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Grumblefloof

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About Grumblefloof

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  • Birthday 04/15/1981

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  1. Please archive this version of the sheet. I discovered several spelling errors on it, and after speaking with AA extensively the other night in the Discord, I discovered that several details of her backstory do not fit with our version of Vibora Bay. Rather than force someone to comb through the existing sheet and correct it in at least two dozen places, I figured that it would be easier to just submit a new, clean, updated sheet.
  2. Octoman He has 2PP to spend. Please increase his Intelligence, from 18 (+4) to 20 (+5). This will change his Skills as follows: Computers 15 (+20) Knowledge (Pop Culture) 11 (+16) Knowledge (Technology) 6 (+11) Knowledge (Theology & Philosophy) 1 (+6) Search 1 (+16/+6) Please then re-allocate his skill ranks as follows, for no change in cost: -1 Knowledge (Popular Culture) -1 Knowledge (Technology) -1 Search +2 Knowledge (Current Events) +1 Languages (Filipino) His Skills should now read as follows: SKILLS 64R = 16PP Acrobatics 3 (+15/+5) Bluff 15 (+19)Taunt Computers 15 (+20)Online Research, Second Chance Disguise 0 (+4, +9 or +49 with Morph) Escape 0 (+16/+2, Automatic with Insubstantial) Knowledge (Current Events) 2 (+7) Knowledge (Popular Culture) 10 (+15) Knowledge (Technology) 5 (+10) Knowledge (Theology & Philosophy) 1 (+6) Languages 4 (American Sign Language [ASL], English [Native], Filipino, Hebrew, Spanish) Notice 5 (+15/+5)Deafened Search 0 (+15/+5) Stealth 2 (+15/+4) Swim 2 (+15/+4)Swimming Formatting: Please correct his "Second Chance (Computers)" feat. "Computers" is not currently capitalized. Please also add "Online Research, Second Chance" in superscript to his Computers skill, so that it reads as "Computers 15 (+20)Online Research, Second Chance". His arrays are not properly indented. When you copy/paste text into a forum post, it loses any indents it may have had. Please correct his arrays so that they look like this, with the Alternate Powers indented under the array power.
  3. Mister Strix He has 2PP to spend. Please move the 1 normal rank in his Search skill to Medicine, for no change in cost. Please spend 1PP to purchase 4 normal Skill ranks: +2 Knowledge (Life Sciences) +2 Medicine Please spend 1PP to increase his Enhanced Skills power from 64 ranks to 68 ranks. Please increase the Enhanced Search by +3, from 11 to 14 ranks, and Acrobatics by 1, from 0 ranks to 1 rank. His "Skills" section and his "Enhanced Skills" power will now read as follows: SKILLS 28R = 7PP Acrobatics 0 (+10/+1) Handle Animal 0 (-) Intimidation 0 (+18/+4) Knowledge (Life Sciences) 6 (+10) Knowledge (Streetwise) 11 (+15) Languages 4 (English [Native], French, Italian, Latin, Spanish) Medicine 7 (+11) Notice 0 (+18/+4) Ride 0 (-) Search 0 (+18/+4) Sense Motive 0 (+18/+4) Stealth 0 (+20/+1) Enhanced Skills 68 (Acrobatics 1, Intimidation 14, Notice 14, Search 14, Sense Motive 14, Stealth 11, Drawbacks: Power Loss [Vampire Weaknesses, Frequency: Uncommon]) [16PP] (Descriptors: Super-Senses, Unholy Aura) Please correct and update the "Power Points" and "Unspent Points" at the top to read as follows: Power Points: 213/213 Unspent Points: 0
  4. In Brief: Moonstone meets Poison Ivy, with a dash of Venom, and side helpings of Elle Woods and Blanche Devereaux. Character: Persephone Power Level: 12 (Built as PL10) Tradeoffs: None Power Points: 189/189 Unspent Points: 0 Alternate Identity: Camellia Blume, M.D. Identity: Secret Legal Status: Municipal Defender (City of Vibora Bay), USA citizen with no criminal record Birthplace: Vibora Bay, Florida Base of Operations: Vibora Bay, Florida Residence: A rented house in Atwater Occupation: Municipal Defender (City of Vibora Bay), Psychiatrist (self-employed, private practice) Affiliations: City of Vibora Bay (Municipal Defender), Sinclair University (alumnus), University of Florida School of Medicine (alumnus), Omega Beta Gamma (alumnus), Florida Board of Medicine (licensed physician), American Medical Association (board-certified psychiatrist) Family: Lena Blume née Moore (Mother), Bernard "Bernie" Blume (Father), Jason "J.B." Blume (Younger fraternal twin brother), Pamela Blume née Moldoff (Sister-in-law), Abigail "Abby" Blume (Niece), Alan Blume (Nephew), several aunts, uncles, cousins, and grandparents DESCRIPTION Age: 30 (Date of Birth: 1989) Apparent Age: 30 Gender: Female Ethnicity: White (Anglo-Germanic) American Height: 5’10” Weight: 140 lbs. Hair: Human Form: Platinum-Blonde, Plant Form: Purple Eyes: Human Form: Blue, Plant Form: Purple A friend once described Camellia as “Grace Kelly’s head on Kate Upton’s body”. She has brilliant blue eyes set into a heart-shaped face, framed with a mane of shiny and thick platinum blonde hair which falls down well below her waist. She has the kind of hourglass figure that usually requires aggressive corsetry, and most of her substantial height is in her long legs. Her voice is heavy, breathy, and deeper than most people expect, with a slight Southern drawl. She carries herself with the calm, quiet confidence of someone who’s accustomed to being welcome everywhere she goes. She has a big smile, and it gets a lot of exercise. She has an extensive wardrobe; more than one person has joked that they’ve never seen her wear anything twice. A skilled seamstress, she has personally altered most of her clothes, both to better fit and support her body, and to replace the buttons and clasps with magnets, which allows her to get in and out of them quickly (a trick live stage productions use to cope with frequent costume changes). Her personal style, heavily influenced by the local climate, consists mainly of above-the-knee sundresses in bright colors and floral prints, paired with some kind of ornate sandals, more often than not with 4-5 inch heels that make her tower over most of the people around her. During the couple of months a year where the weather in Vibora Bay dips below 70F, she’ll switch to sweater dresses with higher necklines, swap out the sandals for closed-toes or boots, and add some heavy tights for extra warmth. In more casual settings, she sometimes trades the dresses for crop tops paired with denim short-shorts or short skirts, and on the beach, which she visits every chance she gets, she rocks the bikini. She loves jewelry; pearls are her favorite, and she owns pieces in every color of the rainbow. Outside, she’s rarely seen without both oversized sunglasses, some kind of a large, floppy-brimmed straw or silk hat with a bow or flower on the ribbon, varieties of which she also owns in every color. In professional settings, she wears decorative glasses with clear lenses, mainly in the hope that she’ll be taken more seriously once the “smart people have poor eyesight” stereotype cancels out the “dumb blonde” trope, but also because it gives her another accessory to play with. When she uses her powers, her skin turns green, and her eyes and hair both turn purple. Her hair grows even longer, almost touching the ground, and it takes on a life of its own, gently floating and swaying as though she were underwater. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. Her costume is a leotard made from such appendages, consisting of thousands of overlapping leaves growing out of her skin, and falling away when she switches back to a human appearance. There's usually a flower in her hair, growing straight out of her head. She can also release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. She does this most often with her hair and eyes. HISTORY Camellia Blume's family has roots in the east side of Vibora Bay going back at least as far as her great-grandparents on both sides. Her family are all wealthy, highly educated professionals, with real estate holdings across north Florida. Camellia beat her “little” twin brother J.B. into the world by a few minutes. She grew up in a Cluet Farms mansion, immersed in luxury and privilege. Her teens and early twenties were a hurricane of private schools, cotillions, debutante balls, modeling jobs, and beauty pageants, just like her mother before her. Like her mother before her, she was the queen of her high school. Unlike her mother, she was a benevolent queen, who never tolerated bullying. She attended Sinclair University, a legacy admission, like her parents before her. She joined the same sorority her mother had belonged to. She was a cheerleader like her mother before her. She even spent a year studying abroad in Paris, like her mother had at her age. But ultimately, she decided that, while dancing and modeling were fun, they weren't a fulfilling career. She wanted to spend her life helping people in a more direct manner. So after she graduated from Sinclair, she applied to UFVB's prestigious medical school. At first, her parents did not approve, though they knew well enough to cloak their objections with polite euphemisms. But as far as they were concerned, a mostly-black school on the west side of the city, even a nationally renowned one, may as well have been another planet. Camellia stood firm. In 22 years, it was the first time she ever made a real decision for herself instead of just following in her parents footsteps. Her parents refused to pay for it, and even threatened to cut off her trust fund. But she'd saved enough of the money she'd made from a decade of modeling jobs and pageant prizes to take a big bite out of the tuition, and she was willing to take out loans to pay for the rest. The idea of their little princess taking on debt horrified them more than the idea of her living in Weston or going to school with black people, so they relented. After four years of medical school, Camellia chose psychiatry as her specialty, combining her academic prowess and her social skills to make the world a better place, one person at a time. After another four years, she completed her residency and obtained her medical license. She rented an apartment in Far Weston (separate from the rented Atwater house she lived in), and started her own practice out of it, living off of her trust fund until she accumulated enough patients to make her practice self-sustaining. Her refusal to charge patients more than they could afford, or to limit her clientele to the wealthy, slowed that process considerably. Camellia kept a garden at home, and her office space was filled with flowers. This caused one of her first patients visible distress. But he wasn't floraphobic. Instead, he seemed to be suffering from auditory hallucinations, or some other delusion. He claimed that one of his wife’s plants was talking to him. No one else seemed to be able to hear the voice, but it was growing louder and more insistent, while not making any sense, and he was convinced it was coming from the purple orchid his wife had brought home a few weeks prior. After a few weeks of talk sessions and a prescription for anti-anxiety medication failed to yield any results, he brought the orchid in question to his session, and refused to bring it back home with him. She didn’t think it would help his recovery to force the issue, so she let him leave without it, intending to return it to him later. The orchid was sitting on the front seat of her car during her commute home. That commute was interrupted when she drove by what appeared to be a mugging or assault taking place in an alley just off the street. She pulled off into the alley, flashed her lights, honked her horn, and shouted that she was calling the police, hoping to scare away the attackers. But the attackers were a pack of vampires affiliated with the New Shadows gang, and they weren’t mugging their victim; they were about to feed on him. They used their superhuman strength to flip her car over, trapping her in the alley. But as they started to drag her out of the wrecked car, she heard a woman's voice inside her mind, and it seemed like time froze. The voice offered Camellia power, the power she would need to survive this ordeal and many like it. But she could only give Camellia that power if they were “bonded”. Camellia decided that, whatever that meant, it was better than letting herself or that poor man be killed, so she agreed. Time started passing again, and the orchid started moving under its own power, shattering its pot and pressing itself against Camellia. The flower somehow phased through her flesh and bone, sinking into her chest. She felt its roots expand throughout her body. It occurred to her that this should have been painful or terrifying or disgusting, but instead it was invigorating. Leaves and bark sprouted from her flesh, covering every inch of her skin. The vampires were shocked when they reached for a human but pulled out a humanoid plant-monster. Their claws and fangs couldn't pierce her bark-armor. Acting on instinct, she summoned plants to her aid, and they responded. Roots from a nearby tree stretched and snaked through the dirt before bursting bursting up out of the ground, breaking through the concrete like it was glass. The roots hardened into spears and impaled the vampires, who all collapsed into piles of ash. As soon as the danger had passed, the leafy armor dried up and crumbled off of Camellia’s skin. She used her cell phone to call an ambulance for the bleeding man and a tow truck for her totaled car, and she tended to his wounds as best she could while they waited. She told the police that she’d turned too fast into the alley and flipped over, which must have scared away “the muggers”. The wounded man didn’t contradict her. Camellia spent the weeks after the incident telepathically communing with her new symbiote, learning what little the symbiote knew of her own history, and growing accustomed to her new abilities and the changes the symbiote was making to her body. The symbiote had been part of a race of semi-sentient plants engineered and grown as biological weapons by the humans of another Earth in an alternate dimension. That dimension fell to Omega, and this symbiote happened to be on a part of that Earth which wound up floating in the Terminus instead of being annihilated. When a rift opened up near the symbiote during the most recent Terminus incursion into her dimension, she pulled up her roots and let herself fall through. The symbiote offered to separate from Camellia if she so desired, but Camellia refused when she learned that separation would require intensive surgery which could kill both of them. Instead, Camellia decided to cope with whatever changes might come, and put her new abilities to good use, making the world a better place like she’d always wanted to. PERSONALITY & MOTIVATION Camellia's behavior comes from a combination of a naturally big heart and being raised in a semi-aristocratic subculture in which tradition was revered and courtesy was paramount. She strives to always be polite, modest, generous, and forgiving. She hates to see people suffer, even when they deserve it. She’s sensitive to the moods of the people around her, and it’s important to her to make those people as comfortable as possible. Her guiding principle in daily life is “Make everybody feel welcome, and never make anybody feel second-rate.” She greets everyone with a warm smile and an opening for as much small talk as they'd like, and she almost never swears or insults people. When someone else commits a faux pas, she’s far more likely to ignore it or attempt to cover for it than she is to draw attention to it or mock them. She values integrity, both in herself and in others, so she won’t lie to protect people’s feelings, but she will distract, deflect, and omit. Every child gets told at some point “If you can’t say anything nice, don’t say anything at all”, but unlike most children, she took that sentiment to heart, leaving the hard truths for one-on-one sessions behind closed doors. She detests bullying of any kind, and she won't hesitate to step in and put herself between the bully and their victim. She loves social interaction and embraces every opportunity for it. Everyone has a story, and she wants to hear them all. She make a point of maintaining correspondence with all of her family, former school friends, sorority sisters, and coworkers. Once you're part of her world, you don't leave. She remembers every birthday, and she sends hand-written “Thank You” notes for everything. She likes attention, which is fortunate, because she’d get plenty of it whether she liked it or not. She doesn’t demand the spotlight, but she’s very comfortable under it. She’s a hopeless romantic who falls hard and fast both in and out of love. She doesn’t expect or demand old school chivalry, but she’s a total sucker for it. POWERS & TACTICS The symbiotic alien plant which fused with her has transformed her body on the molecular level into an ambulatory plant. She looks human on the surface, but beneath the skin, her flesh, blood, and bone has mostly been replaced with cellulose, sap, and wood. Her plant tissues are more durable and resilient than her old flesh, her aging process has slowed considerably, and she can completely regrow any lost body parts. Her body engages in photosynthesis, so she doesn’t need to breathe or eat food, though she still does, both for the pleasurable sensation and because she can derive nutrients from it; it’s the equivalent of spreading fertilizer over crops. She can also extend roots from her body down into soil to obtain water and nutrients, but eating and drinking feels more familiar. The diseases and poisons of animals no longer affect her, although certain chemical fertilizers have effects on her similar to those of caffeine or alcohol when she discreetly adds them to her coffee and cocktails (which also makes those drinks toxic for anyone else). However, as a plant, she is more vulnerable to dehydration and extremes of temperature, her tissues are more flammable, and defoliants and herbicides which would be harmless to a human will kill her in a matter of seconds. But if she is killed, a piece of her corpse can be re-planted like a cutting, and, if it is able to take root and it gets the water, nutrients, and sunlight it needs, then it will eventually regrow her entire body. Through the symbiote, she can psychically detect, communicate with, animate, control, and alter plants. She can make them move and act on her behalf, and she can transform them extensively, shaping them like clay, greatly increasing or decreasing their size, strength, and resilience, and making them sprout flowers which burst open to unleash sedative latex, or psychoactive pollen which can cause hallucinations and render the victim susceptible to suggestion. She doesn't strictly need to take any physical action to alter or control plants, but she uses physical gestures to help herself focus. In battle, she looks like she's dancing or conducting an orchestra. Most of the transformations she causes reverse themselves quickly once she stops exerting the mental effort to maintain them; permanent changes require greater effort. Nearby plants respond to her unconscious desires and survival instincts, moving out of her way, or moving and stretching to protect her, blocking or swatting aside incoming attacks. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. In battle, she often grows an extra layer of thick bark over her skin, harder than rock. She can release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. In a battle, engaging directly with supervillains is her last resort. Her first priorities are healing the wounded, and using her Create Object and Move Object powers to protect bystanders and other heroes, either by shielding them or by moving them to a safe place. When she does fight directly, she attempts to restrain or incapacitate her foes while doing as little harm as possible. She can create vines to whip or strangle, or thorns to cut and stab, either from her own body or by altering other plants, but she’s so loathe to inflict direct harm that she refuses to do so in all but the most desperate of circumstances. COMPLICATIONS Accidents: Her powers are potentially destructive, especially when used indoors. Tree roots might burst up through floors or streets, while tree branches and stretched bushes come crashing through windows and walls. The GM can give her a Hero Point if the use of her powers causes a setback. Perhaps she triggers an effect like Environment Control which hinders her in the rest of the fight. Or maybe she endangers bystanders, and she must try to rescue them while the villain is still attacking. Alternately, the GM can give other PCs a Hero Point in exchange for making her attack powers affect her allies as well as the villains. For example, if she were to use her Fatigue power to spray a villain with a plant-derived sedative, and another hero then used a melee attack against that villain, the GM could declare retroactively that the Fatigue effect had acquired the Contagious extra, and some of the sedative was transferred from the villain to the melee-attacking hero, who now has to save against the Fatigue effect as well. Enemy (New Shadows): The pack of vampires Camellia destroyed on her first night as Persephone were affiliated with the New Shadows gang. The gang doesn't know that Camellia is Persephone, but they have figured out that Persephone is the one who killed their comrades. They haven't put a bounty on her, because, as a matter of honor and reputation, they want to be the ones to avenge themselves. But they are offering a reward for information about her and her whereabouts. The changes the alien symbiote has made to Persephone's biology make it unlikely that vampires would derive nourishment from her bodily fluids or that they would be able to transform her into another vampire, but they do intend to make her suffer and die for her affront against them. If repeated attempts to capture or kill her fail, then they may swallow their pride and seek outside assistance. If the gang got word of her presence in a particular place, then they could show up and make a bad situation even worse. Fame: Between helping to bring down "Croczilla" during Hurricane Dorian, spearheading the subsequent relief efforts, and becoming one of Vibora Bay's official municipal defenders, Persephone is becoming quite the local celebrity. The GM can give her a Hero Point when being recognized inconveniences her in some way. For example, a civilian trying to meet her or get a picture of her may put themselves in danger (intentionally or not) during a crisis situation, distracting her from the task at hand. "Good Thing You Can Heal!": Persephone's ability to regrow lost limbs and come back from the dead is practically an invitation for the GM to maim and kill her. Since her powers do not require the use of her hands, and her Flight effect allows her to move without using her legs, if the GM intends to give her a Hero Point in exchange for the loss of limb, then they should impose some other negative condition upon her to reflect the trauma (see pages 170-171 of Mutants & Masterminds 2nd Edition for a list of options). However, if her Weakness to defoliants and herbicides is what kills her, then she should not get a Hero Point, since she already got power points for that drawback. Her Resurrection power requires a week to take effect, so killing her will effectively remove her from the current story, rendering a Hero Point reward irrelevant, unless the other PCs have access to an effect which could speed up the process, such as Boost, Resurrective Healing, or Dimensional Movement to a plane where time passes more quickly. A GM can, however, give her a bonus Hero Point at the start of a different story if she was removed from the current one in such a manner. Honor: She will always choose to help bystanders, even if it means letting the villain get away. She always uses the minimum force required to incapacitate a villain, and she will accept any surrender immediately. Even though she’s good at sniffing out lies, cunning villains can manipulate her by telling her what she wants to hear. The GM can give her a Hero Point if this causes some sort of setback, such as a penalty on a Sense Motive check or a free surprise attack against her. Hopeless Romantic: Friends and family have joked over the years that she "falls in love with every man she meets". The GM can give her a Hero Point in exchange for giving her a circumstance penalty on opposed interaction skill checks like Bluff or Diplomacy, or saving throws against effects like Emotion Control (Love), if her opponent is a man with a high Charisma score, interaction skill bonus, and/or the Attractive feat, or if the player and GM agree that he’s “her type”. The GM can also give her a Hero Point if she suffers a setback on account of being distracted by attraction, such as being surprise attacked. Finally, the GM can give her a Hero Point in exchange for forcing her to make a saving throw or skill check to avoid being Dazed or Fascinated, as if the attractive character had and used those feats, even if he did not. Medium (Plant Control): The GM can give her a Hero Point in exchange for arbitrarily deciding that there are no plants close enough for her to use her Plant Control array. At the GM’s discretion, this could 1) deprive her of the power entirely, 2) make it operate at a reduced power rank, since she would have to harvest material for the plant structures from her own body, or 3) make it acquire the Tiring or Side-Effect flaw, for the same reason. Normal Identity: If a villain were to restrain her or otherwise render her helpless, then they could surgically (or violently) remove the symbiote plant from inside her chest. If this were to happen, then all the changes it has made to her body would gradually revert, and she would lose all her powers and become a normal human again. Both she and the symbiote would suffer from withdrawal, and either of them could die, especially if the symbiote was removed violently. If the GM ever caused such a horrendous thing to occur, then giving her a Hero Point would be the least they could do. Phobia (Fire): Fire is one of the few things which can cause her serious harm, and she has an instinctual fear of it. The GM can give her a Hero Point in exchange for forcing her to make a Will save against an Emotion Control (Fear) effect. The GM is free to assign the effect whatever power rank they choose, but it should take into account the size and intensity of the fire (the effective Damage rank) and her proximity to it. Power Loss (Immunity): There are some circumstances in which her Immunity powers would not apply. These circumstances are too rare to merit a Power Loss drawback or a Limited/Medium/Source flaw. She is Immune to Critical Hits by default because, while her body is not truly homogenous, she has so few vital areas that the chance of hitting one of them is not statistically significant. If an enemy scores what would normally be a critical hit against her, or hits with an attack which would normally gain bonus damage from Sneak Attack, then the GM can decide that she has been hit in one of those vital areas, temporarily Nullify her Immunity, and give her a Hero Point. She is not affected by the diseases or poisons of animals, but she is affected by the ones which target plants. But while those are not rare in real life, they rarely come up during play. If the GM exposes her to a plant disease or a poison which affects plants, then they can give her a Hero Point and force her to save against them. She may suffer the effects of Suffocation if she is caught in a vacuum, or immersed in water too dark and deep for any sunlight to trigger her photosynthesis. Similarly, if deprived of both food (either animal food or nutritious soil) and sunlight, then she will begin suffering from starvation, despite her Immunity to it. The GM can give her a Hero Point if she is caught in such circumstances and begins suffocating or starving. Responsibilities: As one of Vibora Bay's official municipal defenders, Persephone has not just a moral obligation to defend the city, but a legal one as well. Camellia, meanwhile, has a large, active social network of family, school friends, sorority sisters, and former coworkers. She’ll drop everything to come to their aid. The GM can give her a Hero Point if a request for that aid comes at the worst possible time. She also has standing appointments with paying clients at her psychiatry practice four days a week, with the potential for emergency calls during off hours. The GM can give her a Hero Point if her day job somehow interferes with her hero work, or vice versa. Secret (Identity): The GM can give her a Hero Point if a potential reveal of her identity causes her some sort of setback, or if a villain learns her identity and then creates a setback for her by going after her friends, family, and/or patients. Soft-Hearted: She doesn’t like to see anyone suffer, even villains. As good as she is at telling truth from lies, she’s still a sucker for a sob story. The GM can give her a Hero Point in exchange for a penalty on checks like Sense Motive to discern the truth behind a wounded-gazelle gambit. Where others may see “A hard man doing a hard job, willing to make the tough choices and do what’s necessary”, she sees only callousness and cruelty which she cannot abide. She’s as likely to come to blows with “grim dark avenger” vigilantes as she is with actual supervillains. The GM can give either her or another PC a Hero Point in exchange for forcing her either to not take a certain action which would harm another person, or else to take a certain action which would prevent harm to another person or end harm they were already enduring. For example, if a villain appeared to already be restrained, incapacitated, or severely weakened, and another PC were still attacking them, or interrogating them in a violent or threatening manner, then the GM could invoke this complication, force her to put a stop to it, and give either her or the other PC a Hero Point. ABILITIES 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 24 (+7) COMBAT 16PP Initiative: +2 Attack: +4 Base, +10 Plant Control Grapple: +4, +20 Plant Control Defense: +10/+4 Base, +5/+2 Flat-Footed Knockback Resistance: 10/2, 5/2 once Ablative Impervious is depleted SAVING THROWS 7PP Toughness: +10/+4 (+10/+4 Con, Impervious 10 [Ablative]) Fortitude: +10/+4 (+10/+4 Con, +0PP) Reflex: +10/+4 (+2 Dex, +6 Enhanced Reflex, +2PP) Will: +10 (+5 Wis, +5PP) SKILLS 112R = 28PP Acrobatics 8 (+10) Bluff 13 (+20)Skill Mastery, Taunt Concentration 5 (+10) Craft (Artistic) 8 (+10) Diplomacy 8 (+15)Connected, Skill Mastery Gather Information 8 (+15) Knowledge (Behavioral Sciences) 13 (+15) Knowledge (Life Sciences) 8 (+10) Knowledge (Popular Culture) 3 (+5) Languages 2 (English [Native], French, Spanish) Medicine 5 (+10) Perform (Dance) 3 (+10) Perform (Oratory) 8 (+15)Skill Mastery Sense Motive 15 (+20)Skill Mastery Swim 5 (+5) FEATS 11PP Benefit 2 (Status [Vibora Bay Municipal Defender], Wealth) Connected Interpose Leadership Luck 3 Quick Change Skill Mastery (Bluff, Diplomacy, Perform [Oratory], Sense Motive) Taunt POWERS 99PP Enhanced Constitution 12 [12PP] (Descriptors: Alien, Plant Body) Enhanced Defense 6 [12PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Enhanced Reflex 6 [6PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move]; Flaws: Range [Touch]) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting) Flight 2 (25MPH, 250ft per Move Action; Extras: Affects Others; Flaws: Platform) [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Immunity 2 (Aging; Starvation/Thirst; Flaws: Limited [Aging Immunity is 1/2 effect; Immune to Starvation but not to Thirst]) [1PP] (Descriptors: Alien, Photosynthesis, Plant Body) Immunity 7 (Critical Hits; Disease; Own Powers; Poison; Suffocation) [7PP] (Descriptors: Alien, Photosynthesis, Plant Body) Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration]; Flaws: Ablative) [5PP] (Descriptors: Alien, Bark Armor, Plant Body, Shapeshifting) Morph 1 (Broad Group [Humanoids]; Extras: Duration [Continuous]; Flaws: Limited [Plant-People]) [2PP] (Descriptors: Alien, Plant Body, Shapeshifting) Plant Control 15 (30PP Array; Feats: Alternate Power 6) [36PP] (Descriptors: Alien, Psychic) Base Power: [30PP] (Additional Descriptors: Animate Plants) Move Object 10 (Range: 10 100ft Increments, 1,000ft Max; Lifting Strength: 50, Heavy Load: 12 tons; Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Improved Pin, Indirect 3, Variable Descriptor [Animating plants, either to move themselves, or to grasp and move non-plant targets]) [30PP] Alternate Power: [30PP] (Additional Descriptors: Animate Plants, Plant Growth) Create Object 10 (Range: 1,000ft; Volume: 10 cubes; Toughness: 10; Lifting Strength: 50, Heavy Load: 12 tons; Extras: Duration [Continuous]; Flaws: Action [Full]; Feats: Indirect 3, Progression [Size] 5 [250ft cubes], Selective, Stationary [Resists being moved with a Strength bonus of +10]) [30PP] Alternate Power: [30PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen) Emotion Control 10 (Extras: Secondary Effect; Flaws: Range [Ranged, 10 100ft Increments, 1,000ft Max]; Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Indirect 3, Mind Blank, Reversible) [30PP] Alternate Power: [30PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex) Fatigue 10 (Extras: Range [Ranged, 10 100ft Increments, 1,000ft Max], Secondary Effect; Flaws: Action [Full], Distracting; Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Sedation) [30PP] Alternate Power: [30PP] (Additional Descriptors: Medicinal Plants, Plant Body) Healing 10 (Extras: Action [Standard], Total; Flaws: Distracting) [30PP] Alternate Power: [29PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines) Snare 10 (Range: 10 100ft Increments, 1,000ft Max; Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible) [29PP] Alternate Power: [30PP] (Additional Descriptors: Shape Plants) Transform 10 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Accurate 3 [+6 Attack], Extended Reach [10ft], Indirect, Progression [Mass] 5 [25 tons]) [30PP] Plant Telepathy 2 (4PP Array; Feats: Alternate Power) [5PP] (Descriptors: Alien, Plant Control, Psychic) Base Power: [4PP] Comprehend 2 (Plants 2 [Speak To; Understand]) [4PP] Alternate Power: [4PP] Super-Senses 4 (Postcognition; Extras: Simultaneous; Flaws: Medium [Plants]) [4PP] Regeneration 1 (Recovery Rate: Resurrection 1 [1 week]; Feats: Regrowth) [2PP] (Descriptors: Alien, Cutting, Plant Body) Super-Movement 1 (Permeate 1 [1/4 Speed]; Flaws: Limited [Plants]) [1PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Super-Senses 5 (Plant Awareness; Descriptor Frequency: Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Radius, Ranged) [5PP] (Descriptors: Alien, Plant Control, Psychic) DRAWBACKS -12PP Vulnerability (Cold effects; Frequency: Common; Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Dehydration effects; Frequency: Uncommon; Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire/Heat effects; Frequency: Common; Intensity: Minor [+1 DC]) [-2PP] Weakness (Defoliants/Herbicides; Frequency: Uncommon; Intensity: Moderate [-1 Con]; Time: 2/round) [-7PP] ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Create Object Ranged DC20 Reflex Trapped Dropped Object Ranged/Area DC20 Reflex Avoided DC25 Toughness (Staged) Damage (Physical) Emotion Control Ranged DC20 Will (Staged) Calm: Removes all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Removes Despair and Fear Love: Attitude = Friendly/Helpful/Fanatical Fatigue Ranged DC20 Fortitude (Staged) Fatigued/Exhausted/Unconscious Healing Touch DC20 Fortitude (Harmless) Healing Move Object Ranged Grapple vs +20 Pinned/Bound Thrown Object Throwing (Str 50) DC25 Toughness (Staged) Damage (Physical) Snare Ranged DC20 Reflex (Staged) Entangled/Bound Transform Touch +5ft DC20 Fortitude Transformed Abilities (40) + Combat (16) + Saving Throws (7) + Skills (28) + Feats (11) + Powers (99) - Drawbacks (12) = 189/189 Power Points
  5. So I should edit out the part about him getting into costume, then, and the part about them being "just a bunch of school kids". Done and done. Of course Octoman will stop the runaway container and take the damage.
  6. Here's an alternate build to consider: Power Level: 10 Tradeoffs: -4 Attack / +4 Damage, -4 Defense / +4 Toughness Power Points: 150/150 ABILITIES 4PP Strength: 38 (+14), 58 Lifting (Heavy Load: 38.4 tons), up to 73 Lifting with Dynamic Super-Strength (Heavy Load: 307.2 tons) Dexterity: 10 (+0) Constitution: - Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT 24PP Initiative: +0 Attack: +6 Base Grapple: +24 (+6 Melee Attack, +14 Strength, +4 Super-Strength), up to +27 with Dynamic Super-Strength Defense: +6 Base, +3 Flat-Footed Knockback Resistance: 12 (Impervious Toughness 10 + 1/2 Non-Impervious Toughness 4), 16 at normal speed (Immovable 4) SAVING THROWS 12PP Toughness: +14 (Impervious 10) Fortitude: - Reflex: +6 (+0 Dex, +6PP) Will: +6 (+0 Wis, +6PP) SKILLS 35/36R = 9PP Climb 0 (+2) Craft (Electronic) 5 (+10) Craft (Mechanical) 5 (+10) Medicine 5 (+5) Notice 10 (+10) Search 10 (+10) Swim - FEATS 3PP Fearless Interpose Jack of All Trades POWERS 106PP Comprehend 3 (Languages 3 [Read/Write Any; Speak Any, One At A Time; Understand All]) [6PP] Density 12 (x25 Mass, +24 Strength, +6 Protection [Impervious], +4 Immovable, +4 Super-Strength, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [37PP] Immovable 0 (4) [0PP] Immunity 40 (Fortitude effects, Mental effects) [40PP] Protection 8 (14, Extras: Impervious [4 ranks, +6 = 10 total ranks]) [12PP] Robot Power 3 (6PP Array, Feats: Dynamic Alternate Power, Dynamic Base Power) [9PP] Base Power (Dynamic): [6PP] Super-Strength 3 (7, Lifting Strength: 73, Heavy Load: 307.2 tons) [6PP] Alternate Power (Dynamic): [6PP] Flight 3 (50MPH, 500ft per Move Action) [6PP] Super-Senses 2 (Infra-Vision, Radio) [2PP] DRAWBACKS -8PP Disability (No Olfactory sense, Frequency: Uncommon, Intensity: Minor) [-1PP] Vulnerability (Electricity/Lightning effects, Frequency: Common, Intensity: Moderate [x2 Effect rank]) [-4PP] Vulnerability (Magnetism effects, Frequency: Uncommon, Intensity: Major [x2 Effect Rank]) [-3PP] ABILITIES (4) + COMBAT (24) + SAVING THROWS (12) + SKILLS (9) + FEATS (3) + POWERS (106) - DRAWBACKS (8) = 150/150 POWER POINTS ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC29 Toughness (Staged) Damage (Physical) Thrown Object Throwing (STR 58*) DC29 Toughness (Staged) Damage (Physical) *Up to STR 73 with Dynamic Super-Strength.
  7. Oh hey, I messed up. It's a surprise round, so you get either a standard or a move action, not both. Easiest fix is to just have had Octoman also take a free action to Surge for an additional action. He'll be Fatigued at the start of his next turn unless he pops a Hero Point.
  8. Persephone Still the laconic sort. Will we ever get more than two words out of that girl? Maybe she'll warm up to us eventually. On the other hand, she does show several symptoms of...No, don't you start. You already diagnose too many people for free as it is. Turn it off. She has my number. If she wants my help, she'll ask for it. "Hey there, Sweetie, great to see you again!" The green woman gave the robot girl's upper arm a quick friendly squeeze. I know better than to go for a hug, but it seems like SOME kind of friendly touch would do her some good. Once inside the townhouse, the green woman didn't seem any more eager to release Cheval's arm than he was to pry it loose. She extended her other hand and a warm smile in greeting to both Dragoneer and his associate. "'Persephone' is my 'professional' name. Not all of us are living quite as publicly as you and Marcus are, at least not yet. Give us some time to ease into it. But it's delightful to finally meet both of y'all! Thank you so much for inviting us into your lovely home! We were happier than a woodpecker in a lumberyard to hear from you. I reckon with the recent surge of metahuman activity in Vibora Bay, coordinating with each other like this as soon as possible is our best chance to do the most good for our community. We'll be about as useful to the people of this city as a pair of steel-toed flip-flops if danger strikes and we're all paddlin' our own little canoes in circles, each one of us with only one oar in the water, just because we're too proud or too scared to talk to each other." "Well aren't you sweet as maple syrup on a Pancake Sunday!" Persephone pressed a hand against her chest. "You're too kind. I really did just throw it together at the last minute." Persephone couldn't help looking Cheval up and down and smirk in response to that statement. Mission accomplished. "So, if you don't mind my asking, what motivated the move to Vibora Bay? I've lived here for most of my life, so I can rattle off ten-thousand reasons a person would want to live here, but that wouldn't tell me which ones were yours."
  9. Octoman "Oh yeah, we are squaddies, huh." Ben dropped down into the desk next to Heroditus, doing an effortless half-flip in the middle of the descent. "Sweet." He pounded Heroditus's fist. "OK, so I'm gonna write a bunch of code here," he pointed to his green laptop, "And I want the info these scripts are pulling together to go in here," he touched a finger down onto the shiny black cube. "So if you can enter info into that tablet, and pull info out of it, just by thinking about it, then we should be able to get info from my computer through your tablet and into The Hellbound Heart over here." Ben typed furiously as he talked. "But, like, a LOT of info. I'm not talkin' about reading this thing a bedtime story." His voice lowered to a whisper. "I'm talking CRITICAL MASS, know what I'm saying? Why just 'science', when you can SCIENCE, am I right? Project Runway over there's gonna bunt it and slide into first, but you and me? We're swingin' for the FENCES."
  10. Octoman "Alternate dimension, yeah, there's tons of tho-DRAGON? Dude has a freakin' pet DRAGON?! And they LET him? Does the dragon, like, live here too? I have all the questions. How much does it eat? WHAT does it eat? ...WHO does it eat? Is it smart like a dog, or smart like a person? " "Well, I mean, I don't like to BRAG or anything, but when I met *cough* BOMBSHELL a little while back, helped her take down a supervillain, save some peeps, no big deal, she told me this place is basically Superhero School. So I'd be pretty disappointed if some weird stuff DIDN'T happen. Like, I'd ask for a refund, except, y'know, scholarship. I paid GOOD NOTHING to go here, and it better be worth every penny!" "Yeah, that's the one. Most Southeast Asian countries have their own flavor. I learned the Filipino one. Getting in touch with my roots over on the side of the family tree that doesn't get a lotta water most of the time. You ever see The Raid? Basically that. But, like, pretty much every martial art has 'THE REAL STUFF WHAT REALLY WORKS' and, like, the shopping mall version, and I got the one next door to the pizza place." "I mean, let's not dance around it. The guy was a bastard. But his stuff rocks and rolls. You're reading it, and it's like, 'Damn, this dude's a full-on FASCIST, and he should have to, like, wear a bell around his neck so every woman knows where he is at ALL times, but I STILL can't stop turning pages. He's trash, and so am I!'" "Dude, I was kidding. I mean, thanks and all. But it was a joke. Besides, I probably don't know the lyrics anyway. Just get yer groove on." "HELL YEAH! Dude, you didn't tell me you were a full-on shapeshifter! That's awesome! ...Wait, are you a Grue?" "Nah, doesn't hurt. But the computer at the Interceptors HQ, yeah, I've been there, no big deal, it said my blood's, like, slightly radioactive. Not enough to hurt anyone, but the needle on the Geiger counter jumps a little when I walk into a room. And it's a funky color, and the consistency's like pancake syrup, so it looks more like movie blood than real blood, and it's under really high pressure. Like, when I get a cut, I turn into an anime character, just shoots out like a hose. Here, you wanna see it? Anyone got a knife or something? Dayv, bring one a' those claws over here..." "WHAT." Ben ran to the edge of the roof to get a closer look, and then he ran over the edge. For a moment it appeared that he'd fallen, but his hands and feet were stuck to the side of the building. "Punk Rock Viking Chick. Sweeet."
  11. Octoman "Congratulations. Y'all done PLAYED yourselves." On Ben's forearms, and in several places along his sides and back, skin unfolded like flowers blooming, to reveal hidden orifices from which slid yellow tentacles lined from tip to base with tens of thousands of black ring-shaped suckers which clenched shut and flexed open again with every breath he took. The tentacles writhed and floated around him in every direction, stretching to dozens, maybe hundreds of feet in length, far longer than what could possibly have been coiled up in his lean frame. "Smelled you guys comin' a MILE away. You thought you were just dealin' with some dollar-store spandex chump, BUT IT WAS ME, the Crime-Fighting Kraken himself, that's right, THE OUTRAGEOUS OCTOMAN!" The mass of tentacles surged toward Captain Imamba like a squishy tsunami.
  12. Cover gives +4 defense against all attacks. Ouch. Ben takes the easy way out, and goes after the one guy who doesn't have it yet. Octoman Free Action: If the kids aren't already in costume, then use Morph to get into costume. Free Action: Activate his Additional Limbs. Deploy all 10 tentacles. Move Action: Use Elongation to extend the tentacles. Standard Action: Attempt to grapple the captain. He will concentrate his Additional Limbs on the captain. Attack roll: 28. If that hits, Grapple check: 42. Fun fact, at lifting Strength 50, Octoman's light load is 4 tons. Unless the captain has some Density ranks we don't know about yet, he'll make a great improvised weapon next round.
  13. Persephone When Persephone saw Cheval step out of the towncar, as with the handful of other times she'd seen him since they'd met, a wide smile spread over her whole face before she had time to consider whether or not to let it. First time I've seen him in something other than the wrestling singlet. The man can wear a suit. Good. I was hoping he'd clean up nice. "Nobody told me this was a black-tie event," she teased. "Good thing I packed a change of clothes." The lavender leaves at her waist started expanding outward, pushed by new leaves growing behind them, which were pushed out in turn, layer after layer. The leaves still overlapped, weaving together in an interlocking pattern, but instead of clinging to her skin, they hung loosely around her legs. Once the leaves reached her ankles, the tapestry split up one side, almost to her hips. The leaves lining her decolletage expanded to wrap around her upper arms. Her usual leaf-leotard became a leaf-dress, with an off-the-shoulder sweetheart neckline. The leaves which had formed her "gloves" and "boots" dried up and fell off, revealing the bare arms, bare legs, and the pair of black pumps with five-inch heels which had all been hiding beneath. She stood at eye-level with Cheval. That ought to get his attention. Persephone glided up alongside Cheval and slipped her arm around his, still effortlessly smiling wide enough that her gleaming white teeth were on full display. "Shall we, Mon Chevalier?"
  14. Octoman When Leroy started to stumble, Ben started to lean in and reach out to him, both with his hands and with the several tentacles which had reflexively slid out from under his shirt. But when he waved away any potential help, insisting on pulling himself back up to his feet, Ben backed off. "You sure you're OK, Man? Looks more like you pulled, like, ALL the muscles. You sure you don't want, like, some water, or an Advil or something? Nurse, get this guy an I.V., stat?" Eventually Leroy's protests were sufficient for Ben's attention to wander to the black crystal cube Leroy had just conjured. "So you're saying...this thing...can basically be...anything? And you wanna have a make-anything contest?" Ben stared into the gleaming black crystal. "...Anything...GOT IT!" He leaped to his feet, slapping Leroy on the shoulder while his tentacles scooped up both the cube and his green laptop. He ran up the wall, until he was standing on the ceiling. Then, standing upside-down, he turned to address the room. He held up the cube. "So, hey, my thing here uses thinking to make stuff. So I need a way to interface this," he shook the cube like a rattle, then held up his computer, "With this. Before I spend a buncha time making one one myself, figure I should ask, anyone here got any thinky-based tech I can borrow? For, like, science?"
  15. AA confirmed in the Discord that those of us who are becoming municipal defenders should buy a 1PP Benefit feat for that (Status?) with our September PP awards. @Thunder King Can you please clarify whether Speed-Demon is joining or not? First, he says "I'm in", but then he says he's "not revealing [his] real name to anyone". It's one or the other.
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