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Deep Freeze (PL9/11) - Heritage


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Posted (edited)

 

Anna.jpg


Player Name: Heritage
Character Name: Deep Freeze
Power Level: 9/11 (150/169PP)
Tradeoffs: None
Unspent PP: 19

In Brief:
Cryokinetic engineer wearing an armored suit of her own design.

Alternate Identity: Ana Kristina Plonsky
Identity: Public
Birthplace: Flint, MI
Occupation: Engineer
Affiliations: Ship's mechanic aboard the Xeno.
Family: Caroline Plonsky (mother), Jurek 'Jack' Plonsky (father)

Description:
Age: 28 (DoB: July 14, 1986)
Gender: Female
Height: 5'5"
Weight: 128 lbs.
Eyes: Ice blue
Hair: White-blonde

Ana is an attractive young woman with a number of unusual physical attributes; her skin is extremely pale and noticeably cool to the touch, her blonde hair is so light that it's practically translucent, and she's typically surrounded by an aura of cold, at least when she's outside her 'snowsuit'. Normally she dresses in dark colors and shades, such as black, charcoal gray, eggplant and deep maroon or burgundy. She's very self-conscious about her pale skin, so she tries to cover it up with sleeveless coveralls and long-sleeved tops; she has to be very comfortable with a person to wear a T-shirt or halter top in front of them. Normally she wears lightweight, non-slip steel-toed boots.

Her white and black 'snowsuit' is an armored protective garment of her own design, a modification of the one she developed for NASA; Ana's custom suit is lighter, more durable and built from the ground up to work with her cryokinetic powers. The full head helmet is constructed so that it can automatically fold up into a storage area between the shoulder blades.

History:
Ana grew up in the economically depressed town of Flint, Michigan; her father was a former employee of General Motors, who currently works as a car mechanic, and her mother is a grade school teacher. From a very early age she was fascinated by how things worked; she loved to visit her father at work, where he would explain what he was working on to her. He also brought home pieces of junk that he found, like old toasters and VCRs, that she would take apart and put back together again. Both her parents encouraged young Ana in her studies and she did very well in school, though she was shy and didn't make friends easily. With money in short supply, her family did a lot of shopping at Goodwill or the dollar store to make ends meet.

Once in high school, Ana threw herself into her studies, intent on getting an academic scholarship to MIT or Cal-Tech; though her grades were excellent, she was still unable to gain admissions to either school, so she settled on Kettering University in Flint, where she obtained dual B.S. degrees in industrial and mechanical engineering. By the time she graduated, her academic performance allowed her to apply for and receive a full scholarship to Cal-Tech's graduate program.

While there, Ana's designs for lightweight, impact-resistant protective gear caught NASA's eye, and by the time she received her Master's she was working for the space agency full time. She even had the privilege of being selected to go up to the International Space Station as a mission specialist to monitor field trials; Ana trained vigorously for two years for her mission and was very excited for her first Soyuz flight.

However tragedy struck aboard the ISS; due to a mathematical error and a series of unforeseen events, Ana and two crewmen became trapped in a damaged airlock after an EVA. Realizing the mistake had been her own, the young engineer advised her fellow astronauts on how to escape while she stayed behind to fix the problem, which endangered everyone in their section of the station. After several hours of work which was tensely monitored by Mission Control, Ana discovered there was no way safe out; in a final radio message, she calmly explained what she'd done wrong and how to avoid such disasters in the future. She praised the crew for all their hard work and professionalism, and was in the middle of saying good-bye to her parents when the airlock explosively decompressed, hurling Ana and her experimental suit out into the depth of space. The crew believed her to be dead, but while several portions of the suit were destroyed, including the communications and biometric systems, most of the suit remained intact. Knocked unconscious by the force of the blast, Ana drifted further and further from Earth as her suit gradually lost power and grew ever colder...

But she did not die; instead Ana slipped into a deep cryogenic sleep, sustained in a near-death state by the suit's damaged power cells operating at a mere 1% efficiency. Ana would have died for sure if she hadn't been picked up several months later by the Xeno, a space yacht operated by Oskar Otto, better known as 'Starshot'; he used the ship's infirmary to slowly revive her, which took several days. He quickly discovered her mutated body needed to stay below freezing or she would soon die!

By the time she was conscious, it had been almost a year since the accident. Back on Earth, Ana was hailed as a hero; her junior high school is now named after her, Kettering now offers the Ana Plonsky Engineering Scholarship, and her parents are starting a new life thanks to the generous donations of the American people. On some level, Ana feels she's done more good dead than alive, at least back home. But now she has a new life in space; just think what she can accomplish out here!

Personality & Motivation:
Prior to her transformation, Anna was a fairly normal young woman, if a bit guarded; nowadays, the walls are definitely up. She doesn't make friends easily, but is fiercely devoted to them once the bond is created. Her sense of humor is fairly dark and sarcastic, and she's more likely to tease someone she likes than say it outright. She enjoys reading (mostly books on scientific subjects), tinkering, watching old movies and a spirited game of ping-pong.

Powers & Tactics:
Physically Ana is not very imposing, which is why she typically wears her snowsuit if she thinks there's going to be trouble; it allows her to take some fairly solid hits without fear of injury so she can focus on taking down her enemies. Her cryokinesis gives her several ways to drop a foe, trapping them in ice or striking them with icy blasts being the two most common. She can also whip up a localized ice storm to blind and confuse large groups of assailants. If Ana is forced fight outside her armor, she often creates cover with her cryokinesis to offer some protection while she continues with her ranged attacks or unleashes her arctic fury as a storm.

She also uses her durable ice to create objects for casual use, such as furniture or backup tools; since cold has no affect on her, using these items is not a problem.

 

 



Complications:
"I thought you were dead!": As far as everyone on Earth is concerned, Ana died during the ISS accident; she has done little to challenge this version of events.
The Big Chill: Her altered physiology doesn't make close personal relationships impossible, but it does make them much more challenging.
"I'll have the salad.": Ana can no longer consume hot food or beverages; she does, however, get very creative with salads, sandwiches and cold soups, and eats lots and lots of leftovers.
Low Battery Warning: While her snowsuit can function independently for days of moderate use, the internal batteries do not last forever; a poorly-timed power outage could be deadly.

Abilities: 0 + 4 + 0 + 10 + 4 + 0 = 18PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 10 (+0)

Combat: 6 + 16 = 22PP
Initiative: +2
Attack: 3, Melee +3, Ranged +5, Cryokinesis +9
Grapple: +4
Defense: 8, 4 Flat-footed
Knockback: -8 (-0 without Suit)

Saving Throws: 6 + 6 + 6 = 18PP
Toughness: +10 (+0 Con, +10 Protection), +0 without suit (+0 Con)
Fortitude +6 (+0 Con, +6)
Reflex +8 (+2 Dex, +6)
Will +8 (+2 Wis, +6)

Skills: 92R = 23PP
Bluff 0 (+0, +4 w/Attractive)
Computers 10 (+15)
Craft (Electrical) 14 (+19)
Craft (Mechanical) 14 (+19)
Craft (Structural) 10 (+15)
Diplomacy 0 (+0, +4 w/Attractive)
Disable Device 5 (+10)
Drive 3 (+5)
Investigate 5 (+10)
Knowledge (Eidetic Memory) 0 (+5)
Knowledge (Galactic Lore) 5 (+10)
Knowledge (Physical Sciences) 5 (+10)
Knowledge (Technology) 10 (+15)
Languages 2 (Galstandard, Polish)
Medicine 3 (+5)
Notice 3 (+5)
Pilot 3 (+5)

Feats: 6PP
Attack Specialization 2 (Cryokinesis)
Attractive
Eidetic Memory
Improvised Tools
Inventor

Powers: 31 + 6 + 36 = 72PP

Cryokinesis 14 (28PP Array, Feats: Alternate Powers 3)

 

 

 

Base Power: Create Object 8 (8 10-foot cubes, Toughness +8, Lifting Strength 40 [Heavy Load: 3 tons], Extras: Duration [Continuous], Feats: Precise, Progression 2, Subtle) [28PP]

AP: Blast 9 (Extras: Penetrating 6, PF: Improved Critical 2, Precise) [1PP]

AP: Environment Control 6 (Cold 2, Hamper Movement 2, 250 foot radius, Extra: Selective Attack, PF: Precise, Flaws: Range [Touch]) [1PP]

AP: Snare 9 (PF: Obscure Sense 5 [All Senses], Reversible) [1PP]


Immunity 6 (Cold Damage, Cold Environment)[6PP]

'Snowsuit' (Device 9 [45PP], Removable) [36PP]

 

 

Feature 5 (Buys off Weakness) [5PP]
Flight 3 (50 mph) [6PP]
Immunity 9 (Life Support) [9PP]
Protection 10 (Impervious 6)[16PP]
Radio Communication 4 (Range: 1 mile) [4PP]
Super-Movement 1 (Wall-Crawling) [Limited: In Zero-G only ][1PP]
Super-Senses 3 (Direction Sense, Distance Sense, Radio, Time Sense) [4PP]

 


Drawbacks: (-4) + (-5) = -9PP

Vulnerability (Heat, Frequency: Common, Intensity: Major [+100% DC]) [-4PP]

Weakness (Heat, Frequency: Common, Intensity: Major, -1 drain all abilities per 5 minutes [50 rounds]) [-5PP]


DC Block

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 15 Tough Damage
Blast Ranged DC 24 Tough Damage
Snare Ranged DC 24 Reflex Snare

Abilities 18 + Combat 22 + Saving Throws 18 + Skills 23 + Feats 6 + Powers 72 - Drawbacks 9 = 150/169 Power Points

 

Edited by HG Morrison
+3 pp April 2015
Posted

Points check out. But I'd note the following:

-Your Defense is +8, but your Toughness is +10, on a PL10 character. It may be a matter of points, but it does mean you're undercapped.

-It may be possible to put more PFs on the Blast, such as Improved Critical or Incurable. You do have 8 points left to play with.

-Same for Snare.

-Under the Snowsuit, I'm guessing the Super-Movement is "air-walking," not "walk-walking." Just make sure to clarify that.

Posted (edited)

Okay, I changed a few things, including dropping her down to PL9, adding a few goodies to her Cryo array and increasing her Reflex save; I think I fixed all the math, but please double-check. Oh, and it should have read 'Wall-Crawling', so that's fixed, too.

Edited by Heritage
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