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Found 66 results

  1. RobRX

    Caught a cold

    Outside Freedom Hall June 7 2014 Early in the morning. The city is barely waking up. The sun isn't out yet, but hints of it can be seen on the horizon, as it change color. A lone figure, looking sick and weakened, slowly make it's way for Freedom Hall. Weakened by the effects of the serum leaving his body, Anton Bienh nevertheless continue toward his destination, while holding his weapon, in case the vampire hunter was still on his trail. He suspected that was the case, as one could almost follow him by smell alone, a side effect of having spent time inside the sewers. Once at the gate, just outside Freedom Hall, he finally collapsed, shaking. "Come on, answer me!" He shouted, as he started to hallucinate, suddenly thinking he was near the Freedom Hall of his timeline, which was an underground bunker. "?$#(*! Come on guys, open the bunker, open it, they're...they're..." Bloodline blinked and remember he was at a different point in time. "Right. I'm here to seek aid. This isn't the Freedom League I know."
  2. The Lighthouse November 10, 2014 The transportation platform of the Lighthouse flashed, as an incoming transport arrived from Earth. Velocity materialized on the platform, fully dressed in her costume, although she was still feeling the lingering effects of sleep. The alert that had come over her League communicator had awoken her well before her alarm was set for. But she had wasted little time in getting up and responding, getting over to Freedom Hall and then beaming up to the Lighthouse. Standing near the pad, awaiting her arrival was the cloaked form of Dr. Metropolis. "Good morning Velocity." The enigmatic figure stated in his deep, rumbling voice. "The others have already started to gather in the main meeting room." "Morning, Doctor." Velocity stated with a small smile. "Thanks. I'll get right over there, but first will want to make a small stop for some coffee." The speedster was then off in a blur of yellow, heading towards the space station's galley. A few moments later, she had coffee mug filed with the hot liquid and then made her way to the main meeting room. As Dr. Metropolis had indicated, there were already some League members gathered. Captain Thunder was there, looking a bit tired and worn and seated at the center seat of the large table that was at the center of the meeting room. Johnny Rocket was also sitting along one side of the table, doing his best to patiently wait for everyone to arrive. Standing off to one side were Daedalus and Star Knight talking. Maria had her helmet off at the moment, and looked rather upset. "Good morning Velocity." Captain Thunder said in greeting. "Please have a seat, hopefully the others will not be too long."
  3. Thevshi

    Firestorm

    GM Freedom Hall, City Center Freedom City, New Jersey Wednesday August 6, 2014; 5: 35 PM The late afternoon was a rather typical weekday in Freedom City, although the rush hour traffic was a touch lighter than normal, as vacations had helped cut back on the numbers of office workers starting their way home after a long day. The heat of the day was passed, but the air was still heavy with the humidity so common at this time of the summer. In the heart of the City Center, just a few blocks west of Centennial Circle, traffic made its way slowly past the slightly pyramid shaped form of Freedom Hall. Set off from the sidewalk and behind a seven foot walls, the headquarters of the Freedom League was a familiar sight to those that lived and worked in this part of the city, to the point that most hardly noted it as they made their way past. Today found the interior of Freedom Hall more deserted than typical. Of course, "Cynthia," the League's robotic receptionist, was present in the lobby, as was always the case. The only other two occupants were in very different parts of the building. Comrade Frost was up on the rooftop landing pad of the building, lying back in a deck chair with a sun tanning reflector, enjoying the last bit of sunshine before the sun passed too far to the west. Gabriel was in the Hall's monitor room, keeping an eye on the mostly quiet communications while he worked on the lesson plan for the class he would be teaching in the fall. However, his concentration was interrupted as a voice came over the AEGIS/US Government frequency. "This is Major Ellis, United States Army, with a priority alert. We are in need of the League's assistance, please respond."
  4. Thevshi

    Firestorm OOC

    Okay, IC thread is up I am going to say that Velocity is listed as available to be called for any alerts, though she is off in England. Of course, that hardly means it will take her long to get back to FC and where she needs to go. I will leave it to Electra and Fox to determine where Fleur and Gaian/Tiamat are, although, might be helpful if both were off in Sanctuary, so it would not take long for Fleur to dimension portal them all back to Earth Prime. Totally up to you two.
  5. March 5, 2014 Freedom City   "The entire garrison? You are absolutely certain?" Alone in the small, cramped office that was all he had in Freedom City, Comrade Frost closed his eyes as he held his cellphone to his ear. "All right. All right, I will be there within twenty-four hours. Yes, with superpowered associates." At his interrogator's question, Frost simply laughed bitterly, remembering what he'd seen in the reports sent his way from Bukhara, as well as what he'd seen on the news from Moscow. "No, not the Freedom League. No, we will need rather different help for _this_ threat..."   For all that he'd had to wheedle his office space and his first-level access to the League, the effort paid for itself again and again every day, as now when Frost used the League's access to make a few clandestine phone calls. And so it was that with the help of a few borrowed phone numbers, he managed to have a message sent to Ghost Girl and Revenant, albeit the first through a third party.   CRISIS OF THE DEAD. MEET ME IN FREEDOM HALL TONIGHT AT SUNSET. -COMRADE FROST   At the appointed hour, Frost was sitting in the small meeting room he'd set aside for the occasion, drinking from a large cup of nearly-boiling hot coffee as he awaited his guests - allies in what promised to be a difficult situation to come.
  6. Tuesday, January 21st, 2014 12:32 AM Nick Cimitiere knew it was going to be one of those nights when the pillar of fire appeared right in the middle of Lantern Hill Cemetery. He was on his usual nightly patrol, keeping up tabs with the local shades and making sure no hideous abominations were clawing their way back from the dark corners of the universe. So far, all had seemed pretty quiet - there'd been a tide of new souls from recent passings, young enough that they hadn't quite come to terms with their deaths. Nick knew they would need help in time, but that right now, they just needed to be left alone to cope with everything. Last thing he wanted to do was pry. That, of course, had been when the giant column of flame appeared right in the middle of the graveyard, after which anything would've been subtle. He raised his arm, partially for protection and partially to shade out the immense radiance of the conflagration - and as it passed, he could see a figure at the heart of it. Soon, the flame died, drawn back in towards the figure, leaving a man in an immaculate suit standing on ground that hadn't even been charred. "I apologize for the theatrics," said the figure, "but there are... obligations." "There's always a nice peal of trumpets instead," said Nick. "I mean, I'm not smelling brimstone, so excuse me for making assumptions, but..." The man cleared his throat. "Ah, yes. That part." He rose a foot off the ground, arms spread wide. "Fear not, child of Adam. I am Eremiel, of the Lord, and I come with good tidings." Angels. They weren't usually in Nick's wheelhouse. Yes, he was good friends with Heyzel, and knew Azrael rather well - including one initially awkward dinner party - but the other operations of Heaven weren't exactly something he got involved with. "I'm... honored," he said. "Really, really surprised --" It was very hard not to use swear words in front of an angel, but Nick was making every effort possible. " -- but honored. What good tidings are we talking about?" "There is a duty to be performed," said Eremiel as he reached into his jacket. "You have been chosen to fulfill an office of Heaven. Three others still of the flesh will join you in your duties, to fulfill the functions of the station and ensure the operations of the divine plan. Come and take your token of office." Nick stepped forward, tentatively, as if he was somewhat afraid whatever Eremiel would press into his hand might bite. "So," he asked, "what are we talking about here? Am I going to be helping Azrael fill out names in his book? Because --" Then Eremiel placed the object in his hand - a key. A large one, the type of baroque model used to lock gigantic gates. The look of it - the feel of it - was strange, as if it was made of both worn ivory and polished obsidian at the same time, depending on where you kept your eyes and fingers. The teeth on the key were numerous, tiny, and looked sharp enough to cut bone. And the thing glowed under Nick's death sense - bright black, a contradiction that was the only way to describe it. Lifting it closer, he could see tiny writing running up and down the stem in a script he didn't read, but could instantly understand. A dozen names, one after the other - Sheol. Gehenna. Tartarus. Purgatory... A bit of Scripture - from the back of the book - suddenly clicked into his mind. He knew what this was the key to, a place he didn't want to open. "Oh no," he said. "Oh no, no, no..."
  7. Gabriel, Wander, Comrade Frost, and Nick Cimitiere get invited up to Heaven to serve as the Four Horsemen of the Apocalypse. What could possibly go wrong? First post for the thread will likely be along the lines of Nick - each member of the quartet is visited by an angel, who makes the great pronunciation and hands over the regalia of office. For Gabriel, it'll be a crown and bow; for Wander, a sword; and for Comrade Frost, a pair of scales. I had to take liberties with Nick, as Death isn't described with any real regalia except for "and Hell followed with him." In-game, each bit of regalia doesn't really boost powers - but since we've each effectively been upgraded to somewhere below god tier, it will represent a chance for two free Extra Efforts over the course of the thread, should you need them.
  8. Greenbank, Freedom City Friday, January 10th, 8:00pm They'd all started getting whispers, but they came from different places. Shadowblade was still making her mark on the city, but she'd heard rumors on more than one patrol that someone was restarting the same sort of experiment she'd busted up at that school just a few weeks ago. Except, this sounded bigger. With even more planning and setup, and in an area few seemed to care about. Blodeuwedd's patrols had gotten her a lot of rumblings about...well, it wasn't so much a "gang war" as it was "outsiders gobbling up territory". Except these outsiders played things smart. One day, suddenly several of the not-quite-empty warehouses were no longer under their existing management. Some of the previous tenants had made it out with rumors of men (and a few women) in matte black uniforms moving like ghosts in the night. People in uniforms that sometimes had guns, sometimes nothing. Always scary. Not all of the tenants (a polite term for small and medium gangs squatting in warehouses and other buildings) made it out, though some were whispering they weren't dead, they just switched "sides". Graft had been hearing rumbles from many of his patients coming through the clinic. Most were homeless people who'd seen these strange people lurking about, or just barely missed their "grabs". But they didn't seem to be primarily targeting the random homeless and transients. Instead, the primary targets were gang members! The folks Graft talked to mentioned at one point seeing black-clothed figures nab a half-dozen gang-bangers without killing them. A couple nights later, it seemed like there were even more paramilitary folks running around... Comrade Frost, meanwhile, had gotten some disturbing rumors himself. Rumors of the mafiya being paid a pretty penny to help move a lot of very interesting things into a couple of warehouses right on the river. Things like lots of high-end scientific materials, loads and loads of wires and cables and pipes and ropes, prefabricated housing and other long-term residence supplies... And weapons. Nothing too big, all man-portable, and nothing incredibly advanced. But weapons nonetheless. But it wasn't a continuing operation; it was a one-and-done transport deal, conducted with some people who were so professional you could cut paper on it. Not a pretty picture, but he hadn't heard of anything major getting blown up. Yet. Now, what would they all be doing about it?
  9. The thread where our heroes deal with some shady, shady things.
  10. Gizmo

    Molehills

    Freedom Hall Monday, September 30th, 10:23 AM For all its international presence the Freedom League could sometimes be viewed as American ambassadors in questions of law and often more importantly public perception. Questions of jurisdiction became very muddled very quickly in the wide and wild world of superhuman powers, brightly coloured costumes and brass tacks politicking. When it came to the Igneous, a thriving subterranean civilization with settlements and tunnels far, far below the surface of much of North America and north-eastern Asia, the question of borders turned suddenly difficult. Thus it was that a team of Leaguers, including their resident Russian liaison, had been requested for a joint mission with the representatives of the nationally funded Canadian super team True North to respond to a reportedly tense and escalating situation deep within the section of the Rocky Mountains that crossed the 49th parallel. Besides Comrade Frost, who had had some dealings with the underground culture when the Kola Superdeep Borehole had found a little more than it had expected in the 1970s, the geokinetic Gaian Knight had been a natural choice, along with the famously diplomatic Fleur de Joie. The team gathered about a conference table littered with briefings on the area's geography, past encounters with the Igneous and the members of True North they'd be meeting with, familiarizing themselves with all of them before departing.
  11. Gizmo

    Molehills (OOC)

    Feel free to ask for any information you think should reasonably be part of their briefings and make and Knowledge or Gather Information checks you'd like now, before they head out.
  12. Tuesday, February 26th 4:18 PM The observation deck at the top of Pyramid Plaza was empty, save for one woman. No one else wanted to be in there right now, except for the people who were paid to be there. Around twenty minutes ago, the young woman had entered the observation deck. There wasn't much odd about here - sweatshirts, jeans, sneakers, short and somewhat untamed hair. She stood before the windows of the deck for about five minutes, not moving. And then she'd started pressing her hands against the glass, and slowly, it had begun to crack. The visitors began to move back when they saw what was happening, while the guards quickly moved forward. They didn't get within ten feet of the girl - she looked at them, and within seconds, they were asleep, passed out on the ground. In two minutes, she was the only person left at the top of the Pyramid. In five, the glass on all sides had cracked, with nothing but air surrounding the frame of the peak. For ten minutes, she stood up there, looking out over the city. Looking out... and waiting. STAR personnel were sweeping over the scene, keeping their rifles trained on the pyramid in case anything happened. The heroes would be arriving soon enough; if nothing went haywire until they arrived, maybe this could end peacefully.
  13. Gizmo

    Set Up

    April 1, 2013 In downtown Freedom City, the shops about the base of Pyramid Plaza bustled with customers looking to make up for the day prior's holiday. The spring weather meant lighter jackets than the receding winter chill had necessitated but the light cloud cover kept the breeze cool as shopping bags were juggled and grumpy children coming down from an excess of cheap chocolate added to the general din of the street. That noise was abruptly overshadowed by a booming rumble in the skies above, the clouds directly over top the towering Plaza darkening into storm clouds without warning. Another peal of thunder sounded almost immediately, lightning flashing amidst the slate coloured sky, red-tinged and angry. A city all too familiar with the malicious exploits of Dr. Stratos and similar villains glanced upward warily, the more cautious among the shoppers already looking for the shelter of overhangs or awnings. Even they were surprised, however, when a streak of blindingly crimson lightning speared downward and struck the middle of the street, sending bits of pulverized pavement flying outward. There was just enough time for panicked screams to register as vehicles were abandoned and pedestrians fled backward from the manhole cover sized crater before another bolt struck the same spot, accompanied by another boom of thunder. The next bolt came more quickly, then another even sooner after, building to a column of white hot fury searing a red after-image into the vision of those brave or foolish enough to still be watching. Just as suddenly the barrage from on high stopped, nearby shopfronts still vibrating from the reverberating thunder. At the center of the cracked street and the circle of hastily vacated cars stood a young man looking inquisitively about with piercing grey eyes. Appearing no more than seventeen, he had a slim, well defined build amply displayed by his lack of shirt and a skirt of overlapping white cloth bordered with red. Simple sandals adorned his feet while ornate gold armlets stood out against flawless skin bronzed from the sun and thick dreadlocks of deep red hair. Black markings framing his eyes completed the look of someone who had just stepped out an Ancient Egypt exhibit at the nearby Hunter Museum. Placing his hands on his hips, the figure offered the stunned crowd a broad, self-assured grin. "Hail, mortal realm!" he greeted them resoundingly, a note of laughter in his voice as he threw his arms up into the air. "Tis good to be back!"
  14. Gizmo

    Set Up (OCC)

    For rolls and such! Feel free to make whatever Knowledge, Gather Information or Sense Motive checks seem appropriate.
  15. Character Name: Comrade Frost Power Level: 12/13 (205/205PP) Trade-Offs: None Unspent PP: 0 Alternate Identity: Dr. Dimitri Ivanovitch Peshkov, the "Ice Commissar" Identity: Public, though the fact that he is a vampire is not known to the general public Birthplace: Moscow, Russia Occupation: Liaison between People's Heroes and Freedom League Affiliations: People's Heroes, Freedom League Family: No blood relatives living In Brief Ex-Soviet cryokinetic vampire supersoldier turned occult investigator Description Age: 100 (Born August 1, 1913) Apparent Age: 30 Gender: Male Ethnicity: Caucasian [turns extremely white when using his powers] Height: 5'8" Weight: 150 lbs Eyes: Light blue [pink when using his powers] Hair: Light blond [white when using his powers] Comrade Frost these days dresses in a blue, white fur-lined parka over a dapper white suit. He wears a blue domino mask with black eyepieces and usually keeps the hood up, and white gloves in situations where he knows he'll need to use his powers (using them for any length of time generally makes his hands very cold to the touch). His skin turns extremely white while using his powers. In more formal occasions, he loses the parka and mask and simply rocks the suit. In very formal occasions, he'll don the modified blue and white uniform he wore as a zampolit in World War II. That's also the only time you'll see him wear his medals, and between one thing and another he's got a lot of those. Power Descriptions Comrade Frost is a cold manipulator only, unlike many other cryokinetics who can summon large amounts of ice and snow. He can drain the heat out of large groups or individuals, as well as brittly freezing solid objects or paralyzing someone's muscles with a touch. He can heal his own injuries by draining the heat from the environment around him, but only when he focuses his attention on a single target: otherwise the heat becomes lost to him. He can fly by transforming himself into icy fog; he can make himself tougher by freezing himself solid. His eyes turn an albino's pink when he's actively using his powers, and his hair frosts white like snow. Personality and Motivations Surprisingly warm for a century-old Communist vampire, Comrade Frost has an avuncular relationship with young people, especially young heroes. He's ultimately a gentle man who enjoys a joke, even one at his own expense, and is only really roused to anger by Nazis, pseudonatural creatures, and other unholy monsters. His decades of unlife have taught him to respect magic, but he fears it in the wrong hands, and won't be afraid to utterly destroy some mystic artifact rather than let it fall into the hands of evil. History Born in a small town outside Moscow in 1913, Dimitri Peshkov was not an attractive man in life. A bright student, he grew up lazy and a little jaded, convinced of his own intellectual superiority over his fellow students in high school and college. He became a veterinarian, tending to the animals in collective farms, out of a mild interest in helping those less fortunate but mostly for the chance to be the smartest and best-educated man in the room. When war threatened his country in 1941, he joined the NKVD, not the Red Army, not out of a special patriotism, but because he thought it would keep him away from the battlefield. He was wrong; and that would be the death of him. The old Dr. Dimitri Peshkov died beneath the sacrificial blade of the Thule Society in the spring of 1942. The NKVD doctor had been captured on the Arctic front during the defense of Murmansk and had, under the Commissar Decree, been handed over by the Wehrmacht to the SS for execution. He might simply have been shot, but a passing group of Thule mystics needed him for a special task. Operating in the far north under Kantor's commnd, the Thule circle had found an ancient Norse altar, consecrated to Hel and her father Loki, and had learned they needed human blood to open the gateway to another world. And so they did. But as Peshkov fell into darkness, a voice came to him. The life-long atheist found himself floating before Hel, the guardian of Niflheim and ruler of the Norse underworld, one of the first new arrivals in her realm in a long time. Hel explained to Peshkov, as one would to a child, that she could not be summoned to Earth by such powers the Nazis had. In the heart of the greatest war the world had ever known, Death already stalked the land, and no wizard could hope to control it. But she had seen the capture of her haughty uncle Donar, and knew the plans of the Thule Society for the world of men, and she loathed them for the blasphemers they were. So she offered Peshkov a choice. He was a descendent of Rurik and had died at the hands of her enemies; if he stayed in Niflheim in her palace, he could have a place at her side to tell her about the world above, and perhaps as master of those few Thule sorcerors who had fallen into her hands when they had died of disease or accident after taking up the worship of the Asgardians. Or he could walk the Earth again as a draugr, a being of great power and might, with the heart taken from him by the Nazis replaced by a gateway to the icy realm of Niflheim. Given the choice, Peshkov chose to live. If you could call it living. Dimitri awoke on the altar and froze his captors solid, burning their shrine down behind him and feeding on the heat within as he began the long, painful walk back to Soviet lines. He learned how to control his powers and feed from the heat of the sun, from burning fires and life's heat rather than life's blood, and when he arrived back among his own people (and immediately, wonderfully, was plunged into a hot bath...that he immediately froze solid), Dimitri Peshkov was ready to begin his new identity: Comrade Frost, costumed defender of the Soviet Union! But of course it wasn't that easy. Dimitri was the only one of his allies familiar with magic, something which his own government denied the existence of. Comrade Frost rapidly became the Peoples' Heroes' magic expert, a role he had to play very subtly. He took every chance he could to team up with the Allies of Freedom and the Liberty League, desperately trying to pool his resources with those better-connected and better-educated in these matters as he tried to stave off the threat of magical darkness at home. And there was the war, grim and terrible. Comrade Frost was one of the first Soviet super soldiers into Berlin, and was there for the last great convulsion of the Reich. His superiors denied his request to join the hunt for Kantor, and so he wasn't there when the Allies of Freedom were betrayed and murdered by the forces of darkness. It was a hard blow for the super-soldier and he slipped into a deep depression after the war. Only a battle against the snake-cultists of Lithuania roused him from his funk in 1948, the mystic-trained hero recognizing the cultists of Yig for what they were! If the cultists of the Unspeakable One and his dread allies had come to the Soviet Union, there were urgent matters to deal with indeed. His war wasn't over. Comrade Frost was not one of the better-known Soviet super-soldiers to the general public; he was just there in the various engagements with American heroes, German holdouts, Baba Yaga, and the other famous battles of the Peoples' Heroes but he was well-known to superheroes. Sometimes he was an enemy to mystic heroes in the United States and elsewhere, stealing mystic artifacts out from under their noses for the Soviet Union's use but for the most part he was an ally: a fellow enemy of darkness who could always recognize that there were threats to the universe as deadly as any nuclear missile. Briefly imprisoned in 1953, he was freed after Stalin's death. He was a busy man in the 1960s as Stalinist controls lapsed and the world of magic became more and more powerful in the Soviet Union, taking time out to fight Superior in Cuba in 1962 and war against the forces of Baba Yaga in the 1970s. Dispatched to Afghanistan in the late 1970s to help battle undead warriors summoned to life there by Muslim clerics, Peshkov was horrified at the violence and pointless waste of yet another war; when he returned home in the 1980s, he let others take over his role as magical champion while working to support Gorbachev's reforms. With the fall of the Soviet Union, Peshkov resumed his work as a defender of the world against magical threats, for the first time working regularly in countries besides the land of his birth now that he was free to travel. There was a whole world out there! Peshkov is currently assigned to Freedom City to act as the liaison between the Peoples' Heroes and the Freedom League, as well as deal with the worrisome reports he's heard about magical activity in Freedom City. Barriers he helped erect many, many years ago now are beginning to melt. Complications: Is very old [a hundred year old Russian] Is an Ice Vampire [a terrible ice monster, albeit one who can pass for men] Has made a lot of enemies over the years [has fought a lot of terrible monsters from beyond space] The ladies (can't touch this!) [very solicitous towards women whose powers might let them actually have a relationship with him, though he is capable of dimming his cold aura] Niflheim's Champion [What else does Hel want with him?] Abilities: 0 + 0 - 10 + 10 + 4 + 2 = 6PP Strength: 10/24 (+0/+7) Dexterity: 10 (+0) Constitution: --- Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Ranged/+8 Melee, +8/12 w/ Thermovore Array (Ranged/Melee) Grapple: +15, +18 w/ Frozen Armor Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -6, -11 w/ Frozen Armor -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver Saving Throws: 5 + 7 = 12PP Toughness: +12 (Impervious 10 w/ Icy Armor) +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver Fortitude: --- Reflex: +5 (+0 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 60R = 15PP Bluff 9 (+10)SM Concentration 3 (+5) Handle Animal 4 (+5) Knowledge (Arcane Lore) 5 (+10)SM Knowledge (History) 5 (+10) Knowledge (Theology and Philosophy) 5 (+10)SM Languages 6 (English, German, Greek, Latin, Old Church Slavonic, Old Norse, Russian [base]) Medicine 7 (+9)SM Notice 8 (+10) Sense Motive 8 (+10) Feats: 18PP Attack Focus Melee 4 Benefit (Security Clearance [Russian]) Dodge Focus 8 Eidetic Memory Jack of all Trades Ritualist Skill Mastery (Bluff, Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Medicine) Uncanny Dodge (Infravision) Powers: 1 + 14 + 3 + 8 + 5 + 13 + 30 + 20 + 8 + 4 + 3 + 2 + 4 + 29 = 144PP Comrade Frost's thermovore powers have the descriptors 'cold', 'dimensional', and 'magic'. His vampire powers have the description 'vampiric' Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced STR 14 (Vampiric, to STR 24/+7) [14PP] Environmental Control 1 (Cold 1 [severe], 5 feet; Extra: Action 3 [Reaction]; Flaw: Range [Touch]) [3PP] Gadgets 1 (5PP, magical trinkets, Extra: Action [Move], Flaw: Hard-to-Lose) [8PP] Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/Heat Attacks]) [5PP] Icy Body 6 (12PP Array; Power Feat: Alternate Power) [13PP] BE: Flight 1 (10 mph/ 100 feet per Move Action, Extra: Linked [insubstantial]) {2PP} + Insubstantial 2 (icy fog; Extra: Linked [Flight]) {10PP} {12/12PP} AP: Impervious Toughness 6 (frozen armor; Extra: Duration [sustained,+0]) {6} + Super-Strength 3 (Effective Str 39) {4} {6+6=12/12} Immunity 30 (Fortitude Effects) [30PP] Immunity 40 (energy vampire; lethal energy damage) [20PP] Protection 8 (icy flesh) [8PP] Protection 4 (vampiric flesh; Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP] Regeneration 6 (Recovery +0 [5], Resurrection 1 [1 week]; Flaw: Source [blood or heat 37°C/98°F]) [3PP] Super-Senses 2 (Infravision [Enhancement: Tracking 1]) [2PP] Super-Senses 3 (feel magic, Detect Magic 3 [tactile; enhancement: Ranged ) [4PP] Thermovore Array 12 (24PP Array; Power Feats: Accurate 2, Alternate Power 3) [29PP] BE: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Range [Ranged]; Flaw: Limited [Objects Only]) {24/24PP} AP: Damage 12 (mass heat drain; Extra: Area [120 ft. Cone, Targeted]) {24/24PP} AP: Paralyze 12 (freezing grasp; Extra: Alternate Save [Fortitude, +0] ) {24/24PP} AP: Strike 12 (thermovorous touch; Extra: Vampiric) {24/24PP} Drawbacks: -4PP Vulnerable (Cold [Common], Major [x2]) [4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Brittle Cold Ranged DC 22 Fort (Staged) Drain Toughness Freezing Grasp Touch DC 22 Fort Slowed/Paralyzed Mass Heat Drain Touch [Area] DC 27 Toughness (Staged) Damage (Physical) Thermovorus Touch Touch DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (6) + Combat (16) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (144) - Drawbacks (4) = 205/205 Power Points
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