EditColdThe Cold SFX offers a wide variety of powers involving ice and lowered temperatures. The Cold Mastery skill is used by some Cold Stunts. EditIcy Build-up
| Icy Build-up | | Recharge: * | Stress: 1;  | | Cold | | Cold Mastery (Wp) | If you are engaged with an opponent add to your dice pool. | | This card remains in play while it has tokens on it. When you make a successful SFX Cold based attack, after you have calculated the damage for that attack you may remove up to SR # of tokens from this card to add +1 damage per token to the final total. When no tokens remain, return this card to your Action deck. | | 1: Add SR # of tokens to this card, +1 token per success and boon. | | !: Add SR # of additional tokens to this card. | | ++: Recover 1 stress | | -: Suffer 1 fatigue | | ??: The power build up is too much for you to handle; take SR Wounds. | EditIcy Deflection
| Icy Deflection | | Recharge: 1 | | Fatigue: 2 | | Cold, Deflect, React | | Prereq: Cold Mastery (Wp) | | None | | You deflect an attack away with a shield of ice. | After you have been declared the target of a melee or ranged attack, place 1 recharge token on this card to add SR # of to the attack's dice pool. | | If the attack hits you, you have +SR Soak vs its damage. | EditIcy Embrace
| Icy Embrace | | Cold, Passive | | Prereq: Cold Mastery (Wp) trained | | This card is always considered to be in play. | | You are resistant to temperature extremes, particularly from ice and cold. | | You have +(SR x 2) Soak vs. Cold based attacks. If you Soak all the damage from a Cold based attack, you do not take an automatic Wound. | | You have +1 Soak vs. Radiation based attacks. | | SR1: You are immune to the Slowed condition. | | SR2: You have +(SR-1) Soak vs. Fire based attacks. | | SR3: When you gain the Delayed condition subtract SR from the number of counters to be added to the Delayed condition before it takes effect. | EditIcy Aura| Icy Aura | | Recharge: (4 + SR) | Fatigue: 1; | | Cold, Ongoing | | Prereq: Cold Mastery trained | | You create a visible shield of icy armor that protects you and also slows your opponents. | | You gain +SR Soak while this card is recharging. | | You gain +(SRx2) Soak vs Cold while this card is recharging. | | While this card is recharging, anyone that is engaged or becomes engaged with you must make a Resilience (To) check vs SR difficulty, or gain the Slowed condition for (SR+1). If you become disengaged and later reengage this effect is applied again. | | Icy Armor: As a facilitator costing 1 character point or advance, you can replace the Ongoing Trait with the Toggle Trait. |
EditIce Slide| Ice Slide | | Recharge: 5-SR | Fatigue: 1; | | Cold | | Cold Mastery (Wp) | | You accelerate, riding a slide of ice. | | 1: You gain +SR movement maneuvers, and you have +1 DEF until your next Beginning of Turn phase. You can "slide down" from elevated positions to lower positions without falling. The ice slide can be targeted and broken as if it were a device, but you can make another one each time you use this Stunt. Your ice slides don't just disappear; they melt away in a reasonable amount of time; this can have a circumstantial effect on your local environment. | | ++: you have +SR DEF until your next Beginning of Turn phase. | | -: Suffer 1 fatigue. | : This Stunt is equivalent to a Movement skill for basic movement needs such as traveling around a few city blocks. However the fatigue cost makes it impractical for long distance travel. Application of the Tireless Facilitator to this Stunt addresses this problem and makes Ice Slide usable as if it were Superrunning (Sliding), using Cold Mastery (Wp) for any necessary checks. It is also still usable as a Stunt for its stated effect. |
EditIcy Sword
| Icy Sword | | Recharge: (SR+4) | | Cold, Ongoing, Edged | | You create a one-handed weapon of sharp ice that emanates numbing cold that remains in play while this card is recharging. Your Icy Sword has a Damage Rating equal to (SR+1) and a Critical Rating equal to (7-SR). | | I.e., if you had SR 5 your Icy Sword would have DR6 and CR2. | | You can attack with your Icy Sword using the Melee action or an equivalent Stunt where noted. Attacks with an Icy Sword add the following result lines: | | +: The target must make a Resilience (To) vs SR difficulty check or gain the Slowed condition for (SR) | | +: The target must make a Resilience (To) vs SR difficulty check or gain the Impaired condition for (SR) | | !: The target gains the Delayed condition for (SR). | | ??: Shattered: Your Icy Sword shatters; you cannot use it again until it is recharged and replayed. | EditCold Control| Cold Control |  | | Cold, Persisted | | Cold Mastery (Wp); Medium Range | | Difficulty will vary based upon circumstances and specific usage. Note that a standard bathtub holds approximately 4500 fluid ounces of water, while the minimum volume of an Olympic sized swimming pool is 84,480,000 fluid ounces. | | 1: while this effect is persisted you may freeze or thaw a volume of standing liquid equal to (SR x 10,000) fluid ounces (or SR x 300 liters, approximately) each Turn. | | Each additional success or two boons adds +10,000 fluid ounces (or 300 liters). | | Anything encased in ice is trapped in an Entangle with 0 DEF, (SRx2) Soak and SR # of Wounds that takes +1 damage from Fire, and further are subject to suffocation. Sentient and mobile targets may make a Coordination (Ag) check vs. Average (2d) difficulty to avoid being encased each turn they are at risk. | | 1: You may reduce the rating of any Cold Stunt used in the affected area by SR; if the rating is reduced to 0 or less the effect is nullified. |
EditFrozen Fists| Frozen Fists | | Recharge: 2 | | Cold | | Prereq: Cold Mastery trained. | | Melee (Ag) vs Target Def | | If you are engaged with an opponent you may play this card. | | 1: you hit for SR + Strength damage. | | 2: As (1) and the target must make a Resilience check vs SR difficulty or gain the Slowed condition for (# of successes). | | ++: If the target has the Slowed condition you may add 1 recharge token to every non-Ongoing action they currently have in play | | -: Suffer 1 fatigue. | | !: If the target has the Slowed condition, they also gain the Delayed condition for (SR). | | ?: You gain the Exposed condition for (6-SR). |
| Frozen Fists | | Recharge: 1 | | Cold | | Prereq: Cold Mastery trained. | | Melee (Ag) vs Target Def | | If you are engaged with an opponent you may play this card. | | 1: you hit for SR + Strength damage. | | 3: As (1) and the target must make a Resilience check vs SR difficulty or gain the Slowed condition for (# of successes). | | ++: If the target has the Slowed condition you may add 1 recharge token to every non-Ongoing action they currently have in play | | -: Suffer 1 fatigue. | | !: If the target has the Slowed condition, they also gain the Delayed condition for (SR). | | ?: You gain the Exposed condition for (6-SR). |
EditCold Ray
| Cold Ray | | Recharge: (7-SR) | Fatigue: 1;  | | Cold | | Cold Mastery (Wp) vs Target Def; Prepare; Medium Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of to your dice pool. | | 1: you hit for (SRx2) + # of successes damage. | | 2: As (1), and the target gains the Slowed condition for (SR). | | 4: As (2), and the target gains the Hindered condition for (SR). | | 6: As (2), and the target gains the Impeded condition for (SR). | | +: Add 1 recharge token to any condition granted by this action; this can be used many times. | | -: -1 damage | | -: -1 damage | | !: +SR damage | | ?: suffer (7-SR) fatigue |
| Cold Ray | | Recharge: (9-SR) | Fatigue: 1;  | | Cold | | Cold Mastery (Wp) vs Target Def; Prepare; Medium Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of to your dice pool. | | 1: you hit for (SRx2) + # of successes damage. | | 3: As (1), and the target gains the Slowed condition for (SR+1). | | 5: As (3), and the target gains the Hindered condition for (SR+1). | | 8: As (3), and the target gains the Impeded condition for (SR+1). | | +: Add 1 recharge token to any condition granted by this action; this can be used many times. | | -: -1 damage; this can be used many times. | | !: +SR damage | | ?: suffer (7-SR) fatigue |
EditFreeze
| Freeze | | Recharge: (9-SR) |   | | Cold | | Cold Mastery (Wp) vs Target Defense; Medium Range | If you are engaged with an enemy, add to your dice pool. | | You freeze a target in a block of ice. | | 1: the target gains the Held condition for (SR + # of successes). The Held target gains +SR Soak while the Held condition has counters on it. | | ++: Add 1 recharge token to the Held condition granted to the target. | | -: Suffer 1 stress | | -: Suffer 1 fatigue | | !: Remove 2 recharge tokens from this card | | ?: Add 2 recharge tokens to this card |
| Freeze | | Recharge: (8-SR) | Fatigue: 1;   | | Cold | | Cold Mastery (Wp) vs Target Defense; Medium Range | If you are engaged with an enemy, add to your dice pool. | | You freeze a target in a block of ice. | | 1: the target gains the Held condition for (SR + # of successes). The Held target gains +SR Soak while the Held condition has counters on it. | | ++: Add 1 recharge token to the Held condition granted to the target. | | -: Suffer 1 stress | | -: Suffer 1 fatigue | | !: Remove 2 recharge tokens from this card | | ?: Add 2 recharge tokens to this card | EditBlizzard
| Blizzard | | Recharge: (12-SR) | Stress: 2;    | | Cold, Invested | | Cold Mastery (Wp); Medium range | If you are engaged with an enemy, add to your dice pool. | | 1: You emanate a micro-blizzard centered on you and affecting everything within Close range. Everyone within Close range takes SR+1 damage and must make a Resilience (To) check vs SR difficulty or gain the Slowed condition for (SR) and the Impeded condition for (SR). This effect continues each round while you continue to keep it invested. | | 3: As (1), but the range is Medium, not Close. | | !: Targets that fail their Resilience (To) check also gain the Delayed condition for (SR) | | ?: You must make a Resilience (To) check or be affected also. |
| Blizzard | | Recharge: (10-SR) | Stress: 3;    | | Cold, Invested | | Cold Mastery (Wp); Medium range | If you are engaged with an enemy, add to your dice pool. | | 1: You emanate a micro-blizzard centered on you and affecting everything within Close range. Everyone within Close range takes SR+1 damage and must make a Resilience (To) check vs SR difficulty or gain the Slowed condition for (SR) and the Impeded condition for (SR). This effect continues each round while you continue to keep it invested. | | 4: As (1), but the range is Medium, not Close. | | !: Targets that fail their Resilience (To) check also gain the Delayed condition for (SR) | | ?: You must make a Resilience (To) check or be affected also. | EditSlippery Ice
| Slippery Ice | | Recharge: (3+SR) | Stress: 2;    | | Cold, Ongoing | | Cold Mastery (Wp); Medium range | If you are engaged with an enemy, add to your dice pool. | | 1: You freeze the ground around you in a coating of slippery, slick ice centered on you and affecting everything within Close range. Everyone within Close range must make a Coordination (Ag) check vs SR difficulty or fall prone and take SR damage and gain the Slowed condition for (1), each round while this card is recharging. You are immune to this effect. | | 3: As (1), but the range is Medium, not Close. | | !: Targets that fail their Coordination (Ag) check also gain the Hindered condition for (1) | | ?: You are not immune to this effect and must make Coordination checks like everyone else. |
| Slippery Ice | | Recharge: (1+SR) | Stress: 2;   | | Cold, Ongoing | | Cold Mastery (Wp); Medium range | If you are engaged with an enemy, add to your dice pool. | | 1: You freeze the ground around you in a coating of slippery, slick ice centered on you and affecting everything within Close range. Everyone within Close range must make a Coordination (Ag) check vs SR difficulty or fall prone and take SR damage and gain the Slowed condition for (1), each round while this card is recharging. You are immune to this effect. | | 3: As (1), but the range is Medium, not Close. | | !: Targets that fail their Coordination (Ag) check also gain the Hindered condition for (1) | | ?: You are not immune to this effect and must make Coordination checks like everyone else. | EditIce Bolt
| Ice Bolt | | Recharge: (5-SR) | | | Cold | | Cold Mastery (Wp) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for SR + # of success damage. | | 3: As (1), and the target gains the Slowed condition for (SR). | | 5: As (1), and the target gains the Hindered condition for (SR). | | +: +1 damage | | +: +1 damage | | -: Suffer 1 fatigue; | | !: The target gains the Delayed condition for (3) | | ?: You gain the Exposed condition for (5-SR). |
| Ice Bolt | | Recharge: (5-SR) | | | Cold | | Cold Mastery (Wp) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for SR + # of success damage. | | 4: As (1), and the target gains the Slowed condition for (SR). | | 6: As (4), and the target gains the Hindered condition for (SR). | | +: +2 damage | | +: +2 damage | | -: Suffer 1 fatigue | | !: +4 damage | | ?: You gain the Exposed condition for (5-SR). | EditColdspray| Coldspray | | Recharge: (10-SR) |  | | Cold | | Cold Mastery (Wp); Close Range | If you are engaged with or within Close range of an enemy you may play this card; add to your dice pool for each enemy within Close range. | | 1: Everyone within Close range must make a Coordination (Ag) check vs SR difficulty or take (SRx2) damage and gain the Slowed condition for (SR). | | 3: As (1) and you may choose to not affect up to SR # of targets (allies, for instance). | | ++: Add 1 recharge counter to all Slowed conditions granted by this action. | | -: Suffer 1 fatigue | | -: Suffer 1 stress | | !: Add 1 recharge counter to all Slowed conditions affected targets currently have. | | ?: You gain the Hindered condition for (5-SR). |
| Coldspray | | Recharge: (7-SR) | Fatigue: 1;  | | Cold | | Cold Mastery (Wp); Close Range | If you are engaged with or within Close range of an enemy you may play this card; add to your dice pool for each enemy within Close range. | | 1: Everyone within Close range must make a Coordination (Ag) check vs SR difficulty or take (SRx2) damage and gain the Slowed condition for (SR). | | 4: As (1) and you may choose to not affect up to SR # of targets (allies, for instance). | | ++: Add 1 recharge counter to all Slowed conditions granted by this action. | | -: Suffer 1 fatigue | | -: Suffer 1 stress | | !: Add 1 recharge counter to all Slowed conditions affected targets currently have. | | ?: You gain the Hindered condition for (5-SR). |
EditIgloo
| Igloo | | Recharge: (3+SR) | | Fatigue: 1 | | Cold, Ongoing | | Cold Mastery (Wp) | | Prereq: SFX Cold trained, Prepare | | You surround yourself with a visible shell of solid ice that makes you and up to one ally you are engaged with difficult to harm. | | If you are engaged with no more than 1 person (enemy or ally), you may play this card. This effect is very noticeable, and easy to spot from a distance. | | 1: While you and up to 1 other person remain inside the igloo created by this Stunt, line of sight is blocked vs people outside of the igloo, you cannot attack targets outside of the igloo, opponents outside of the igloo cannot target you directly, and you gain (SRx2) Soak vs attacks from outside the igloo that would affect you indirectly (such as AoE's). The igloo can be attacked as an independent target and destroyed as if it has 0 DEF, (SRx2) Soak, and (SR) Wounds; it takes +1 damage from Fire attacks. | | ++: you create a porthole or arch through which ranged attacks can be made (in both directions). | | !: The igloo has (and grants) +3 Soak. |
| Igloo | | Recharge: (3+SR) | Fatigue: 1;  | | Cold, Ongoing | | Cold Mastery (Wp) | | Prereq: SFX Cold trained, Prepare | | You surround yourself with a visible shell of solid ice that makes you and up to one ally you are engaged with difficult to harm. | | If you are engaged with no more than 1 person (enemy or ally), you may play this card. This effect is very noticeable, and easy to spot from a distance. | | 1: While you and up to 1 other person remain inside the igloo created by this Stunt, line of sight is blocked vs people outside of the igloo, you cannot attack targets outside of the igloo, opponents outside of the igloo cannot target you directly, and you gain (SRx2) Soak vs attacks from outside the igloo that would affect you indirectly (such as AoE's). The igloo can be attacked as an independent target and destroyed as if it has 0 DEF, (SRx2) Soak, and (SR) Wounds; it takes +1 damage from Fire attacks. | | ++: you create a porthole or arch through which ranged attacks can be made (in both directions). | | !: The igloo has (and grants) +3 Soak. | EditIce Wall
| Ice Wall | | Recharge: (3+SR) | Fatigue: 1;  | | Cold, Ongoing | | Cold Mastery (Wp); Close Range | | Prereq: SFX Cold trained, Prepare | | You erect a visible barrier of intensely cold ice. | 1: While this card is recharging, visibility through the Ice Wall is blocked, and all attacks targeting into or across the Wall add SR # of to their dice pool. Targets touching the Ice Wall must make a Resilience (To) check or gain the Slowed condition for (SR). The Wall has 0 DEF, (SRx3) Soak and (SRx2) Wounds; it takes +1 damage from Fire. | | SR 1: The Wall can protect one engagement from attacks originating from a specific cardinal direction (i.e. north, south, east, west). | | SR 2: The Wall can protect one engagement from attacks originating from 2 contiguous cardinal direction (i.e. north and east, north and west, south and east, south and west). | | SR 3: The Wall can protect one engagement from attacks originating from all sides. | | SR 4: The Wall can protect everything within Close range of a designated point from attacks originating from all sides. | | SR 5: The Wall can protect everything within Medium range of a designated point from attacks originating from all sides. |
| Ice Wall | | Recharge: (3+SR) | Fatigue: 1;   | | Cold, Ongoing | | Cold Mastery (Wp); Close Range | | Prereq: SFX Cold trained, Prepare | | You erect a visible barrier of intensely cold ice. | 1: While this card is recharging, visibility through the Ice Wall is blocked, and all attacks targeting into or across the Wall add SR # of to their dice pool. Targets touching the Ice Wall must make a Resilience (To) check or gain the Slowed condition for (SR). The Wall has 0 DEF, (SRx3) Soak and (SRx2) Wounds; it takes +1 damage from Fire. | | SR 1: The Wall can protect one engagement from attacks originating from a specific cardinal direction (i.e. north, south, east, west). | | SR 2: The Wall can protect one engagement from attacks originating from 2 contiguous cardinal direction (i.e. north and east, north and west, south and east, south and west). | | SR 3: The Wall can protect one engagement from attacks originating from all sides. | | SR 4: The Wall can protect everything within Close range of a designated point from attacks originating from all sides. | | SR 5: The Wall can protect everything within Medium range of a designated point from attacks originating from all sides. |
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