Tempest - PL 10
Strength 11, Stamina 8, Agility 3, Dexterity 2, Fighting 9, Intellect 4, Awareness 2, Presence 2
Advantages
Defensive Attack, Defensive Roll, Favored Environment: Aquatic, Improved Critical: Unarmed, Ranged Attack 6, Ritualist
Skills
Acrobatics 4 (+7), Athletics 4 (+15), Deception 4 (+6), Expertise: Magic 8 (+12), Insight 6 (+8), Investigation 6 (+10), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Sea Magic 2 (+4)
Powers
Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
Magical Awareness: Senses 2 (Acute: Magic, Awareness: Magic)
Sea Magic
. . Coral Growth: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Selective)
. . Coral Spears: Damage 10 (DC 25; Increased Range: ranged, Multiattack, Secondary Effect)
. . Dark Waters: Burst Area Concealment Attack 10 (All Senses, DC 20; Burst Area: 30 feet radius sphere, DC 20, Attack: Will, Increased Range: ranged)
. . Dispel Magic: Nullify 10 (Counters: Magic, DC 20; Broad, Increased Range: perception, Simultaneous)
. . Healing Waters: Healing 10 (Increased Range: ranged, Restorative)
. . Nitrogen Narcosis: Progressive Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range: ranged, Progressive)
. . Oceanic Travel: Burst Area Teleport 13 (Carry 50 lbs.; Burst Area: 30 feet radius sphere, DC 23, Change Velocity, Extended: 8000 miles in 2 move actions, Selective; Limited to Extended, Medium: Seawater)
. . Seapower
. . . . Enhanced Ability: Enhanced Stamina 6 (Linked; +6 STA)
. . . . Enhanced Ability: Enhanced Strength 10 (Linked; +10 STR)
. . . . Protection: Protection 2 (Linked; +2 Toughness; Impervious [4 extra ranks])
. . Super-Saline Water: Cumulative Cloud Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Cumulative, Increased Range: ranged)
. . Swirl Away: Burst Area Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate, Burst Area: 30 feet radius sphere, DC 20, Selective; Medium: Seawater)
Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)
Underwater Senses: Senses 3 (Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing; Limited: to underwater)
Offense
Initiative +3
Coral Spears: Damage 10, +10 (DC 25)
Dark Waters: Burst Area Concealment Attack 10 (DC Will 20)
Dispel Magic: Nullify 10 (DC Will 20)
Grab, +9 (DC Spec 21)
Nitrogen Narcosis: Progressive Affliction 10, +10 (DC Fort 20)
Super-Saline Water: Cumulative Cloud Area Affliction 10 (DC Fort 20)
Throw, +8 (DC 26)
Unarmed, +9 (DC 26)
Languages
Native Language
Defense
Dodge 9, Parry 9, Fortitude 12, Toughness 11/10, Will 7
Power Points
Abilities 50 + Powers 61 + Advantages 11 + Skills 22 (44 ranks) + Defenses 15 = 159
Garth is an Atlantean mage, something unusual for a male to be. He has a great natural talent for magic though and studied magery from an early age. When Prince Orm became king of Atlantis after deposing his father he was picked out and trained as an agent of the throne. Orm was keen to build up the position of men in Atlantis as part of his repression of the temples and the mage colleges. When Arthur Curry became the notable superhero Aquaman Orm sent Garth to join up with him as his superhero sidekick, while spying on him. Garth though secretly hated Orm as a usurper and tyrant and soon came to believe in Aquaman instead. He confessed everything to Arthur, who bade him go on pretending to be a spy while feeding false information to Orm and getting intelligence of his actions. When Dick formed the Teen Titans Arthur saw a way to get Garth out of the dangerous situation he was in without arousing too much suspicion from Orm. He sent Garth to join the team, this safely removing him to the west coast of America and away from the internal conflicts of Atlantis.
Garth on the Teen Titans was a little older than the rest of them, closer to being a genuine man rather than being a child acting like one. He didn't use his Atlantean magic much when was on the team, mostly just using it to make himself super-strong and tough. Atlantis magic is a closely guarded secret and they don't like to show it off around outsiders. If he does really need to though he can perform all sorts of extraordinary feats as he is a very powerful mage, not far off such greats as Zatanna. He greatly enjoyed being on the Teen Titans and was the most disappointed at their breakup, soon going on to help the new junior superteam Young Justice. He only briefly went by the name Aqualad, soon switching to the name Tempest as he found out when your name includes anything like 'kid' or 'lad' people treat you like you're ten years old and this was ridiculous for a strapping young man like him. While on the Teen Titans he was for a while involved in a love triangle with Roy and Donna, she admired both of them and as an Amazon at the time had no concept of fidelity to a male. For a while things got rather steamy between the three of them. Roy's betrayal spoiled what they had though and Donna went off to be by herself for a while. During this time Garth got more involved with Atlantis again for a bit, meeting his future wife the Atlantean sorceress Dolphin during the conflict that would see Orm defeated and Arthur become king of Atlantis.
Garth as a person is changeable like the sea. He switches between being very easy-going and relaxed, mostly interested in fun and games and pretty girls, and being very focused and intense. Whenever anything strikes him as serious and dangerous he drops the goofiness he plays along with with other members of the teams he is on. If the opponents they are up against are just a joke and are hopelessly outmatched though he will continue to act like a cocky youth to taunt them and amuse himself and his friends. He always treats his magic with the utmost gravity, never casually misusing it. If he ever does start weaving magical spells you know that things have really gotten desperate and dangerous.