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Else Earth: Hoarfrost (WIP)


Enforcer84

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Hoarfrost

 

Val   Char   Cost    Roll     Notes

  25    STR      15      14-       Lift 800.0kg; 5d6 [2]

  18    DEX      16      13-

  40    CON     30      17-

  10    INT        0       11-       PER Roll 11-

  10    EGO       0       11-

  25    PRE       15      14-       PRE Attack:  5d6

 

   8     OCV      25     

   8     DCV      25     

   3     OMCV   0      

   5     DMCV   6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

15+22             PD     13          Total:  15/37 PD (0/22 rPD)

15+18             ED     13          Total:  15/33 ED (0/18 rED)

  15    REC      11

  80    END      12

  20    BODY   10

  80    STUN   30      Total Characteristic Cost:  251

 

Movement:     Running:  30m/60m

                         Flight:  30m/60m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                   END

225     Cold Dark:  Variable Power Pool, 90 base + 90 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (225 Active Points)                                             

0         1) Arctic Deep Freeze:  Blast 8d6, Attack Versus Alternate Defense (defense is Life Support [safe Environment: Intense Cold]; All Or Nothing; +1) (80 Active Points) Real Cost: 80                  8

0         2) Blizzard:  Change Environment (-3 to Sight Group PER Rolls, -3 Temperature Level Adjustment), Area Of Effect (32m Radius; +1) (36 Active Points) Real Cost: 36                                        4

0         3) Brittlizing Touch:  Drain PD 4d6, Either PD or PD Resistant Protection (+½) (60 Active Points); Only vs Non-Living Matter (-½), No Range (-½) Real Cost: 30                                              6

0         4) Dark Chains:  Entangle 5d6, 5 PD/5 ED (Stops A Given Sense Group Sight Group) (60 Active Points) Real Cost: 60      6

0         5) Dark Maelstrom:  Blast 12d6, Area Of Effect (26m Radius Explosion; +½) (90 Active Points) Real Cost: 90       9

0         6) Dark Shroud:  Drain BODY 6d6 (60 Active Points) Real Cost: 60               6

0         7) Darkness:  Darkness to Sight Group 8m radius, Personal Immunity (+¼) (50 Active Points) Real Cost: 50         5

0         8) Freeze Flesh:  Killing Attack - Ranged 1d6, Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (45 Active Points); Only Versus Targets With Normal Organic Body Chemistry (-½) Real Cost: 30             4

0         9) Ice Blast:  Blast 12d6 (60 Active Points) Real Cost: 60    6

0         10) Ice Block:  Entangle 5d6, 6 PD/6 ED (55 Active Points); Vulnerable (Heat/Fire; -1) Real Cost: 27       5

0         11) Ice Cage I:  Entangle 5d6, 6 PD/6 ED (55 Active Points); Vulnerable (Heat/Fire; -1), Does Not Prevent The Use Of Accessible Foci (-1) Real Cost: 18                                                                5

0         12) Ice Column:  Blast 8d6, Indirect (Source Point is always beneath target; +½) (60 Active Points); Knockback Is Always Straight Up (-0) Real Cost: 60                                                                   6

0         13) Ice Sculptures:  Major Transform 4d6 (air into ice scupltures, melting) (40 Active Points); No Range (-½), Uses A PS: Sculptor Roll (see text) (-0) Real Cost: 27                                                4

0         14) Ice Sheet:  Change Environment (-4 to DEX Roll to move on), Personal Immunity (+¼), Area Of Effect (16m Surface; +1) (27 Active Points); Can Only Be Applied To Horizontal Surfaces (e.g., the ground and floors) (-0) Real Cost: 27        3

0         15) Ice Storm:  Blast 4d6, Personal Immunity (+¼), Area Of Effect (16m Radius; +¾), Attack Versus Alternate Defense (defense is Life Support [safe Environment: Intense Cold]; All Or Nothing; +1) (60 Active Points) Real Cost: 60      6

0         16) Ice Wall:  Barrier 12 PD/10 ED, 10 BODY (up to 10m long, 3m tall, and 1m thick) (58 Active Points) Real Cost: 58           6

0         17) Icicle Storm:  Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (60 Active Points) Real Cost: 60                                                                                         2

0         18) Merge With Shadows:  Invisibility to Sight Group  (20 Active Points); Only When In Darkness/Shadows (-¼) Real Cost: 16                                                                                                       2

0         19) Obscuring Shadows:  Change Environment (create gloom) (-4 to Normal Sight PER Rolls), Personal Immunity (+¼), Area Of Effect (32m Radius; +1) (18 Active Points) Real Cost: 18     2

0         20) Snowblind:  Sight Group Flash 8d6 (40 Active Points); Victim Can Cancel Effect By Taking One Full Phase (-½), Does Not Work Against Desolidified Characters (-¼) Real Cost: 23   4

24       Ice Slides:  Multipower, 30-point reserve, all slots leaves big chunks of ice around the environment (-0) (30 Active Points); all slots Physical Manifestation (-¼)                                             

1f        1)  Above Ground Ice Slide:  Flight 30m (30 Active Points); Gliding (-1), Physical Manifestation (-¼)     0

1f        2)  Basic Ice Slide:  Running +18m (30m total) (18 Active Points); Physical Manifestation (-¼)                2

60       Shadow Movement:  Multipower, 60-point reserve               

3f        1)  Shadow Portal I:  Teleportation 30m, Usable By Other (+¼), Area Of Effect (1m Radius; +¼), Constant (+½) (60 Active Points); Gate (-½), Only Through Darkness/Shadow (-¼)                  6

3f        2)  Stepping Through Shadows:  Teleportation 40m (40 Active Points); Only Through Darkness/Shadows (-¼)  4

           The Void Bearer                                                                           

19       1)  Void Adaptation:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)           0

35       2)  Defensive Shadow Form:  (Total: 60 Active Cost, 35 Real Cost) Physical Damage Reduction, Resistant, 50%; Costs Endurance (-½) (Real Cost: 20) plus Energy Damage Reduction, Resistant, 50%; Costs Endurance (-½), Does Not Work Against Darkness Or Light Powers (-½) (Real Cost: 15)                                             6

8         3)  Eyes Of Darkness:  Sight Group Flash Defense (10 points) (10 Active Points); Only Works Against Light-Based Effects (-¼)                                                                                                       0

2         4)  Ice Walking:  Environmental Movement (no penalties on ice)   

60       5)  Lasting Ice Armor:  Resistant Protection (22 PD/18 ED); Perceivable (-0) 0

5         6)  Night Eyes:  Nightvision                                                      0

20       7)  Shadow Mantle:  Power Defense (20 points)                   0

           Skills

20       +2 with All Combat

5         Acting 15-

3         Breakfall 13-

3         Concealment 11-

3         Conversation 14-

3         Cryptography 11-

5         Disguise 12-

3         High Society 14-

3         Interrogation 14-

7         Lockpicking 15-

2         Navigation (Land) 11-

3         Scholar

1         1)  KS: Denver, Colorado (2 Active Points) 11-

2         2)  KS: Narcotics (3 Active Points) 12-

1         3)  KS: The Local Underworld (2 Active Points) 11-

2         4)  KS: The Metahuman World (3 Active Points) 11-

7         Security Systems 13-

3         Shadowing 11-

7         Shadowing 13-

7         Stealth 15-

5         Streetwise 15-

3         Trading 14-

3         WF:  Small Arms, Blades

 

Total Powers & Skill Cost:  567

Total Cost:  818

 

400+     Matching Complications

10       Enraged:  When Frustrated (Common), go 8-, recover 14-

20       Hunted:  Department of Metahuman Affairs Infrequently (Mo Pow; NCI; Harshly Punish)

10       Psychological Complication:  Aggressive, Controlling (Common; Moderate)

5         Unluck: 1d6

30       Vulnerability:  2 x STUN Light/Heat/Fire (Very Common)

418     Experience Points

(5 points unspent)

 

Total Complications Points:  818

 

Background/History:  Elwood was a DEA agent from Colorado who was following a trail on designer drugs making a dangerous splash in the well-to-do areas such as Aspen. The trail led him to California and once there he found he was in too deep, too late.

 

The druck traffickers were, in fact, not even from this plane. At least the creators weren't Elwood was captured easily and used as a sacrifice to summon a dangerous entity from planes attached to, but beyond the elemental his body was possessed by an alien intelligence that used his physical form to collect the drug traffickers and anyone else present to sate it's hunger and then disappeared leaving a burnt-out husk.

 

Ten days later the husk awoke. It possessed more than a fraction of the entity's power and all of Elwood's memories if not his personality. In a rage at what had happened to him, Elwood went on a rampage in southern California and attracted the attention of Conquest who had facilities in the area. The Master Criminal defeated Elwood and brought him back to one of his strongholds and began the process of subjegating the angry elemental, turning him into the angry weapon known as Hoarfrost.

 

Personality/Motivation:  Hoarfrost serves conquest because the latter is powerful and more than willing to destroy him for rebellion. He struggles to see things from others' perspective and has no patience for anyone, becoming easily frustrated.

 

He is intimidating and controlling but not mindlessly destructive. He rarely raises his voice.

 

Though he sees sentimentality as a weakness in others, he does tend towards it in his own way, keeping keepsakes of his old life before the transformation.

 

Quote:

 

Powers/Tactics:  A dark, icy engine of destruction.

 

Campaign Use:

 

Appearance:  Elwood Claypole was once a rather haggard looking man with brown hair and a hard stare. He is now a rather haggard looking humanoid made of various shades of gray and black, with shadowed eyes, scraggly hair, and an unkempt beard. He dresses in a black jumpsuit that is unzipped to his navel. The dark cold energy dances around him like twinkling frozen black fire.

 

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