RocketLord Posted February 24 Posted February 24 Ghost Power Level: 12 Effective Power Level: 12 Power Points: 235/250PP Unspent Power Points: 15pp 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 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 sports a full beard. 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 chance encounter with Fleur de Joie of the Freedom League led to Casper to realize that he had been in a rut at best, spiralling at worst. He needed to do better, to become better, at least according to himself. To become someone that his daughter would be proud of. At Fleur de Joie's suggestion, he reached out to Comrade Frost, then leader of the Freedom League Auxillary, which he joined. The Freedom League Auxillary saw little action during this time, and would eventually become inactive, though Ghost would make the move to the Freedom League proper. Staying busier than ever, Casper initially formed few bonds with other members of the Freedom League, often hindered from participating in meetings due to action elsewhere. During this time, he met and befriended another experienced crimefighter, Grimalkin. The duo were clearly attracted to each other, though Casper would, as usual, continue to second guess himself and what they felt. After all, Grimalkin could just be friendly. A long, hard life of fighting is piling on, but still, Casper remains a hero as the Friendly Neighborhood Ghost. At least things have started to look up, at least until the other shoe drops. 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 preteen. 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 has finally decided to give up on Jessie, and is content to be on friendly terms with her. 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. 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: 12 (+1) / 24 (+7) Constitution: 12 / 20 (+5) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 12 = 20PP Initiative: +7 (+7 Dex) Attack: +4 Base, +12 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +12 (+4 Base Attack, +8 Attack Focus [Melee]) Knockback: -3 / -2 without Defensive Roll SAVING THROWS 5 + 7 + 7 = 19PP Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +10 (+5 Con, +5) Reflex: +14 (+7 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS 124R = 31PP Bluff 12 (+15) Skill Mastery Computers 1 (+6) Craft [Electronic] 5 (+10) Craft [Mechanical] 2 (+7) 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] 10 (+15) Notice 12 (+15) Search 10 (+15) Sense Motive 12 (+15) Skill Mastery Stealth 13 (+20) Skill Mastery FEATS 38PP Attack Focus [Melee] 8 Benefit 1 [Freedom League Member] Challenge (Fast Feint) Contacts Defensive Roll Dodge Focus 11 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 4 Move-By Action Power Attack Skill Mastery (Bluff, Gather Information, Sense Motive, Stealth) Taunt Uncanny Dodge [Auditory] Well-Informed Veteran Awards Equipment 2 (10 EP) Freedom Leagues Communicator [6EP] Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] POWERS 4 + 8 + 12 + 7 + 30 + 40 = 101PP 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 8 [8PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 12 [12PP] (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 14 (28PP Array; Feats: Alternate Power 2) [30PP] (Descriptors: Dimensional, Physical Mutation) BP: {4 + 23 = 27/28PP} (Descriptors: Intangible Ghost) Immunity 2 (No need to breathe, Vacuum; Flaws: No Permanent Flaw (+1): Continuous Duration) [4PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 11 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 1100 ft.) {28/28} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 12 Adds (Extras: Area [General Shapeable], Selective; Feats: Progression [Area] 4) (12-300 5 ft. cubes) to Ghost With The Most Array {28/28} (Descriptors: Phantom Force) Ghost With The Most Array 18.5 (37PP Array; Feats: Alternate Power 3) [40PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 12 (Extras: Affects Corporeal; Feats: Reversible) {37/37} (Descriptors: Chilling Touch) AP: Damage 12 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {37/37} (Descriptors: Shock Touch) AP: {3 + 27 + 6 = 36/37} (Descriptors: Turning Others Ghost) Affects Others Flight 3 Adds (Extras: Affects Others, Linked [Insubstantial 4]) to Flight [3PP] Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Objects, Affects Others, Linked [Immunity 2] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [27PP] Immunity 2 (No need to breathe, Vacuum; Extras: Affects Others, Linked [Insubstantial 4] (+0); Flaws: No Permanent Flaw (+1): Continuous Duration) [6PP] AP: Snare 12 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {37/37} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +12 Chilling Touch Touch DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12 Shock Touch Touch DC27 TOU (staged) Damage +12 Phantom Touch Touch DC22 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12 Chilling Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC22/16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC27/21 TOU (staged) Damage Phantom Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC22/16 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (20) + Saving Throws (19) + Skills (31) + Feats (38) + Powers (101) - Drawbacks (0) = 235/250 Power Points
RocketLord Posted February 24 Author Posted February 24 Boosting Ghost to PL12, replacing his old sheet. Not a whole lot new, aside from increasing ranks and adding some Immunities to his Insubstantial powers.
Fox Posted February 29 Posted February 29 The only thing I spot is the knockback: I may have missed a modifier somewhere, but with +7/+5 Toughness, Ghost would have -3/-2 modifier.
RocketLord Posted February 29 Author Posted February 29 14 hours ago, Fox said: The only thing I spot is the knockback: I may have missed a modifier somewhere, but with +7/+5 Toughness, Ghost would have -3/-2 modifier. Fixed. Not sure where that score came from, tbh.
Fox Posted March 1 Posted March 1 The little bits of derived sheet math are the bane of us all. APPROVED!
Avenger Assembled Posted March 2 Posted March 2 Immunity 2 (No need to breathe, Vacuum; Flaws: No Permanent Flaw (+1)) [4PP] I don't know what this means
RocketLord Posted March 2 Author Posted March 2 As discussed on Discord, that means that the Immunity powers does not have the Flaw Permanent. I have updated the sheet to make it clear that they are Continuous instead.
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