Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 23 CON 26 14-
13 BODY 6 12-
13 INT 3 12- PER Roll 12- 12 EGO 4 11- ECV: 4
20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 8 PD 5 Total: 28 PD (20 rPD) 8 ED 3 Total: 28 ED (20 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 REC 4 50 END 2
40 STUN 7 Total Characteristics Cost: 125 Movement: Running: 21”/42”
Cost Powers END
70 Ice Powers: Multipower, 70-point reserve 7u 1) Ice Blast I: Energy Blast 14d6 7 7u 2) Ice Blast II: Energy Blast 9d6, Invisible
to Sight Group (+½) 7
7u 3) Ice Blast III: Energy Blast 9d6, Area of Effect (One Hex Accurate; +½) 7 6u 4) Ice Darts: RKA 2d6, Armor Piercing x2
(+1) 6
3u 5) Ice Bonds I: Entangle 4d6, 8 DEF; Vul- nerable (Fire/Heat; -1) 6 3u 6) Ice Bonds II: Entangle 4d6, 5 DEF, Ex-
plosion (+½); Vulnerable (Fire/Heat; -1) 7 4u 7) Ice Sheet: Change Environment (create
ice sheet) 32” radius, -4 to DEX Rolls to move on, Personal Immunity (+¼); Only Affects Characters Who Are Moving On
The Ground (-¼) 5
15 Ice Powers: Elemental Control, 30-point powers
55 1) Ice Armor: Force Field (20 PD/20 ED), Hardened (+¼), Reduced Endurance (0
END; +½) 0
7 2) Ice Form: Invisibility to Sight Group, Reduced Endurance (0 END; +½); Only
When Not Moving (-1) 3
12 3) Ice Slides: Running +15” (21” total); Physical Manifestation (-¼) 3 45 4) Cold Rage: Succor Ice/Cold Powers 4d6,
all Ice/Cold Powers simultaneously (+2) 6 Martial Arts: VIPER Brawling
Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Dodge — +5 Dodge, Affects
All Attacks, Abort 4 Punch +0 +2 5d6 Strike 3 Throw +0 +1 3d6 + v/5; Target Falls Perk
5 Fringe Benefit: Membership (Dragon Branch)
Skills
12 +4 with Ice Powers Multipower 3 Combat Driving 13-
FREON PLOT SEEDS
When a superhero’s Cold Ray blaster hits Freon, Freon and VIPER discover that he has developed the power to absorb cold and use it to vastly augment his powers. VIPER is now racing to trans- port Freon to Ice Sta- tion VIPER so he can become one of the most powerful superhumans in the world, while the heroes have to try to intercept him and keep him far, far away from any chilly regions. A childhood friend of Freon’s has gone to the tabloids to “expose” him based on some of the unusual incidents from his adolescence. Freon sets out to stop this person and trash the tabloid; the heroes have to find out what’s going on and stop it.
After VIPER take too long to bust Freon out of jail following a botched mission, his loyalty to the organi- zation reverses itself. Determined to get revenge on his superi- ors, he decides to turn state’s evidence against VIPER. He approaches the heroes with a plea for help. Will they believe him? If so, can they protect him from the hit squads VIPER sends to eliminate him?
3 Computer Programming 12- 3 Concealment 12-
5 Cramming
2 Gambling (Card Games) 12- 2 KS: History 11-
3 KS: The Superhuman World 12- 2 KS: VIPER 11- 7 Paramedics 14- 2 PS: VIPER Agent 11- 5 SS: Biology 14- 3 SS: Genetics 12- 3 SS: Medicine 12- 3 Stealth 13- 3 Streetwise 13- 3 Tactics 12- 3 Teamwork 13-
3 WF: Small Arms, Blades Total Powers & Skills Cost: 287 Total Cost: 457
200+ Disadvantages
10 Distinctive Features: Mutant (Not Conceal- able; Always Noticed; Detectable Only By Unusual Senses)
5 Distinctive Features: unusually low body temperature (Easily Concealed)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20 Hunted: Champions 8- (Mo Pow, NCI, Cap-
ture)
10 Hunted: VIPER 8- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Pyrophobia (Fear
Of Fire) (Common, Strong)
15 Reputation: VIPER supercriminal, 11- (Extreme)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
15 Social Limitation: Secret Identity (Fred Ells- worth) (Frequently, Major)
20 Vulnerability: 2 x STUN from Fire/Heat Attacks (Common)
20 Vulnerability: 2 x BODY from Fire/Heat Attacks (Common)
87 Experience Points Total Disadvantage Points: 457
Background/History: Born in 1970, Fred Ellsworth was an ordinary enough kid growing up in North Dakota. Then puberty hit, and he suddenly began experiencing wracking pains throughout his body. This went on for over a week, with no doctor able to tell his family what was happening. When the pain finally passed, he found out, at first by accident and then by experimentation, that he had devel- oped strange powers over ice and cold.
For a while, Fred hid his powers; after all, winters are long and cold in North Dakota. But by the time he was in late high school, a few too many people were looking at him funny and asking questions. After he used his “ice bonds” power to stop a bully from beating him up, he ran away from home before “they could lock me up and experiment on me.”
Fred made his way to San Francisco, commit- ting minor crimes along the way to support himself. Shortly after he got to the Bay Area, VIPER leaders there heard about “the new supercriminal” in town and had agents track him down. Making Fred an offer of lavish pay — and a new home, a place he could “belong” — they recruited him into the organi- zation in 1990. Fred soon became a loyal member of Dragon Branch, and has remained so ever since. He’s no fool; he knows a good thing when he sees one. Personality/Motivation: A lot of agents consider Freon a little childish — he likes to make stupid jokes, insult his enemies, and sometimes even show off his powers. But he usually only gets that way when he’s clearly got an advantage over his foes, or when he becomes frustrated over his inability to affect or defeat more powerful superhumans. In ordinary circumstances, he’s clever and competent, a professional supercriminal with more than a decade of experience committing crimes. Quote: “Just stay cool, hero. Chill out.”
Powers/Tactics: Freon is a mutant whose powers give him control over cold and ice. He can use them for a wide variety of effects, from several types of chill- ing blasts, to super-hardened “ice darts” propelled at such speeds that they easily pierce armor, to encasing his opponents in blocks of ice. He can also surround himself with a suit of “ice armor” that protects him from his enemies’ attacks. When he gets angry or determined enough, he can boost all of his powers using his Succor ability, but this costs a lot of END so he can’t keep it going for long.
But Freon’s abilities don’t end there. To give him- self a high degree of battlefield mobility, he learned
how to make “ice slides” that allow him to move at great speeds. To keep his enemies from following him, he can lay down a sheet of ice over a large area, causing everyone in that area to slip, stumble, and fall. Most interestingly of all, he can convert his entire body to transparent ice, effectively rendering himself invisible as long as he doesn’t move (people who get close enough to him when he’s in this state have a chance to see him).
Freon’s body temperature is 30 degrees colder than an average human’s. People who touch his skin can sense this, so he usually wears long pants and long-sleeved shirts (even in summertime, which sometimes looks odd, but he can use his powers at an extremely low level to keep himself cool). This also renders him vulnerable to attacks based on fire or heat, which has given him a healthy case of pyro- phobia (fear of fire). He won’t go anywhere near a fire — not even a candle flame or hearth fire — if he can avoid doing so. He often becomes visibly nervous, even agitated, when near fire or heat sources.
Freon’s powers depend on having a reasonable amount of moisture in the atmosphere, so they work at lesser effect (typically 75-50% of normal Active Points) in deserts and similar areas, and may not work at all in outer space or other places with no water. Knowing this, Freon actively avoids any such areas, and VIPER tries not to send him to them. (Thus, his powers do not take this as a Limitation.)
To keep himself occupied during “down time,” Freon has taken advantage of VIPER’s vast datafiles and corps of experts to study a wide variety of sub- jects — genetics (of particular interest to him due to his mutant heritage), computers, and many more. Campaign Use: Freon is pretty much a straightfor- ward VIPER supervillain, loyal to the organization because of all it’s done for him and ever interested in not rocking the boat. He likes the status quo just fine and wants to maintain it; in the event someone in Dragon Branch tried to mount a coup against the Supreme Serpent, Freon would probably inform VIPER’s leaders and side with them in any conflict.
If you want to make Freon more powerful, you have two options. First, you can increase the reserve of his Multipower and the size of his Elemental Control. Second, you could give him more powers (perhaps by choosing some from the Ice And Cold Powers section of The UNTIL Superpowers Database). To weaken him, reduce his Multipower to a 50- or 60-point reserve, decrease his Armor to 10 PD/10 ED, get rid of his Succor power, and perhaps remove a point of SPD.
Freon does not Hunt heroes on his own. He only does so when VIPER orders him to, how it orders him to.
Appearance: Freon wears a light blue and white costume — the basic bodysuit is light blue, with white gloves, belt, trunks, boots, and shoulder piece (the lower edges have an “icicle” motif). His “mask” consists of a plate of ice he molds to the front of his face; it leaves his ears and blonde hair uncovered. Out of uniform he’s a pretty average-looking guy — 5’7”, white, blue eyes, clean-shaven — someone who could easily blend into a crowd (and often has as part of VIPER missions).
HALFJACK
Val Char Cost Roll Notes
40 STR 30 17- Lift 6,400 kg; 8d6 [4] 23 DEX 39 14- OCV: 8/DCV: 8 25 CON 30 14-
20 BODY 20 13-
13 INT 3 12- PER Roll 12- 14 EGO 8 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 12 PD 4 Total: 27 PD (15 rPD) 8 ED 3 Total: 23 ED (15 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 15 REC 4 50 END 0
53 STUN 0 Total Characteristics Cost: 167 Movement: Running: 11”/22”
Leaping: 28”/56”
Cost Powers END
60 Cybernetic Body Powers: Multipower, 60- point reserve
6u 1) Ionic Blaster: Energy Blast 12d6; 15
Charges (-0) [15]
4u 2) Laser: RKA 3d6; 15 Charges (-0) [15] 6u 3) Stun Ray: Energy Blast 6d6, NND
(defense is FF; +1); 15 Charges (-0) [15] 6u 4) Muscular Paralysis Ray: Drain STR
4d6, Ranged (+½); 15 Charges (-0) [15] 6u 5) Flare Beam: Sight Group Flash 12d6;
15 Charges (-0) [15]
Martial Arts: VIPER Brawling Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Dodge — +5 Dodge, Affects
All Attacks, Abort 4 Punch +0 +2 10d6 Strike 3 Throw +0 +1 8d6 + v/5;
Target Falls 37 Force Field Generator: FF (15 PD/15 ED),
Reduced Endurance (½ END; +¼) 1 18 Armored Body: Armor (12 PD/12 ED);
Activation Roll 11- (-1) 0 10 Armored Body: Lack of Weakness (10
points) for Normal and Resistant Defenses; Activation Roll 11- (-1) 0 10 Flare Compensators: Sight Group Flash
Defense (10 points) 0
12 Heavy: Knockback Resistance (-12”) 0 5 Infrared Sensors: Infrared Perception (Sight
Group) 0
12 Telescopic Lenses: Telescopic for Sight Group (+8 versus Range Modifier) 0 10 Right Leg Servos: Running +5” (11” total) 1 20 Right Leg Servos: Leaping +20” (28” forward,
14” upward) 2
Perk
5 Fringe Benefit: Membership (Dragon Branch)