Champions – Frost, Tier-2 (1) Villain

And for a few entries it’s some villains who have recently reappeared in the Champions game.

Jeremy Perona did not have a good childhood. Autism, a violent stepfather, and a battered mother who was unwilling to walk out, rarely work out well.

Having “dear dad” try to auction him off to Genocide a couple of days after he and his brothers powers appeared was actually a fairly good day for him. Jeremy and Daniel – soon to christened Frost and Deathsinger – escaped in short order. No longer trusting anyone except his brother in the slightest, “Frost” was easily towed along into a life of crime via a street gang.

Unfortunately, despite Frosts fairly formidable powers – notably stronger than his brothers – their life of crime has never worked out at all well. In general, each outing has resulted in a quick defeat, soon followed by incarceration – and equally soon followed by yet another escape and an oath of vengeance upon whoever defeated them.

By now they’ve sworn vengeance upon a little more than half the hero groups in the world and an array of perfectly normal people, and so rarely have time to actually try to steal anything much any more. Worse, by now only the most insane or stupid villains are willing to work with them – although a fair number are willing to use them as a diversion.

Under normal circumstances, Frost is a reasonably powerful Tier-2 (225 points maximum) ice-manipulator, most notable for encasing targets in his Hoarfrost Blast and wandering up to them (thanks to his personal immunity) to drain their body heat while they’re trapped. He’s reasonably tough as well, but really has few other special abilities.

Frost believes that his power is a simple ability to drain heat, presumably to somewhere very cold. He’s wrong. Frost is a probability-manipulator of full Tier-1 potential. If and when that comes into play, Frost gets to spend his points above 225 – currently jumping to a total of 445 points, converting his multipower into a massive, cosmic, variable power pool (Probability Control), and becoming able to continuously renew himself from the raw energy of the universe (a continuous broad-spectrum self-aid). Perhaps fortunately, he’s also smart enough to realize that the inevitable (if eventual) probability-backlash of using that power for very long will be cataclysmic and likely personally fatal – and so he usually reverts himself to his “base” form within a few hours.

His brother doesn’t know it, but Frosts probability-warping powers are a primary reason for the Destroyer’s string of unlikely defeats, and equally unlikely escapes.


Value Characteristic Points
13/19 STR 3
21/23 DEX 33
28/31 CON 36
10/13 BODY 0
8/14 INT -2
11/14 EGO 2
19/25 PRE 9
8/20 COM -1
6/9 PD 2
6/9 ED 0
5 SPD 19
10/13 REC 0
20/32 END -18
34/40 STUN 0
Total 83
Points Powers END
33 Multipower (90-pt reserve); Generic Limitation (Ice powers only): -1; Variable Limitations: -½, -¼; Side Effects (Causes weird random events in the vicinity on an attack check of 3, 4, or 5.): 30/Half, -½;

Yes, I allow “type of power” restrictions on Multipowers and Elemental Controls. Why? Because “Fire” or some such is severely restrictive compared to “Magic”, or “Psionics”, or “Cosmic Power”.

u-3 2d6 Hoarfrost Blast / Entangle (DEF 2); Range: 0; Area Effect (Any Area): 24 hexes, +1; Autofire: 10 shots, ¾; Reduced END: Zero, +1; Personal Immunity: +¼; Active Points: 90; No Range: -½; Increased Area: ×4, +½ 0
u-3 12d6 Ice Ram / Energy Blast; Range: 450; Versus: ED; Reduced END: Zero, +½; 0
u-3 Ice Slide / Running (+30″, 36″, NC: 72″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 112; Reduced END: Zero, +½ 0
u-2 1d6 Ice Knives / Killing Attack (RKA); Range: 0; Autofire: 15 shots, 1; Reduced END: Zero, +1; Area Effect (Cone): 9″ long, +1; Active Points: 60; No Range: -½ 0
u-3 3d6 Ice Sculpting / Transform (Major, Limited Class); Range: 395; Active Points: 79; Reduced END: Zero, +½;

Ice Objects in general get Defense 4 and body as rolled.

u-3 Hand-to-Hand Attack (12d6, Total 13½d6); Range: 0; No Normal Defense (Versus Ice Powers, Flame Powers, or not having a water-based metabolism): +1; Reduced END: Zero, +½; Active Points: 90

Yes, if Frost touches them quite a lot of characters will be in deep trouble.

u-3 Enhanced Ice Armor / Force Field (12 PD/12 ED); Reduced END: Zero & Persistent, +1; Uncontrolled (Shut down by taking Body from Fire attacks): +½; Active Points: 90; Continuous: +1; Hardened: ×1, ¼ 0
24 Ice Armor (12 PD/12 ED); Only in Hero ID: -¼; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½
3 Life Support: Intense Heat/Cold
5 Infrared Vision
10 Closed Mind / Mental Defense (18 pts); Add to Total; Always On (Highly resistant to any form of psychiatric treatment): -½
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones.

Yes, this is metagaming cheese.  In my games, those who enjoy it can create their own slices of cheese, for those who don’t want to be bothered, I’ll provide it. I could accomplish much the same thing by simply giving them more points to start with, but that’s less fun all around. 

9 5d6 Obsessive Focus / Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Activation: 11-, -1; Extra Time: 1 hour, -2½; Concentrate: 0 DCV, -½; Focus (Library): Obvious Accessible, -1; Focus Mobility: Immobile, -1; Focus Type: Base, -1; Frost periodically has bouts of obsessive interest in various skills; if those happen to be combat-related, he’ll be far more dangerous than usual for a time. If it happens to be art history or something, not so much. 7
110 Total Powers  
Points Skills, Talents, Perks Roll
9 Luck (12d6); Generic Limitation (Only for escaping confinement): -2; Extra Time: 1 day, -3½.

Yes, given a little time, it’s pretty much inevitable that four sixes will turn up, and Frost and his friends will escape. You need something like that if you everyone is hunted by the same small group.

15 +5 level w/With Multipower
6 Sculpting 17-
0 English (Native Accent); Literacy: Standard, 0
2 Sign Language (Fluent Conv.); Literacy: Standard, 0
32 Total Skills, Talents, Perks  
125+ Disadvantages
10 2d6 Unluck
10 Public Identity
20 Autistic (All the Time, Greatly)
15 Vengeful (Common, Strong)
20 Only listens to his brother (Very Common, Strong)
15 Childish (Very Common, Moderate)
30 Vulnerability to Fire (1½× STUN and BODY); Attack: Very Common, +15
15 Hunted: Police (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Random Heroes (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Hunted: Anti-Mutant Groups (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Reputation: Lunatic Villain (14-, Extreme)
10 Accidental Change to Tier-1 form: His or his brothers life seriously threatened (11-)
200 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base
83 + 142 = 225 325 = 200 + 125
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
8 8 5 18 33/24 33/24 3, 5, 8, 10, 12

Height: 158cm (5’2″), Weight: 57kg (125 lbs), Sex: Male, Age: 22, Race: Human

Appearance: As Frost, Jeremy is a figure covered in glittering crystals and sheets of ice. As Jeremy, he’s a bit short, swarthy, dark-haired, has brown eyes, is not-so-well dressed – and looks like he isn’t properly focused or doesn’t quite understand what’s going on on a pretty much continuous basis.

Frost, of course, presents several dilemmas for a hero group; he’s mentally disabled, is being led around by his brother, can be insanely dangerous on his own, and applying superheroic magic, telepathy, or other methods of removing some of his disadvantages and thus “fixing him” are ethically dubious and likely illegal to use without his consent.

If it matters any, Frosts original build was Str 15, Dex 23, Con 30, Body 15, Int 13, Ego 9, Pre 20, Com 10, PD 13, ED 13, SPD 5, Rec 10, End 70, Stun 41, Ice EC: 10d6 EB at 1/2 End, 4d6 Entangle at 1/2 End, +15 PD/15 ED Ice Armor, +20 Running, 3 levels with EC, 292 points total with a lot of disadvantages related to Fire, hunted by Viper, hunted by a generic hero group, and secret identity. Of that… well, he’s still speed five, since that’s pretty much the standard speed for team villains, and he still has some vulnerability to fire because he thinks he should. 

What’s that about Tiers? In this setting Tier-1 Heroes start with up to 325 points and may reach a maximum of 650 points. Tier-2 heroes start with up to 200 points or so and hit a limit of 225. A lot of them don’t change much.

One Response

  1. […] Frost, Tier-2 (1) Villain: A master of cosmic probability manipulation hidden within an icemaster. […]

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