Snowy King

Snowy King
Code Name: Icy

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
18 CON 10 16 18 13-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
25 EGO 10 30 25 14- ECV: 8
15 PRE 10 5 15 12- PRE Attack: 3d6
20 COM 10 5 20 13-
2 PD 2 0 14 14 PD (12 rPD)
4 ED 4 0 16 16 ED (12 rED)
4 SPD 2.4 16 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
77 END 36 21 77 Mental Defense: 20
24 STUN 24 0 24
6″ Running 6 0 6″
2″ Swimming 2 0 2″
2″ Leaping 2 0 2″ 113 Total Characteristics Points
Combat Skill Levels: +5 with DCV; Only Works Against Sentient Persons Character Is Aware Of (-1/2), Will Not Work On Sentient Persons With EGO+Mental Defense >21 (-1/2)
POWERS
Cost  Power END
91 Mind Control: Multipower, 73-point reserve, all slots Reduced Endurance (1/2 END; +1/4)
7u

1) Pounding Headache: Ego Attack 7d6

Notes: This power makes the target believe that they have a pounding headache, so they do.
3
7u

2) Run Away!: Mind Control 7d6, Area Of Effect (4″ Radius; +1)

Notes: The actual command can vary as the user sees fit. Average roll should be +10 vs. an EGO of 10.
3
7u

3) Pretty Please? For Me?: Mind Control 14d6

Notes: The actual command can vary as the user sees fit. Command is perceivable to all within hearing range. Average roll should be +30 vs. an EGO of 10.
3
4u
4) You Won’t See Me: Invisibility to Sight, Hearing, Smell/Taste, Touch and Radio Groups, Danger Sense, Combat Sense and Spatial Awareness , No Fringe; Will Not Work On Cameras, etc. (-1/2), Will Not Work On Sentient Persons With EGO+Mental Defense >20 (-1/4)
3
3u

5) Party!: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (32″ radius; +1 1/4), +/-2 to PER Roll; No Range (-1/2), Will Not Work On Sentient Persons With EGO+Mental Defense >20 (-1/4), Only Perceivable By Persons Originally In The Effected Area (-1/4)

Notes: This is an extension of Mind Control. All within the area of effect will perceive a party with food, drinks, dancing, music and merriment. If they leave the area and look back, they will still see the Image. Those that enter the area after it is established will not perceive it.
3
3u

6) Don’t Hit Me!: Sight and Hearing Groups Images Increased Size (4″ radius; +1/2), +/-3 to PER Roll, +5 DCV; Set Effect: Only To Create Images Of Her Current Self (-1), Will Not Work Against Physical Targeting Senses (-1/4)

Notes: This is an extension of Mind Control and creates five images of her to those around her. These Images will be identical to her current appearance and cannot be altered. They will move independently, one will fly, one active the Bubble, one will look around, one will go to cover and one will point at the nearest target. All will call out to each other in various languages. This can be placed anywhere she chooses.
3
42 Telekinetics: Elemental Control, 84-point powers
42

1) Telekinetic Flight: Flight 14″, Usable As Swimming (+1/4), No Gravity Penalty (+1/2), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 4 people at once; +3/4)

Notes: Telekinetic flight allows the user to fly. As it is powered by the mind and not physical forces, there is no gravity penalty and can be used underwater. She is able to use this power on up to 4 people. They will not have control over this and will move as she wills.
0
29

2) Telekinetic Bubble: Force Wall (8 PD/8 ED; 2″ long and 2″ tall) (Opaque Normal Sight), Opaque To Normal Sight Is Optional (+1/4); No Range (-1/2), Restricted Shape: Globe or hemisphere (-1/4) plus Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum), Area Of Effect (2″ Radius; +1 1/4); Linked (Force Wall; Lesser Power can only be used when character uses greater Power at full value; -3/4) plus Life Support (Self-Contained Breathing), Area Of Effect (2″ Radius; +1 1/4); Linked (Force Wall; Lesser Power can only be used when character uses greater Power at full value; -3/4)

Notes: This is a telekinetic force bubble with a 2 meter radius. It provides life support to those inside. It is centered and ‘attached’ to the user. Any within the radius when activated will be ‘scooped up’ inside. As it is centered on the user, her powers of flight effect it allowing her to move it at will. As her flight is usable underwater this allows the Globe to move as easily there as in the air. She is able to move it anywhere that is not physically blocked, i.e. any area open enough for it to fit. Underwater it can descend to maximum depth of about 16 meters (8″). Should that depth be exceeded it will implode, which will eject those inside into the ocean at that depth. When formed, the bubble contains enough air for approximately 20 minutes. To move the Bubble requires that she use her flight, this limits the number of passengers she may carry to 4. It can also be used as an opaque hemisphere to provide a dressing room for Paige or cover for a downed teammate and any that might be aiding that teammate.
6
15 Mentally Guarded: Mental Defense (20 points total) 0
11 The Bond: Mind Link , Jonathan Vargo, Any distance, No LOS Needed, Psychic Bond; Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 0
2 Meta-Human Lifespan: Life Support (Longevity: 400 Years) 0
0 Mental Awareness 0
263 Total Powers Cost
Equipment END
Battlenet Earplug Comm Units: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x32); Only With Other In Battlenet Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Conditional Power Power Does Not Work In Water (-1/4), Does Not Provide Mental Awareness (-1/4)

Notes: This is a highly secure system that provides communications between all members carrying the identical device. It cannot be tapped or intercepted. If a unit is stolen the system is then open and vulnerable to the stolen unit.
0
Federal Police Warrant Card and Badge: Fringe Benefit: Federal law enforcement Powers; OAF (-1)

Notes: These items are ‘proof’ of law enforcement association and can be stolen or forged.
SKILLS
Cost  Name
0 AK: Michigan 8-
1 AK: San Diego 8-
3 Acrobatics 12-
3 Acting 12-
3 Breakfall 12-
0 Climbing 8-
0 Concealment 8-
3 Contortionist 12-
0 Deduction 8-
3 Disguise 13-
3 High Society 12-
3 Jack of All Trades
1
1) PS: Dancer 8-
1
2) PS: Guitarist 11-
1
3) PS: Musician 11-
1
4) PS: Singer 11-
0
5) PS: Model 8-
1 KS: Music 8-
3 Linguist
1
1) Language: Dutch (fluent conversation)
0
2) Language: English (idiomatic)
0
3) Language: French (idiomatic)
1
4) Language: German (completely fluent)
1
5) Language: Italian (fluent conversation)
2
6) Language: Japanese (fluent conversation)
1
7) Language: Russian (fluent conversation)
2
8) Language: Spanish (completely fluent)
1
9) Language: Swedish (fluent conversation)
1 Mimicry 8-
2 Musical Instrument Familiarity (Chordophones) 11-
3 Oratory 12-
0 Paramedics 8-
0 Persuasion 8-
3 Riding 12-
2 SS: Biochemisty 11-
3 Seduction 12-
0 Shadowing 8-
0 Stealth 8-
3 TF: Bicycles, Skating (iceskating or rollerskating), Skiing (snow), Small Motorized Ground Vehicles
56 Total Skills Cost
PERKS
Cost  Name
5 Money: Family Investments @ $500k income per year: Well Off
3 Reputation: Family Reputation (Gaylord Area Only) 14-, +3/+3d6
1 Fringe Benefit: Passport
9 Total Perks Cost
TALENTS
Cost  Name
24 Combat Luck (12 PD/12 ED)
15 Danger Sense (self only, in combat) 13-
3 Perfect Pitch
42 Total Talents Cost
DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Meta-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
15 Hunted: HARP 8- (Mo Pow, Kill)
10 Psychological Limitation: Control Freak (Common, Moderate)
10 Psychological Limitation: Jealous of anyone getting close to Jack (Common, Moderate)
15 Psychological Limitation: Loyal to Jack (Uncommon, Total)
25 Psychological Limitation: Overly Protective of Jack (Very Common, Total)
0 Psychological Limitation: No confidence in her powers (Very Common, Strong)
5 Psychological Limitation: Short Fuse (Uncommon, Moderate)
10 Social Limitation: Minor ( 15 and under) (Occasionally, Major: Cannot vote, buy alcohol, drive, drop out of school, get into R rated movies, see a doctor without a parent’s knowledge, etc.)
15 Social Limitation: Secret ID (Frequently, Major)
15 Social Limitation: Subject to parental/guardian orders (17 or less only) (Frequently, Major)
25 Watched: U.S. Government 14- (Mo Pow, NCI, PC is very easy to find, Watching)
150 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 133
Spent: 133
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 483

Background/History:

Personality/Motivation:  Snowy has been sheltered and protected for most of her life, in fact she has only in the last year been exposed to anyone not her ‘family’.  With all the mental changes she is currently experiencing she has become more willing to try new things but also confused about what her life is to become.  She relies heavily on Jack. She can be obnoxiously regal with Jack and Ben … at least to outsiders, but not annoyingly so.

Quote:  “Lets see where this dream takes me before the dream changes.”

Powers/Tactics:

Campaign Use:

Appearance:  Snowy is a stunning young girl of 18 with long white-blonde hair and large, beautiful blue eyes.  She is short, slender and delicate with the face of a freckle-dusted angel.

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