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Darksider42

Lady Winter (PL8) - Darksider42

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[floatr]LadyWinterHF.png[/floatr]

Characters Name: Lady Winter

Power Level: 8 (115/122PP)

Trade-Offs: -3 Defense /+3 Toughness, -2 Attack/ +2 Damage

Unspent PP: 7

Progress to Bronze: 17/30

Alternate Identity: Dasha Morozov

Age: 29

Gender: Female

Height: 5'8

Weight: 130lb

Eyes: Blue

Hair: Platinum blonde

Description: Lady Winter certainly attracts attention where ever she goes, if not so much her good looks and long Platinum blonde hair as her Blue skin and the constant chilly air that surrounds her. She is normally seen clad in a sleeveless white bodysuit with a white furred coat on at all times. Each are made from morphic molecules to prevent freezing over when she uses her ice abilities, but is sometimes seen wearing just jeans and a plain T-Shirt.

History: Dasha Morozov grew up during the final years of the Soviet Union. Her mother and father were impoverished and both had thrown their lives head first into alcohol to escape the reality of their lives. Dasha was forced to rely on lying and stealing at a young age, if only just to feed herself and her parents who were barely aware she was there at all. As she grew older and the Soviet Union collapsed, Dasha became a skilled con-artist that fleeced a great deal of money from the poor just so she could live and make her escape from the country.

In time, her actions attracted the attention of the Mafiya who needed someone to assist in distracting officials and law enforcement in their smuggling operations. In return they would help her to America. Seeing opportunity when it presented itself, Dasha agreed and soon helped move millions of dollars worth of defunct research and drugs across the splintered nation. Seeing value in Dasha, they made promises to her of more money and wealth if she continued to assist them in their operations at Freedom city. She took them up on their deal, finding herself less concerned with mere survival and grew more obsessed with money and the likelihood of power if she was lucky.

When she got there, things were farther from the truth. Even with the money she got, they lost even more with the interference of Superheroes. Things got even worse when more powerful heroes such as the freedom league got involved in their operations involving old but powerful Soviet tech. Dasha was often left to explain what went wrong to the. She grew more and more jealous of their power until she wanted power like theres.

By some twist of fate, it didn't take long for Dasha to wait for desires to come true. The Labyrinth was about to start a extremely dangerous new procedure involving the DNAscent process that could yield a powerful pawn if it proved successful. One of their agents, Yuri Moloyev, thought that Dasha would be a willing to undergo the process. By having strategic clues dropped for the Con artist to follow, Dasha found herself in one of Grant Conglomerates Shell companies. She was given the offer, seemingly with no strings attached.

Over the next few months, Dasha along with several other volunteers or kidnapped homeless no one was going to miss were subjected to the Labyrinths experiments. The plan was simple: Integrate the powers and DNA of several at large villains into the bodies of others using the DNAsent Process along with advanced Gene therapy and brainwashing to do so. Out of all the subjects, one proved successful....Dasha wasn't that subject. She died half way when her body Froze under the mix of Glacier, Madam Zero and Grue DNA. Her body along with the other failures were loaded into a van to be delivered to a hidden location outside of Freedom City for cremation. Along the way, the van crashed and Dasha's body fell into a nearby river and floated off, rapidly collecting Ice along the way.

A few weeks later, Dasha's body exploded out of the massive block of ice, alive but changed in ways she never imagined. She suffered a breakdown not long afterwards when she realized that she had died and had been turned into what she though as a freak. The earlier stages of the Labyrinths brainwashing also left holes in her memory, including her reasons for wanting superpowers so badly. For some time, Dasha was left at a lost with what to do, struggling to figure out her reasons for her power. At some point, she found herself back in freedom city where she tried to ignore stares from civilians. During this time, she found herself in front of one of Freedom cities banks (almost as usual) being robbed. Without much thought into what she was doing, she froze the robbers in place long enough for the police to arrive. She found herself feeling good doing something right for a change and with some people nearby no longer seeing her a a freak of nature, Dasha decided to abandon her old and likely forgotten identity and become Lady Winter.

Personality & Motivation: Dasha is trying to make an honest attempt to turn her life around after spending most of her life as a criminal. She tries her best to stay calm in most situations, including those about her appearance, but she feels insecure about the changes wrought the experiments. She naturally prefers colder environments and will sometimes freeze the surrounding area when no one is around to relax. Lady Winter still holds quite a bit of money on various hidden accounts across the world to support herself. she knows she should return it or send it all to charity, but with no other means to support herself she keeps it. Though she has donated quite a bit to several charities across Freedom city.

When questioned on her life and origins, she will just state she was from Russia and has little memory of her life, (which is at least half true).

Powers & Tactics: The mixture of the DNAscent Process, samples of Grue, Glacier and Madam Zero's DNA have granted Dasha significant power over Ice, weather and greater physical strength and durability than she did as a regular human, as well as survive and thrive in the coldest environments known to man. Her DNA has been severely warped by the DNAscent process, granting her the power to heal at an alarming rate to the point she can return back to life, a completely uninvented side effect of the genetic tampering she was subjected to. The Ice people DNA integrated into her physiology has left Dasha with a biological aversion to fire and it can induce great harm to her if she isn't careful.

Lady Winter prefers to use a mix of her abilities in combat, either attacking at range with her ice blast and snare abilites, Wash out an area with a localized snow storm and strike her opponents while they are left blind or simply beat up foes at close range with large Ice hammers.

Complications:

Enemies: The Labyrinth and Russian Mafiya if the can make the Lady Winter = Dasha Morozov connection

Memory loss: Incomplete Labyrinth brainwashing has left holes in Lady Winters memory, though she can recall most of her life before her death.

Prejudice: Russian Immigrant, looks like one of the Ice People

Secret: Former criminal

In Brief: Petty criminal turned ice-based hero

Abilities: 5 + 2 + 8 + 0 + 2 + 4 = 21PP

Str: 15 (+2) (Carry Capacity STR 30)

Dex: 12 (+1)

Con: 18 (+4)

Int: 10 (+0)

Wis: 12 (+1)

Cha: 14 (+2)

Combat: 10 + 8 = 18PP

Attack: +5 Base

Grapple: +9

Defense: +4 Base, +2 Flat-Footed

Knockback: -5

Initiative: +5

Saves: 2 + 2 + 2 = 6PP

Toughness: +11 (+4 Con, +7 Protection)

Fortitude: +6 (+4 Con, +2)

Reflex: +3 (+1 Dex, +2)

Will: +3 (+1 Wis, +2)

Skills: 36R = 9PP

Bluff 6 (+8, +12 Attractive)

Diplomacy 4 (+6, +10 Attractive)

Knowledge (Streetwise) 6 (+6)

Languages 1 (English, Russian [Native])

Notice 9 (+10)

Sense Motive 10 (+11)

Feats: 9PP

All-Out Attack

Attractive

Benefit (Wealth)

Environmental Adaptation (Extreme Cold)

Improved Critical (Blast) 2

Improved initiative

Luck 2

Powers: 4 + 28 + 4 + 7 + 5 + 1 + 6 = 55PP

Flight 4 (100mph / 1,000ft per Move Action; Flaws: Platform) [4PP]

Ice Control 10 (20PP Array, Power Feats: Alternate Power 8) [28PP]

  • BE: Cold Control 10 (Extreme Cold, 2,500ft radius) [20PP]

    AP: Blast 10[20PP]

    AP: Creat Object 10 (Extras: Duration [Continuous]; Flaws: Range [Touch]) [20PP]

    AP: Dazzle 10 (visual senses) [20PP]

    AP: Snare 10 [20PP]

    AP: Drain Toughness 10 (Extras: Range [Ranged])[20PP]

    AP: Obscure 10 (Visual Senses, 2,500ft radius) [20PP]

    AP: Strike 7 (Extras: Penetrating 2; Power Feats: Extended Reach [10ft], Improved Critical 2, Mighty, Split Attack, Thrown 2, Variable Descriptor 2 [bludgeoning, Piercing, or Slashing]) [18PP]

    AP: Water Control 10 (STR 45, Heavy Load = 1,500 gallons / 6 tons / 194 cubic feet) [20PP]

Immunity 4 (Aging, Cold Environments, Suffocation) [4PP]

Protection 7 [7PP]

Regeneration 5 (Recovery 2 [+6], Bruised 1 [standard Action], Injured 1 [5 minutes], Resurrection 1 [1 day]) [5PP]

Super-Senses 1 (Infravision) [1PP]

Super-Strength 3 (Heavy Load = 1400 lbs.) [6PP]

Drawbacks: -3PP

Vulnerability (Fire; Common, Moderate) [-3PP]

DC Block:

Unarmed -- 19/DC Toughness -- Damage

Blast -- 24/DC Toughness -- Damage

Strike -- 24/DC Toughness -- Damage

Dazzle -- 19/Fortitude -- Blinded

Snare -- 19/Reflex -- Entrapment

Drain Toughness -- 19/Fortitude -- Drained

Costs: Abilities (21) + Combat (18) + Saves (6) + Skills (9) + Feats (9) + Powers (55) - Drawbacks (3) = 115/122pp

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*puts on Judgin' specs*

History & motivation look good.

Stats: 4+2+8+0+2+4 = 20pp

Str: 14 (+2)

Dex: 12 (+1)

Con: 18 (+4)

Int: 10 (+0)

Wis: 12 (+1)

Cha: 14 (+2)

Looks good.

Combat: 10+8 = 18pp

Attack: +5

Grapple: +9

Defense: 4+ (+0 flat-footed)

Knockback: -5

Initiative: +5

Her flat-footed Defense is 1/2 her regular Defense, so it'd be

+4 (+2 flat-footed)

Saves: 1+4+4 = 9pp

Toughness: +10 (+4 Con, +5 other)

Fortitude: +5 (+4 Con, +1)

Reflex: +5 (+1 Dex, +4)

Will: +5 (+1 Wis, +4)

Toughness is off: 4+5 is 9, not 10. But she's got Protection 6, so it's 4+6, which is 10. ;)

Skills: 38r = 9pp

Bluff 8 (+10)

Diplomacy 4 (+6)

Knowledge (Streetwise) 6 (+6)

Languages 1 (English, Russian [Native])

Notice 9 (+10)

Sense Motive 10 (+11)

Looks good, but please note the bonus to Bluff and Diplomacy she gets from Attractive. Such as

Bluff 8 (+10, +14 w/ Attractive)

Diplomacy 4 (+6, +10 w/ Attractive)

Feats: 10pp

Attractive

Benefit (wealth)

Environmental Adaptation (Extreme cold)

Improved Critical 2

Improved initiative

Improvised Weapons 2*

Luck 2

*See Iron Age Page 45

Equipment Name [Xep]

What does the Improved Crit apply to? Unarmed? Her Blast?

Improvised Weapons would need some Ref debate, since it's from a non-Core book.

Powers: 4+21+3+4+5+1+4 = 42pp

Flight 4 (Ice Slides|100mph) Drawbacks: Platform [4PP]

Ice and Blizzard Control Array 7 (Extras: Array) [21PP]

Base Cold Control 7 [14PP]

AP Blast 7 (Ice Blast) [14PP]

AP Create Object 7 (Ice constructs and weapons) [14PP]

AP Dazzle 7 [14PP]

AP Snare 7(Ice bonds) [14PP]

AP Drain Toughness 7 (Flash-Freeze, Extras: Range [Ranged]) [14PP]

AP Obscure 7 (Localized Snowstorm/Visual) [14pp]

AP Water Control 7 [14PP]

Regeneration 5 (Recovery 2 [+4], Bruised 1/standard, Injured 1/5 minutes, Resurrection 1/day) [5 pp]

Immunity 4 (Aging, Cold Environments, Suffocation) [4pp]

Protection 6 [6PP]

Super-Sense 1 (infravision) [1PP]

Super-Strength 2 (Heavy Load: 700 lb) [4PP]

Her Ice and Blizzard Control Array 7 (Extras: Array) [21PP] should be written as

Ice and Blizzard Control Array 7 (14 points; PFs: 7 Alternate Powers) [21PP]

(ah, I see you've already done that!)

Please note what sense her Dazzle dazzles.

For Cold Control, please note the size of the area; for Water Control, pleas note her effective Str and Heavy Load.

As written now, her Drain Toughness doesn't affect objects; she can drain people but not doors. To do objects, she'd need Affects Objects extra; if you want her only to be able to drain the Toughness of objects, that's the Affects Objects extra and the Limited to Objects Only flaw (so the cost -- and rank -- would remain the same).

Regen: If you've bought 2 extra points of Recovery, her total Recovery bonus is +6. That should be noted somewhere. ;)

Drawbacks: 2+1+0 = 0pp

Vulnerable: Fire (Common, Moderate) +3

Looks good.

DC Block:

Unarmed ---- 17DC Toughness --- Bruised, Stagged

Blast-----------22DC Toughness----Bruised, Stagged

Dazzle---------17DC Fortitude-----Dazzled (Visual)

Snare---------17DC Reflex ---------Entangled

Drain Toughness- 17DC fortitude

Looks good.

Costs: Abilities (20) + Combat (18) + Saves (9) + Skills (9) + Feats (10) + Powers (42) - Drawbacks (3) = 105pp

Looks good :)

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Improvised weapons is mostly there just as part of her ability to cause damage with GIANT ICE HAMMA!

But yeah, I'll wait for a ref decision on that ;)

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... that won't help. Assuming you're using it to use her Create Object power as a way to make the GIANT ICE HAMMA!

Why not just use one of those points to add another AP to the Cold & Ice Array

Strike 7 (ice weapons; PFs: Extended Reach, Improved Critical, Mighty, Split Attack, Variable Descriptor 2/bludgeoning, piercing, or slashing) [12/14p]

That lets you make any hand-held ice weapon, doing up to +9 damage. Dual daggers (improved crit, split attack, piercing damage), a spear (extended reach, improved crit, piercing), a sword (improved crit, slashing), a hammer (bludgeoning) or giant hammer (extended reach, bludgeoning). Even GIANT ICE FISTS!

Oh, and you should note she's at -2 attack for +2 damage.

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(22:30:55) Darksider42: Damn, Lady wionter still not approved :(

(22:31:45) Dr_Archeville: b/c I'm waiting for you to indicate what changes you've made, DS

(22:32:07) Darksider42: Oh

(22:32:23) Darksider42: Well, I added +1 to fortitude

(22:32:36) Darksider42: along with the change you recomended

Looks fine to me.

:approved:

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