Lone_Star Posted November 28, 2023 Posted November 28, 2023 (edited) Ghule Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness In Brief: A rough-and-tumble young zombie trying to make good. Catchphrase: This is a work in progress for Vic. She’s trying her best, okay? Theme: Alternate Identity: Viktorya “Vik” Steinman (Secret - Vic is legally dead!) Birthplace: Freedom City Residence: Crummy apartment or hotel in Southside, Freedom City Base of Operations: See above Occupation: Vic does odd jobs where she can and is occasionally a superhero. Affiliations: N/A Family: Viktor Steinman [father], Gloria Steinman [mother] Description: Age: 23, Born 2000 Gender: Female Ethnicity: Caucasian, marble white skin. Height: 5’ 6” or 168 cm Weight: 110 lbs. or 50 kg Eyes: Dark grey Hair: Black and curly History: Viktorya did not grow up knowing the prosperity of Freedom City. In fact, her family raised her in a one-bedroom apartment in Southside, where she endured a rough childhood. Her father was a constantly out-of-work contractor for DeCosta Construction, and her mother scraped together extra income working at a few local diners. Vik felt the pressure her family’s lack of income imposed on her parents from an early age, and in her own way, her first stint in Freedom Juvenile Hall at 14 was well-intended. They didn’t have enough money to buy groceries that week, so she decided to “borrow” from the local gas station. She was caught, and after a brief scuffle with the arresting officer, Vik landed in juvie for six months. Vik always had the capacity to learn, and she learned many skills in juvenile detention. She learned how to defend herself (by any means necessary), she learned how to steal properly, how to lie, and how to cheat. It is with those skills that she survived several more stints in juvie, culminating in a two-year sentence on her 18th birthday. By this point, Vik had abandoned any hope of a legitimate career, and resigned herself to a life behind bars. Those two years were the most difficult of her life. By that point, she had developed somewhat of a reputation as someone not to mess with, and she spent those two years mostly alone. The isolation of not having any friends or support of any kind wore heavily on her, and her parents visited less and less. When she emerged two years later, a changed woman, something dawned within her. This was not the life she wanted. She moved back in with her parents and found a job at a secondhand store that accepted those with criminal records. It was hard work, and menial, but she found a kind of solace in earned a day’s wages (little as they were). However, the bills stacked higher and higher, and her family was in danger of being evicted. Vik could not allow that to happen, so she risked it for one final job. She kept her ear close to the ground and waited for several months for the inevitable: that a major supervillain was planning a job in Southside. Her moment came when she heard Baron Samedi was back in town and making major plans in Freedom City. She didn’t really care what he was planning, but she knew he had magical artifacts that she would be able to sell for a good price. She was caught almost immediately. The Baron decided to make an example of her and turn her into one of his zombie henchmen for his upcoming attack. As the torturous magical energies flowed through her body, Vik felt her life ebbing away. She had never experienced something so horrible as being turned into an undead, and just before the spell was finished, it was interrupted by Calypso, who soundly defeated the Baron. During the fight, the last of Vik’s life ebbed away, and she was pronounced dead on the scene. She awoke a week later in her own coffin, panicked and terrified. She remembered very little of what happened, she only knew she was trapped and running out of air! She pounded against the walls of her coffin, and found they broke easily. Dirt started to flood in, so she crawled to the surface. Her hands dug through the dirt as if it were nothing, and she soon found herself surfacing, gasping for air. Vik then experienced the horror of seeing her own grave, and her “death” came back to her in a flood. Vik was overcome with emotion but found she could not cry. In a fit of rage, she picked up her own headstone and smashed it, and it broke as if it were made of cardboard. She looked at her arms and found they were white as alabaster – she awoke from her death transformed into a zombie! Vik is still processing her death, but she has decided to use her new “life” as a chance to do some good, or at least try. She has yet to really dive into what happened, but she knows this: she wants to become human again, and she wants revenge on Baron Samedi, preferably both! Personality & Motivation: Vik has difficulty making friends and trusting others, but it is something she is consciously working on. She needs friends, especially other superhumans, and especially mystic practitioners, if she is going to turn herself back into a human, especially mystic practitioners. She is capable of manipulating others if it suits her, as she did not have the luxury of conventional morality during her stints in juvie, and often does not realize her callousness until it is too late. It could be said that Vik often has “foot-in-mouth syndrome”. She will say hurtful things to others without realizing it until much later, and can be seen as rude at times. However, those she considers family she will fight for to her last breath. She is intensely loyal and defensive of those she cares about. Vik is learning to become a superhero and will rely on more experienced heroes to teach her the right way. Although she does not feel like her previous criminal actions were done with bad intentions, she knows she must try to do good in a world that has done much harm to her, or at least try her very best. In the back of her mind, she must make the most of these strange new abilities she has been given, or she will until the first opportunity to become human presents itself. Powers & Tactics: Vik relies mostly on her hand-to-hand fighting, but has no formal training, and it shows. Her experience fighting was mostly from juvenile detention, where her only strategy was to put down her opponent first, by whatever means necessary. She is a hammer in a world of nails, and happily draws any fire she can, due to her ability to shrug off most conventional firearms. However, she can easily get in over her head, and until she trains up with a larger superhero team, she will charge into any situation. However, she is fairly sneaky and may attempt to at least try to sneak up on an enemy before clobberin’. Power Descriptions: Since her transformation/resurrection, Vic has manifested some minor necromantic abilities. Her well-honed ability to fight hand-to-hand has been enhanced with the ability to create bone spikes from her arms and legs which are disturbingly effective. She is slowly learning that her body no longer conforms to traditional anatomy, a combat technique she will learn about as her powers grow. Her rotting fist manifests itself as black necromantic tendrils manifesting from her arm, and if they connect, a distinct shrieking sound is heard as the life energy of the target is siphoned away. Gross, but effective! Complications: Evil Dead: Vik will undoubtedly face some prejudice as a zombie and will have trouble gaining public trust. After all, decades of zombie media have not exactly inured the public to a heroic zombie! Re-Animate(her): Vik wants nothing more to return to human form and would be willing to do anything to become “normal” again. She is desperate and may easily be tricked into finding a cure to her condition. The Walking Dead: Vik has a lot of difficulty passing for humans, and this will create plenty of situations where she will have a hard time fitting in, especially in public. Her best efforts to conceal her condition are temporary at best, and do not stand up to close scrutiny. Warm Bodies: Vik must consume at least a pound of meat per day (preferably raw) or she starts to lose control of her remaining humanity. Although this is typically not an issue, there may be situations where she is Abilities: 14 + 6 + -10 + 2 + 4 + 0 = 16PP Strength: 24 (+8) Dexterity: 16 (+3) Constitution: n/a Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+1) Combat: 8 + 10 = 18PP Initiative: +3 Attack: +4 Base, +8 Melee, +4 Ranged, +12 Bone Weapons Defense: +8 (+5 Base, +3 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -0 Saving Throws: 0 + 9 + 4 = 13PP Toughness: +12 (+0 Con, +9 Protection +3 Body Armor) Fortitude: Immune Reflex: +11 (+2 Dex, +9) Will: +6 (+2 Wis, +4) Skills: 48R = 12PP Bluff 8 (+9) Climb 2 (+10) Intimidate 13 (+13) Knowledge [Streetwise] 8 (+8) Notice 6 (+8) Sense Motive 6 (+8) Stealth 5 (+8) Feats: 13PP All-Out Attack Attack Focus [Melee] 4 Attack Specialization [Bone Weapons] 2 Dodge Focus 3 Equipment Evasion Power Attack Equipment: 1PP = 5EP Body Armor (+3 Toughness) [3EP] Lock Release Gun [1EP] Multi-Tool [1EP] Powers: 30 + 26 + 14 +12 = 82PP Immunity 30 (All Fortitude Effects) [30pp] Blast 8 (Thrown Bone Weapons; Feats: Accurate 4, Improved Critical 2, Improved Disarm, Ranged Pin) (necromancy, zombie physiology) [24pp] o Alternate Power: Strike 0 (Bone Weapons; Extras: Autofire 8, Mighty 8 Feats: Accurate 2 Variable Descriptor 1 [bludgeoning/slashing/piercing], Extended Reach [10 ft], Improved Block, Improved Critical 2, Improved Defense) (necromancy, zombie physiology) {24/24} o Alternate Power: Stun 8 + Drain Toughness 8 (Rotting Fist) (necromancy, magic) {24/24} Protection 9 (Extras: Impervious 5) (necromancy, zombie physiology) [14pp] Regeneration 12 (+7 Recovery Bonus) [10pp] Drawbacks: -4PP Vulnerability (Magic; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Bone Weapons Touch DC 18 Toughness (Autofire) Damage Thrown Bone Weapons Ranged DC 18 Toughness Damage Rotting Fist Ranged DC 18 Fortitude x2 Stun and Drain Totals: Abilities (16) + Combat (18) + Saving Throws (13) + Skills (12) + Feats (13) + Powers (82) - Drawbacks (4) = 148/150 Power Points Edited December 2, 2023 by Lone_Star
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