| Cost |
Power |
END |
| 5 |
Infrared Perception | |
| 11 |
Armor (0 PD/15 ED) (23 Active Points); Conditional Power - Only vs Cold Power does not work in Very Common Circumstances (-1) | |
| 12 |
Damage Resistance (12 PD/12 ED) | |
| 39 |
Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week Notes: Post-Human body is immune to most biological effects and requires litttle maintenance. | |
| 10 |
Power Defense (10 points) Notes: Posthuman body is immune to slight alterations and resistant to many effects that would impair a normal human | |
| 56 |
Ice/Weather Tricks: Multipower, 70-point reserve, all slots: (70 Active Points); Custom Modifier - Noisy (-1/4) Notes: None of these effects are even slightly subtle, causing distintive side effects including howling wind, precipitation and a strong chill. | |
| 5u |
1) Artic Blast Propulsion: Flight 20", x8 Noncombat, Reduced Endurance 1/2 END (+1/4) (62 Active Points)Notes: IceMan is able to channel directed blasts of artic wind and snow to propel him at moderate speeds - but must land to use ice powers | 2 |
| 1u |
2) Hovering: Flight 5" (10 Active Points); No Noncombat Movement (-1/4) | 1 |
| 5u |
3) Ice Wall: Force Wall (13 PD/10 ED; 3" long and 1" tall) (62 Active Points)Notes: With great effort IceMan can create a *very* powerful wall of ice that will stop all but the largest effects. | 6 |
| 5u |
4) Entangle 6d6, 6 DEF (60 Active Points)Notes: May entangle a single target or a crate a formidible barrier! | 6 |
| 2u |
5) Tunneling 9" through 9 DEF material (Fill In Hole) (55 Active Points); Limited Medium - Ice/Snow Very Limited (-1) | 5 |
| 3u |
6) Whiteout: Darkness to Sight Group 4" radius, Reduced Endurance 1/2 END (+1/4), Personal Immunity (+1/4) (60 Active Points); No Range (-1/2) | 2 |
| 4u |
7) Sudden Snowstorm: Change Environment 32" radius, -2 PER Roll: Normal Sight, -3 PER Roll: Normal Hearing, 3 Temperature Level Adjustment, Long-Lasting: 20 Minutes (52 Active Points)Notes: Creates a sudden and intense snowstorm that can last after concentration stops, snow and wind makes perception difficult | 5 |
| 1u |
8) Transform 2d6: Nothing into Ice sculptures (Cosmetic) (10 Active Points); All Or Nothing (-1/2) | 1 |
| 1u |
9) Change Weather: Change Environment 2" radius, -3 Points of Telekinetic STR, 2 Temperature Level Adjustment, Varying Effect Very Limited Group (+1/4), Megascale (1" = 100 km; +3/4) (44 Active Points); Extra Time 5 Minutes (-2), Character May Take No Other Actions (-1/4)Notes: Can create a mild range of weather over a very large area, increasing or decreasing wind effects, causing precipitation or countering heat effects. | 4 |
| 5u |
10) Killing Frost: Killing Attack - Ranged 2 1/2d6 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points)Notes: A concentrated jet of liquid gasses will casue grevious harm to almost any target | 6 |
| 5u |
11) Super-Fragile Freeze: Drain Physical Armor (3 rPD per 5pts rolled) 6d6 (60 Active Points)Notes: Super-cold touch will make just about any Armor less resistant to physical attacks until it has time to warm up again. | 6 |
| 5u |
12) Blast of Cold: Energy Blast 12d6 (vs. ED), STUN Only (+0) (60 Active Points)Notes: Main attack power, an intense chill that will subdue without causing excessive harm. Causes no knockback, and will not harm objects | 6 |
| 5u |
13) Cone of Cold: Energy Blast 8d6 (vs. ED), STUN Only (+0), Explosion (+1/2) (60 Active Points) | 6 |
| 180 |
Total Powers Cost |