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Lady Winter (PL 10) - Darksider42


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[floatr]LadyWinterHF.png[/floatr]

Player Name:  Darksider42

Character Name:  Lady Winter

Power Level: 10 (158/159PP)

Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness

Unspent Power Points: 1

Progress To Silver Status: 9/60

In Brief: Con Artist turned Ice based Superhero

Alternate Identity: Dasha Morozov

Identity: Secret

Birthplace: Saint Petersberg, Russia

Occupation: Superhero, Con-Artist (Formally)

Affiliations: The Mafiya (Formally)

Family: Alyona Morozov (Mother) Mikhail Morozov (Father)

Description:

Age: 31 (DoB: March 19th 1981

Apparent Age: Mid 20's

Gender: Female

Ethnicity: Caucasian/Ice person

Height: 5'8

Weight: 130lbs

Eyes: Blue

Hair: Platinum Blond

Lady Winter certainly attracts attention where ever she goes, if not so much jaw dropping 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 anything from expensive dresses to just jeans and a plain T-shirt.

Power Descriptions:

The mixture of the DNAscent Process, Grue, Glacier, Madam Zero's and other DNA samples have granted Dasha significant power over Ice, weather and water. She also possesses greater physical strength and durability than she did as a regular human, as well as the ability to survive and thrive in the coldest environments known to man. Her DNA has been severely warped by the DNAscent process, granting her a healing factor strong enough to bring her back to life, a completely unintended side effect of the experiments. 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.

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). After several fights with criminals and Superpowered crooks, Dasha has found that she really likes fighting. With the exception of when fire gets involved.

Powers & Tactics:

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. Her favorite tactic so far however is beating up foes at close range with Ice weapons. Usually really large hammers.


Complications:

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

Memory Loss: Incomplete Labyrinth brainwashing has left Lady Winter with the inability to recall her time between arriving in America and comming back to life.

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

Secret: Identity and the fact she is a former criminal.

Abilities: 10 + 2 + 10 + 0 + 2 + 6 = 30PP

Strength: 20 (+5)

Dexterity: 12 (+1)

Constitution: 20 (+5)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 16 (+3)

Combat: 10 + 8 = 18PP

Initiative: +5

Attack: +5 Melee, +7 Strike, +5 Ranged

Grapple: +16

Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed

Knockback: -7

Saving Throws: 5 + 7 + 7 = 19PP

Toughness: +15 (+5 Con, +10 Protection)

Fortitude: +10 (+5 Con, +5)

Reflex: +8 (+1 Dex, +7)

Will: +8 (+1 Wis, +7)

Skills: 40R = 10PP

Bluff 7 (+10, 18 W/ Attractive)

Diplomacy 7 (+10, 18 W/ Attractive}

Knowledge (Streetwise) 8 (+8)

Language 1 (Russian Native, English)

Notice 8 (+9)

Sense Motive 9 (+10)

Feats: 10PP

All-Out Attack

Attractive 2

Benefit (Wealth) 2

Dodge Focus 1

Improved Initiative

Luck 2

Takedown Attack

Powers: 4 + 4 + 10 + 6 + 1 + 12 + 37 = 74PP

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

Immunity 4 (Adapting body, Mutation; Aging, Enviromental Condition (Extreme Cold), Suffocation (All)) [4pp]

Protection 10 (Hardened body, Mutation) [10pp]

Regeneration 6 (Regenration, Mutation; Recovery Bonus 2 (+2 to recover), Injured 2 (5 minutes), Resurrection 2 (1 day)) [6pp]

Super Sense 1 (Infravision) [1pp]

Super-Strength 6 (Heavy Load = 12 Tons) [12pp]

Winter Array 15 (30PP array; Extras: Alternate power 7) [37PP]

Base: Blast 15 (Ice Blast, Ice){30pp}

Alternate Power: Cold Control 10 (Freezing temperatures, Cold; 5,000ft radius; Extras: Selective) {30}

Alternate Power: Create Object 10 (Ice Sculptures, Ice; Extras: Duration (Continuous)) {30}

Alternate Power: Dazzle 15 (Chill Eyes, Cold; Affects Visual Senses) {30}

Alternate Power: Drain Toughness 15 (Flash Freeze, Cold; Extras: Range (Ranged)) {30}

Alternate Power: Obscure 15 (Blizzard, Ice; Affects Visual Senses, 250,000 feet radius) {30pp}

Alternate power Snare 15 (Ice Bonds, Ice) {30pp}

Alternate Power: Strike 8 (Frozen Armory, Bludgeoning, Piercing, Slashing; Extras: Penetrating 6; Feats: Mighty, Thrown 2, Accurate, Extended Reach 2, Knockback 5, Spit Attack, Variable Descriptor 2) {28}

Drawbacks: (-3) -3PP

Vulnerability (Fire; Frequency: Common; Intensity: Moderate [-3PP]

DC Block

ATTACK         RANGE         SAVE                          EFFECT

Unarmed        Touch         DC20 Toughness (Staged)       Damage (Physical) 

Ice Blast      Ranged        DC 30 Toughness (Staged)      Damage (Physical)

Chill Eyes     Ranged        DC 30 Fortitude               Blinded

                             DC 30 Fortitude (+1/Round)    Recovered 

Flash Freeze   Ranged        DC 30 Fortitude               Drained (Toughness)

Ice Bonds      Ranged        DC 30 Reflex                  Entrapment (Physical)

Frozen Armory  Touch (+10')  DC 28 Toughness               Damage (Physical)

Totals: Abilities (30) + Combat (18) + Saving Throws (19) + Skills (10) + Feats (10) + Powers (74) - Drawbacks (-3) = 158/159 Power Points

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  • 2 weeks later...

Corrected the math on your saves - saves themselves were good, as was the final pp total, but the math is 5+7+7, not 10+7+7.

Fixed up a bunch of the formatting in the Powers section.

Platform is a Flaw, not a Drawback, on Flight; math's correct, though. Corrected this.

Made a correction to Cold Control: Cold Control 10 has a radius of 5,000 feet, not 2,500 feet.

Made a correction to Obscure: Obscure 15 has a radius of 250,000 feet (nearly 50 miles), not 50,000 feet.

Strike currently adds up to 28pp, not 30pp. That's fine, but you could slip another two feats in there if you wanted.

Keep in mind the restriction on Thrown damage: you have to actually recover or regrow your weapon to get it back, which typically means taking an action in-combat or - quoting ultimate power - "...something you can do automatically at the end of combat." If you could throw a weapon every round because you have unlimited ammo (or, in this case, because you could just create a new weapon on a whim), that's better-represented by Blast, not Strike.

How strict that limitation's going to be will depend a lot on who's GMing for you - I can say that I'd probably restrict you from using the Strike again, thrown form or not, until you'd either destroyed or recovered the weapon you threw, probably requiring the sacrifice of a move or standard action.

Aaaaaall of that being said, and minor formatting/math corrections made, this looks good.

APPROVED

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  • 5 months later...
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