Difference between revisions of "Character Sheet: Ice"

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(Background)
 
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*Scholar(-1 to Knowledge Skill costs)
 
*Scholar(-1 to Knowledge Skill costs)
 
*Knowledge Skills: Literature and Poetry(6 points) 16-, Martial Arts World(6 points) 16-, Superhero World(5 points) 15-, Superhero Pr0n (6 points) 16-, VIPER Villains (6 points) 16-, Millennium City(Everyman Knowledge) 8-
 
*Knowledge Skills: Literature and Poetry(6 points) 16-, Martial Arts World(6 points) 16-, Superhero World(5 points) 15-, Superhero Pr0n (6 points) 16-, VIPER Villains (6 points) 16-, Millennium City(Everyman Knowledge) 8-
*Photographic Reflexes: +4 CSLs for Cold Copying VPP
+
*Photographic Reflexes: +4 CSLs for All Combat, Cannot Be Used While Blinded
*Cosmic Instinct: +3 CSLs for Cosmic Gem Beams
+
*Photographic Aptitude: Weapon Familiarity: Common Melee, Martial, Missile Weapons, Doesn't Apply While Blinded
 +
*Photographic Skill: +4 Overall Skill Levels
 +
*Cosmic Instinct: +4 CSLs for Cosmic Gem Beams
 
*Language: English (Native, Literate)
 
*Language: English (Native, Literate)
 
*Transport Familiarity: Small Motorized Ground Vehicles (Everyman Familiarity)
 
*Transport Familiarity: Small Motorized Ground Vehicles (Everyman Familiarity)
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*Special Training: +1 Int/+3 Dex only for high-speed actions
 
*Special Training: +1 Int/+3 Dex only for high-speed actions
 
==Cold Copying==  
 
==Cold Copying==  
 +
NOTE: Power is defunct.
 
Variable Power Pool (16 base/31 control), Can Be Changed As Zero-Phase Action, No Skill Roll Required, Only for Physical Attacks, Martial Maneuvers, And Ice-Based Abilities, Cannot Be Used While Blinded
 
Variable Power Pool (16 base/31 control), Can Be Changed As Zero-Phase Action, No Skill Roll Required, Only for Physical Attacks, Martial Maneuvers, And Ice-Based Abilities, Cannot Be Used While Blinded
 
Example Powers:
 
Example Powers:
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*Protective Field: 8PD/10ED, 15 Power Defense, protects carried objects
 
*Protective Field: 8PD/10ED, 15 Power Defense, protects carried objects
 
*Force of Will: Damage Negation: -2 Physical DCs, -1 Energy/Mental DCs
 
*Force of Will: Damage Negation: -2 Physical DCs, -1 Energy/Mental DCs
*Power Well: Endurance Reserve: 60 END, 20 REC
+
*Power Well: Endurance Reserve: 80 END, 20 REC
 
===Gem-Powered Flight===
 
===Gem-Powered Flight===
 
Multipower: 96 point reserve
 
Multipower: 96 point reserve
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*Nimble High-Speed Atmospheric Flight: 10m Flight, No Turn Mode, Megascale(1m = 100km, can scale down to 1m = 1km)
 
*Nimble High-Speed Atmospheric Flight: 10m Flight, No Turn Mode, Megascale(1m = 100km, can scale down to 1m = 1km)
 
*Space Flight: FTL Travel(4 Lightyears per hour), Usable Simultaneously for up to 8 people within limited range
 
*Space Flight: FTL Travel(4 Lightyears per hour), Usable Simultaneously for up to 8 people within limited range
*Hit The Brakes: 1m Teleport, No Noncombat Movement, 8x Increased Mass, Must Pass Through Intervening Space, No Relative Velocity, Only To Cancel Flight Inertia
+
*Hit The Brakes!: 1m Teleport, No Noncombat Movement, 8x Increased Mass, Must Pass Through Intervening Space, No Relative Velocity, Only To Cancel Flight Inertia
 
===Cosmic Energy Manipulation===
 
===Cosmic Energy Manipulation===
 
Multipower: 66 point reserve
 
Multipower: 66 point reserve
 
*Don't Touch That!: 1d6 KA, Penetrates 2 points Damage Negation, Personal Surface AoE, Triggered by gem being touched, NND: Target must touch the gem
 
*Don't Touch That!: 1d6 KA, Penetrates 2 points Damage Negation, Personal Surface AoE, Triggered by gem being touched, NND: Target must touch the gem
 
*Castor/Pollux Beam: 4d6 Blast/1d6 RKA, Range: Line of Sight, Variable Special Effects: Manifests as Ice or Plasma, Alternate Combat Value: OCV versus MDCV, Attack Versus Alternate Defense: Mental Defense, Beam Attack, Restrainable, Requires Gestures: Pointing fist at target
 
*Castor/Pollux Beam: 4d6 Blast/1d6 RKA, Range: Line of Sight, Variable Special Effects: Manifests as Ice or Plasma, Alternate Combat Value: OCV versus MDCV, Attack Versus Alternate Defense: Mental Defense, Beam Attack, Restrainable, Requires Gestures: Pointing fist at target
*Wall-Piercing Beam: 4d6 Mental Blast, VSE: Manifests as Ice or Plasma, Perceivable, Restrainable, Requires Gestures: Pointing Fist at Target, Beam Attack
+
*Wall-Piercing Beam: 4d6 Mental Blast, VSE: Manifests as Ice or Plasma, Perceivable, Restrainable, Beam Attack
*Eyebeaming: 5d6 Flash versus Sight Group(or whatever sensory organ is hit),Range: Line of Sight, ACV: OCV versus MDCV, Beam, plus 1 point RKA, Penetrating, Restrainable, Requires Gestures: Pointing at target's face
+
*Eyebeaming: 5d6 Flash versus Sight Group(or whatever sensory organ is hit),Range: Line of Sight, ACV: OCV versus MDCV, Beam, plus 1 point RKA, Penetrating, Restrainable
*Freezing Beam/Frost Lance: 3d6 Blast/1d6 RKA, Range: Line of Sight, Armor Piercing, Requires Gesture: Pointing flat hand at target, Restrainable, plus 2d6 Drain Speed/Dexterity (Freezing the target's flesh/joints)
+
*Cosmic Buggery: 3d6 Blast/1d6 RKA, Range: Line of Sight, Armor Piercing, Requires Gesture: Pointing flat hand at target, Restrainable, plus 2d6 Drain Any Two Characteristics (Variable Special Effect, any related to effect - Acid for PD/ED drain, Toxins for Con/Rec drain, et cetera)
*Gemini Beam: 4d6 RKA, AoE: 50mx2mx2m Line, Armor Piercing, Does Body, AVAD: Mental Defense, No Range, Two-Handed, Restrainable, Increased Endurance Cost(63 Endurance) (Desperation attack dumping ALL energy into a single beam)
+
*Gemini Beam: 5d6 RKA, AoE: 50mx2mx2m Line, Armor Piercing, Does Body, AVAD: Mental Defense, No Range, Two-Handed, Restrainable, Increased Endurance Cost(78 Endurance) (Desperation attack dumping ALL energy into a single beam)
 
*Avalanche: 7d6 Blast, 16m radius, Indirect: Source Location is variable, path is from source to target, Reduced Penetration, Two-Handed, Requires Gestures: Summoning ice barrier with one hand, explosively beaming it with the other (Pelting targets with shards of ice)
 
*Avalanche: 7d6 Blast, 16m radius, Indirect: Source Location is variable, path is from source to target, Reduced Penetration, Two-Handed, Requires Gestures: Summoning ice barrier with one hand, explosively beaming it with the other (Pelting targets with shards of ice)
 +
 +
=Complications=
 +
 +
*Addiction: Alcoholic (Mental addiction, as she is physically unaffected by alcohol)
 +
*Distinctive Features: Aura of Cosmic Power, Not Concealable, Noticed By Commonly-Used Senses(Touch and instinct/dangersense)
 +
*Hunted: Star*Guard: More Powerful, PC Is Easy To Find, Watching
 +
*Hunted: Galaxia: As Powerful, PC Is Easy To Find, Kill/Capture
 +
*Hunted: Cosmic Gemhunters: Less Powerful, PC Is Easy To Find, Kill/Capture
 +
*Negative Reputation: Millennium City Stripper: Known Amongst Small Group(customers of Supermoves)
 +
*Police Record: Troubled Youth, Only Known Amongst Small Group(Law Enforcement Agencies)
 +
*Public Identity: Supermoves Postergirl: Frequent, Minor Limitation, Not Limiting In Certain Cultures

Latest revision as of 14:59, 11 October 2014

This is the character sheet for the character known as Ice, statted up for Hero System, 6th Edition.

Background

  • Height: 1.67m
  • Weight: 72kg
  • Eye Color: Piercing Blue
  • Hair Color: Black
  • Skin Color: Pasty White
  • Distinguishing Features: Cosmic gem floating above her chest, emitting a palpable aura of power that even unattuned "normals" could perceive. Defined as a 3m radius feeling of "dense air".
  • History: As a youth in Wisconsin, Selena McCormick was a bit of a recluse. A part of the "Goth Kid" clique, as well as a bit of a stoner, she's developed a bit of a criminal record with her penchant for breaking into warehouses to smoke weed with her friends - some of whom would develop into more violent criminals in their lives. She moved to Millennium City with her parents after her mutant ability of physical mimicry - supplemented with ice creation - manifested. Her school's resident all-star quarterback type locked eyes with her and then faked a tackle at her in order to startle the taciturn teenager. This turned against him when she was suddenly encased in a frozen replica of him and plowed into, shattering both of his legs as well as his career. For a few brief periods, Selena McCormick dabbled in the superheroing world, eventually growing irritated with the particularly limited application - and glaring weakness of her powers. Sure she could mimic martial arts perfectly, but that didn't mean she would be able to cause much damage with them - and a more ice-reliant style would play against her since she wasn't immune to her own coldness.To make ends meet, Selena worked numerous part-time jobs, occasionally mooching off of a conga line of roommates. That is, until she met Mishael, a stripper at Supermoves who originally introduced her to her current job when their eyes locked on stage by chance. They still live as roommates, sharing a small manor on the outskirts of Millennium City thanks to a particularly generous benefactor. It's only recently that Selena gained her Cosmic Gem - or was perhaps chosen by it. Thinking it just a harmless bit of jewelry that her idol wore, she asked to try it on - and it instantly fused itself to her sternum, knocking her unconscious in the process. When she woke up in the hospital, she had an instinctual knowledge of her abilities - being able to fly at a comfortable cruising speed of mach 1, and fire coherent beams of cosmic energy from her fingertips - though the beams are considerably lacking in raw power. This ability eventually attracted the attention of another Cosmic Gem-bearer named Galaxia - and numerous others. Galaxia wasted no time in tracking her down, eventually ambushing her to claim "what was hers". Thanks to the brutal beating delivered, Selena's cosmic gem no longer resides in her sternum, instead hovering several inches over her chest, darting about her body when one tries to grab it.

Characteristics

  • Strength: 10 Roll: 11- Hand-to-Hand Damage: 2d6
  • Dexterity: 14(+3 only to act first) Roll: 12-
  • Constitution: 12 Roll: 11-
  • Intelligence: 20 Roll: 13- PER Roll: 16-
  • Ego: 12 Roll: 11-
  • Presence: 10 Roll 11- PRE Attack: 2d6
  • OCV: 6
  • DCV: 9
  • OMCV: 3
  • DMCV: 6
  • Speed: 5
  • Physical Defense: 2
  • Energy Defense: 2
  • Recovery: 6
  • Endurance: 30
  • Body: 10
  • Stun: 43

Movement

  • Running: 14m
  • Leaping: 4m(2m vertical)
  • Swimming: 4m
  • Flight: See Powers

Skills

  • Scholar(-1 to Knowledge Skill costs)
  • Knowledge Skills: Literature and Poetry(6 points) 16-, Martial Arts World(6 points) 16-, Superhero World(5 points) 15-, Superhero Pr0n (6 points) 16-, VIPER Villains (6 points) 16-, Millennium City(Everyman Knowledge) 8-
  • Photographic Reflexes: +4 CSLs for All Combat, Cannot Be Used While Blinded
  • Photographic Aptitude: Weapon Familiarity: Common Melee, Martial, Missile Weapons, Doesn't Apply While Blinded
  • Photographic Skill: +4 Overall Skill Levels
  • Cosmic Instinct: +4 CSLs for Cosmic Gem Beams
  • Language: English (Native, Literate)
  • Transport Familiarity: Small Motorized Ground Vehicles (Everyman Familiarity)
  • Acrobatics: 15-
  • Climbing: 8- (Everyman Familiarity)
  • Contortionist: 12-
  • Lockpicking: 12-
  • Stealth: 13-
  • Concealment: 8- (Everyman Familiarity)
  • Deduction: 8- (Everyman Familiarity)
  • Paramedics: 8- (Everyman Familiarity)
  • Shadowing: 16-
  • Acting: 16-
  • Profession Skill: Ecdysiast (Compliments Shadowing, Stealth, Acrobatics, Persuasion and Conversation)
  • Conversation: 12-
  • Interrogation: 12-
  • Persuasion: 15-

Perks, Talents, & Contacts

  • Consort: Money - Well Off(Around $500k per year)
  • Knows How To Get Things - Fringe Benefit: Access to Military Grade Equipment, 3 levels of Security Clearance with Various US Agencies
  • Contacts: Bubbles and the Supermoves Staff - Organization with significant contacts of their own, useful skills or resources, very good relationship. Contact Roll: 12-
  • Mulligan!: Combat Luck: 3 resistant PD/ED, Obvious, Inaccessible Focus (Rewinds time a few seconds to avoid damage)

Powers

  • Acute Hearing: +2 Perception for Hearing group, only to discern speech in loud areas
  • Magical Attunement: Detect Magic, Sense
  • Heightened Awareness: Rapid x10 for Sight Group
  • Special Training: +1 Int/+3 Dex only for high-speed actions

Cold Copying

NOTE: Power is defunct. Variable Power Pool (16 base/31 control), Can Be Changed As Zero-Phase Action, No Skill Roll Required, Only for Physical Attacks, Martial Maneuvers, And Ice-Based Abilities, Cannot Be Used While Blinded Example Powers:

  • Triangle Jump: +8m Leaping, can only be used to ascend tight spaces
  • Blink Step: 10m Teleportation, Only to get close to opponents, no noncombat movement, must pass intevening space
  • Frozen Barrier: 2mx2mx1/2m barrier with 5PD/4ED, Counteracts Indirect
  • Snowblind: 3.5d6 Sight Group flash, 10m cone, no range
  • Cone of Cold: Change Environment -1 DEX Roll, -2 Temperature Levels, 50m cone, Long-lasting(5 minutes)(Coats Targets in clinging frost)
  • Freezing Cold: Entangle 2d6 with 1PD/ED(Target's clothing is frozen), NND: Target must be coated with frost, 50m cone, must be used with Cone of Cold
  • Ice Weaponry: Up to 31 points of HTH/HKA

Cosmic Gem Powers

  • Total Life Support(Immunity to all environmental effects/poisons/diseases, doesn't need to eat/sleep/breathe, immortality)
  • Protective Field: 8PD/10ED, 15 Power Defense, protects carried objects
  • Force of Will: Damage Negation: -2 Physical DCs, -1 Energy/Mental DCs
  • Power Well: Endurance Reserve: 80 END, 20 REC

Gem-Powered Flight

Multipower: 96 point reserve

  • Nimble Atmospheric Flight: 30m Flight, x32 Noncombat Speed, No Turn Mode, Combat Acceleration/Deceleration
  • Nimble High-Speed Atmospheric Flight: 10m Flight, No Turn Mode, Megascale(1m = 100km, can scale down to 1m = 1km)
  • Space Flight: FTL Travel(4 Lightyears per hour), Usable Simultaneously for up to 8 people within limited range
  • Hit The Brakes!: 1m Teleport, No Noncombat Movement, 8x Increased Mass, Must Pass Through Intervening Space, No Relative Velocity, Only To Cancel Flight Inertia

Cosmic Energy Manipulation

Multipower: 66 point reserve

  • Don't Touch That!: 1d6 KA, Penetrates 2 points Damage Negation, Personal Surface AoE, Triggered by gem being touched, NND: Target must touch the gem
  • Castor/Pollux Beam: 4d6 Blast/1d6 RKA, Range: Line of Sight, Variable Special Effects: Manifests as Ice or Plasma, Alternate Combat Value: OCV versus MDCV, Attack Versus Alternate Defense: Mental Defense, Beam Attack, Restrainable, Requires Gestures: Pointing fist at target
  • Wall-Piercing Beam: 4d6 Mental Blast, VSE: Manifests as Ice or Plasma, Perceivable, Restrainable, Beam Attack
  • Eyebeaming: 5d6 Flash versus Sight Group(or whatever sensory organ is hit),Range: Line of Sight, ACV: OCV versus MDCV, Beam, plus 1 point RKA, Penetrating, Restrainable
  • Cosmic Buggery: 3d6 Blast/1d6 RKA, Range: Line of Sight, Armor Piercing, Requires Gesture: Pointing flat hand at target, Restrainable, plus 2d6 Drain Any Two Characteristics (Variable Special Effect, any related to effect - Acid for PD/ED drain, Toxins for Con/Rec drain, et cetera)
  • Gemini Beam: 5d6 RKA, AoE: 50mx2mx2m Line, Armor Piercing, Does Body, AVAD: Mental Defense, No Range, Two-Handed, Restrainable, Increased Endurance Cost(78 Endurance) (Desperation attack dumping ALL energy into a single beam)
  • Avalanche: 7d6 Blast, 16m radius, Indirect: Source Location is variable, path is from source to target, Reduced Penetration, Two-Handed, Requires Gestures: Summoning ice barrier with one hand, explosively beaming it with the other (Pelting targets with shards of ice)

Complications

  • Addiction: Alcoholic (Mental addiction, as she is physically unaffected by alcohol)
  • Distinctive Features: Aura of Cosmic Power, Not Concealable, Noticed By Commonly-Used Senses(Touch and instinct/dangersense)
  • Hunted: Star*Guard: More Powerful, PC Is Easy To Find, Watching
  • Hunted: Galaxia: As Powerful, PC Is Easy To Find, Kill/Capture
  • Hunted: Cosmic Gemhunters: Less Powerful, PC Is Easy To Find, Kill/Capture
  • Negative Reputation: Millennium City Stripper: Known Amongst Small Group(customers of Supermoves)
  • Police Record: Troubled Youth, Only Known Amongst Small Group(Law Enforcement Agencies)
  • Public Identity: Supermoves Postergirl: Frequent, Minor Limitation, Not Limiting In Certain Cultures