Name: |
Green Ghost |
Alternate IDs: |
Hank McHenry |
Player: |
John Taber |
Val |
Char |
Roll |
Notes |
15 |
STR |
12- |
HTH Damage 3d6 END [1] |
23 |
DEX |
14- |
OCV 8 DCV 8 |
28 |
CON |
15- |
|
10 |
BODY |
11- |
|
18 |
INT |
13- |
PER Roll 13- |
11 |
EGO |
11- |
ECV: 4 |
15 |
PRE |
12- |
PRE Attack: 3d6 |
10 |
COM |
11- |
|
21/28 |
PD |
|
|
22/30 |
ED |
|
|
5 |
SPD |
|
|
9 |
REC |
|
Run: 9" |
64 |
END |
|
Swim: 2" |
32 |
STUN |
|
Leap: 3" |
Disadvantages |
Pts |
Dependent NPC: Marla (Wife, Age: 32), Hank Jr. (Son, Age: 12), Connie (Daughter, Age: 9), Normal, 8- (Infrequently), Group DNPC (x2 DNPCs) |
15 |
Hunted: Demon, More Powerful, 8- (Occasionally), Harshly Punish |
15 |
Psychological Limitation: Code Against Crime, Common, Total |
20 |
Psychological Limitation: Code Versus Killing, Common, Total |
20 |
Social Limitation: Secret Identity, Frequently (11-), Major |
15 |
Vulnerability: Red Colored Attacks, Very Common, Vulnerability Multiplier (1 1/2x STUN) |
15 |
|
|
|
Base : |
100 |
|
Disads : |
+100 |
|
XP Spent : |
+107 |
|
Total = |
307 |
|
|
142 |
: Characteristics Cost |
148 |
+ Powers Cost |
17 |
+ Martial Arts/Skills/Perks/Talents Cost |
307 |
= Total Cost |
|
Pts. |
Power/Skill/Perk/Talent |
END |
|
Powers |
60 |
Magical Ghost Gas Powers: Multipower, 60-point reserve |
|
12m |
1) Green Ghost Gas: Energy Blast 4d6 (vs. ED), Area Of Effect (4" Any Area; +1), No Normal Defense (Protected Breathing; +1) (60 Active Points) |
6 |
8m |
2) Ghost Phase: Energy Blast 6d6 (vs. ED), No Normal Defense (Density Increase; +1) (60 Active Points); No Range (-1/2) |
6 |
12m |
3) Spirit Wrack: (Total: 60 Active Cost, 60 Real Cost) Drain 2d6: PD (Real Cost: 20) plus Drain 2d6: ED (Real Cost: 20) plus Drain 2d6: Body (Real Cost: 20) |
6 |
4u |
4) Ghost Form: Desolidification : Magic (40 Active Points) |
2* |
8m |
5) Phantom Flight: Flight 20" (40 Active Points) |
4 |
1m |
6) Green Ghost Alteration: Instant Change (5 Active Points) |
1 |
|
|
|
|
Magic Cape, all slots: OIF Unbreakable (-1/2) |
|
7 |
1) Padded: (Total: 15 Active Cost, 7 Real Cost) +7 PD (7 Active Points); Activation Roll 14- (-1/2) (added to Secondary Value) (Real Cost: 5) plus +8 ED (8 Active Points); Activation Roll 14- (-1/2) (added to Secondary Value) (Real Cost: 5) |
|
7 |
2) Transference Assist:
* Reduced Endurance (Half END; +1/4) on Desolidification (10 Active Points) |
|
|
|
|
|
Super Suit, all slots: OIF (-1/2) |
|
14 |
1) Tough: Armor (7 PD / 7 ED) (21 Active Points) (added to Primary Value) |
|
3 |
2) Eye Shields: Flash Defense (5 points) (Sight Group) (5 Active Points) |
|
3 |
3) Gas Mask: Life Support (Expanded Breathing (Gas Filtration)) (5 Active Points) |
|
4 |
4) Super Team Radio: Radio Perception/Transmission (10 Active Points); Limited Power (Only On One Channel; -1) |
|
|
|
|
5 |
Anti-Psi Training: Mental Defense (7 points total) |
|
|
|
Skills |
2 |
PS: Construction Worker 11- |
|
4 |
TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft |
|
|
|
Perks |
11 |
Factor Delta Vehicle & Reliance Base (55 Base, 0 Disad) |
|
|
|
Base OCV: |
8 |
|
Base DCV: |
8 |
|
Base ECV: |
4 |
Adjustment + |
|
|
Adjustment + |
|
|
Adjustment + |
|
Final OCV: |
|
|
Final DCV: |
|
|
Final ECV: |
|
Combat Maneuvers |
Name |
Phase |
OCV |
DCV |
Effect |
Block |
1/2 |
+0 |
+0 |
Block, Abort |
Brace |
0 |
+2 |
1/2 |
+2 vs. Range Mod. |
Disarm |
1/2 |
-2 |
+0 |
Can disarm |
Dodge |
1/2 |
--- |
+3 |
Abort, vs. all attacks |
Grab |
1/2 |
-1 |
-2 |
Grab two limbs |
Grab By |
1/2 |
-3 |
-4 |
Move and Grab |
Haymaker |
1/2* |
+0 |
-5 |
+4DC to attack |
Move By |
1/2 |
-2 |
-2 |
STR/2 + v/5 |
Move Through |
1/2 |
-v/5 |
-3 |
STR + v/3 |
Set |
1 |
+1 |
+0 |
Ranged attacks only |
Strike |
1/2 |
+0 |
+0 |
STR or weapon |
Range |
0-4 |
5-8 |
9-16 |
17-32 |
33-64 |
65-128 |
RMod |
0 |
-2 |
-4 |
-6 |
-8 |
-10 |
DEX: 23 |
SPD: 5 |
ECV: 4 |
Phases: 3, 5, 8, 10, 12 |
21 / 28 PD (7 rPD) |
22 / 30 ED (7 rED) |
MD: 7 |
END: 64 |
STUN: 32 |
BODY: 10 |
Roll |
Location |
STUNx |
NSTUN |
BODYx |
To Hit |
3-5 |
Head |
x5 |
x2 |
x2 |
-8 |
6 |
Hands |
x1 |
x1/2 |
x1/2 |
-6 |
7-8 |
Arms |
x2 |
x1/2 |
x1/2 |
-5 |
9 |
Shoulders |
x3 |
x1 |
x1 |
-5 |
10-11 |
Chest |
x3 |
x1 |
x1 |
-3 |
12 |
Stomach |
x4 |
x1.5 |
x1 |
-7 |
13 |
Vitals |
x4 |
x1.5 |
x2 |
-8 |
14 |
Thighs |
x2 |
x1 |
x1 |
-4 |
15-16 |
Legs |
x2 |
x1/2 |
x1/2 |
-6 |
17-18 |
Feet |
x1 |
x1/2 |
x1/2 |
-8 |
Height: 6' 0" |
Hair: Brown |
Weight: 180 lbs |
Eyes: Brown |
Appearance: Age: 35. Clean cut, handsome, strong
calloused hands.
Hank is a family man through and through. He will not kill or break the law. This is a quite restrictive disadvantage when you can turn into a ghost and walk through walls. Hank works as a mild mannered construction worker. His wife knows his secret identity but they have carefully hidden this from their children. |
Background: While working at an ancient American Indian burial site Hank dug up a strange casket. When he went to the hole to investigate he was covered in a green goo. The goo soaked
quickly into his skin in a supernatural fashion. Hank continued to investigate and found a green cape with a strange symbol that looked
vaguely like the letter "G". Donning the cape Hank discovered that he has super human powers. After playing with his powers Hank joined a team known as West Coast Reliance. He quickly became the team leader. During the period he encountered Demon who wanted to analyze the Green Ghost so they could figure out the source of his powers and magical cape.
Hank can turn into a wispy ghost and project the green mist inside his skin into a gas attack. By appearing partially inside someone Hank can make the person feel intense pain or make them take a great disruption in their integrity. As Hank is a strong family man he uses the second attack, the Spirit Wrack, on inanimate objects only. The green goo causes any attack that is colored red to do extra damage on Hank. |
|