Real Name: Unrevealed.
Occupation: Warrior.
Identity: Whiteout's existence is unknown to the general public.
Legal Status: None.
Other Aliases: None.
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
First Post-Reboot Appearance: AVENGERS #
History: The origins of the woman known as Whiteout are currently a mystery. She was apparently born in the Savage Land, a hidden "lost world" in Antarctica, and was mutated to her current form in some as-yet unexplained manner.
Whiteout first appeared alongside the other Savage Land Mutates in their clash with the Avengers. She has since been seen with the other Savage Land Mutates in their subsequent clash with the Brotherhood of Mutants. She also apparently left the Mutates for a time or was assigned by her mysterious benefactor to serve the sorceress Zaladane in the latter's own attempt to conquer the Savage Land. This service put her in conflict with the adventurers Ka-Zar and Shanna the She-Devil.
Age: Indeterminate.
Height: 5' 9".
Weight: 145 lbs.
Eyes: Unrevealed.
Hair: Unrevealed.
Uniform: White bodysuit, tattered hooded white cloak, black full-face cowl with mirrored eyes.
Strength Level: Whiteout possesses the normal human strength of a woman her apparent age, height, and build who engages in regular exercise.
Known Superhuman Powers: Whiteout possesses the superhuman ability to project a flash of blinding white light from her body. This light renders her opponents blind for several minutes. Her power appears to be psionic in nature, as she can choose to not blind certain people around her (most notably her teammates).
260 points
ST: 10 [0] | HP: 10 [0] | Speed: 5.50 [0] |
DX: 11 [20] | Will: 11 [0] | Move: 5 [0] |
IQ: 11 [20] | Per: 11 [0] | |
HT: 11 [10] | FP: 11 [0] | SM: 0 |
Dmg: 1d-2/1d | BL: 20 lbs. | |
Dodge: 9 | Parry: 9 | DR: 12/4* (uniform) |
Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].
Cultural Familiarities: Savage Land (Native) [0].
Advantages: Affliction (Blinding Flash) 7 (HT-6; Area Effect: 8 yards, +150%; Disadvantage: Blindness, +50%; Emanation, -20%; Selective Area, +10%; Psionic, -10%) [203]; Combat Reflexes [15]; Fit [5]; Patron (Apocalypse) (Equipment: More than Starting Wealth, +100%; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Resistant to Disease (+8) [5]; Resistant to Poisons/Toxins (+3) [5].
Perks: Cloaked [1].
Disadvantages: Bad Sight (Nearsighted) (Mitigator: Glasses/Contacts, -60%) [-10]; Laziness [-10]; Low TL -8 [-40]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Savage Land Mutates) [-5]; Wealth (Poor) [-15].
Quirks: Congenial [-1]; Distinctive Speech [-1]; Soft-Spoken [-1].
Skills: Area Knowledge (Savage Land) (E) IQ+1 [2] – 12; Armoury/TL0 (Missile Weapons) (A) IQ+0 [2] – 11; Bow (A) DX+1 [4] – 12; Brawling (E) DX+1 [2] – 12; Fast-Draw (Ammo) (E) DX+1 [1] – 12*; First Aid/TL0 (Human) (E) IQ+0 [1] – 11; Hiking (A) HT+0 [2] – 11; Professional Skill (Tanner) (A) IQ+0 [2] – 11; Riding (Theropods) (A) DX+0 [2] – 11; Running (A) HT+0 [2] – 11; Stealth (A) DX+1 [4] – 12; Survival (Jungle) (A) Per+1 [4] – 12; Swimming (E) HT+0 [1] – 11; Tracking (A) Per+1 [4] – 12; Weather Sense (A) IQ+0 [2] – 11.
Starting Spending Money: $800 (20% of Starting Wealth).
* Includes +1 from Combat Reflexes.
Whiteout is not one for physical action, preferring to stand back and immobilize her foes in order for the more physical members of the Mutates to attack. She is open and friendly around the other Mutates, seeing them as her brothers and sisters. Lorelei's defection bothers her greatly.
1. Whiteout, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).
2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.