Dayspire
Explorer
This thread is for the PbP game "Ultimate Thunderbolts".
First up is Verdant (a.k.a. Plantman, Blackheath, Samuel Smithers).
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VERDANT
Real Name: Samuel Smithers
Gender: Male
Eyes: Brown
Height: 6'0"
Age: 32
Hair: Green
Weight: 190 lbs
Identifying Quote: "The Green is most displeased…"
PL: 10 (150 pp)
ABILITIES:
STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 16 (+3) WIS: 10 (0) CHA: 12 (+1)
SKILLS:
Bluff (+1), Climb 4 (+7), Diplomacy 4 (+5), Disguise (+1), Drive 2 (+4), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Earth Sciences 12 (+15), Technology 10 (+13), Life Sciences 14 (+17), Physical Sciences 10 (+13), Medicine 10 (+10), Notice 2 (+2), Profession 4 (+4), Search (+3), Sense Motive 4 (+4), Stealth (+2), Survival 8 (+8), Swim (+3)
FEATS:
Animal Empathy (Plant): Use Diplomacy to affect the attitudes of plants
Endurance (2): +8 bonus on checks requiring endurance or stamina
Improved Grapple: Make grapple checks with only one hand
Improved Pin: -4 penalty on grappling checks against you
Chokehold: Cause an opponent you are grappling to suffocate
Ranged Pin: Make grapple attacks with ranged weapons
Weapon Bind: Follow a successful melee block with a free disarm attempt
Environmental Adaptation: Suffer no penalties from a particular environment
Inventor: Can create temporary devices
Attack Specialization (1): +2 bonus to attack rolls with grappling
POWERS:
2 Comprehend (Plants)
3 Elongation
10 Plant Control (Power Feat: Photosynthesis; Alternate Power: Nauseate 10; Alternate Power: Create Object 10
4 Regeneration (Flaw: Must have water -1; +2 Recovery Rate; +1 Ability Damage; +1 Resurrection)
6 Protection (Extra: Impervious)
2 Summon Plant Minions - 5 total (Extra: Fanatical (+1); Extra: Horde (+1); Power Feat: Progression 2)
4 Immovable
COMBAT:
Attack 6 [Unarmed +3 (Bruise)] Defense 16 (13 flat-footed) Init +2
SAVES:
Toughness 10 (10 flat-footed) Fortitude 10 Reflex 4 Will 6
Abilities 26 + Skills 21 (84 ranks) + Feats 11 + Powers 58 + Combat 24 + Saves 14 – Drawbacks -4 = 150 / 150
DRAWBACKS:
Vulnerable - Fire [Freq DC 10] [Sev DC 5]
Power Loss - when no flora available [Freq DC 15] [Sev DC 10]
GM Notes: You have quite a few attacks here that may not be obvious. First one is that you’re a grappling monster. You can reach across the room with elongation and wrap them in your gnarled wood/vine covered fist, while still doing other things. And you’re tough! Considering your body is more plant than meat.
Your regen needs you to either drink water or just sit in it… Like a plant. (Plantman almost killed HydroMan by absorbing him once, interestingly enough) You have up to 5 plant-like minions that will obey your command. Very useful for piling on a particularly tough enemy, or helping out in the lab (you are a genius with biology, after all). You have two drawbacks I thought appropriate – a vulnerability to fire, and your powers don’t work well when there’s no flora around. That’s a rare event, of course – there’s usually some type of flora in the air or in the crevices in a wall. Let me know if you require any changes.
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First up is Verdant (a.k.a. Plantman, Blackheath, Samuel Smithers).
[sblock]
VERDANT
Real Name: Samuel Smithers
Gender: Male
Eyes: Brown
Height: 6'0"
Age: 32
Hair: Green
Weight: 190 lbs
Identifying Quote: "The Green is most displeased…"
PL: 10 (150 pp)
ABILITIES:
STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 16 (+3) WIS: 10 (0) CHA: 12 (+1)
SKILLS:
Bluff (+1), Climb 4 (+7), Diplomacy 4 (+5), Disguise (+1), Drive 2 (+4), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Earth Sciences 12 (+15), Technology 10 (+13), Life Sciences 14 (+17), Physical Sciences 10 (+13), Medicine 10 (+10), Notice 2 (+2), Profession 4 (+4), Search (+3), Sense Motive 4 (+4), Stealth (+2), Survival 8 (+8), Swim (+3)
FEATS:
Animal Empathy (Plant): Use Diplomacy to affect the attitudes of plants
Endurance (2): +8 bonus on checks requiring endurance or stamina
Improved Grapple: Make grapple checks with only one hand
Improved Pin: -4 penalty on grappling checks against you
Chokehold: Cause an opponent you are grappling to suffocate
Ranged Pin: Make grapple attacks with ranged weapons
Weapon Bind: Follow a successful melee block with a free disarm attempt
Environmental Adaptation: Suffer no penalties from a particular environment
Inventor: Can create temporary devices
Attack Specialization (1): +2 bonus to attack rolls with grappling
POWERS:
2 Comprehend (Plants)
3 Elongation
10 Plant Control (Power Feat: Photosynthesis; Alternate Power: Nauseate 10; Alternate Power: Create Object 10
4 Regeneration (Flaw: Must have water -1; +2 Recovery Rate; +1 Ability Damage; +1 Resurrection)
6 Protection (Extra: Impervious)
2 Summon Plant Minions - 5 total (Extra: Fanatical (+1); Extra: Horde (+1); Power Feat: Progression 2)
4 Immovable
COMBAT:
Attack 6 [Unarmed +3 (Bruise)] Defense 16 (13 flat-footed) Init +2
SAVES:
Toughness 10 (10 flat-footed) Fortitude 10 Reflex 4 Will 6
Abilities 26 + Skills 21 (84 ranks) + Feats 11 + Powers 58 + Combat 24 + Saves 14 – Drawbacks -4 = 150 / 150
DRAWBACKS:
Vulnerable - Fire [Freq DC 10] [Sev DC 5]
Power Loss - when no flora available [Freq DC 15] [Sev DC 10]
GM Notes: You have quite a few attacks here that may not be obvious. First one is that you’re a grappling monster. You can reach across the room with elongation and wrap them in your gnarled wood/vine covered fist, while still doing other things. And you’re tough! Considering your body is more plant than meat.

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