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Tendril

Tendril (PL 10) - Tendril

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Player Name: Tendril

Character Name: Tendril

Power Level: 10 (150/152PP)

Trade-Offs: None

Unspent Power Points: 2

Progress To Bronze Status: 2/30

In Brief: Teenage girl with tentacles from an intelligent Symbiotic alien plant. (Think Doc Ock as a plant.)

Alternate Identity: Kelly Clematis

Identity: Secret

Birthplace: Kansas

Occupation: Student

Affiliations: Freedom City University (Student)

Family: Mother, Father, & Younger Brother back in Kansas

Age: 18 (DoB: May 13th, 1993)

Apparent Age: 18

Gender: Female

Ethnicity: Caucasian

Height: 5’8â€

Weight: 128 lbs.

Eyes: Green

Hair: Blonde, sometimes Green

Description:

In Costume: A young woman with an athletic build and green hair. She wears green tights and a black mask. From her back emerge 4 or more long plant tentacles. She is often seen held aloft on these tentacles as if they were legs, or swinging from them.

Out of Costume: Kelly blends in with most of the other students at FCU, athletic body and blond hair in trendy clothes.

Power Descriptions: All powers originate from Tendril the plant wrapped around Kelly’s spine, this means powers will usually be seen manifesting from it’s tentacles.

History: Kelly grew up watching the exploits of heroes on the news and fiction. She dreamed of being one of those heroes but didn’t think it possible being without magic or mutation. She let go of that dream and forgot about it as she got older.

That changed on her 18th birthday, when in the course of drinking partying and what any other Midwestern teenager would been doing for their 18th, Kelly wandered off away from her friends. In a blink of an eye she was struck in the back by a meteor from space. This was no ordinary meteor, being in fact a seed. The seed turned out to be an intelligent plant, a member of a race of interstellar plants with the ability to adapt their DNA to take over any world they land on. This adaption caused it to bond with Kelly, it repaired the damage caused by the strike. Accessing her memories the first thing it found was the desire to be a hero, the plants adaptablity took this into itself.

With Kelly to guide it together they have moved to Freedom City to try their hand at the hero business.

Personality & Motivation:

Kelly has a happy outgoing personality, being a country girl she seems down to earth compared to most of the residents of Freedom City, she sometimes seems distracted when talking internally to Tendril the plant.

Tendril has a childlike personality, inquisitive and exploring. It is often very excitable.

Powers & Tactics:

Tendril emerges form Kelly’s back as a series of plant tentacles. These vary in number but are usually 4. These Tentacles allow her to walk in the vines like long legs, climb, and swing. The vines are superstrong, and are used to punch and deflect attacks as well as grapple.


Complications:

Secret: Identity. Kelly’s human identity is secret she doesn’t let anyone know that Tendril the plant lives within her.

Abilities: 2 + 2 + 0 + 4 + 6 + 4 = 18PP

Strength: 20/12 (+5/+1)

Dexterity: 12 (+1)

Constitution: 22/10 (+6/+0)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +1

Attack: +4 Ranged, +6 Melee

Grapple: +18/+11, up to +25 with Additional Limbs

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -5/-2, -3/-0 Flat-Footed

Saving Throws: 5 + 5 + 5 = 15PP

Toughness: +10/+0, +6/+0 Flat-Footed (+6/+0 Con, +4/+0 Force Field)

Fortitude: +11/+5 (+6/+0 Con, +5)

Reflex: +6 (+1 Dex, +5)

Will: +8 (+3 Wis, +5)

Skills: 28R = 7PP

Acrobatics 4 (+5)

Climb 6 (+11/+7)

Gather Information 4 (+6)

Handle Animal 2 (+4)

Notice 4 (+7)

Ride 4 (+5)

Survival 4 (+7)

Feats: 0PP

None

Powers: 6 + 2 + 15 + 2 + 6 + 8 + 12 + 1 + 2 + 1 + 25 + 13 + 3 + 4 = 100PP

Descriptors: Alien, Plant, Symbiote

Additional Limbs 3 (5 Limbs, Extras: Duration [Continous]) [6PP] (Tendrils)

Elongation 4 (Flaws: Limited [Additional Limbs]) [2PP]

Enhanced Feats 15 (Attack Focus [Melee] 6, Dodge Focus 6, Improved Grab, Improved Pin, Uncanny Dodge (Tactile)) [15PP]

Enhanced Feats 2 (Beginners Luck, Eidetic Memory) [2PP] (Genetic Memory)

Enhanced Skills 24 (Knowledge [Life Sciences] 12 [+13], Knowledge [Physical Sciences] 12 [+13]) [6PP] (Genetic Memory)

Enhanced Strength 8 [8PP]

Enhanced Constitution 12 [12PP]

Features 1 (Change Hair Color At Will [blonde/Green]) [1PP] (Chlorophyll)

Force Field 4 (Flaws: Limited [Dodge Bonus]) [2PP] (Vines lashing out to block attacks)

Immunity 1 (Starvation) [1PP] (Photosynthesis)

Tendrils 10 (20PP Array, Feats: Alternate Power 5) [25PP]

  • Base Power: Nauseate 10 [20PP] (Poison Barbs on Tendrils)

    Alternate Power: Additional Limbs 4 (Rank 7, 100 Limbs, Extras: Duration [Continuous], Flaws: Duration [sustained]) [4PP] (Vine Tendrils)

    Alternate Power: Drain 10 (Any Ability Score, One At A Time) [20PP] (Poison Barbs on Tendrils)

    Alternate Power: Emotion Control 10 (Extras: Alternate Save [Fortitude], Flaws: Range 2 [Touch]) [5PP] (Psychotropic Poison Barbs)

    Alternate Power: Strike 5 (Extras: Penetrating [DMG 15], Feats: Mighty, Split Attack) [12PP] (Tendril Strike)

    Alternate Power: Super Movement 3 (Swinging, Wall Crawling 2) [6PP]

Regeneration 12 (Recovery Rate: Bruised 3 [No Action], Injured 2 [?], Staggered [?], Disabled 2 [?], Abilities 2 [?], Resurrection 2 [1 day], Feats: Regrowth) [13PP]

Super-Senses 2 (Blindsight [Tactile], Extras: Ranged, Feats: Alternate Power) [3PP] (Feels Vibrations in the Air)

  • Alternate Power: Super-Senses 2 (Tremorsense [Tactile], Extras: Ranged) [2PP] (Feels Vibrations in the Water or on the same Solid Surface)

Super Strength 3 (Lifting STR 35 [Heavy Load: 1.5 tons], Flaws: Limited [Additional Limbs], Feats: Bracing) [4PP]

Drawbacks: (-2) + (-4) = -6PP

Weakness (Herbicide, Frequency: Uncommon, Intensity: Moderate [-1 Strength per 20 minutes of exposure]) [-2PP]

Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP]

DC Block:

ATTACK             RANGE    SAVE                          EFFECT

Unarmed            Touch    DC20/16 Toughness (Staged)    Damage (Physical)

Drain              Touch    DC20 Fortitude (Staged)       Drain Ability (Any One)

Emotion Control    Touch    DC20 Fortitude (Staged)       Special

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

Strike             Touch    DC25 Toughness (Staged)       Damage (Physical)

Totals: Abilities (18) + Combat (16) + Saving Throws (15) + Skills (7) + Feats (0) + Powers (100) - Drawbacks (6) = 150/152 Power Points

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I have made a few small edits removed a powerfeat from super strength to correct my overage.

EDIT: Going through SheanTheBrains notes... this will take a while.

EDIT Again, Ok, I've done all that I can for now.

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Ok a few quick things. On your Saves and Skills, you need to denote what they are with and without your powers.

Alphabetize your feats. And speaking of feats, if your Defensive Roll is based upon the plants intercepting attacks, then it should be an Enhanced Feat, which has the same cost, but is listed under Powers instead of feats.

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