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Jotunn


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Jotünn

Power Level: 8 (on PL 12 Points, 180/180)
Unspent Power Points: 0
Trade-Offs: None.

 

In Brief: Progeny of an ice bound villain.

Catchphrase: “Chill’s coming.

Theme: “Miami Showdown,Digitalism

 

Alternate Identity: Jonah Janse
Birthplace: Delft, Netherlands

Residence: Claremont School, Freedom City, New Jersey; formerly Denver, Colorado.
Base of Operations: Claremont
Occupation: Student, Adventurer
Affiliations: Claremont, Dutch and US citizen.
Family: Mother – Tess Hoffman, Father – Glacier, no real contact with Maternal family due to strained

 

Description:
DoB: January 1st, 2006
Apparent Age: Teens
Gender: Male
Ethnicity: Caucasian
Height: 6’6
Weight: 209
Eyes: Dark blue.
Hair: White, formerly brown.

 

Jonah had a recent growth spurt, stretching his body towards the lean and rangy, though not very large , in the process his skin had turned paler with a blue cast to it. His hair now frost white. He has sharp features, though still soft from his age as he is filling out after the growth spurt. He prefers to wear a hoodie with battle patches, and wears a mask over his lower face.

 

Normally has sharp features since he changed, though has the ability change his face to his prior human feature, though he is still built like an amateur rock climber, and the growth spurt has him stretched thing.

 

History:
Jonah is the son of the villain Glacier, his mother being a former cohort who had gotten involved, but left the ‘scene’ once she got pregnant. He is aware of his past, and his father, and had shown no outward signs of any of Glacier’s abilities until an accident where during January 2022, the vehicle he was in lost control and plunged into an icy lake. This triggered his abilities, and his growth spurt, but allowed him to save the other people in the car.

While there was some struggling with the fact of what was happening, he hadn’t really wanted his father’s abilities, he also didn’t have a plan. Given the lack of abilities by his mother, the move to Claremont made sense, though she did come along as well, and is local to him.

 

While not possessed of any Scandinavian heritage, he found it fit him the most given his new size. He is Jewish, though it is not something he’s really engaged with.

 

Personality & Motivation:
An affable guy, he is a jock who favored rock climbing and wintersports, so he loved living in Colorado. Though played as many sports as possible

 

He definitely views his powers as ‘cool,’ but worries a little about hurting others with them, as he feels the best person to teach him is not someone he has interest in learning from.

 

 

Powers & Tactics:
Realistically he is making this up as he goes along, and is still learning what he can do. He’d prefer not to get up toe to toe in a fight, but he is big enough that it’s probably going to happen. His powers are not generally subtle though has most enhancements that allow him a great bit of lattitude

 

His Fimbulvetr power allows him to manifest a veritable hale storm of icy objects to throw at someone, to blast them with an intense cold that can hamper them, or just simply free objects sufficiently to make them brittle or break.

 

The Arctic form expresses his powers through his body, and he can channel it out to enhance his strength even further, which results in cold bleeding off of him, chilling the area around him. His mist form is is such that the chill of him generates more mist.

 

 

Power Descriptions:
He possesses an inherited, magical based ability to manipulate cold and ice. It does, admittedly, seem to not be limited to there being ambient water, as he is drawing on a primeval cold. He also seems to be able to channel his powers through his body and make changes to himself.
 

Complications:
Secret ID: The public doesn’t know who he really is.

I hate that song: He is blue, and while he can hide it, he is still self conscious about it.

Just Vibes, man: He is easy going, and despite his intimidating appearance, would prefer not to fight.

 

 

Power Level: 8 (180 PP)

 

Abilities: 10 + 8 + 10 + 4 + 8 + 4 = 44 PP 

Strength 20 (+5) / 28 (+8)

Dexterity 18 (+4)

Constitution 20 (+5)

Intelligence 14 (+2)

Wisdom 18 (+4)

Charisma 14 (+2)

 

Combat: 8 + 8 = 16 PP

Attack: +8 (+4 Base, +8 unarmed, +8 with Fimbulvetr)

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Initiative: +8 (Dex +4, Improved Initiative +4)

Grapple: +9/+12/+13 (+4 Base Attack, +5/+8 Strength, +0/+1 Super-Strength)

Knockback: -4/-2

 

Saving Throws: 1 + 2 + 2 = 5 PP

Toughness: +8/+5 (+5 CON, +3 Protection)

Fortitude: +6 (+5 CON, +1)

Reflex: +6 (+4 DEX, +2)

Will: +6 (+4 WIS, +2)

 

Skills: 48r = 12 PP

Acrobatics 4 (+8)

Climb 8 (+13/+16 w/ Enhanced Strength)

Diplomacy 4 (+8)

Intimidate 4 (+6)

Investigate 2 (+6)

Knowledge (Arcane Lore) 2 (+4)

Knowledge (Physical Science) 2 (+4)

Knowledge (Pop Culture) 4 (+6)

Languages 2 (Dutch, German, English [Base])

Notice 8 (+12)

Sense Motive 2 (+6)

Stealth 2 (+6)

Survival 4 (+8)

 

Feats: 9 PP

Attack Focus (Unarmed) 2

Dodge Focus 2

Improved Initiative

Luck 2

Uncanny Dodge (Auditory)

 

Powers: 51 + 43 = 94 PP

*All powers carry Magic and Primeval.

 

Ice Magics 10.4 (Container) [51 PP]

Fimbulvetr 24 (Array, all Cold Descriptor; PFs: Alternate Powers 1, Accurate 2) {51PP}

BE: Damage 8 (Cold; 800’ ft range; Extras: Alternate Save Fort.[+1], Ranged) {24} + Paralyze 8 (800ft; Extras: Alternate Save Fort.[+0], Ranged) {24} {24 + 24 = 48/49} ‘Sapping Cold

AP: Drain TOU 8 (Cold; 800’ ft range; Extras: Affects Objects, Ranged; Flaws: Limited to Objects) {16} + Damage 8 (800’ ft range; Extras: Ranged; Flaws: Limited to Objects) {8} {16 + 8 = 24/48} ‘cold snap

 

 

Primeval Physicality (Container) [43 PP]

Artic Form 10.5 (Array, PFs: Alternate Power 1) {22 PP}

BE: Super Strength 1 (+5 Strength, STR 31, Heavy Load: 1,600 pounds; PFs: Bracing, Countering Punch, Groundstrike, Shockwave, Super-Breath, Thunderclap {8} + Environmental Control 4 (Intense Cold, 50ft. Radius; Extras: Aura [+1], Independent [+0], PFs: Slow Fade [1 Minute]) {13} {8+13 = 21}  ‘Boreal Might

AP: Flight 1 (10 MPH/100’ round) {2} + Insubstantial 2 (Icy mist form; Cold){10} + Obscure 3 (Cold, Weather; 25 ft’ diameter, All Visual; Extras: Action [+1, Move], Area [+1, cloud]; Flaw: Range [-1, touch]) {9} {4 + 10 + 9 = 21/21} ‘icy fog’

Enhanced Strength 6 (Prowess, to STR 26/+8) {6PP}

Immunity 11 (Cold, Immunity to Cold descriptor, environmental heat) {11 PP}

Protection 3 (Prowess) {3PP}

Morph 2 (Transformation, changes to look normal human, +10 Disguise; Drawback: Negated when Fimbulvetr or Arctic Form are used) {1 PP}

 

Abilities 44 + Combat 16 + Saving Throws 5 + Skill 13 + Feats 8 + Powers 94 = 180 PP

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A very...cool character! As usual for any new character submissions, mostly some little math and notation burrs:

 

It'll be worth noting the maximum (i.e., +Enhanced) Strength up in the Abilities section, I think; on that note, I think you're short-changing yourself on Grapple bonus (+4 Base Attack, +5/+8 Strength, +0/+1 Super-Strength should be +9/+13 by my counting, but please do double-check).

 

You've short-changed yourself a little on the bonuses for Stealth and Survival.

 

For the 'cold snap' power, I think it's still within budget but the notation's a little off - Drain Toughness 8 with two +1 extras would be 24pp, and Damage is inherently object-affecting so it doesn't need any modifiers there.

 

Looks like you've spent 97pp on Powers, rather than 96.

 

The Saving Throws section has disappeared from the power point tally at the bottom of the sheet. That plus the 1pp extra from Powers puts the build 7pp over-budget.

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