Jump to content

Ghule - PL 10 Hero


Recommended Posts

Posted (edited)


Ghule
Power Level:  10 (155/161PP)
Unspent Power Points: 6pp

Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness 

 

In Brief: A rough-and-tumble young zombie trying to make good.

Catchphrase: Her catchphrase is a work in progress for Vic. She’s trying her best, okay?

Theme: Zombie Stomp by Ozzy Osbourne

 

Ghule.jpg.9133422b8fb1ef9d360606436aade4d4.jpg

 

GhuleCostume.png.1089da566dc23d34e548d3702688a218.png

 

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: 20, Born 2003
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 human again. 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!

 

As Ghule, Vik does not wear a mask, but paints her face to resemble a skull to disguise her identity. She wears a black leather trenchcoat with "appropriated" body armor beneath to protect herself in combat. She hopes to upgrade her costume soon! 

 

 

Complications:


28 Days Later: Vik’s friends and family before her death are unaware that she is alive (as far as that goes) and her past life as a juvenile delinquent may catch up with her.

 

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!

 

Poultrygeist: 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 unable to obtain this, and her hunger will quickly become out-of-control.

 

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 will have a lot of trouble with social connections, compounded with the fact of her condition. She is traumatized by her own death and was not exactly friendly before that. Vik will lash out and say hurtful things because she herself is in pain. She is not easy to get along with, to say the least.


Abilities: 16 + 4 + -10 + 2 + 4 + 0 = 16PP
Strength: 26 (+8)
Dexterity: 14 (+2)
Constitution: n/a
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 8 + 10 = 18PP
Initiative: +3
Attack: +4 Base, , +12 Bone Weapon Array

Defense: +8 (+5 Base, +3 Dodge Focus), +4 Flat-Footed

Grapple: +8
Knockback: -0


Saving Throws: 0  + 9  + 4  = 13PP
Toughness: +12 (+0 Con, +12 Protection)
Fortitude: Immune
Reflex: +11 (+4 Dex, +9)
Will: +6 (+2 Wis, +4) 
+10 vs. Mental effects with Mind Shield active)


Skills: 48R = 12PP
Bluff 8 (+8)

Climb 2 (+10)

Intimidate 13 (+13)

Knowledge [Streetwise] 8 (+9)

Notice 6 (+8)

Sense Motive 6 (+8)

Stealth 5 (+8)

 

Feats: 13PP

All-Out Attack
Attack Specialization [Bone Weapon Array] 4
Dodge Focus 3

Equipment 2

Evasion

Luck 1

Power Attack

 

Equipment: 2PP = 10EP 

  • Lock Release Gun [1EP]
  • Motorcycle [9EP]

 


Powers: 30 + 27 + 7 + 12 +12 = 88PP

 

Immunity 30 (All Fortitude Effects) [30pp]

 

Bone Weapon Array 12 (24 PP array; 3 Alt powers) [27 PP]

o    Base Power: Blast 8 (Thrown Bone Weapons; Feats: Penetrating 4, Improved Critical 2 [18-20], Improved Disarm, Ranged Pin) (necromancy, zombie physiology) {24/24PP}

o    Alternate Power: "Flurry of Bones Stance" Add Autofire to Strength Bonus [8pp] Feats: Variable Descriptor 1 [bludgeoning/slashing/piercing], Evasion [Adds to Evasion from Feats], Extended Reach [10 ft], Improved Critical 2[18-20]) + Speed 3 + Super-Movement 5 (Sure-Footed, Swinging, Wall-Crawling 2) (necromancy, zombie physiology) {24/24}

o    Alternate Power: "Bonebreaker Stance" Add Penetrating to Strength Bonus [8pp] + Impervious Protection 10 [10pp] + Mind Shield 4 [4pp] (bludgeoning, necromancy, zombie physiology) {22/24}

o    Alternate Power: Stun 8 + Drain Toughness 8 (Rotting Fist) (necromancy, magic) {24/24}

 

Between Life and Death Array 6 (6 PP array; 1 alt power) [7 PP]

o    Base Power: Super-Sense 4 (Soul Sense; Ranged Detect Life (Very Common) [Mental Sense]) + Comprehend 1 (spirits) (necromancy, magic) {6/6}

o    Alternate Power:Comprehend 3 (Living Psychopomp; languages [speak any one at a time, understand all, read all]) {6/6}

 

Protection 12 (necromancy, zombie physiology) [12pp]

 

Regeneration 12 (+7 Recovery Bonus) [12pp]

 


Drawbacks: -5PP

  • Vulnerability (Magic; Frequency: Very Common; Intensity: Major [x2]) [-5PP]

 

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 23 Toughness                      Damage

Bone Weapons                Touch        DC 23 Toughness (Autofire)     Damage
Thrown Bone Weapons   Ranged     DC 23 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 (88) - Drawbacks (5) = 155/161 Power Points

 

Edited by Thevshi
+1 PP for Aug 2024
Posted

Thanks for cleaning it up a lot LS. Still a couple small things.


First, her reflex save should be +11 (+3 for her Dex and +8 spent to increase)

 

How are your calculating her Regeneration? You list it as 12 ranks, but only list 10 PP spent (and up above you list having spent 12 pp, which would be 12 ranks). You have +7 recover (which is 7 ranks, what are the other five ranks doing?

Posted
3 hours ago, Avenger Assembled said:

One important thing - equipment doesn't stack with powers like Protection, so you'll need some other way to put her at defensive caps.


Gotcha. I’ll look at that tomorrow.

  • Fox locked this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...