New Villain — Sunflower

A few weeks ago I posted Fray, a young Mutant enhanced and controlled by a Symbiote from the Wellspring. He’s not the only metahuman that they’ve tricked into joining their organization, sadly.

Sunflower, Mutant/Symbiote Villain

Crime was all a game to Sheila Ensey, a way of using her light-manipulation powers to Stick It To The Man, and as long as no one got seriously hurt, she didn’t see that anyone should care, man. Her little crime spree lasted until she met The Fool on a really bad day. His explosive juggling pins disfigured her, robbing her of her winsome cuteness that let her get away with anything through her entire childhood. The Wellspring approached Sheila and offered her a symbiote, a source of new power, a means to revenge. She’d just have to perform a mission for them, now and again …

Secret Identity: Sheila Ensey.
Awesomeness Level: 4.
Origins: Mutant 1, Symbiote 3.
Motivations: Revenge, Thrills.

Physical Attributes

  • AGI: 8
  • STR: 5 (HTH 1d6+1)
  • TGH: 9

Mental Attributes

  • INS: 4
  • PER: 8
  • WIL: 8


  • INIT: 4

Physical Resources

  • LIF: 13
  • VIG: 35

Mental Resources

  • DET: 20
  • REP: 4.


  • Roll: 2; Foot; HLT: 22; IPRO: 8; DPRO: 2
  • Roll: 3 to 4; Leg; HLT: 36; IPRO: 12; DPRO: 4
  • Roll: 5 to 8; Torso; HLT: 80; IPRO: 16; DPRO: 6
  • Roll: 9; Head; HLT: 22; IPRO: 12; DPRO: 4
  • Roll: 10 to 11; Arm; HLT: 31; IPRO: 12; DPRO: 4
  • Roll: 12; Hand; HLT: 22; IPRO: 8; DPRO: 2

IPRO and DPRO come from Elemental Barrier, and so require VIG.

Physical Defenses

  • CDEF: 22
  • RDEF: 24

Mental Defenses

  • MDEF: 22

Basic Talents:

  • Athletics: 2, Close Combat: 4, Dodge: 5, Driving: 1, Education: 3, Endurance: 1, Intimidation: 2, Metahuman Lore: 2, More Money Than God: —, Notice: 2, Persuasion: 3, Piloting: —, Ranged Combat: 6, Self-Control: 1, Sneak: 2, Trickery: 3, Tech: 1.

Advanced Talents:

  • Break & Enter: Level 1.
  • Carousing: Level 3.
  • Creepy Looks: Level 3. Sheila has a greenish tinge to her skin, and tiny leaves gros from her skin here and there. The symbiote looks like vines wrapped around her, and it sprouts flowers that erupt with bright lights and lasers on her command.
  • Expert: Level 2 (Music [Singing], Popular Culture).
  • Medicine: Level 1.
  • Team Training: Level 1 (The Wellspring).


  • Human Weaknesses:
    • Confused: Level 4.
    • Dirt Poor: Level 2.
    • Psychic Scars: Level 7.
    • Reject: Level 5.
  • Metahuman Weaknesses:
  • Achilles Heel: Level 2.


  • Biological Power Source:
    • Absorption: Level 4 (Absorb Energy, Absorption Boost [Absorb Energy, Elemental Bolt]).
    • Elemental Control [Light]: Level 4 (Blinding Burst, Elemental Barrier, Elemental Bolt).
    • Elemental Control [Plants]: Level 4 (Elemental Entanglement, Elemental Weapon, Sculpt Element).
    • Extra Body Parts: Level 4 (Adhesion, Extra Arms, Pheromones, Poison Glands, Quills, Tentacles).


  • Equipment: First Aid Kit, Sunglasses, Survival Kit.


  • Sex: Female.
  • Preference: Bisexual.
  • Height: 5′ 8.”
  • Weight: 125 lbs.
  • Eye Color: Blue.
  • Hair Color: Blonde.
  • Hair Style: Long and parted in the middle.
  • Skin Tone: Caucasian.
  • Costume/Clothes: Previously, tie-dyed shirts, bell bottoms, and a large flower-ringed peace symbol. Now she wears simple, functional combat gear provided by the Wellspring, although she still wears the peace symbol.
  • Personality: Sheila wasn’t raised with the tools to deal with strong emotions. Sure, lots of folks hate Mutants, but to her nomadic family, she was just another freak. As a result, Sheila was raised to never take anything seriously, to believe that everything would work out in the end, and that “little” crimes like stealing didn’t make her a bad person; property was theft, after all. She broke when the Fool maimed her, and now she struggles with her feelings of anger and helplessness.
  • Goals: Sunflower wants to kill the Fool. Deep inside she knows that revenge won’t make her whole again, but revenge works for other people, so maybe there’s something to it? She’s a natural hedonist, so when she can’t find any of the Street Knights, or isn’t sent on a mission by the Wellspring, she’s most often drowning her sorrows.

Story Use/Notes: Sunflower is a natural enemy for anyone associated with the Fool, including any member of the Street Knights. The Wellspring knows better than to trust her, but they’ve learned well how to cajole her into obedience, and have contingency plans for killing her if she ever becomes a threat.

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