Racial Veteran Class
Frost Guard:
"I'm immortal...you, on the other hand, are an ice sculpture waiting to be made."
The race of immortal sentient plants known as the Varnak have always been a peaceful race. As Van has no natural predators, the thoughts of weapons and defenses never dawned on them. So when they evolved from the “Ancients”, their society quickly built into an anarchist, but peaceful state. Science quickly advanced, even moreso as a great deal of it wasn't dedicated to combat, and within a very short span of their recorded history, they had achieved space flight. However, that is when they had their first taste of conflict and war, when they were invaded by the Kryslin. After repelling them with tools made for shaping cities, a new breed of Varnak appeared, a dedicated police and military force known as the Frost Guard.
As a Frost Guard, your purpose for nearly a century now has been combat. The Guardias helped to train all, or perhaps you learned all you know from allies made from your travels. Whatever the case, all your combat experience has meshed with your affinity to the cold to form a potent mix. When you returned home, you were given the Eternal Frost Armor by your peers. Whether you choose to stay and protect Van, or continue your journey through the stars is your choice.
Requires: Varnak, 10 completed missions
Eternal Frost Armor:
The Eternal Frost Battle armor was originally designed for massive ice production for use for buildings, artistry, and other structures. When the Kryslin came, it was remade in order to repeal them, and proved effective against them. With its bulky white frame, twin boons that fire ice beams, and added shielding against damage, it's effective at both defensive, and offensive power. Other features in the armor includes immunity to all cold damage and environments, thermal optics, and an onboard computer displaying suit durability, power, and conditions. If the suit is destroyed, it can repaired or replaced for 1000 Credits. It is heavy armor, and can be worn without heavy armor requirements.
Heavy Armor
Weight: 85 lbs
Defense: 6
Suit HP: 55
Special:
Two frost boons on either side of the hands are capable of firing ice defensively and offensively up to Medium Range. The ice formed is capable of inflicting 2d8 frost damage each, or creating medium (+5 defense) cover with 15 Health. If the ice damage dealt is critical, it instead freezes the target for 1d4 rounds, or unless they have 400 Physical Force. If both boons are fired at the same time, the damage is automatically a crit if it lands, or cover is double health.
In addition, you gain training in Heavy Armor.
Hypothermia:
Your mastery of ice and cold has grown to the point that your attacks cause the enemy to slow, and succumb to the cold. Attacks that deal cold damage all gain the property of preventing the target from moving more than 3 spaces per round.
Frost Guard Optional Skills:
Flash Freeze:
You have mastered the Eternal Frost armor, capable of incorporating it into your attacks to maximize its efficiency. When performing an unarmed punch, you may perform a frost blast from your armor as well.
Shatter:
Your knowledge of the cold and ice allows you to strike with increased damage, causing shattering from the impact. When you attack a frozen target, you deal 2d6 extra damage. If an enemy would fall below 15 HP from this, the ice around them shatters and puts them into Flatline instead.