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Icer R.C.C.

Imagine the opposite of a Burster: a psionic with the power to control Ice and Snow. That's an Icer. Icers and Ice Dragons like each other. Even the most evil of each will go a bit out of their way if it will help one of the other. This doesn't apply if the two are foes or are in combat. On the same hand, Fire Dragons and Icers will often go out of their way to annoy one another. This may occasionally lead to violence, and if they are in combat, they will seek each other out. Attribute Requirements: ME 10, PE 6 P.P.E.: 2D6+1 Psionics: The Icer is considered a Master psionic. Chose 2 powers from each category but Super. Chose 1 additional power from any category but super at levels 3, 7, and 11 in addition to the following powers: Impervious To Cold: No amount of freezing temperature or Cold based attacks will ever harm a Icer. This makes them very useful when fighting a Ice Dragon. Duration: Constant, ISP: None Shield From Cold: The psionic can bring the temperature around him up to 40 degrees if he feels it necessary. All Ice will melt, and all snow will stop. This can be used on a specific object to melt all ice and snow off it if the Icer touches the object. Range: 100 feet around the Icer +10 feet per 2 levels of experience (beginning at level 3), Duration: 30 minutes, ISP: 5 Ice Armor: The Icer can form a suit of Ice around him. This gives him mega-damage protection, but reduces his attacks by 1. It also reduces dodge and parry by 1, but adds 1 to roll w/ punch. Fire attacks do 2x damage to this armor. Ice Attacks restore 1/2 their MD in MDC to the armor, round down. (i.e., an Ice Dragon does 5 MD to the armor. This REPAIRS 2 of the armor's MDC and does NO damage). MDC: 20 Per 3 levels of experience (Not available until level 3). Duration: 3 minutes per 3 levels of experience. ISP: 40 Cold Spell: The Icer can make a object suddenly surrounded in Ice. This can suffocate people! Range: 20 feet per level of experience, Duration: Until Ice Melts, ISP: 10 Snow Storm: The Icer can make the temperature around him drop to 20 degrees and have it start snowing so heavily a foot of snow will appear in an hour. Range: 1 mile, Duration: 30 minutes, ISP: 15. Ice Blast: A blast of such cold temperatures it does up to MD!!! Rng: 100 feet for SD ones, 300 feet for MD attacks. Damage: 1d6 SD, 3d6 SD, 6d6 SD, 1d4 MD, 2d6 MD, ISP: 1, 3, 5, 15, 30 I.S.P.: 2D6x10 at first level, and gains 10 ISP per additional level of experience. Regains 2 ISP per hour of activity/awake, 12 ISP per hour of Sleep/Meditation. The influence of Ley Line Energy: Within a half mile from a ley line, the Icers powers

get a +50% bonus to their normal strength and range, and they cost only 2/3 the normal ISP (round up) to use. The influence of Nexus Energy: Within 2 miles of a nexus, the Icers powers are DOUBLED! Plus, it only costs 1/2 the normal ISP to use them. Bonuses: +1 save vs. Horror Factor at levels 2 and 7, +1 save vs. Mind Control at levels 3, 6, and 10. R.C.C. Skills: One Language of Choice at 85% Chose 1 Piloting Skill at +20% HTH: Basic (Can be changed to Expert for 2 Other Skills) WP Blunt R.C.C. Related Skills: Select 7 other skills from the list below. Choose an additional 2 at levels 3, 5, and 8. Communications: Any (+5%) Domestic: Any Electrical: Basic Only (+5%) Espionage: Wilderness Survival Only (+5%) Mechanical: Automotive Only Military Medical: First Aid (+5%) Physical: Any except Wrestling and Boxing Pilot: Any (+5%) Pilot Related: Any Rogue: Any (+5%) Science: Math and Chemistry Only (+5%) Technical: Any (+5%) WP: Any Wilderness: Any Secondary Skills: Choose 8 from the list above without bonuses. Standard Gear: 1 suit of light MD armor, 1 MD Pistol or Vibro-blades of choice w/ 2 clips, 1 set of ordinary clothes and shoes,one pair of combat boots, 1 2-qt canteen. Money: Starts with 1d4x100 Credits and 1d4x50 Credits in black market items. Cybernetics: Will never get them! Will seek Bio-Systems instead, and will even hate them. Will avoid any altogether unless medically necessary for living.

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