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Frostbite


DJ Blackrock

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This one should be much more balanced and realistic than the last one I posted, since he's intended as a PC. Hopefully, I won't have to defend myself quite so much with this one. :P

 

 

 

Frostbite

 

Player: ---

 

Val Char Cost

15 STR 5

25 DEX 60

14 CON 8

20 BODY 20

10 INT 0

12 EGO 4

10 PRE 0

8 COM -1

 

6/26 PD 3

6/26 ED 3

6 SPD 45

6 REC 0

50 END 11

55 STUN 25

 

6" RUN 0

1" SWIM -1

3" LEAP 0

Characteristics Cost: 182

 

Cost Power

15 Frost Defense: Elemental Control, 60-point powers, (30 Active Points); all slots Limited Power Power loses about half of its effectiveness (Half-Effective in Hot/Dry Environment; -1)

7 1) Ice Armor: Armor (20 PD/0 ED) (30 Active Points); Activation Roll 8-, Jammed (-2 1/2), Limited Power Power loses about half of its effectiveness (Half-Effective in Hot/Dry Environment; -1)

10 2) Frozen Aura: Force Field (20 ED) (20 Active Points); Ablative BODY or STUN (-1), Limited Power Power loses about half of its effectiveness (Half-Effective in Hot/Dry Environment; -1)

12 3) Frozen Wall: Force Wall (10 PD/10 ED; 5" long and 1" tall) (58 Active Points); Limited Power Power loses about half of its effectiveness (Half-Effective in Hot/Dry Environment; -1), Physical Manifestation (-1/4), Visible (-1/4)

2 Life Support (Safe in Intense Cold)

31 Frost Attacks: Multipower, 55-point reserve, (55 Active Points); all slots Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 1) Frozen Cage: Entangle 6d6, 5 DEF (55 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 2) Cryogenic Touch: Ego Attack 5 1/2d6 (Human class of minds) (55 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 3) Frozen Fists: Hand-To-Hand Attack +11d6 (55 Active Points); Hand-To-Hand Attack (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 4) Focused Beam: Energy Blast 5d6+1, Armor Piercing (x2; +1) (54 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 5) Frozen Beam: Energy Blast 11d6 (55 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 6) Black Ice: Drain DEX 3d6, Area Of Effect Nonselective (3" Radius; +3/4), Two-Dimensional (-1/4) (45 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

Powers Cost: 93

 

 

Cost Skill

3 Acrobatics 14-

3 Breakfall 14-

3 Defense Maneuver I

3 Lockpicking 14-

3 Stealth 14-

3 Streetwise 11-

Skills Cost: 18

 

Cost Perk

3 Favor

1 Contact: Infomant 8-

3 Contact: Fence (Contact has useful Skills or resources, Good relationship with Contact) 8-

Perks Cost: 7

 

 

Total Character Cost: 300

 

Pts. Disadvantage

15 Watched: Center City PD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: Reluctance to Kill (Common, Strong)

20 Vulnerability: 2 x STUN Flame/Heat Based Attacks (Common)

5 Social Limitation: Secret ID: Paul Milliner (Occasionally, Minor)

10 Social Limitation: On Probation (Occasionally, Major)

15 Distinctive Features: Chilling Aura (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

20 Normal Characteristic Maxima

Disadvantage Points: 100

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

As for the points, he's intended as a Hero for a "Slightly less powerful" late teens group of heroes.

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Re: Frostbite

 

This one should be much more balanced and realistic than the last one I posted, since he's intended as a PC. Hopefully, I won't have to defend myself quite so much with this one. :P

 

 

 

Frostbite

 

Player: ---

 

Val Char Cost

15 STR 5

25 DEX 60

14 CON 8

20 BODY 20

10 INT 0

12 EGO 4

10 PRE 0

8 COM -1

 

If this is for a supers game, even a low-level supers game, I recommend the following: drop the DEX to 24 or 23 and raise the CON. You don't need 20 BODY unless you're virtually unkillable. If he's been a hero for any time, he needs more PRE to influence people and to resist PRE Attacks.

 

6/26 PD 3

6/26 ED 3

6 SPD 45

6 REC 0

50 END 11

55 STUN 25

 

6" RUN 0

1" SWIM -1

3" LEAP 0

Characteristics Cost: 182

 

Drop the NCM and just buy his stats as normal for a super. You'll save a mess of points that you can than pump into this CON. Look at his END and STUN, 50 and 55? Buy up his CON to 20 or so. Also, note that he only has a REC of 6. Lots of END, but recovers it very slowly. A higher CON will help with that.

 

Cost Power

15 Frost Defense: Elemental Control, 60-point powers, (30 Active Points); all slots Limited Power Power loses about half of its effectiveness (Half-Effective in Hot/Dry Environment; -1)

7 1) Ice Armor: Armor (20 PD/0 ED) (30 Active Points); Activation Roll 8-, Jammed (-2 1/2), Limited Power Power loses about half of its effectiveness (Half-Effective in Hot/Dry Environment; -1)

10 2) Frozen Aura: Force Field (20 ED) (20 Active Points); Ablative BODY or STUN (-1), Limited Power Power loses about half of its effectiveness (Half-Effective in Hot/Dry Environment; -1)

12 3) Frozen Wall: Force Wall (10 PD/10 ED; 5" long and 1" tall) (58 Active Points); Limited Power Power loses about half of its effectiveness (Half-Effective in Hot/Dry Environment; -1), Physical Manifestation (-1/4), Visible (-1/4)

 

Technically Armor doesn't go in an EC unless it costs END. Also, you've bought the PD as Armor and the ED as a Force Field. That's not really the best way to do it. In addition, I'm not sure on the Jammed for the PD Armor. Is it hard for him to create? Personally, I'd go with some sort of Ice Armor (using Armor, costs END to create or every Phase) and leave it at that. Simpler and easier to use in game.

 

2 Life Support (Safe in Intense Cold)

 

31 Frost Attacks: Multipower, 55-point reserve, (55 Active Points); all slots Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 1) Frozen Cage: Entangle 6d6, 5 DEF (55 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 2) Cryogenic Touch: Ego Attack 5 1/2d6 (Human class of minds) (55 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 3) Frozen Fists: Hand-To-Hand Attack +11d6 (55 Active Points); Hand-To-Hand Attack (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 4) Focused Beam: Energy Blast 5d6+1, Armor Piercing (x2; +1) (54 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 5) Frozen Beam: Energy Blast 11d6 (55 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 6) Black Ice: Drain DEX 3d6, Area Of Effect Nonselective (3" Radius; +3/4), Two-Dimensional (-1/4) (45 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

 

Why the Gestures? Does he need to shape the ice and snow before using it?

 

I'm uncertain on Slot 2. How does cold become an Ego Attack? Perhaps an AVLD versus Power Defense instead?

 

Slot 3 might exceed the game's DC caps. That's 14d6 you're throwing. Also, I don't see Gestures being valid with Hand-to-Hand Attack.

 

Slot 4 should only be AP x1. I doubt a low-powered heroes game is going to find targets with x2 Hardened.

 

Slot 5 might be better made as a for of CE, if you're trying to represent a slippery ice field.

 

Cost Skill

3 Acrobatics 14-

3 Breakfall 14-

3 Defense Maneuver I

3 Lockpicking 14-

3 Stealth 14-

3 Streetwise 11-

Skills Cost: 18

 

Cost Perk

3 Favor

1 Contact: Infomant 8-

3 Contact: Fence (Contact has useful Skills or resources, Good relationship with Contact) 8-

Perks Cost: 7

 

What's his origin? The skills seem specifically chosen for gaming, not things he's learned. What did he do before he became Frostbite?

 

Pts. Disadvantage

15 Watched: Center City PD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: Reluctance to Kill (Common, Strong)

20 Vulnerability: 2 x STUN Flame/Heat Based Attacks (Common)

5 Social Limitation: Secret ID: Paul Milliner (Occasionally, Minor)

10 Social Limitation: On Probation (Occasionally, Major)

15 Distinctive Features: Chilling Aura (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

20 Normal Characteristic Maxima

Disadvantage Points: 100

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

As for the points, he's intended as a Hero for a "Slightly less powerful" late teens group of heroes.

 

As I said, drop the NCM, you're stats don't justify it. Also, at 15 points, your Psych should be "Code Versus Killing", and you need to be careful with those 11d6 and 14d6 attacks. If he's on probation and watched by the police, does he still have a SID?

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Re: Frostbite

 

I think it's only -1/4 on Icicle's character sheet in Champions.

 

like I said, -1/4 sounds right to me as well...plus I noticed that the character is EXTREMLY heavily limited, something I did alot of times before I got a better handle on the system

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Re: Frostbite

 

If this is for a supers game, even a low-level supers game, I recommend the following: drop the DEX to 24 or 23 and raise the CON. You don't need 20 BODY unless you're virtually unkillable. If he's been a hero for any time, he needs more PRE to influence people and to resist PRE Attacks.

 

 

 

Drop the NCM and just buy his stats as normal for a super. You'll save a mess of points that you can than pump into this CON. Look at his END and STUN, 50 and 55? Buy up his CON to 20 or so. Also, note that he only has a REC of 6. Lots of END, but recovers it very slowly. A higher CON will help with that.

 

 

 

Technically Armor doesn't go in an EC unless it costs END. Also, you've bought the PD as Armor and the ED as a Force Field. That's not really the best way to do it. In addition, I'm not sure on the Jammed for the PD Armor. Is it hard for him to create? Personally, I'd go with some sort of Ice Armor (using Armor, costs END to create or every Phase) and leave it at that. Simpler and easier to use in game.

 

 

 

Why the Gestures? Does he need to shape the ice and snow before using it?

 

I'm uncertain on Slot 2. How does cold become an Ego Attack? Perhaps an AVLD versus Power Defense instead?

 

Slot 3 might exceed the game's DC caps. That's 14d6 you're throwing. Also, I don't see Gestures being valid with Hand-to-Hand Attack.

 

Slot 4 should only be AP x1. I doubt a low-powered heroes game is going to find targets with x2 Hardened.

 

Slot 5 might be better made as a for of CE, if you're trying to represent a slippery ice field.

 

 

 

What's his origin? The skills seem specifically chosen for gaming, not things he's learned. What did he do before he became Frostbite?

 

 

 

As I said, drop the NCM, you're stats don't justify it. Also, at 15 points, your Psych should be "Code Versus Killing", and you need to be careful with those 11d6 and 14d6 attacks. If he's on probation and watched by the police, does he still have a SID?

 

Okay, the body of 20 may have been pushing it.

 

The armor Jamming is just that, it's hard for him to create. He's still green around the gills, and he's had these powers less than a year, he's still figuring them out.

 

The Gestures, well, he believes that the ice blasts and everything is focused through his hands, and that it won't work unless he uses both hands. It's not true, but he's new. Gestures on a hand-to-hand attack means his lower arms are encased, meaning he can't grab anything, and has no fine manipulation.

 

Cold as an Ego Attack is based off something I saw a DC Ice Hero do. He dropped the temperature in the frontal lobe of Batman's brain, effectively giving him a debilitating Ice Cream Headache. Same concept.

 

Not sure what you mean by "might be better made as a for of CE,", can you clarify?

 

Frostbite used to be a cat burglar/second story man before he was caught, hence the less than upstanding skill list. He's doing the hero thing as part of his probation until his 18th birthday, when his record gets sealed.

 

As for the -1 on the EC, I made this with Hero Designer, and that's the value it gave me. Could work as he needs to work on his powers, eventually getting better at them, and ultimately, buying off said limitations altogether.

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Re: Frostbite

 

Cold as an Ego Attack is based off something I saw a DC Ice Hero do. He dropped the temperature in the frontal lobe of Batman's brain' date=' effectively giving him a debilitating Ice Cream Headache. Same concept.[/quote']

 

This is more accurately built as an NND attack. Plus it lets you use your OCV instead of your ECV (which is lower).

 

Not sure what you mean by "might be better made as a for of CE' date='", can you clarify?[/quote']

 

He means ...made as a forM of Change Environment.

 

Your stats might be more efficient if you built them this way"

Drop characteristic Maxima (it costs you more than 20 points to get the stats over 20).

 

Val Char Cost

23 DEX instead of 25 (same OCV, saves 10 pts including the SPD difference)

23 CON instead of 14 (costs 18 more points, but gets you an extra 18 END, 2 ED and 5 STUN saving you 16 pts on figured characteristics. Next cost 3 more points which you can pay for with the DEX you saved above. It also gives you 2 more points of END)

13 INT instead of 10. 3 points gets you a +1 on all INT skills

11, 13 or 14 EGO instead of 12. 11 gives you a 4 ECV. 13 brings you EGO roll to 12-. 14 gives you a 5 ECV.

 

6/26 ED 1

6 SPD 27

8 REC 0

50 END 2

55 STUN 15

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Re: Frostbite

 

Hey Dj!

 

You know you're one of my favorite peoples, but...

 

Jamming on armor, personally my mind just goes bonkers trying to figure the ramifications of a persistent power and jamming. And for the effect your looking for, I think Forcefield with an activation roll is a better model. Jamming means that 1) it always works the first time, and 2) once it fails you can't ever do it again that game session. Activation seems much more like the limitation you're looking for.

 

I get where you're going, and to some extent I agree.

 

I think "Does not work in hot and dry environments" is a 1/4 limitation rather than -1.

 

For my two bits, the gestures limitations are fine, just remember that they do essentially turn all of your powers into "Lock outs" because you can only use on power with gestures at a time.

 

Peace

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Re: Frostbite

 

Okay, tweaking done, this better?

 

 

Frostbite

 

Player: ---

 

Val Char Cost

15 STR 5

23 DEX 39

18 CON 16

12 BODY 4

10 INT 0

12 EGO 4

16 PRE 6

8 COM -1

 

6/26 PD 3

7/27 ED 3

6 SPD 27

9 REC 4

58 END 11

52 STUN 23

 

6" RUN 0

1" SWIM -1

3" LEAP 0

Characteristics Cost: 143

 

Cost Power

24 Frost Defense: Elemental Control, 60-point powers, (30 Active Points); all slots Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

17 1) Ice Armor: Armor (20 PD/0 ED) (30 Active Points); Costs Endurance (-1/2), Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

13 2) Frozen Aura: Force Field (20 ED) (20 Active Points); Ablative BODY or STUN (-1), Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

17 3) Frozen Wall: Force Wall (10 PD/10 ED; 5" long and 1" tall) (58 Active Points); Physical Manifestation (-1/4), Visible (-1/4), Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

2 Life Support (Safe in Intense Cold)

31 Frost Attacks: Multipower, 55-point reserve, (55 Active Points); all slots Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 1) Frozen Beam: Energy Blast 11d6 (55 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 2) Focused Beam: Energy Blast 7d6, Armor Piercing (+1/2) (52 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 3) Frozen Cage: Entangle 6d6, 5 DEF (55 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 4) Frozen Fists: Hand-To-Hand Attack +11d6 (55 Active Points); Hand-To-Hand Attack (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 5) Cryogenic Touch: Energy Blast 4d6, No Normal Defense ([standard]; Defense is Heat/Flame Powers, Mental Defense; +1) (40 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 6) Black Ice: Change Environment 8" radius, -4 Characteristic Roll and all Skill Rolls based on Characteristic (32 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

Powers Cost: 119

 

 

Cost Skill

3 Acrobatics 14-

3 Breakfall 14-

3 Defense Maneuver I

3 Lockpicking 14-

3 Stealth 14-

3 Streetwise 12-

7 Power 13-

3 KS 12-

3 Bribery 12-

Skills Cost: 31

 

Cost Perk

3 Favor

1 Contact: Infomant 8-

3 Contact: Fence (Contact has useful Skills or resources, Good relationship with Contact) 8-

Perks Cost: 7

 

 

Total Character Cost: 300

 

Pts. Disadvantage

15 Watched: Center City PD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: Reluctance to Kill (Common, Strong)

20 Vulnerability: 2 x STUN Flame/Heat Based Attacks (Common)

5 Social Limitation: Secret ID: Paul Milliner (Occasionally, Minor)

10 Social Limitation: On Probation (Occasionally, Major)

15 Distinctive Features: Chilling Aura (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

Disadvantage Points: 80

Base Points: 200

Experience Required: 20

Total Experience Available: 0

Experience Unspent: 0

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Re: Frostbite

 

Okay, tweaking done, this better?

 

 

Frostbite

 

Player: ---

 

Val Char Cost

15 STR 5

23 DEX 39

18 CON 16

12 BODY 4

10 INT 0

12 EGO 4

16 PRE 6

8 COM -1

 

6/26 PD 3

7/27 ED 3

6 SPD 27

9 REC 4

58 END 11

52 STUN 23

 

6" RUN 0

1" SWIM -1

3" LEAP 0

Characteristics Cost: 143

 

Let me ask this -- how tough is this guy? You've given him an 18 CON, but a 7 ED, 9 REC, 58 END, and 52 STUN. You've spent 38-40 points to boost his secondary stats, when you could solve some of this by simply giving him a CON of 23 or 25. Also, does he need to have 58 END and 52 STUN? That's normally brick-level values, esp for a character who's only 300 points and is apparently for a low level teen supers game.

 

Here's my suggestion -- CON of 20, PRE 15, PD 6, ED 5 (he takes x2 from Fire, why does he have a high ED?), SPD 4 or 5 (he's a teen super; also he's not the team speedster or martial artist), REC 8, END 40, STUN 30. If you really want the numbers, CON 25, END 50, STUN 33.

 

Cost Power

24 Frost Defense: Elemental Control, 60-point powers, (30 Active Points); all slots Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

17 1) Ice Armor: Armor (20 PD/0 ED) (30 Active Points); Costs Endurance (-1/2), Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

13 2) Frozen Aura: Force Field (20 ED) (20 Active Points); Ablative BODY or STUN (-1), Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

17 3) Frozen Wall: Force Wall (10 PD/10 ED; 5" long and 1" tall) (58 Active Points); Physical Manifestation (-1/4), Visible (-1/4), Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

 

Major error here, you have a 20 Active Point power and a 30 Active Point power in an EC built around 60 Active Point Powers. I suggest you don't have two seperate powers for your ED and PD, and simply make both of them part of your Ice Armor. Obviously you're using Hero Designer, so you should be able to seperately limit both forms of Armor in one slot. In fact, I see no reason why your PD Armor shouldn't be Ablative like your ED Armor.

 

Your Force Wall is already Visible to sight, hearing, touch, and so on. So that Limitation won't apply, unless it's visible to some other sense.

 

2 Life Support (Safe in Intense Cold)

31 Frost Attacks: Multipower, 55-point reserve, (55 Active Points); all slots Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 1) Frozen Beam: Energy Blast 11d6 (55 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 2) Focused Beam: Energy Blast 7d6, Armor Piercing (+1/2) (52 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

3u 3) Frozen Cage: Entangle 6d6, 5 DEF (55 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 4) Frozen Fists: Hand-To-Hand Attack +11d6 (55 Active Points); Hand-To-Hand Attack (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 5) Cryogenic Touch: Energy Blast 4d6, No Normal Defense ([standard]; Defense is Heat/Flame Powers, Mental Defense; +1) (40 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

2u 6) Black Ice: Change Environment 8" radius, -4 Characteristic Roll and all Skill Rolls based on Characteristic (32 Active Points); Gestures (Requires both hands; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very Hot and Dry environments; -1/4)

Powers Cost: 119

 

The Limitation "Gestures" doesn't mean what you talk about here: 'The Gestures, well, he believes that the ice blasts and everything is focused through his hands, and that it won't work unless he uses both hands. It's not true, but he's new.' It means he needs to make a series of obvious hand motions to create and project the power. What you're describing is something akin to "Restrainable".

 

In addition, 'Gestures on a hand-to-hand attack means his lower arms are encased, meaning he can't grab anything, and has no fine manipulation.' has nothing to do with Gestures either. Part of that would fall under the Limitation of "Hand-to-Hand Attack" already, or would be a form of Side Effect.

 

Cost Skill

3 Acrobatics 14-

3 Breakfall 14-

3 Defense Maneuver I

3 Lockpicking 14-

3 Stealth 14-

3 Streetwise 12-

7 Power 13-

3 KS 12-

3 Bribery 12-

Skills Cost: 31

 

Cost Perk

3 Favor

1 Contact: Infomant 8-

3 Contact: Fence (Contact has useful Skills or resources, Good relationship with Contact) 8-

Perks Cost: 7

 

Personally, nothing in the character's (limited) description supports the Defense Maneuver. Also, if he was teenaged 'cat burglar/second story man' then I don''t see Acrobatics, Breakfall, or Bribery. I recommend dropping those in favor of CK: Campaign City, KS: Campaign City Underworld, Climbing, and maybe Security Systems. Buy the Dark Champions HD pack, it has a template for a Cat Burgular.

 

Total Character Cost: 300

 

Pts. Disadvantage

15 Watched: Center City PD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: Reluctance to Kill (Common, Strong)

20 Vulnerability: 2 x STUN Flame/Heat Based Attacks (Common)

5 Social Limitation: Secret ID: Paul Milliner (Occasionally, Minor)

10 Social Limitation: On Probation (Occasionally, Major)

15 Distinctive Features: Chilling Aura (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

Disadvantage Points: 80

Base Points: 200

Experience Required: 20

Total Experience Available: 0

Experience Unspent: 0

 

I find it hard to see how he can be Watched by the police, have a Social Lim of Probation, and a DF detectable by everyone, and still have a Secret ID. Also, he needs a Social Lim of Minor, as you've stated he's not 18 yet. Personally, I'd also ask for another Psych beyond the Code versus Killing. Something to better define the character's attitude and personality.

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Re: Frostbite

 

I can see how you can have both "Watched by police" and "on probation" and secret ID. After all, that describes some of my friends who committed both physical crimes and cybercrimes. While the cops knew John Smith (name fictional of course) had commited some petty theft and was on probation, they were unaware that John Smith was also Hacker X, the notorious internet Phisher (or whatever it is that those hacker types to do make money illegally). I could even see Distinctive Features, like Hacker X's distinctive signature code that he puts in all of his viruses, but the chilly aura thing doesn't vibe unless it's defined as being kinda subtle, which given the rest of the character conception seems a bit unlikely.

 

And to DJ's credit, given that he's only taking 15 points for both Secret ID and On probation where in many games Secret ID itself is worth 15, I think it's fine from a points/balance standpoint.

 

Gotta disagree with Susano (with respect) concerning Acrobatics, Breakfall and Bribery all seem quite relevant second story man skills. Does breaking into the second story (or higher) of structures often require the burglar to engage in contortions and or other acts of extreme urban athletics? I think so. I also think breakfall is a natural for someone who spends any time on heights, after all they would've fallen a good bit training up their climbing skill, and by force of accident if not intention would learn how to fall better. Bribery makes sense in that many burglars bribe security guards, security system designers, etc. to get blue prints, security system specifications, door/lock codes, keys, etc. Or straight out bribe the guards or surveillance company to have a "scheduled maintenance" interval at a particular time.

 

I would, suggest: Security Systems, Locking Picking, Climbing and Knowledge skills like Center City, Center City Underworld, and whatever the character specialized in stealing.

 

I agree with Susano on the characteristic issues. Remember "Steve Says, 3 and 8 are your friends! (except for STR in some cases)" A Constitution of 23 or 28 would probably be most efficient for this character just due to all the rounding points you pick up.

 

One thing I'd add, depending on the campaign, whether the GM allows characters to own vehicles and the like, having a form of high speed non combat movement is very handy. Sometimes, for character conception sake, I've taken a good measure of combat movement 20-30", with no noncombat multiple, and I can be rather inconvenient. If it's part of you schtick, that's great, but generally I make sure either my character has the ability to travel 60-100 mph noncombat by him/her/itself or has a vehicle that does.

 

Peace

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Re: Frostbite

 

Okay, trying again. If this doesn't pass muster, then I give up on my ability to create characters at all, and my 11+ years with this game have all been for naught.

 

 

 

Frostbite

 

Player: ---

 

Val Char Cost

15 STR 5

23 DEX 39

20 CON 20

12 BODY 4

10 INT 0

12 EGO 4

15 PRE 5

10 COM 0

 

6/26 PD 3

5/25 ED 1

5 SPD 17

9 REC 4

45 END 3

35 STUN 5

 

6" RUN 0

1" SWIM -1

3" LEAP 0

Characteristics Cost: 109

 

Cost Power

24 Frost Defense: Elemental Control, 60-point powers, (30 Active Points); all slots Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

17 1) Ice Armor: Armor (20 PD/20 ED) (60 Active Points); Costs Endurance (-1/2), Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

20 2) Frozen Wall: Force Wall (10 PD/10 ED; 5" long and 1" tall) (58 Active Points); Physical Manifestation (-1/4), Limited Power Power only functions at Half-Power (Hot/Dry Environment; -1/4)

37 Frost Attacks: Multipower, 55-point reserve, (55 Active Points); all slots Restrainable (Powers Focused Through Hands; -1/2)

4u 1) Frozen Beam: Energy Blast 11d6 (55 Active Points); Restrainable (Powers Focused Through Hands; -1/2)

3u 2) Focused Beam: Energy Blast 7d6, Armor Piercing (+1/2) (52 Active Points); Restrainable (Powers Focused Through Hands; -1/2)

2u 3) Cryogenic Touch: Energy Blast 4d6, No Normal Defense ([standard]; Defense is Heat/Flame Powers, Mental Defense; +1) (40 Active Points); No Range (-1/2), Restrainable (Powers Focused Through Hands; -1/2)

4u 4) Frozen Cage: Entangle 6d6, 5 DEF (55 Active Points); Restrainable (Powers Focused Through Hands; -1/2)

2u 5) Frozen Fists: Hand-To-Hand Attack +11d6 (55 Active Points); Hand-To-Hand Attack (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (No Fine Manipulation; -1/2), Restrainable (Powers Focused Through Hands; -1/2)

32 Black Ice: Change Environment 8" radius, -4 Characteristic Roll and all Skill Rolls based on Characteristic

2 Life Support (Safe in Intense Cold)

Powers Cost: 147

 

 

Cost Skill

3 Lockpicking 14-

3 Stealth 14-

3 Streetwise 12-

7 Power 13-

3 CK: Center City 12-

3 KS: Center City Underworld 12-

3 Security Systems 11-

3 Climbing 14-

3 Sleight Of Hand 14-

3 Concealment 11-

3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

Skills Cost: 37

 

Cost Perk

3 Favor

1 Contact: Infomant 8-

3 Contact: Fence (Contact has useful Skills or resources, Good relationship with Contact) 8-

Perks Cost: 7

 

 

Total Character Cost: 300

 

Pts. Disadvantage

15 Distinctive Features: Chilling Aura (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

20 Hunted: Crimeboss 11- (As Pow, NCI, Harshly Punish)

15 Watched: Center City PD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: Code vs. Killing (Common, Strong)

10 Social Limitation: On Probation (Occasionally, Major)

5 Social Limitation: Minor, 17 years old (Occasionally, Minor)

20 Vulnerability: 2 x STUN Flame/Heat Based Attacks (Common)

Disadvantage Points: 100

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Frostbite

 

Oh, and here's his remaining writeup

 

 

Background/History: Paul Milliner never wanted much. Just enough money to live on, a decent place to live, and friends he could trust. Paul's problem was, he wasn't picky about the legality with which he got those things. He started working in organized crime at the age of 12, as a runner for local mob bosses. He had a singular talent, which his superiors noticed immediately, and he rose up in ranks with startling speed, eventually finding his niche as a cat burglar. Called a Ghost by those he stole from, Paul was good at what he did.

However, one night, when he was sixteen, a guard he'd bribed earlier in the week decided now would be a good time for a promotion, and what better way than catching a burglar in the act? The guard surprised Paul, and, in his state of fear, his powers suddenly manifested. Encasing the guard in a block of ice almost on instinct, Paul panicked, abandoned his job, and ran.

Paul hid for a time, coming to terms with the fact that he was now a freak, a meta, a super. He tried to go back to his bosses in the mob, but the shortsighted mafiosi decided they wanted nothing to do with a freak like him. Powers only attract attention, they said, and Paul was best when he blended with a crowd.

Hurt by this percieved betrayal, Paul decided to strike out on his own, but quickly found that without backup and support from the mob, a solo burglar, unlike what you see in the movies, gets caught fast. Unable to pin the death of the security guard on him, the courts nonetheless had him dead to rights on B&E charges. The judge, in a gracious mood, saw the potential in a super-powered officer, and instead of jail time, or standard probation, offered Paul a deal instead. Help the Center City PD reign in super-powered criminals, or go to juvie hall. Paul thought about it, for a grand total of 8 seconds. The meta-human crimefighter known as Frostbite soon made his appearance on the streets of Center City.

Personality/Motivation: Paul is a two-bit thug made good. He still maintains some of his old contacts, because you never know when you might need the backup. Frostbite makes himself out to be much tougher than he really is, and though he's not particularly weak, neither is he an epically powerful meta. When it comes to interviews, Frostbite does not say much, usually making some kind of cold-based pun about the criminal he's just caught, but in private, he's had just about all the cold and ice jokes he can handle. He tends to come off a caustic and sarcastic, very much an antisocial, angry young man. If asked, he says he'll be long gone just as soon as he turns 18 and his record is sealed. In reality, though he'll never admit it, he gets quite a bit of satisfaction out of his heroing duties.

Quote: "That's it! Next one of you to make a 'Cold Shoulder' joke gets it in the FACE!"

Powers/Tactics: Frostbite isn't really a frontline fighter, nor is he a dedicated energy projector. His role in combat tends to run into the support category. He will hang back, and use his Frozen Cage and Black Ice powers to keep his opponents off balance and setting them up for more dedicated characters to knock down to size. Frostbite doesn't really like to hurt anyone, villains included, and he's afraid of the kind of damage his Cold Beam and Frozen Fists can do, and will only employ these powers against opponents who have already proven they can take the hit. His "Tough Guy" attitude extends even to his own injuries, and he often handwaves serious wounds in favor of getting the job done and going home.

Frostbite is not the gruff and gritty, unrepentant street thug he claims to be, and the right group of friends/teammates might be able to convince him to remain a hero even after his record is sealed.

Campaign Use: As an NPC, Frostbite can fill any number of roles. He could be a streetwise Hero the players go to for the "word on the street". He could be a reluctant villain, blackmailed by a villain group or a dishonorable cop who's gotten ahold of his record, all the way to a publically happy civil servant, to a privately broken and run-down young man ready to give up. Really, use him however you like. To make him stronger, remove the Restrainable limitation from his Multipower. You may even consider upping his speed to six, and giving him skills like acrobatics or Defense Maneuver. If he's already too tough, consider removing his Frozen Wall or Cryogenic Touch powers. Reducing his DEX may work as well.

Appearance: Frostbite is a young man, 17 years of age, stands about 5'9" tall and has an average, lean build. His "costume" as it were, includes a light blue "hoodie" hooded sweatshirt, blue denim jeans with an embroidered dragon curling up the right leg. The dragon is stitched in deep purples, blues and greens. The sweatshirt has the numbers 00 in white on the left breast, with twin stripes of white running down the front and back. The upper arms of each sleeve have similar white stripes. His only real concession to the whole "Superhero thing" is a half-face mask in a Gothic style (think the Crow's eye makeup, and you're on the right track) with solid white eyes and a belt buckle with a stylized snowflake pattern on it. He normall keeps the hood of his sweatshirt up, and when his powers are active, his skin and hair take on a ghostly white color, as they are covered with a thin layer of frost.

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