Storm
Power Level 10 (150 pp)
Abilities: STR: 10 (+0), DEX: 16 (+3), CON: 14 (+2), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)
Skills: Bluff 4 (+7), Concentration 8 (+11), Diplomacy 4 (+7), Disable Device 8 (+10), Escape Artist 8 (+11), Knowledge [Streetwise] 4 (+6), Knowledge [Tactics] 4 (+6), Notice 8 (+11), Pilot 2 (+5), Sense Motive 8 (+11), Sleight of Hand 8 (+11), Stealth 4 (+7), Survival 4 (+7), Languages 2 (English, Swahili; Base: Arabic)
Feats: Benefit (Status), Defensive Roll 4, Dodge Focus 2, Evasion, Favored Environment 4 (Airborn, +4 to Dodge), Leadership, Teamwork, Tough, Uncanny Dodge (Visual)
Powers: Immunity 5 (Powers and effects with Weather descriptor; Sustained),
Feature 1 (
Weather Sense),
Flight 3 (50 mph)
Weather Control Array (32 pp base + 7 APs= 39 pp)
Weather Control 16 (32pp—mix and match environments: Cold, Distraction, (Precipitation), Hamper Movement (Icy or Wet Surfaces), Heat, Reduced Visibility (Rain), Extra: Independent (+0))
AP:
Air Control 10 (Extra: Knockback (for Trip), Trip Opposed by Strength (+0), PF: Freshen Air, Precise) (32 pp)
AP:
Blast 12 (PF: Accurate, Improved Range 3—1200 ft range increment, Indirect 2, Precise) [Lightning] (31pp)
AP:
Blast 10 (Extra: Area—Line, PF: Indirect 2) [Lightning] (32 pp)
AP:
Blast 7 (Extra: Area—Cylinder, Duration—Concentration, PF: Indirect 2, Progression 2—increase Area's size) [Tornado] (32 pp)
AP:
Dazzle 10 (Visual & Audio, Extra: Area—Burst, Flaw: Full-Round Action, PF: Indirect 2) [Lightning & Thunderclap] (32 pp)
AP:
Obscure 10 (1 mile radius, Visual, Extra (+0): Independent, PF: Reversible) [Fog] (21 pp)
AP:
Trip 10 (Extras: Opposed by Strength (+0), Range—Perception, Knockback, Area—Cone, Flaw: Limited [Effect must originate at Storm, -1]) [Air] (30 pp)
Combat: Attack +6 (+8 Lightning Bolt) [Unarmed 0 dmg, Lightning Bolt 12 dmg], Defense 19 (23 Airborn) (14 flat-footed), Initiative +3, Grapple +6 (resist/escape grapples with Escape Artist +11), Knockback -3 (-1 flat-footed)
Saves: Toughness +7 (+3 flat-footed), Fortitude +4, Reflex +7, Will +9
Abilities 26 + Skills 19 + Feats 16 + Powers 51 + Combat 26 + Saves 12= 150
Notes: Here’s Storm as a PL 10, 150 pp PC. She's very powerful on offense, particularly due to her variety of Area Attacks, but she's fragile for her PL and is quite vulnerable if you can surprise attack her.
I managed to make her without a Dynamic Array, which makes her simpler than she would otherwise be. The place where this has the most impact is Storm’s Environmental Control power, which I had to give the Independent extra to so that she could use it at the same time as her instant-duration array powers. The more thematically compelling way to do this is to give her a fully Dynamic Array and a regular Sustained Environmental Control power—but that costs more pp and results in a more complicated character.
Favored Environment normally can be used either to increase Attack or Defense, but this creates problems because Storm would be over her PL caps on attack/damage with her targeted Lightning Bolts if she could do this (see
here, where Steve says that in general if part of an ability would put you over PL caps you simply can’t buy the ability at all). So I’ve limited Storm’s Favored Environment to providing a Dodge bonus to Defense to avoid this problem.
Notable Power Stunts of hers should include: increasing the heat and humidity in the air for a Fatigue (Range—Perception) effect, encasing opponents in instantly-created ice for a Snare effect, creating a pressure dome of air for a Create Objects effect, or lifting allies with her control of the winds for an Affects Others Flight effect.
Note that in Ultimate Power, maximum range is separate from Range Increment for a power- a power's maximum range is rank x 100 feet (modified by the progression feat), and Improved Range only makes the ranged increment better. So Storm’s targeted Lightning Bolts can hit targets up to 1200 feet away and since Storm’s range increment is 1200 feet, she'll never take range penalties. For Storm’s Area Trip at Range—Perception, you should consider this a Targeted Perception Area in UP’s lingo (essentially, it’s like a conventional explosion—Storm doesn’t have to perceive the target—but the power can be blocked by cover)
Her Weather Control power uses the mix-and match environment optional rules from Ultimate Power: Rather than having a set list of effects Storm can create, divide its cost for any given use among the effects listed, making it a limited sort of Variable structure. This makes Weather Control more powerful, which I think is fine since it’s a pretty weak effect.
Storm's Trip abilities have the +0 Opposed by Strength Only modifier from Ultimate Power, which does exactly what the name implies. Yes, it’s strictly better than the regular Trip power, but since Improved Throw is listed as a power feat for only 1 pp and that’s strictly better than Opposed by Strength, there’s no room for an in-between cost here.
Independent is a +0 Extra from Ultimate Power.
Independent: Applied to a sustained effect, this modifier makes its duration independent of the user and based instead on the number of power points in the effect. The effect occurs normally and then fades at a rate of 1 power point of effectiveness per round until it is gone. While it lasts, it requires no attention or maintenance from the user, like a continuous duration effect, although it can still be countered or nullified (also like a continuous effect). This is like a combination of the Duration (continuous) and Fades modifiers. An Independent Alternate Power continues to function even when the Array is switched to a different configuration.
Cylinder is an option for the shape of an Area Effect in Ultimate Power.
Cylinder: The effect fills a cylinder with a total radius and height of 5 feet per rank. So, for example, a rank 10 Cylinder Area could have a 20-foot radius and a height of 30 feet, a 10-foot radius and a height of 40 feet, or any other combination adding up to 50 feet (10 ranks x 5 feet).
Features are from Ultimate Power and are the equivalent for powers of the Benefit Feat.
Weather Sense is an invented feature that lets Storm know the current and upcoming weather in her vicinity; remember, her character was created before the Weather Channel! Freshen Air is a power feat on Air Control in Ultimate Power that does more or less what the name implies. Tough is from the Mastermind’s Manual and adds 1 to her Toughness save.
The picture has all of the elements of a great Storm picture: she’s hot, she’s flying in a cool pose with a lightning bolt in the background, and her breasts are smaller than her head. That’s about all you can ask for these days.