Supercape Posted June 9 Share Posted June 9 (edited) Spore Power Level: 8 (172/172pp ) Unspent Power Points: 0pp 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 (Born 2/2/2008) Apparent Age: 16 Gender: Non-Binary (XY at birth) Ethnicity: Caucasian - Polynesian Height: 5’9” Weight: 65Kgs Eyes: Green Hair: Brunette 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, and overall she would be described as handsome / pretty. 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, dark hair, and olive skin, she is able to produce pigmentation chemicals to any parts of her body, and can thus change her own colour. When she activates her boost power (or other people recieve it, for that matter), a fungal like growth will become apparent on the skin after a few minutes. The precise shade will vary according to the target and the immune response (and chance) but it tends to be purple. It also smells of wet cardboard. 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 Spore has a philosophical nature, and is phlegmatic / stoic about most of life hardships. However, she has a rather obsessive health streak that makes her militant about her own mental and physical well being. This is somewhat borne from a transhumanist outlook on life; she is all for genetic and technological modifications. She is not shy, and very comfortable around other people - caring, empathic. But she does recharge her batteries from solitude. Her favourite passtime is nature walks, and she is an avid wildlife photographer. 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, hair, and eye colour. 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. In addition, whatever her skin colour, she can be suceptible to sunburn in direct and protracted sunglight. 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. Light Touch: Some powers require Spore to be touching with her bare skin (which will sprout microscopic fungal cilia) - although a morphic molecule costume will normally allow this. Burrowing, Supermovement, and Tremomorsense will all fall under this limitation. She also needs touch to absorb nutrients (her starvation immunity). Finally, particular surfaces (burning hot, super hard, solid rock for burrowing etc), or fast movement, might impair or prevent her from using these abilities. Practically, as a civilian, she will usually wear easily kicked-off sneakers to allow her to use these powers. Fertile Soil: Her mushroom power and environmental control power will rapidly decay if the snare or environment is not against some fertile surface (like soil - even cracks in a pavement might do). The snare will not regenerate, and might even lose strength, and the environment will soon turn to fungal mush. Abilities: 0 + 6 + 6 + 4 + 4 + 4 = 24 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 12 = 28 Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +8 Defence: +6, +3 Flat Footed Grapple: +8 Knockback: -5 Saving Throws: 9 + 5 + 5 = 19 Toughness: +10 Fortitude: +12 (+3 Con, +9) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 13 PP = 52 Ranks Bluff 4 (+6) Climb 6 (+6) Concentration 4 (+6) Craft [Artistic] 4 (+6) Craft [Chemical] 4 (+6) Diplomacy 4 (+6) Intimidate 4 (+6) Knowledge [Life Sciences] 4 (+6) Language 2 (English [Native], Spanish, French) Notice 4 (+6) Profession [Cook] 4 (+6) Profession [Wine Expert] 4 (+6) Sense Motive 4 (+6) Feats: 4 PP Attractive Benefit 2 (Wealth – Inheritance) Improved Initiative 1 Powers 20 + 1 + 8 + 1 + 1 + 39 + 7 + 2 + 2 + 3 = 84 PP All powers have the fungal descriptor Boost 7 (Immunity, Extras: Total Fade, Feats: Total Fade 6 [1 Day = 1 Week Total]) [20 PP] "Fungal Sybiote Infection" Immunity 7 (Critical Hits, Suffocation [All], Starvation & Thirst, Disease, Her own Fungal Array effects) [7 PP] Burrowing 1 (1mph) [1 PP] Confuse 2 (Extras: Continuous Aura [+4], Poison, Flaws: Touch Range [-2]) [8 PP] “Hallucinogenic Sweat” Immunity 1 (Aging, Poison, Flaws: Limited) [1 PP] 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 7) [39 PP] 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: Fatigue 8 (Extras: Ranged, Autofire) [32/32 PP] “Throw Spores” AP: Fatigue 8 (Extras: Area [Cloud], Feats: Decrease Area 8 [1-40' radius]) [32/32 PP] “Spore Cloud ” AP: Paralyse 8 (Extras: Ranged, Poison) “Mycotoxin Spit” [32/32 PP] AP: Paralyse 8 (Extras: Area [Cone], Poison) “Mycotoxin Breath” [32/32 PP] AP: Environmental Control 5 (100' Radius, Distraction DC 15, Hamper Move 25%, Low Light, Extras: Independent [+0], Total Fade, Feats: Selective [Mix and match effects], Slow Fade 5 (5 hours = 1 day total), Variable Descriptor 1 [Fungus], Flaws: Range [Touch]) [32/32 PP] "Fungal Bloom" AP: Snare 6 (Extras: Regenerating, Feats: Blocks Olfactory Sense, Reversible) linked with Confuse 6 (Extras: Alt Save [Fort, +0], Secondary Effect, Flaws: Range [Touch]) [20 + 12 = 32/32 PP] "Throw Magic Mushroom" *On appropriate ground. The target must be on ground, and furthermore the target ground must be able to sustain at least some fungal growth. E.g. A sidewalk would work (from the cracks), but not concrete or metal slabs (-2 Drawback). Protection 7 [7 PP] Super-Movement 2 (Permeate [25% speed], Wall Crawling, Flaws: Limited to organic surfaces e.g. wood) [2 PP] Super-Senses 2 (Low Light Vision, Scent) [2 PP] Super-Senses 2 (Tremorsense, Feats: Uncanny Dodge [Tactile]) [3 PP] Drawbacks: None Totals: Abilities 24 + Combat 28 + Saves 19 + Skills 13 + Feats 4 + Powers 84 – Drawback 0 = 172/172 Edited October 25 by Fox Player-requested edits. Link to comment
Fox Posted June 16 Share Posted June 16 A fungus among us! Mostly just math stuff: The Abilities' final point cost is correct, but it looks like the tally line lists 6pp of Wisdom instead of 4pp. You've shorted yourself a bit on Initiative, listing +2 from Dex instead of +3. Looks like some of the Wis-based skills have been calculated with a +3 Wis bonus instead of +2. Question on the Snare - why the Perception range? The effect sounds like fungal life reaching up to 'grab' the target, but that would still imply an attack roll of some kind rather than an auto-hit. Does it spring into existence instantly? I count 72pp of powers, rather than 71, which I'm afraid puts you 1pp over-budget - but please do double-check my math. Link to comment
Supercape Posted June 16 Author Share Posted June 16 All corrected (dropped one Alt Power) Snare Perception Range: The idea is as you say. Its not a beam or a spark - its like perception range transform. A bit like an Earth telekenetic might have a perception range snare by perception range telekenesis of the ground below the target? "Instantly" is a bit strong, but basically the idea is that Spore can massively (millions of times increase) the growth of any fungus. Hence - magic mushroom snare. Reflex roll still allowed of course, but its not something she has to aim - just see. Link to comment
Fox Posted June 16 Share Posted June 16 The Abilities tally line still needs updating (still lists 6pp for only 14 Wisdom). Otherwise, no further issues here! Edit: APPROVED! Link to comment
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