Character Name: Evergreen
Alternate Identities: none
Player Name:
CHARACTERISTICS
Val Char Base Points Roll Notes
10 STR 10 0 11- HTH Damage 2d6 END [1] Lift: 100.0kg
10 DEX 10 0 11- OCV 3 DCV 3
29 CON 10 38 15-
10 BODY 10 0 11-
13 INT 10 3 12- PER Roll 12-
10 EGO 10 0 11- ECV: 3
17 PRE 10 7 12- PRE Attack: 3d6
10 COM 10 0 11-
12/18 PD 2 10 12/18 PD (12/18 rPD)
12 ED 6 6 12 ED (12 rED)
3 SPD 2.0 10 Phases: 4, 8, 12
8 REC 8 0
58 END 58 0
30 STUN 30 0
6" Running 6 0
2" Swimming 2 0
2" Leaping 2 0 74 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (2") 2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 12/18
Res. Phys. Defense 12/18
Energy Defense 12
Res. Energy Defense 12
Mental Defense 0
Power Defense 0
 
SUMMARY
Characteristics
74
200
Base Points
Skills
8
85
Disadvantages
Perks
5
0
Experience Spent
Talents
6
 
Powers
192
   
Martial Arts
0
 
Total
285
=
285
Total
 
COMBAT INFORMATION
OCV: 3 DCV: 3
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

SKILLS
Cost  Name
2 KS: Dryads 11-
2 SS: Botany 11-
2 Survival (Temperate/Subtropical Forests) 12-
2 KS: Plant-based toxins 11-
8 Total Skills Cost
PERKS
Cost  Name
5 Fringe Benefit: Member of the Aristocracy/Higher Nobility
5 Total Perks Cost
TALENTS
Cost  Name
3 Environmental Movement (no penalties on/in Thick underbrush)
3 Bump Of Direction
6 Total Talents Cost
 
POWERS
Cost  Power END
12 Plant Control Powers: Elemental Control, 24-point powers
9
1) Communicate with Plant Creatures: Telepathy 6d6 (30 Active Points); Incantations, Requires Incantations throughout (-1/2), Normal Range (-1/4), Communication Only (-1/4)
Notes: Plant class of mind
3
10
2) Control Plant Creatures: Mind Control 6d6 (30 Active Points); Incantations, Requires Incantations throughout (-1/2), Normal Range (-1/4)
Notes: Plant class of Mind
3
31
3) Animate Plants: Summon 200-point (x4 Number Of Beings), Amicable Loyal (+1/2) (75 Active Points); Summoned Being Must Inhabit Locale (-1/2), Incantations, Requires Incantations throughout (-1/2)
7
12 Detect Plants: Detect A Class Of Things 12-, Increased Arc of Perception: 360-Degree, Sense
17 Regeneration: Healing 2 BODY (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage (Fire) (-1/4)
27 Tangling Growth: Entangle 4d6, 4 DEF (40 Active Points); OIF (Plants of Opportunity) (-1/2)4
26 Hallicinogenic Toxin: (Total: 65 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2) (15 Active Points) (Real Cost: 15) plus Mental Illusions 10d6 (50 Active Points); No Conscious Control (-2), Based on CON Defense: PD (-1), Limited Power HKA must do BODY (-1/2) (Real Cost: 11)
Notes: (Illusions are always terrifying)
6
15 Sharp Fingernails: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. ED)1
15 Tough Skin: Damage Resistance (12 PD/12 ED), Hardened (+1/4) (15 Active Points)
11 Tough Skin: Armor (6 PD/0 ED), Hardened (+1/4) (11 Active Points)
7 Swinging 15" (15 Active Points); Limited Power Only in forests (-1)1
192 Total Powers Cost

DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Leaves instead of hair and white, irisless eyes Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Distinctive Features: Hard, wood-like skin Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses
5 Distinctive Features: Mystical (faerie) aura Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses, Not Distinctive In Some Cultures
20 Psychological Limitation: Doesn't understand modern civilization. (Very Common; Strong)
15 Vulnerability: 1 1/2 x STUN Fire (Very Common)
15 Vulnerability: 1 1/2 x STUN Fire (Very Common)
5 Reputation: Member of the Crusaders 8-
10 Hunted: Crushers 8- (As Pow; Harshly Punish)
85 Total Disadvantages Cost
BACKGROUND

Evergreen awoke in the woods in the American midwest. She didn't know how she got there, and she didn't even know who she was. She knew only two things:

  1. that she must protect the Earth at all costs; and
  2. that she should go to Indianapolis.

She arrived in Indianapolis as Vulture and Marionette, two villains who would later become members of the Crushers, were raiding a bank, and felt drawn to stop the stangely-costumed people. Manta-Man was also on site, trying to rescue some hostages that Marionette had under her control. Together, Manta-Man and Evergreen drove off the villains and saved the day.

Manta-Man, who by then had decided that Indianapolis needed a superteam, asked Evergreen if she'd be interested in joining. Lacking any specific goal, she accepted.

Over the years, Evergreen became a valued member of the Crusaders. She was a good fighter and possessed significant powers, when the team wasn't in the middle of combat Evergreen tended to withdraw to her room.

Eventually, a Crusaders mission took the team to the faerie realms, where Evergreen discovered that she was the youngest daughter of the queen of the dryads. Evergreen doesn't know what to make of this new information, and has spent many months trying to learn more about the faerie worlds.


POWERS/TACTICS

Evergreen has a number of powers related to her abilities as a dryad. Her body is made out of a tough wood-like material. The toughness of her body also affects her ability to damage opponents using hand-to-hand combat, although she tends to avoid that form of combat. Her body also generates a natural sap-like substance that quickly heals any wounds that she suffers.

Her fingernails are very sharp, and she has glands under her fingernails that secrete a powerful toxin that causes terrifying hallucinations. Finally, she can also control a wide variety of plant species, causing them to animate. When she's in an area with vines or roots, she'll try to entagle her opponents. In wooded areas, she can cause plants to animate into powerful creatures.

QUOTE
APPEARANCE
Hair Color: Green Eye Color: White Height: 5' 8" Weight: 130 lbs
Description:

Evergreen is a plant in human form. Her body is made out of a deep brown magical wood and she has a full head of leaves and greenery instead of hair. Her eyes have neither pupil nor iris and she has dark black markings around the eyes and on the cheeks. With a headscarf and sunglasses, she can be mistaken for a normal African American woman. (Since her ancestors come from nowhere near Africa, she finds it awkward when people assume that she's African American).

Character created with Hero Designer (version 1.44)