow the hub to operate Starfleet materials to a very limited degree.) Note Security and Command jump up. This monster is designed to be more instinctive as an offshoot, and more capable of communicating at the hub.   Discipline: Command: 2/4
Conn: 0/1
Engineering: 1/1
Medicine: 2/3
Science: 1/2
Security: 3/5   Focuses: Medicinal Growths (hub only)
Relaxing Smells
Ancient Vrixid Knowledge, Assorted (hub only)
Flexible
Negotiating (hub only)
Agile   Talents:   Crude Telepathy: (hub only) It doesn't do words, or the usual gamut of feelings, but it can reach out. Roll against Control (to break through) and either Command if aggressive or Medicine if not (being forceful versus considering this thing in front of it is different).   Invulnerable: This creature cannot be killed by anything short of orbital bombardment, and even then it might still survive. But you can take it down for a minute. This has the Wrathful trait (add 2 to Threat when it takes an injury). The offshoots have the Specific Weakness of a root system; if disconnected from that they suffer an Injury and are downed. The hub has the Specific Weakness of telepathic attack and also its heart. Still can't be killed because it would just disperse, but this would Stagger it and render it incapable of doing anything for quite a while. (Note that the offshoots don't have the telepathic weakness because their "brain" isn't really there.)   Extra Appendages: (hub only) has at least 3 tentacles available, and by spending threat can increase or regenerate this number. Each tentacle is capable of lashing different people and is essentially a separate attack, albeit drawing from the same health pool.   I Feel Happy: emits a calming smell. +1 Difficulty if rolling against Daring or Security.   Won't You Be My Friend?: (offshoot only) Drags someone off into the underbrush, back to hub. Opposed roll using Daring+Security or possibly Control+Security if it's not being attacked. Will keep trying as long as it has tentacles, of which it has 3.   Weaponry Tentacle Lash: melee, +1d6, non-lethal (+1D if attempting lethal), accurate within hub (can reroll d20s if aim before), Hidden 3 (difficulty 3 to discover before use)   Stress: 13/17

Comments

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Jan 28, 2023 03:02 by George Sanders

Oh! It drags people off? I like the description of a singular sentient entity in a sea of entities content to exist.

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