Cool Cal Utility Powers

Total Defense
Cool Cal At-Will Utility
You take a moment to defend yourself.
At-WillTactics, Dodge
Standard ActionPersonal
Effect: You gain a +2 bonus to all defenses until the end of your next turn.

Run
Cool Cal At-Will Utility
You push yourself to move faster.
At-WillReflexes
Move ActionPersonal
Effect: You move up to your speed + 2 squares. You have a -5 penalty to attack rolls and grant combat advantage until the start of your next turn.

Aid Another
Cool Cal At-Will Utility
You run interference for an ally, either helping to defend them or making an opponent easier to hit.
At-WillTactics
Standard ActionMelee 1
Target: One creature
Attack: DEX vs. 20
Hit: Choose an ally. The ally chosen gets +2 on their next attack roll against the target, or gains +2 to all defenses against the target's next attack. Either bonus ends if not used by the end of your next turn.
Special: For each additional 10 points that you succeed on your attack roll (20, 30, etc.) you grant an additional +1 bonus.

Second Wind
Cool Cal Scene Utility
You quickly boost your force field to protect yourself.
SceneTechnology, Gear (Vest), Power Suit, Shielding, Intellect, Force Field
Standard ActionPersonal
Effect: You spend a healing surge to recover Shielding hit points. You also gain a +2 bonus to all defenses until the end of your next turn.

Ice Slick
Cool Cal Scene Utility
You create an ice slick.
EncounterTechnology, Device (Rifle), Energy Weapon, Cold, Zone
Minor ActionArea Burst 2 within 15 squares
Effect: The burst creates a zone that lasts until the end of the scene. The zone is difficult terrain. You can dismiss the zone as a minor action.

Channel Power: Extinguish
Cool Cal Scene Utility
You use your cryonic rifle to counter a lingering effect based on increased temperature.
EncounterTechnology, Device (Rifle), Cold, Zone
Standard ActionRanged 15
Target: One emplacement or zone that has the Fire, Heat, or Plasma keyword
Attack: DEX vs. the Fortitude, Reflex, or Will (determined by GM) of the creator
Hit: The emplacement or zone is destroyed. All its effects end, even those that normally last until a target makes a save.

Channel Power: Superconductivity
Cool Cal Scene Utility
You chill the air around you to create an area of increased conductivity.
SceneTechnology, Device (Rifle), Cold, Air, Zone
Minor ActionClose Burst 1
Effect: You create a zone that lasts until the end of your next turn. If you move, the zone moves with you, remaining centered on you. Attacks made or resolved in the zone with the Electrical or Electromagnetic keyword get a +2 bonus to the attack and damage rolls.

Channel Power: Shatter
Cool Cal Scene Utility
You hypercool an object to shatter it.
SceneTechnology, Device (Rifle), Cold
Minor ActionRanged 5
Target: One unattended object
Effect: If the object has 80 hit points or less, it is destroyed.

Snow Flurry
Cool Cal Scene Utility
A cryonic blast creates a temporary snowstorm.
EncounterTechnology, Device (Rifle), Energy Weapon, Cold, Zone, Air, Weather
Standard ActionClose Blast 3
Target: Each creature in blast
Attack: DEX vs. Reflex
Hit: The target is slowed until the end of your next turn.
Effect: The blast creates a zone that lasts until the end of your next turn. The zone is difficult terrain, and creatures outside of the zone have concealment against creatures inside of the zone.
Special: This zone is not groundbound.

Cold Coating
Cool Cal Scene Utility
You coat your allies in a layer of protective ice.
EncounterTechnology, Device (Rifle), Energy Weapon, Cold, Armored
Minor ActionClose Burst 5
Target: Each ally in burst
Effect: Each target can choose to be slowed until the end of your next turn. If they do so, they gain a +2 bonus to all defenses and can reduce forced movement against them by up to 2 squares while slowed by this effect.

Speedy Slick
Cool Cal Scene Utility
You create an ice slick that your allies can use to zip around.
EncounterTechnology, Device (Rifle), Energy Weapon, Cold, Zone
Minor ActionClose Burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies. When you or an ally starts their turn in the zone, they can move from one square in the zone to another as a free action.

Water To Ice
Cool Cal Scene Utility
You flash freeze water on the battlefield, turning it to ice.
EncounterTechnology, Device (Rifle), Energy Weapon, Cold
Minor ActionArea Burst 3 within 15 squares
Effect: You cause nonliving water in the burst to freeze to a depth of 6 inches. Mud or swamp freezes, becoming normal terrain. Wet floors change to slick ice, becoming difficult terrain. Ice covers bodies of water in the area, which can now be walked on (as difficult terrain). A creature that enters a square of this ice or starts its turn there must make a DC 11 Acrobatics check or fall prone. The transformed ice remains frozen until it melts naturally.

Freeze To The Ground
Cool Cal Scene Utility
You quickly freeze an ally in place to keep them from getting shoved around.
EncounterTechnology, Device (Rifle), Energy Weapon, Cold, Groundbound
Immediate InterruptRanged 15
Trigger: You or an ally in range is pulled, pushed, or slid
Target: The triggering character
Effect: The target is unaffected by the forced movement.

Icy Integument
Cool Cal Scene Utility
You coat yourself in a protective layer of ice, providing some physical protection against attacks.
EncounterTechnology, Device (Rifle), Cold, Piercing, Aura
Minor ActionPersonal
Effect: You activate an aura 1 that lasts until the end of your next turn. Any creature in the aura that makes a melee attack against you takes 16 Piercing damage, and it is slowed until the start of its next turn. While the aura is active, you're considered to have partial cover.

Ice Wall
Cool Cal Stunt Utility
You create a wall of ice, offering cover against an attack or passage over an obstacle.
DailyTechnology, Device (Rifle), Energy Weapon, Cold, Emplacement
Standard ActionArea Wall 5 within 15 squares
Effect: You create an ice wall emplacement in the area. The wall can be up to 1 square high, and at least 2 squares of it must rest on a solid surface. The wall lasts until the end of the scene. The wall is blocking terrain. A creature can climb the wall with a DC 15 Athletics check. You must have line of effect to each square of the wall as you are making it.

Cryo Storm
Cool Cal Stunt Utility
You create a powerful storm of bitter cold.
DailyTechnology, Device (Rifle), Energy Weapon, Cold, Zone, Air, Weather
Standard ActionArea Burst 2 within 15 squares
Effect: The burst creates a zone of difficult terrain that lasts until the end of your next turn. While within the zone, creatures have vulnerable 5 Cold. You can end the zone as a minor action that provokes an opportunity attack.
Sustain Minor: The zone persists, and you can increase its size to a maximum of burst 5. Sustaining provokes opportunity attacks as a ranged or area attack.
Special: This zone is not groundbound.

Medical Cryonics
Cool Cal Stunt Utility
Careful application of cold and cryonic fluids can stymie bleeding, reduce pain, and stimulate healing.
DailyTechnology, Device (Cryo Cell), Intellect, Chemical, Vitality
Standard ActionMelee 1
Target: You or one ally
Effect: The target can spend a healing surge to recover Vitality hit points, and can immediately make a saving throw against one effect with the Bleed, Pain, or Wound keywords.
Special: You can expend two cryo cells to recharge this power.

Cool Cal Utility Powers

The B-Team Heronator