flynnarrel wrote: MarikaBackstory wrote:“Your ability to focus is... passable and you are moderately-talented in many other ways, Marika, I just do not understand why you cannot form sustainable ice. All it takes is a stillness that you replicate in the water you control.”
Marika was sullen, which only tinged the annoyance she felt at this old argument. “Yes, Ma’am. Sorry, Ma’am. But… I must ask… is the formation of ice a requirement for me to be a Guardian of The Sacred Pools?” she regretted it instantly when she saw the Mistress of Novices’ face grow glacial. She’d be peeling tubers for a week… again.
“Marika, child…” it wasn’t a term of endearment as much as a reminder of her low status amongst the Novices brought about by age and limitations, “do you WANT to stand sentinel by Tsukuyomi’s divine waters, protecting them from those who might contaminate or corrupt them?” Marika at least knew as much to stay silent and nod. She really did too. The Guardians were an ancient sisterhood tasked with protection of the Celestial Mother’s own blessed waters here in the Northernmost reaches where ice and snow were the norm. She’d admired them ever since she was a little girl. They took her in when her family’s home collapsed, orphaning her.
“And do you want the camaraderie of sisterhood and the surety of upholding a sacred duty in service to Lady Tsukuyomi?” Marika hesitated. Some of other Novices could be mean. They made fun of her hair, wilted and stringy as it was. And they teased her for having larger ‘mannish’ feet and hands. The Mistress of Novices took her hesitation as a sign of disrespect.
“Or can be relegated back to the village. You *are* of marrying age afterall. There is always a need for skilled workers, gatherers, chiurgeons, …”
“No, Mistress Narosa!” Marika blurted. “Please, … I’ll get better, I promise.” she pleaded, choking down the anger that began to bubble in her. Mistress Narosa truly knew Marika’s weakness. Their traditions held that women were subservient to their husbands. Guardianhood was one way to escape that role. ”Please give me another chance.”
The Mistress let show a small smile of triumph. “Maybe there IS a way. You will travel South and deliver this letter to Master Tenzen, one of the greatest Teachers in the land, familiar not only with our style but that of ALL the elemental traditions. It asks that he examine you to determine the cause of your deficiencies and if there is anything that can be done for you. You are to bear a shipment of our local herbs which he uses for poultices and such. One was being sent anyway. And you are as good as any to guard it. Oh, don’t look so sullen. It is a compliment that we are sending you out despite your years. Besides, it was Grand Mistress Marleena’s idea. She sees something there, Goddess-only-knows what.” Marika took some comfort in that. Marleena was the seniormost among them and had always treated Marika tenderly. Maybe it wouldn’t be so bad afterall.
Complications @ PL 4 (possibly carrying over to level

Smart-mouth: Marika says what’s on her mind despite of how inappropriate it is.
Rebels against tradition: Especially the ones that see women in lesser roles than men.
Fear of immobilization: Marika gets frantic whenever held down or immobilized.
[This was a set up for the pre-training, PL 4 adventures.]
Gain Complication: protect the Pearl of Tsukuyomi
[Then insert training montage.]
Marika
PL 8 PP120
Abilities: St 8 Dex 16 Con 14 Int 10 Wis 14 Cha 10 [12pp]
Tradeoffs Def +3/ Tough -3,
Saves: Fort 4+2con = +6, Ref 6+3dex = +9, Will 6+2wis = +8 [16pp]
Toughness +2con+2 leather +1feat = +5
Skills [12pp]: Sense Motive +5 (+7.), Notice +8 (+10.), Concentration +10 (+12), Survival +1 (+3), Medicine +8.(+10.), Acrobatics +7 (+10), Knowledge History +1, stealth +8 (+11),
Feats [17pp]: equipment 1, Attack Focus Melee 2, Attack Specialize(Unarmed), Dodge focus 6, Uncanny dodge (hearing), Evasion, Skill Mastery (Concentration, Acrobatics, Medicine, Stealth), Prone Fighting, Grappling Finesse, Tough, improved Initiative 1,
Equipment: Leathers (Protection 2), large waterskin, iron tiger claws (dmg+1, mighty [lethal])
Other equipment: normal First Aid kit.
Combat: BAB 4 [8pp] Ranged +4 / Melee +6 / Unarmed +8
BDB 5 [10pp] +6 Dodge = +11, +3 if Uncanny dodge doesn’t apply, 21 and 13 repectively
Initiative: +7
Grapple: +6(melee)+3(Dex) = 9
Powers:
Tidal Connection Senses, Sustained: Detect Water[Mental], Ranged, Accurate, Radius, Extended [6pp+2AP]
{Marika can accurately sense where water is including waterskins, rain barrels, and possibly sweat. She knows where she is in relation to nearby lakes and streams even with her eyes closed.}
AP: Obscure (Vision), Independent, Flaw:Normal Vision Only; Feat: Slow Fade, Reversible pr4 {Marika wills water to condense in the air creating a fog to block sight in up to a 50 foot radius lasting 20 rounds, reducing in radius every 5. She needs no external source of water for this and no gestures. It's not in her control once summoned (She cannot move it around like normal Obscurements), though she can banish it.}
AP:
Ice Skates Speed 2, move by action, Fast Overrun, Improved Overrun, Improved Throw {Marika skates along quickly on ice that forms under the soles of her feet. She can try to bowl people over with this. Melee Attack +6, if hits, Overrun attempt +2(speed)+4(imp.overrun) vs worse of either their strength or dex.}
Water Bending Array:
Streaming the Water - As Telekinesis with a water movement descriptor (Extra: Damaging, feats: Accurate, Improved trip, Improved Throw) pr 8 [27pp + 12AP]
{Basic 'water' movement.} [Str 40, Heavy Load 3 tons, ~750 gallons, +8 to hit, DC 23 Toughness, or Trip attack at 1d20 +8(power rank)+4(improved Trip) vs worse of Str or Dex, or Grapple at +8(power), can damage.]
AP: Strike pr 8, Ranged, Feats: Penetrating 4, Feats: Accurate, Precise 2, Blind Fighting, Power Attack, Accurate Attack, Improved Aim
Water Blade {A launching of water, blade-thin, moves as Marika directs cutting through things as neatly as a sword.} [+8 to hit, Toughness DC 23, this is a basic, all-purpose, standard action attack that can go out up to 80-ft from Marika. Her control is such that she can accurately put the strike where it's most needed, including where it might do the most damage, get around cover, even be aimed well.]
AP: Deflect (slow projectiles, energy, {melee is included}); Feats: extended Reach 3, Precise, pr 11
Flow of Battle –
{This fighting style is based on redirection of energy. Marika keeps a band of water flowing over her which she maneuvers to accept any melee attack or any projectile launched at or near her location. In a flowing, circular motion she directs the attack away or possibly catches it in the protective waters.}[Deflect is a 1d20+11 vs their attack roll, she can do this up to 15 feet away from her. Can catch @ no penalty.]
AP: Deflect pr 11 (melee only 0/rank) Extra: Reflect, Redirect; Feat: Subtle +Link; Trip(Flaw:Touch Range) pr 8:
Bend the Stream – [i]{Continuing the concepts of redirection of energy, Marika patiently awaits melee attacks. In a twisting motion she redirects the attack, sometimes back at the attacker, sometimes toward someone else in melee range. Reflected Attacks +8 to hit new target, Damage/effects as original attack. With a subtle push Marika can sometime cause attackers to overbalance and trip.}
AP: Healing; Extra: Total, Standard action, Feats: Stabilize, Split attack 2, pr6
Wholeness of Blood – [i]{Surrounding a target with water and with an application of chi, Marika can will blood and body to knit back together at accelerated speeds} [Con check +6, DC 10 to Heal anything, by every 5 over, heal another condition, can ‘split’ to heal three people at a much lower rank. They must be near each other.]
AP: Create Object; Extra: Moveable, Feats: Stationary, Tether, Selective. pr 8
Stance of Shaping –
{This is a Water bender’s ability to make hardened water objects. She can form objects and move them at her command or keep them as barriers. She can also choose what the objects simply flow around what they don’t. Note: She cannot form ice with *this* stance.} [8, 5 foot squares, +8 vs. Str to oppose movement. Toughness +8. Hard water. Can Trap, DC18 Reflex to avoid, Can drop in area DC18 Ref, DC 23 Toughness, Moves/Supports with 40 strength, Heavy load 3 tons]
AP: Create Object, Extra: Impervious, Independent[0], Feats: Stationary, Slow Fade, Precise pr 8
Glacial Flow –
{Marika has finally learned the centering it takes to form ice. Her ice barriers and Shaped objects are quite difficult to harm but melt slowly over time.} [8, 5 foot squares, +8 vs. Str to oppose movement. Toughness +8, Impervious. Ice. Can Trap, DC18 Reflex to avoid, Can drop in area DC18 Ref, DC 23 Toughness, Supports with 40 strength, Heavy load 3 tons]
AP: Snare pr8; Feats: Tether, Chokehold, Reversible, Accurate 2, Obscure Sight, Obscure Hearing.
Tide Flows Over –
{At the completion of this maneuver, Marika launches a sphere of water that splashes over whatever it hits. It clings and spreads, impeding movement, possibly encasing entirely and cutting off breathing passages. If so, at her direction, it covers the eyes and plugs ears or releases entirely.} [+8 to Hit, DC 18 Reflex, fail = Entangled, -2 attack, -2 defense, -4 Dex, no dodge, move@ half; if Save fails by 5 or another successful attack, Helpless and applies Suffocation, she can 'exert strength against', her strength counts as 40 with the Tether. Ensnared person gets their strength as damage automatically, Snare Toughness +8, needs to fail by 5 or more to make hole or escape artist DC 28]
AP: Snare; Extra: Area-Shapeable, Backlash, Flaw: Touch Range; Feats: Reversible, Obscure Sight, Indirect (From Below), pr 8
Winter’s Embrace –
{At the completion of this maneuver, Ice spreads from Marika rapidly. Anyone caught by it has their limbs pinned, joints frozen, and permafrost covers and hardens over them. The sharp ice crystals will punish any who tries to break out. If so, at her direction, it covers the eyes or releases entirely. The effect can spread under barriers to grow up over people.} [DC 18 Ref to see if full or half effect, if made, DC 14 Ref, if fail, DC 18 Reflex, fail = Entangled, -2 attack, -2 defense, -4 Dex, no dodge, move@ half; if Save fails by 5 or another successful attack, Helpless and if they try and fail to break out the suffer the Toughness DC of their own attack. Snare Toughness +8, needs to fail by 5 or more to make hole or escape artist DC 28]
AP: Strike; Area Shapeable (targeted), Flaw: Full Round Action, Feat: Accuracy, Homing, Progression-Area (16 contiguous squares, any shape, must include Marika) pr 8 +Linked Trip; Flaw: Touch, Full-Round Action; Extra: Area Shapeable, Feat: Improved Trip (worse of Str or Dex), Progression - Area. pr 8
Water Whip –
{after a bit of Concentration, a whip of water shoots and writhes at her direction, striking and likely knocking to the ground opponents. Even if it misses, the chaotic flailing of the whip may still hit a target as it withdraws.} [16, 5foot squares, +8 attack, DC 23 Toughness, 1d20+8 vs 1d20 + LOWER of Str or Dex or be knocked prone, Homing]
AP: Blast; Extra: Autofire 2, Feats: accurate 3, Ranged Pin, Drawback: lethal only pr 6
Shower of Sharpened Shards –
{Marika forms and projects several dozen icicles toward and opponent. She can choose to pin their clothing instead.} [+10 to Hit, If attack succeeds by 1 over defense DC 22 Toughness, If hits by two or more DC 23 Toughness, If by 3 or greater, DC 24 Toughness out to 60 feet, Alternatively, ranged pin (counts as anchored Entangle), Reflex vs. attack roll, if fail, DC 15 str or escape artist as move action to free, Can attack a line, can lay Cover Fire]
AP: Blast pr 10, Alternate save-Fortitude, Feats: Accurate 1, Indirect, Feature: Creates Environmental water, Feature: Doesn't require environmental Water, Flaws: Distracting, Full-round Action, Linked to Fatigue pr 10, Ranged, Flaws: Distracting, Full-Round Action. Feat: Accurate 1, Indirect, Sedation.
Draw out the Water -
{Marika performs a complicated gesture requiring her full attention up until the time she unleashes the attack. Water issues forth from the designated target eliciting pain. The free floating globules of water are now available for her bending.} [+6 to hit, target gets 1 Fortitude save against Damage DC 25, Fatigue DC 20, this effect bypasses barriers. Her Defense drops from 21 to 13 until the start of next round.]
AP:
Water Cloak Stance 3
--Feature: Doesn’t require Gestures (1)
--Elongation 2(Extra:Projection, Limit:Arms only) (3)
--Additional limbs: Arm pr 2 (2)
--Enhanced Strength 18 (18)
--Feat: Withstand Damage, Improved Grab, Chokehold, (3)
Water Cloak –
{Marika has only to will an exoskeleton of water and tentacles to form around her increasing her strength, reach, and the prehensile tentacles function as arms to her thoughts.} [Strength becomes 26 (+8 ), She has a total of 4 arms(two extra from the sides, Grapple of +6(melee)+8(str)+3(Elongate)+2(Additional Limbs)=+19, She can trade off Defense for Toughness up to -5/+5. She has a reach of 25 feet]
Drawback:
Water Bending gets a -1 Drawback for requiring Water to work
and a -1 Drawback for Powerloss if unable to gesture.
Abilities 12+ Saves 16+ Skills 12 + Feats 17 + Combat 18 + Powers 47 – Drawbacks 2 = 120
Examples from the show that I drew these powers from.
http://www.youtube.com/watch?v=udqiw7bgaDIhttp://www.youtube.com/watch?v=jCZtuYxY ... re=relatedhttp://www.youtube.com/watch?v=4XmyS4tp ... re=relatedhttp://www.youtube.com/watch?v=69uUBIjK ... re=relatedhttp://www.youtube.com/watch?v=dZg30vnk ... re=relatedhttp://www.youtube.com/watch?v=YMgAGAlrCng&NR=1Edit 7/7/11 - Change references of Luna to Tsukuyomi. A more appropriate diety in this setting.
Edit 7/30/11 - rearranged points to add skate ability, and a couple more options on the PL 8 array, then twice more to correct misspellings and add edit note.