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RocketLord

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  1. @Heritage @Nerdzul I'd like you two to go first before I post with Spaceman. @EternalPhoenix
  2. GM "Science and history? Booooring!" one of the kids called out from the back of the class. "I thought you were cool! You're a robot and a dragon, and you're talking about science and history classes? That's just boring." One would be forgiven for not having noticed the kid before, with everyone else having reached the two young heroes in record times, but then again, it was like he had just arrived. He was short, wore a three blue t-shirt with yellow stars and pants in the same opposite pattern. His hair was stark white on one side, black on the other, split equally in the middle of his face. "C'mon, you guys are supposed to be cool! Tell us about the really cool things at Claremont! C'mon!"
  3. Ghost Power Level: 12 Effective Power Level: 10 Power Points: 210/238PP Unspent Power Points: 28 Trade-Offs: +5 DEF / -5 TOU In Brief: Long time hero still in action after a life of hardship. Catchphrase: "Just your friendly neighborhood Ghost." Theme: 100 Bad Days - AJR Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: Freedom League Auxiliary Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite, unnaturally so. His hair is usually cut short, and he often sports a five o'clock shadow. He usually dress in cheap or well worn clothes. Casper often seems to be tired. The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass that seems to glow over his eyes. While they seem to be built into the costume, each lens can be moved and placed separately. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect . HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way. Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment? As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a young child. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He is still very much in love with Jessie, but he sees little hope for them ever getting back together. Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right? POWERS & TACTICS Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit. Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks. POWER DESCRIPTIONS The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be. Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect. Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities. COMPLICATIONS Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point. Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him. Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point. Ghost Love Story: Casper still loves his ex-wife, Jessie. She is a succesful real estate agent with commercials on TV, ad space on buildings and much more. The GM can award Casper a Hero Point if he is somehow distracted by seeing Jessie, whether in the flesh or a commercial. Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter. Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point. ABILITIES 0 + 2 + 2 + 10 + 6 + 6 = 26PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 7 + 7 = 19PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS 120R = 30PP Bluff 14 (+17) Skill Mastery Craft [Electronic] 5 (+10) Disable Device 10 (+15) Gather Information 12 (+15) Skill Mastery Knowledge [Current Events] 5 (+10) Knowledge [Physical Sciences] 10 (+15) Knowledge [Streetwise] 10 (+15) Knowledge [Technology] 5 (+10) Notice 12 (+15) Search 10 (+15) Sense Motive 12 (+15) Skill Mastery Stealth 15 (+20) Skill Mastery FEATS 34PP Attack Focus [Melee] 6 Benefit 1 [Freedom League Auxillary Member] Challenge (Fast Feint) Contacts Defensive Roll Dodge Focus 10 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action Power Attack Skill Mastery (Bluff, Gather Information, Sense Motive, Stealth) Taunt Uncanny Dodge [Auditory] Well-Informed POWERS 4 + 4 + 8 + 7 + 26 + 34 = 83PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 3 (Feats: Subtle 1) (500 ft./turn, 50 mph) [7PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Shapeable], Selective; Feats: Progression [Area] 4) (10-250 5 ft. cubes) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 3) [34PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP] {25/31PP} AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area, 10-250 5 ft. cubes DC20 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (18) + Saving Throws (19) + Skills (30) + Feats (34) + Powers (83) - Drawbacks (0) = 210/238 Power Points
  4. @EternalPhoenix you're currently at Yellow Brick Row, the Emerald Tower is to the West. You can sense a disturbance, a lot of vibrations from that direction.
  5. @EternalPhoenix: Give me a Search roll at DC20 if you're looking for activity with your vibration/sound wave tracking. Read spoiler if you make it
  6. The Super Scientific Rocket! Scientifically minded speedster legacy to Johnny Rocket. Johnny Rocket's bio in Freedom City is vague on whether his parents had any siblings. Just mentions that Johnny Rocket I raised his children, then mentioning his son Jake didn't get his powers, but grandson had. Nothing preventing me from putting in that Jake had a sister or brother who then had either had children late or their child had a kid early that Johnny II and his husband ended up raising due to reasons (maybe they started using Zoom to keep up with Johnny?) Needs some way to trigger latent family powers from Johnny Rocket I. Scientific genius, joins Atom Academy. Johnny Rocket II timeline Debut at 17 Mid 20'es by 2008 - 26 Late 30'es/early 40'es by 2021 - 39 Married 2016 Born: 1981 Jill is the older sibling to Johnny, born 1978 Grandfather Jake born 1954 (Johnny Rocket I last appeared in 1955), making him 24 when Jackie was born and 27 when Johnny was born. Get later: Device 3 (15DP Container, Flaws: Hard-To-Lose) [12PP] (Descriptors: High-Speed Goggles, Technology, no Genetic Mutation or Super Speed descriptor) Communication 9 (Radio Communication; 20,000 miles range; Feats: Rapid 2 (x100), Subtle) [12DP] (Descriptors: Communication Link) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: Head-Up Display) Add at least 3PP to Super Scientific Rocket array: - Burst Area: Add indirect 3 - Trail Area: Progression [Area] Maybe a VP to show him quickly building gadgets in the middle of a fight? ROCKET Power Level: 10 Effective Power Level: 12 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: DEF+5/TOU-5, No Offensive trade-off In Brief: The nephew of Johnny Rocket II races unto the scene as the Super Scientific Rocket! Catchphrase: "Let's rocket!" Theme: Yellow Line - REDLINE OST Alternate Identity: Jason "Jay" Jacob Wade Birthplace: Freedom City Residence: Atom Academy, Freedom City Base of Operations: Atom Academy, Freedom City Occupation: Adventurer, Student/Member at Atom Academy Affiliations: Atom Academy, Johnny Rocket II Family: Jillian "Jill" Wade (Mother, unemployed nurse, born 1978), David Ross (aka Speed Freak, father, unemployed nurse, born 1977. Currently serving time in prison), John "Johnny" Wade II (aka Johnny Rocket II, uncle, professional super hero, born 1982), Chris Penny (John's husband, paramedic, born 1981), Jacob "Jake" Wade (Grandfather, born 1954), John "Johnny" Wade I (aka Johnny Rocket I, maternal great-grandfather, deceased) DESCRIPTION Age: DoB: 1998, August 6th Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 160 lbs. Eyes: Blonde Hair: Blue Jay stands at 5'9'' and weighs 160 lbs, with a slim runner's physique. He has long since given up on trying to tame his blonde hair, which will invariably be a mess after he has moved at super speed. Jay prefers shorts and t-shirts, clothes tight enough that they won't restrict him when he's running. He almost always wears running shoes. At Atom Academy, he wears the stand blue, black and white uniform, with blue pants and white boots and gloves with black trim, a white belt with an Atom logo, and blue shirt with black left arm and side, with the tri-colored Atom logo in a white circle on the left side of his chest, divided equally between the blue and black parts of the uniform. On Jay's uniform, the logo have been altered slightly, adding a black rocket between the red, yellow and blue rings of the Atom logo. He wears a pair of pale blue googles that feed him information and acts as a communicator. HISTORY Jason Jake Wade was part of a heroic legacy even before he was born. While father David Ross was, as he would often say himself, a nobody, his mother Jill was the granddaughter of the original Johnny Rocket and the sister of the second Johnny Rocket. While never exhibiting any powers herself, Jill would often tell Jay stories of his heroic relatives, of their exploits and victories. Jay practically grew to worship his great-grandfather and uncle, and he would always look forward to their visits. Uncle Johnny was soon his favorite person in the world. Jay was a bright kid. Maybe a bit too bright. He was several grades ahead in school at the least, studying advanced topics even as a child. David, always having had difficulty connecting with his son, started spending less and less time at home. He would be gone for days, further straining his relationship not just with Jay, but with his girlfriend Jill. Eventually, Jill disappeared along with David. Jay was taken in by uncle Johnny and his boyfriend Chris while they searched for his missing parents. Months later, as Johnny fought one of his recurring foes, a speedster that called himself the Speed Freak. Always able to escape, Speed Freak had brought a super fast woman to help him as he and Johnny had clashed several times over the past few months. Finally, Johnny won and unmasked Speed Freak and his accomplice... and found David and Jill! As they soon learned, David had grown to resent at first Johnny and the rest of the Wade family, and later his own son. He had used Zoom to become fast enough to fight Johnny for years. Finally reaching his break points months earlier, he had kidnapped Jill and drugged her into a state where she would help him in his fights against Johnny. In his delusions, he believed that he was saving Jill from her brother and their evil child. David was sent to prison, while Jill, damaged in both body and mind from the ordeal, were given all the help that Johnny's considerable resources could provide. With David behinds bars and Jill unable to take care of Jay, uncle Johnny was appointed as his official guardian. Jay was happy with Johnny and Chris, who made sure he could visit his mother as often as possible. Any visit to his father ended in failure, until they, at last, agreed to stop. Johnny and Chris' nurtured Jay to learn all that he could, helping him grow into a bright young man well on his way to a promising academic career. He had his pick of colleges, but decided to take his time to decide. Near the end of 2019, David escaped, rampaging across the world to find Jill. Johnny sought to stop him, and they finally clashed outside Johnny's home in Freedom City. Seeing his father and uncle fighting triggered something in Jay. Suddenly, he moved as fast as Johnny, if not even faster! The powers inherited from the first Johnny Rocket might have skipped Jay's mother, but soon he was moving at rocket speed! Together, they defeated David, sending him back behind bars. Jay spent most of 2020 learning how to control his speed from Johnny. He took name Rocket, continuing the family tradition. Near the end of year he received an invitation to attend the soon-to-open Atom Academy. PERSONALITY & MOTIVATION Despite the whole situation with his parents, Jay is a generally happy, if slightly awkward, young man. He is highly intelligent, even considered gifted. He is naturally curious, though also cautious. Despite the stereotype for speedsters, he is not a "run in without a plan" type, and instead likes to take his time. Of course, for Jay that still means moving in much quicker than almost anyone else. Since joining Atom Academy he has found a love of exploration. He will often spend his private time exploring across the world or learning new subjects. Jay is not content to simply use his powers as they are, instead being determined to explore the full extent of what he can do and how. Jay has developed a habit of pushing bad thoughts away rather than deal with them, if at all possible, and as such he has a lot unresolved feelings about his father and the things he did as Speed Freak, including what he put Jay's mother through. Despite it all, he has some good memories of his father, leaving him rather conflicted. He makes sure to visit his mother whenever possible. POWERS & TACTICS All of Jay's powers revolves around speed and how he uses it. He rarely stands still, using everything he can to try to end a conflict. Jay tends to be creative in the use of his powers, finding new uses or utilizing his surroundings and technology to aid him, such as by using high tech tools to entrap his targets at incredible speeds, or simply moving debris on top of them to trap them, or using his speed to generate wind, fire or static electricity. Jay is curious, and likes to learn more about enemies he fights: Why they do what they do, how they do it, and how he can help them. He will rarely go all out and attack just to end a fight quickly, unless civilians somehow end up in danger. POWER DESCRIPTIONS Jay has inherited his great-grandfather's super speed, seemingly passed down as a genetic ability in the Wade family, as shown by Jay's uncle Johnny's powers. Though his great-grandfather gained his powers when he was splashed with experimental rocket fuel, Jay believes there might be more to it, though he has found little evidence of his theory. Jay is, to put it simply, able to move at super speed. His his body, his thoughts, his reflexes, everything happens faster, while not affecting his aging. While he needs to eat and drink more than a normal man, it is nowhere near the levels that would be expected for his abilities. By moving fast enough, Jay can run on walls or water, vibrate through walls or move so fast that he can't be seen. He is able to quickly use his momentum and relative speeds to hit with incredible force, build up static electricity to throw lightning, create fire or powerful gusts of wind. COMPLICATIONS Jay Rocket: Jay doesn't have a secret identity. With his uncle's identity being public, it wouldn't exactly be difficult for the press to figure him out, so he simply didn't bother. If Jay's lack of a secret identity complicates a situation, such as him turned away due to being a known hero, being more easily recognized or having friends and loved ones targeted by villains, the GM can award him a Hero Point. Not Johnny Rocket: Jay is well aware that he will probably always be in his great-grandfather and uncle's shadow. While he loves his uncle dearly, this also means that a lot of people expect him to be just like his uncle and great-grandfather when they started out as heroes, an impulsive hothead often in over his head. While Jay doesn't resent his predecessors for this, he might react harshly if others bring this up. If Jay's reaction to being compared to his predecessors complicates a situation, the GM can award him a Hero Point. Rocket's Rogues: While Jay has had little time to make enemies of his own, enemies of his uncle Johnny, or even particularly long-lived foes of his great-grandfather, might try to attack him for his predecessor's action. His own father, who goes by Speed Freak, might even seek him out to make him pay for his perceived slights. Since Jay joined the Atom Academy, he has only added more potential enemies, potentially becoming the target of the Atom Family's enemies. The GM can award Jay a Hero Point if his presence in a thread might bring unwanted complication if a potential foe seeks him out, further complicating a situation. Speed Freak: Jay has some very conflicted feelings about his father, who eventually turned to villainy and forced his mother into the same, requiring her to stay in a care center even almost a decade later. The GM can award Jay a Hero Point if any powers or scenes uses Jay's feelings of his father's, potentially making Jay automatically fail against the effect. Too Fast: Despite his apparent mastery of his speed, Jay is still learning how to use his powers, and he likes to experiment with them. Not everything he does is going to work. The GM can award Jay a Hero Point if they make one of his creative uses of the Variable Descriptor from the Rocket Speed Array backfire or just not work, or if his speed simple proves to be too much in a given situation. Why's and How's: Rocket is not just interested in fighting bad guys. He wants to know why and how. Why do the bad guy attack people? Can they talk him out of it and get him to stop? How does the super science gun works? Can they take it apart and use it for good? The GM can give Jay a reason to not just attack, but study an enemy, giving him pause for long enough to cause potential complications, giving him a Hero Point in return. ABILITIES 0 + 10 + 10 + 14 + 6 + 4 = 44PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 24 (+7) / 30 (+10) Wisdom: 16 (+3) Charisma: 14 (+2) COMBAT 8 + 10 = 18PP Initiative: +18 (+10 IntSpeed of Thought, +8 Improved Initiative) Attack: +4 Base, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +4 (+4 Base Attack, +X Other) / +9 (+4 Base Attack, +5 Super-Strength [While moving]) Knockback: -2 (TOU/2) SAVING THROWS 3 + 0 + 5 = 8PP Toughness: +5 (+5 Con) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +0, +7 Enh. Reflex Save) Will: +8 (+3 Wis, +5) SKILLS 56R = 14PP Computers 5 (+15) Craft [Electronic] 5 (+15) Craft [Mechanical] 5 (+15) Diplomacy 8 (+10) Knowledge [Physical Sciences] 10 (+20) Knowledge [Technology] 5 (+15) Medicine 4 (+7) Notice 7 (+10) Sense Motive 7 (+10) FEATS 6PP Benefit 1 [Atom Academy] Inventor Jack-of-All-Trades Luck 3 Enhanced Feats Dodge Focus 10 Eidetic Memory Evasion 2 Improved Initiative 2 Move-By Action Speed of Thought Uncanny Dodge [Auditory] POWERS 6 + 18 + 7 + 7 + 28 + 7 + 3 + 14 = 90 All powers have the Genetic Mutation and Super Speed descriptors, unless otherwise noted Enhanced Intelligence 6 [6PP] (Descriptors: Light Speed Mind) Enhanced Feats 18 (Dodge Focus 10, Eidetic Memory, Evasion 2, Improved Initiative 2, Move-By Action, Speed of Thought, Uncanny Dodge [Auditory]) [18PP] (Descriptors: Rocket Fuel Heart) Enhanced Reflex Save 7 [12PP] Quickness 7 [7PP] Rocket Speed Array 12.5 (25PP Array; Feats: Alternate Power 3) [28PP] BP: {10 + 10 + 5 = 25/25} (Descriptors: Full Speed) Quickness 10 [10PP] Speed 10 [10PP] Super-Strength 4 (Flaws: Limited [While Moving] [5PP] AP: Damage 10 (Feats: Accurate 3, Improved Critical 2, Takedown Attack 2, Variable Descriptor 2 [Any Super Speed]1) {19/25} (Descriptors: High Speed Hits, Potential: Bludgeoning Damage Type, Fire, Electricity, Wind and more) AP: Snare 10 (Flaws: Range [Touch]; Feats: Accurate 3, Improved Critical 2, Obscure Senses 5 [Any Sense], Reversible, Variable Descriptor 2 [Any Super Speed]1) {23/25} (Descriptors: High Speed Trap, Potential: Debris, Technology, Wind and more) AP: Stun 10 (Feats: Accurate 3, Variable Descriptor 2 [Any Super Speed]1) {25/25} (Descriptors: High Speed Stun, Potential: Bludgeoning Damage Type, Electricity, Pressure Points and more) Speed 7 [7PP] Super-Movement 3 (Wall-Crawling 2, Water-Walking; Flaws: Limited [While Moving]) [3PP] (Descriptors: Just That Fast) Super Scientific Rocket Array 5 (10PP Array; Feats: Alternate Power 4) [14PP] BP: {3 + 1 + 5 = 9 /10} (Descriptors: Too Fast To See) Concealment 4 (Visual Senses; Feats: Close Range; Flaws: Limited [While Moving]) [3PP] Moving Feint Speed Adds (Feats: Moving Feint) to Speed [1PP] Super-Movement 5 (Permeate 3, Sure-Footed 2; Flaws: Limited [While Moving]) [5PP] AP: Autofire Rocket Speed 10 Adds (Extras: Autofire) to Rocket Speed Array2 {10/10} (Descriptors: Rapid Hits) AP: Burst Area Rocket Speed 10 Adds (Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]) to Rocket Speed Array2 {10/10} (Descriptors: Hit Everyone) AP: Ranged Rocket Speed 10 Adds (Extras: Range [Ranged]) to Rocket Speed Array2 {10/10} (Descriptors: Throw Things) AP: Trail Area Rocket Speed 10 Adds (Extras: Area [Targeted Trail]) to Rocket Speed Array2 {10/10} (Descriptors: Outta the way!) DRAWBACKS -0PP DC BLOCK All powers from the Rocket Speed array can have one of the following combinations of extras and flaws added from the Super Scientific Rocket Array, marked with SSR on the DC block. Only one option marked with SSR can be active at once: "Extras: Autofire", "Extras: Area [Targeted Burst], Selective; Flaws: Action [Full Action]", "Extras: Range [Ranged]", "Extras: Area [Targeted Trail]" Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +4 High Speed Hits Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC25 Tou (staged) Damage +10, Crit 18-20, Takedown Attack 2 AutofireSSR High Speed Trap Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Obscure Senses [Any] AutofireSSR High Speed Stun Touch 50 ft. radiusSSR 100 ft.SSR 100 ft. trailSSR DC20 Fort (staged) Fail: Dazed>5: Stunned>10: Unconscious +10 AutofireSSR Totals: Abilities (44) + Combat (18) + Saving Throws (8) + Skills (14) + Feats (6) + Powers (90) - Drawbacks (0) = 180/180 Power Points 1: Note on Variable Descriptor 2 [Any Super Speed]: 2: Note on using Rocket Speed Array and Super Scientific Rocket Array together:
  7. Justice Robin shook her head. "I guess I just hoped he'd be different. He seemed different. But yeah, secret ID's known by a bad guy that's used my tech to outfit what's basically a bunch of super thugs that go around fighting whoever Mars tells them to. Yeah, my tech being good enough to steal makes that seem to much better." She leaned forward over a table, burying her head in her arms. Peeking up at Gretchen, she let out sigh before standing up straight. "Kind of brings me to the point: Have you ever heard about Ultra Girl? She showed up a whle ago, the Ultio Suits doesn't seem like they're fans, so I wanted to look into her. You wanna come?"
  8. Nevermore II Charlie was already moving when the man shouted and the shouts rang out. The others had dropped down and were taking out bad guys. Alright, cool, but Arrow had been spotted, and they were outnumbered. THey could probably take them all out, but why not put in a little insurance? "Switch to night vision, I'm dropping a blackout bomb." His voice was a whisper into the commlink, no need to give anyone else a heads up for what he was planning. Reaching the elevator, he grabbed a small round object from his utility belt and dropped it to the floor below. The moment it hit, thick darkness spread out from it, quickly covering the insides of the entire building.
  9. GM "Hey!" Arrow had leapt off the walkway at just the wrong moment. The man she tried to ambush had seen her, quickly raising the gun in his hand to take aim... only to be hit square in the face by her strike, taking him down with a single blow. "There's someone here!" "Get'em!" The group that was huddled together over something drew weapons. Some of them, at least. The lone guards to the West side of the warehouse ran towards the first shout, the first quickly coming into view and raising her gun, the shots going wide and missing the archer. "She's here! She got Jimmy!" The sound of the shots being fired echoed through the warehouse.
  10. Notice: 22 Uh uh Anyway, you get to the guard, and you hit, so TOU: 18 He's a minion, so taken out. With that said, they've now discovered that they aren't alone, though they've so far only spotted Arrow. The 6 under the skylight are now on guard, the two to NW and SW move towards Arrow. The guy to the SW spots you and fires with his gun, while shouting that he's found you: 15 Not that he can hit you! Nevermore moves to near the elevator in the middle while staying on top and drops a Darkness Bomb into the middle of the area. It creates a Darkness Obscure effect that anyone with the ability to counter Darkness Obscure effects should be able to handle. Stealth to stay hidden: 25 with Skill Mastery. Thugs noticing: 22 @KnightDisciple is up 20 - Raven - 3HP - Unharmed 19 - Arrow IV - 2HP - Unharmed, Discovered 16 - Criminals - 3 visible on walkways, 3x KO - 4 visible among crates and containers, 2x KO (NE, SE) - 6 visible under skylight 6 - Nevermore II - 3HP - Unharmed - Darkness obscure effect: 10/10 rounds remaining
  11. GM As the two shuffled around, not everyone was quite so pleased with the adult men that had made their way into the movie. "Hey, find your seat and stick to it!" A man, probably a father there with his children, shouted at Oz. "You're blocking the view, pal!" Others started to join him, complaining about the two men, the sound slowly growing louder, until all sound was silenced with a woman's scream, the man next to her having very much turned to stone... and Neil standing in front of the screen, happily clucking to the ceiling. At least he wasn't looking at anyone right this second.
  12. Alright... @Dr Archeville then, you're up.
  13. GM "What the hell are you talking about?" Was Billy lying? Maybe. He took a few steps away from Shooting Star, putting his hands up. "Don't touch me!" Three men, one women. All four seemed to be armed with rifles. Three red dots from laser sights appeared on Shooting Star, while a single dot appeared on Billy's chest. "Don't move." The voice came from one of them, it was digitally distorted, making it difficult to determine anything. "Make one wrong move and we drop you both."
  14. 17 - Shooting Star - 3HP - Unharmed 7 - Attackers - x4? - Unharmed Alright, you get to go first. Do you want to take any other actions besides Interposing?
  15. I got my sheet in progress here, for anyone interested. I think the rest of you might want to add a weapon too.
  16. Yep, just got busy, and waited for feedback on that guidebook page.
  17. Werewolves initiative: 21 @EternalPhoenix is up, followed by @Brown Dynamite. Right now, you got two objectives: - Defeat Captain Thunderwolf - Keep the people safe 32 - Terrifica - 4HP - Unharmed 31 - Sureshock - 2HP - Unharmed 21 - Werewolves - x? - Unharmed 19 - Captain Thunderwolf - Unharmed 16 - Facsimile - 3HP - Unharmed 15 - Miracle Girl - 2HP - Unharmed 11 - Captain Thunderwolf - Unharmed 4 - The Spectacle - Unharmed
  18. GM Thunder struck once more as the Thunderwolf howled to the sky. His fur seemed unaffected by the static electricity in the air around him, as he finally noticed the heroes. His lips pulled back into a snarl as he glared down at them. He lowered his arms to his sides, lightning crackling around his claws. The ripped remains of his cape hang limply over his shoulder. "Oh no." The overweight man looked up, then back to the people behind him. The Thunderwolf howled to the sky, and in the city around the heroes, several other howls joined him. They were not alone. The man started running for the nearest building, the rest of the group near him quickly following suit.
  19. @Exaccus when you use the Increase Power option from Extraordinary effort, it will only last for 1 round. You will revert to your regular powers at the beginning of next round. You basically get nothing out of doing this. With that said, I'd consider it iffy to use Extra Effort to boost the ranks of a VP in the first place, but, not like you'll really get anything out of it, since you need a full action to set it, so... you can... not do that, if you want to? Secondly: You can only spend a Hero Point on the same benefit once per round, and getting rid of Exhausted and Fatigued is the same benefit: So, if you pulled this Extraordinary Effort off at another point, you could spend a Hero Point to get to Fatigued instead of Exhausted, but would then have to wait a round to get rid of Fatigued. Third: Most looks good, but its a no to that Regeneration. Way too much.
  20. "Did everything turn quiet all of a sudden, or is it just me?" Pan kind of didn't want to say it, but quiet meant Micah was done, didn't it? Quiet meant he had raged and yelled and... Well, Pan half expected him to be hovering over them, with a disapproving look. He was wrong, of course. Micah did not seem to see them, as he remained high above them. And then he fell. In a second, Pan had freed himself from Eira. He took another second to send her an apologetic look. Then, he was gone, a trail of golden dust leading up, circling towards Micah. However fast Micah fell, Pan was faster. Grabbing on to his friend, he pulled up, slowing his fall. No abrupt snaps, nothing that could harm him, slowly descending to reach the ground.
  21. Justice Aaaand a portal opened right while she was talking. Yeah, alright. Immediately. The portal was kinda familiar, looked almost like her own Z-Space portals, but different enough that she knew they weren't about to just walk into Z-Space. Salvo got into armor and led the way, so... alright, she could trust this. And on the other side, she saw a frog-person in an armor and "Junior". Her own armor didn't really reveal anything about her, it wasn't form fitting or anything, but even then, he body language told enough as she looked around while Salvo introduced the Temple of Vhoka. No, she did not like this even one bit. "So... is this like Tuesday for you magic types? I mean, I've seem some weird stuff, but this is something else." Salvo pretty obviously knew the guy and the frog, that was good enough for Robin. "I'm Justice. I guess Junior's not really what you want to be called? And you?" She tilted her armored head slightly towards the frog person. Honestly, if it wasn't for everything else, the frog would probably have freaked her out more, but, well... there was everything else going on around them.
  22. Pan looked around him as he was strapped in, sneaking a hand out to squeeze Eira's briefly, before looking towards the underclassmen. "You have potential, but I am sure you know that. You are at the school for all the wrong reasons, so you lash out a bit. It is fine." He smiled, as he looked directly at Leon. "But you lack direction. You play at being a trickster, but you just steal. You are too obvious. Maybe you should consider learning how to be a better kind of trickster." He paused, holding Leon's eyes. "I guess you will have time to learn, but hold on first."
  23. Finally managed to finish fluff, after the build being ready for months. Don't mind all the Skills with 0 ranks, they're skills I plan to buy ranks for, and it was easier to remember them by keeping them at rank 0 (since he got some respectable bonus to them from his stats, anyway) Ghost Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: +5 DEF / -5 TOU In Brief: Middle-aged hero still in action after a life of hardship. Catchphrase: "Just your friendly neighborhood Ghost." Theme: Who I Am - The Score Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: None Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite, unnaturally so. His hair is usually cut short, and he often sports a five o'clock shadow. He usually dress in cheap or well worn clothes. Casper often seems to be tired. The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass on his forehead or over his eyes, as the situation calls for. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect . HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way. Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment? As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a young child. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He is still very much in love with Jessie, but he sees little hope for them ever getting back together. Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right? POWERS & TACTICS Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit. Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks. POWER DESCRIPTIONS The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be. Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect. Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities. COMPLICATIONS Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point. Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him. Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point. Ghost Love Story: Casper still loves his ex-wife, Jessie. She is a succesful real estate agent with commercials on TV, ad space on buildings and much more. The GM can award Casper a Hero Point if he is somehow distracted by seeing Jessie, whether in the flesh or a commercial. Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter. Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point. ABILITIES 0 + 2 + 2 + 10 + 6 + 6 = 26PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 5 + 5 = 15PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +8 (+3 Wis, +5) SKILLS 36R = 9PP Bluff 5 (+8) Computers 0 (+5) Craft [Electronic] 0 (+5) Craft [Mechanical] 0 (+5) Disable Device 0 (+5) Gather Information 2 (+5) Investigate 0 (+5) Knowledge [Current Events] 0 (+5) Knowledge [Physical Sciences] 5 (+10) Knowledge [Streetwise] 0 (+5) Knowledge [Technology] 0 (+5) Notice 7 (+10) Search 5 (+10) Sense Motive 7 (+10) Stealth 5 (+10) FEATS 29PP Attack Focus [Melee] 6 Defensive Roll Dodge Focus 10 Elusive Attack Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action Taunt Uncanny Dodge [Auditory] POWERS 4 + 4 + 8 + 8 + 26 + 33 = 83PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 3 (Feats: Subtle 2) (500 ft./turn, 50 mph) [8PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Burst], Selective; Feats: Progression [Area] 4) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 2) [35PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area DC29 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (18) + Saving Throws (15) + Skills (9) + Feats (29) + Powers (83) - Drawbacks (0) = 180/180 Power Points
  24. GM "No! No no no no! I won't! I don't belive you!" Crimson Cross screamed, flapping her wings and setting off, away from the group and through the halls, quickly disappearing into the darkness and out of the church. "You lied to us, Preacher. Tell us the truth." Jonatan stood by Agnes' side, now. "You did horrible things. You made Cross do horrible things. And I just stood and watched..." His voice was starting to crack. "Shut up! Both of you just shut up!" The Preacher finally broke, yelling at Agnes and Jonathan, pointing at them with his right hand, screaming righteous fury. "I did what I had to do! I did as the Lord commanded! The Lord led me to the man that created the miraculous item in your hand! It gave my followers the power we needed to cleanse the streets! To make the world safe again! Free from the scum! To finally bring justice to the scum of the street!"
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