Character Name: IceMan
Alternate Identities: Dr. Kelvin Frost
Player Name: Marcus
CHARACTERISTICS
Val Char Base Points Total Roll Notes
23 STR 10 13 23 14- HTH Damage 4 1/2d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
38 CON 10 56 38 17-
13 BODY 10 6 13 12-
33 INT 10 23 33 16- PER Roll 16-
18 EGO 10 16 18 13- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
18 COM 10 4 18 13-
33 PD 5 28 33 33 PD (12 rPD)
34 ED 8 26 34/49 34/49 ED (12/27 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
13 REC 13 0 13
76 END 76 0 76
52 STUN 44 8 52
6" Running 6 0 6"
2" Swimming 2 0 2"
5" Leaping 5 0 4 1/2" 244 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 0
Spent: 33
Unspent: 0
Base Points: 300
Disad Points: 150
Total Points: 483
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (5") 4 1/2"
V. Leap (2") 2"
DEFENSES
Type Amount
Physical Defense 33
Res. Phys. Defense 12
Energy Defense 34/49
Res. Energy Defense 12/27
Mental Defense 0
Power Defense 10
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +2 with any three maneuvers or a tight group of attacks
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: IceMan
Alternate Identities: Dr. Kelvin Frost
Player Name: Marcus
SKILLS
Cost  Name
Int skills
3
1) Analyze: Elemental Powers 16-
3
2) Computer Programming 16-
3
3) Power (INT-based) 16-
3
4) Forensic Medicine 16-
3
5) Mechanics 16-
3
6) Electronics 16-
3
7) Inventor 16-
3
8) Paramedics 16-
3
9) KS (INT-based) 16-
Pre Skills
3
1) Bureaucratics 13-
4 +2 vs. specific OCV modifier on a tight group of attacks
Notes: Always ignores the first -2 of range pentaly with Multipower
6 +2 with any three maneuvers or a tight group of attacks
Notes: When using Multipower, may add upto +2 to OCV or DCV (Or any combination totaling 2)
3 Scientist
2
1) SS (INT-based) (3 Active Points) 16-
2
2) SS (INT-based) (3 Active Points) 16-
2
3) SS (INT-based) (3 Active Points) 16-
2
4) SS (INT-based) (3 Active Points) 16-
2
5) SS (INT-based) (3 Active Points) 16-
53 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: License to practice a profession
5 Money: Well Off
6 Total Perks Cost
 
POWERS
Cost  Power END
5 Infrared Perception
11 Armor (0 PD/15 ED) (23 Active Points); Conditional Power - Only vs Cold Power does not work in Very Common Circumstances (-1)
12 Damage Resistance (12 PD/12 ED)
39 Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week
Notes: Post-Human body is immune to most biological effects and requires litttle maintenance.
10 Power Defense (10 points)
Notes: Posthuman body is immune to slight alterations and resistant to many effects that would impair a normal human
56 Ice/Weather Tricks: Multipower, 70-point reserve, all slots: (70 Active Points); Custom Modifier - Noisy (-1/4)
Notes: None of these effects are even slightly subtle, causing distintive side effects including howling wind, precipitation and a strong chill.
5u
1) Artic Blast Propulsion: Flight 20", x8 Noncombat, Reduced Endurance 1/2 END (+1/4) (62 Active Points)
Notes: IceMan is able to channel directed blasts of artic wind and snow to propel him at moderate speeds - but must land to use ice powers
2
1u
2) Hovering: Flight 5" (10 Active Points); No Noncombat Movement (-1/4)
1
5u
3) Ice Wall: Force Wall (13 PD/10 ED; 3" long and 1" tall) (62 Active Points)
Notes: With great effort IceMan can create a *very* powerful wall of ice that will stop all but the largest effects.
6
5u
4) Entangle 6d6, 6 DEF (60 Active Points)
Notes: May entangle a single target or a crate a formidible barrier!
6
2u
5) Tunneling 9" through 9 DEF material (Fill In Hole) (55 Active Points); Limited Medium - Ice/Snow Very Limited (-1)
5
3u
6) Whiteout: Darkness to Sight Group 4" radius, Reduced Endurance 1/2 END (+1/4), Personal Immunity (+1/4) (60 Active Points); No Range (-1/2)
2
4u
7) Sudden Snowstorm: Change Environment 32" radius, -2 PER Roll: Normal Sight, -3 PER Roll: Normal Hearing, 3 Temperature Level Adjustment, Long-Lasting: 20 Minutes (52 Active Points)
Notes: Creates a sudden and intense snowstorm that can last after concentration stops, snow and wind makes perception difficult
5
1u
8) Transform 2d6: Nothing into Ice sculptures (Cosmetic) (10 Active Points); All Or Nothing (-1/2)
1
1u
9) Change Weather: Change Environment 2" radius, -3 Points of Telekinetic STR, 2 Temperature Level Adjustment, Varying Effect Very Limited Group (+1/4), Megascale (1" = 100 km; +3/4) (44 Active Points); Extra Time 5 Minutes (-2), Character May Take No Other Actions (-1/4)
Notes: Can create a mild range of weather over a very large area, increasing or decreasing wind effects, causing precipitation or countering heat effects.
4
5u
10) Killing Frost: Killing Attack - Ranged 2 1/2d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points)
Notes: A concentrated jet of liquid gasses will casue grevious harm to almost any target
6
5u
11) Super-Fragile Freeze: Drain Physical Armor (3 rPD per 5pts rolled) 6d6 (60 Active Points)
Notes: Super-cold touch will make just about any Armor less resistant to physical attacks until it has time to warm up again.
6
5u
12) Blast of Cold: Energy Blast 12d6 (vs. ED), STUN Only (+0) (60 Active Points)
Notes: Main attack power, an intense chill that will subdue without causing excessive harm. Causes no knockback, and will not harm objects
6
5u
13) Cone of Cold: Energy Blast 8d6 (vs. ED), STUN Only (+0), Explosion (+1/2) (60 Active Points)
6
180 Total Powers Cost

Character Name: IceMan
Alternate Identities: Dr. Kelvin Frost
Player Name: Marcus
DISADVANTAGES
Cost  Disadvantage
15 Hunted: Frostbite 8- (Mo Pow; Harshly Punish)
10 Vulnerability: 1 1/2 x STUN Heat/Fire/Plasma (Common)
10 Vulnerability: 1 1/2 x BODY Heat/Fire/Plasma (Common)
10 Social Limitation: Secret ID - Kelvin Frost (Occasionally; Major)
15 Hunted: Vixen 8- (Mo Pow; Harshly Punish)
Notes: IceMan has been targeted in the past for public humiliation by the Vixen
10 Distinctive Features: Dr. Frost is slightly cold to the touch and decreases the temperature around him (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Physical Limitation: Posthuman (Infrequently; Greatly Impairing)
Notes: As a Posthuman, Iceman is untreatable by normal medical practices
20 Psychological Limitation: Code v Killing (Common; Total)
Notes: Kelvin has seen too much death in his life, and will not add to the toll
10 Hunted: MegaCorp 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
10 Dependent NPC: Lab Assistant 8- (Normal; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID)
15 Susceptibility: High Heat 1d6 damage, per Phase (Uncommon)
15 Unluck: 3d6
Notes: It takes a lot of bad luck to come up with a background like this!
150 Total Disadvantages Cost
APPEARANCE
Hair Color: Black
Eye Color: Steel-Grey
Height: 6' 4"
Weight: 250 lbs
Description:
BACKGROUND
Character created with Hero Designer (version 1.43)