Clover
Clover
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Identity: Earl Stanley • Affiliation: None • Base of Operations: None |
Ethnicity: Black • Nationality: United States |
Age: 52 • Gender: Male • Height: 6'5" • Weight: 250 lb |
Eyes: Brown • Hair: Brown • Other Features: None |
Origin: Quantum • Power Level: 9 (130 Points: Abilities 20, Defenses 0, Skills 9, Advantages 1, Powers 100) |
Abilities
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Strength | 0/12 | Stamina | 9 |
Agility | 0 | Dexterity | 0 |
Fighting | 0 | Intellect | 2/-1 |
Awareness | 0/-1 | Presence | 0 |
Points: 20 (2pts per rank) |
Defenses
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Defense | Ranks | Ability | Other | Total |
Dodge | 0 | 0 | 8 | 8 |
Fortitude | 0 | 9 | 0 | 9 |
Parry | 0 | 0 | 8 | 8 |
Toughness | - | 9 | 0 | 9 |
Will | 0 | 0/-1 | 0 | 0 |
Points: 0 (1pt per rank) |
Combat
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Initiative: 0 + 0 or +8 = ++0 or +8 |
Attacks: • Catastrophe: Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents) • Ruination: Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents) |
Skills
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Skill | Ranks | Ability | Other | Total |
Athletics | 0 | 0 (Str) | 0 | +0 |
Close Combat | 0 | 0 (Fgt) | +4 | +0/+4 |
Deception | 0 | 0 (Prs) | 0 | +0 |
Expertise (Science) | 6 | 2 (Int) | 0 | +8 |
Insight | 4 | 0 (Awe) | 0 | +4 |
Intimidation | 0 | 0 (Prs) | +1 | +0/+1 |
Perception | 4 | 0 (Awe) | 0 | +4 |
Persuasion | 4 | 0 (Prs) | 0 | +4 |
Ranged Combat | 0 | 0 (Dex) | 0 | +0 |
Stealth | 0 | 0 (Agl) | 0 | +0 |
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Points: 9 (1pt per 2 ranks) |
Advantages
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Combat: None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge) |
Fortune: None |
General: None (Diehard, Instant Up, Equipment 1 [Plant Jewelry]) |
Skill: None (Tracking) Advantages in parentheses are active when Clover is using his Green Communion effect in his Plant Rapport power. |
Points: 1 (1pt per rank) |
Powers
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• Break Fall: Movement (Safe Fall) 1 rank • Lucky Avoidance: Enhanced Dodge + Parry Defenses 8 ranks |
Points: 100 |
Other Traits
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Equipment: xxx |
Complications: xxx |
Powers
Luck Manipulation
Clover has the largely unconscious ability to manipulate luck around him in his favor.
Luck Control
Clover can spend one of his hero points or uses of the Luck advantage to negate someone else’s use of a hero point, use of their Luck advantage, or a Gamemaster-imposed complication (at the GM’s discretion). The latter also eliminates the complication, however, so no hero points are awarded for it.
Break Fall
Clover can fall from any distance, landing in such a way that he is uninjured. This usually manifests as things along his fall stopping or slowing his fall, but he has also fallen seemingly lethal distances unimpeded and simply walked away miraculously.
- Breakfall: 1 rank • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction
Slippery Fate
Though not a particularly adept combatant, luck just seems to work out in Clover's favor in violent situations, as he stumbles out of the way of attacks and opponents trip themselves up attempting to injure him.
- Dynamic Array - 18 pts
- Lucky Avoidance: Variable Rank • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank
- Lucky Endurance: Variable Rank • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank
- Lucky Affirmation: Variable Rank • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank
- Lucky Distraction: Variable Rank • Concealment (Luck) • Free Action, Personal, Sustained, 2 points per rank
With a touch, Clover can share the good fortune that seems to follow him around.
- Shared Fortune: 8 ranks • Enhanced Trait (Advantage: Luck) (Luck) • Standard Action, Close, Sustained, 2 points per rank • Affects Others, Area, Selective • Increase Action 2 (Free to Standard) • When activated, Clover chooses from the following effects, with no more than 4 uses of any one ability permitted per game session: Improve Roll, Edit Scene, Heroic Feat, Inspiration, Instant Counter, Recover
Sense of Luck
Clover can detect when things in his environment have been touched by the powers of fate.
- Sense of Luck: Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points
Deadly Luck (Array)
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.
- Catastrophe: 8 ranks • Damage (Luck) • Standard Action, Perception Range, Instant, 3 points per rank + 7 flat points • Indirect 4, Perception, Subtle 2, Variable Descriptor (Accidents)
- Ruination: 8 ranks • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)
- Jinx: 8 ranks • Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled) • Standard Action, Perception Range, Instant, 3 points per rank + 7 flat points • Extra Condition, Indirect 4, Insidious, Perception, Subtle 2 • Limited Degree
- Humiliation: 8 ranks • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank
Phytocognition
Clover also has an ability to mentally commune with and understand plantlife. His body is also phytometabolic to some degree or another, which possibly enables his other plant-based abilities.
Mandrake Minions
Clover has 2 Mandrake companions to help him with desired tasks.
- Mandrake Minions (MR2 • PL8)
STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2
Power: Burrowing 3, Concealment (All Visual, Passive as Plant) 4, Flight 2 (Subtle 1, Concentration), Plant Form (Immunity 3 - sleep, starvation, suffocation; Noticeable Protection 4) Regeneration 10 (Source: Soil), Shrinking 4 (Permanent, Ground Speed -1)
Skills: Acrobatics +5 (0+5), Stealth +9 (0+5+4*)
Offense: Initiative 5, no attacks
Defense: Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)
Totals: Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points
Mandrake Immortality
- Immortality 2 ranks (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)
Phytometabolism
Clover's plant-body is exceedingly tough (reflected in his superhuman Stamina) and immune to poisons. He also experiences a process similar to photosynthesis, save that he does not need to eat or drink at all. Clover also can sense the pollen in his environment and how it falls, allowing him to sense the outlines of his environment. Clover puts out a natural scent is that of sweet blossoms, vanilla, and jasmine, rather than typical human or animal odors.
- Phytometabolism: 6 ranks • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank • Spore Vision (Counters Concealment (Darkness) 2 Ranks) • No Action, Personal, Permanent • Plant Feature where I smell pretty
Green Thumb
Clover manifests a number of very minor plant-based abilities, including the ability to bolster the health of plants and totally identify and categorize them by sight.
- Green Thumb: 5 ranks • Features • Grow small (size rank –4 or less) plants from seeds to full maturity in a matter of seconds; identify different plant species and their properties simply by looking at or touching them; make flowering plants flower instantly out of season, or make fruiting plants produce mature fruit instantly out of season; touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health, like a limited version of the Healing effect
Plant Rapport (Array)
Clover has the innate ability to mentally connect with plants around him. He can use this to communicate with plantlife and perceive what has occurred in a given area where those plants are. He can connect with plants in real time and gain a plethora of minor advantages, several of which are useful in combat situtations, and he can also move through areas of plants without being tripped up or leaving a trail. Finally, he can even cast his senses to plants he knows of up to a half-mile distant, and even transport himself there through some mechanism not even he seems to understand entirely. This is an array of three effects.
- Green Senses 17pts: 7 ranks • Remote Sensing (auditory, visual, Subtle 2) • Free Action, Rank + Extended 1 Range (1 Mile), Sustained, 2 points per rank • Medium (plants)
- Green Communion 17pts: Cluster: Senses (Postcognition) 4 ranks (1p/2r) + Comprehend (Plants) 2 ranks (2 p/r) + Environment Control (Plants) 1 rank (2p/r, Impede Movement, Selective) + Advantages 8 ranks (1 p/r) • Free Action, Personal, Permanent, various costs • Medium: Plants (Senses Flaw)
- Green Stride 17pts: Cluster: Movement (Permeate 3, plants only) 3 ranks (1 p/r) + Movement (Trackless, plants only) 1 ranks (1 p/r) + Movement (Wall Crawling) 2 ranks (2 p/r) + Teleport 7 ranks (1 p/r, Subtle 2) • Move Action, Personal, Sustained/Instant, various points • Medium Plants (Permeate and Trackless Flaws)
- Plant Form 17pts: Cluster: Reduced Traits (-2 STA, -3 INT, -1 AWA) + Enhanced Traits (STR 10 [Tiring]) + Growth 2 + Skills (Close Combat 4 [Vine Arms]) + Elongation 3 (60ft) + Movement (Swinging) + Speed 1 (60ft)+ Multiple Limbs 2 + Multi-Attack + Improved Aim + Ambidexterity + Fast Grab + Takedown
Complications
- Motivation: Justice: Clover stayed in Manhattan even after getting his family out because he could see first-hand the injustice of the situation, and wanted to do something about it.
- Motivation: Thrills: Though he can't really admit it even to himself, Clover is also excited by the action and danger in the MCZ. He is as motivated by excitement as he is by a sense of justice.
- Enemy: Zeus Dynamic: Using Zeus Dynamic to get into Manhattan, Clover made an enemy of them when he betrayed them and helped the newly-captured people (including Riptide) escape from the facility.
- Quirk: Renegade Gardens: Clover grows "renegade gardens" in areas around Manhattan
- Weirdness Magnet: Luck powers may make a character prone to strange "coincidences” of all kinds. Essentially, the GM can introduce all manner of weird complications created by the character’s presence: from stolen alien artifacts turning up in the character’s belongings to trouble literally falling through the ceiling!
Background
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People
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Locations
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