Hailstorm Character in Tales of Justice | World Anvil

Hailstorm

Of the entire team, Hailstorm is the least fond of his powers. He frequently goes for simple solutions, such as ice throwing daggers, rather than complicated ones such as ice bullets. Don't think he lacks imagination! He merely prefers to avoid making a flamboyant gesture.

 

He also, you may note, does not have "Ice Production" as described in the book. If he has the potential within him, he's ignoring it -- winters at home get plenty cold and miserable enough!

 

All of Hailstorm's ice creations will melt after APs of time equal to the amount of Power APs used to create them, unless Heatwave makes a point of cleaning them up sooner.

Personality Characteristics

Motivation

Mercenary
Current Location
Species
Children
Current Residence
Vlatava
Gender
male
Aligned Organization

Hailstorm

DEX
6
STR
4
BODY
7
INT
6
WILL
5
MIND
7
INFL
5
AURA
3
SPIRIT
5
Initiative
19
Hero Points
50

POWERS

(* Linked Powers)

Power Name:

APs

FC and Notes



Cold Immunity:

08

FC 4; Auto; does what it says on the tin: Hailstorm can protect himself against cold weather conditions or cold-based attacks. He'd just as soon not have to.



"Hail" (Projectile Weapons):

09

FC 1; Dice; Note: Diminishing (-1 FC), Fatiguing (-2 FC), Area Effect 3AP Radius (+1)

Very seldom used because of the danger to the team, Hailstorm got his code name for his ability to generate a continuous barrage of swirling ice pellets that spiral outward from his ice-covered body for a few torrential minutes. Multi-attack penalties do not apply, nor does friendship or much of anything else except distance and shelter. Fortunately the APs of attack diminish 1 AP for every AP of distance from Hailstorm; not so fortunately, that still puts every target at the edge of the storm facing 6 APs of icy shrapnel every round until they escape or he passes out.



Icing:

05

FC 5; Auto; Icing allows Hailstorm to cover himself with a sheet of ice and not incur any damage. The APs of Icing are added to his RV against ice-, cold-, or impact-based attacks. Against fire- or heat-based attacks, he would suffer a -2 Column Shift modifier to his RV, long before which he and Heatwave are trying to switch places.

APs of Icing may also be substituted for Hailstorm's EV when making hand-to-hand attacks.



"Hail Blast" (Projectile Weapons):

07

FC 3; Dice; Hailstorm can create ice shrapnel from thin air, provided he's not within 1 AP of Heatwave. (That's why they like to play "Cossack In The Middle" when they Team Attack a single opponent.) Technically the shards may be generated from anywhere on his body, but he tends to form the spray from his cupped hands, hadoken-style.



"Ice Shield" (Force Shield):

05

FC 5; Auto; Hailstorm can create a shield of ice which provides protection from Physical Attacks. (Note: Either Ice Shield OR Icing count for Hailstorm's personal defense, not both!) Anyone protected by his Force Shield has the APs of Power added to his RV against Physical Attacks. The shield is roughly circular in shape, possesses an approximate diameter of four feet, and can be projected up to 100 yards away if Hailstorm needs to protect a distant teammate.

BONUSES AND LIMITATIONS

"Hail" (Projectile Weapons) has the Diminishing and Fatiguing Limitations, lowering the Factor Cost by 1 and 2 respectively, and it also has the Area Effect 3AP Radius Bonus which increases the Factor Cost by 1.

SKILLS

(* Linked Skills)

Skill Name (subskills):

APs

FC and Notes



Acrobatics (Climbing, Dodge):

06

FC 6; Dice



Animal Handling:

05

FC 4; Dice



Charisma (all):

07

FC 6; Dice; Intimidation may be his favorite, but he is skilled in all three



Martial Artist:

07

FC 6; Dice; Style best described as "mixed martial arts", a hodgepodge of brawling and various bits they've picked up throughout their career



Medicine (First Aid, Forensics):

07

FC 6; Dice



Military Science (Camouflage, Cartography, Danger Recognition, Tracking):

06

FC 6; Dice



Thief (Escape Artist, Locks and Safes, Security Systems, Stealth):

08

FC 6; Dice



Weaponry (Firearms, Melee):

06

FC 3; Dice

ADVANTAGES

  • Area Knowledge: home town in Vlatava

  • Iron Nerves

  • Scholar: English

DRAWBACKS

  • Authority Figure

  • Irrational Hatred, Minor: Organized Military

  • Vulnerability, Loss, All Powers: Exceptionally warm and/or dry air

OCCUPATION AND WEALTH

Warlord
: Wealth 7 ( Approx. Annual Income : $150,000)

EQUIPMENT

Gadgets are for lesser villains, generally speaking.



Hailstorm has a nicely dramatic supersuit, complete with good steel-toed combat boots.



He knows how to use a firearm but does not waste effort in carrying and maintaining one -- if a weapon beyond his own ability is needed, he'll simply take one from a nearby undeserving fool.



Hailstorm also has a knockoff Gameboy.

SUBPLOTS

ATTRIBUTE BREAKDOWN

Attribute
Benchmark (based on current attributes above)

 
DEX (Dexterity)
The person possesses agility equivalent to individuals well honed in atheletic prowess. Examples: gymnasts, stunt men or women, circus aerialists.

 
STR (Strength)
The individual has exceptional human strength. Lifting range: 400-800 pounds.

 
BODY (Body)
The individual can endure attacks from street level weaponry such as knives, chains, bats and small caliber guns. Their body has the density of a brick wall.

 
INT (Intelligence)
The individual has the ability to process information on the level of an industrious college student.

 
WILL (Willpower)
This individual has exceptional self-discipline and can remain calm and rational during a crisis.

 
MIND (Mind)
This person has the mental fortitude to continue normal activities even in persistently painful or stressful situations, such as those experienced by hardened soldiers.

 
INFL (Influence)
This individual can hold and draw the attention of a large audience.

 
AURA (Aura)
This individual possesses an aura equivalent to a very amiable person, such as an actor or a priest.

 
SPIRIT (Spirit)
This person is so secure in his or her beliefs that he or she is willing to die for them.

 
WEALTH
This person can afford to spend up to $3200 per week

 
 

 

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