felicitousFolly Posted March 13, 2011 Posted March 13, 2011 Player Name: FelicitousFolly Character Name: Maelstrom Power Level: 7 (104/109PP) Trade-Offs: +0 Attack / -0 Damage, -5 Defense / +5 Toughness Unspent PP: 5 Progress To Bronze Status: 4/30 In Brief:: Thematically, somewhere between Iceman, a Water Bender (from Avatar: The Last Airbender), and Aquaman Alternate Identities: Brian Seacrest Identity: Secret Birthplace: Big Pine Key, Florida Occupation: Student Affiliations: Claremont High School Family: William (father), Vivian (mother, vanished), Aurum "Autumn" (sister, older), Crystal (sister, younger) Age: 16 Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5'6" Weight: 146 lbs. Eyes: Green Hair: Sun-bleached Red; almost Gold-hued Description: Lean and Lanky, Brian takes after his mother's Irish ancestry in build, but many months at sea have given him a healthy tan, and bleached his short naturally red hair to a near-blond color. Brian has an old scar on the back of his neck just an inch away from his spine from where a harpoon fell on him during a terrible storm four years ago. Brian has a pleasant, if unexceptional, smile and he often smiles. Brian is most self-conscious about his hands; his pointer and pinky fingers are the same length, and his slightly longer ring and middle fingers are the same length. Brian's voice is mostly a high baritone, but it still irregularly breaks into a tenor squeak. As the hero Maelstrom, he wears a gradated full-body wet suit, white on the bottom and black at the top, with large navy blue 'bubbles' giving the whole suit an aquatic motif. Power Descriptions: No tests have conclusively determined the source of Brian's powers. Brian's Father, William swears there has been no exposure to any ancient or foreign device, unusual spills or chemicals, secret laboratories, nor the like. Brian's Mother, Vivian, was unattainable for comment. Tests indicate that Brian's powers are similar to a telekinetic with a water affinity, but even that fails to fully explain his powers. The current theory is that the powers are due to a mutagenic gene, which became active roughly three and a half years ago. History: The Seacrest name is best known in certain circles as one of the worlds premier explorers and treasure-seekers due to Brian's father, William Seacrest. Brian grew up on William's true stories of discovering a sunken pirate ship, fighting off real pirates, and then negotiating an excavation treaty all in the same day. The Earliest years of Brian's life were spent on William's yacht, sailing the seven seas with his parents and older, by one year and one day, sister Aurum. Their mother named her. Exactly one day shy of three years after Brian's younger sister Crystal was born, when Brian was turned four, their mother abruptly disappeared with the explanation in a tiny note saying only 'Truly, I'm sorry. I never meant to hurt you, but I can't stay. It would be best for the children if you do not look for me.' After that, Brian and his sisters were dumped off at their family's estates in Port Regal, where they primarily stayed at the lake house on Lake MacKenzie. For the next five years, the children were raised by the household staff, most influentially for Brian were the athletics trainer and the self-defense instructor, from whom he learned the exaltation of surpassing limits by "fighting through the pain" and the mental discipline of self-control respectively. Excluding those two and his dear sisters, Brian was the reclusive child while his father was away. His older sister Aurum (Their mother named Aurum), who goes by 'Autumn', was the 'responsible' one, and his younger sister Crystal was the adorable one, and always either following at Autumn's heels or sitting next to Brian, being read a story. Brian loved to read, everything from detective novels to fantasy to science fiction even to his text books. Brian gets a great enjoyment from learning, but does not put due diligence into memorizing what he arbitrarily decides is useless or impractical knowledge. The infrequent visits from their father were tearful and joyous at the same time, for everyone. At first, the visits were very sparse, with almost a year in between, but after three years William seemed to realize that his obsession in finding Vivian was destroying his family as much as his wife's departure, and that the only peace he would have could be with his children. So, William spent more and more time staying at his own home, and getting his archeological career back in order, and Brian and his siblings became much more well-adjusted. During the past five years, Brian and his sisters have actually accompanied William on his adventures, traveled the world, and been part of excursions in Africa, excavations in Persia, and excardinations in Rome. Or at least watched the excardination from St. Peter's Square. It was wonderful, staying in mansions and peering down on parties, until two years ago, when William decided that his children would need the interaction experience and modern education for their futures, and it was decided that each of them would enter High School when they turned fifteen. It was two years ago Aurum moved back to Freedom City. Brian was both nervous and sad to leave Crystal's side, but he knew the year would Fly by, especially with how regularly they all visited each other. Freshman year. Bayview Public high school. From a lifetime on a giant boat or in mansions, they experienced the clinical definition of "culture shock." Brian's coping mechanism was to stay somewhat distant, quiet, reserved, as he found the crowds, the noise, the hustle-and-bustle of a crowded school uncomfortable. Brian regularly spent his lunch period in the pool, quietly floating and relaxing and finding his mental and emotional balance. The crowds and noise were so distracting that Brian actually started wearing ear plugs to stay comfortable. And while this ruined his grades so badly he needs summer school to graduate from his freshman year, it helped him get a feeling of closeness with many of his classmates through non-verbal interactions, as well as developing his rarely-acted-upon puckish sense of humor. The most amazing and mysterious incident was how the principal's car got on the roof without anyone noticing. It was at that same time Brian realized that he can do more than pranks with his gifts; he could finally become a man in his own right, heroic and brave on his own, rather than hiding and watching his dad as he had as a child. Personality & Motivation: In social environments with multiple people, Brian is reserved to a degree of almost timidity. In one-on-one interactions, Brian can relax and participate. Brian's mouth tends to run slower than his brain, and sometimes he will randomly skip parts of the conversation, or go from one point on a tangent without a suitable segue. Brian's Motivation's are love for adventure and making the world a better, and funner, place. He was brought up watching heroics, and feels like he's ready to step out of his father's shadow. Powers & Tactics: At the sense of danger, Brian will pull the compressed water from his sports bottle he always carries around with him, and spin it in a hard sphere revolving around him. From there, he will use that rotational momentum to fling lots of fast-moving hard water 'pellets' at distant foes, or focus all that momentum into one heavy impact against an adjacent opponent. While Brian can use his water manipulation to move non-water objects, he does not have the precise control he feels comfortable with. Brian doesn't like doing property damage beyond the semi-regular broken pipes to fuel his powers. Complications:: Loyalty: He'll support his friends and family blindly, even if they're wrong. Naivety: While book smart, Brian does not have real world smarts, and tends to take people at face value and believe what he's told. (He'll automatically believe any reasonable bluffs, but that doesn't mean he will be stupid about it; he won't get in a stranger's car, for example.) Power Loss: Without water. Secret: He and his siblings are literal bastards; his parents never wed according to the legal system. Student: Academic obligations. Temper: He'll actively attack anyone who badmouths his family. Abilities: 0 + 4 + 0 + 4 + 0 + 4 = 12PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 4 = 10PP Initiative: +2 Attack: +3, +7 Water Control Grapple: +3, +14 Water Control, +27 vs Liquids Defense: +2, +1 Flat-Footed Knockback: -9/-0, -19 Hydrokinetic Maneuverability Saving Throws: 5 + 4 + 5 = 14PP Toughness: +12/+0 (+0 Con, +12 Protection [impervious 6]) Fortitude: +5 (+0 Con, +5) Reflex: +6 (+2 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 16R = 4PP Notice 8 (+8) Swim 8 (+8) Feats: 10PP Accurate Attack All-Out Attack Attack Specialization (Water Control) 2 Defensive Attack Environmental Adaptation (Aquatic) Improved Defense Luck 2 Power Attack Powers: 18 + 3 + 7 + 26 = 54PP Force Field 12 (Extras: Impervious 6) (Water Shield) [18PP] Immunity 3 (Cold Environments, High-Pressure Environments, Suffocation [underwater]) [3PP] Super-Senses 7 (Darkvision [Visual Senses, Extras: Counters Obscure 2, "Darkness" Descriptor], Detect Water [Mental, Extras: Accurate, Radius, Ranged]) (Hydroperception) [7PP] Water Control 11 (22PP Array, Feats: Alternate Power 4) [26PP] Base Power: Move Object 20 (Lifting Strength 100 [Heavy Load: 12,500 tons], 10 200ft Range Increments / 2,000ft Max Range, Flaws: Limited [Liquids], Feats: Indirect, Precise) (Hydrokinesis) [22PP]Alternate Power: Blast 7 (10 70ft Range Increments / 700ft Max Range, Extras: Autofire) (Hard Water Barrage) [21PP]Alternate Power: Immovability 10 (Extras: Linked [swim], Unstoppable, Flaws: Limited [underwater]) [10PP] + Swim 10 (Extras: Linked [immovability], Feats: Moving Feint) [11PP] (Hydrokinetic Maneuverability) [21PP]Alternate Power: Move Object 7 (Lifting Strength 35 [Heavy Load: 1.5 tons], 10 70ft Range Increments / 700ft Max Range, Extras: Damaging, Feats: Indirect) (Hydro-Telekinesis) [22PP]Alternate Power: Strike 7 (Feats: Knockback 7) (Hard Water Strike) [14PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Hydro-Telekinesis Ranged Grapple check (Staged) Pinned/Bound Hydro-TK (Thrown) Ranged DC22 Toughness (Staged) Damage (Physical) Water Barrage Ranged DC22* Toughness (Staged) Damage (Physical) Water Strike Touch DC22 Toughness (Staged) Damage (Physical) *Autofire Abilities (12) + Combat (10) + Saving Throws (14) + Skills (4) + Feats (10) + Powers (54) - Drawbacks (0) = 104/109 Power Points
N/A Posted April 6, 2011 Posted April 6, 2011 There was a clerical error with the totals at the bottom. After double-checking all the math, it appears that you shortchanged yourself by 1PP. Normally we require that all of a character's starting points be allotted before approval, but in consideration for your abysmally long wait time, I'm pushing this one through. Feel free to post in the Edit Requests thread when you decide how to spend that last point. :approved:
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