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Tempest (PL10) - thomasdm3

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Player Name: thomasdm3
Character Name: Tempest 
Power Level: (10) (150/151PP)
Trade-Offs: -2 Defense / +2 Toughness
Unspent Power Points: 1
Progress To Bronze Status: 1/30
In Brief: Tempest can manipulate and senses Water and Air in many different ways.
Alternate Identity: Fulmen Fairison
Identity: Secret
Birthplace: Spartanburg SC
Occupation: Ice sculpting, plumbing, other odd jobs. (Uses powers to drastically quicken the work, pays the bills)
Affiliations: (Just starting out as a super hero so none yet)
Family: Mom, Dad, Twin sister.
Age: 23 (DoB:1990)
Gender: Male
Ethnicity: Caucasian
Height: 6’3â€
Weight: 190 lb
Eyes: Gray Blue
Hair: Dark Gold
Fulmen is tall, compact. And has pale skin. He has short wild Blond hair and startling gray blue eyes. He normally he where’s plain t-shirts and cargo pants. As Tempest he where’s a hooded Gray rain jacket. This combined with the ice that coves his skin allows him to keep his identity secret.   
Power Descriptions:
Fulmen  can move and feel water and air as if it were his own body. This ability functions psionicly but origin is supernatural. Fulmen moves through the air agilely and gracefully, and attacks with speed, subtleness and ferocity. When fighting water seams to dance around his body quickly forming into jet or weapons of ice and then flying at opponents. Meanwhile the Air rushes around him keeping him airborne. Fulmen can also control the thermal and electrical currents in the air allowing him to create bolts of lightning and patches of scalding or freezing air. He can also control the weather manipulating precipitation and Wind. He does not know what Where his powers come from but he has been found that they originate from his soul, are controlled by his mind and are integrated with his body.
Sometimes those who claimed to be gods had children with those who they claimed to be mortal. The blood lines of these offspring can remain hidden and never develop; Sometimes however when crossed with other inherited forces the two traits can react forming a unique hybrid, the traits suddenly revealing them selves in the individual like two stable substances reacting with one another when mix.  
The most interesting thing so far that has happened with Fulmen was the development of his powers and even this was not very eventful all things considered. While he always felt a connection to the fluid elements his powers did not emerge till college. While at first the sudden development of powers was sudden and rapid after the initial jump his strength developed quickly but so did his control. During school he devoted himself to practicing with his powers when he had time off. With the help of his sixth sense managed to keep his powers a secret. After School Fulmen searched for clues to where his power came from  an in part learned some knowledge of the arcane arts. His search however gave him no insight into his abilities. Eventfully he decided to not to continue with his search and instead focus on using his powers to help those in need he intends on becoming a member of the freedom league. While his main focus is the help people he also hopes to use the resources to help understand the origin of his abilities.        
Personality & Motivation:
Fulmen is thoughtful and logical. He is slow to anger and often tries to keep his emotions under control. He sees it as his responsibility to the world to use his abilities for good to help those who in need and keep the world in balance. He is relatively Kind and friendly but his over logical view can sometimes be off-putting.  Fulmen ethics are strongly outcome based meaning that he looks at the outcome to decide whether he should do something rather than the action itself. At the same time Fulmen knows that some actions like the killing of innocents is never justified. Fulmen is not driven by any particular even in his life but by a base want and desire to help the world. As Fulmen is just Starting out so whether or not this motivation will stand the test of time is yet to be determined.    
Powers & Tactics:
Fulmen fights tactically and discreetly. He takes every ethically sound advantage he can get. He attempts to hide his position and uses their reliance on sight agents them. When alone he will surround himself with a thick ominous mist before entering combat. When stealth speed and guile do not serve him he will often resort to sounding himself in and orb of ice and attacking from his defensive position. Fulmen searches for trouble by scanning the city with his super sense and can also use it to spy, track and search on a large scale.     
Secret: Identity: Fulman keeps his true identity a secrete when Tempest he always takes care to make sure he is unrecognizable as Tempest. When changing he always makes sure he is not being watched or recorded. He fears that if found out his family would be in danger and he could be black mailed or threatened.   
Flaw: Panics under stress: Wile normally calm and collective. When threatened or when quick thinking is required he will sometimes panic and act irrational.    
Flaw: Indecisive :Fulmen sometimes has trouble with make up his mind. This can sometimes lead him to trying to do two things at once and failing at both. 
Power: Momentum of the elements: Fulmen can’t just disperse his creations a will. Sometimes the storms might become out of hand forcing him to take action in order to stop them prematurely.  
Abilities: 0 + 0 + 4+ 4+ 6 + 0 = 14PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 16(+3)
Charisma: 10 (+0)
Combat: 8 + 6 = 14PP
Initiative: +4
Attack: +4/+10 Control Air and Water Array
Grapple: +4 
Defense: +8 (+3 Base+ 5 Dodge) +2 Flat-Footed
Knockback: -1, -11 [with Ice skin]
Saving Throws: 5 + 8 + 1 = 14PP
Toughness: +12 (+2 Con, +10 ([impervious] w/Ice Skin)
Fortitude: +3 (+2 Con, +1)
Reflex: +8 (+0 Dex, +8)
Will: +8 (+3 Wis, +5)
Skills: 24 = 6PP
Computers 3 (+5) Skill Mastery
Knowledge (Arcane Lore) 3 (+5) Skill Mastery
Knowledge (Life Science) 3 (+5)
Knowledge (Physical Science) 3 (+5) Skill Mastery
Notice 6 (+9) Skill Mastery
Search 6 (+8)
Feats: 8PP
Dodge Focus (5)
Improve initiative
Move by action
Skill Mastery (Knowledge (Arcane, life sciences, Physical sciences), Computers)
Powers: 48+ 20 + 10+ 16 = 94PP
Control Air and Water 17.5 (35 PP, Divine; Feats: Dynamic Alternate Powers 6, Dynamic base power)  [48 PP]

Dynamic Base Power: Air Control 1-16 (Aerokinesis, Air; Effective STR: 80, Heavy Load: 800 tons; Feats: Subtle, Precise) {34/35} 
Dynamic Alternate Power: Water Control 1-15 (Hydrokinesis; water; Effective STR: 75, Heavy Load: 400 tons; Feats: Subtle, Precise, Accurate 3) {35/35}
Dynamic Alternate Power: Blast 1-10 (Weather strike, weather; Feats: Indirect 3, Precise, Variable Descriptor 1 [any weather], Accurate 3, Progression (range) 2, Increase range 2, subtle 1) {33/35}
Dynamic Alternate Power: Environmental Control 1-8 (Atmokinesis, Weather; Extras: Mix and match 4 (cold, heat, distracting, hamper movement, visibility), Independent; Feats: Precise, Subtle 1) {34/35} (5-1000 ft radius)
Dynamic Alternate Power: Create Object 1-10 (Ice Structures, water; Extras: Independent, Slow Fade 1; Feats: Precise, Stationary, Progression 2 [1-10 25 ft square blocks], Selective) {35/35} (toughness 10)(10 25ft blocks)
Dynamic Alternate Power: Obscure 1-11 (Obscuring mist; water, air, weather, Visual; Extras: Independent, Slow Fade; Feats: subtle 1 ) {34/35} (5-10000 ft radius)
Dynamic Alternate Power: Flight 1-10 (Fight and swim; air or water; Feats: Subtle,) {21/35} (10 -10,000 mph)

Sample Allocation 
Blast 10 (weather,  accurate 3, indirect 3) [26/35]
Flight 4 (100 MPH/ 833 ft/round ) (PF: Subtle) [9/35]
Force Field 10 (Ice Skin, Water; Extra: Impervious 10) [20 PP]
Immunity (Life Support, Aging) 10 (Internal climate control, air, water, heat, cold, weather) [10 PP]
Super Senses (Tactile [Accurate, Acute, Radius]; Detect Elemental (Water and Air) [Ranged, 4]; Extras: Analytic 1, Penetrates Concealment 4, Extended X3, Rapid x3, Uncanny Dodge) [16 PP]
DC Block
ATTACK          RANGE              SAVE                 EFFECT
Blast           Range(variable)    DC 25                Damage(ranged)
Grab(powers)    Perception         d20+20               Grapple
Totals: Abilities (14) + Combat (14) + Saving Throws (14) + Skills (6) + Feats (8) + Powers (94) - Drawbacks (0) = 150/151 Power Points Edited by AvengerAssembled
1 for November
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I changed my range back to  ranged as it allows me to spend only 23 points for a lvl 10 attack will 12 left over for 6 flying. other wise i would have to spend 30 for a full attack and only 4 for flying 2. also I would not need an attack roll and indirect would be useless as indirect attacks directly on the person.  It also means that I could attack any thing I can see which could city be half way across the city which seems very OP. This way allows me more flexibility scenes feats don't have to be incorporated into powers like extras and puts a sanity check on my character offensive abilities.  

also how do you translate mph hour to feet/ move action?  Is it   1 M/H  (5000 ft/ 1 M)* ( 1 H/ 3600 sec) *( 3 sec / 1 move action) = 4.2 ? or am I doing something wrong ? 

Edited by thomasdm3
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