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Ozob

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  1. Ozob

    Wellspring

    Nope, nothing of the sort. Theory was that his father doesn't like his post pro surfing lifestyle and is shipping him to yet another prep school to make something useful of his son. As for why he can't just leave. Well it's his dad and he still lives at home. There's likely only a one year window that he would be there. Out of game, I want a reason to get him to the city. I didn't think I specified on whether or not he liked the school or not...
  2. Ozob

    Wellspring

    Player Name: Ozob Character Name: Wellspring Power Level: 10 (150/150PP) Trade-Offs: -2 Defense / +2 Toughness Unspent PP: 0 Progress To Bronze Status: 0/30 In Brief: California surfer turned hero. Stuck at clairmont when he'd rather be looking forward to USC. Alternate Identity: Johnny Hladd Identity: Public Birthplace: San Diego, CA Occupation: Student/Professional Surfer Affiliations: Various sporting bodies Family: Anthony Hladd/Father, Emily/Au Pair Age: 18 born 10/31/1993 Apparent Age: 18 Gender: Male Ethnicity: American Height: 6'1" Weight: 205 lbs Eyes: Blue Hair: Blond Description: Johnny looks every inch the Californian surfer, from his long unkempt blond hair, to the toned and nearly always tanned body. He has a vacant, but charming smile which only gets focused when he's surfing. He has a very warm demeanor and is quite congenial and inviting, even around strangers. Often times he looks mischievous, or like he's sharing a joke on the rest of the world. As for facial features, they are strong, but not overbearing. A faint scar on his chin is only noticeable when he hasn't shaved and his stubble makes the slight off colored line more noticeable. He dresses in the classic Californian beach wear whenever possible. The concept of a suit is nearly inconceivable to him. Bermuda shorts and comfortable shirts are all that he seems to want or need to wear. While he occasionally wears sandals or some kind of beach foot wear, it's more likely that he's walking around bare footed. His voice is nothing to remark on, other than he tends to project his voice very well. As for demeanor, he walks with the self assured gait of a professional athlete. He is lean and lanky, and it shows in the way he stands; a casual but very upright pose. Overall, he is a very striking and good looking man, who is both at one with himself and his surroundings. Power Descriptions: (if applicable) History: Johnny's powers manifested themselves at birth, yet he didn't fully grow into them, or realize their potential until much later. His mother died of an infected kidney stone when he was seven leaving his father to raise the Johnny on his own. Anthony Hladd, a vice president for a large insurance corporation, had neither the time nor inclination to care for his son full time. While money can not buy happiness, it can buy an Au Pair, which is exactly what he set out to do. After an extensive search he found Emily Dawson, an Australian Au pair who was willing to make a multi year commitment to work in the states. Within a few weeks of starting as the families caretaker, Anthony realized that Emily was both exactly what was needed, and also what he despised all in one package. She was intelligent, caring, and very good at her job. Yet she also taught Johnny to surf, as well as other "wasted" skills as his father saw it. While Johnny respected his father, he grew to love Emily as the mother he lost and just as his father began to realize what sort of influence this gentle spirit had on his son, it was far to late to dismiss her. So instead he tried his best to groom his son to follow in his footsteps, however the free spirited youth seemed more inclined to idly waste his days away surfing or spending them contemplating the world around him. While his father appreciated art and idle sport, they were certainly something that others, usually homeless and starving, did. There were prep schools, business seminars, motivation coaches, and all other manner of methods he used to try and turn his son from a life of idle waste. He and Emily disagreed on practically everything important and while he couldn't fire his son's new found mother, he could do his best to try and turn his life around. Through it all Johnny accepted this with a Zen like calm not typically seen in an average teenager. While he loved his father, he idolized Emily and had no desire to follow in his foot steps. So he took all the classes, seminars, and prep schools and whenever he could, he found himself on the beach doing what he loved. The irony was that he was very very good at what he did. So much so that he began to get national attention for his surfing skills. By the time he reached high school, Johnny had little need for an Au pair. It was his father who had become used to have having someone care for the house and handle day to day affairs. While he didn't approve of Emily's philosophy, he did appreciate her efficient competence. Hiring her on a permanent retaining basis he gave her the opportunity to remain with them as long as she wanted. Thus their odd family remained intact for far longer than typical for a nanny. She ran the house and some of his domestic affairs, as well as keeping tabs on Johnny. This became more important as his powers began to manifest themselves even stronger. Until recently, most uses of his powers had been relegated to odd freak incidents. Pools of water forming in the oddest places, strong currents being tamed, or even rain when it was most needed. It was a scary prospect when you could lift most of a house into the air. Yet with his gentle demeanor, and Emily's guiding hand, he managed to skate through this troubling transformative period with relative ease. So much so that few even in his immediate neighborhood knew of his potentials. What people did know him for, was his surfing talent. After being sponsored by several companies he had a breakout year in 2009 and became one of the youngest leading money winners on the professional surfing tour. For two years he surfed on the circuit, earning several million dollars and some grudging respect from his father for making the best of a bad situation. He made even more headlines in 2011 when he quit the tour, citing the money and sponsors were conflicting with the spirit of the sport. He finished out his obligations for the year, donating all his winnings to various children's charities. The move strained the growing relation between him and his father, and realizing that he had very little time left as the boy's ward, gave his final try to turn him to the right track enrolling him at Claremont academy in the hopes that he would make something of himself. He has forbidden Emily to change any of these plans and has requested that the school teach him discipline in his powers, but more importantly his mind. Personality & Motivation: Johnny is incredibly laid back and slow to rile. He is easy going, open almost to a fault and very friendly. He'll blindly trust people, assuming that their good nature would not let them burn him. To his credit or luck, that has not happened often. When it did, he is quick to forgive and accept blind strokes of fate. When he does take action, it is decisive and without any of the regret or worry about paths not taken. What he wants in life is to work on his surfing and to find a small place of his own on a beach some where. While he is wealthy, money is not something that motivates him in the least and he is very generous with what he has. He genuinely enjoys helping people and spends a reasonable amount of time with various children's charities and homeless shelters. He loves to be in on a good joke, as long as it's not cruel or mean. Being and extrovert, he likes to be around people and will go very far out of his way to find a beautiful vista or brilliant sunset. When he is not doing something specific, he would spend as much time out doors as possible. Powers & Tactics: Johnny is slow to truly engage people with his powers. Instead, he will start trying to keep them away or hold them off as long as possible. If he has defuse a situation without hurting others, he will. However, when he needs to be decisive, he acts and moves with the assuredness of an athlete. Many times he will try to knock people down, slow them, and frustrate them with jets and steams of water. If things are serious, he will try to find a board to get maneuverable and blast out at anyone who is a threat. He can do amazing things with water, and will often times make free standing structures to provide cover, or to encircle opponents. When in very desperate straits, he will attempt to flood whatever area he is in. Complications: Wave of Destruction When Johnny moves at full speeds on his boards, he generates enough water to potentially cause minor property damage/flooding. Unfortunately, he doesn't always think of the effects that his abilities might have on an urban environment. Dude, that's your mom? Emily is both a close friend and a mother figure to Johnny. Not only will he go to whatever lengths to protect her, but she is often mistaken for his girlfriend with the associated embarrassing moments. That was totally Rad! At least in surfing circles, Johnny is well known and is under reasonably intense media scrutiny. Fans and media tend to show up at the worst possible times for autographs and interviews. Well we talk... sometimes Johnny has a very strained relation with his father, who thinks he is wasting his life. Lately, his fathers decisions have become less and less rational when they pertain to Johnny's future. Is that Blake Kensington? Johnny's sudden departure from the competitive surfing circuit ruffled the feathers of his closest rival, Blake Kensington. Wanting to take the #1 spot by himself, Blake has become obsessed with forcing Johnny to return to the circuit long enough to beat him and legitimately earn his #1 seed. Where does all that come from? Johnny assumes that his water gifts are generated. However, they really come from any of a number of large bodies of water. While this is not an issue, when they do occasionally suck dry a small pond or pool the owner is often times baffled. Name: Johnny Hladd Abilities: 0 + 10 + 10 + 0 + 0 + 4 = 24PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +5 Attack: +5 (+5 melee/+10 range) Grapple: +5 Defense: +12 (+5 Base, +7 Dodge Focus), +8 Flat-Footed Knockback: -4 Saving Throws: 5 + 5 + 10 = 20PP Toughness: +8 (+5 Con, +3 Def Roll) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +10 (+0 Wis, +10) Skills: 44R = 11PP Acrobatics (5) + 10 Bluff (3) +5 Diplomacy (3) +5 Drive (1) +6 Notice (5) +5 Perform: Surfing (12) +14 Sense Motive (5) +5 Swim (10) +10 Feats: 24PP Acrobatic Bluff All-Out-Attack Attack Focus (ranged) 5 Attractive 1 Benefit: Wealth 1 Defensive Roll 3 Dodge Focus 7 Luck 2 Move-by Action Power Attack Well-Known 1 Powers: 0 + 0 + 0 = 0PP Immunity 1 (Suffocation Extras: Affects Others, Range 1) [3PP] Array 2.5 (5pp; Power Feat: Alternate Power 1) [6pp] Base Power: Speed 2 (Extras: Affects Others Feats: Environmental Adaptation) (Body Surfing!) [5PP] Alternate Power: Flight 4 (Flaws: Platform Feats: Maneuverability 2 Drawbacks: Low Ceiling 1, Custom: Requires Surf/Body board) (Ride the Wave) [5PP] Super-Senses 3 (Sonar) [3PP] Array 17 (34pp; Power Feat: Alternate Power 5) [39pp] Base Power: Create Object 8 (Extras: Moveable Feats: Progression, Object Size 10 ) (Create Water, Water) [34PP] Alternate Power: Move Object 17 (Extras: Range 1 Flaws: Limited: Water Only [) (Water Control, Water) [34PP] Alternate Power: Blast 10 (Extras: Area(Cone) Feats: Indirect 3, Knockback 1 ) (Wide Spray, Water) [34PP] Alternate Power: Blast 10 (Feats: Indirect 3, Knockback 5, Ricochet 1, Split Attack 1 ) (Fire Hose, Water) [30PP] Alternate Power: Trip 10 (Extras: Area(Cone), Knockback Feats: Improved Throw, Indirect 3 ) (Sweeping Wave, Water) [34PP] Alternate Power: Fatigue 10 (Extras: Area(Shapeable) Feats: Indirect 3, Incurable) (Dehydrate, Water) [34PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Blast 10 Cone 100ft DC 25 Tough (Staged) Damage (Physical) Blast 10 100ft DC 25 Tough (Staged) Damage (Physical) Fatigue 10 10x125^3 DC 20 Fort (Staged) Fatigue? Trip 10 Cone 100ft Knockdown/Knockback Unarmed Touch DC 15 Tough (Staged) Damage (Physical) Abilities (24) + Combat (20) + Saving Throws (20) + Skills (11) + Feats (24) + Powers (50) - Drawbacks (0) = 150/150 Power Points
  3. See that's what I was looking for. I have no issue with it loosing shape after I stop concentrating. I just want it to be water still after the fact. Example. Character sees a bunch of kids on scorching got day. Looking at a dip in the ground he rills it with cool refreshing water for them to play in. As he leaves the water vanishes with him and all the kids fall into the mid cursing his name eternally. Example 2: character sees a man dying of thirst. He conjures up some water and let's him drink his fill. With no thanks needed he turns away only to have the man keel over and due because the water was not real. I just need to know what combinations gets me there and the cost. As for the others I think I can work them through with the advice given. When I initially tried to make it work, I ended up able to fill a swimming pool each round if needed.
  4. Well what I am looking for is the following abilities: * ability to summon a whole lot of water and make it stick around. * ability to move that water to make waves, walls fountains, and the like * potential to hurt someone with said water... AP? * potential to hide behind said water... AP? * various other powers that I'll take as APs
  5. Ouch... okay, that makes it a little harder. So I assume having a continuous effect in an array is a no no?
  6. Okay, I can see not having to hit your water to be of some use... and the range is nice too. However, for the points I think I could live with that. So if I set up something like this... Array: Move Object X: Limited to Water Create Object X: Limited to Water My move object also needs that object to exist. So one round to create water, then one round to move water. That would be doable, right? Or would the water from my create water disappear as soon as I change the array to something else? Also going back to the move object power. If I can move say 10,000 tons of water, isn't that an area effect by default? That much water occupies an area. Or do I need to buy the area advantage to move large quantities of water? Just want to make sure of all these things before I even try to format and submit anything.
  7. So after the discussions in chat last night, I went back and tried my hand at doing my powers from UP... the first half. I came up with several questions on how and why to do something, particularly with element control. So the underlying power in Move Object. I get that part. However, why would I not take: Move Object, -1 Limited to Water for 1 pt/rank As opposed to Water Control, 2 pts/rank Don't both do the same thing, allow me to move water? Why is the second 2x the cost of the first? Finally, if I take the damaging extra from Move Object, it seems to indicate that I could use it to make ranged strikes. Would that mean that I don't need to take a "blast" power if I wanted to do that? If I have Move Object with some kind of area modifier, does that let me do an area damage effect as well? Thanks for all the help so far. I have a lot worked out now on the character I want to try, just in the final parts where getting the last few bits in are a challenge.
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