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trollthumper

Temperance (PL 9/12) - Trollthumper (Gold)

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Player Name: Trollthumper

Character Name: Temperance

Power Level: 9/12 (133/197PP)

Trade-Offs: None

Unspent Power Points: 64

 

In Brief: Daughter of a water elemental turned urban heroine with a sideline in spiritual matters.

 

Alternate Identity: Eliza Oxum

Identity: Secret

Birthplace: Freedom City, NJ

Occupation: Student

Affiliations: The Court of Tides (Father's Court)

Family: Julia Oxum (mother, fortune teller), Michael Oxum (father, dockworker/water elemental)

 

Description: When in civilian clothes, Eliza usually wears jeans, sneakers, and sweatshirts - nothing too different from the rest of her peer group. As Temperance, her clothing tends towards dark navy shades - a navy peacoat over dark blue body armor and Doc Martens, coupled with a mask made from opaque blue ice to conceal her identity.

Age: 16 (DoB: August 3rd, 1995)

Apparent Age: 16

Gender: Female

Ethnicity: Black

Height: 5'8"

Weight: 110 lbs.

Eyes: Black

Hair: Blue

 

Power Descriptions:

All Powers - Water, Ice, Magical, Spiritual

Blast w/ Autofire - Temperance causes water to swirl about her, then freeze into hail stones. The hail stones launch towards the target with the force of a fast ball from a professional pitcher. (+Bludgeoning)

Snare - The water that swirls around Temperance coalesces around a target, then freezes solid. (+Entrapment)

Trip - The ground area Temperance frosts over in patches, making it hard to retain balance.

Move Object - Temperance raises her hands, and water surges forth from whatever holds it.

 

History:

Eliza's parents were always open with her, willing to tell her what she needed to know. The fact that, at a young age, she quickly cottoned to the fact that her "imaginary friends" might not be so imaginary likely had something to do with that. When she was seven, her mother and father sat her down and told her about how they'd really met. Eliza had always known that her father worked at the docks of the Waterfront. What she learned that day was that he wasn't human. He was a water elemental, a high-ranking member of the Court of Tides. Such spirit courts moved invisibly through the fabric of the earth, of it but hidden from it. Michael - whose real name was the thunder of a wave crashing against a cliff - had his eyes on the human world, and in watching the Boardwalk, had taken a shine to Julia, who read cards and palms for tourists. The two enjoyed a whirlwind romance that never faltered, even when Michael revealed what he really was. With the (begrudging) approval of his Court, the two were wed. The matter of Eliza's birth resulted in some consternation - the purists of the various Courts were unsure about spirits siring children with mortals, saying the results could be dire - but their complaints were nothing to the couple as they beheld their beautiful daughter for the first time.

 

As far as Julia and Michael know, they gave birth to a perfectly normal girl, putting to rest the concerns of Michael's colleagues. But unbeknownst to them, Eliza has inherited her some of her father's power. After a lot of practice with glasses, bathtubs, and one embarrassing incident with the kitchen sink, she's attained fairly solid control over water and its various states. She's out to make a name for herself on the streets of Freedom, cleaning up her community and making sure that humanity remains in balance with the spirits.

 

Personality & Motivation: When on the streets, Temperance embodies the term "sangfroid." Her speech is flowery, poetic, but still cold and pointed. She has a tendency towards theatricality and brusqueness, but always shows other heroes warmth. Out of costume, she's much more upbeat, active, and friendly, though quick to jump in and defend others or her beliefs.

 

Powers & Tactics:

Temperance usually needs water in some form to influence her powers, which is why she carries a Camelback under her pea coat to provide her with enough water to form into projectiles, black ice, and other armaments. While she can call water that she perceives, she hasn't reached the point that she can sense its mere presence. She will try to subdue targets by ensnaring them or getting them off their feet, relying on projectiles when little else works.

 

 


Complications:

...And Not a Drop To Drink: In an urban environment with full utilities, and with her Camelback with her, Temperance usually has enough water to use her powers. But in an arid, dehydrated environment, she's pretty much out of luck.

Child of Soil, Child of Water: Temperance's dad is a powerful member of the Court of Tides, which means there are a number of water elementals - and other elementals - who have business with him. The fact that Temperance is a "half-breed" is more than enough reason for some of the purists among her dad's kind to take issue with her.

It's Ten O'Clock, Do You Know Where Your Daughter Is?: Temperance is keeping her superhero career hidden from her folks - at least, at first. She's afraid of what her dad might say about the fact that his seemingly normal daughter has inherited his elemental mantle.

 

Abilities: 0 + 4 + 4 + 2 + 6 + 4 = 20 PP

Strength 10 (+0)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 12 (+1)

Wisdom 16 (+3)

Charisma 14 (+2)

 

Combat: 10 + 10 = 16 PP

Attack: +5 (+8 Aquatic Mastery)

Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed

Initiative: +6

Grapple: +4

Knockback: -8/-1

 

Saving Throws: 5 + 6 + 4 = 15 PP

Toughness: +8/+2 (+2 CON, +6 Protection)

Fortitude: +7 (+2 CON, +5)

Reflex: +8 (+2 DEX, +6)

Will: +7 (+3 WIS, +4)

 

Skills: 68r = 17 PP

Acrobatics 6 (+8)

Concentration 4 (+7)

Diplomacy 4 (+6)

Gather Information 7 (+9)

Intimidate 8 (+10)

Knowledge (arcane lore) 8 (+9)

Knowledge (current events) 5 (+6)

Knowledge (streetwise) 8 (+9)

Notice 6 (+9)

Sense Motive 6 (+9)

Swim 6 (+6)

 

Feats: 12 PP

All-Out Attack

Dodge Focus 4

Evasion

Improved Initiative

Luck 2

Power Attack

Uncanny Dodge (audio)

Well-Informed

 

Powers: 33 + 2 + 3 + 3 + 6 + 2 = 49 PP

 

Aquatic Mastery, 27 PP Array (Feats: Accurate 2, Alternate Power 3) [29 PP]

Base: Blast 9 (Extras: Autofire 1) [27 PP] “hailstormâ€

Alternate Power: Snare 9 (Extras: Regenerating) [27 PP] “permafrostâ€

Alternate Power: Trip 9 (Extras: Duration [Concentration], Area Shapeable) [27 PP] “black iceâ€

Alternate Power: Move Object 9 (Extras: Area Shapeable, Range [Perception]; Flaws: Limited to Water) [27 PP]

Alternate Power: Transform 9 â€‹(Water to Ice) [27PP]

Comprehend (Spirits) 1 [2 PP]

 

Flight 3 (50mph, Flaws: Platform) [3PP]

Immunity 3 (cold, high pressure, suffocation from drowning) [3 PP]

Protection 6 [6 PP]

 

Super-Senses (Detect Spirits Ranged) 2 [2 PP]

 

Drawbacks: (-0) + (-0) = -0PP

 

 

DC Block

 

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC15 Toughness (Staged) Damage (Physical)

Blast Ranged DC23 Toughness (Staged) Damage (Physical)

Snare Ranged DC18 Reflex 1/2 save

DC18 Reflex (Staged) Ensnared

Trip Ranged DC18 Reflex 1/2 save

DC18 STR, DEX, or Acrobatics Prone

Move Object Ranged DC23 Toughness (Staged) Damage (Physical)

 

 

Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (17) + Feats (12) + Powers (49) - Drawbacks (0) = 133/197 Power Points

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Fluff wise:

I think the site has generally said that for humans at least minimum age is 16.

I would probably omit the word "vigilante" in the fluff to set a good example (I know you are not Iron Age, but its not worth putting in for other people to take heed of...)

Crunch Wise:

Trip looks wrong to me. Base Power is 1 PP/Rank. Increasing Duration to Sustained is +2 PP/Rank, then Area Extra is +1 PP/Rank, this brings it up to a total of 32 PP. Maybe reduce it to Touch range?

Move Object (aka Elemental Control: Water) also looks fine, but the damaging extra would only apply to water - i.e. you can only damage water. Which I guess is what you meant... I guess you could destroy Ice constructs and water elements with the power?

Just a suggestion for now or with further PP, or stunt, a transform power (Water to Ice: as a freeze, or visa versa, or even shaping Ice).

Otherwise all looks good to me.

Cool. ;)

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I've got plans for Alternate Powers as Temperance gains points. Transform (water, ice, or vapor) is one such idea, as well as a possible bodily transmutation as she really comes into her power. Maybe even a Platform Flight involving water currents, and of course a few ranks of Swimming. But for now, I'm good with where she is.

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