Stranglevine

   Stranglevine is usually a “member” of the Bayou Brigade, a loosely-organized superhero team operating in the southern United States. Unlike most heroes with “plant powers”, Stranglevine is actually a powerful plant spirit operating through a (more mobile and reactive) animal body – but transforming it utterly and completely suppressing the native consciousness. In battle, Stranglevine’s tactics are simple: it sprawls across an area, extends tendrils (via stretching and selective area-effect affects desolids strength) to grab everyone it “dislikes” (not a known ally and apparently disruptive) and immerses their consciousness in the slow rhythms of the life of a plant. No one really knows why Stranglevine usually acts as a “hero” (although most speculation revolves around some sort of inherent rebelion against whatever Manitou intended in summoning it). It certainly doesn’t seem to “think” in any comprehensible fashion.
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Stranglevine

Value Characteristic Points
20/60 STR 10
15 DEX 15
18 CON 16
12/50 BODY 4
10 INT 0
11 EGO 2
30 PRE 20
10 COM 0
20 PD 16
20 ED 16
4 SPD 15
8 REC 0
36 END 0
  Total 114

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Points Powers END
7 Elemental Control: Plant Powers (30-pt reserve); Plant Powers Only (-.5), Independent (The plant powers may move on at their own whim -and pretty much take total control of whoever or whatever they possess, -2), User becomes a plant – unable to speak, driven to protect the environment and integrity of the biosphere of whatever planet it happens to be on, and subject to various vulnerabilities. -1).  
a-18 2d6 Drain: Speed (Return/min.); Range: 0; Affects: Single Power, +0; Damage Shield: +½; Reduced END: Zero, +1; Autofire: 30 shots, 1¾; No Normal Defense (Vrs Inorganic Metabolism, Hardened Force Field and Life Support.): +1 0
b-20 2d6 Drain: Speed (Return/min.); Range: 0; Affects: Single Power, +0; Damage Shield: +½; Reduced END: Zero, +1; Autofire: 20 shots, 1¼; No Normal Defense (Vrs Mental Regeneration, Hardened Mental Defense): +1; Based on EGO Combat Value: vs. ECV, +1 0
c-18 +30 STR; Reduced END: Zero, +½; Damage Shield: +½; Affects Desolidified: +½; Area Effect (Radius): 8″ radius, +1; Selective Target: +¼ 0
d-7 +30 BODY  
e-10 Mental Defense (62 pts); Add to Total; Hardened: ×1, ¼  
f-7 Power Defense (60 pts)  
g-16 Regeneration (6 BODY/Turn); Regenerate: From Death, +20; Addition (Broad Spectrum: Restores all powers/traits): +20  
h-7 Damage Resistance (20 PD/20 ED)  
i-7 Growth-8 (×250 mass, ×6.3 height); Mass: 15,000 kg/33,000 lbs; Height: 1,134 cm/37’2″; Extra STR: 40; Knockback Reduction: -8; Extra BODY: 8; Extra STUN: 8; DCV Penalty: -5; PER Penalty: +5; Reduced END: Zero, +½ 0
j-10 Stretching (10″, NC: 20); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½ 0
k-7 Takes No Stun; Loses: Body Only, 60  
l-7 Modified Characteristic: STR; Affects Desolidified: +½; Reduced END: Zero, +½  
     
2 Elemental Control: Lesser Plant Powers (10-pt reserve); Plant Powers Only (-.5), Independent (The plant powers may move on at their own whim -and pretty much take total control of whoever or whatever they possess, -2), User becomes a plant – unable to speak, driven to protect the environment and integrity of the biosphere of whatever planet it happens to be on, and subject to various vulnerabilities. -1).  
a-3 Spatial Awareness  
b-4 Life Support (total)  
c-2 Clinging (Clinging STR +30)  
     
5 Extra Limbs (20); Number: 20  
2 Radio Listen and Transmit; IIF (Transciever): -¼; Can understand transmissions, but can only reply with simple signals: -1  
159 Total Powers  

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Points Skills, Talents, Perks Roll
30 +15 level w/with Grab  
10 +2 level w/HTH Combat  
5 Area Knowledge: Swamps 14-
3 Knowledge: Naturalist 12-
4 Disguise; Only as a mass of plants.: -1 14-
52 Total Skills, Talents, Perks  

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125+ Disadvantages
25 Blindness
15 Deafness (Frequently, Greatly)
10 Cannot Speak (Frequently, Slightly)
10 Destitute
15 Hunted: The Totems (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
25 Driven to confront unnatural things (Very Common, Total)
25 No comprehension of normal life (Very Common, Total)
10 Public Identity
20 Reputation: Unthinking force of nature (14-, Extreme)
10 Susceptibility: Herbicides (3d6 BODY/1 Hour); Condition: Common, +10
30 Vulnerability: Fire (2× BODY); Attack: Very Common, +15
5 1d6 Unluck
200 Total Disadvantages

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COSTS: Char.   Powers   Total Total   Disadv.   Base
  114 + 211 = 325 325 = 200 + 125

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OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 / 0 4 62 20/20 20/20 3, 6, 9, 12

   Story: Stranglevine has been around since Manitou, of the Totems, summoned the elemental power of the natural world and attempted to bind it to his will. This did not work out: the elemental power he’d unleashed possessed the dying body of the sacrifice he’d offered – and Manitou barely escaped with his unlife. Since then, the power of Stranglevine has transferred – seemingly at random – between the bodies of various dying men and animals, completely suppressing their minds while it’s present, but leaving them healthy and healed when it departs.

   Height: 180/1134cm (5’11″/37’2″), Weight: 60/15000kg  (132 lbs/33,000 lbs)

   Appearance: Stranglevine is a mass of creepers, vines, and leaves, which can roll itself up into a ball, appear as nothing more than a mass of shrubbery, or sprawl over a massive area.

2 Responses

  1. Who’re the Totems again?

  2. Hm. They didn’t make the main villain group listing… I should probably add them. Basically, they’re the creation of Manitou, a vengeful undead shaman who’s bound aspects of the more destructive or powerful totem spirits into some volunteers. They tend to want to return mankind to primitive tribalism by destroying the technological basis of modern civilization. Secondarily, they’d like to reclaim a major chunk of North America for the remaining amerindian tribes. The members tend to be quite powerful, but excessively driven by the nature of the spirits within them. The Old Mandate fought them a few times.

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