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Fleur de Joie (PL 15)- Electra (Electrum)


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Player Name: Electra
Character Name: Fleur de Joie
Power Level: 15 (244/250) [260] 
Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness
Unspent Power Points: 0
In Brief: A plant-controlling heroine who balances Freedom League membership, caring for her own personal planet, and single parenthood, Fleur de Joie believes in the power of networking to get the job done right.

Alternate Identity: Stesha Madison (formerly Lumins)
Identity: Open Secret
Birthplace: Evanston, Illinois
Occupation: Freedom League member, CEO of nonprofit organization Sanctuary World Inc.
Affiliations: Sanctuary, Freedom League, Nicholson School
Family: Amaryllis Lumins: daughter, b. 06/03/11. Father: Paul Madison, Mother Annie (Lispzyanka) Madison, Sisters: Grace (b 1975), Chloe (1987), Brothers: Basil (1978), Jasha (1980), David (1983). Derek Lumins (Dark Star): ex-husband, married 2010-2015.

Age: 35 (DoB: May 1, 1985)
Apparent Age: About 30 (immortal)
Gender: Female
Ethnicity: Caucasian
Height: 5'3
Weight: 160lbs
Eyes: Blue
Hair: Green, thigh-length, kept up in braids and crowned with flowers

Under normal circumstances, Stesha is about the most harmless-looking person you're ever going to see in your lifetime. Small in stature, with a soft-edged, curvy body and an open, guileless face, she's the person most likely to be ignored or overlooked in a fight. Her most distinctive feature is her extraordinarily long green hair, which she generally keeps in intricate braids pinned close to her head, and accented with a plaited ring of live flowers. In her civilian life, she favors blue jeans and sweatshirts or t-shirts, depending on the weather, with soft makeup whenever she can manage the time. Her costume is a loose green tunic and matching slacks, brown boots and gloves, a belt with many pouches, and a brown cowl-coat that buttons to the bottom of her rib cage in front and hangs to her calves in back.

Power Descriptions:
All Stesha's powers are of the magic descriptor, and can also be affected by anything that affects plants.

Stesha's childhood wasn't idyllic, but it was reasonably close. She grew up in Evanston, Illinois, a suburb of Chicago and the home of Northwestern University, where her father was a professor of botany. Her mother was also an avid gardener, as well as a complementary medicine practitioner and midwife, so growing up, Stesha had plenty of exposure to the science any mysteries of plants. With five siblings, she also had plenty of company and competition in every walk of life. All those brothers and sisters meant someone was always around to share the work or the blame, to tell a secret to or take on an adventure. Most of the time she enjoyed her big family, but as she grew up, the problem of dating when one has three overprotective brothers became increasingly annoying.

An avid learner, Stesha followed in her father's footsteps and studied plant biology at Northwestern. She enjoyed biology and did well, but soon discovered that her passion was elsewhere. Science was great, but she preferred the magic of a gorgeous flower in full bloom to the colorless data extracted from a crushed and dissected plant specimen. She got her degree in biology, but her minor was in art, and as soon as she graduated, she decided to become a florist. She was able to get an apprenticeship at a highly-regarded shop in Chicago, and discovered a knack for it that she'd never had for lab work. Before long, she was caught up in the life of her community, providing flowers for celebrations and consolations, gifts and gardens, parties and patios. It was very rewarding!

She'd been working at the shop for about a year when a shipment arrived that would change her life. Called the Fleur de Joie blossom, the rare specimen was said to bloom only once ever hundred years, and then only for a matter of hours or days. In order to fully capture the event, Stesha and her coworkers set up round-the-clock watch to be on hand for the opening. When it did finally open, very late one night, Stesha happened to be standing right in front of it. The blossom heaved, then released a cloud of shimmering pollen, all over her! She choked and passed out, and when she woke, she felt... different. When her hair began turning green days later, it sealed the deal. The plant had given her powers, and she wanted to know what to do with them! After some cautious experimentation in Chicago, she decided that the best thing to do would be to move to Freedom City, where she could become a real superhero.

It didn't take more than a few days in Freedom City for Stesha to realize she was in way over her head. Her powers were useful and fun, but they didn't take her very far if she got into trouble. Luckily, she started making friends almost immediately. With allies like Phantom and Divine, she didn't feel nearly so vulnerable in her hero work, and gradually became braver and more skilled. Divine also introduced her to a friend of hers named Dark Star, who in civilian life was a shy, gawkily handsome man named Derrick Lumins. Stesha and Derrick hit it off right away, an affection that quickly deepened into love. Stesha knew that Dark Star was a cosmic hero who did a lot of his work off Earth, but in those early days he took pains to be around as often as possible, and she convinced herself it wouldn't be a problem.

Practice and training broadened Stesha's skills, and eventually she discovered the ability to reach other dimensions through the plant life common to each. While training with Phantom, she came across an Earth that was blasted and dead, obviously from some kind of war decades ago. She thought it looked like a great place to get away from Earth Prime and practice all the plant-growing techniques that just didn't work in the middle of a city. She christened it Sanctuary and made it her home-away-from home. It wasn't long before a situation arose where her nemesis, Beekeeper II, unleashed a swarm of giant bees on the population, then got himself promptly thrown into jail. Once pacified, the bees had nowhere to go, so Stesha took them in on Sanctuary, creating a meadow full of giant flowers for them and asking her friend Gaian Knight to build them a hive of earth to live in. Later on, she discovered a small group of human survivors on the planet as well, and began working with her friend and neighbor Gabriel to give them a better quality of life in a village on her reclaimed land. A year later, the population exploded when she agreed to take in ten thousand refugees of a world lost to the Terminus. As the number of inhabitants grew, the Sanctuary project began to take up more and more of her time.

Back on Earth Prime, things were busy for her as well. Her engagement to Dark Star nearly fell through due to his frequent absences off-planet for important hero work, but a promise of his commitment coupled with true love and a surprise pregnancy were enough to convince Stesha to go through with a rescheduled wedding. It was quite lovely, and Amaryllis was born six months later. Unfortunately true love and promises could not hold up forever against the press of a universe full of needs and demands. Within just a few months Derrick was gone all the time again, leaving Stesha to handle things on Earth by herself. She moved her main residence to Sanctuary, building a home of plants and leaves that was comfortable and easy to take care of, safe in a place where she had plenty of support in raising her little girl. In 2015, after Dark Star had been gone from Earth for two years and only came back for the Communion invasion, Stesha called an end to their marriage. The divorce was complicated by neither of them living on Earth and it became public as well, due mostly to them allowing the public access to their early-relationship love story. Stesha, although still a beloved heroine in general, took it on the nose from the tabloids and wound up withdrawing as far from the public eyes as was practical in her situation.


Despite the ongoing disaster of her personal life, Stesha's powers and heroic abilities continued to mature. She was offered membership in the Freedom League Auxiliary, where she served for several years before being promoted to full membership upon the retirement of several longtime members. As a member with little ability to leave Earth, Fleur de Joie is rarely called upon for cosmic threats, but does often coordinate with organizations like UNISON for disaster relief and other humanitarian work. Sanctuary has continued to grow as well, to a current population of nearly twenty thousand humans and several thousand bees, in a space covering much of Southern New Jersey.

Personality & Motivation:
Stesha is a naturally hospitable person with an optimistic outlook and a generalized desire to make the world a better place. She enjoys meeting new people and making friends, and takes particular pleasure in befriending and mentoring brand new heroes. She takes her many responsibilities seriously and works very hard taking care of them all, but she also tries to take time for fun and relaxation whenever possible. Despite her friendly and caring nature, she is a deeply private person who has learned through hard experience to guard the softest parts of her heart. These days it is common for Stesha to happily listen to others' stories all day while offering very little information on her own life, except to her closest friends.

Powers & Tactics:
A plant-controller through and through, all Fleur's powers involve the manipulation of greenery. Oftentimes she'll start out by throwing a handful of seeds wherever she wants to work, then growing them instantly into mature plants she can use. Her powers are often subtle and indirect; she is a fan of keeping a villain distracted with words while a vine creeps up behind them. Her first impulse is generally diplomacy, a fight avoided is a fight won in her book. If diplomacy doesn't work, she typically moves to attempting to clear the field with her snares and dimensional pocket. She can also act in a support capacity, moving civilians out of danger and healing the wounded.

Despite her subdued fighting style, Fleur can put on a heck of a show when she wants to. In her element or on her planet Sanctuary, her displays of power can be awesome and landscape-changing as she raises forests in seconds or turns acres of scrub into piles of mulch with a wave of her hand. When she was pregnant with Amaryllis, she began forming fairy rings of flowers and mushrooms wherever she stood or sat, even indoors, but that has tapered off, much to her relief. Her dimensional teleportation involves traveling through plants, whether by making doors in tree trunks, portals formed of vines, or massive flowers to jump into, depending on what's around to work with.

I Need You, Baby: There are a lot of people counting on Stesha for their very survival. Amaryllis is always first and foremost in her mother's mind, but she's the tip of the iceberg. The giant bees rely on her to keep the flowers that sustain them growing, and the human population of Sanctuary would have a very, very hard time getting by without her, especially if an emergency pops up. Getting away from it all is not an option.


Only the Lonely:  It's been five years now since Stesha's divorce, and though she knows she should be over it by now, it's still a very sore spot. Most of her friends are busy with their own lives these days, and she herself has a hard time freeing up a moment for coffee, much less dating or bonding with new friends. Her acute and pervasive loneliness is a weakness in an otherwise well-adjusted psyche.

With Flowers in Her Hair: Stesha's long green hair is actually alive, and an important component of her powers. The last six inches or so are dead cells and can be cautiously trimmed, but anything above that is part of her body and will cause pain and damage if cut. If too much of her hair is damaged or lost, she will not be able to use her immunities to food and sleep, nor will she be able to regenerate her health.


Take My Breath Away: Stesha “breathes” much more the way plants do than humans do. She inhales carbon dioxide and exhales oxygen. This is harmless in the everyday, even useful if she's trapped in a tight space with other people, but not great for, say, scuba gear, or if some well-meaning medic tries to put an oxygen mask on her.

Where Everybody Knows Your Name: Stesha technically has a secret identity, but it's a very poorly kept secret. There isn't much she can do to hide her highly distinctive coiffure, and she's not great at maintaining an air of mystery. She doesn't always even need to be in uniform for people on the street to know who she is, one more reason she spends a lot of her downtime on Sanctuary.

Let Them Not Pass Like Weeds Away: A naturally compassionate person, Stesha's first inclination is to safeguard all life, even of people who are trying to kill her. It is also very hard for her to accept that sometimes you can't save everyone.

What You Give is What You Get Returned: Stesha is friends with many, many, many superheroes, and she knows that if she's in trouble, she can call on them for help. On the flip side, if one of them calls her for help, she will do anything she can to assist. She's also a member of the Freedom League, which carries a whole other set of responsibilities that she strives to live up to. But there are only so many hours in the day!


Abilities: 0 + 0 + 14 + 4 + 4 + 10 = 32PP
STR: 10 (+0)
DEX: 10 (+0)
CON: 24 (+7)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 20 (+5)

Combat: 16 + 16 = 32PP
Attack: +8 (+10 Flower Power)
Defense: +10 (+2 Dodge Focus, +4 Flat-Footed)
Initiative: +8
Grapple: +8, +28 w/Move Object
Knockback: -10/-3

Saving Throws: 3 + 10 + 8 = 21PP
Toughness: +20/+7 (+7 Con, +13 Protection)
Fortitude: +10 (+7 Con, +3)
Reflex: +10 (+0 Dex, +10)
Will: +10 (+2 Wis, +8)

Skills: 120R = 30PP
Bluff 15 (+20) Skill Mastery
Concentration 8 (+10)
Diplomacy 15 (+20) Skill Mastery
Gather Information 16 (+21) Skill Mastery

Intimidate 8 (+13)
Knowledge (Life Sciences) 8 (+10) Skill Mastery
Medicine 8 (+10) Skill Mastery
Notice 13 (+15) Skill Mastery
Profession (Florist) 3 (+5) Skill Mastery
Sense Motive 13 (+15) Skill Mastery
Stealth 5 (+5)
Survival 8 (+10)

Feats: 30PP
Accurate Attack
Benefit (Freedom League Member)
Dodge Focus 2
Equipment 10

Environmental Adaptation: Heavy undergrowth

Improved Initiative 2
Inspire 5

Luck 2
Skill Mastery 2 (Bluff, Diplomacy, Gather Info, Knowledge (Life Sciences), Medicine, Notice, Profession (Florist), Sense Motive)
Uncanny Dodge (auditory)

Equipment 10PP = 50EP

Headquarters: 47EP
Size: Planetary (18EP), Toughness: +20 (3)
Features: Animal Pens, Computer, Defense System 3 [blast 15 [BEES], Snare 15 (entangling vines), Stun 15 (stun flowers)],
Gym, Holding Cells, Infirmary, Isolated, Living Quarters, Personnel, Pool, Power System, Sealed, Self Repairing, Think
Tank, Workshops
Powers: ESP (3), Impervious Toughness (1), Super Senses (1)
ESP 9 (visual and auditory; Extras: Duration [Continuous], Simultaneous; PFs: Rapidx10, Subtle)
Impervious Toughness 15 (Active/Sustained) [15PP]
Super-Senses 1 (Communications Link w/ Fleur)

Masterwork Commlink: [1EP]
Masterwork Flashlight: [1EP]
Masterwork PDA: [1EP]

Powers: 2 + 63 + 3 + 3 + 14 + 2 + 6 = 95PP

Feature 2 (Distinguish Seeds By Touch Instantly, Instantly Make Flowerpots) [2PP]

Flower Power Array 24 (48 pp, PFs: Accurate, Alternate Powers 14) [63PP]


BE: Snare 20 (entangling vines, PFs: Indirect 3, Obscures Senses 3 [Visual + Audio], Reversible, Subtle) {48/48}

AP: Create Object 15 (plant shapes, Extras: Duration [Continous/Lasting], PFs: Precise, Selective, Subtle) {48/48}

AP: Dimensional Pocket 5 (inside Flora, Extras: Duration 3 [Continuous/Lasting], Range [Ranged], Feats: Indirect 3, Progression [Cargo] 10 [1,000 tons], Subtle) {44/48}

AP: Damage 14 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants])  + Drain Toughness 14 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants])(PFs: Incurable, Precise, Reversible, Split Attack, Subtle) 48/48}

AP: ESP 9 (Flora's gaze, Visual + Audio Senses, 20,000 miles ["Anywhere on Earth"], Extras: No Conduit, Simultaneous, Flaws: Action [standard], Feats: Dimensional 3 [Any Dimension], Subtle) {43/48}

AP: Healing 15 (medicinal plants, Extras: Action [standard], Total, Flaws: Distracting, Feats: Persistent, Regrowth, Stabilize) {48/48}

AP: Healing 15 (plantsboon, Extras: Area [Targeted, Burst, 75ft radius], Range 2 [Perception], Total, Flaws: Distracting, Limited 2 [Plants], Feats: Persistent, Regrowth, Stabilize) {48/48}

AP: Move Object 20 (mobile vines, Effective STR 100, Heavy Load: 12288 tons) (PFs: Indirect 3, Subtle) {44/48}

AP: Nullify 10 (photosynthetic mastery, All "Air" Powers, Extras: Area [General, Burst], Effortless, Selective, Flaws: Range [Touch], Feats: Progression [Area] 3 [500ft radius], Subtle) {44/48}

AP: Snare 15 (nature's grasp, Extras: Area [General, Shapeable], Obscures Senses 3 [Visual + Audio], Selective, Flaw: Distracting) {48/48}

AP: Stun 20 (stunflower, Extra: Range [Ranged], Flaw: Action [Full], PFs: (Indirect 3, Sedation, Subtle, Variable Descriptor 1 [any plant]) {46/48}

AP: Super-Movement 3 (plant doors, Dimensional Movement 3 [Any Dimension], Extras: Duration 2 [Continuous], Portal 2, Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5 [250ft x 250ft], Turnabout, Subtle) {28/48}

AP: Teleport 9 (plant doors v.2, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Affects Others, Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 12 [500 tons], Turnabout, Subtle) {44/48}

AP: Teleport 9 (plant doors v.3, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Linked [super-Movement], Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 14 [2,500 tons], Progression [save DC] 5 [DC24]) [40PP] + Super-Movement 2 (Dimensional Movement 1 [To/From Earth-Fleur], Extras], Flaws: Medium (Plants)) [4PP] {40+4/44/48PP]

AP: Transform 11 (plants into plants, 2,500 lbs., Extras: Duration [Continuous/Lasting], Feats: Innate, Subtle) {48/48}

Immunity 3 (ambrosial, Aging, Disease, Poison) [3PP]

Immunity 2 (plant physiology, Critical Hits, Sleep) [3PP]

Immunity 1 (photosynthesis, Suffocation [CO2], Extra: Affects Others) [2PP]

Protection 13 (lignin skin, PF: Subtle) [14PP]

Regeneration 2 [ambrosial, Resurrection 2, 48 hours] [2PP]

Regeneration 10 (botanical rejuvenation, Recovery +2 [+9], Recovery Rate: Bruised 3 [No Action], Staggered 1 [20 minutes], Injured 2 [5 minutes], Disabled 2 [1 hour], Flaws: Source [sunlight], Feats: Regrowth) [6PP]

32 + 32 + 21 + 30 + 30 + 95 = 250/250PP







ATTACK                  RANGE          SAVE                           EFFECT
Unarmed                 Touch          DC15 Toughness (Staged)        Damage
Dissolve Plants         Perception     DC24 Fortitude (Staged)        Drain Toughness
                        Perception     DC30 Toughness (Staged)        Damage
Entangling Vines        Ranged         DC30 Reflex (Staged)           Entangled/Bound
Grow Plants             Ranged         DC20 Fortitude                 Transform
Magic Flower            Ranged         DC20 Reflex                    Dimensional Pocket
O2 Burst                Ranged/Area    DC20 Reflex 1/2 Effect
                        Ranged/Area    Contested vs Power Rank/Will   Nullify
Step Through Plants     Touch          DC24 Reflex                    Teleport
Stun Flower             Ranged         DC30 Fortitude (Staged)        Dazed/Stunned/Unconscious
Vines (Thrown Object)   Ranged         DC35 Toughness (Staged)        Damage
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