IQ 3d6, ME 4d6, MA 4d6, PS 3d6+15, PP 3d6+15, PE 2d6+15, and SPD 3d6+20.

MDC: PE x10, Chi: (ME+PE) x5. Class: Galactic, at level 8 they become Intergalactic.

Skills: Athletics, Acrobatics, two languages, and HTH: Expert.

Powers

Pick two at level one and one each level after.

Flight: The Icer can fly at 250-MPH tops. It costs 10 chi per hour. This generates a blue aero field around the Icer.

Advanced Flight: Must have flight. The Icer can fly at Mach 5 tops. It costs 5 chi per hour. This generates a blue aero field around the Icer.

Discharge: Icers have the ability to discharge chi as balls of energy. The balls inflict 1d10 MD per 5 chi spent. An Icer can never use more chi than 25x his level.

Multi-Fireball: This takes one action to set up. It shoots 1d6 fireball level 1-3, 2d6 level 4-6, and 3d6 level 5-15. Each fireball inflicts 1d10 MD. Costs 45 chi. Must have discharge.

Sense Chi: The Icer can detect a chi trace across an entire planet. It costs 10 chi. There is a 50% chance that he will recognize the chi trace of someone familiar to them like a friend or an archenemy.

Combat Teleport: This allows character to move extremely fast for a short period of time. It is not an actual teleport. They can only teleport within their line of sight and it does not use an action. Make dodge roll. If they fail they can try to use normal dodge. Costs 8 chi and must have SPD 45+.

Charge: This allows the character to gain chi from their surroundings. The character will gain 25 chi per action. This is put into a separate pool. They can never gain more than their limit and it goes away after the battle is over. An Icer can only use this 4x his level during a battle.

Change Form: Icers have the ability to disguise their power by changing forms. The form will resemble the Icer, and can be either smaller or larger. For each form lower, subtract 10 from all physical attributes, and subtract 75 MDC and 75 chi. When the Icer changes into a higher form, he is +2 to strike for a whole melee round. Note that the Icer cannot change through five forms and receive +10 to strike. It is only +2 no matter how many forms, but if the next melee round he changes to a higher he retains the +2 for changing.

Piercing Blast: This is an extremely powerful attack that many Icers use. It shoots a blast that inflicts 2d6x10 MD. The blast is -2 to strike and costs 30 chi. If it hits the Icer gets to roll on the critical strike chart.

Super Telekinesis: Icers have the ability to move objects with their mind. They can use it to throw people or hit people with a telekinetic blast. A telekinetic blast costs 30 chi for 1d6x10 MD, and is +3 to strike.


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