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GhostGuy(PL10)AwesomeNemo


AwesomeNemo

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Posted (edited)

GhostGuy

Power Level: 10 (150/150PP)

Unspent Power Points:

Trade-Offs: 0 Attack / 0 Damage, 0 Defense / 0 Toughness

 

In Brief: If Solid Snake was a ghost, and from the 90s

Catchphrase: "Diabolical."

Theme: TOOL - Vicarious

 

Identity: Richard Glass (secret)

Birthplace: Yellow Knife, North West Territories, Canada

Legal Status: Canadian with no criminal record, deceased

Residence: Claremont dormitories

Base of Operations: Claremont Academy, Freedom City

Occupation: Student

Affiliations: Claremont academy

Family: Stephanie Glass (Mom, deceased), Nemo Glass (Dad, deceased), Henrietta Glass (Grandmother, deceased), Jean Isaac (Sister), Richard ‘Richie, Little Rich’ Isaac (Nephew), George Isaac (Brother-in-law, deceased)

 

Description

Age: 39 (DoB: 23/11/1979)

Apparent Age: 17

Gender: Male

Ethnicity: Caucasian

Height: 5'10

Weight: 164 lbs

Eyes: Pale Blue

Hair: Brown (grey when intangible)

 

Rich has strong and angular facial structure, though he has rather pale, unhealthy complexion, with blue lips and dark eyes like someone who had been left in the rain. Out of his dark sockets are a pair of bright blue, almost white, eyes; rather uncanny in his rather dully coloured face, despite the often friendly look left in them. He keeps his dark hair next length and loose, in the style he had when he was alive last time. His body, is covered in rather serious and ugly scars, showing what had happened to cause his death, as well as the distinctive scars left by an autopsy. Not having a firm grasp on the new fashion trends, Rich dresses like he did in the 90s, with jeans and flannel, and sometimes his old brown leather jacket that his sister kept from when he was alive.

 

When doing hero work, Rich switches into an armoured jumpsuit he "borrowed" from the precinct, modified and painted to resembled the blue and gold Claremont uniform so as to make it look like it hadn't been stolen, and to match his peers. He wears a blue ski-mask cut to expose his hair and mouth. He often goes partially intangible when doing hero work, causing his skin and hair to become a glowing grey with the latter floating as if in water.

 

History:

Richard Glass had an average childhood, or as average as one can get when you can speak to ghosts. Born in Yellowknife Canada, he was raised throughout the 1980s, with life in the North being fairly isolated and, obviously, very cold. It wasn’t until his little sister Jean was born that the family relocated South to Montreal, in Quebec. It was here his mother came into her own as a radio show host, and his father’s job as a Federal Prosecutor (Or Crown). Life for Rich was one of strong morals, truth, justice and the America-... Canadian way! However, with his ability to see spirits, his was an interesting childhood. He had grown up with many imaginary friends, and would at times suffer horrifying nightmares, and episodes. Rich’s grandmother, a kindly old woman who also claimed to have The Sight did ease the child with the knowledge he wasn’t insane and did a decent job of teaching him not to be too terrified. Of course, this was something his parents weren’t fond of, with the two discouraging old Grandma Glass from encouraging the boy, and began actively trying to dissuade him when his ability got him quite badly bullied, and into more than a few fights. Asides from his grandmother, it felt as though the only person who didn’t think him mad was Jean, his sister, though this seemed to be because of a mixture of big brother worship and childhood belief.


In 1992, Rich’s father, Nemo, had been working on a high profile case of prosecuting a high profile drug dealer, who was rumoured to have connections to criminal organizations all the way in America. As a result of Nemo being the lead prosecutor on the case, some of the villainous higher ups had decided to remove him. During a dark rainy night, as it usually is during such times, the family drove home from the local movie theater when black SUV pulled up beside them, and unleashed a torrent of gunfire, causing the car to crash, killing Nemo, and his wife, Stephanie. The drug dealer acquitted, and later emigrated to America.

 

The two children went into the custody of their grandmother, their only living relative, and all three were heartbroken. Months after the funeral however, Richard had begun to see his parents: First it was only glimpses, but eventually it got to the point where he could speak to them, carrying on conversations with each other. While they were dead, they were still with him and his sister. During this time, Rich learned more about his abilities from his grandmother, and both he and his sister became at least moderately knowledgeable around Ghosts and the occult, with Rich and his grandmother relaying messages between his parents and his sister, with the two being raised from beyond the grave. Despite this, Rich only got into more fights at school, though this may have been from him developing a backbone, and encouragement from his mother.


Growing older, and reflecting more on his parents’ murder, which if not for his abilities could have definitely been more damaging, lead him to seek to bring the one who did it to justice so whoever was responsible would be brought to justice. Using his supernatural ability to speak to the dead, against the wishes of his family, he went on his own investigative crusade, managing to track down the hitman who had done the deed. The man had become a gang leader in the area, and a rather dangerous man. During one night, he snuck to the criminal’s compound, camera in hand, hoping to get enough evidence to bring the man down. They found him.


What Rich then remembered was waking up in a dark, cramped and musty box. He found he didn’t get short of breath, despite how much screaming he did for however long he did, but after banging against the lid long enough he ended up going through it and into the dirt above. And thus he dug, and pulled himself out of a grave to find a headstone with his name on it. “Richard Glass. 1979 - 1996”. Disoriented, confused and understandably terrified, he wandered around Montreal in the dirty suit, not even the voices of the dead seemed to notice him. Eventually he was picked up by a police officer. After some scared looks, and hours sitting alone, he was eventually brought to an interrogation room to a stranger. He was told he had been dead for the past twenty-three years. After a long amount of suits and officials, it was eventually decided he should be sent to live with his only living relative, as he was still a miner. His sister, Stephanie, in Freedom City.

 

When he finally arrived, there was a bewildered and teary reunion between not only him, but also his grandmother and parents. In the years between his little sister had grown up, and began working as a big name lawyer in FC, having moved there after their grandmother had died, wanting to get away from all the dark memories in Montreal, and furthermore taking the opportunity to practice her own abilities as a Medium. She eventually married and had a son, though her husband died during the events of the ArchEvil incident. What she was particularly proud of though is successfully prosecuting the same Drug Dealer their father had tried to years prior, bringing closure to the family over that case.

 

Over the remainder of his first year of life in the 21st century, with the help of and the encouragement of his sister and less than living relatives, Rich would practice controlling his abilities and getting used to the new world, as difficult as it would be. Though his sense of justice and need to bring his, and his parent's killer to justice burned brightly, and Rich would take many opportunities to dig deep into the dirt he could bring up on the man. This lead him to begin doing vigilantism throughout Freedom when finding crime, as well as bringing justice for the ghosts who he encountered needing it. He remembered his first act, aiding in the arrest of a miracle working conman who would scam the dying with his cures. When his family caught wind of his night time antics, they decided the best distraction to do would be to enroll him in high school, and after pulling a few strings, Claremont had a dead Canadian transfer student enrolled.

 

Personality & Motivation: 

Rich has a rather optimistic and joking personality, usually trying to be as friendly as he can, while also attempting to be the sarcastically funny guy in most situations. He likes to think he is charming, even though he can come off as less so given his less than warm and cuddly face. Death has made his sense of humour a little darker, and he can be rather abrasive at times without meaning to. As a stereotypical Canadian, he is rather polite and is sure to say sorry more than he should.

 

He is the mischievous type, and enjoys pulling pranks and getting into trouble, but actively does avoid them being too embarrassing for others (unless he feels they have it coming). Thanks to his upbringing, he has a strong moral compass and a sense of right and wrong, wanting to help others as best he can, provided they are worth helping. This extends to wish to prevent anyone from having to go through what both he and his sister have, and wanting to bring those who get away with it to justice; this isn't through death however, rather imprisonment, as to kill would lower him down to their level (and possibly create a ghost to bother him).

 

Having grown up in the 80s and 90s, quite a few of his interests and mannerisms seem to obviously come from there, despite his attempts to quickly blend into modern society. This includes using words such as "Radical" and "Bodacious," calling anime Japanimation, and an ultimate horror that Sega lost the console wars. He still has trouble believing that they've made so many Star Wars movies. Of course this takes a darker turn, as he still remembers freshly the events of Terminus, and T-babies.

 

Powers & Tactics: Rich uses his ghostly powers primarily for recon and infiltration, going invisible and intangible to make him basically undetectable. This is also surprisingly useful in fights as hits seem to pass right through him, though anti-ghost things seem to nullify that, and being able to put his hand in people can really hurt others. Being able to choose how invisible he goes is also very useful outside of fighting, allowing him to perform infiltration, but also hide squeaky shoes, and eliminate body odour after playing a game of ball or a day at the gym. Most of his tricks however involve using the environment, bashing enemies into walls, tripping them through the floor, and sometimes giving indigestion by putting random object lying around in spots that random objects lying around should not go. Being a medium is a rather helpful thing as well, as being able to speak to and see ghosts has been instrumental in investigating crimes, and gathering information. Of course when the culprit is supernatural, intangibility definitely helps in punching them too. Learning some bits and pieces of the occult, Rich knows enough about magic to cast some rather basic rituals.

 

Power Descriptions: As a Half-Ghost, being Half-Dead, Rich has one foot in the spirit world allowing him to push his body into a ghostly state, technically becoming a ghost. Going incorporeal, his body becomes a paper grey, and his hair floats as if in water very helpful for concealing his identity, with close inspection allowing one to see through him. When he goes through corporeal matter, it looks almost like a ripple of ghostly blue energy. The fact he isn't fully alive has made him far more durable, with his body's pain nerves being partially numbed, as well as generally having his important bits be less important; his lungs only really being used for speaking, his pulse barely registering, and being bothered by any sort of weather or pressure seems to highlight this. As a familial trait, the ability to see and communicate with spirits seems to occur every other generation, and simply allows one to gaze into that other world. Makes one a bit of a beacon though, as spirits can get pretty starved for talking to their relatives, as evidenced by the ghosts of his parents and grandmother following around Rich and his sister.

 

Complications:

Haunted: Ghosts are always trying to get his attention, whether for help, or simply out of boredom. They can be incredibly insistent at times.

Memories best left buried: Rich doesn't remember what happened after he was found by his killers, and considering the scars, he really doesn't want to know.

A foot in both worlds: Sometimes the dead can be pretty jealous he got a second chance and they didn't, leading some wanting to kill him a second time.

Dead man walking: Is legally dead, with all the benefits and complications that entails.

Abrasive: Likes to play jokes on people, and gets into mischief more often than not. Sometimes he doesn't realize when he has taken the joke too far. As well as this he doesn't exactly realize how sensitive most people are about such topics he is comfortable in, such as death.

ClaustrophobicSince being trapped in a coffin, hates having to be tangible in tight spaces

Shortsighted: Doesn't see the consequences of his actions, and is likely to try and bring someone to justice, or do something reckless, damned be how much trouble it could cause.

Rich and Jean: He deeply cares about his nephew and sister, and doesn't want more family members haunting him.

 

Abilities: 2 + 2 + 0 + 0 + 0 + 2 = 6PP

Strength: 12 (+1) (Light: 43, Medium: 86, Heavy: 130, Max: 260, Push/Pull: 650)

Dexterity: 12 (+1)

Constitution: 20/10 (+5)

Intelligence: 10 (0)

Wisdom: 10 (0)

Charisma: 12 (+1)

 

Combat: 8 + 20 = 28PP

Initiative: +1 Dex

Attack: +4 Base, +8 Melee, +10 Ghost Fighter Array

Defense: +10 (+10 Base), +5 Flat-Footed

Grapple: +9 (8 Melee + Strength)

Knockback: -5 Toughness/2

 

DC Block

ATTACK             RANGE      SAVE                           EFFECT

Unarmed            Touch      DC 16 Toughness                Damage

Intangible Punch   Touch      DC 25 Toughness(penetration 9) Damage

Inside Nerve Pinch Touch      DC 20 Fortitude                Stunned

 

Saving Throws: 5 + 5 + 5 = 15 PP

Toughness: +10/+5 (+5 Con +5 Armoured Jumpsuit)

Fortitude: +10/+5 (+5 Con, +5 Base)

Reflex: +6 (+1 Dex, +5 Base)

Will: +5 (+0 Wis, +5 Base)

 

Skills: 24 R = 6 PP

  • Notice: 9
  • Languages: 1 (English[Native], Quebecois French)
  • Concentration: 5
  • Arcane Lore: 5
  • Gather Information: 5/10 (4 Ranks +1 Cha [+5 Cool])

 

Feats: 8 PP

  • Equipment (5EP)
  • Attack Focus: Melee 4
  • Ritualist
  • Cool (Gather information)
  • Contacts

 

Equipment: 1PP = 5EP

  • Armoured Jumpsuit (Protection 5) [5EP]

 

Powers: 22 + 24 + 9 + 17 + 1 + 2 + 10 + 2= 87PP

Insubstantial 4 (Incorporeal[Affected by salt]; Feats: Subtle, Selective) [22PP] (Ghost, Necromantic)

Ghost Fighter Array 11 (22PP Array; Feats: Accurate, Alternate Power) [24PP] (Ghost, Necromantic)

  • Base Power: Damage 9 + Str (Intangible Gut Punch; Extras: Affects Corporeal, Penetrating, Flaws: Distracting, Feat: Mighty) [21/22PP]

  • Alternate Power: Stun 10 (Interior Nerve Pinch; Extras: Affects Corporeal, Flaws: Distracting, Feats: Sedation, Reversible) [22/22PP]

 

Immunity 9 (Life Support) [9PP] (Ghost, Necromantic)

Concealment 8 (Invisibility, Inaudibility, Inodorosity[All visual, All Hearing, All Scent]; Feats: Selective) [17PP] (Ghost, Necromantic)

Super-Senses 2 (Spirit-Sight [Vision, Counters Concealment; Flaws: Limited(Spirits)]) [1PP] (Psychic, Necromantic)

Comprehend 1 (Spirits) [2PP] (Psychic, Necromantic)

Enhanced Constitution 10 (Half-Dead) [10PP] (Ghost, Necromantic)

Flight 1 (Ghostly Propulsion 10MPH) [2PP] (Ghost, Necromantic)

 

Totals: Abilities (6) + Combat (28) + Saving Throws (15) + Skills (6) + Feats (8) + Powers (87) - Drawbacks (0) = 150/150 Power Points

Edited by AwesomeNemo
Posted

Mechanically, this character isn't going to accomplish anything. They're going to fail at every roll they're called upon to make.

 

You're not hitting your combat caps for your Power Level.

Melee attack 4 with Damage 5 averages out to PL 4.5, not PL 7.

Defense 6 with Toughness 3 also averages out to PL 4.5, not PL 7.

 

Strength 2 and Melee Attack 4 makes a Grapple bonus of +6, not +5.

 

Knockback Resistance is half your Toughness, rounded down, so 1, not 2.

 

Even for a PL 7, 3/3/2 for the exotic saves is really low.

 

That's 12PP worth of Feats you have costing 11PP.

 

Most of those skill bonuses are so low, I don't understand why you bothered taking them at all. Most of the skills have charts in the book which show the DCs for checks with them. You wouldn't hit any of them.

 

There's no reason to take the temporary-tradeoff feats at PL 7. Like I told you, the house rules imported the 3E rule allowing anyone to do those maneuvers for up to 2 points in either direction. A PL 7 who tries to Accurate/All-Out/Defensive/Power Attack for more than 2 points is going to fail. Either their attack bonus will be so low that they'll miss, or their damage will be so low that the target will make their save.

 

I don't see what you gain by making the array Dynamic.

 

Independent isn't a valid extra for that Damage effect. It only applies to effects which fade over time, which is 1) Boost, 2) Drain, or 3) An effect with the Fades flaw.

 

I'd call the flaw on the Healing effect "Source", like the Regeneration flaw, rather than "Limited".

 

Like I told you, the house rules put the base cost of Awareness at 1-3PP, depending on the frequency of the descriptor. "Electricity" is "Common", so it costs 2PP. So that Super-Sense costs 6PP, not 5PP.

 

Posted

Here's a bare-bones base to work off of. You'll have to make some painful cuts in order to afford more fluff-stuff.

 

PL 10

149PP

 

Abilities 10PP

Constitution 30/20 (+10/+5)

 

Combat 16PP

Attack +4

Defense +4

 

Saving Throws 15PP

Toughness +10/+5

Fortitude +10/+5

Reflex +10/+5 [5PP]

Will +10 [10PP]

 

Skills 0PP

 

Feats 12PP

Attack Focus (Melee) 6

Dodge Focus 6

 

Powers 96PP

 

Comprehend 1 (Spirits) [2PP]

 

Concealment 6 (All Auditory and Visual type senses, Feats: Selective) [13PP]

 

Enhanced Constitution 10 [10PP]

 

Enhanced Reflex 5 [5PP]

 

Ghost Combat 13 (26PP Array, Feats: Alternate Power 3) [29PP]

 

BP:

Insubstantial 4 (Extras: Attack, Feats: Progression [Counter Rank / Save DC] 6 [Rank 10 / DC20]) [26PP]

 

AP:

Damage 10 (Extras: Affects Corporeal, Penetrating, Flaws: Distracting, Feats: Mighty) [21PP]

 

AP:

Snare 10 (Extras: Affects Corporeal, Flaws: Range [Touch], Feats: Reversible) [21PP]

 

AP:

Stun 10 (Extras: Affects Corporeal, Flaws: Distracting, Feats: Sedation) [21PP]

 

Immunity 9 (Life Support) [9PP]

 

Insubstantial 4 (Extras: Affects Others, Feats: Progression [Subjects] 1 [2 Subjects], Selective, Subtle) [27PP]

 

Super-Senses 2 (Counters Concealment, Sense Type: Visual, Flaws: Limited [Ghosts/Spirits]) [1PP]

 

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