| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

ColdFire

Page history last edited by MSM 12 years, 7 months ago

ColdFire

Val Char Points Total Roll Notes
18 STR 8 18 13- HTH Damage 3 1/2d6 END [2]
26 DEX 48 26 14- OCV 9 DCV 9
30 CON 40 30 15-  
15 BODY 10 15 12-  
18 INT 8 18 13- PER Roll 13-
16 EGO 12 16 12- ECV: 5
18 PRE 8 18 13- PRE Attack: 3 1/2d6
24 COM 7 24 14-  
           
           
14 PD 10 14/30   14/30 PD (0/16 rPD)
14 ED 8 14/30   14/30 ED (0/16 rED)
5 SPD 14 5   Phases: 3, 5, 8, 10, 12
12 REC 4 12    
60 END 0 60    
40 STUN 1 40    
6" Running 0 6"    
2" Swimming 0 2"    
3" Leaping 0 3 1/2"   Total Characteristics Cost: 178
 
Cost Powers END
117 Gifts of the Ice: Variable Power Pool, 70 base + 47 control cost, Cosmic (+2) (175 Active Points); Total Active Points cannot exceed Pool Reserve (-1), Ice/Cold Effects only (-1/4)  
0
1) Cold Wrath: EB 14d6 (70 Active Points) Real Cost: 70
7
0
2) Iceball Barrage: EB 9d6+1, Does x1 1/2 Knockback (+1/2) (70 Active Points) Real Cost: 70
7
0
3) Tendrils of Cold Flame: Telekinesis (33 STR), Affects Porous, Fine Manipulation (70 Active Points) Real Cost: 69
7
0
4) Freeze!: Entangle 5d6, 6 DEF, Cannot Be Escaped With Teleportation (+1/4) (69 Active Points) Real Cost: 69
7
0
5) Icy Blast: EB 9d6+1, Explosion (+1/2) (70 Active Points) Real Cost: 70
7
0
6) Killing Frost: RKA 4d6-1, +1 Increased STUN Multiplier (+1/4) (69 Active Points); Limited Power Triggers Susceptibility (-1), No Knockback (-1/4) Real Cost: 31
7
0
7) Overwhelming Cold: Energy Blast 7d6, No Normal Defense (LS: Extreme Cold; +1) (70 Active Points) Real Cost: 70
7
0
8) Put Them on Ice: Minor Transform 7d6 (Place target in stasis, successful Paramedic roll) (70 Active Points); Limited Power Not vs. targets that actively resist (-1), No Range (-1/2) Real Cost: 28
7
0
9) Turning Down the Heat: Suppress 4d6, Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), vs. any two Fire Powers at once (+3/4), Continuous (+1) (70 Active Points) Real Cost: 70
3
0
10) Cold Spear: EB 9d6+1, Armor Piercing (+1/2) (70 Active Points) Real Cost: 70
7
0
11) Apocalyptic Force Field: FF (20 PD/20 ED/15 Mental Defense/15 Power Defense) (70 Active Points) Real Cost: 70
7
0
12) Howling Ice Storm: Darkness to Sight and Hearing Groups 5" radius, Personal Immunity (+1/4) (69 Active Points) Real Cost: 69
7
0
13) Reviving from Cold: Healing BODY 5 1/2d6, any Cold-based damage, one at a time (+1/4) (69 Active Points) Real Cost: 69
7
0
14) Global Teleportation: Teleportation 2", No Relative Velocity, x8 Increased Mass, MegaScale (1" = 10,000 km; +1 1/4) (65 Active Points) Real Cost: 65
6
0
15) Ice-9: RKA 1/2d6, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Sticky (+1/2), Difficult To Dispel (x4 Active Points; +1/2), Continuous (+1), NND (LS: Extreme Cold, or Physiology not based on Water; +1), Does BODY (+1), Invisible to Hearing, and Sight Groups, Hide effects of Power (+1) (70 Active Points); No Range (-1/2), Limited Power Does no STUN (-1/2) Real Cost: 35
0
     
16 No Longer Quite Human: Elemental Control, 32-point powers  
9
1) Cold Flame Shield: (Total: 32 Active Cost, 19 Real Cost) EB 0 1/2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), NND (LS: Extreme Cold; +1) (10 Active Points); Always On (-1/2) (Real Cost: 7) plus Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Always On (-1/2), Visible (-1/4) (Real Cost: 12)
0
16
2) Enhanced Cold Flame Shield: FF (10 PD/10 ED/6 Power Defense), Reduced Endurance (1/2 END; +1/4) (32 Active Points)
1
16
3) Moving at the Speed of Cold: Teleportation 13", Reduced Endurance (1/2 END; +1/4) (32 Active Points)
1
17
4) Healing Cold Flames: Healing STUN & BODY 3d6+1 (33 Active Points)
3
16
5) Otherrealm Constitution: LS (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (32 Active Points)
0
15
6) Otherworldly Resilience: (Total: 38 Active Cost, 25 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2) (Real Cost: 10) plus Armor (0 PD/5 ED) (8 Active Points); Only Works Against Heat or Cold attacks Limited Type of Attack (-1/2) (Real Cost: 5)
0
     
5 Cold Vision: IR Perception (Sight Group) 0
12 Stay Out of My Mind!: Mental Defense (27 points total), Hardened (+1/4) (12 Active Points)
Notes: Should be 12 MD Hardened total. No idea why the program is calculating it this way.
0
5 I Must Be Living Right: Luck 1d6 0
3 Not Impressed: +7 PRE (7 Active Points); Defensive only Power loses about half of its effectiveness (-1)  
5 Bonded to Angelica: Mind Link , One Specific Mind, Any dimension, Psychic Bond (20 Active Points); No Conscious Control (-2), Only With Others Who Have Mind Link (-1) 0
1 The Way Home: Teleportation: Fixed Location (The Mansion) (1 Locations) 0
     
12 Lingering Magic: Multipower, 15-point reserve, (15 Active Points); Limited Power MP Slots cannot be used in increase / augment existing abilities (-1/4)  
1u
1) Psychic Sensitivity: Mental Awareness, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (15 Active Points)
Notes: This is the default setting for the Multipower.
0
1u
2) Mystical Sensitivity: Detect Magic A Single Thing 13- (Unusual Group), Discriminatory, Range, Sense (15 Active Points)
0
1u
3) Rooted to the Ground: Knockback Resistance -7" (14 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
1
1u
4) Climbing the Walls: Clinging (33 STR) (15 Active Points)
0
1u
5) Displacement Shimmer: +3 with DCV (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
1
1u
6) Sparks: Sight Group Flash 3d6 (15 Active Points)
1
1u
7) Mystic Blade: HKA 1/2d6 (1d6+1 w/STR), Penetrating (+1/2) (15 Active Points)
1
1u
8) War of Attrition: Drain END 0 1/2d6, Uncontrolled (+1/2), Penetrating (+1/2), Continuous (+1) (15 Active Points)
1
 
  Perks
3 Contact: Occult Bookstore Owner (Contact has useful Skills or resources) 11-
3 Contact: The Armorer (Emil Brouden) (Contact has useful Skills or resources) 11-
 
  Talents
3 Absolute Time Sense
 
  Skills
10 +1 Overall
9 +3 with Magic Multipower
3 Breakfall 14-
3 Climbing 14-
5 Computer Programming 14-
3 Cryptography 13-
3 Electronics 13-
3 Lockpicking 14-
3 Paramedics 13-
3 Persuasion 13-
3 Security Systems 13-
3 Seduction 13-
3 Survival 13-
3 Systems Operation 13-
3 PS: Computer Hacker 13-
3 Scholar
1
1) KS: DEMON (2 Active Points) 11-
2
2) KS: Magic (3 Active Points) 13-
1
3) KS: Superheroes & Supervillains (2 Active Points) 11-
1
4) KS: The Four Races (2 Active Points) 11-
2
5) KS: VIPER (3 Active Points) 13-
3 CK: San Francisco 13-
5 Power: Cold Tricks 14-
Total Powers & Skills Cost: 360
 
Total Cost: 538
 
200+ Disadvantages
15 Distinctive Features: Beautiful woman with white skin, blue hair, and surrounded by blue flames (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Social Limitation: Public ID (Frequently, Minor)
10 DNPC: Angelica Alexander 8- (Normal)
10 Reputation: Member of the Freak Squad, 11-
10 Enraged: When taking BODY (Uncommon), go 8-, recover 11-
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: DEMON 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Code vs. Killing Humans (Common, Strong)
15 Psychological Limitation: Stubborn (Common, Strong)
10 Psychological Limitation: Curious, can't resist a good mystery (Common, Moderate)
10 Psychological Limitation: Protective of daughter and of kids in general (Uncommon, Strong)
10 Susceptibility: When Pushing Powers, 2d6 damage Instant (Uncommon)
Total Disadvantages Points: 150

 


Background/History: Abby Alexander was enjoying her sophomore year at Cal State San Francisco. She'd made a lot of friends, and despite being a Computer Science major, she was pretty popular. One of her best friends was a girl named Lucy, who was majoring in nothing in particular. One winter night found Abby talking to Lucy, who was trying to talk her into going to a party where another friend, who was supposedly some kind of a medium, was going to conduct a seance.

 

"No."

 

"Oh, come on. It'll be fun!"

 

"It'll be stupid. I can't believe you actually want to do something like that."

 

"Hey, I've always been fascinated by stuff like that."

 

"You've always been fascinated by people who try to con little old ladies out of their Social Security checks by claiming they can talk to their dead relatives? You should major in marketing."

 

"Quit trying to change the subject. You're coming to the party, and that's final."

 

"Oh, really? How do you figure that?"

 

"Because I'm going to keep bugging you about it until you say you're coming. Like this: Are you gonna go? Are you gonna go? Are you gonna go? Huh? Are you? Are you? Huh? Huh? Are you gonna go? Are you gonna go? You know you wanna go. Are you gonna go? Are you gonna go? Are...."

 

"STOP IT! Fine, I'll go, just leave me alone!"

 

"See, that wasn't so hard. Relax, you're gonna have a great time, I promise."

 

"Yeah, well, I hope you don't expect me to light candles or chant or anything like that."

 

"Oh come on, Abby, that's what makes it fun. That's the whole reason to go in the first place. You've got to get into it!"

 

Abby sighed. "Lucy?"

 

"Yeah?"

 

"You do know this isn't real, right?"

 

"Of course it isn't real, that's why it's fun!" And for a moment, she looked a little more serious. "If it was real, it'd scare the hell out of me."

 

There was only one problem: in this case, it was real. Whether she knew it or not, Lucy's friend did have a small bit of very real magical talent. When all the girls got together on the night of the party, she did manage, somehow, to open a portal to the realms Beyond. Something really did come through to visit. And when it left, that Something took Abby with it.

 

Fomri was an Entity that could best be described in earthly terms as an Ice Spirit. He had been to the Earth realm on a handful of occasions and found that he liked it. He liked it so much, in fact, that he decided he wanted to rule it. The only problem was that he didn't have a reliable means of travelling between his realm and Earth. But he was patient and inventive, and after years of study, he found a way.

 

He needed a Gateway, and the best was to create one was to bind himself to the Earth realm in some fashion. So he devised a spell that would allow him to travel freely on Earth, if only for a few moments, the next time a portal was opened. While he was there, he would capture a human female. Once he had her back in his own realm, Fomri would transform her into a life form compatible with his own, take on corporeal form, and mate with her. Then he would pluck the nascent life from her and use it to establish his Gateway.

 

So far his plan had worked perfectly. He had spotted the portal the moment is was opened and made his presence felt. He found a human female that had all the quantities he was looking for: beautiful, strong, intelligent, and spirited. He had taken her before any of her friends knew what was happening. Now sedated on the altar of his inner sanctum, Abby lay waiting for his spells to transform her into his ideal mate. And transform her he did. When he was finished, she was exactly what he wanted: cold, beautiful, and remarkably powerful. She was a wonder to behold.

 

There was one problem, though. She awoke knowing exactly what he had done to her, and why. She now hated him with every fiber of her considerable being. She attacked immediately.

 

The ferocity of her attack caught him off guard, and he was unable to keep her from escaping. But he recovered quickly and went after her. He had invested years of planning and work into making her what she now was, and he wasn't about to give up on her just because she couldn't stand him.

 

They fought a running battle for most of the next two days. Fomri thought he had Abby trapped several times, but she always managed to find an escape. She was smart, cunning, and increasingly desperate. He knew he had to capture her soon if he wanted to take her alive. Then his moment of victory came. He had trapped Abby on a perilously high ledge deep within an icy cave. There was nowhere for her to go. The only way out was through him.

As he closed to take her, Abby lashed out with savage power, and Fomri began to realize that he had made a critical mistake. In creating her in the image of his perfect mate, he had inadvertently infused her with some of his own ferocious nature. He had made her too well. An attack as strong and brutal as anything he cold have mustered slammed into him and knocked him backwards off the icy precipice. Gravity gave him only a few seconds to ponder the depth of his error.

 

The sight of her captor flying off the narrow ridge seemed to shake Abby from her rage. She stood and watched, half in horror and half in satisfaction, as Fomri fell hundreds of feet to the cave floor below. Then she realized with relief that she had broken his hold on her. His demise meant her freedom. She stood and watched for several more minutes to make sure he didn't move again. Then she started thinking about what to do next.

 

She spent the next several months trying to find her way out of the hellish, frozen realm in which she'd been imprisoned. She had ample opportunities to hone her new-found powers and to learn to control what she could do. Then, just as she was starting to get used to her new home, she saw a glowing light that seemed vaguely familiar. In a flash of inspiration, she recognized it as a portal like the one that had been opened in San Francisco so long ago. She had no way of knowing where the portal might lead, but she figured that anywhere had to be better than where she was. She jumped through.

 

She found herself in a dark, smoky room filled with strange odors. She was surrounded by five people in dark robes, each holding a black candle and standing at one point of a pentagram. And there were men with big guns standing next to the only apparent way out. One of the robed figures shouted, "She's usurped the place of the Dark One. Destroy her!" She defeated them all easily, but took special care to ensure that they weren't permanently harmed. Evil and twisted though they might be, they were still human beings, not demons like Fomri. She knocked out the last armed man and let herself out through the door he'd been guarding.

 

Abby walked out into the warehouse district of Atlanta--and into a situation as surreal as any she'd faced in the Ice Realm. None of the other people at the seance had been able to describe exactly what had happened or what her captor looked like. (The fact that some of the girls at the party had been experimenting with hallucinogens may have had something to do with that.) Nobody knew where she had gone or who had taken her. So a nationwide manhunt had begun. Her disappearance had become a national media event. In the seven months since she'd vanished, her name and face had been splashed over newspapers, billboards, Internet sites, and cable news channels. State and local police departments, the FBI, and even Homeland Security had become involved in the search. And Lucy had suffered a breakdown and spent the last seven months in a mental institution.

 

So, after countless media interviews and talks with various government and law enforcement agencies, Abby Alexander made her way back to the City by the Bay to try to put her life back together. It was not to be so easy, however. Groups like VIPER wanted to exploit her new powers, and DEMON wanted revenge for what she had done in Atlanta. Reluctantly, she came to admit that she probably couldn't make it on her own. That's when she met a certain group of freaks....

 

Personality/Motivation: Abby has always been a little headstrong, and her experiences in the Ice Realm only served to strengthen that trait. She has never been one to take the easy way out or to run from a confrontation. Now she's become extremely self-confident and stubborn. She doesn't let anyone push her around, demon or otherwise.

 

At the same time, though, Abby is a little scared of what's happened to her and what she's become. She's not sure exactly what she is now or what her place is in the grand scheme of things. She can feel herself becoming isolated from the rest of humanity. She knows she'll never be quite like her family and friends again. Consequently, she carries around a lot of repressed anger and frustration. Heaven help anyone who gives her an excuse to vent them.

 

Nonetheless, she faces her uncertain future with confidence and fascination. She has always loved to learn as much as she can, and now she has a chance to explore the word in a way she never could before. She sees her situation as a challenge to be mastered, and she's looking to make the most of it.

 

Quote: "'Cold hands, warm heart'? Don't count in it."

 

Powers/Tactics: While all of Abby's powers look like flames, the effect is actually bitter cold. She is constantly surrounded by a field of blue-white flames that protect her from harm. Unfortunately, they can also cause harm to anyone who touches her. As hard as she's tried, she hasn't yet found a way to turn these flames off.

 

Abby has a strange and powerful array of powers that help her in a fight. She is able to produce icy flames for a number of offensive purposes and effects. She can also use the flames for defense, for movement, and for healing. One critical side effect of her powers is that she has to be careful not to use them at too high a level; if she does so, it can bring out the ferocity she inherited from her transformation by Fomri.

 

Appearance: Abby was a pretty enough girl before her transformation, but now she's nothing less than stunning. The icy blue-white flames that constantly surround her only serve to add to her mystique and beauty. She stands five feet six inches tall with an athletic build and a classically beautiful face. Her skin has become pale blue, almost white, and is painfully cold to the touch. Her hair is icy blue, and her blue-grey eyes sometimes shine with an inner white light.

 

Since Abby's name and face are widely known, she doesn't bother to try to conceal her identity. She doesn't have a specific 'superhero' outfit; when trouble strikes, she wears whatever she happens to be wearing at the time. She is most often found wearing casual clothing like jeans and T-shirts, though she has developed a small penchant for punk and gothic clothing since she returned from the Ice Realm. She can be found barefoot as often as not.

 


Return to The Freak Squad Page

 

 

Comments (0)

You don't have permission to comment on this page.