And here's the big boss. Gardeners normally carry sickles or scythes that act as weapons and as foci.
If these guys seem overpowered, then it's not just you. 12 refresh is a lot for a mook, and a ruling council of eight 23-refresh 40-skill point beings is pretty impressive for a not-especially important area of the Nevernever.
The thing is, I need to threaten my ludicrously overpowered group. It's either this or serious min-maxing if I want to do that in a straight fight.
Gardener (Snorkelling)
High Concept: Master Of The Blossom Of Flame
Other Aspects: Glass Cannon, Great Artist, Faerie Friends, Dominion Over Forest Fires, I Can Burn Like The Sun If I So Choose
Skills:
Superb: Performance, Conviction
Great: Discipline, Presence, Contacts
Good: Lore, Weapons, Endurance
Fair: Athletics, Alertness, Intimidation
Average: Survival, Craftsmanship, Empathy
Stunts:
Gardening Is An Art (Performance): Use Performance to garden.
Green Thumb (Performance): +2 to Performance when gardening.
Summer Sidhe (Contacts): +2 to Contacts among Summer faeries.
Lord Of The Blossom (Contacts): May use Contacts to hire beings.
Loyal Minions (Contacts): May use Contacts to declare presence of Flame Butterflies and Waldbrand Walkers.
Leadership (Presence): +1 to lead, leading is one time increment faster.
Powers:
Summer Magic [-4]
Refinement [-2]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Cold iron, fire extinguishers) [+3]
Physical Immunity [-8]
The Catch (Fire only) [+6]
Human Form [+1] affecting:
Lethal Conductive Mutual Damage Shield [-5]
Total Refresh Cost:
-23
Refresh Total:
-10