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CHAR: Winter


Enforcer84

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WinterVal Char Cost Roll Notes15 STR 5 12- Lift 200.0kg; 3d6 [1]23 DEX 39 14- OCV: 8/DCV: 830 CON 40 15-15 BODY 10 12-18 INT 8 13- PER Roll 13-20 EGO 20 13- ECV: 720 PRE 10 13- PRE Attack: 4d614 COM 2 12-8/13 PD 5 Total: 8/13 PD (4/9 rPD)8/13 ED 2 Total: 8/13 ED (8/13 rED)5 SPD 17 Phases: 3, 5, 8, 10, 1220 REC 22120 END 3040 STUN 2 Total Characteristic Cost: 212Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4"Cost Powers END100 Energy Conversion Tricks: Variable Power Pool, 50 base + 50 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (100 Active Points)175 The Standard Solution: Energy Blast 10d6, Variable Special Effects (Any SFX; +1/2), Variable Advantage (+1 Advantages; +2) (175 Active Points) 17 Energy Absorbtion81 1) Energy Absorbtion: Absorption 5d6 (energy or physical, ENDURANCE), Provides Resistant PD and ED (+1/2), Varying Effect (+3/4), Absorption As A Defense (x2) (81 Active Points)6 2) Energy Environmental Immunity: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat)6 3) Energy Resistant: Damage Resistance (4 PD/8 ED)60 4) Energy Resistant: Energy Damage Reduction, Resistant, 75%15 5) Exotic Energy Defenses: Power Defense (15 points)30 6) Kinetic Energy Defenses: Physical Damage Reduction, Resistant, 50%10 7) Passive Energy Defenses: Hearing Group Flash Defense (5 points), Sight Group11 8) Psychic Energy Absorbtion: Mental Defense (15 points total) Khebrum Powers (Optional)5 1) Extended Lifespan: Life Support (Longevity: Immortal)11 2) Rapid Healing: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) Supersuit16 1) Comlink/T-Port Targeter: (Total: 24 Active Cost, 16 Real Cost) High Range Radio Perception (Radio Group), +1 to PER Roll, Telescopic: +10 (18 Active Points); Sense Affected As More Than One Sense Radio/Hearing (-1/2), IIF (Built into Costume; -1/4) (Real Cost: 10) plus Detect Latitude & Longitude of Present Position 14- (Unusual Group) (Real Cost: 6)10 2) Light Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)\tabCommando Training Maneuver OCV DCV Notes3 Akido Throw +0 +1 3d6 +v/5, Target Falls4 Boxing Cross +0 +2 5d6 Strike4 Choke -2 +0 Grab One Limb; 2d6 NND4 Escape +0 +0 30 STR vs. Grabs4 Hold -1 -1 Grab Three Limbs, 10 STR for holding on4 Judo Disarm -1 +1 Disarm; 25 STR to Disarm roll4 Karate "Chop" -2 +0 HKA 1d6 +14 Kung Fu Block +2 +2 Block, Abort1 Weapon Element: Clubs1 Weapon Element: KnivesPerks5 International Superhero Salary: Money: Well Off5 Team Leader: Fringe Benefit: Membership: Stormwatch8 United Nations Superman: Fringe Benefit: Basic 8- Contact: UN, Diplomatic Immunity, International Driver's License, PassportSkills8 +1 with All Combat20 +4 with Ranged Combat2 AK: Siberia 11-2 AK: USSR 11-3 Acrobatics 14-3 Analyze: Energy 13-3 Breakfall 14-3 Climbing 14-3 Contortionist 14-3 Cryptography 13-3 Demolitions 13-3 Disguise 13-3 Forensic Medicine 13-3 High Society 13-3 Language: English (completely fluent)0 Language: Russian (idiomatic) (4 Active Points)4 Navigation (Air, Land, Marine) 13-3 PS: Gymnast 14-2 PS: Soldier 11-3 Parachuting 14-3 Paramedics 13-19 Power: Energy Control 21-3 Scholar2 1) KS: Military/Mercenary/Terrorist World (3 Active Points) 13-2 2) KS: Olympics (History and Famous Atheletes) (3 Active Points) 13-1 3) KS: Soviet Special Forces (Spetsnaz) (2 Active Points) 11-2 4) KS: Stormwatch (3 Active Points) 13-1 5) KS: The Weather Station (Stormwatch Headquarters) (2 Active Points) 11-1 6) KS: World Politics (2 Active Points) 11-3 Security Systems 13-3 Shadowing 13-3 Stealth 14-3 Streetwise 13-6 Survival (Arctic/Subarctic, Mountain, Urban) 13-3 Systems Operation 13-4 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles3 Tactics 13-3 Teamwork 14-2 WF: Small ArmsTotal Powers & Skill Cost: 731Total Cost: 943200+ Disadvantages15 Enraged: When Betrayed (Uncommon), go 11-, recover 11-20 Hunted: Rogues Gallery? 11- (As Pow, NCI, Harshly Punish)20 Hunted: Stormwatch 14- (Mo Pow, NCI, Watching)15 Hunted: World Governments 11- (Mo Pow, NCI, Watching)20 Psychological Limitation: True Hero (Common, Total)15 Psychological Limitation: Trusting; Disdainful of those who would abuse his trust (Common, Strong)15 Reputation: Powerful Russian Hero, 11- (Extreme)15 Social Limitation: Bound by UN Charter; Subject to Orders (Frequently, Major)15 Social Limitation: Public Identity (Frequently, Major)593 Experience PointsTotal Disadvantage Points: 943Background/History: From: Wikipedia

As a young boy growing up in frigid Siberia, Nikolas Kamarov saw gymnastics as his way out. After great effort and struggle, he achieved the first step toward his dreams: a position on the Soviet Olympic team. After discovering how the rest of the world lived, his regard for the Soviet State turned to deep resentment. But an unsuccessful attempt to defect placed him in the hands of Moscow authorities and at the mercy of an impending judgement.

 

He was forced to join the Soviet Spetsnaz. After becoming hardened by the horrors of his service, Nikolas was wounded during the ill-fated occupation of Afghanistan. Oddities in his medical records attracted the attention of Stormwatch, and shortly thereafter the United Nations took the opportunity to activate Kamarov and bring him into Stormwatch.Personality/Motivation: A true blue hero according to Jackson King. Nikolas is a compassionate & passionate man. He seems to be a man who believes in trust and honor, betrayals upset him greatly. He's cool unde fire and creative with his power usage. Quote: Powers/Tactics: Also From the Wikipedia Article:

 

Winter was an energy absorber capable of absorbing heat or rechanneling energy directed at him, including kinetic energy. He can use this energy for his own energy blasts or convert it to physical strength. He also been shown to increase his body's durability (to the point of being able to survive in space unaided) heal rapidly and fly at high speeds. He was also able to track the energy signatures of machines and other energy wielders. There is a limit to how much energy Winter can absorb after which point he will begin to take damage.

 

If he is Zealot and John Colt's son, he may have inherited the long lifespan of a Kherubim.

 

Winter has also had experience leading a superteam, and Jackson King once said, "We're not big on the popular term "superhero" here at StormWatch, but if there's a finer hero on this planet than Nikolas Kamarov here, they're either lying or Jesus."

 

Like many IMAGE heroes, Winter "suffers" from a somewhat poorly defined powerset as to make him nearly Omnipotent! His powers of energy absorbtion and conversion seem to run analagous to Marvel Comic's Bishop, also oddly defined. His powers also depend on whether he's truely a Kherubim. If so, his physical prowess should be increased as the majority of his ancestors are light bricks at least. I'm not too sure about John Colt's physical abilities, but I imagine they rival other Kheribum. Campaign Use: In this world he's the deputy leader (behind Black Panther) and he's the team's primary Energy Controller. His VPP is used for the various energy enhancements he's made, Bigger Energy Blasts, Enhanced Physical Characteristics, Flight, Teleportation, the works. Appearance: Average height, gymnasts build, long white hair and black eyes. He wears simple, lightly armored black bodysuit with a silvery blue jacket. No mask.

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Re: CHAR: Winter

 

Ran across this. . .

 

Like the writeup, but there's one thing I'm not so sure about: what his Absorption feeds. From my reading of the comics, it always seemed as if the absorbed energy went into a supply, which he could use to do his various tricks, including boosted strength. I'm thinking he should have something like an END Reserve, fed by his Absorption.

 

Either that, or it should feed Strength, with the limitation applied to his various *other* energy tricks that they bleed away his absorbed Strength.

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Re: CHAR: Winter

 

Nice one E84. I can go for the powers as written, it's the skills I don't understand. Probably it's a failing on the part of the comic writers.

 

The guy was an gymnast then a commando. Paramedic I sort of understand, from his military career of breaking things and killing people. But the Disguise, Forensic Medicine, High Society and Crypto' skills? Where did he find time to gain or study those? Heck, Contortionist is a bit of a push for his back ground but as Wiki says, the characters abilities are not well defined.

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Re: CHAR: Winter

 

Heck' date=' Contortionist is a bit of a push for his back ground but as Wiki says, the characters abilities are not well defined.[/quote']IIRC Contortionist is actually one of the suggested secondary Skills for gymnasts in The Ultimate Skill. Gymnasts are typically very flexible (think yoga). That might be less applicable to male gymnasts than female, but I wouldn't bet on that.
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Re: CHAR: Winter

 

Really, really depends on the event. A guy that does rings will have very flexible shoulders, but may not have as much lower body flexibility as someone that does floor or pommel horse. Someone that does parallel bars tends to need a good degree of overall flexibility, while vault is more about power and speed.

 

As a general rule, male gymnasts will be less flexible than female gymnasts, not because of genetics but because of different emphasis between the disciplines. And the girls will tend to be a lot more flexible if they are involved in rhythmic gymnastics.

 

That said, you average male gymnast is a hell of a lot more flexible than many other athletes and normal folks. I can still do the splits (though not perfect 180's) and lock my hands behind my back in Gomukasana, for example.

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