Cost Characteristic Value Roll Notes  
0 STR 10 11- Lift: 100  Damage: 2d6  END: 1
26 DEX 23 14-  
13 CON 23 14-  
5 INT 15 12- PER Roll: 12-
3 EGO 13 12- Mental Defense: 3
10 PRE 20 13- PRE Attack: 4d6
25 OCV 8 ---  
25 DCV 8 ---  
3 OMCV 4 ---  
3 DMCV 4 ---  
30 SPD 5 --- Phases: 3, 5, 8, 10, 12
3 PD 5/20 --- Resistant PD: 15
6 ED 8/23 --- Resistant ED: 15
6 REC 10 ---  
12 END 80 ---  
0 BODY 10 ---  
15 STUN 50 ---  
0 Running 22m --- END: 1
0 Swimming 4m --- END: 1
0 Leaping 4m --- Forward: 4m  Upward: 2m  END: 1
Character Summary      
Real Name: David Huntow Played By: NPC
Concept: Energy Blaster Nationality: Scottish
Hair/Eye Color: Blonde/Green Date of Birth: 3 January 1983
Height/Weight: 6' 2" / 167 lbs Place of Birth: Tingwall, Orkney, Scotland
Cost Powers END
75 Ice Powers: Multipower, 75-point reserve  ---
7f 1) Chilled to the Bone: Blast 7d6, No Normal Defense (Life Support (Safe in Intense Cold); All Or Nothing; +1) (70 Active Points)  7
7f 2) Cold Blast: Blast 6d6, Invisible Power Effects (Invisible to Sight Group, effects of Power are Invisible to both target and other characters; +1 1/2) (75 Active Points)  7
7f 3) Frozen Stiff: Drain DEX and SPD 5d6, Expanded Effect (DEX and SPD) (+1/2) (75 Active Points)  7
7f 4) Ice Blast: Blast 15d6 (75 Active Points)  7
3f 5) Ice Bonds: Entangle 5d6, 5 PD/5 ED (50 Active Points); Vulnerable (Fire) (-1/2)  5
3f 6) Ice Sheet: Change Environment (-4 DEX Rolls and all DEX-based Skill Rolls), Area Of Effect (20m Radius; +1) (32 Active Points); Only vs. Targets On The Ground (-1/4)  3
4f 7) Ice Wall: Barrier 5 PD/5 ED, 5 BODY (up to 3m long, 2m tall, and 1/2m thick), Opaque Sight Group (36 Active Points)  4
7f 8) Miniature Blizzard: Blast 12d6, Area Of Effect (2m Radius; +1/4) (75 Active Points)  7
45 Ice Armor: Resistant Protection (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)  6
4 Temperature Tolerance: Life Support (Safe in Intense Cold; Safe in Intense Heat)  0
10 Ice Slides: Running +10m (22m total)  1
Cost Skills
3 +1 with Ice Powers Multipower 
3 Breakfall 14- 
3 Climbing 14- 
--- Everyman Skills 
0 1) Acting 8- 
0 2) AK: Tingwall, Orkney, Scotland 8- 
0 3) Climbing 8- 
0 4) Concealment 8- 
0 5) Conversation 8- 
0 6) Deduction 8- 
0 7) Language: Orcadian Scots (Idiomatic) (4 Active Points) 
0 8) Paramedics 8- 
0 9) Persuasion 8- 
0 10) PS: Criminal 11- 
0 11) Shadowing 8- 
0 12) Stealth 8- 
0 13) TF: Common Motorized Ground Vehicles 
3 Language: English (Completely Fluent) 
3 Paramedics 12- 
9 Power: Ice/Cold Tricks 15- 
3 Science Skill: Meteorology 12- 
3 Stealth 14- 
3 Streetwise 13- 
2 Survival (Arctic/Subarctic) 12- 
Cost Talents


Environmental Movement (No Penalties On Ice) 
325+ Complications
5 Distinctive Features: Unusually Low Body Temperature (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
20 Hunted: Local Law Enforcement Infrequently (Mo Pow; NCI; Harshly Punish) 
15 Psychological Complication: Optimist (Common; Strong) 
15 Psychological Complication: Wants To Live In Luxury (Common; Strong) 
15 Social Complication: Secret Identity (David Huntow) Frequently, Major 
5 Unluck: 1d6 
Character Point Summary      
Characteristics Cost: 185 Base Points: 325
Powers Cost: 179 Total Matching Complication Points: 75
Martial Arts Cost: 0 Total Experience Points Earned: 0
Skills Cost: 35 Experience Points Spent: 0
Talents Cost: 1 Experience Points Unspent: 0
Perquisites Cost: 0 Total Points: 400
Total Cost: 400    
David Huntow's background is a mystery. He was left on the steps of an orphanage in Tingwall, in the Orkney Islands, and grew up in a series of orphanages and foster homes (one of which gave him his name), never quite fitting in. Although he was a nice enough boy most of the time, something about him -- including the way his hands were so cold all the time -- seemed to put people off. When he was 14, David decided he'd had enough. He ran away and began living on the streets of London, surviving by stealing. He hung out with street punks and gang members and often got in trouble with the police, but was never arrested.

One day, shortly after he turned 16, David got caught shoplifting from a market by the store's owner. Deciding he'd teach the boy a lesson, the owner locked David in his freezer "for just a few minutes." Fifteen minutes later, David's mutant powers of ice control had fully erupted. He blasted his way out of the freezer and out of the market.. Soon thereafter, he began using his powers to commit bigger and bolder crimes. Eventually, he decided to move to the US, where the "big money" was. He'd been neglected and poor for too long; now he was going to attract some attention and get rich!
Despite the hard life he's lived, Winter is a pretty well-adjusted person. He likes to have fun (listening to music and clubbing are his favorite ways), and usually approaches things (including crime) with a sort of lighthearted and carefree attitude. Now that he's got his powers, life is mostly a big game to him, in which he tries to satisfies his desire to live the "high life" to the fullest. Even the defeats he's suffered at the hands of superheroes haven't affected his mood; things are so much better for him now than they have ever been, that he can handle a few setbacks. If things keep going well, he'll probably keep this optimistic attitude for the rest of his life. But if he suffers a long series of defeats and disappointments, or even just a single severe one, he could become bitter and cold-hearted.
"Now that is cool!"
Winter is a mutant with the ability to create cold and ice. His powers range from blasts of ice, to chilling someone from the inside out so quickly he becomes stunned, to trapping his opponents in solid blocks of ice. He can also protect himself with ice armor or walls, and move quickly using ice slides. His control over his powers isn't complete yet -- there may be a lot more he could learn how to do. Winter has been in few pitched battles (he's mostly just a superpowered smash-and-grab thief) and has no real sense of tactics. If confronted, he'll fight back at first, but quickly decides to run if hurt, or if the situation doesn't seem to hold any hope of gain. He desperately wants to avoid prison, equating it with the terrible institutions he lived in as a child.

Winter's powers depend on having a reasonable amount of moisture in the atmosphere, so they work at a lesser effect (typically 50% - 75% of normal Active Points) in deserts and similar areas, and may not work at all in places with no water vapor in the air at all. However, as he has mostly lived on the East Coast of the United States and in the British Isles all his life, he doesn't know about this weakness. (Since it almost never affects him, it isn't listed on his character sheet as a limitation.)
Winter is a tall, slender-framed man in his twenties with short, straight blonde hair, green eyes, and a usually cheerful expression on his face. He wears a navy blue costume that suggests a parka, with a full hood. The hood, gloves, and top of his boots are snow-white. He wears a matching domino mask under his hood.