Not every superhero can rely on their powers all the time. Forced to rely on their other talents pulling out the most powerful tricks when they absolutely have to. When developing Ice Rider we wanted to follow in that tradition. Born into the circus, Ice Rider’s burgeoning powers were stunted by an over protective father trying to hide his mutant nature. At the same time, his father recognized there may be a time when he may need to go above and beyond. Of course the circus provides a solid background for picking up a number of skills a hero would find useful.
In a scrap Ice Rider is a well rounded martial artist combining actual fight training with tumbling and gymnastics to make him difficult to target and capable of hitting hard without pushing his powers. Capable of forming large shards of ice, Ice Rider is able to push his defense or offense, but runs the risk of running out of steam due to a lack of familiarity with his own powers. This encourages the use of Willpower to make the most out of these attacks.
Power Level: Classic
Creation Method: Standard -Heroic Array
Born into the circus, every boy’s dream right? Robert Burton, his father was the lead mechanic and former strongman for Professor Bartleby’s Traveling Side Show and Flying Extravaganza. Little more than a mud show there was maybe thirty members of the circ including Bobby Sr. and until his son was about seven it really was the boy’s dream.
Just before his son’s seventh birthday, Robert was working on the rigging for the areal cyclists high wire act when one of the cables snapped. There was enough tension in the line to split a grown man in two. Bobby Jr. would be a dead boy in a heartbeat. Or so he thought. Closing his eyes little Bobby covered his face reflexively. A full minute passed before Bobby realized he was not, in fact, dead.
Opening a scared eye he saw they guy-wire was trapped in a hunk of ice, and this hunk of ice wandered all the way back to a pool in the ring. Everyone stood around Booby in shock. In shock Bobby called out to his father, and with that the ice broke knocking the young Bobby halfway across the tent grounds.
Bobby Sr. realized much sooner than his son exactly what had happened. Over the next few months, Bobby Sr. devised all new games for his son testing his theory and finding nature of Bobby’s powers. Knowing that everyone in the circ either, saw what Bobby had done, or had heard the stories he convinced them all to keep the secret.
Professor Bartleby’s Traveling Side Show and Flying Extravaganza was like a family, and it didn’t take much cajoling to respect his wishes. Even the professor came in line after some serious talking and reminders of wagons that would have been lost if it wasn’t for his mechanical chicanery. The hardest person to convince was Bobby Jr. he had come to love his dad’s freezing games and didn’t want to give them up.
The next decade became a blur of small towns and training. Each day of the week was something different, Sunday, aerialists, Monday, trick riders, Tuesday, magicians, Wednesday, Kung-Fu, Thursday, great cats, Friday, elephants, Saturday, the clowns. At some point, Bobby Sr. meant to teach his son how to be a mechanic. It never quite seemed to happen.
Over the years, Bobby Sr. became just Bob, not even dad, or paw. He was the man that drove Bobby to learn every trick, as a way to forget the ones he could do best. Then came Sioux Falls.
Friday night, opening night, the tent was packed with people from two towns over. Bobby crouched with the clowns at the side of the pit as Ezra the Lion Tamer took the center ring. Ezra danced with eleven tigers and one great lion as the audience cheered. As Ezra stuck his head into the lion’s mouth for what must have been the four hundredth time the unspeakable happened.
At first people though the lion had just snapped, then came a giant of a man riding astride two bull elephants proclaiming the liberation of all animals. The tigers tore through the mesh that separated them from the audience.
It was chaos, and Bobby was frozen, powerless to stop any of it. For so many years, Bob had beaten into his skull, never use your powers or someone will come and take you away. Now when he needed his powers, when everyone needed them, Bobby was paralyzed with indecision.
The Beast King escaped, four people died, four dozen more injured. When Bobby found his father, he was holding the door to the monkey cages muttering to himself, it could have been worse. It could have been so much worse.
Bobby didn’t say a word to the man, only turned and walked away. Someone had come to take Bobby from his father, his name was Bob, and he was too scared to stop tragedy from happening. Bobby was gone the next morning, promising Professor Bartleby he would somehow find a way to keep in touch, but he had to find his own way now.
Years of surprising his abilities has left Bobby a little hamstrung. Although, since leaving the circ he’s made it a priority to fix that. He’s taught himself how to create shards of ice from moisture in the air but this is draining. Up to eight now, not counting the boots he uses to fly. Additionally, he’s learned to chill his blood forming ice crystals, that, while it should kill him, seem to make him nearly impossible to hurt, or at least, it didn’t hurt when Bobby hit a lamp pole going about thirty when discovering this.
Issue 0 – Hello Dolly
The road cut a black line through knee high tall grass. Professor Bartleby’s Traveling Side Show and Flying Extravaganza was miles behind him and it was starting to become rather uncomfortable. The car continued to honk and it was only a matter of time before animal control showed up. Hanging his head Bobby turned around to face her.
“Dolly, you need to go home.” Bobby eyed the llama. Dolly snorted and eyed Bobby. This was the third time Bobby had sent Dolly back to the circ. The first and second times Dolly had turned around and walked back. This time the llama just shoot it’s head. This was when Bobby noticed the note tied to the Dolly’s collar.
You are pissing off Carlos. He’s tired of stabling Dolly. Would you just take the damn thing?
Turning the note over Bobby smiled. That was Professor Bartleby in all his warmed.
“Well girl, it looks like we’re off on an adventure together.” Nothing about having Dolly with him would make the trip any easier. Somehow though, he was happy to have the company.
“You ready girl?” Dolly spit, and they returned to the road ahead.
Origin & Catalyst
Fear of Inaction
Become The Hero He Should Have Been
A man with a llama
Fortune 8 (1 AP)
Fear of Inaction 8
Become The Hero He Should Have Been 5
A man with a llama 1
Background: Raised in a Circus 3
Animal Handling 3
Area of Influence: Professor Bartleby’s Traveling Side Show and Flying Extravaganza 3
Escape Artist 5
Negotiation 1 (1 AP)
Never Back Down 5
Provoke: Taunting Remarks 8
Sleight of Hand 4 (1 AP)
Trick Driving (Vehicle) 1 (1 AP)
Wit: Fast Talking 10
Crippling Power Loss: Extreme Heat
Enemy: The Beast King
Vulnerability: Heat and Fire
Acrobatics Supports Defense MA
Acrobatics Supports Offense MA
Circus Style Kung-Fu 8 (1 AP)
Secondary Role: Defense (Full Role) MA2
Secondary Role: Offense (Full Role) MA2
Cost: 1 Power + 8 Boons + 1 AP
Frigid 8 (1 AP)
Alter: Water to Ice (Extra Time) MA2
Barrier (Does Not Root) MA2
Control: Ice MA
New Movement: Ice Shoes (Rapid Acceleration) MA2
Secondary Role: Defense MA
Armor (Boost Armor, Impervious) MA3
Passive Defense (Activation Required: Turn) TY
Resist: Cold and Ice TY
Secondary Role: Offense MA
Limited Uses: Reset 2, Full Turn
Limitation: Barrier Requires Reset Check
Limitation: Impervious Requires Reset Check
Limitation: Support Constitution only applies when Defense is active.
Cost: 1 Power + 4 Boons + 24 AP
Ice Rider can freeze water and manipulate Ice, to a limited extent. He is able to protect himself by freezing his own body making it as hard as ice. By harnessing the moisture in the air he can also create large shards of ice which he can use for defense or offense. Ice Rider is also fond of encasing his feet in ice allowing him to control them and effectively fly. Years of denying his natural talents have stunted his ability and so he’s not the best at keeping ice shards at the ready..
Willpower Current: 6 Max: 11
Attributes 1 + Talents 3 + Boons 4 + Powers 25 – Drawbacks 3
Initiative: 22 (Dexterity 12 + Intuition 1 + Perception 1 + Circus Style Kung-Fu 8) Dice 4
Surprised Defense: 8 (Fortune 8) Dice 2 Armor 1
Frigid Surprised Defense 12 (Fortune 8 + Secondary: Frigid 4) Dice 3 Armor 4 (+1 VS Ice and Cold)
Normal Defense: 26 (Dexterity 12 + Support: Acrobatics 6 + Circus Style Kung-Fu 8) Dice 4 Armor 3
Frigid Normal Defense: 30 (Dexterity 12 + Support: Acrobatics 6 + Circus Style Kung-Fu 8 + Secondary: Frigid 4) Dice 4 Armor 6 (+1 VS Ice and Cold)
Mental Defense 10 (Mental 10) Dice 2 Armor 1
Crippling Power Loss: Extreme Heat: Reduce the Value of Frigid to 0. Any per Session Boons require the character to Spend 3 Additional Willpower. Reduce Ice Rider’s Mental Attribute to 3.
Vulnerability: Heat and Fire: Any Heat or Fire based Attacks inflict 3 Additional Wounds and Bypass Impervious.
Impervious: Take no Damage from normal Attacks until the Start of Ice Rider’s Next Turn. The Damage from Rolling 6s, the Penetrating Boon or Heat and Fire Attacks ignore Impervious. This Boon may be activated for Free whenever Ice Rider would take Damage. Usable Once per Session. Reset Check: Roll 3 Dice in a result with two 1s Roll an additional d6 on a result of 1 or 2 spend 1 Turn to reset Frigid Attacks.
Ice Wall (Barrier): 8 Stamina Barrier. Reset Check: Roll 3 Dice in a result with two 1s Roll an additional d6 on a result of 1 or 2 spend 1 Turn to reset Frigid Attacks.
Climbing: Once per Session on an Active Defense use Climbing (3) as a Supporting Characteristic if there is a wall or other vertical surface within Close Range.
Fitness: Reduce the the number of Actions Staggered by 1.
Favored Attack: Circus Style Kung-Fu 26 (Dexterity 12 + Circus Style Kung-Fu 8 + Support: Acrobatics 6) Dice 3 Range Close Damage 6
Secondary Attack: Projectile Ice Shards 20 (Mental 10 + Secondary: Frigid 4 + Support: Acrobatics 6) Dice 4 Range Medium Damage 7 Notes Reset Check: On an Attack with two 1s Roll an additional d6 on a result of 1 or 2 spend 1 Turn to reset Frigid Attacks.
Willpower Attack: Full Force Projectile Ice Shards 24 (Mental 10 + Frigid 8 + Support: Acrobatics 6) Dice 4 Range Medium Damage 10 Notes Reset Check: On an Attack with two 1s Roll an additional d6 on a result of 1 or 2 spend 1 Turn to reset Frigid Attacks. Cost 2 Willpower: Full Role + Boost Devastation
Additional Attack: Ice Fists 30 (Dexterity 12 + Circus Style Kung-Fu 8 + Secondary: Frigid 4 + Support: Acrobatics 6) Dice 4 Range Close Damage 9 Notes Reset Check: On an Attack with two 1s Roll an additional d6 on a result of 1 or 2 spend 1 Turn to reset Frigid Attacks.
Additional Willpower Attack: Full Force Ice Fists 34 (Dexterity 12 + Circus Style Kung-Fu 8 + Frigid 8 + Support: Acrobatics 6) Dice 4 Range Close Damage 12 Notes Reset Check: On an Attack with two 1s Roll an additional d6 on a result of 1 or 2 spend 1 Turn to reset Frigid Attacks. Cost 2 Willpower: Full Role + Boost Devastation
Additional Attack: Blocked In Ice 14 (Mental 10 + Secondary: Frigid 4) Dice 3 Range Medium Damage 2 Notes Traps Target, Escape Roll Target 24. Reset Check: On an Attack with two 1s Roll an additional d6 on a result of 1 or 2 spend 1 Turn to reset Frigid Attacks.
Distraction: Roll Expression (8) + Distraction (10) roll against an Opponent’s Defense + 10 or Mental + 10 whichever is higher. On a Successful roll the Character may make their next Attack against the Opponent’s Surprised Defense. Repeated attempts increase the Difficulty by 10.
Never Back Down: Add Never Back Down to any Roll if Ice Rider’s Willpower is reduced to 0 for longer than 1 Turn. This lasts for 1 Turn and may be used Once per Session.
Provoke: Once per Session take 1 Action to describe how Ice Rider is Provoking others causing foes within Close Range to suffer a penalty equal to his Provoke (8) when taking actions against people other than Ice Rider. When acting against Ice Rider, foes use Provoke (8) as a Free Supporting Characteristic. This effect lasts until the start of the Character’s next Turn.
Sleight of Hand: Once per Session use Sleight of Hand (4) as a Supporting Characteristic for any Disarm Roll.
Subterfuge: Add 1 additional Wound when attacking a foe using their Surprised Defense.
Wit: Once per Session use Wit as a Meddling Power (-5). The Player must explain how they apply their Wit interferes with someone else.