https://oakthorne.net/wiki/api.php?action=feedcontributions&user=Rufuscub&feedformat=atomOakthorneWiki - User contributions [en]2024-03-29T06:10:06ZUser contributionsMediaWiki 1.33.1https://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62893Hastara Xeqedi2021-05-08T05:44:34Z<p>Rufuscub: </p>
<hr />
<div>__NOTOC__<br />
{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=190 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 10)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 2 • ''Expertise:'' 3 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
* Improved Full Throttle (Racer Talent): 15xp<br />
* Fearsome 1 (Aggressor Talent): 10xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (110xp)<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (90xp)<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=62819Pyrvaris of Clan Trueforger2021-05-02T22:27:07Z<p>Rufuscub: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=Dumathoin<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=49<br />
|Hit Dice=7d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, ''Produce Flame'', Shillelagh <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', ''Cure Wounds'', Healing Word, Longstrider, Protection from Evil and Good<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Find Traps, Heat Metal, Lesser Restoration, ''Natural Attunement'', Pass Without Trace, ''Prayer of Healing'', ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Revivify'', Sleet Storm<br><br />
'''4th Level:''' ''Aura of Life'', ''Fire Shield'', Wall of Fire<br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.<br />
<br />
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.<br />
<br />
The spirit is friendly to you and your companions and obeys your commands. See this creature's game Statistics in the Wildfire Spirit stat block, which uses your Proficiency Bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a Humanoid figure made of gnarled branches covered in flame, while others look like Beasts wreathed in fire.<br />
<br />
In Combat, the spirit shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on Your Turn to Command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the spirit can take any action of its choice, not just Dodge.<br />
<br />
The spirit manifests for 1 hour, until it is reduced to 0 Hit Points, until you use this feature to summon the spirit again, or until you die.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 35 <br><br />
'''Speed''' 30 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws'''<br />
'''Skills''' <br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +7 to hit, range 60ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your Wildfire Spirit enhances your destructive and restorative Spells. Whenever you Cast a Spell that deals fire damage or restores Hit Points while your Wildfire Spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or Healing roll of the spell.<br />
<br />
In addition, when you Cast a Spell with a range other than self, the spell can originate from you or your Wildfire Spirit.<br />
<br />
'''Blazing Revival'''<br><br />
14th-level Circle of Wildfire feature<br><br />
<br />
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 Hit Points and thereby fall Unconscious, you can cause the spirit to drop to 0 Hit Points. You then regain half your Hit Points and immediately rise to your feet.<br />
<br />
Once you use this feature, you can't use it again until you finish a Long Rest.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 3421 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1, Rope of Climbing, Decanter of Endless Water<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
{| align="none" border="0" style="background: white"<br />
| [[Image:Nalric-trueforger.jpg|left|150px]] || '''Nalric Trueforger'''<br>''Husband''<br>Your husband is a pleasant fellow, unlike many of his Wyrmslayer kin. He was somewhat unsure about adding Oelyn to your marriage, but the two have become fast friends since. He is a weaponsmith, and has been taking lessons from your Uncle Terovis.<br />
|-style="background: gainsboro"<br />
| [[Image:Oelyn-trueforger.jpg|left|150px]] || '''Oelyn Trueforger'''<br>''Wife''<br>Your wife and childhood friend escaped what she'd always seen as the throttling of her family. Although your clan weren't sure how to take her addition to your family, she has won over Thorja's respect – which is the key to acceptance in the Trueforgers. She and Nalric have also become fast friends. She has also been learning fighting skills from Thorja, earning her mother-in-law's grudging respect.<br />
|-<br />
| [[Image:Dalbin-trueforger.jpg|left|150px]] || '''Dalbin Trueforger'''<br>''Father''<br>Though preferring to work in the foundries or in his own brewery, Dalbin is also very capable in going to Gauntlgrym's defense, and commands a small portion of the great citadel's armed forces. Your father tends toward quiet stoicism, without much to say. He is very fond of his wife's outspokenness, and nearly always backs her position.<br />
|-style="background: gainsboro"<br />
| [[Image:Thorja-trueforger.jpg|left|150px]] || '''Thorja Trueforger'''<br>''Mother''<br>Originally a daul of Clan Foehammer, Thorja is a warrior born and bred. While Dalbin tends to the citadel's defenses, Thorja is in command of the clan's forces. She is loud and outspoken, although never cruel. Thorja has the spark of greatness, many feel, although exactly what that looks like is anyone's guess.<br />
|-<br />
| [[Image:Doratia-trueforger.jpg|left|150px]] || '''Doratia Trueforger'''<br>''Older Sister (51 years)''<br>Your older sister has eschewed any involvement in the family mines, focusing instead on a career in the military. She commands a unit of Gauntlegrym's infantry, and stands to rise high in service to the citadel. She is orderly and precise, given to doing things the "right way" from the start. This has put her at odds with you before (notably the time she told the humans looking for you where you and Oelyn had gone that summer), but the two of you seem to be on better terms these days.<br />
|-style="background: gainsboro"<br />
| [[Image:Oviz-trueforger.jpg|left|150px]] || '''Oviz Trueforger'''<br>''Younger Sister (32 years)''<br>In contrast to Doratia, Oviz focuses all her time and efforts on helping your father manage the Trueforger mines. She doesn't have much of a fighter's skill to her, but she is a better than average business woman. When she comes of age, it is generally agreed she will likely end up taking over managing the clan's mines on a day-to-day basis.<br />
|-<br />
| [[Image:Valdin-trueforger.jpg|left|150px]] || '''Valdin Trueforger'''<br>''Younger Brother (25 years)''<br>The youngest of Dalbin and Thorja's children, Valdin was injured when the Trueforger mines collapsed. He has become somewhat embittered by his injury, and retreats into drink (much to his father's sadness and his mother's contempt). <br />
|-style="background: gainsboro"<br />
| [[Image:Terovis-trueforger.jpg|left|150px]] || '''Terovis Trueforger'''<br>''Uncle • Master Flamekeeper of Gauntlgrym''<br>The older brother of Dalbin, Terovis is a cleric of Moradin and the Flamekeeper of Gauntlgrym, responsible for monitoring and overseeing the great forge and the primordial power which it contains.<br />
|}</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=62818Pyrvaris of Clan Trueforger2021-05-02T22:16:05Z<p>Rufuscub: /* Resources */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=49<br />
|Hit Dice=7d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, ''Produce Flame'', Shillelagh <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', ''Cure Wounds'', Healing Word, Longstrider, Protection from Evil and Good<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Find Traps, Heat Metal, Lesser Restoration, ''Natural Attunement'', Pass Without Trace, ''Prayer of Healing'', ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Revivify'', Sleet Storm<br><br />
'''4th Level:''' ''Aura of Life'', ''Fire Shield'', Wall of Fire<br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.<br />
<br />
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.<br />
<br />
The spirit is friendly to you and your companions and obeys your commands. See this creature's game Statistics in the Wildfire Spirit stat block, which uses your Proficiency Bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a Humanoid figure made of gnarled branches covered in flame, while others look like Beasts wreathed in fire.<br />
<br />
In Combat, the spirit shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on Your Turn to Command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the spirit can take any action of its choice, not just Dodge.<br />
<br />
The spirit manifests for 1 hour, until it is reduced to 0 Hit Points, until you use this feature to summon the spirit again, or until you die.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 35 <br><br />
'''Speed''' 30 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws'''<br />
'''Skills''' <br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +7 to hit, range 60ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your Wildfire Spirit enhances your destructive and restorative Spells. Whenever you Cast a Spell that deals fire damage or restores Hit Points while your Wildfire Spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or Healing roll of the spell.<br />
<br />
In addition, when you Cast a Spell with a range other than self, the spell can originate from you or your Wildfire Spirit.<br />
<br />
'''Blazing Revival'''<br><br />
14th-level Circle of Wildfire feature<br><br />
<br />
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 Hit Points and thereby fall Unconscious, you can cause the spirit to drop to 0 Hit Points. You then regain half your Hit Points and immediately rise to your feet.<br />
<br />
Once you use this feature, you can't use it again until you finish a Long Rest.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 3421 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1, Rope of Climbing, Decanter of Endless Water<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
{| align="none" border="0" style="background: white"<br />
| [[Image:Nalric-trueforger.jpg|left|150px]] || '''Nalric Trueforger'''<br>''Husband''<br>Your husband is a pleasant fellow, unlike many of his Wyrmslayer kin. He was somewhat unsure about adding Oelyn to your marriage, but the two have become fast friends since. He is a weaponsmith, and has been taking lessons from your Uncle Terovis.<br />
|-style="background: gainsboro"<br />
| [[Image:Oelyn-trueforger.jpg|left|150px]] || '''Oelyn Trueforger'''<br>''Wife''<br>Your wife and childhood friend escaped what she'd always seen as the throttling of her family. Although your clan weren't sure how to take her addition to your family, she has won over Thorja's respect – which is the key to acceptance in the Trueforgers. She and Nalric have also become fast friends. She has also been learning fighting skills from Thorja, earning her mother-in-law's grudging respect.<br />
|-<br />
| [[Image:Dalbin-trueforger.jpg|left|150px]] || '''Dalbin Trueforger'''<br>''Father''<br>Though preferring to work in the foundries or in his own brewery, Dalbin is also very capable in going to Gauntlgrym's defense, and commands a small portion of the great citadel's armed forces. Your father tends toward quiet stoicism, without much to say. He is very fond of his wife's outspokenness, and nearly always backs her position.<br />
|-style="background: gainsboro"<br />
| [[Image:Thorja-trueforger.jpg|left|150px]] || '''Thorja Trueforger'''<br>''Mother''<br>Originally a daul of Clan Foehammer, Thorja is a warrior born and bred. While Dalbin tends to the citadel's defenses, Thorja is in command of the clan's forces. She is loud and outspoken, although never cruel. Thorja has the spark of greatness, many feel, although exactly what that looks like is anyone's guess.<br />
|-<br />
| [[Image:Doratia-trueforger.jpg|left|150px]] || '''Doratia Trueforger'''<br>''Older Sister (51 years)''<br>Your older sister has eschewed any involvement in the family mines, focusing instead on a career in the military. She commands a unit of Gauntlegrym's infantry, and stands to rise high in service to the citadel. She is orderly and precise, given to doing things the "right way" from the start. This has put her at odds with you before (notably the time she told the humans looking for you where you and Oelyn had gone that summer), but the two of you seem to be on better terms these days.<br />
|-style="background: gainsboro"<br />
| [[Image:Oviz-trueforger.jpg|left|150px]] || '''Oviz Trueforger'''<br>''Younger Sister (32 years)''<br>In contrast to Doratia, Oviz focuses all her time and efforts on helping your father manage the Trueforger mines. She doesn't have much of a fighter's skill to her, but she is a better than average business woman. When she comes of age, it is generally agreed she will likely end up taking over managing the clan's mines on a day-to-day basis.<br />
|-<br />
| [[Image:Valdin-trueforger.jpg|left|150px]] || '''Valdin Trueforger'''<br>''Younger Brother (25 years)''<br>The youngest of Dalbin and Thorja's children, Valdin was injured when the Trueforger mines collapsed. He has become somewhat embittered by his injury, and retreats into drink (much to his father's sadness and his mother's contempt). <br />
|-style="background: gainsboro"<br />
| [[Image:Terovis-trueforger.jpg|left|150px]] || '''Terovis Trueforger'''<br>''Uncle • Master Flamekeeper of Gauntlgrym''<br>The older brother of Dalbin, Terovis is a cleric of Moradin and the Flamekeeper of Gauntlgrym, responsible for monitoring and overseeing the great forge and the primordial power which it contains.<br />
|}</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=62815Pyrvaris of Clan Trueforger2021-05-02T21:22:28Z<p>Rufuscub: /* Carried Equipment */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=49<br />
|Hit Dice=7d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, ''Produce Flame'', Shillelagh <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', ''Cure Wounds'', Healing Word, Longstrider, Protection from Evil and Good<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Find Traps, Heat Metal, Lesser Restoration, ''Natural Attunement'', Pass Without Trace, ''Prayer of Healing'', ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Revivify'', Sleet Storm<br><br />
'''4th Level:''' ''Aura of Life'', ''Fire Shield'', Wall of Fire<br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.<br />
<br />
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.<br />
<br />
The spirit is friendly to you and your companions and obeys your commands. See this creature's game Statistics in the Wildfire Spirit stat block, which uses your Proficiency Bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a Humanoid figure made of gnarled branches covered in flame, while others look like Beasts wreathed in fire.<br />
<br />
In Combat, the spirit shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on Your Turn to Command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the spirit can take any action of its choice, not just Dodge.<br />
<br />
The spirit manifests for 1 hour, until it is reduced to 0 Hit Points, until you use this feature to summon the spirit again, or until you die.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 35 <br><br />
'''Speed''' 30 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws'''<br />
'''Skills''' <br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +7 to hit, range 60ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your Wildfire Spirit enhances your destructive and restorative Spells. Whenever you Cast a Spell that deals fire damage or restores Hit Points while your Wildfire Spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or Healing roll of the spell.<br />
<br />
In addition, when you Cast a Spell with a range other than self, the spell can originate from you or your Wildfire Spirit.<br />
<br />
'''Blazing Revival'''<br><br />
14th-level Circle of Wildfire feature<br><br />
<br />
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 Hit Points and thereby fall Unconscious, you can cause the spirit to drop to 0 Hit Points. You then regain half your Hit Points and immediately rise to your feet.<br />
<br />
Once you use this feature, you can't use it again until you finish a Long Rest.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2948 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1, Rope of Climbing, Decanter of Endless Water<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
{| align="none" border="0" style="background: white"<br />
| [[Image:Nalric-trueforger.jpg|left|150px]] || '''Nalric Trueforger'''<br>''Husband''<br>Your husband is a pleasant fellow, unlike many of his Wyrmslayer kin. He was somewhat unsure about adding Oelyn to your marriage, but the two have become fast friends since. He is a weaponsmith, and has been taking lessons from your Uncle Terovis.<br />
|-style="background: gainsboro"<br />
| [[Image:Oelyn-trueforger.jpg|left|150px]] || '''Oelyn Trueforger'''<br>''Wife''<br>Your wife and childhood friend escaped what she'd always seen as the throttling of her family. Although your clan weren't sure how to take her addition to your family, she has won over Thorja's respect – which is the key to acceptance in the Trueforgers. She and Nalric have also become fast friends. She has also been learning fighting skills from Thorja, earning her mother-in-law's grudging respect.<br />
|-<br />
| [[Image:Dalbin-trueforger.jpg|left|150px]] || '''Dalbin Trueforger'''<br>''Father''<br>Though preferring to work in the foundries or in his own brewery, Dalbin is also very capable in going to Gauntlgrym's defense, and commands a small portion of the great citadel's armed forces. Your father tends toward quiet stoicism, without much to say. He is very fond of his wife's outspokenness, and nearly always backs her position.<br />
|-style="background: gainsboro"<br />
| [[Image:Thorja-trueforger.jpg|left|150px]] || '''Thorja Trueforger'''<br>''Mother''<br>Originally a daul of Clan Foehammer, Thorja is a warrior born and bred. While Dalbin tends to the citadel's defenses, Thorja is in command of the clan's forces. She is loud and outspoken, although never cruel. Thorja has the spark of greatness, many feel, although exactly what that looks like is anyone's guess.<br />
|-<br />
| [[Image:Doratia-trueforger.jpg|left|150px]] || '''Doratia Trueforger'''<br>''Older Sister (51 years)''<br>Your older sister has eschewed any involvement in the family mines, focusing instead on a career in the military. She commands a unit of Gauntlegrym's infantry, and stands to rise high in service to the citadel. She is orderly and precise, given to doing things the "right way" from the start. This has put her at odds with you before (notably the time she told the humans looking for you where you and Oelyn had gone that summer), but the two of you seem to be on better terms these days.<br />
|-style="background: gainsboro"<br />
| [[Image:Oviz-trueforger.jpg|left|150px]] || '''Oviz Trueforger'''<br>''Younger Sister (32 years)''<br>In contrast to Doratia, Oviz focuses all her time and efforts on helping your father manage the Trueforger mines. She doesn't have much of a fighter's skill to her, but she is a better than average business woman. When she comes of age, it is generally agreed she will likely end up taking over managing the clan's mines on a day-to-day basis.<br />
|-<br />
| [[Image:Valdin-trueforger.jpg|left|150px]] || '''Valdin Trueforger'''<br>''Younger Brother (25 years)''<br>The youngest of Dalbin and Thorja's children, Valdin was injured when the Trueforger mines collapsed. He has become somewhat embittered by his injury, and retreats into drink (much to his father's sadness and his mother's contempt). <br />
|-style="background: gainsboro"<br />
| [[Image:Terovis-trueforger.jpg|left|150px]] || '''Terovis Trueforger'''<br>''Uncle • Master Flamekeeper of Gauntlgrym''<br>The older brother of Dalbin, Terovis is a cleric of Moradin and the Flamekeeper of Gauntlgrym, responsible for monitoring and overseeing the great forge and the primordial power which it contains.<br />
|}</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62554Hastara Xeqedi2021-02-13T06:12:52Z<p>Rufuscub: /* Future Purchases */</p>
<hr />
<div>__NOTOC__<br />
{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=180 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 0)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 2 • ''Expertise:'' 3 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
* Improved Full Throttle (Racer Talent): 15xp<br />
* Fearsome 1 (Aggressor Talent): 10xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (110xp)<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (90xp)<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62553Hastara Xeqedi2021-02-13T06:12:33Z<p>Rufuscub: /* Purchases */</p>
<hr />
<div>__NOTOC__<br />
{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=180 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 0)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 2 • ''Expertise:'' 3 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
* Improved Full Throttle (Racer Talent): 15xp<br />
* Fearsome 1 (Aggressor Talent): 10xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (120xp)<br />
** Fearsome 1: 10xp<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (90xp)<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62552Hastara Xeqedi2021-02-13T04:40:19Z<p>Rufuscub: /* Contact Networks */</p>
<hr />
<div>__NOTOC__<br />
{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=180 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 0)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 2 • ''Expertise:'' 3 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
* Improved Full Throttle (Racer Talent): 15xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (120xp)<br />
** Fearsome 1: 10xp<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (90xp)<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62385Hastara Xeqedi2021-01-30T05:55:41Z<p>Rufuscub: /* Future Purchases */</p>
<hr />
<div>__NOTOC__<br />
{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=180 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 0)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 1 • ''Expertise:'' 2 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
* Improved Full Throttle (Racer Talent): 15xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (120xp)<br />
** Fearsome 1: 10xp<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (90xp)<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62383Hastara Xeqedi2021-01-30T05:53:50Z<p>Rufuscub: /* Future Purchases */</p>
<hr />
<div>__NOTOC__<br />
{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=180 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 0)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 1 • ''Expertise:'' 2 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
* Improved Full Throttle (Racer Talent): 15xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (120xp)<br />
** Fearsome 1: 10xp<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (95xp)<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62382Hastara Xeqedi2021-01-30T05:53:31Z<p>Rufuscub: /* Purchases */</p>
<hr />
<div>__NOTOC__<br />
{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=180 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 0)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 1 • ''Expertise:'' 2 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
* Improved Full Throttle (Racer Talent): 15xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (120xp)<br />
** Fearsome 1: 10xp<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (95xp)<br />
** Improved Full Throttle: 15xp<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62339Hastara Xeqedi2021-01-23T06:03:30Z<p>Rufuscub: /* Future Purchases */</p>
<hr />
<div>{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=180 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 0)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 1 • ''Expertise:'' 2 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (120xp)<br />
** Fearsome 1: 10xp<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (95xp)<br />
** Improved Full Throttle: 15xp<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62338Hastara Xeqedi2021-01-23T06:02:40Z<p>Rufuscub: /* Purchases */</p>
<hr />
<div>{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= 1* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= 1* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Shortcut 1, Skilled Jockey 1<br />
|ForcePowers=''Enhance''<br>''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=180 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=180 (Unspent: 0)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 1 • ''Expertise:'' 2 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}<br />
==Experience==<br />
* '''Character Creation:''' 145<br />
===Purchases===<br />
'''Campaign XP:''' {{LitVXP}} XP<br />
* Intimidating 2 (Aggressor Talent): 10xp<br />
* Shortcut 1 (Racer Talent): 5xp<br />
* Athletics 1: 5xp<br />
* Coordination 1: 5xp<br />
* Enhance Basic (Force Ability): 10xp<br />
* Full Throttle (Racer Talent): 10xp<br />
<br />
===Future Purchases===<br />
* Aggressor Tree (120xp)<br />
** Fearsome 1: 10xp<br />
** Terrify: 15xp<br />
** Improved Terrify: 20xp<br />
** Fearsome 2: 25xp<br />
** Force Rating 3: 25xp<br />
** Dedication: xxx: 25xp<br />
* Racer Tree (105xp)<br />
** Full Throttle: 10xp<br />
** Improved Full Throttle: 15xp<br />
** Supreme Full Throttle: 20xp<br />
** Force Rating 2: 20xp<br />
** Improved Shortcut: 25xp<br />
** Dedication: Willpower 4: 25xp<br />
* Sense (30xp)<br />
** Duration: 10xp<br />
** Strength: 10xp<br />
** Control Upgrade Check: 10xp<br />
* Enhance (85xp)<br />
** Control: Coordination: 5xp<br />
** Control: Force Leap (Horizontal): 10xp<br />
** Control: Pilot Planetary: 5xp<br />
** Control: Pilot Space: 5xp<br />
** Control: Force Leap (Vertical): 10xp<br />
** Control: Agility: 10xp<br />
** Range: 10xp<br />
** Control: Force Leap (Maneuver): 10xp<br />
** Control: Resilience: 5xp<br />
** Control: Brawl: 5xp<br />
** Control: Brawn: 10xp</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=62190Clover2021-01-12T05:37:50Z<p>Rufuscub: /* Phytometabolism */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (Luck) • Free Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''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<br />
<br />
====Green Thumb====<br />
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.<br />
* '''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<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=62189Clover2021-01-12T05:36:26Z<p>Rufuscub: /* Green Thumb */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (Luck) • Free Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank • Pollen Vision (Counters Concealment (Darkness) 2 Ranks) • No Action, Personal, Permanent<br />
<br />
====Green Thumb====<br />
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.<br />
* '''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<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=62187Clover2021-01-12T03:25:13Z<p>Rufuscub: /* Phytometabolism */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (Luck) • Free Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank • Pollen Vision (Counters Concealment (Darkness) 2 Ranks) • No Action, Personal, Permanent<br />
<br />
====Green Thumb====<br />
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.<br />
* '''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; <br><br />
'''NOT PURCHASED YET''' Clover's natural scent is that of sweet blossoms, vanilla, and jasmine, rather than typical human or animal odors.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=62186Clover2021-01-12T03:08:06Z<p>Rufuscub: /* Green Thumb */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (Luck) • Free Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''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; <br><br />
'''NOT PURCHASED YET''' Clover's natural scent is that of sweet blossoms, vanilla, and jasmine, rather than typical human or animal odors.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=62183Pyrvaris of Clan Trueforger2021-01-10T22:43:38Z<p>Rufuscub: /* Readied Spells */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=49<br />
|Hit Dice=7d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, ''Produce Flame'', Shillelagh <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', ''Cure Wounds'', Healing Word, Longstrider, Protection from Evil and Good<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Find Traps, Heat Metal, Lesser Restoration, ''Natural Attunement'', Pass Without Trace, ''Prayer of Healing'', ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Revivify'', Sleet Storm<br><br />
'''4th Level:''' ''Aura of Life'', ''Fire Shield'', Wall of Fire<br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.<br />
<br />
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.<br />
<br />
The spirit is friendly to you and your companions and obeys your commands. See this creature's game Statistics in the Wildfire Spirit stat block, which uses your Proficiency Bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a Humanoid figure made of gnarled branches covered in flame, while others look like Beasts wreathed in fire.<br />
<br />
In Combat, the spirit shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on Your Turn to Command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the spirit can take any action of its choice, not just Dodge.<br />
<br />
The spirit manifests for 1 hour, until it is reduced to 0 Hit Points, until you use this feature to summon the spirit again, or until you die.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 35 <br><br />
'''Speed''' 30 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws'''<br />
'''Skills''' <br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +7 to hit, range 60ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your Wildfire Spirit enhances your destructive and restorative Spells. Whenever you Cast a Spell that deals fire damage or restores Hit Points while your Wildfire Spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or Healing roll of the spell.<br />
<br />
In addition, when you Cast a Spell with a range other than self, the spell can originate from you or your Wildfire Spirit.<br />
<br />
'''Blazing Revival'''<br><br />
14th-level Circle of Wildfire feature<br><br />
<br />
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 Hit Points and thereby fall Unconscious, you can cause the spirit to drop to 0 Hit Points. You then regain half your Hit Points and immediately rise to your feet.<br />
<br />
Once you use this feature, you can't use it again until you finish a Long Rest.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2948 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
{| align="none" border="0" style="background: white"<br />
| [[Image:Nalric-trueforger.jpg|left|150px]] || '''Nalric Trueforger'''<br>''Husband''<br>Your husband is a pleasant fellow, unlike many of his Wyrmslayer kin. He was somewhat unsure about adding Oelyn to your marriage, but the two have become fast friends since. He is a weaponsmith, and has been taking lessons from your Uncle Terovis.<br />
|-style="background: gainsboro"<br />
| [[Image:Oelyn-trueforger.jpg|left|150px]] || '''Oelyn Trueforger'''<br>''Wife''<br>Your wife and childhood friend escaped what she'd always seen as the throttling of her family. Although your clan weren't sure how to take her addition to your family, she has won over Thorja's respect – which is the key to acceptance in the Trueforgers. She and Nalric have also become fast friends. She has also been learning fighting skills from Thorja, earning her mother-in-law's grudging respect.<br />
|-<br />
| [[Image:Dalbin-trueforger.jpg|left|150px]] || '''Dalbin Trueforger'''<br>''Father''<br>Though preferring to work in the foundries or in his own brewery, Dalbin is also very capable in going to Gauntlgrym's defense, and commands a small portion of the great citadel's armed forces. Your father tends toward quiet stoicism, without much to say. He is very fond of his wife's outspokenness, and nearly always backs her position.<br />
|-style="background: gainsboro"<br />
| [[Image:Thorja-trueforger.jpg|left|150px]] || '''Thorja Trueforger'''<br>''Mother''<br>Originally a daul of Clan Foehammer, Thorja is a warrior born and bred. While Dalbin tends to the citadel's defenses, Thorja is in command of the clan's forces. She is loud and outspoken, although never cruel. Thorja has the spark of greatness, many feel, although exactly what that looks like is anyone's guess.<br />
|-<br />
| [[Image:Doratia-trueforger.jpg|left|150px]] || '''Doratia Trueforger'''<br>''Older Sister (51 years)''<br>Your older sister has eschewed any involvement in the family mines, focusing instead on a career in the military. She commands a unit of Gauntlegrym's infantry, and stands to rise high in service to the citadel. She is orderly and precise, given to doing things the "right way" from the start. This has put her at odds with you before (notably the time she told the humans looking for you where you and Oelyn had gone that summer), but the two of you seem to be on better terms these days.<br />
|-style="background: gainsboro"<br />
| [[Image:Oviz-trueforger.jpg|left|150px]] || '''Oviz Trueforger'''<br>''Younger Sister (32 years)''<br>In contrast to Doratia, Oviz focuses all her time and efforts on helping your father manage the Trueforger mines. She doesn't have much of a fighter's skill to her, but she is a better than average business woman. When she comes of age, it is generally agreed she will likely end up taking over managing the clan's mines on a day-to-day basis.<br />
|-<br />
| [[Image:Valdin-trueforger.jpg|left|150px]] || '''Valdin Trueforger'''<br>''Younger Brother (25 years)''<br>The youngest of Dalbin and Thorja's children, Valdin was injured when the Trueforger mines collapsed. He has become somewhat embittered by his injury, and retreats into drink (much to his father's sadness and his mother's contempt). <br />
|-style="background: gainsboro"<br />
| [[Image:Terovis-trueforger.jpg|left|150px]] || '''Terovis Trueforger'''<br>''Uncle • Master Flamekeeper of Gauntlgrym''<br>The older brother of Dalbin, Terovis is a cleric of Moradin and the Flamekeeper of Gauntlgrym, responsible for monitoring and overseeing the great forge and the primordial power which it contains.<br />
|}</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=62179Pyrvaris of Clan Trueforger2021-01-10T21:23:11Z<p>Rufuscub: </p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=49<br />
|Hit Dice=7d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, Shillelagh, ''Produce Flame'' <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', ''Cure Wounds'', Healing Word, Longstrider, Protection from Evil and Good<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Find Traps, Heat Metal, Lesser Restoration, ''Natural Attunement'', Pass Without Trace, ''Prayer of Healing'', ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Revivify'', Sleet Storm<br><br />
'''4th Level:''' ''Aura of Life'', ''Fire Shield'', Wall of Fire<br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.<br />
<br />
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.<br />
<br />
The spirit is friendly to you and your companions and obeys your commands. See this creature's game Statistics in the Wildfire Spirit stat block, which uses your Proficiency Bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a Humanoid figure made of gnarled branches covered in flame, while others look like Beasts wreathed in fire.<br />
<br />
In Combat, the spirit shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on Your Turn to Command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the spirit can take any action of its choice, not just Dodge.<br />
<br />
The spirit manifests for 1 hour, until it is reduced to 0 Hit Points, until you use this feature to summon the spirit again, or until you die.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 35 <br><br />
'''Speed''' 30 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws'''<br />
'''Skills''' <br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +7 to hit, range 60ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your Wildfire Spirit enhances your destructive and restorative Spells. Whenever you Cast a Spell that deals fire damage or restores Hit Points while your Wildfire Spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or Healing roll of the spell.<br />
<br />
In addition, when you Cast a Spell with a range other than self, the spell can originate from you or your Wildfire Spirit.<br />
<br />
'''Blazing Revival'''<br><br />
14th-level Circle of Wildfire feature<br><br />
<br />
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 Hit Points and thereby fall Unconscious, you can cause the spirit to drop to 0 Hit Points. You then regain half your Hit Points and immediately rise to your feet.<br />
<br />
Once you use this feature, you can't use it again until you finish a Long Rest.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2948 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
{| align="none" border="0" style="background: white"<br />
| [[Image:Nalric-trueforger.jpg|left|150px]] || '''Nalric Trueforger'''<br>''Husband''<br>Your husband is a pleasant fellow, unlike many of his Wyrmslayer kin. He was somewhat unsure about adding Oelyn to your marriage, but the two have become fast friends since. He is a weaponsmith, and has been taking lessons from your Uncle Terovis.<br />
|-style="background: gainsboro"<br />
| [[Image:Oelyn-trueforger.jpg|left|150px]] || '''Oelyn Trueforger'''<br>''Wife''<br>Your wife and childhood friend escaped what she'd always seen as the throttling of her family. Although your clan weren't sure how to take her addition to your family, she has won over Thorja's respect – which is the key to acceptance in the Trueforgers. She and Nalric have also become fast friends. She has also been learning fighting skills from Thorja, earning her mother-in-law's grudging respect.<br />
|-<br />
| [[Image:Dalbin-trueforger.jpg|left|150px]] || '''Dalbin Trueforger'''<br>''Father''<br>Though preferring to work in the foundries or in his own brewery, Dalbin is also very capable in going to Gauntlgrym's defense, and commands a small portion of the great citadel's armed forces. Your father tends toward quiet stoicism, without much to say. He is very fond of his wife's outspokenness, and nearly always backs her position.<br />
|-style="background: gainsboro"<br />
| [[Image:Thorja-trueforger.jpg|left|150px]] || '''Thorja Trueforger'''<br>''Mother''<br>Originally a daul of Clan Foehammer, Thorja is a warrior born and bred. While Dalbin tends to the citadel's defenses, Thorja is in command of the clan's forces. She is loud and outspoken, although never cruel. Thorja has the spark of greatness, many feel, although exactly what that looks like is anyone's guess.<br />
|-<br />
| [[Image:Doratia-trueforger.jpg|left|150px]] || '''Doratia Trueforger'''<br>''Older Sister (51 years)''<br>Your older sister has eschewed any involvement in the family mines, focusing instead on a career in the military. She commands a unit of Gauntlegrym's infantry, and stands to rise high in service to the citadel. She is orderly and precise, given to doing things the "right way" from the start. This has put her at odds with you before (notably the time she told the humans looking for you where you and Oelyn had gone that summer), but the two of you seem to be on better terms these days.<br />
|-style="background: gainsboro"<br />
| [[Image:Oviz-trueforger.jpg|left|150px]] || '''Oviz Trueforger'''<br>''Younger Sister (32 years)''<br>In contrast to Doratia, Oviz focuses all her time and efforts on helping your father manage the Trueforger mines. She doesn't have much of a fighter's skill to her, but she is a better than average business woman. When she comes of age, it is generally agreed she will likely end up taking over managing the clan's mines on a day-to-day basis.<br />
|-<br />
| [[Image:Valdin-trueforger.jpg|left|150px]] || '''Valdin Trueforger'''<br>''Younger Brother (25 years)''<br>The youngest of Dalbin and Thorja's children, Valdin was injured when the Trueforger mines collapsed. He has become somewhat embittered by his injury, and retreats into drink (much to his father's sadness and his mother's contempt). <br />
|-style="background: gainsboro"<br />
| [[Image:Terovis-trueforger.jpg|left|150px]] || '''Terovis Trueforger'''<br>''Uncle • Master Flamekeeper of Gauntlgrym''<br>The older brother of Dalbin, Terovis is a cleric of Moradin and the Flamekeeper of Gauntlgrym, responsible for monitoring and overseeing the great forge and the primordial power which it contains.<br />
|}</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=62178Pyrvaris of Clan Trueforger2021-01-10T21:22:30Z<p>Rufuscub: /* Readied Spells */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=43<br />
|Hit Dice=6d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, Shillelagh, ''Produce Flame'' <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', ''Cure Wounds'', Healing Word, Longstrider, Protection from Evil and Good<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Find Traps, Heat Metal, Lesser Restoration, ''Natural Attunement'', Pass Without Trace, ''Prayer of Healing'', ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Revivify'', Sleet Storm<br><br />
'''4th Level:''' ''Aura of Life'', ''Fire Shield'', Wall of Fire<br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.<br />
<br />
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.<br />
<br />
The spirit is friendly to you and your companions and obeys your commands. See this creature's game Statistics in the Wildfire Spirit stat block, which uses your Proficiency Bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a Humanoid figure made of gnarled branches covered in flame, while others look like Beasts wreathed in fire.<br />
<br />
In Combat, the spirit shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on Your Turn to Command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the spirit can take any action of its choice, not just Dodge.<br />
<br />
The spirit manifests for 1 hour, until it is reduced to 0 Hit Points, until you use this feature to summon the spirit again, or until you die.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 35 <br><br />
'''Speed''' 30 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws'''<br />
'''Skills''' <br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +7 to hit, range 60ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your Wildfire Spirit enhances your destructive and restorative Spells. Whenever you Cast a Spell that deals fire damage or restores Hit Points while your Wildfire Spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or Healing roll of the spell.<br />
<br />
In addition, when you Cast a Spell with a range other than self, the spell can originate from you or your Wildfire Spirit.<br />
<br />
'''Blazing Revival'''<br><br />
14th-level Circle of Wildfire feature<br><br />
<br />
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 Hit Points and thereby fall Unconscious, you can cause the spirit to drop to 0 Hit Points. You then regain half your Hit Points and immediately rise to your feet.<br />
<br />
Once you use this feature, you can't use it again until you finish a Long Rest.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2948 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
{| align="none" border="0" style="background: white"<br />
| [[Image:Nalric-trueforger.jpg|left|150px]] || '''Nalric Trueforger'''<br>''Husband''<br>Your husband is a pleasant fellow, unlike many of his Wyrmslayer kin. He was somewhat unsure about adding Oelyn to your marriage, but the two have become fast friends since. He is a weaponsmith, and has been taking lessons from your Uncle Terovis.<br />
|-style="background: gainsboro"<br />
| [[Image:Oelyn-trueforger.jpg|left|150px]] || '''Oelyn Trueforger'''<br>''Wife''<br>Your wife and childhood friend escaped what she'd always seen as the throttling of her family. Although your clan weren't sure how to take her addition to your family, she has won over Thorja's respect – which is the key to acceptance in the Trueforgers. She and Nalric have also become fast friends. She has also been learning fighting skills from Thorja, earning her mother-in-law's grudging respect.<br />
|-<br />
| [[Image:Dalbin-trueforger.jpg|left|150px]] || '''Dalbin Trueforger'''<br>''Father''<br>Though preferring to work in the foundries or in his own brewery, Dalbin is also very capable in going to Gauntlgrym's defense, and commands a small portion of the great citadel's armed forces. Your father tends toward quiet stoicism, without much to say. He is very fond of his wife's outspokenness, and nearly always backs her position.<br />
|-style="background: gainsboro"<br />
| [[Image:Thorja-trueforger.jpg|left|150px]] || '''Thorja Trueforger'''<br>''Mother''<br>Originally a daul of Clan Foehammer, Thorja is a warrior born and bred. While Dalbin tends to the citadel's defenses, Thorja is in command of the clan's forces. She is loud and outspoken, although never cruel. Thorja has the spark of greatness, many feel, although exactly what that looks like is anyone's guess.<br />
|-<br />
| [[Image:Doratia-trueforger.jpg|left|150px]] || '''Doratia Trueforger'''<br>''Older Sister (51 years)''<br>Your older sister has eschewed any involvement in the family mines, focusing instead on a career in the military. She commands a unit of Gauntlegrym's infantry, and stands to rise high in service to the citadel. She is orderly and precise, given to doing things the "right way" from the start. This has put her at odds with you before (notably the time she told the humans looking for you where you and Oelyn had gone that summer), but the two of you seem to be on better terms these days.<br />
|-style="background: gainsboro"<br />
| [[Image:Oviz-trueforger.jpg|left|150px]] || '''Oviz Trueforger'''<br>''Younger Sister (32 years)''<br>In contrast to Doratia, Oviz focuses all her time and efforts on helping your father manage the Trueforger mines. She doesn't have much of a fighter's skill to her, but she is a better than average business woman. When she comes of age, it is generally agreed she will likely end up taking over managing the clan's mines on a day-to-day basis.<br />
|-<br />
| [[Image:Valdin-trueforger.jpg|left|150px]] || '''Valdin Trueforger'''<br>''Younger Brother (25 years)''<br>The youngest of Dalbin and Thorja's children, Valdin was injured when the Trueforger mines collapsed. He has become somewhat embittered by his injury, and retreats into drink (much to his father's sadness and his mother's contempt). <br />
|-style="background: gainsboro"<br />
| [[Image:Terovis-trueforger.jpg|left|150px]] || '''Terovis Trueforger'''<br>''Uncle • Master Flamekeeper of Gauntlgrym''<br>The older brother of Dalbin, Terovis is a cleric of Moradin and the Flamekeeper of Gauntlgrym, responsible for monitoring and overseeing the great forge and the primordial power which it contains.<br />
|}</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=62144Clover2021-01-05T02:40:38Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (Luck) • Free Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''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; Clover's natural scent is that of sweet blossoms, vanilla, and jasmine, rather than typical human or animal odors.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=62143Clover2021-01-05T02:40:22Z<p>Rufuscub: /* Green Thumb */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 19 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (Luck) • Free Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''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; Clover's natural scent is that of sweet blossoms, vanilla, and jasmine, rather than typical human or animal odors.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=62142Clover2021-01-05T02:15:26Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 19 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (Luck) • Free Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=62120Hastara Xeqedi2021-01-02T05:49:01Z<p>Rufuscub: </p>
<hr />
<div>{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=[[SW Aggressor|Aggressor]] • [[SW Racer|Racer]]<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' ''Ship:'' (Inf x50 cr) • ''Droid:'' (Inf x20 cr) • ''Shipboard:'' (Inf x 25 cr)<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= -* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= -* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 2 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Skilled Jockey 1<br />
|ForcePowers=''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=170 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game {{LitVXP}} • Motivation Bonus 0)<br />
|SpentXP=155 (Unspent: 15)<br />
|}}<br />
==Contact Networks==<br />
{| border="0" cellpadding="5" cellspacing="0" align="center" <br />
|-style="background:grey; color:white"<br />
|colspan=2|'''Tzotha Smugglers:''' ''Scope:'' 1 • ''Expertise:'' 1 • ''Debt:'' 0<br />
|-<br />
|colspan=2|Smugglers who work all around the Frontier, bringing goods in from elsewhere<br />
|-<br />
|[[Image:Shukk-iklad.jpg|center|150px]]||'''Shukk Iklad'''<br>''Captain of the '' Nova Heart<br>A weequay smuggler with the Tzotha confederacy of smugglers, Shukk specializes in entertainment media of all sorts, as well as electronics goods. He is a ''huge'' fan of Rodian Theater, and you and he sometimes get together to binge episodes of ''Heart Like a Nova'', the Rodian wartime soap opera that has been running for thirty-something years (which he named his ship for).<br />
|}</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=62041Clover2020-12-29T05:59:29Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 19 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (All Visual Senses, Smell, and Sound), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=61701Clover2020-12-22T05:55:34Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''Variable Rank'' • Concealment (All Visual Senses, Smell, and Sound), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Hastara_Xeqedi&diff=61020Hastara Xeqedi2020-12-05T05:48:11Z<p>Rufuscub: </p>
<hr />
<div>{{FAD-StarWars-CharSheet<br />
|CharacterName=Hastara Xeqedi<br />
|Image=[[Image:Hastara-xeqedi.jpg|center|350px]]<br />
|Race=Dathomiri<br />
|Career=Warrior<br />
|Specializations=Aggressor • Racer<br />
|OtherTraits='''Motivations:''' Recover Nightsister Artifacts (Oath)<br><br />
'''Morality:''' 50 • '''Emotional Strength:''' Bravery • '''Emotional Weaknesses:''' Recklessness<br><br />
'''Obligation:''' ''Recover Nightsister Artifacts (Obsession)'' (10) • ''Upgrade the Okugoba (Project)'' (5)<br>'''Lifestyle:''' x<br />
|Brawn=2<br />
|Agility=3<br />
|Intellect=2<br />
|Cunning=2<br />
|Willpower=3<br />
|Presence=2<br />
|Force=1<br />
|Astrogation= -<br />
|Athletics= -* -[[Image:Setback-die.png|12px]]<br />
|Brawl= -*<br />
|Charm= -<br />
|Coercion= 2* -[[Image:Setback-die.png|12px]]<br />
|Computers= -<br />
|Cool= 1*<br />
|Coordination= -* -[[Image:Setback-die.png|12px]]<br />
|Deception= - -[[Image:Setback-die.png|12px]]<br />
|Discipline= -<br />
|Gunnery= -<br />
|Kn-Core-Worlds= -<br />
|Kn-Education= -<br />
|Kn-Lore= -<br />
|Kn-Outer-Rim= -<br />
|Kn-Underworld= 1*<br />
|Kn-Warfare= -<br />
|Kn-Xenology= -<br />
|Leadership= -<br />
|Lightsaber= -<br />
|Mechanics= -<br />
|Medicine= -<br />
|Melee= -*<br />
|Negotiation= -<br />
|Perception= 1*<br />
|Pilot-Planet= 1* -[[Image:Setback-die.png|12px]]<br />
|Pilot-Space= 2* -[[Image:Setback-die.png|12px]]<br />
|Ranged-Light= 2*<br />
|Ranged-Heavy= -<br />
|Resilience= -<br />
|Skullduggery= -<br />
|Stealth= -<br />
|Streetwise= 1*<br />
|Survival= 2*<br />
|Vigilance= -<br />
|Talents='''Dathomiri:''' Outdoorsman 1<br>'''Aggressor:''' Grit 1, Intimidating 1 (suffer 1 strain to downgrade Coercion or upgrade Coercion vs you), Plausible Deniability 1, Toughened 1<br>'''Racer:''' Conditioned 1, Skilled Jockey 1<br />
|ForcePowers=''Sense:'' Basic (Sense Force; spend [[Image:EitherForce-result.png|12px]] to sense living things in short range or emotional state of one engaged creature), Control (Commit [[Image:Force-die.png|12px]] to upgrade Diff to be attacked)<br />
|Soak=3<br />
|Armor=Polis Massan Bodysuit (Roughed Up) (Enc 1, HP 1, +1 Enc carried, glowrod)<br />
|RangedDefense=0<br />
|MeleeDefense=0<br />
|WoundThreshold=14<br />
|StrainThreshold=15<br />
|Weapons=• '''Coronet Arms H-7 "Equalizer" Blaster Pistol''' (Light • Dam 7 • Crit 2 • Medium Range • Enc 2 • HP 3 • Stun Setting, Superior (+[[Image:Advantage-result.png|12px]]), Roughed Up (+[[Image:Setback-die.png|12px]])<br />
|EarnedXP=145 (Racial 100 • Obligation: 5 • Morality 10 • PreGame 30 • Current Game 0)<br />
|SpentXP=145 (Unspent: 0)<br />
|}}<br />
<br />
Halo Frontier Contact Network: Underworld (Tzotha Smugglers) 1/1</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60807Clover2020-12-01T04:17:56Z<p>Rufuscub: </p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=9<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessRanks=0<br />
|ToughnessOther=0<br />
|ToughnessTotal=9<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''[[NOT PURCHASED YET]] Lucky Distraction:''' ''Variable Rank'' • Concealment (All Visual Senses, Smell, and Sound), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60798Clover2020-12-01T03:11:18Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''Variable Rank'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''Variable Rank'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''Variable Rank'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''[[NOT PURCHASED YET]] Lucky Distraction:''' ''Variable Rank'' • Concealment (All Visual Senses, Smell, and Sound), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60796Clover2020-12-01T03:07:36Z<p>Rufuscub: </p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=9<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=9<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''9 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''9 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''9 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''[[NOT PURCHASED YET]] Lucky Distraction:''' ''9 ranks'' • Concealment (All Visual Senses, Smell, and Sound), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60795Clover2020-12-01T03:06:05Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|Skill14= <br />
|Skill14Ranks= <br />
|Skill14Ability= <br />
|Skill14Other= <br />
|Skill14Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 18 pts'''''<br />
* '''Lucky Avoidance:''' ''9 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''9 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''9 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''[[NOT PURCHASED YET]] Lucky Distraction:''' ''9 ranks'' • Concealment (All Visual Senses, Smell, and Sound), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=60719Pyrvaris of Clan Trueforger2020-11-29T22:25:49Z<p>Rufuscub: /* Specialty Traits */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=43<br />
|Hit Dice=6d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, Shillelagh, ''Produce Flame'' <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', ''Cure Wounds'', Healing Word, Longstrider, Protection from Evil and Good<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Find Traps, Heat Metal, Lesser Restoration, ''Natural Attunement'', Pass Without Trace, ''Prayer of Healing'', ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Revivify'', Sleet Storm<br><br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.<br />
<br />
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.<br />
<br />
The spirit is friendly to you and your companions and obeys your commands. See this creature's game Statistics in the Wildfire Spirit stat block, which uses your Proficiency Bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a Humanoid figure made of gnarled branches covered in flame, while others look like Beasts wreathed in fire.<br />
<br />
In Combat, the spirit shares your Initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a Bonus Action on Your Turn to Command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the spirit can take any action of its choice, not just Dodge.<br />
<br />
The spirit manifests for 1 hour, until it is reduced to 0 Hit Points, until you use this feature to summon the spirit again, or until you die.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 35 <br><br />
'''Speed''' 30 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws'''<br />
'''Skills''' <br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +7 to hit, range 60ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your Wildfire Spirit enhances your destructive and restorative Spells. Whenever you Cast a Spell that deals fire damage or restores Hit Points while your Wildfire Spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or Healing roll of the spell.<br />
<br />
In addition, when you Cast a Spell with a range other than self, the spell can originate from you or your Wildfire Spirit.<br />
<br />
'''Blazing Revival'''<br><br />
14th-level Circle of Wildfire feature<br><br />
<br />
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 Hit Points and thereby fall Unconscious, you can cause the spirit to drop to 0 Hit Points. You then regain half your Hit Points and immediately rise to your feet.<br />
<br />
Once you use this feature, you can't use it again until you finish a Long Rest.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2948 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=60718Pyrvaris of Clan Trueforger2020-11-29T22:13:18Z<p>Rufuscub: /* Readied Spells */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=43<br />
|Hit Dice=6d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, Shillelagh, ''Produce Flame'' <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', ''Cure Wounds'', Healing Word, Longstrider, Protection from Evil and Good<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Find Traps, Heat Metal, Lesser Restoration, ''Natural Attunement'', Pass Without Trace, ''Prayer of Healing'', ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Revivify'', Sleet Storm<br><br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.<br><br />
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.<br><br />
<br />
The Wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.<br><br />
In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the<br />
actions in its stat block or to take the Dash, Disengage, Help, or Hide action.<br><br />
The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 20 <br><br />
'''Speed''' 20 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws''' Dex +5, Con +5, Wis +5<br><br />
'''Skills''' Nature +5<br><br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +5 to hit, range 30ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2948 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=60327Pyrvaris of Clan Trueforger2020-11-15T23:37:46Z<p>Rufuscub: /* Resources */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=43<br />
|Hit Dice=6d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, Shillelagh, ''Produce Flame'' <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', Cure Wounds, Thunderwave<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Flaming Sphere, Healing Spirit, Heat Metal, ''Locate Animals or Plants'', ''Natural Attunement'', Pass Without Trace, ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Plant Growth'', Revivify, Sleet Storm<br><br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.<br><br />
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.<br><br />
<br />
The Wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.<br><br />
In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the<br />
actions in its stat block or to take the Dash, Disengage, Help, or Hide action.<br><br />
The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 20 <br><br />
'''Speed''' 20 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws''' Dex +5, Con +5, Wis +5<br><br />
'''Skills''' Nature +5<br><br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +5 to hit, range 30ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2948 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=60326Pyrvaris of Clan Trueforger2020-11-15T21:42:27Z<p>Rufuscub: /* Readied Spells */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=43<br />
|Hit Dice=6d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, Shillelagh, ''Produce Flame'' <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', Cure Wounds, Thunderwave<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Flaming Sphere, Healing Spirit, Heat Metal, ''Locate Animals or Plants'', ''Natural Attunement'', Pass Without Trace, ''Scorching Ray''<br><br />
'''3rd Level:''' Call Lightning, ''Fireball'', ''Plant Growth'', Revivify, Sleet Storm<br><br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.<br><br />
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.<br><br />
<br />
The Wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.<br><br />
In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the<br />
actions in its stat block or to take the Dash, Disengage, Help, or Hide action.<br><br />
The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 20 <br><br />
'''Speed''' 20 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws''' Dex +5, Con +5, Wis +5<br><br />
'''Skills''' Nature +5<br><br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +5 to hit, range 30ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2949 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=60324Pyrvaris of Clan Trueforger2020-11-15T21:28:08Z<p>Rufuscub: /* Readied Spells */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=43<br />
|Hit Dice=6d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, Shillelagh, ''Produce Flame'' <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', Cure Wounds, Thunderwave<br><br />
'''2nd Level:''' ''Animal Messenger'', ''Bestial Reawakening'', Flaming Sphere, Healing Spirit, Heat Metal, ''Locate Animals or Plants'', ''Natural Attunement'', Pass Without Trace, ''Scorching Ray''<br><br />
'''3rd Level:''' Aura of Vitality, ''Fireball'', ''Plant Growth'', Revivify, Sleet Storm<br><br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.<br><br />
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.<br><br />
<br />
The Wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.<br><br />
In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the<br />
actions in its stat block or to take the Dash, Disengage, Help, or Hide action.<br><br />
The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 20 <br><br />
'''Speed''' 20 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws''' Dex +5, Con +5, Wis +5<br><br />
'''Skills''' Nature +5<br><br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +5 to hit, range 30ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2949 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Doratia Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1485 DR:''' Oelyn's husband dies; she escapes the uncertainty of her future to Gauntlgrym, where she comes to stay with Pyrvaris.<br />
** In order to allow her to remain there, the two marry.<br />
* '''1489 DR:''' Pyrvaris marries Nalric Wyrmslayer after their union was arranged by their clans.<br />
** A terrible mine collapse results in the deaths of many Trueforger workers. <br />
*** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
*** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60294Clover2020-11-03T06:03:36Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 16 pts'''''<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''8 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''[[NOT PURCHASED YET]] Lucky Distraction:''' ''8 ranks'' • Concealment (All Visual Senses, Smell, and Sound), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60293Clover2020-11-03T06:02:47Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 16 pts'''''<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''8 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''[[NOT PURCHASED YET]] Lucky Distraction:''' ''8 ranks'' • Concealment (All Senses), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60291Clover2020-11-03T05:54:08Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 16 pts'''''<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''8 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
* '''Lucky Distraction:''' ''8 ranks'' • Concealment (All Senses), Passive • Free Action, Personal, Sustained, 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60290Clover2020-11-03T05:44:49Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''''Dynamic Array - 16 pts'''''<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''8 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60289Clover2020-11-03T05:00:50Z<p>Rufuscub: /* Plant Rapport (Array) */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''8 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''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)<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60286Clover2020-11-03T04:09:31Z<p>Rufuscub: /* Plant Rapport (Array) */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''8 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''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)<br />
* '''Green Communion 14pts:''' ''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) [Down 3 Points]<br />
* '''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)<br />
* '''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60280Clover2020-10-27T05:34:36Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Affirmation:''' ''8 ranks'' • Enhanced Trait (Will Defense) (Luck) • No Action, Personal, Sustained 1 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''Green Senses:''' ''7 ranks'' • Remote Sensing (auditory, visual, Subtle 2) • Free Action, Rank Range (half-mile), Sustained, 2 points per rank • Medium (plants)<br />
* '''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)<br />
* '''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, Subtle 2) • Move Action, Personal, Sustained/Instant, various points • Medium Plants (Permeate and Trackless Flaws)<br />
* '''Plant Form:''' ''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60271Clover2020-10-27T02:22:10Z<p>Rufuscub: /* Plant Rapport (Array) */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''Green Senses:''' ''7 ranks'' • Remote Sensing (auditory, visual, Subtle 2) • Free Action, Rank Range (half-mile), Sustained, 2 points per rank • Medium (plants)<br />
* '''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)<br />
* '''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, Subtle 2) • Move Action, Personal, Sustained/Instant, various points • Medium Plants (Permeate and Trackless Flaws)<br />
* '''Plant Form:''' ''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<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60268Clover2020-10-27T02:16:01Z<p>Rufuscub: /* Plant Rapport (Array) */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''Green Senses:''' ''7 ranks'' • Remote Sensing (auditory, visual, Subtle 2) • Free Action, Rank Range (half-mile), Sustained, 2 points per rank • Medium (plants)<br />
* '''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)<br />
* '''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, Subtle 2) • Move Action, Personal, Sustained/Instant, various points • Medium Plants (Permeate and Trackless Flaws)<br />
* '''Plant Form:''' ''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 + Improved Grab + Fast Grab + Takedown<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60262Clover2020-10-27T01:59:37Z<p>Rufuscub: /* Slippery Fate */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Slippery Fate====<br />
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.<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Sustained, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''Green Senses:''' ''7 ranks'' • Remote Sensing (auditory, visual, Subtle 2) • Free Action, Rank Range (half-mile), Sustained, 2 points per rank • Medium (plants)<br />
* '''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)<br />
* '''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, Subtle 2) • Move Action, Personal, Sustained/Instant, various points • Medium Plants (Permeate and Trackless Flaws)<br />
* '''Plant Form:''' ''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 + Fast Grab + Takedown<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Ophelia&diff=60251Ophelia2020-10-24T04:55:23Z<p>Rufuscub: /* Arcana of the Phoros (Sorcery) */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Ophelia<br />
|Image=[[Image:Ophelia.jpg|center|340px]]<br />
|Identity=xxx<br />
|Affiliation=xxx<br />
|Base=xxx<br />
|Ethnicity=xxx<br />
|Nationality=xxx<br />
|Age=xxx<br />
|Gender=xxx<br />
|Height=xxx<br />
|Weight=xxx lb<br />
|Eyes=xxx<br />
|Hair=xxx<br />
|OtherFeatures=xxx<br />
|Origin=Sorcerer<br />
|PowerLevel=8<br />
|PowerPointTotal=122<br />
|AbilityTotal=6<br />
|DefensesTotal=0<br />
|SkillsTotal=7<br />
|AdvantagesTotal=1<br />
|PowersTotal=110 (Stygian Nature 27, Reaper's Mantle 49, Sorcery 34)<br />
<br />
|Strength=-1<br />
|Stamina=-1<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=-1<br />
|Intellect=0<br />
|Awareness=7<br />
|Presence=-1<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=–<br />
|DodgeTotal=0<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=–<br />
|FortitudeTotal=-1<br />
<br />
|ParryRanks=0<br />
|ParryOther=–<br />
|ParryTotal=-1<br />
<br />
|ToughnessOther=–<br />
|ToughnessTotal=-1<br />
<br />
|WillRanks=0<br />
|WillOther=–<br />
|WillTotal=7<br />
<br />
|InitiativeMods=0<br />
|InitiativeTotal=0<br />
|Attacks=<br />
'''• Banshee's Wail:''' Affliction, Will save DC 18 • Selective Area (Perception Hearing: DC drops by 1 per 10' beyond first 20' diameter) • Dazed > Stunned > Dying<br><br />
'''• Call of the Black Waters:''' Affliction, Will save DC 18 • Selective Area (Burst, 30') • Entranced<br><br />
'''• To Lie Upon the Shore:''' Affliction, Will save DC 18 • Selective Area (Burst, 30') • Fatigued > Exhausted > Incapacitated<br><br />
'''• Veil of Death:''' Damage, Toughness save DC 23 • Perception Range, no roll to hit, Affects Insubstantial, Incurable, Secondary Effect (one round after does damage again) • Limited (Undead only)<br><br />
'''• Reaper's Blessing:''' Damage, Touchness save DC 31 • Close Range, +0 to hit, Affects Insubstantial, Incurable • Accurate Attack, Improved Aim, Improved Critical 1, Move-by Action, Takedown<br><br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=-1 (Str)<br />
|Skill1Other=–<br />
|Skill1Total=-1<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=-1 (Fgt)<br />
|Skill2Other=–<br />
|Skill2Total=-1<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=-1 (Pre)<br />
|Skill3Other=–<br />
|Skill3Total=-1<br />
<br />
|Skill4=Expertise (Magic)<br />
|Skill4Ranks=4<br />
|Skill4Ability=0 (Int)<br />
|Skill4Other=–<br />
|Skill4Total=+4<br />
<br />
|Skill5=Expertise (Underworld)<br />
|Skill5Ranks=10<br />
|Skill5Ability=0 (Int)<br />
|Skill5Other=–<br />
|Skill5Total=+10<br />
<br />
|Skill6=Insight<br />
|Skill6Ranks=0<br />
|Skill6Ability=7 (Awe)<br />
|Skill6Other=–<br />
|Skill6Total=+7<br />
<br />
|Skill7=Intimidation<br />
|Skill7Ranks=0<br />
|Skill7Ability=-1 (Pre)<br />
|Skill7Other=–<br />
|Skill7Total=-1<br />
<br />
|Skill8=Perception<br />
|Skill8Ranks=0<br />
|Skill8Ability=7 (Awe)<br />
|Skill8Other=–<br />
|Skill8Total=+7<br />
<br />
|Skill9=Persuasion<br />
|Skill9Ranks=0<br />
|Skill9Ability=-1 (Pre)<br />
|Skill9Other=–<br />
|Skill9Total=-1<br />
<br />
|Skill10=Ranged Combat<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Dex)<br />
|Skill10Other=–<br />
|Skill10Total=+0<br />
<br />
|Skill11=Stealth<br />
|Skill11Ranks=0<br />
|Skill11Ability=0 (Dex)<br />
|Skill11Other=–<br />
|Skill11Total=+0<br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=–<br />
|FortuneAdvantages=–<br />
|GeneralAdvantages=Key to Dvaravat<br />
|SkillAdvantages=–<br />
<br />
|Powers=<br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Stygian Nature (Boon)===<br />
* '''Points:''' 16 points (Darkvision 1p • Immunity 9p • Movement 6p)<br />
Ophelia's innate magic is some kind of vital connection to the Styx. She has the following abilities based on this innate magic.<br />
* '''Darkvision:''' Senses (Darkvision; Flaw: Obvious Styx Mist Illumination Emanations)<br />
* '''Half-Living:''' ''Immunity 9'', 1p/r. Immune to aging, disease, poison, starvation and thirst, the need for sleep or breathing, and to Necromantic descriptor effects.<br />
* '''Seek the Stygian Waters:''' ''Movement 2'' (Dimensional Travel 1), 2p/r • Free Action, Close Range, Sustained • Portal<br />
** Ophelia can open a mist-filled portal into the [[River Styx]] at will.<br />
* '''Watery Adaptation:''' ''Movement 1'' (Environmental Adaptation: Water), 2p/r • No Action, Personal, Permanent<br />
** She can also move about in watery environments, unhindered by the normal limitations that others might face in them.<br />
<br />
===Otherworldly Communication (Array)=== <br />
* '''Points:''' 13 Points (Comprehend 12p • 1 Alternate Power)<br />
* ''Comprehend 6'', 2p/r • No Action, Personal, Permanent<br />
* ''Death Awareness 1'', • Accurate 2, Acute 1, Analytical 2, Extended 4 (20 mi), Radius 1, Tracking 1<br />
** Ophelia can be understood by anyone when she speaks, regardless of their known languages, and she can read any and all languges (Languages 4). <br />
** She can also perceive and interact with spirits in her vicinity (Spirits 2).<br />
<br />
===Reaper's Mantle (Relic)===<br />
* '''Points:''' 49 points (Concealment 8p • Insubstantial 21p, Precise 1p • Flight 14p • Immortality 10p • Removable -4p)<br />
Shortly after arriving in the River Styx, Ophelia's mentor led her to a strangely discarded mantle of tattered, soft grey-black cloth that she called a "Reaper's Mantle." It bonded itself strongly to her, and can only be removed if she is rendered unconscious (Flaw: Removable 1)<br />
* '''Moving Unseen:''' ''Concealment'' 4 (all visual), 2p/r • Free Action, Personal, Sustained<br />
** Raising the hook of her cloak, Ophelia can fade from view to all visual senses.<br />
* '''Ghostly Corpus:''' ''Insubstantial'' 4 (incorporeal), 2p/r • Free Action, Personal, Sustained, Precise 1<br />
** Ophelia can fade from physical existence, becoming a ghostly shade. She has no physical Strength and cannot affect the physical world, save through sensory effects or those with the Affects Corporeal extra. She may also make parts of her body selectively corporeal and others remaining incorporeal. <br />
** She can pass through matter at her normal speed, and is immune to Physical and Energy damage. Sensory effects and those targeting Will still affect her, as do those with the Affects Insubstantial extra.<br />
** VULNERABILITY<br />
* '''Upon the Winds of Death:''' ''Flight'' 6, 2p/r + 2p • Free Action, Personal, Sustained • Subtle 2<br />
** Ophelia can rise into the air while physical or immaterial, borne aloft on the winds off the Styx. She can travel up to 1800 feet per round (or 120 mph), and is able to hover in place.<br />
** Ophelia is completely silent in flight, and is assumed to pass any Stealth attempts to remain silent while aloft.<br />
* '''Returning to the Styx:''' ''Immortality'' 5, 2p/r • No Action, Personal, Permanent<br />
** Should Ofelia die while wearing the mantle, it vanishes from her. Twenty-four hours later, her remains disappear from wherever they are and she emerges, alive once more, from the River Styx.<br />
<br />
===Arcana of the Phoros (Sorcery)===<br />
* '''Total Points:''' 8 (Base Spell)<br />
* '''Flameshield of the Phoros:''' Protection 8, 1p/r • No Action, Personal, Sustained • Sustained<br />
** An aura of pale blue, green, or violet flames which protect the magician.<br />
<br />
===Arcana of the Styx (Sorcery)===<br />
* '''Total Points:''' 27 (base spell) + 7 (Alternate Effects)<br />
Ophelia is a sorceress, trained by a ghostly mentor in the Arcana of the Styx. She knows the following spells from this Arcana, as an Alternate Effects array.<br />
* '''The Veil of Death:''' ''Damage'' (Life) 8, 3p/r + 3p • Standard, Perception Range, Instant • Affects Insubstantial 2, Increased Range 2 (Perception), Incurable, Secondary Effect • Limited (Undead only)<br />
** This spell pushes an undead creature further across the river, returning them to a state of proper death.<br />
* '''Banshee's Wail:''' ''Affliction'' 8, 3p/r • Resisted/Overcome by Will; Dazed > Stunned > Dying • Standard Action, Close, Instant • Area (Hearing Perception), Selective<br />
** This spell grants the sorcerer the horrifying wail of one of Styx's handmaidens, the shrieking washer-women at the river who protend the deaths of mortals.<br />
* '''Baptism of the Styx:''' ''Protection'' 8, 3 p/r • No Action, Close, Sustained • Affects Others, Impervious • Sustained<br />
** This spell creates a limited invulnerability for the target of the spell, which need not be the magician themselves. Unlike Achilles, it is not permanent or perfect, but neither does it create a vulnerability.<br />
* '''Call of the Black Waters:''' ''Affliction'' 8, 1 p/r • Resisted/Overcome by Will; Entranced • Standard Action, Close, Instant • Area (Burst), Selective • Limited Degree (Entranced only)<br />
** This spell calls to the living as the waters of the Styx do.<br />
* '''To Lie Upon the Shore:''' ''Affliction'' 8, 3p/r • Resisted/Overcome by Fortitude; Fatigued > Exhausted > Incapacitated • Standard Action, Close, Instant • Area (Burst), Selective<br />
** This spell mimics the waves of wearying exhaustion that the living feel as they walk the shores of the Styx.<br />
* '''The Veil of Life:''' ''Healing'' 8, 2p/r • Standard Action, Close, Instant • Resurrection • Limited (Resurrection effect only)<br />
** This spell pulls a living creature away from the river, returning them to life if they have not been dead for very long.<br />
* '''Reaper's Blessing:''' ''Damage'' 16 + ''Enhanced Advantages'' 5 • ''1p/r + 8p'' • Standard Action, Close, Instant • Affects Insubstantial 2, Incurable • Accurate Attack, Improved Aim, Improved Critical 1, Move-by Action, Takedown<br />
** Though they do not serve Styx, the unearthly reapers occasionally have cause to be found along the river banks of the afterlife, passing between places in the world. In exchange for their use of this passage, Styx's arcana includes this spell, which mimics their death-touch. When cast, mist swirls around the hands of the sorcerer, and a void-like sigil of death marks the palm.<br />
* '''A Call From Beyond:''' ''Communication'' 4, 6 p/r Free, Range: (Special) Worldwide, Sustained • Area, Selective, Dimensional 1, Subtle 2<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Pyrvaris_of_Clan_Trueforger&diff=60230Pyrvaris of Clan Trueforger2020-10-18T20:19:55Z<p>Rufuscub: /* Resources */</p>
<hr />
<div>{{DND5CharacterSheet<br />
|Image=[[Image:Pyvaris.jpg|center|350 px]]<br />
|CharacterName=Pyrvaris Trueforger<br />
|Race=Dwarven Genasi<br />
|Class=Druid • 5th<br />
|Background=Noble<br />
|Alignment=Neutral<br />
|Patron Deity=<br />
|Factions=[[Shattered Covenant Group Patron|Darburl]], [[Emerald Enclave Faction|Emerald Enclave]] 2 (Renown 4)<br />
|Ability Scores=Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1);<br> Intelligence 13 (+1), Wisdom 18 (+4), Charisma 14 (+2)<br />
|Bonus=+3<br />
|Saving Throws=INT & WIS<br />
|Skills=Arcana (INT), History (INT), Insight (WIS), Nature (INT), Persuasion (CHA)<br />
|Tools=Herbalism Kit, Dragonchess Set<br />
|Languages=Common, Druidic, Dwarven, Jotun, Primordial, Undercommon<br />
|Armor=Light, Medium, Shields<br />
|Weapons=Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br />
|Traits=<br />
|Attacks= Forgeheart Cudgel - +9; 1d8 Bludge +1d4 Fire +6<br />
• <br />
|Armor Class=17<br />
|Initiative=+0<br />
|Speed=30ft<br />
|Feats=N/A<br />
|Hit Points=43<br />
|Hit Dice=6d8<br />
|Personality=<br />
|Ideals=<br />
|Bonds=<br />
|Flaws=<br />
}}<br />
__NOTOC__<br />
''“xxx”<br />
'' -xxx<br />
<br />
==Traits==<br />
===Racial Traits===<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.<br><br />
'''Fire Resistance:''' You have resistance to fire damage.<br><br />
'''Reach to the Blaze:''' You know the ''produce flame'' cantrip. Once you reach 3rd level, you can cast the ''burning hands'' spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.<br />
<br />
===Class Traits===<br />
'''Druidic:''' You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.<br><br />
'''Ritual Casting:''' You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br />
'''Spellcasting Focus:''' You can use a druidic focus as a spellcasting focus for your druid spells.<br />
<br />
===Readied Spells===<br />
'''Cantrips:''' Control Flame, ''Druidcraft'', Firebolt, Guidance, Shillelagh, ''Produce Flame'' <br><br />
'''1st Level:''' Absorb Elements, ''Burning Hands'', Cure Wounds, Thunderwave<br><br />
'''2nd Level:''' ''Animal Messenger'', Barkskin, ''Bestial Reawakening'', Flaming Sphere, Healing Spirit, Heat Metal, ''Locate Animals or Plants'', ''Natural Attunement'', ''Scorching Ray''<br><br />
'''3rd Level:''' Aura of Vitality, ''Fireball'', ''Plant Growth'', Revivify, Sleet Storm<br><br />
<br />
===Specialty Traits===<br />
'''Summon Wildfire'''<br><br />
2nd-level Circle of Wildfire feature<br><br />
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.<br><br />
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.<br><br />
<br />
The Wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.<br><br />
In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the<br />
actions in its stat block or to take the Dash, Disengage, Help, or Hide action.<br><br />
The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.<br><br />
<br />
'''Wildfire Spirit'''<br><br />
''Small elemental, any chaotic alignment''<br><br />
'''Armor Class''' 13 (natural armor)<br><br />
'''Hit Points:''' 20 <br><br />
'''Speed''' 20 ft., fly 30 ft. (hover)<br><br />
STR 10 (+0) DEX 14 (+2) CON 14 (+2), INT 13 (+1) WIS 15 (+2) CHA 11 (+0)<br><br />
'''Saving Throws''' Dex +5, Con +5, Wis +5<br><br />
'''Skills''' Nature +5<br><br />
'''Damage Immunities:''' Fire<br><br />
'''Condition Immunities:''' Charmed, Frightened, Grappled, Prone, Restrained<br><br />
'''Senses:''' Darkvision 60 ft., Passive Perception 12<br><br />
'''Languages"''' understands the languages you speak<br><br />
'''Soul Bond''' The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit’s skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.<br><br />
'''Flame Seed''' Ranged Weapon Attack: +5 to hit, range 30ft., one target you can see. Hit: 1d6 + 3 fire damage.<br><br />
'''Fiery Teleportation''' (Recharges after a Short or Long Rest). <br><br />
The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the<br />
space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.<br />
<br />
'''Enhanced Bond'''<br><br />
6th-level Circle of Wildfire feature<br><br />
The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.<br />
<br />
===Background Traits===<br />
<br />
==Feats==<br />
<br />
==Resources==<br />
* '''Coins:''' 0 cp • 66 sp • 0 ep • 2949 gp • 0 pp • Other coins: <br />
* '''Gems:''' 1 Pearl (100gp ea) 1 Diamond (300gp ea)<br />
===Magic Items===<br />
* '''Forgeheart Cudgel'''<br />
Weapon, uncommon<br />
This carved blackwood cudgel still has natural roots that seem to have grown wrapped around a chunk of iron ore. It is a +1 club.<br />
<br />
Additionally, when targeted by a shillelagh cantrip, in addition to the normal effects of that spell, it becomes a +2 weapon and inflicts an additional +1d4 fire damage on a successful strike.<br />
<br />
Gained from Darkleaf, the dryad of the Blackwood.<br />
<br />
==Equipment==<br />
===Carried Equipment===<br />
* '''In Hand:''' Forgeheart Cudgel - +1 Club - Target w/Shillelagh spell to +1d4 Fire on successful strike, Shield<br />
* '''Worn:''' Volcanic Glass Scale Armor<br />
* '''Belt:''' Healing Potion x1<br />
* '''Backpack:''' War Pony, Rod + Spear (Druidic Focus), Herbalism Kit, Dragonchess Set, Signet Ring, 2 Person Tent, Rations x12, Mirror (Steel), Pack Saddle, Fine Clothes x3, Traveler's Clothes x5, Bedroll, Blanket x2, Block and Tackle, Crowbar, Grappling Hook, Healer's Kit, Ink, Flask of Oil x10, Miner's Pick, Hammer, Shovel, Iron Spikes x10, Climber's Kit<br>'''<br />
<br />
===Stored Equipment===<br />
* x<br />
===Lifestyle===<br />
* '''xxx:''' ''(x gp/day)''. x<br />
==Faction & Organization Lore==<br />
===[[Shattered_Covenant_Group_Patron#Leadership|Darburl]]===<br />
[[Image:Darburl-sigil.png|right|150px]]<br />
The following are locations and people you know are associated with the Darburl, and to whom you can go should you be in the area. Other areas may have Darburl representatives, but they are not currently known to you. ('''Mothers & Fathers''' are leaders in the organization; '''Aunts & Uncles''' are lieutenants, each usually with a specialty of some kind.)<br />
* '''The Delimbiyr Vale:''' ''Daggerford:'' Mother Arcric, the halfling barkeep at Tyrmora's Cup.<br />
** ''Nightstone:'' Uncle Dunlis Arcri, stablemaster at the inn in Nightstone.<br />
* '''The Dessarin Valley:''' ''Westbridge:'' Father Thentilyr, a half-orc who runs a local slaughterhouse<br />
** ''Triboar:'' Aunt Klethja Thentilyr, a gnome farmer at the Goldshine Farm, who specializes in recruitment.<br />
** ''Yartar:'' Uncle Discretion Thentilyr, a tiefling fence and smuggler, who operates a message and package courier service<br />
* '''The Sword Mountains:''' ''Leilon:'' Mother Thentilyr, a dwarf woman who runs an eatery<br />
** ''Waterdeep:'' Aunt Alindue Thentilyr, a festhall opera singer who specializes in contacts<br />
* '''The Silver Marches & Delzoun:'''' ''Everlund:'' Mother Dlarhund, a genderfluid half-elf innkeep<br />
** ''Sundabar:'' Uncle Kentar Dlarhund, a dwarven washerman<br />
* '''Neverwinter Wood:''' ''Helm's Hold:'' Father Dlarhund, a rotund human fighter who teaches combat skills<br />
* '''The Frozenfar:''' ''Mirabar:'' Father Arcri, a young human finesmith<br />
<hr /><br />
===[[Emerald Enclave Faction|Emerald Enclave]]===<br />
[[Image:EmeraldEnclave-sigil.png|right|150px]]<br />
[[Shattered Covenant Faction NPCs#The Emerald Enclave|Emerald Enclave NPCs]]<br><br />
The Enclave is made up of a great many folk who are nomadic, or who spend their time traveling. As such, they tend to have fewer strongholds or outposts. Those that they do have tend to be quite well-known, however, among its membership.<br />
* '''Delimbiyr Vale:''' ''The Blackwood:'' The druids, dryads, and werebears of the Blackwood, near Daggerford, are all largely members of the Enclave, and they consolidate efforts to protect the natural lands of the Vale.<br />
* '''Dessarin Valley:''' ''Goldenfields:'' The vast temple-farm dedicated to Chauntea the Earth-Mother has long had the protection and support of the Enclave, who consider its model for agriculture and living close to the land to be a high ideal for all settled folk.<br />
** ''Triboar:'' Just outside of Triboar is a shrine to Gwaeron Windstrom which acts as a meeting place for many of the Enclave who come through the area. Many make camp on the grounds of the shrine.<br />
* '''The Frozenfar:''' ''Fireshear:'' Just outside the town of Fireshear is the home of Delsharra Keldabar, a dwarven griffon-tamer. She opens her home to any of the Enclave who come into town, and is even willing to train folk how to ride them and even provide griffons to Enclave members and their compatriots who need to quickly travel within a few hundred miles (around 400 or so) of Fireshear.<br />
* '''The High Forest:''' ''Shadowtop Cathedral:'' Home to the treant-druid Turlang, who is one of the seniormost members of the Enclave, Shadowtop Cathedral can only ever be found by Enclave members who openly display their token. Much of what concerns the North inevitably finds discussion here, and Turlang and the other senior Enclave members decide a great deal of Enclave policy for those in the North.<br />
** ''Tree Ghost Uthgardt Encampments:'' The Uthgardt tribesfolk who wander the High Forest have, in recent days, made alliances with those who bear the stag-and-leaf of the Enclave, such that those who bear that mark (and their traveling companions) are welcomed as guests in Tree Ghost encampments, including the holy Grandfather Tree spirit mound sacred to the tribe.<br />
* '''Neverwinter Wood:''' ''Southwest Woodlands:'' This part of the Neverwinter Wood is home to a circle of druids who consider Neverwinter Wood their responsibility. They maintain a small compound of rough-hewn lodges to accommodate guests and provide space to plan and discuss.<br />
* '''The Silver Marches:''' ''Everlund:'' The temples to Corellon Larethian, Mielikki and Shiallia always bear an open welcome to the Enclave, with some of their clergy bearing the stag-and-leaf themselves.<br />
** ''Silverymoon:'' Like in Everlund, the temples to Mielikki and Shiallia, and the shrine to Lurue, are closely aligned with the Enclave, including having several of their number among its number. Additionally, an inn in the New Ward, called the Shield & Shillelagh, is operated entirely by the Enclave, where its members are given free room and board, with healers to tend to their wounds in the inn's peaceful garden courtyard if necessary.<br />
* '''The Sword Mountains:''' ''Waterdeep:'' In the South Ward, the lavish Phaulkonmere Villa is maintained by two noble Houses allied with the Enclave: the Waterdhavian Tarms and the Cormyrean Phaulkons. The noble families have given over the operation of Phaulkonmere to the Enclave for its agents, who find the deep green of its large gardens a welcome succor to the chaos of the city.<br />
<br />
==Origin==<br />
'''Age 40'''<br />
* Second-born to Dalbin Trueforger and his wife Thorja, originally of Clan Foehammer.<br />
** Doratia is his older sister (age 51), she is a warrior of Gauntlgrym (LN, friendly to Pyrvaris)<br />
** Oviz is his younger sister (age 32), very successful apprentice to father overseeing Trueforger mines (N)<br />
** Valdin is his younger brother (age 25), took an injury during the mine collapse in 1489 and walks with a crutch (N)<br />
* Parents were from Citadel Adbar originally, and were sent to Neverwinter to manage Trueforger trade interests in the city.<br />
* '''1451 DR:''' Mount Hotenow erupts. Dalbin and a very pregnant Thorja escape with Doratia and some other dwarves through the subterranean tunnels. <br />
** As they flee alongside a great crevasse, it fills with magma and threatens to overrun them. <br />
** Thorja goes into labor, and Pyrvaris is born, his genasi heritage obvious even then.<br />
** Dalbin, Thorja, Doratia, and the newborn Pyrvaris take refuge in old dwarven mines for a few months before returning to a decimated Neverwinter, to help with the rebuilding.<br />
* '''1474 DR:''' Desperate to get away from her horrible, overbearing (and as it turns out abusive) father, Oelyn Zeglyr (then 17 years of age) convinces Pyrvaris to run away to stay with her in a small coastal house. The two become lovers.<br />
** While there, Pyrvaris and Oelyn's rowboat is capsized by the surfacing of two storm giants, Queen Neri and Princess Serissa. The giants save them, and Serissa befriends Oelyn and Pyrvaris. <br />
** Though Queen Neri must return to her duties (stopping back in occasionally to check on them all), Serissa remains with Oelyn and Pyrvaris, shrinking down to small folk size through the use of a magic item her mother lends her.<br />
** Later Serissa's father shows up, furious at her consorting with small folk, and Serissa is forced to leave.<br />
** A few weeks later, Brerriam Zeglyr (Oelyn's father) arrives at their coastal cottage, with a troop of Neverwinter guards, who arrest Pyrvaris for kidnapping!<br />
** Pyrvaris is found guilty and serves hard labor for three years. He finds out that it was his older sister Doratia who told House Zeglyr where they could be found, although she is stricken that the human nobles convict her younger brother of such a crime.<br />
* '''1484 DR:''' Gauntlgrym is re-taken by King Bruenor Battlehammer, and Clan Trueforger lends their support to the effort, including the presence of Darippa Trueforger as a fighter at the battle itself. <br />
** The Trueforgers drawn on ancestral lore to lay claim to part of rebuilding and managing the Great Forge of Gauntlgrym. They also lay claim to a swathe of mines. <br />
** Both of these things dramatically increase the standing of the Trueforgers here, giving them a position as one of the preeminent Clans of Gauntlgrym.<br />
* '''1489 DR:''' A terrible mine collapse results in the deaths of many Trueforger workers. <br />
** When investigators determine that it was because the mines were expanded too quickly, without proper security, the Trueforgers are shamed in Gauntlgrym society and fined a significant portion of their wealth to pay weregild to the families of those who died. <br />
** The remaining Trueforger workers quit the mines, and the Trueforgers cannot get any more workers, thanks to their tarnished reputation.<br />
* '''1490 DR:''' Desperate to get workers, Dalbin makes a deal with the Darburl. <br />
** In return for providing workers, the Darburl insist that he send one of his children to join their ranks, to make sure that he makes good on his deals with them. He sends Pyrvaris, giving him a suit of obsidian glass scale armor, an ancestral relic of Clan Trueforger.<br />
** Later that year, Pyrvaris accidentally sets fire to the Blackwood while in Daggerford Vale, endangering the forest and his Darburl companion, Ahkeron Darkfell.<br />
<br />
==Important Individuals==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Ophelia&diff=60221Ophelia2020-10-17T04:47:44Z<p>Rufuscub: /* Arcana of the Phoros (Sorcery) */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Ophelia<br />
|Image=[[Image:Ophelia.jpg|center|340px]]<br />
|Identity=xxx<br />
|Affiliation=xxx<br />
|Base=xxx<br />
|Ethnicity=xxx<br />
|Nationality=xxx<br />
|Age=xxx<br />
|Gender=xxx<br />
|Height=xxx<br />
|Weight=xxx lb<br />
|Eyes=xxx<br />
|Hair=xxx<br />
|OtherFeatures=xxx<br />
|Origin=Sorcerer<br />
|PowerLevel=8<br />
|PowerPointTotal=122<br />
|AbilityTotal=6<br />
|DefensesTotal=0<br />
|SkillsTotal=7<br />
|AdvantagesTotal=1<br />
|PowersTotal=110 (Stygian Nature 27, Reaper's Mantle 49, Sorcery 34)<br />
<br />
|Strength=-1<br />
|Stamina=-1<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=-1<br />
|Intellect=0<br />
|Awareness=7<br />
|Presence=-1<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=–<br />
|DodgeTotal=0<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=–<br />
|FortitudeTotal=-1<br />
<br />
|ParryRanks=0<br />
|ParryOther=–<br />
|ParryTotal=-1<br />
<br />
|ToughnessOther=–<br />
|ToughnessTotal=-1<br />
<br />
|WillRanks=0<br />
|WillOther=–<br />
|WillTotal=7<br />
<br />
|InitiativeMods=0<br />
|InitiativeTotal=0<br />
|Attacks=<br />
'''• Banshee's Wail:''' Affliction, Will save DC 18 • Selective Area (Perception Hearing: DC drops by 1 per 10' beyond first 20' diameter) • Dazed > Stunned > Dying<br><br />
'''• Call of the Black Waters:''' Affliction, Will save DC 18 • Selective Area (Burst, 30') • Entranced<br><br />
'''• To Lie Upon the Shore:''' Affliction, Will save DC 18 • Selective Area (Burst, 30') • Fatigued > Exhausted > Incapacitated<br><br />
'''• Veil of Death:''' Damage, Toughness save DC 23 • Perception Range, no roll to hit, Affects Insubstantial, Incurable, Secondary Effect (one round after does damage again) • Limited (Undead only)<br><br />
'''• Reaper's Blessing:''' Damage, Touchness save DC 31 • Close Range, +0 to hit, Affects Insubstantial, Incurable • Accurate Attack, Improved Aim, Improved Critical 1, Move-by Action, Takedown<br><br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=-1 (Str)<br />
|Skill1Other=–<br />
|Skill1Total=-1<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=-1 (Fgt)<br />
|Skill2Other=–<br />
|Skill2Total=-1<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=-1 (Pre)<br />
|Skill3Other=–<br />
|Skill3Total=-1<br />
<br />
|Skill4=Expertise (Magic)<br />
|Skill4Ranks=4<br />
|Skill4Ability=0 (Int)<br />
|Skill4Other=–<br />
|Skill4Total=+4<br />
<br />
|Skill5=Expertise (Underworld)<br />
|Skill5Ranks=10<br />
|Skill5Ability=0 (Int)<br />
|Skill5Other=–<br />
|Skill5Total=+10<br />
<br />
|Skill6=Insight<br />
|Skill6Ranks=0<br />
|Skill6Ability=7 (Awe)<br />
|Skill6Other=–<br />
|Skill6Total=+7<br />
<br />
|Skill7=Intimidation<br />
|Skill7Ranks=0<br />
|Skill7Ability=-1 (Pre)<br />
|Skill7Other=–<br />
|Skill7Total=-1<br />
<br />
|Skill8=Perception<br />
|Skill8Ranks=0<br />
|Skill8Ability=7 (Awe)<br />
|Skill8Other=–<br />
|Skill8Total=+7<br />
<br />
|Skill9=Persuasion<br />
|Skill9Ranks=0<br />
|Skill9Ability=-1 (Pre)<br />
|Skill9Other=–<br />
|Skill9Total=-1<br />
<br />
|Skill10=Ranged Combat<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Dex)<br />
|Skill10Other=–<br />
|Skill10Total=+0<br />
<br />
|Skill11=Stealth<br />
|Skill11Ranks=0<br />
|Skill11Ability=0 (Dex)<br />
|Skill11Other=–<br />
|Skill11Total=+0<br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=–<br />
|FortuneAdvantages=–<br />
|GeneralAdvantages=Key to Dvaravat<br />
|SkillAdvantages=–<br />
<br />
|Powers=<br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
'''• POWER:''' ''EFFECT'' • x ranks (COST/rank) • ACTION • RANGE • DURATION • EXTRAS • FLAWS<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Stygian Nature (Boon)===<br />
* '''Points:''' 16 points (Darkvision 1p • Immunity 9p • Movement 6p)<br />
Ophelia's innate magic is some kind of vital connection to the Styx. She has the following abilities based on this innate magic.<br />
* '''Darkvision:''' Senses (Darkvision; Flaw: Obvious Styx Mist Illumination Emanations)<br />
* '''Half-Living:''' ''Immunity 9'', 1p/r. Immune to aging, disease, poison, starvation and thirst, the need for sleep or breathing, and to Necromantic descriptor effects.<br />
* '''Seek the Stygian Waters:''' ''Movement 2'' (Dimensional Travel 1), 2p/r • Free Action, Close Range, Sustained • Portal<br />
** Ophelia can open a mist-filled portal into the [[River Styx]] at will.<br />
* '''Watery Adaptation:''' ''Movement 1'' (Environmental Adaptation: Water), 2p/r • No Action, Personal, Permanent<br />
** She can also move about in watery environments, unhindered by the normal limitations that others might face in them.<br />
<br />
===Otherworldly Communication (Array)=== <br />
* '''Points:''' 13 Points (Comprehend 12p • 1 Alternate Power)<br />
* ''Comprehend 6'', 2p/r • No Action, Personal, Permanent<br />
* ''Death Awareness 1'', • Accurate 2, Acute 1, Analytical 2, Extended 4 (20 mi), Radius 1, Tracking 1<br />
** Ophelia can be understood by anyone when she speaks, regardless of their known languages, and she can read any and all languges (Languages 4). <br />
** She can also perceive and interact with spirits in her vicinity (Spirits 2).<br />
<br />
===Reaper's Mantle (Relic)===<br />
* '''Points:''' 49 points (Concealment 8p • Insubstantial 21p, Precise 1p • Flight 14p • Immortality 10p • Removable -4p)<br />
Shortly after arriving in the River Styx, Ophelia's mentor led her to a strangely discarded mantle of tattered, soft grey-black cloth that she called a "Reaper's Mantle." It bonded itself strongly to her, and can only be removed if she is rendered unconscious (Flaw: Removable 1)<br />
* '''Moving Unseen:''' ''Concealment'' 4 (all visual), 2p/r • Free Action, Personal, Sustained<br />
** Raising the hook of her cloak, Ophelia can fade from view to all visual senses.<br />
* '''Ghostly Corpus:''' ''Insubstantial'' 4 (incorporeal), 2p/r • Free Action, Personal, Sustained, Precise 1<br />
** Ophelia can fade from physical existence, becoming a ghostly shade. She has no physical Strength and cannot affect the physical world, save through sensory effects or those with the Affects Corporeal extra. She may also make parts of her body selectively corporeal and others remaining incorporeal. <br />
** She can pass through matter at her normal speed, and is immune to Physical and Energy damage. Sensory effects and those targeting Will still affect her, as do those with the Affects Insubstantial extra.<br />
** VULNERABILITY<br />
* '''Upon the Winds of Death:''' ''Flight'' 6, 2p/r + 2p • Free Action, Personal, Sustained • Subtle 2<br />
** Ophelia can rise into the air while physical or immaterial, borne aloft on the winds off the Styx. She can travel up to 1800 feet per round (or 120 mph), and is able to hover in place.<br />
** Ophelia is completely silent in flight, and is assumed to pass any Stealth attempts to remain silent while aloft.<br />
* '''Returning to the Styx:''' ''Immortality'' 5, 2p/r • No Action, Personal, Permanent<br />
** Should Ofelia die while wearing the mantle, it vanishes from her. Twenty-four hours later, her remains disappear from wherever they are and she emerges, alive once more, from the River Styx.<br />
<br />
===Arcana of the Phoros (Sorcery)===<br />
* '''Total Points:''' 6 (Base Spell)<br />
* '''Flameshield of the Phoros:''' Protection 6, 1p/r • No Action, Personal, Sustained • Sustained<br />
** An aura of pale blue, green, or violet flames which protect the magician.<br />
<br />
===Arcana of the Styx (Sorcery)===<br />
* '''Total Points:''' 27 (base spell) + 7 (Alternate Effects)<br />
Ophelia is a sorceress, trained by a ghostly mentor in the Arcana of the Styx. She knows the following spells from this Arcana, as an Alternate Effects array.<br />
* '''The Veil of Death:''' ''Damage'' (Life) 8, 3p/r + 3p • Standard, Perception Range, Instant • Affects Insubstantial 2, Increased Range 2 (Perception), Incurable, Secondary Effect • Limited (Undead only)<br />
** This spell pushes an undead creature further across the river, returning them to a state of proper death.<br />
* '''Banshee's Wail:''' ''Affliction'' 8, 3p/r • Resisted/Overcome by Will; Dazed > Stunned > Dying • Standard Action, Close, Instant • Area (Hearing Perception), Selective<br />
** This spell grants the sorcerer the horrifying wail of one of Styx's handmaidens, the shrieking washer-women at the river who protend the deaths of mortals.<br />
* '''Baptism of the Styx:''' ''Protection'' 8, 3 p/r • No Action, Close, Sustained • Affects Others, Impervious • Sustained<br />
** This spell creates a limited invulnerability for the target of the spell, which need not be the magician themselves. Unlike Achilles, it is not permanent or perfect, but neither does it create a vulnerability.<br />
* '''Call of the Black Waters:''' ''Affliction'' 8, 1 p/r • Resisted/Overcome by Will; Entranced • Standard Action, Close, Instant • Area (Burst), Selective • Limited Degree (Entranced only)<br />
** This spell calls to the living as the waters of the Styx do.<br />
* '''To Lie Upon the Shore:''' ''Affliction'' 8, 3p/r • Resisted/Overcome by Fortitude; Fatigued > Exhausted > Incapacitated • Standard Action, Close, Instant • Area (Burst), Selective<br />
** This spell mimics the waves of wearying exhaustion that the living feel as they walk the shores of the Styx.<br />
* '''The Veil of Life:''' ''Healing'' 8, 2p/r • Standard Action, Close, Instant • Resurrection • Limited (Resurrection effect only)<br />
** This spell pulls a living creature away from the river, returning them to life if they have not been dead for very long.<br />
* '''Reaper's Blessing:''' ''Damage'' 16 + ''Enhanced Advantages'' 5 • ''1p/r + 8p'' • Standard Action, Close, Instant • Affects Insubstantial 2, Incurable • Accurate Attack, Improved Aim, Improved Critical 1, Move-by Action, Takedown<br />
** Though they do not serve Styx, the unearthly reapers occasionally have cause to be found along the river banks of the afterlife, passing between places in the world. In exchange for their use of this passage, Styx's arcana includes this spell, which mimics their death-touch. When cast, mist swirls around the hands of the sorcerer, and a void-like sigil of death marks the palm.<br />
* '''A Call From Beyond:''' ''Communication'' 4, 6 p/r Free, Range: (Special) Worldwide, Sustained • Area, Selective, Dimensional 1, Subtle 2<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60217Clover2020-10-13T02:52:07Z<p>Rufuscub: </p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Lucky Avoidance====<br />
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.<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Permanent, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Permanent, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Mandrake Minions====<br />
Clover has 2 Mandrake companions to help him with desired tasks.<br />
* '''Mandrake Minions (MR2 • PL8)'''<br><br />
'''STR -4*, STA 5, AGL 5, DEX -2, FGT -3, INT -2, AWE 0, PRE -2'''<br><br />
'''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)<br><br />
'''Skills:''' Acrobatics +5 (0+5), Stealth +9 (0+5+4*)<br />
'''Offense:''' Initiative 5, no attacks<br />
'''Defense:''' Dodge +7 (0+5+2*), Parry +1 (0-1+2*), Fort +5 (0+5), Tou +9 (0+5+4), Will 0 (0+0)<br><br />
'''Totals:''' Abilities 2 + Powers 28 (3+4+3+5+5+8) + Advantages 0 + Skills 0 + Defenses 0 = 30 Power Points<br><br />
====Mandrake Immortality====<br />
* '''Immortality''' ''2 ranks'' (None • Personal • Permanent • 1p/r (Limited: Must have surviving Mandrake)<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''Green Senses:''' ''7 ranks'' • Remote Sensing (auditory, visual, Subtle 2) • Free Action, Rank Range (half-mile), Sustained, 2 points per rank • Medium (plants)<br />
* '''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)<br />
* '''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, Subtle 2) • Move Action, Personal, Sustained/Instant, various points • Medium Plants (Permeate and Trackless Flaws)<br />
* '''Plant Form:''' ''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 + Fast Grab + Takedown<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscubhttps://oakthorne.net/wiki/index.php?title=Clover&diff=60192Clover2020-10-06T02:13:24Z<p>Rufuscub: /* Plant Rapport (Array) */</p>
<hr />
<div>{{MnMCharacterSheet<br />
|CharacterName=Clover<br />
|Image=[[Image:Clover.jpg|center|340px]]<br />
|Identity=Earl Stanley<br />
|Affiliation=None<br />
|Base=None<br />
|Ethnicity=Black<br />
|Nationality=United States<br />
|Age=52<br />
|Gender=Male<br />
|Height=6'5"<br />
|Weight=250 lb<br />
|Eyes=Brown<br />
|Hair=Brown<br />
|OtherFeatures=None<br />
|Origin=Quantum<br />
|PowerLevel=8<br />
|PowerPointTotal=130<br />
|AbilityTotal=20<br />
|DefensesTotal=0<br />
|SkillsTotal=9<br />
|AdvantagesTotal=1<br />
|PowersTotal=100<br />
<br />
|Strength=0/12<br />
|Stamina=8<br />
|Agility=0<br />
|Dexterity=0<br />
|Fighting=0<br />
|Intellect=2/-1<br />
|Awareness=0/-1<br />
|Presence=0<br />
<br />
|DodgeRanks=0<br />
|DodgeOther=8<br />
|DodgeTotal=8<br />
<br />
|FortitudeRanks=0<br />
|FortitudeOther=0<br />
|FortitudeTotal=8<br />
<br />
|ParryRanks=0<br />
|ParryOther=8<br />
|ParryTotal=8<br />
<br />
|ToughnessOther=0<br />
|ToughnessTotal=8<br />
<br />
|WillRanks=0<br />
|WillOther=0<br />
|WillTotal=0<br />
<br />
|InitiativeMods=0 or +8<br />
|InitiativeTotal= +0 or +8<br />
|Attacks=<br />
'''• Catastrophe:''' Ranged Attack +8 • Perception Range • Damage 8 Ranks (Accidents)<br><br />
'''• Ruination:''' Ranged Attack +8 • Ranged Area • Damage 8 Ranks (Accidents)<br><br />
'''• Jinx:''' Single Target, DC 18 Will to resist; failure inflicts Impaired + Vulnerable conditions; failure by 5+ inflicts Defenseless + Disabled conditions<br />
<br />
|Skill1=Athletics<br />
|Skill1Ranks=0<br />
|Skill1Ability=0 (Str)<br />
|Skill1Other=0<br />
|Skill1Total=+0<br />
<br />
|Skill2=Close Combat<br />
|Skill2Ranks=0<br />
|Skill2Ability=0 (Fgt)<br />
|Skill2Other=+4<br />
|Skill2Total=+0/+4<br />
<br />
|Skill3=Deception<br />
|Skill3Ranks=0<br />
|Skill3Ability=0 (Prs)<br />
|Skill3Other=0<br />
|Skill3Total=+0<br />
<br />
|Skill4=Expertise (Science)<br />
|Skill4Ranks=6<br />
|Skill4Ability=2 (Int)<br />
|Skill4Other=0<br />
|Skill4Total=+8<br />
<br />
|Skill5=Insight<br />
|Skill5Ranks=4<br />
|Skill5Ability=0 (Awe)<br />
|Skill5Other=0<br />
|Skill5Total=+4<br />
<br />
|Skill6=Intimidation<br />
|Skill6Ranks=0<br />
|Skill6Ability=0 (Prs) <br />
|Skill6Other=+1<br />
|Skill6Total=+0/+1<br />
<br />
|Skill7=Perception<br />
|Skill7Ranks=4<br />
|Skill7Ability=0 (Awe)<br />
|Skill7Other=0<br />
|Skill7Total=+4<br />
<br />
|Skill8=Persuasion<br />
|Skill8Ranks=4<br />
|Skill8Ability=0 (Prs)<br />
|Skill8Other=0<br />
|Skill8Total=+4<br />
<br />
|Skill9=Ranged Combat<br />
|Skill9Ranks=0<br />
|Skill9Ability=0 (Dex)<br />
|Skill9Other=0<br />
|Skill9Total=+0<br />
<br />
|Skill10=Stealth<br />
|Skill10Ranks=0<br />
|Skill10Ability=0 (Agl)<br />
|Skill10Other=0<br />
|Skill10Total=+0<br />
<br />
|Skill11= <br />
|Skill11Ranks= <br />
|Skill11Ability= <br />
|Skill11Other= <br />
|Skill11Total= <br />
<br />
|Skill12= <br />
|Skill12Ranks= <br />
|Skill12Ability= <br />
|Skill12Other= <br />
|Skill12Total= <br />
<br />
|Skill13= <br />
|Skill13Ranks= <br />
|Skill13Ability= <br />
|Skill13Other= <br />
|Skill13Total= <br />
<br />
|CombatAdvantages=None (Improved Initiative 2, Precise Attack 2, Uncanny Dodge)<br />
|FortuneAdvantages=None <br />
|GeneralAdvantages=None (Diehard, Instant Up, Equipment 1 [Plant Jewelry])<br />
|SkillAdvantages=None (Tracking)<br>Advantages in parentheses are active when Clover is using his ''Green Communion'' effect in his Plant Rapport power.<br />
<br />
|Powers=<br />
'''• Break Fall:''' ''Movement (Safe Fall)'' 1 rank<br><br />
'''• Lucky Avoidance:''' ''Enhanced Dodge + Parry Defenses'' 8 ranks<br><br />
'''• Shared Fortune:''' ''Advantage: Enhanced Luck'' 8 ranks<br><br />
'''• Sense of Luck:''' ''Senses'' 1 (Luck Awareness) • ''Counters Concealment'' (2 ranks) • 3 points<br />
'''''Deadly Luck'':''' Array (3 Effects)<br><br />
'''• Catastrophe:''' ''Damage (Accidents)'' 8 ranks<br><br />
'''• Ruination:''' ''Damage (Area, Accidents) 8 ranks<br><br />
'''• Jinx:''' ''Affliction (Will; Impaired + Vulnerable > Defenseless + Disabled)'' 8 ranks<br><br />
'''• Phytometabolism:''' ''Immunity (poisons, starvation, thirst)'' • 6 ranks<br><br />
'''• Green Thumb:''' ''Features'' • 4 ranks • Identify different plant species and properties by looking at or touching them. • Touch can cure a plant of infections, minor damage, and other maladies, restoring it to full health • Grow seeds to size -4 plants instantly • Can make flowers flower instantly or make fruit-bearing plants fruit instantly.<br><br />
'''''Plant Rapport'':''' Array (3 Effects)<br><br />
'''• Green Senses:''' ''Remote Senses (visual, auditory)'' half-mile through plants • 7 ranks<br><br />
'''• Green Communion:''' ''Sense (Postcognition)'' 4 ranks + ''Comprehend (Plants)'' 2 ranks + ''Advantages:'' Diehard, Improved Initiative 2, Instant Up, Precise Attack 2 [Ranged; Cover and Concealment], Tracking, Uncanny Dodge<br><br />
'''• Green Stride:''' ''Movement (Permeate Plants + Trackless + Wall-Crawling)'' 7 ranks + ''Teleport (half-mile through plants)'' 7 ranks<br><br />
<br />
|Equipment=xxx<br />
|Complications=xxx<br />
|}}<br />
__NOTOC__<br />
==Powers==<br />
===Luck Manipulation===<br />
Clover has the largely unconscious ability to manipulate luck around him in his favor.<br />
====Luck Control====<br />
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.<br />
====Break Fall====<br />
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.<br />
* '''Breakfall:''' ''1 rank'' • Movement (Safe Fall) • Reaction, Personal, Sustained, 3 pts per rank • Reaction<br />
====Lucky Avoidance====<br />
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.<br />
* '''Lucky Avoidance:''' ''8 ranks'' • Enhanced Traits (Dodge + Parry Defenses) (Luck) • No Action, Personal, Permanent, 2 points per rank<br />
* '''Lucky Endurance:''' ''8 ranks'' • Protection (Impervious) (Luck) • No Action, Personal, Permanent, 2 points per rank<br />
<br />
====Shared Fortune====<br />
With a touch, Clover can share the good fortune that seems to follow him around.<br />
* '''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<br />
====Sense of Luck====<br />
Clover can detect when things in his environment have been touched by the powers of fate.<br />
* '''Sense of Luck:''' Senses 1 (Luck Awareness) • Counters Concealment (2 ranks) • 3 points<br />
====Deadly Luck (Array)====<br />
Those who earn Clover's ire find chance and fortune turning against them in catastrophic ways. This is an array of four effects.<br />
* '''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)<br />
* '''Ruination:''' ''8 ranks'' • Damage (Luck) • Standard Action, Ranged Area, Instant, 3 points per rank + 7 flat points • Indirect 4, Subtle 2, Variable Descriptor (Accidents)<br />
* '''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<br />
* '''Humiliation:''' ''8 ranks'' • Damage (Luck) • Reaction (Ranged Attack), Instant, 4 points per rank<br />
<br />
===Phytocognition===<br />
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.<br />
====Phytometabolism====<br />
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.<br />
* '''Phytometabolism:''' ''6 ranks'' • Immunity (Poisons, Starvation, Thirst) • No Action, Personal, Permanent, 1 point per rank<br />
====Green Thumb====<br />
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.<br />
* '''Green Thumb:''' ''4 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.<br />
<br />
====Plant Rapport (Array)====<br />
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.<br />
* '''Green Senses:''' ''7 ranks'' • Remote Sensing (auditory, visual, Subtle 2) • Free Action, Rank Range (half-mile), Sustained, 2 points per rank • Medium (plants)<br />
* '''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)<br />
* '''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, Subtle 2) • Move Action, Personal, Sustained/Instant, various points • Medium Plants (Permeate and Trackless Flaws)<br />
* '''Plant Form:''' ''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 + Fast Grab + Takedown<br />
<br />
==Complications==<br />
* '''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.<br />
* '''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.<br />
* '''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.<br />
* '''Quirk: Renegade Gardens:''' Clover grows "renegade gardens" in areas around Manhattan<br />
* '''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!<br />
<br />
==Background==<br />
* x<br />
<br />
==People==<br />
* x<br />
<br />
==Locations==<br />
* x</div>Rufuscub