Jump to content
Sign in to follow this  
Breella

Flora (PL 11) Breella

Recommended Posts

Player Name: Breella

Character Name: Gwendolyn Barr

Power Level: 11 (165/169PP)

Trade-Offs: None

Unspent Power Points: 4

Progress To Bronze Status: 14/30

In Brief: Florapathic teenager and her mutant tattoo learning to use their growing powers to benefit the world.

Alternate Identity: Flora

Identity: Secret

Birthplace: Maracay, Venezuela

Occupation: Student, Junior Botanist

Affiliations: Claremont

Family: William Barr (Father), Andreina Pisani (Mother)

Description:Gwen stands at 5ft, 120lbs, curvy with a hint of an athletic cut from her outdoor adventuring. Waist length Auburn hair frames her face with thick cut bangs. Her hazel green almond shaped eyes she inherited from her mother are almost never adorned with makeup and her slightly tanned complexion never has need of foundations or coverups and a gentle, natural, rose to her cheeks is all the blush she requires. Gwen has light freckles on her shoulders and legs.

When fighting crime Gwen has chosen a light green on dark green color-scheme, she also dislikes capes.

Age: 16 (DoB: July 26th, 1995)

Apparent Age: 18-20

Gender: Female

Ethnicity:Mixed Caucasian-Hispanic

Height: 5ft

Weight:120lbs

Eyes: Hazel Green

Hair: Auburn

Power Descriptions: An inherited mutation caused Gwen to be born a flora-path. She has spent all of her life communicating with plants. After getting a “temporary†henna tattoo of vines it became a permanent addition to her physical aspect and she has never attempted the encounter since. The living tattoo can sprout from her body in the form of green vines which act as additional limbs.

Gwen's healing ability manifests as a green glow from her hands.

History:

Gwendolyn Barr grew up in a small town outside of Boulder, Colorado. Her parents, William and Andreina were both college professors at UB college. Her ability to converse with plants had never made much trouble for her. She simply kept her conversations to herself, as she grew she was appreciative of the fact that her ability to talk to plants was mental, not verbal. (People tended to think one was nuts if they were having a serious conversation about life with a Fir Tree out loud.) Gwen had attended public school until 2002 when a wildfire consumed her families home. Young Gwen awoke to her father ripping her from her bed and attempting to carry the small child to safety with his wife in tow but falling debris pinned her mother and left her father unconscious. Then only seven years old, Gwen was alone, trapped and scared as the fire grew hotter, the smoke grew thicker and the world was consumed by black.

The family had been rescued by firemen but there was severe emotional trauma to Gwen when it came to nightmares about being trapped by fire. Gwen had seen photos and herd stories for years about her parents travels to far away lands, exploring areas many people never had gotten to, teaching all they knew to people in need. Gwen had always been fascinated by these stories. One night while saying with her godparents after the fire she asked her parents “Why don't we just travel the world together, like you and mom did before I was born?†There was much debate, but the Barr family decided to do just that. For the next Seven and a half years Gwen would travel with her parents, learning all that they could teach her. She met the most peculiar peoples with the oddest customs. Most normal, though some had powers. Usually only small things, some villages didn't allow people with powers to live there, still fearing that they were possessed or evil demons.

In the summer of 2009 when Gwen was Fourteen she received a henna tattoo. A temporary body art ink made from crushed leaves of a Lawsonia inermis plant Gwen's henna tattoo mutated into a living tattoo. The living tattoo was comprised of a base flower, a giant Starflower that doesn't change shape and several vines that can change their appearance. The tattoo can move across Gwen's skin like water and be on any part of her skin. After a short time Gwen learned she could comprehend the tattoo like any other plant, and shortly after that the vines began to be able to exist outside her body (while still connected to the base flower). Gwen decided not to share this with anyone, not even her parents. The tattoo often hid, covered by clothing where no one would know of its existence.

In 2010 while on a trip to Africa Gwen was cave diving and had an accident. Her lead rope had snapped and she was falling. Just as her life flashed before her eyes the vines leept from her body and attached themselves to the cave walls, they pulled Gwen to safety. It was after this amazing act that Gwen decided she could do so much more. After some research, and some conversations with some ancient trees in the rainforests of the amazon Gwen got in touch with Duncan Summers and applied to be a student at Claremont.

Personality & Motivation: Gwen has a naturally adventurous personality, a drive to work hard and desires to put her abilities to positive use for the world.

Powers & Tactics: Gwen's original power manifested as Florapathy, the ability to communicate with plants. Her skin is also more durable than normal human skin which she refers to as her “bark skinâ€. Her living tattoo is a sentient being in itself that is learning and growing every day. Its appearance on her skin can be that of a normal henna tattoo with the ability to tint itself, but when it extends itself outside her body the vines are green or other colors. Through practice she has learned that she can do a great many things with her new friend. The vines from the living tattoo can grapple things, hit things, and have the most peculiar flowers which can nauseate people into vomiting or knock them into a deep slumber. They're about as strong as Gwen is and being an extension of herself exist technically as one. Damage to Gwen damages the vines and vice-versa.


Complications:

Family: Gwen's parents mean the world to her, she'd go to great lengths to protect them.

Fear of Fire: Gwen has a paralyzing fear of being trapped by fire, she often has nightmares of the day her home burned down.

Living Tattoo: Living Tattoo is just that, living. It moves on the skin and has a bad habit of producing protruding flowers, extending tendrils and generally running a muck.

Say What?: Most things Gwen says while talking to the vines are in her head but sometimes things come out that aren't supposed to.

Secret:Identity. To the world Gwen is nothing more than a gifted botanist, a teenage girl from a well off family. Gwen is unsure of what it would mean for her identity to be compromised.

Abilities: 8 + 14 + 6 + 4 + 6 + 2 = 40PP

Strength: 18 (+4)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 12 (+1)

Combat: 16 + 10 = 26PP

Initiative: +11

Attack: +8 Melee, +12 Plant Control

Grapple: +13, up to +23 with Elongated Additional Limbs

Defense: +11 (+5 Base, +6 Dodge Focus), +4 Flat-Footed

Knockback: -5/-1

Saving Throws: 8 + 3 + 6 = 17PP

Toughness: +10/+3 (+3 Con, +7 Protection)

Fortitude: +11 (+3 Con, +8)

Reflex: +10 (+7 Dex, +3)

Will: +9 (+3 Wis, +6)

Skills:88R = 22PP

Acrobatics 13 (+20)

Climb 10 (+15)

Knowledge (Earth Sciences) 8 (+10)

Knowledge (History) 8 (+10)

Knowledge (Life Sciences) 13 (+15)

Language 3 (Arabic, English [Native], French, Spanish)

Medicine 8 (+11)

Notice 12 (+15)

Survival 13 (+16)

Feats: 21PP

Acrobatic Bluff

All-Out Attack

Attack Specialization (Plant Control) 2

Dodge Focus 6

Elusive Target

Evasion 2

Grapple Finesse

Improved Disarm

Improved Grab

Improved Initiative

Luck 3

Takedown Attack

Powers: 4 + 35 = 39PP

Comprehend 2 ( Plants 2 [speak to, Understand]) [4PP] (Mutation)


  • Plant Form 7 (35PP Container, 40-5=35) [35PP] (Mutation combined with Living Tattoo)
    Additional Limbs 4 (10 Limbs, Extra:Duration [sustained])[4PP]
    Elongation 4 (50ft per Move Action, 50ft Max Distance, 40ft Range Increments. Flaws:Limited [Additional Limbs]) [2PP]

    • Plant Control 10.5 (21PP Array, Feats: Alternate Power 3) [24PP]
Base Power: Strike 5 Extras: Autofire [9], Penetrating [5, DMG 15], Feats: Mighty) [19PP]
Alternate Power: Healing 6 (Extras: Resurrection, Feats: Persistent) [19PP]
Alternate Power: Nauseate 10 (Feats: Reversible) [21PP]
Alternate Power: Stun 10 (Extras:Sleep, Feats: Reversible) [21PP]

Protection 7 (Drawbacks: Noticeable) [6PP] (Barkskin)

Super Strength 2 (Lifting STR 30 [Heavy Load: 1,600 lbs.]) [4PP]

Vulnerability (Slashing Damage, Frequency: Very Common, Intensity: Major [x2]) [-5PP]

Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK      RANGE    SAVE                        EFFECT

Unarmed     Touch    DC20 Toughness (Staged)     Damage (Physical)

Nauseate    Touch    DC20 Fortitude (Staged)     Sickened/Nauseated/Helpless

Strike      Touch    DC25 Toughness (Staged)     Damage (Physical)

Stun        Touch    DC20 Fortitude              Unconscious (Sleep)

Totals: Abilities (40) + Combat (26) + Saving Throws (17) + Skills (22) + Feats (21) + Powers (39) - Drawbacks (0) = 165/169 Power Points

Share this post


Link to post

You seem to be confusing Feats with Extras. Extras increase the cost of the power by 1 or more points per rank. Feats just add a flat 1 or more points to the total cost of the power.

Feat Example: Adding Improved Critical 2 to Blast would cost 2PP, whether it was a rank 1 Blast or a rank 10 Blast.

Extra Example: Blast is 2PP/rank. If you want to give a rank 10 Blast the Area extra, then the cost goes up to +1PP/rank, for a total of 30PP.

I tweaked the powers so that their ranks reflect the actual costs and the points you've allotted to the array so far. If you want higher power ranks, then either lose some of the extras, add some flaws, or devote more points to the array.

You short-changed yourself in a few areas, so you've got 5PP left to spend right now.

Going from Sustained to Permanent duration (or vice versa) is a +0 modifier. It's going from Sustained or Permanent to Continuous that costs +1PP/rank.

Share this post


Link to post

Everything appears to be in order, save for one factor: We need to know the origin of her powers, so we know how it interacts with powers like Drain, Nullify, etc., which are often dependent upon origin descriptors. Are they a genetic mutation caused by something her parents were exposed to before she was born? Was she exposed to some kind of mutagen directly? Does she have a magical affinity with plants? Even if she doesn't know, we have to.

Share this post


Link to post

Ok, one thing's holding me up. Under Toughness, it says you've got Protection, but under Powers, you have Force Field. Each gives you a +1 Toughness per rank, but how they do it is a matter of some important. Protection is Permanent in Duration, meaning it is always on, but you can't use Extra Effort in conjunction with it (usually used to stunt an additional power off of it or increase its rank). Force Field on the other hand is Sustained in Duration, meaning it must be turned on, and it is maintained as a Free Action on each of your turns. However, should you be unable to take a Free Action to maintain it, usually when you're Stunned and therefore have no actions on that turn (you most often have to deal with Stunning when on the receiving end of damage), the power turns off unless you make a Concentration check = 10 + Rank of the power. You have no ranks in Concentration, you effectively need to roll a 14 on the die to maintain the power (your Wisdom mod adds to Concentration checks).

All of that being said, there is nothing wrong with your build as is. BUT, if you get Stunned, your Defense will drop (because Stunned makes you flat footed and imposes an additional -2 on your Defense) AND your Toughness save will likely drop like a rock. In this case, you will effectively go from PL 10 Defensively all the way down to PL 1.5 That will hurt.

So you've got 4 options for dealing with this:

1. Ignore this "problem" entirely.

2. Proceed as is, but spend a HP to negate a stun rather frequently to avoid the consequences for your first couple of threads, and then use some incoming points to build around this weakness.

3. Make your Force Field power Protection instead.

4. Move some points around to get a few ranks in Concentration and keep your Force Field power.

Once you make your decision, I'm ready to give you a stamp.

Share this post


Link to post

Protection is a Passive effect. It's already Subtle by default. You can spend that 1PP elsewhere.

Share this post


Link to post
Sign in to follow this  

×