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Possible Claremonter

 

Mechanical and fluff suggestions and critique very welcome. 

 

Going to bite the bullet and try a non-binary identifying character, although this will be a small slice of their personality cake (in particular, I am going for a "not-screwed up by..." gender identity disorder character. Going to be an unusually sane and wise teenager! OK, OK, with some PTSD and orphaned by fire backstory. So a bit screwed up, but not by gender identity). 

 

Particular novelty: Confuse changes. I wanted a more "psychodelic" effect table (violence is rare with psychodelics), so its a bit mangled. Overall, if anything, this has slightly less utility than regular confuse but comments welcome (whilst it is a bit safer - does not have the 1-2 attack user - it also is less crippling - more chance of just doing nothing, no chance of attacking your buddy). 

Edited by Supercape
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Spore

Power Level: 8 (150/150)

Unspent Power Points: 0

Trade-Offs: +2 Toughness/-2 Defence

In Brief: Half human, half fungus

Alternate Identity:  Harper Hale
Birthplace: San Francisco

Residence: Freedom City
Base of Operations: Freedom City
Occupation: Student, Wildlife Photographer
Affiliations: Claremont
Family: None

 

Description:
Age:  16
Apparent Age: 16
Gender: Non-Binary (XY at birth)
Ethnicity: Caucasian
Height: 5’9”
Weight: 65Kgs
Eyes: Green on Green
Hair: Dark Blonde

 

Harper has a slim but tall build. She identifies as somewhere between female and non binary, having a somewhat feminine build and tomboy style (ripped jeans and a t shirt). She has had gender affirming surgery to her chest and face. She usually wears sunglasses due to her photosensitivity, and sneakers she can easily kick off (to get her feet on soil if need be).

 

Whilst she normally has green eyes, blonde hair, and olive skin, she is able to produce pigmentation chemicals to any parts of her body, and can thus change her own colour.  

 

History:
 

Harper grew up with her younger sister and two parents in San Fransisco, where her parents had a Vineyard and produced their own wine. Harper had many pleasant days running through the grapes and the sunshine.

 

Until a mutated fungus infected the crop. Harper still doesn’t know where it came from, but she knows what it did – drove the entire family mad from hallucinogens. She recalls her mother running across the fields, yelling madness, her skin blotched, and setting fires across the whole estate.

 

Only Harper survived (as far as she is aware). An orphan inheriting the estate, and now fused with a mutated, powerful fungus. A few years of recovery (and therapy) with an Aunt, then she turned sixteen, and decided to continue her journey in Claremont as Spore, the Fungus

 

Personality & Motivation:

Caring, Confident, Introverted

 

 

Powers & Tactics:


Spore has a fungal constitution, her internal organs now supported by a symbiotic fungal infection. She can stimulate fungal growth from a distance – even tiny amounts can cause giant fungi to bloom, or vile stenches. She is also able to emit a cloud, or spit a droplet of fungal spores from her own body. This includes being able to “sweat” a hallucinogenic chemical.

 

Spore can call on ambient atmospheric water to rain. This cannot be done indefinitely, but can cause a light shower for several minutes, or longer if the air is particularly moist.

 

Her eyes and nose are more sensitive since bonding; although this does cause a degree of photosensitivity.

 

By activating fungal chemicals, Spore can change her skin colour and even cause it to have a green-blueish bioluminescent glow.

 

Tactically, Spore will tend towards relatively non-violent solutions (such as putting foes to sleep). She is relatively ineffective against non-living (fortitude immune) enemies – forcing her to use more esoteric or desperate tactics.

 

 

Complications:

 

Photosensitive: Spore’s eyes are photosensitive. Bright light or sunshine, without her sunglasses, can reduce her ability to see (notice and search checks), or even dazzle her.

 

Moisture and Nutrients Needed: Spore needs only tiny amounts of nutrients and water to survive (although creating some spores will increase demand), and she can absorb nutrients, no matter how toxic or foul from her skin. It is extremely difficult to starve or dehydrate her, but it is possible – for instance she might dehydrate in a desert, or starve in a snowy polar region.

 

Health Anxiety: Whilst very healthy (physically and for the most part mentally) there is a cost. Spore is regimented and anxious about her health regime – from hormone titration, to diet (she is primarily vegetarian), to exercise, to meditation. This is a top priority, and she will panic if deprived of her regime. Her one exception to this is wine (a family tradition).

 

Far out: Spore can “sweat” psychoactive chemicals from her skin. This is continuous duration technically, but deactivating the chemicals in actuality requires washing them off. They will come off quickly if immersed in water, but otherwise would take around a minute to completely scrub off. This could prove problematic is she needs to touch or hold living beings…

 

Pyrophobia: The memory of her families death is engraved. Burning fields, or people on fire, will set her into a panic, or even a blackout.

 

Feet First: Some powers requires Spore skin to touch water (the precipitation power) or earth/soil (burrowing). Practically speaking this is often her feet, hence the kick-off sneakers she usually wears. In addition, permeating organic matter applies only to her own flesh. So she better be wearing some morphic molecule costume to use that power….

 

 

Abilities: 0 + 4 + 4 + 4 + 6  + 4 = 22

Strength: 10

Dexterity: 14 (+2)

Constitution: 14/30 (+2/+10)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

Combat: 16 + 12 = 28

Initiative: +6 (+2 Dex, +4 Improved Initiative)

Attack: +8

Defence: +6, +3 Flat Footed

Grapple: +8

Knockback: -5

 

Saving Throws: 0 + 3 + 5 = 8

Toughness: +10

Fortitude: +10 (+10 Con)

Reflex: +5 (+2 Dex, +3)

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

 

Skills: 8 PP = 32 Ranks

Bluff 4 (+6)

Craft [Artistic] 4 (+6)

Craft [Chemical] 4 (+6)

Diplomacy 4 (+6)

Intimidate 2 (+4)

Knowledge [Life Sciences] 4 (+6)

Language 2 (English [Native], Spanish, French)

Notice 4 (+7)

Sense Motive 4 (+7)

 

Feats: 5 PP

Attractive

Benefit 2 (Wealth – Inheritance)

Environmental Adaptation 1 (Rain)

Improved Initiative 1

 

Powers 10 + 1 + 1 + 9 + 16 + 1 + 4 + 1 + 38 + 1 + 2 = 81

 

Alt Form 2 (10 PP Flaws: Permanent) [10 PP] “Fungal organs”

Immunity 4 (Aging, Disease, Poison, Sleep, Flaws: Limited to half effect) [2 PP]

Immunity 8 (Critical Hits, Suffocation [All], Own powers, Environmental Heat and Cold, Starvation and Thirst) [8 PP]

 

 

Burrowing 1 (1mph) [1 PP]

 

Comprehend 2 (Speak to, Understand Plants, Flaws: Limited to fungus, Drawbacks: Must be touching fungus in question) [1 PP]

 

Confuse 2 (Extras: Continuous Aura [+4], Poison, Feats: Precise [Can change intensity of effect from mild and pleasant visual changes to major hallucinatory effects], Flaws: Touch Range [-2]) [9 PP] “Hallucinogenic Sweat”

            Descriptors of Confuse slightly altered [Same overall utility]           

Spoiler

1-10 Act Normally, but -5 penalty to notice and search from perception disturbance

11-15 Do nothing (can’t act but not flat footed)

16-18 Babble Incoherently (can’t act but not flat footed)

19-20 Flee in terror

 

Enhanced Constitution 16 [16 PP]

 

Environmental Control 2 (Dim Light, 10’ Radius, Flaw: Range) [1 PP] “Bioluminescence”

 

Environmental Control 4 (50’ Radius Distraction DC 5, Flaws: Range, Drawbacks: Must be touching damp objects, humid atmosphere, or water) [1 PP] “Precipitation”

 

Feature 1 (Polychromatic. As a free action can send pigments to skin, eyes, hair, etc. Pigments form over one minute) [1 PP]

Example Uses: +2 or +5 bonus to stealth in heterogenous environments (Jungle, Snow), aiding disguise, toughness bonus vs laser of appropriate light.

 

Fungal Array (32 PP Array, Feats: Alt Power 6)

BP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Affects Objects [Limited to dead organic matter such as wood, bone, leather], Feats: Improved Critical 2, Incurable, Sedation) [32/32 PP] “Cannibalise”

AP: Nauseate 8 (Extras: Range Perception [+2], Area, Cloud, Flaws: Sense Dependent [Olfactory]) [32/32 PP] “Fetid Bloom”

AP: Snare 8 (Extras: Range Perception, Regenerating Feats: Reversible, Blocks Olfactory, Drawbacks: Target must be on ground [-2]) [32/32 PP] “Mushroom Bloom”

AP: Fatigue 8 (Extras: Ranged, Poison) [32/32 PP] “Mycotoxin Spit”

AP: Fatigue 8 (Extras: Area [Cloud], Poison) [32/32 PP] “Mycotoxin Cloud”

AP: Paralyse 8 (Extras: Ranged, Contagious) “Spore Spit”

AP: Paralyse 8 (Extras: Area [Cloud], Contagious) “Spore Cloud”

 

 

Super movement 1 (Permeate 25% speed, Flaws: Limited to organic material) [1 PP]

 

Super senses 2 (Low Light Vision, Scent) [2 PP]

 

 

Drawbacks: Vulnerability to Fire, +1 DC [-2 PP]

 

Totals:

 

Abilities 22 + Saves 8 + Combat 28 + Skills 8 + Feats 5 + Powers 81 – Drawback 2 = 150/150

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