Jump to content

Fleur de Joie (PL15) - Electra (Orichalcum)


Recommended Posts

_allery_5.eba1ecbc0f964dc4a37012545e1ac8

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: 6

In Brief: A plant-controlling heroine who is rehabbing a planet and single-parenting a toddler in her spare time, Fleur de Joie believes in the power of networking to get the job done right.

Alternate Identity: Stesha (Madison) Lumins
Identity: Secret, but not well-kept
Birthplace: Evanston, Illinois
Occupation: A florist by profession, currently busy with planetary rehabilitation, parenthood and hero work.
Affiliations: Sanctuary, Freedom League Auxiliary
Family: Derrick Lumins (Dark Star): husband, 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)

Description:
Age: 27 (DoB: May 1, 1985)
Apparent Age: 27
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.

History:
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. 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. She and Derrick were engaged to be married, but a series of emergencies in deep space kept him off planet for months, to the point where she called off the engagement. He returned with promises that he wanted to be close to Earth and close to her, and the wedding was back on. A rather surprising result of their reconciliation was Stesha's pregnancy, but it was a good surprise for the most part. Stesha wanted children ,and when Derrick finished freaking out, he seemed very excited too. His missions off-planet continued calling him away, though, and his nights on Earth were few and far between. After calling off the wedding once, Stesha was too embarrassed to walk it back again, plus there was a baby to consider now, so despite some misgivings, everything went ahead. It was a lovely wedding and Derrick managed to attend, which was quite a relief.

Stesha was surprised and honored to be tapped for membership in the Freedom League Auxiliary, along with her friends Ace Danger, Freedom Angel and Dr. Archeville. She had to dial back her participation in dangerous missions for awhile, but luckily she wasn't the sort to be mixing it up in combat anyway. Her participation in the League, as well as her ongoing project to beautify Freedom City's parks and bolster the spirits of the new heroes who could often be found patrolling there, were ties that kept her very active on Earth Prime, but eventually she moved her main residence to Sanctuary. She built herself a home of leaves and plants, with help from some friends on the fine work that couldn't be done with the local flora. It gave her space, peace and quiet, and most importantly a second bedroom for a nursery. Derrick's presence had decreased from "sporadic" to "all but nonexistent," but they still kept in touch by phone, at least. The work he was doing was very important, and she tried to be understanding. Stesha was haunted by a brief trip to the future she'd taken during a Freedom City timestorm, when a Derrick from a thousand years in the future wept to see her and told her he was sorry for what was going to happen between them. Futures are mutable things, but it didn't bode well.

Stesha's daughter Amaryllis was born in June, 2011, after a memorable final encounter with Beekeeper II. Ammy had green hair and a sunny disposition like her mother, and despite Derrick's continuing near-absence, Stesha's many friends meant that she rarely lacked for a helping hand or a babysitter. Sanctuary continued to grow by leaps and bounds, and Stesha settled into a comfortable routine in both her worlds, content if not entirely all the way happy.

Personality & Motivation:
Stesha is a very sociable 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. Although she makes herself available as a sounding board for others, she is reticent to discuss her own concerns, and is much more comfortable hiding her personal problems than sharing them with anyone but 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.

Despite her subdued fighting style, she can definitely 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.


Complications:
I Need You, Baby: There are a lot of people counting on Stesha for their very survival. First and foremost is her little girl Amaryllis, who is still a toddler and wholly dependent on her mother. The giant bees also count on her to provide the giant flowers that are their primary sustenance, and the humans in their village need her healing powers and plant magic to help them survive and grow their small population. Getting away from it all is not really an option
Caught in a Bad Romance: Stesha loves her husband Derrick, but he is literally never around anymore. This fact can be depressing and distracting, especially when she is reminded of it by seeing other happy couples.
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.
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 Auxiliary, 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: 112R = 28PP
Bluff 15 (+20) Skill Mastery
Concentration 8 (+10)
Diplomacy 15 (+20) Skill Mastery
Gather Information 16 (+21) Skill Mastery
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: 28PP
Accurate Attack
Benefit (Freedom League Member)
Connected
Dodge Focus 2
Equipment 10
Improved Initiative 2
Inspire 5
Interpose
Luck 2
Skill Mastery 2 (Bluff, Diplomacy, Gather Info, Knowledge (Life Sciences), Medicine, Notice, Profession (Florist), Sense Motive)
Uncanny Dodge (auditory)
Well-Informed

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 = 92PP

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 13 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants]) {13/13} + Drain Toughness 13 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants]) {26/26} (PFs: Incurable, Precise, Reversible, Split Attack, Subtle) {13+26+5=44/48}

AP: ESP 8 (Flora's gaze, Visual + Audio Senses, 2,000 miles ["Same Continent"], Extras: Duration [sustained], No Conduit, Simultaneous, Flaws: Action [standard], Feats: Dimensional 3 [Any Dimension], Subtle) {44/48}

AP: Healing 13 (medicinal plants, Extras: Action [standard], Total, Flaws: Distracting, Feats: Persistent, Regrowth, Stabilize) {42/48}

AP: Healing 13 (plantsboon, Extras: Area [Targeted, Burst, 65ft radius], Range 2 [Perception], Total, Flaws: Distracting, Limited 2 [Plants], Feats: Persistent, Regrowth, Stabilize) {42/48}

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], Selective, Flaw: Distracting) {45/48}

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 dooors, 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 10 (plant mastery, 1,000 lbs., Extras: Duration [Continuous/Lasting], Feats: Innate, Subtle) {42/48}


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 + 28 + 28 + 93 = 244/250PP

 

 

 

 

 

 

ATTACK                  RANGE          SAVE                           EFFECT
Unarmed                 Touch          DC15 Toughness (Staged)        Damage
Dissolve Plants         Perception     DC23 Fortitude (Staged)        Drain Toughness
                        Perception     DC28 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

 

 

 

 

 

Edited by HG Morrison
Edited at Player Request
Link to comment

Abilities

14+4+4+10= 32pp, not 36pp.

Powers

You have 14 APs, not 15. Also, you are overpaying even on top of that - 24 ranks at 2pp/rank, plus a feat, plus 14 APs, is 63pp, not 66.

Disintegration is a 5pp/rank power; with an extra and two ranks of flaws that's 4pp/rank. 13 ranks plus 5 feats would cost 57pp, not 44.

Snare's missing a pp total; by my math you're paying for a 30pp power there, which means that if you wanted to you could drop Distracting off of it.

Stun 20, with a flaw and 6 feats, would cost 26pp, not 47. You could easily drop that flaw!

The Teleport + Super-Movement makes my head hurt, but I'm hardly one to talk. I've verified that it's legal and within its allowed budget and that's as far as I'm taking it, heh.

Tally

With the notes above, you're at 234/250pp, not 241.

Link to comment

Math was off a little on the new, split Disintegration power (should be 13+26+5, rather than 13+29+5), but since the pp total is right I've fixed it myself.

Ditto on Stun 20 (46pp, not 47, still within budget).

With those fixed: :approved:

Link to comment
Guest
This topic is now closed to further replies.
×
×
  • Create New...