Alrighty then!
Hopefully this clears up the few things that were missing before. If you need more, just ask!
As always, suggestions and comments are always entertained, though I'm fairly happy with the build. Her defense is a bit light and has holes...but that's okay. Oh, and Jemal, I'm not sure how much water it would reasonable take to power her abilities. What if she carried some around in some kind of...oversized waterskin or something? Feasible, or would it be too heavy?
Also, would being a legal minor be considered a drawback, or a complication?
[sblock=Calypso]CODENAME Calypso
Concept/Archetype: Elemental
Power Level: 11
Power Points: 180
Experience Points:
Hero Points: 1
ABILITIES 25
STR 10 +0 (0 PP)
DEX 16 +3 (6 PP)
CON 16 +3 (6 PP)
INT 13 +1 (3 PP)
WIS 10 +0 (0 PP)
CHA 20 +5 (10 PP)
SAVES 11
TOUG +3 (3 Con)
FORT +6 (3 Base + 3 Con) (1 PP)
REF +7 (4 Base + 3 Dex ) (2 PP)
WILL +4 (4 Base + 0 Wis) (4 PP)
COMBAT 36
INIT +3
BASE DEF +8 (16 PP)
DEF 18 (10 + 8 Base)
FLAT-FOOTED 14
BASE ATT +10 (20 PP)
ATTACK
Water Bash: Melee Attack +10 (DC 26, 15' reach, nonlethal, water)
Water Blast: Ranged Attack +10 (DC 26, 110', nonlethal, water, linked Trip(KB) +11)
Ice Shards: Ranged Attack +10 (DC 26, 110', lethal, ice, autofire)
SKILLS 40 SP (10 PP)
Bluff +10 (5 ranks + 5 Cha)
Concentration +5 (5 ranks + 0 Wis)
Intimidate +10 (5 ranks + 5 Cha)
Knowledge (current events) +5 (4 ranks + 1 Int)
Medicine +4 (4 ranks + 0 Wis)
Notice +5 (5 ranks + 0 Wis)
Profession:Fishing +2 (2 ranks + 0 Wis)
Swim +10 (10 ranks + 0 Str)
LANGUAGES (0 Ranks)
English
MOVEMENT
SPEED 30/60/120
SWIM MPH: 25/50/100
FEATS 10
Attractive 1
All Out Attack 1
Defensive Attack 1
Evasion 2
Favored Environment (water) 1
Environmental Adaptation (water) 1
Rage 3
POWERS 88
Water Control +11 (28pp)
- AP Create Object (Movable, Medium:water, PF Tether, PF Progression) +10
- AP Nonlethal Blast (Medium: Water, Link to Trip) +11
- - Trip (Knockback, Medium: Water, Link to Blast) +11
- AP Lethal Blast (Medium: Water, Autofire) +11
- AP Snare (Medium: Water, PF Reversible) +10
- AP Strike (Medium: Water, PF Extended 2) +11
- AP Suffocate (Medium: Water, Sustained) +11
Rain/Sleet storm: Environment Control (distract DC 10/hamper movement 1/2) +5 (15pp)
Fog Cloud: Obscure (all sight) +5 (5pp)
Deflect (All Ranged, Free, Medium: Water) +10 (30pp)
Super Move: Water Walk (2pp)
Super Sense: Detect Water (mental, range, radius, acute) +4 (4pp)
Swimming +4 (4pp)
COST
Abilities [25]
Combat [36]
Saves [11]
Skills [10]
Feats [10]
Powers [88]
Drawbacks [0]
Total [180]
Unspent [0]
NOTES
Real Name: Astrid Moore
Gender: Female
Age: 17
Height: 5'5"
Weight: 120lbs
Hair: Brown
Eyes: Blue
Nationality: American (northeasterner)
Ethnicity: White
Tradeoffs: None
Description: Astrid is a hauntingly pretty girl with long straight hair that she often puts up and wears under a baseball cap, or down in a tail, and clear eyes colored like the ocean under an open sky. She has the athletic tone of a lifetime swimmer and a gentle patter of adorable freckles lightly peppering her cheeks and nose. Not the made-up posed beauty of a magazine cover, but rather the earthy girl-next-door loveliness that has neighborhood boys peeking out windows hopefully to get a glimpse. She typically wears baggy cargo shorts that go down to her knees, sandals and tank tops, or blousy summer dresses...unless it's winter and she has to wear her coat and pants.
Background: Unusually for troubled children, Astrid's childhood was quite happy. Her parents, formerly high finance in New York, had bought land in Maine to settle down on and semi-retire. Her father bought a small fishing boat and found to his surprise that not only could he turn some profit selling his catch, but he enjoyed doing it as well. Her mother in turn handled the family finances.
It was clear early on that there was something different about Astrid. Even as a baby, her parents noticed that there were more problems with the water pipes when she was upset. By the time she could ask for 'wa wa,' she could bend streams of water from the sink so that it spilled over the side. They themselves had had positive experiences with mutants while in New York, and viewed their daughter's abilities with excitement. At the same time, they recognized that such cosmopolitan views were unusual, so they strictly forbade her to use her powers around anyone but them. In the meantime, she took to going out on the boat with her father, using her abilities to help him fish and catch things.
In her teenage years, Astrid grew less and less satisfied with the restrictions on her though. More than one night was spent arguing over why she couldn't do anything even around her friends. One such night she left in a huff. When she returned, Astrid's life was turned upside down.
She saw the glow in the night sky, saw the flashing lights long before she got to the house. The house was on fire. Not just 'had fire in it.' The whole thing was ablaze, as if some mad god had touched a vast match to it and used it as a campfire. Firemen were pumping water from the duck pond nearby with a hose connected to their engine. Astrid had a much more efficient idea. She simply caused the whole pond to sluice up, over, and down onto the house...dousing the entire thing at once. As the firemen stared at her, completely floored, Astrid yelled her parents names and ran for the house...not caring about what she'd done, or the consequences, or anything but making sure her loved ones were okay.
Tragically, they were not. The search of the premises turned up two human remains, male and female. The temperature of the fire made dental records difficult, but it was close enough to make any other conclusion wildly speculative. The Moores were dead. Her mother's brother, Thomas Renwick, became her legal guardian...but by then, there were other complications. The fire fighting team was composed of local volunteers, and none of them were quiet about how the blaze had been extinguished. By the time the red tape was unstuck, Astrid's mutant nature was officially outed.
She would never forget, nor forgive, how friends turned away when she needed them most. How people she'd only met in passing before now either scowled at her or hurried away as she went by. Other people, strangers, started making trouble, and that made people blame Astrid all the more. Thomas, who still lived in New York, made a quick decision.
She obviously couldn't stay in the lazy, small...but very conservative...Maine fishing town she still owned the family land in. And she -definitely- couldn't stay with Thomas, who was living a comfortable bachelor's life and simply had no room for (mutant) little girl. So he sent her to Xavier's after doing some discrete poking around in "mutant circles."
Despite the fact that Astrid feels more at home at Xavier's than she had at home (at least after her parent's death), she still feels that her uncle sent her there just to get rid of her, and it's therefore still a betrayal...again, just when she was most hurt, and needed comfort the most. She has become an angry, lonely child...desperate for companionship, but unable to trust anyone enough to let them get close. This anger is especially apparent when confronted by anti-mutant prejudice, as she's started to see that as the reason why her friends and uncle abandoned her.
Astrid has taken the 'mutant name' of Calypso, which her father used to call her, in reference to the sea nymph from The Odyssey.[/sblock]