Snowy King
Character Name: Snowy King
Alternate Identities: Ice Queen
Player Name: DLW
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 2/12 2/12 PD (0/10 rPD)
4 ED 4 0 4/14 4/14 ED (0/10 rED)
4 SPD 2.4 16 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
77 END 36 21 77
24 STUN 24 0 24
6" Running 6 0 6"
2" Swimming 2 0 2"
2" Leaping 2 0 2" 113 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Lets see where this dream takes me before the dream changes."
COMBAT RATING SYSTEM
EXPERIENCE POINTS
Total earned: 184
Spent: 184
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 534
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 2"
V. Leap 1"
Flight 0"/14"
DEFENSES
Type Amount
Physical Defense 2/12
Res. Phys. Defense 0/10
Energy Defense 4/14
Res. Energy Defense 0/10
Mental Defense 20
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +5 with DCV; Dependent on Surviving Images (-1/2)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Meta-human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Hunted: HARP 8- (Mo Pow, Harshly Punish)
Notes: HARP may be unaware of a particular meta-human but they are constantly searching for them none the less
10 Psychological Limitation: Control Freak (Common, Moderate)
10 Psychological Limitation: Jealous of anyone getting close to Jack (Common, Moderate)
20 Psychological Limitation: Loyal to Jack (Common, Total)
20 Psychological Limitation: Overly Protective of Jack (Common, Total)
0 Rivalry: Professional (All other models; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Earned)
0 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)
0 Social Limitation: Subject to guardian orders (17 or less only) (Frequently, Major)
0 Watched: U.S. Government 14- (Mo Pow, NCI, PC is very easy to find, Watching)
100 Total Disadvantages Cost

Character Name: Snowy King
Alternate Identities: Ice Queen
Player Name: DLW
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)
3 Lockpicking 12-
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
59 Total Skills Cost
PERKS
Cost  Name
5 Money: Family Investments @ $500k income per year: Well Off
2 Contact: Friendly Adult: Ben Thomas (Contact has useful Skills or resources) 8-
1 Fringe Benefit: Fake ID
3 Fringe Benefit: Membership: Clique: Right-winger
Notes: Right-wingers are students who live on campus or in the neighboring housing complex.
1 Fringe Benefit: Passport
3 Reputation: Family Reputation (Gaylord Area Only) 14-, +3/+3d6
1 Reputation: The Ice Queen (A small to medium sized group) 8-, +1/+1d6
Notes: People wish to curry her favor for various reason allowing her to make use of the fact in small ways.
16 Total Perks Cost
TALENTS
Cost  Name
24 Combat Luck (12 PD/12 ED)
Notes: Combat luck does not work if the character is asleep, unconscious or not aware of an incoming attack.
15 Danger Sense (self only, in combat) 13-
3 Perfect Pitch
42 Total Talents Cost
 
POWERS
Cost  Power END
87 Mind Control: Multipower, 87-point reserve
9u
1) Pounding Headache: Ego Attack 7d6, Reduced Endurance (1/2 END; +1/4)
Notes: This power makes the target believe that they have a pounding headache, so they do.
3
8u
2) Run Away!: Mind Control 7 1/2d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (5" Radius; +1)
Notes: The actual command can vary as the user sees fit. Average roll should be +10 vs. an EGO of 10.
4
9u
3) Pretty Please? For Me?: Mind Control 14d6, Reduced Endurance (1/2 END; +1/4)
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
5u
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, Reduced Endurance (1/2 END; +1/4); Will Not Work On Cameras, etc. (-1/2), Will Not Work On Sentient Persons With EGO+Mental Defense >20 (-1/4)
3
4u
5) Party!: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (32" radius; +1 1/4), +/-3 to PER Roll, Costs END Only To Activate (+1/4); 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.
8
4u
6) Don't Hit Me!: Sight and Hearing Groups Images Increased Size (8" radius; +3/4), +/-5 to PER Roll, Reduced Endurance (1/2 END; +1/4); Set Effect: Only To Create Multiple Images Of Her Current Self (-1), Will Not Work Against Physical Targeting Senses (RADAR,Active SONAR) (-1/4), Physical Manifestation (-1/4) plus +5 with DCV; Dependent on Surviving Images (-1/2)
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 within 8". The Physical Manifestation means that as reach target is hit it will vanish. As a target is destroyed the DCV granted is reduced by 1.
2
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 On Others or Self (up to 4 people at once; Grantor Controls Power, Grantor Pays END, Recipient Within Reach, Recipient Must Remain Close; +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
30
2) Telekinetic Bubble: Force Wall (8 PD/8 ED; 2" long and 1" tall) (Alterable Size (1" to 2" Radius)), Opaque To Normal Sight Is Optional (+1/4), Costs END Only To Activate (+1/4); No Range (-1/2), Restricted Shape: Globe or hemisphere (-1/4) plus Life Support (Self-Contained Breathing), Area Of Effect (2" Radius; +1 1/4); 1 Continuing Charge lasting 20 Minutes (-1/2)
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. It is mobile, provided she uses her Flight (Usable on Others Simultaneously) on as many as three other people. If there are more than three other people, the Bubble will NOT move. As it is centered on the user, her powers of flight effect it allowing her to move it at will. 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. 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. Also note that if the bubble is flown into an object, it cannot move that object and will take damage equal to it current velocity. In this case, 3d6. It will not 'knockback' the obstruction.
6
15 Mentally Guarded: Mental Defense (20 points total)0
14 Detect Minds 13- (Mental Group), Discriminatory, Targeting; Extra Time (Full Phase, Only to Activate, -1/4)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 Awareness0
22 Q Costuming Armor Mk 2.0: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold)
Notes: Provides insulation against cold.
0
304 Total Powers Cost
EQUIPMENT
Equipment END
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage
0
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Heatset; -1 1/4), Subject to WIFI Limitations (-1/2)

Character Name: Snowy King
Alternate Identities: Ice Queen
Player Name: DLW
APPEARANCE
Hair Color: White
Eye Color: Blue
Height: 5' 0"
Weight: 96 lbs
Description:
Snowy is a stunning young girl of 14 with long white-blonde hair and large, beautiful blue eyes. She is short, slender and delicate with the face of a freckle-dusted angel.
BACKGROUND
POWERS/TACTICS
Snowy is just beginning to understand her own capabilities. Her Images have all the major components to fool anyone into believing they are real, down to being able to taste the fresh bread she creates. This is the power she has had the most practice with having developed it at a young age. Another power she has had from a young age she calls Headache. This allows her to quite literally give her target an instantaneous bust of pain. While it can be incapacitating to a normal, it is less effected against Meta-humans any form of Mental Defenses. The Mind Control aspect of her powers have only recently manifested and while she has used them successfully in test situations, it remains a question as to how exactly she will user them in a dangerous situation. Her last power type, Telekinesis, which she is only now discovering uses for.
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 and Ben to tend to even her most basic needs and wants, but she is beginning to show signs of a certain degree of independence. She can be obnoxiously regal with Jack and Ben at least to outsiders, but not annoyingly so.
CAMPAIGN USE
The original player has left my orbit leaving these three as part of this team and with almost nothing written down concerning them. I have been forced to make a judgement call on their psyches and personalities from game play. They are only include because I very rarely retcon anything that has been played out. How and why they decided to leave is not important, merely the fact that they have is all that is germain.
DESIGN NOTES
Snowy has two projects, trying to learn about gypsy culture and find her mother. O34 D40 M21 T95
Created: Tue, 30 Jan 2024 14:15:40

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