Characters Name: The Ghost of Atlantis
Power Level:10 (150/150PP)
Trade-Offs: None
Unspent PP: 0
Gold Status: 0/30
Alternate Identity:John Milton
Age: 30 years
Gender: Male
Height: 6 feet tall
Weight: 175 lbs
Eyes: Brown
Hair: Brown
Description: John Milton has an average build, for his size, not having much muscle on him. He doesn't have any scars, or blemishes, but he does sport a short beard. He wears mostly t-shirts and jeans.
When the Spirit manifests, it takes the form of a gray-skinned man with yellow eyes and short white hair. He appears wearing a blue suit, with black dress shoes, most of the time, though he does change things every now and again.
History: John is the only son of a moderately wealthy family. As a kid, he had been fascinated by the heroes and villains that ran around the city. He did everything he could to see them in action.
Eventually he went off to college, and graduated FCU with his bachelors in Business. He intended to take over his fathers small bookstore, but his father sold it to a family friend, telling his son that he needed to make his own way. At present, he owns and operates a bar and grill. He doesn't like it too much, but it pays the bills, and gives him plenty of free time.
The Spirit was trapped in a medallion for hundreds of years, from what he tells John. He was a sorcerer in the days of Atlantis and Lemuria. He was captured by the Serpent people after he had stolen a tome of power, and sent it to another plane. When he refused to tell them where he'd sent it, they imprisoned him in the medallion, hoping isolation would loosen his tongue. It never did, and the medallion passed many hands before it came to John.
Personality & Motivation: John loves life. He goes to concerts when his bands are in town, and drinks with his friends. He likes to joke and party. So why does he throw himself into danger? He considers it a duty, something that needs to be done. Instead of joining the military, or the police, he'd serve his country a different way.
The Spirit could tear itself from the amulet, trap John forever if he really wanted to. But he'd finally come into the hands of a good hearted man. Before, he was passed from one greedy sorcerer to the next, hoping the promise of freedom would make him tell of his power. Now he can help humanity flourish, even if he needed to push John a little bit every now and then.
Powers & Tactics: The Spirit has forgotten some of the spells he used to know, but remembers many useful abilities. He will often use clouds of smoke, or invisibility to confuse his enemies before he strikes.
He always tries to incapacitate an enemy before he'll try to harm it. He'll usually attempt to trap his enemy in ephemeral chains, or blind them before he resorts to harming them physically.
Complications:
Big Eater: Because they are two seperate people, both John and the Spirit need to eat.
Changing Form: John must call out the Spirit's name, Balthazar, before he can use any of his powers
Last Atlantian: The Spirit didn't know about the sinking of Atlantis until almost 5 hundred years after it had happened, being stuck in the medallion. He now considers himself the last True Atlantian. He holds no animosity for those inhabiting it now, but they are not the people he remembers.
Manager: John's bar is staffed by competent folks, but he needs to be there at times to make sure everything is taken care of
In Brief: Average man with a magical partner.
Stats: 0+4+0+2+2+6 = 14pp
Str: 10 (+0)
Dex: 14/20 w/Spirit's Agility (+2/+5)
Con: 10 (+0)
Int: 12 (+1)
Wis: 12 (+1)
Cha: 16/20 w/Spirit's Charm (+3/+5)
Combat: 16+16 = 32pp
Attack: +8
Grapple: +8
Defense: +8(+4 flat-footed)
Knockback: -0/-7 w/force field
Initiative: +2/+5 w/Spirit's Agility/+6 w/Improved Init/+9 with both
Saves: 7+3+7 = 17pp
Toughness: +0/+10 (+0 Con, +10 force field, 5 impervious)
Fortitude: +7 (+0 Con, +7 other)
Reflex: +5/+8 (+2/+5 Dex, +3 other)
Will: +8 (+1 Wis, +7 other)
Skills: 52r = 13pp
Acrobatics 5 (+10)
Concentration 8 (+9)
Knowledge(Arcane Lore) 12 (+13)
Knowledge (Business) 8 (+9)
Language 1(English, Ancient Atlantian(native))
Notice 5 (+6)
Search 5 (+6)
Sense Motive 8(+9)
Feats: 5pp
Benefit Wealth 1 (Owns bar)
Contacts
Eidetic Memory
Improved Initiative
Ritualist
Powers: 6+4+6+15+34+2+2= 69pp
Comprehend 3(Understand spoken languages, Be Understood when Speaking 2) 6 pp
Enhanced Charisma 4(Spirit's Charm) 4pp
Enhanced Dexterity 6(Spirit's Agility) 6pp
Force Field 10(Impervious 5) 15pp
Magic Array 12(24 pp, 10 AP) 34pp
BE:Teleport 21(Feats: Change Direction, Change Velocity, Turnabout, Flaw: Short Range (-1/r)) {24pp}
AP:Blast 10(Arcane Bolt, Feats: Accurate) {21pp}
AP:Dazzle 8(Visual Senses, Extras: Area(Burst)){24pp}
AP:ESP 5(Visual and Auditory Senses, 5 miles) {15pp}
AP:Invisibility 4 {8pp}
AP:Mental Blast 6 {24 pp}
AP:Morph 4(Humans) {8pp}
AP:Nullify 10(Magic) {20pp}
AP:Snare 8(Extras: Area(Burst) {24pp}
AP:Obscure 4(Visual and Olfactory, 50 ft radius) {12pp}
AP:Telepathy 5(5 mile range) {10pp}
Immunity 2(Aging, Own Powers) 2pp
Super Senses 2(Detect Magic, Ranged) 2pp
DC Block:
Unarmed –- DC 15/toughness –- Damage
Arcane Bolt 10 –- DC 25/toughness –- Damage
Dazzle 8 –- DC 18 Reflex/DC 18 Fortitude recover –- Blinded
Mental Blast 6 –- DC 23/will –- Damage
Snare 8 –- DC 18 Reflex –- entangled, bound & helpless
Costs: Abilities (14) + Combat (32) + Saves (17) + Skills (13) + Feats (5) + Powers (69) = 150pp