Difference between revisions of "Jack Frost"

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(Miles Hawson/Jack Frost)
(Miles Hawson/Jack Frost)
 
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*Arcane Background (Gifted)
 
*Arcane Background (Gifted)
 
*Martial Artist
 
*Martial Artist
- Unarmed Fighting +1; fists and hooves count as Natural Weapons; add d4 damage die to unarmed Fighting attacks (or increase die a step if already possessed).
+
**Unarmed Fighting +1; fists and hooves count as Natural Weapons; add d4 damage die to unarmed Fighting attacks (or increase die a step if already possessed).
  
  
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** Shaped (+2): d8-2, barrier is of desired basic shape
 
** Shaped (+2): d8-2, barrier is of desired basic shape
 
** Size (+1): d8-2, barrier becomes 10" long and 2" tall
 
** Size (+1): d8-2, barrier becomes 10" long and 2" tall
*** Combo any two +1 options for d8-2, Combo Shaped with another +1 option for d8-3, Combo all options for d8-4
+
*** Combo two +1s for d8-2, Combo one or two +1s and a +2 for d8-3, Combo all 4 options for d8-4
  
 
'''Gear''' (WIP)
 
'''Gear''' (WIP)

Latest revision as of 06:48, 13 May 2021

Miles Hawson/Jack Frost[edit]

Male Donkey Student and Rookie Ice Hero

Attributes

  • Agility: d6
  • Smarts: d6
  • Spirit: d8
  • Strength: d6
  • Vigor: d8

Derived Attributes

  • Rank: Novice
  • Bennies: 3
  • Parry: 5
  • Toughness: 6
  • Pace: 6

Attacks

  • Melee - Unarmed d6+1, Damage 1d6+1d4
  • Ranged - N/A

Hindrances

  • Mild Mannered (Minor)
  • Hesitant (Minor)
  • Heroic (Major)

Edges

  • (Racial) Vigor d6
  • Arcane Background (Gifted)
  • Martial Artist
    • Unarmed Fighting +1; fists and hooves count as Natural Weapons; add d4 damage die to unarmed Fighting attacks (or increase die a step if already possessed).


Skills

  • Academics: d4
  • Athletics: d6
  • Battle:
  • Boating:
  • C. Knowledge d6
  • Driving:
  • Electronics:
  • Faith:
  • Fighting: d6
  • Focus: d8
  • Gambling:
  • Hacking:
  • Healing:
  • Intimidation:
  • Language (Native): d8
  • Language:
  • Notice: d6
  • Occult:
  • Performance: d6
  • Persuasion: d8
  • Piloting:
  • Psionics:
  • Repair:
  • Research: d6
  • Riding:
  • Science:
  • Shooting:
  • Spellcasting:
  • Stealth: d4
  • Survival:
  • Taunt:
  • Thievery:
  • Weird Science:


Powers

PP: N/A

  • Frost Guard (Protection, 1): d8-1, Range 16", Duration 5 rounds, +2 Armor (+4 with a raise)
    • Multi-Guard (+1): Can protect others. d8-1 for one other, -1 per each additional two.
    • Frost Armor (+1): d8-1, +4 Armor (+6 with a raise)
    • Impenetrable Ice (+1): d8-1, provides Toughness instead of Armor
    • Slick Guard (+1): d8-1, also increases Pace by 2
      • Combo two or three +1 options for d8-2, combo all four +1 options for d8-3
  • Ice Wall (Barrier, 2): d8-1, Range 16", Duration 5 rounds, creates immobile straight wall 5" long and 1" tall with Hardness 10
    • Icicle Wall (+1): d8-2, barrier causes 2d4 damage to anyone who contacts it
    • Hardened (+1): d8-2, barrier has Hardness 12
    • Shaped (+2): d8-2, barrier is of desired basic shape
    • Size (+1): d8-2, barrier becomes 10" long and 2" tall
      • Combo two +1s for d8-2, Combo one or two +1s and a +2 for d8-3, Combo all 4 options for d8-4

Gear (WIP)

  • Gear1
  • Gear2
  • Gear3
  • Gear4
  • Gear5

Funds

  • $300