Jonathan Vargo Jr.

J.J.
Frosty

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
18 CON 10 16 18 13-
13 BODY 10 6 13 12-
18 INT 10 8 18 13- PER Roll 13-
17 EGO 10 14 17 12- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
10 COM 10 0 10 11-
9 PD 4 5 9/21 9/21 PD (0/12 rPD)
9 ED 4 5 9/21 9/21 ED (0/12 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
12 REC 8 8 12
36 END 36 0 36
32 STUN 32 0 32 Power Defense: 5
6″ Running 6 0 22″
2″ Swimming 2 0 5″
4″ Leaping 4 0 4″ 136 Total Characteristics Points
Combat Skill Levels: +4 with Martial arts
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Passing Strike 1/2 +1 +0 Weapon +v/5; FMove
Sliding Dodge 1/2 +4 Dodge All Attacks, Abort; FMove
Strike 1/2 +0 +2 Weapon +2 DC Strike
POWERS
Cost  Power END
20 Ice powers: Elemental Control, 50-point powers, (25 Active Points); all slots Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very dry or very hot environments. 90+; -1/4)
20
1) Force Field (12 PD/12 ED/5 Power Defense), Costs END Only To Activate (+1/4) (36 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very dry or very hot environments. 90+; -1/4)
3
20
2) Running +16″ (22″ total), Reduced Endurance (0 END; +1/2) (48 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Does not work in Very dry or very hot environments. 90+; -1/4)
Ice staff, all slots OIF (Can be obstructed but can be reformed if taken. ; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in very dry or very hot environments. 90+; -1/4)
9
1) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (Can be obstructed but can be reformed if taken. ; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in very dry or very hot environments. 90+; -1/4)
2
3
2) Stretching 1″, Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), OIF (Can be obstructed but can be reformed if taken. ; -1/2), Conditional Power Power does not work in Uncommon Circumstances (Does not work in very dry or very hot environments. 90+; -1/4)
0
2 Life Support (Safe in Intense Cold) 0
3 Can float in the roughest seas. : Swimming +3″ (5″ total) 1
77 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove
5 Sliding Dodge: 1/2 Phase, — OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
14 Total Martial Arts Cost
SKILLS
Cost  Name
0 AK: Home country or region 8-
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
0 Native Language (idiomatic; Literate) (4 Active Points)
0 PS: Choice (Everyman Skill) 11-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
1 TF: Small Motorized Ground Vehicles (0 Active Points)
1 WF: Staffs
12 +4 with Martial arts
3 PS: cooking 13-
3 PS: Fishing 13-
3 SS: Herbalism 13-
23 Total Skills Cost
DISADVANTAGES
Cost  Disadvantage
10 Social Limitation: Seen as a Minor, Has trouble voting, buying alcohol, driving, getting into R rated movies, or getting ‘adults’ to listen to him, etc.) (Frequently, Minor)
20 Adrenaline Junkie: (Common, Total)
15 Psychological Limitation: Over protective of team mates. (Common, Strong)
15 Social Limitation: Secret ID (Frequently, Major)
5 Psychological Limitation: ADHD Has problems keeping to one subject. (Uncommon, Moderate)
10 Susceptibility: Heat 80+ 1d6 damage per Turn (Uncommon)
25 Hunted: Parents (Kitty + Jack) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish)
100 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 150
Disad Points: 100
Total Points: 250

APPEARANCE
Hair Color:
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Height:
Weight:
Description:

BACKGROUND

POWERS/TACTICS

PERSONALITY/MOTIVATION

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