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Willow (PL 13/15) - Sorus (Silver)


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Power Level: 13/15 (188/250 PP) [264]
Trade-Offs: None
Unspent PP: 62

In Brief: An ancient guardian of life discovering what it means to live while rooting out threats to the world and those that inhabit it.

Alternate Identities: Minerva "Min" Salix, Guardian Willow
Identity: Complicated ("Secret")
Birthplace: Prehistoric Earth
Occupation: None
Affiliations: The Interceptors
Family: The Gorgon (Sister), Eden Espadas (Daughter)

Age: Ancient
Apparent Age: 26
Gender: Female
Ethnicity: Preserver Engineered Life Form ("Dryad")
Height: 5'7"
Weight: 130 lb.
Eyes: Amber
Hair: White

Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail. This, combined with her unblemished copper-hued skin, fine bone structure and slightly pointed ears enhance her exotic appearance. She movement is practiced and serene, and brings to mind the lightness and grace of a dancer. Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years.

Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons. Her dress is always comfortable, though she often opts to go barefoot, preferring to feel the ground under her feet.

Many millennia ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos. In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet.

One of these creatures came to be known as Willow.

Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria. When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly. Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria. In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory.

As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature. Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate. It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses).

Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great. As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries. Each time she was awoken her power had diminished and her memories were more fragmented.

The last time Willow woke, the world was recovering from the Terminus invasion. The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish. Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure.

Personality & Motivation:
Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same. In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach. She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them. Willow is a believer in balance, and as such has extended her stewardship beyond the forests.

In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive. She possesses a near rapturous joy of life, and seeks to encourage that feeling in others. During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone.

During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat. During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others. For Willow, the summer is a time of long term planning and intense focus.

On the heels of summer, Willow's autumn aspect leaves her quiet and introspective. She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out. She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature.

Winter is the time of culling, of winnowing, of separating the young from the old. At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread. Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white.

Despite her generally bright outlook, there is a faint sense of sadness about the dryad. She misses her sisters, and while she believes they are still alive, she does not know where they might be. Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world.

Powers & Tactics:
Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her. The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor. Overall, Willow's tactics are fairly straightforward; she uses her strength to pound her opponent into submission. Her regenerative capabilities are enhanced when in forested areas.



Enemies: Guardian Willow is at odds with her sister, the planet preserving Gorgon. In addition, as an agent of the Preservers, she has the enmity of the Terminus

Identity: Willow has recently, with the aid of the Freedom League, adopted a civilian identity. She understands full well the importance of blending in.

Relationship: Willow is exceptionally fond of %5Burl=%5Burl=]Erik Espadas (Jack of all Blades), thinking with her heart rather than her head where he is concerned. She is also fiercely protective of the Espadas clan in addition to her teammates on the Interceptors. With the rest of her siblings dead, Willow is determined to not lose her new family.

Responsibility: Willow is a mother which comes with a whole host of responsibilities. She is also the last of her kind (it is uncertain, yet, if Eden will express any of her mother's traits) and bears the weight of the Preserver mandate on her shoulders.

Abilities: 8 + 4 + 8 + 4 + 6 + 4 = 34PP
Strength: 34/18 (+12/+4)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 16 + 16 = 32PP
Initiative: +2
Attack: +12 Melee, +8 Base
Grapple: +26 Guardian Strength, +16 Base
Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed
Knockback: -6

Saving Throws: 4 + 6 + 2 = 12PP
Toughness: +12/+4 (+4 Con, +8 Protection)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +5 (+3 Wis, +2)

Skills: 72R = 18PP
Acrobatics 8 (+10)
Climb 8 (+12, +20 Guardian Strength)
Concentration 12 (+15)
Handle Animal 8 (+10)
Knowledge (Life Sciences) 8 (+10)
Medicine 2 (+5)
Notice 12 (+15)
Sense Motive 7 (+10)
Survival 7 (+10)

Feats: 13PP
Animal Empathy
Attack Focus (Melee) 4
Dodge Focus 4
Favored Environment (Forest)
Equipment 1





%5Burl=%5Burl=]Interceptor HQ contribution [5EP]


Powers: 22 + 4 + 1 + 4 + 11 + 9 + 5 + 8 + 1 + 4 + 2 + 6 = 79
Ancient Guardian 10 (20PP Array, Feats: Alternate Power 2) [22PP]



BP: Enhanced Strength 16 (Strength +16 [34, +12]) linked Super-Strength 2 (Effective Strength 44; Heavy Load 5.6 Tons) [20PP]

AP: Environmental Control 3 (25 ft. radius, Distraction [DC 15], Hamper Movement [25% Speed], Visibility, Extras: Action [Move], Independent, Selective Attack, Flaws: Limited [Forests], Range [Touch], Feats: Slow Fade [1 Minute]) [19PP]

AP: Snare 12 (Extras: Area [Targeted, Burst, 60 ft. radius], Flaws: Medium [Plants], Range 1 [Touch], Feats: Improved Critical 1 [19-20], Indirect 3, Obscure Sense 2 [Auditory, Visual], Reversible, Tether) [20PP]

Comprehend 2 (Plants 2 [speak To and Understand]) [4PP]

Concealment 1 (Olfactory, Flaws: Limited [Misleading (Smells Like Strawberries)], Permanent [+0]) [1PP]

Concealment 4 (All Visual Senses, Flaws: Limited [Forests]) [4PP]

Immunity 11 (Aging, Disease, Environmental Conditions [All], Poison, Starvation & Thirst, Suffocation [All]) [11PP]

Leaping 2 (x5, Running Long Jump: 110 ft., Standing Long Jump: 55 ft., High Jump 27 ft.) [2PP]

Protection 8 (+8 Toughness, Extras: Force Field, Feats: Subtle) [9PP]

Regeneration 6 (Recovery Rate: Staggered 5 [standard Action], Resurrection 1 [1 Week], Flaws: Source [Forest], Feats: Persistent, Regrowth) [5PP]

Regeneration 8 (Recovery Bonus 5 [+5 to Recover], Recovery Rate: Bruised 3 [No Action]) [8PP]

Speed 1 (10 mph, 100 ft./round) [1PP]

Super-Movement 4 (Permeate 3 [Full Speed], Trackless, Flaws: Limited [Vegetation]) [4PP]

Super-Senses 2 (Danger Sense [Auditory], Uncanny Dodge [Auditory]) [2PP]

Super-Senses 6 (Extended 2 [Auditory, 1000 ft.], Extended 2 [Visual, 1000 ft.], Low-Light Vision, Ultra-Hearing) [6PP]

Drawbacks: -0PP

DC Block:[table]ATTACKRANGESAVEEFFECTUnarmedTouchDC 19 Toughness (Staged)DamageUnarmed (Guardian Strength)TouchDC 27 Toughness (Staged)DamageSnareTouch (60 ft. Radius)DC 22 Reflex (Staged)Snare[/table]

Totals: Abilities (34) + Combat (32) + Saving Throws (12) + Skills (18) + Feats (13) + Powers (79) - Drawbacks (0) = 188/250 Power Points


Edited by Fox
+1pp for March/April 2018
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