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Comrade Frost (PL 12/13) - AvengerAssembled (Impervium)


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Character Name: Comrade Frost
elijah-snow.gif
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

Edited by Gizmo
Player Requested Edits
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Fixed some formatting here or there; feel free to put back anything that you really wanted to look like the old version.

Charisma bonus wasn't listed in the Abilities section; corrected that.

Concentration is Wis-linked, so your bonus was off; corrected that.

Icy Body had Flight linked to...Flight. I'm assuming you meant Linked [insubstantial], which is what I've corrected it to.

Fixed math on Icy Body - powers remained the same, but the AP pp total was listed as 6+5 = 12/12 rather than 6+6 = 12/12.

Formatted your DC block.

The only non-superficial problem I found is that you have 98pp of powers, not 100pp - so your sheet has 2pp to spare! Sounds like you can get that Tracking back...and maybe something else?

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Abilities: 0 + 0 - 10 + 10 + 4 + 2 = 6PP

Strength: 10 (+0)

Dexterity: 10 (+0)

Constitution: ---

Intelligence: 20 (+5)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Adds up.

Combat: 8 + 8 = 16PP

Initiative: +0

Attack: +4, +8 w/ Thermovore Array

Grapple: +4, +7 w/ Frozen Armor

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

Knockback: -6, -11 w/ Frozen Armor

-4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver

Adds up.

Saving Throws: 5 + 5 = 10PP

Toughness: +12 (Imp 10 w/ Icy Armor)

+8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver

Fortitude: ---

Reflex: +5 (+0 Dex, +5)

Will: +7 (+2 Wis, +5)

Adds up, although didn't you used to format Fort as (Immune) with Avenger?

Skills: 56R = 14PP

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 3 (+5)SM

Notice 8 (+10)

Sense Motive 8 (+10)

Adds up.

Feats: 10PP

Benefit (Security Clearance [Russian])

Dodge Focus 4

Eidetic Memory

Jack of all Trades

Ritualist

Skill Mastery (Bluff, Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Medicine)

Uncanny Dodge (infravision)

Adds up, although Uncanny Dodge could easily be all visual if you so chose.

Powers: 1 + 3 + 5 + 13 + 30 + 8 + 4 + 3 + 2 + 29 = 98PP

Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP]

Environmental Control 1 (cold 1 [severe], 5 feet; Extra: Action 3 [Reaction]; Flaw: Range [Touch])[3PP]

Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/Heat Attacks]) [5PP]

Icy Body 6 (12PP array; PF: Alternate Power) [13PP]

BE: Flight 1 ( 10 mph/ 100 feet per Move action, Extra: Linked [insubstantial]) + Insubstantial 2 (icy fog, Extra: Linked [Flight]) {12/12}

AP: Impervious Toughness 6 (frozen armor; note: Active Sustained effect) {6} + Super-Strength

3 (effective Str 25) {4} {6+6=12/12}

Immunity 30 (Fortitude effects) [30PP]

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]

Thermovore Array 12 (24PP array; PFs: Accurate 2, Alternate Power 3) [29PP]

BE: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Range [Ranged]; Flaw: Limited [Objects Only]) {24/24}

AP: Damage 12 (mass heat drain; Extra: Area [120 ft. Cone, Targeted]) {24/24}

AP: Paralyze 12 (freezing grasp; Extra: Alternate Save (Fortitude) [+0] ) {24/24}

AP: Strike 12 (thermovorous touch; Extra: Vampiric) {24/24}

Adds up.

Drawbacks: -4PP

Vulnerable (Cold [common], major [x2]) [4PP]

Adds up.

Also, since it's a fairly esoteric concept, could you clearly list the descriptors somewhere?

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