Clover
Clover
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Identity: xxx • Affiliation: xxx • Base of Operations: xxx |
Ethnicity: xxx • Nationality: xxx |
Age: xxx • Gender: xxx • Height: xxx • Weight: xxx lb |
Eyes: xxx • Hair: xxx • Other Features: xxx |
Origin: x • Power Level: 8 (120 Points: Abilities 20, Defenses 0, Skills 9, Advantages 0, Powers 91) |
Abilities
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Strength | 0 | Stamina | 8 |
Agility | 0 | Dexterity | 0 |
Fighting | 0 | Intellect | 2 |
Awareness | 0 | Presence | x |
Points: 20 (2pts per rank) |
Defenses
|
Defense | Ranks | Ability | Other | Total |
Dodge | 0 | 0 | 8 | 8 |
Fortitude | 0 | 8 | 0 | 8 |
Parry | 0 | 0 | 8 | 8 |
Toughness | - | 8 | 0 | 8 |
Will | 0 | 0 | 0 | 0 |
Points: 0 (1pt per rank) |
Combat
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Initiative: 0 + 0 or +8 = +{{{InitiativeTotal}}} |
Attacks: • Catastrophe: Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents) • Jinx: Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions |
Skills
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Skill | Ranks | Ability | Other | Total |
Athletics | 0 | 0 (Str) | 0 | +0 |
Close Combat | 0 | 0 (Fgt) | 0 | +0 |
Deception | 0 | 0 (Prs) | 0 | +0 |
Expertise (Science) | 6 | 2 (Int) | 0 | +8 |
Insight | 4 | 0 (Awe) | 0 | +4 |
Intimidation | 0 | 0 (Prs) | 0 | +0 |
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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{{{Skill13}}} | {{{Skill13Ranks}}} | {{{Skill13Ability}}} | {{{Skill13Other}}} | {{{Skill13Total}}} |
{{{Skill14}}} | {{{Skill14Ranks}}} | {{{Skill14Ability}}} | {{{Skill14Other}}} | {{{Skill14Total}}} |
Points: 9 (1pt per 2 ranks) |
Advantages
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Combat: None (Improved Initiative 2, Precise Attack, Uncanny Dodge) |
Fortune: None |
General: None (Diehard, Instant Up, Teamwork) |
Skill: None (Tracking) Advantages in parentheses are active when Clover is using his Green Communion effect in his Plant Rapport power. |
Points: 0 (1pt per rank) |
Powers
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• Break Fall: Movement (Safe Fall) 1 rank • Lucky Avoidance: Enhanced Dodge + Parry Defenses 8 ranks |
Points: 91 |
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.
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
Lucky Avoidance
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.
- Lucky Avoidance: 8 ranks • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Permanent, 2 points per rank • Permanent
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
Deadly Luck (Array)
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of two 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)
- 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
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.
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.
- Phytometabolism: 6 ranks • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank
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: 2 ranks • Features • Identify different plant species and properties by sight; Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health.
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: 7 ranks • Remote Sensing (auditory, visual) • Free Action, Rank Range (half-mile), Sustained, 2 points per rank • Medium (plants)
- Green Communion: Cluster: Senses (Postcognition) 4 ranks (1p/2r) + Comprehend (Plants) 2 ranks (2 p/r) + Advantages 8 ranks (1 p/r) • Free Action, Personal, Permanent, various costs • Medium: Plants (Senses Flaw)
- Green Stride: 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) • Move Action, Personal, Sustained/Instant, various points • Medium Plants (Permeate and Trackless Flaws)
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: x
Background
- x
People
- x
Locations
- x