Lone_Star Posted September 15 Posted September 15 Ghule Power Level: 10 (161/163PP) Unspent Power Points: 2pp 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 Alternate Identity: Viktorya “Vik” Steinman (Secret - Vic is legally dead!) Birthplace: Freedom City Residence: Young Guardians Base Base of Operations: Young Guardians Base Occupation: Superhero Affiliations: Young Guardians 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. 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 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 " borrowed” 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 could learn, and she learned many skills in juvenile detention. She knew how to defend herself (by any means necessary), how to steal correctly, how to lie, and how to cheat. With those skills, 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 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 and menial, but she found solace in earning 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 several months for the inevitable: 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 care what he was planning, but she knew he had magical artifacts that she could sell reasonably. She was caught almost immediately. The Baron made an example of her and turned 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 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 quickly. Dirt started to flood in, so she crawled to the surface. Her hands dug through the mud 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 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 and 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 investigate what happened, but she knows this: she wants to become human again and revenge on Baron Samedi, preferably both! Personality & Motivation: Vik is learning to become a superhero and will rely on more experienced heroes to teach her correctly. Although she does not feel like her previous criminal actions were done with bad intentions, she knows she must 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. Though she may be crude sometimes, she genuinely tries to better herself as a superhero and person. She makes mistakes that other, more experienced heroes have learned from long ago and is very hard on herself. Over time, she is learning to accept who she is. She may be stuck in her zombie form for some time, but she can do a lot of good with her newfound abilities. Powers & Tactics: Since joining the Young Guardians, Vik has learned how to work in a team and with others. Intense training sessions with Charlie and her other teammates have helped her hone her “Spirit Boxing” fighting style and grow her necromantic abilities. She channels her natural anger into a tightly focused, highly aggressive boxing style. Her osteomancy gives her additional options for combat and even to assist in battle. Though Vik has learned from diving in and wading into the thickest part of a battle, she has much to learn about working with a team. She usually defers to her team leader, though she still makes snap judgments in the heat of the moment. By allowing herself to meditate for a few minutes, Vik has learned to hear the restless voices of the dead, regardless of which language they spoke in life. This power scares her quite a bit, so she has not experimented with its use very much. She will develop her powers more as she learns about necromancy and magic. However, her powers are based primarily on instinct and her natural curiosity about her new “living” situation. Power Descriptions: She has unlocked new “moves” through her training: Dead Man’s Combo is an alarmingly speedy combination of attacks that manifests ghostly fists as she swarms her opponent. Gravestone Uppercut uses her previous expertise, forming weapons out of bone to turn her fists into massive bludgeons that can break through enemy armor. Her Soulbinder Clinch usually starts with a counterpunch or brief grapple where Vik leeches life force from her opponent with a banshee shrieking sound, allowing her to recover from the wounds she inflicts. Lastly, the Five-Finger Ghost Palm uses mystic techniques typically reserved for the deadly “Dim Mak” death touch. Still, she has modified it so it does not permanently harm her opponent but simply disrupts their life force temporarily. She has also developed her osteomancy, though this she would admit could use some work. Her previous use was limited to forming weapons out of bone that she could use, but she has grown with these powers as well: she can now create objects made of bone to trap her opponents or lay down cover for allies. She retained the ability to develop knives out of bone shards for additional ranged attacks but can now summon a giant bony fist to grab opponents directly in front of her! 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 be prejudiced as a zombie and have trouble gaining public trust. After all, decades of zombie media have not entrained 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 cannot obtain this, and her hunger will quickly become out of control. Re-Animate(her): Vik wants nothing more than 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 for her condition. The Walking Dead: Vik has difficulty passing for humans, which 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. 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: +2 Attack: +4 Base, +12 Spirit Boxing, +12 Osteomancy Defense: +8 (+5 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +12 Knockback: -6 Saving Throws: 0 + 9 + 4 = 13PP Toughness: +12 (+0 Con, +2 Defensive Roll, +10 Protection) Fortitude: Immune Reflex: +11 (+2 Dex, +9) Will: +6 (+2 Wis, +4) 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 (+7) Feats: 11PP All-Out Attack Defensive Roll 2 Dodge Focus 3 Equipment 2 Evasion Luck 1 Power Attack Enhanced Feats: Takedown Attack Equipment: 2PP = 10EP Lock Release Gun [1EP] Motorcycle [9EP] Powers: 30 + 17 + 23 + 4 + 10 +12 = 96PP Immunity 30 (All Fortitude Effects) [30pp] Spirit Boxing Array 5 (10 PP array; 3 Alt powers, Feats: Accurate 4) [17 PP] Base Power: "Dead Man’s Combo": Add Autofire to Strength Bonus [8pp] Feats: Split Attack, Takedown Attack) {10/10} Alternate Power: "Gravestone Uppercut" Add Penetrating 8 to Strength Bonus [8pp] + Improved Critical 2 [18-20] {10/10} Alternate Power: “Soulbinder Clinch” Add Vampiric to Strength Bonus [8pp] + Feats: Incurable, Sedation {10/10} Alternate Power: Stun 8 “Five-Finger Ghost Palm” (Feats: Affects Insubstantial, Subtle, Flaws: Full-Round Action) {10/10} Osteomancy Array 8 (16 PP array; 3 Alt powers, Feats: Accurate 4) [23 PP] Base Power: Blast 8 (Barrage of Bone) {16/16PP} Alternate Power: Create Object 7 (Necrotic Forge; Feats: Stationary, Tether) {16/16} Alternate Power: Snare 8 (Grip of Death; Extras: Regenerating, Flaws: Range [Touch]) {16/16} Alternate Power: Super-Senses 4 (Soul Sense; Ranged Detect Life (Very Common) [Mental Sense]) + Comprehend 3 (Living Psychopomp; languages [speak any one at a time, understand all, read all]) {12/16} Quickness of the Dead: Speed 2 + Super-Movement (Wall-Crawling) [4 PP] Protection 10 [10pp] Regeneration 12 (+7 Recovery Bonus) [12pp] Drawbacks: -5PP Vulnerability (Magic; Frequency: Very Common; Intensity: Major [x2]) [-5PP] DC Block ATTACK RANGE SAVE EFFECT Spirit Boxing Touch DC 23 Toughness Damage Five-Finger Ghost Palm Touch DC 18 Fortitude Stun Barrage of Bone Ranged DC 23 Toughness Damage Grip of Death Ranged DC 18 Reflex Snare Totals: Abilities (16) + Combat (18) + Saving Throws (13) + Skills (12) + Feats (11) + Powers (96) - Drawbacks (5) = 161/163 Power Points
Fox Posted September 22 Posted September 22 Just the little math things that creep in here: I think a change to the character's Dex at some point let some of the knock-on effects creep in: - At +2 Dex, this character would have a +2 Initiative bonus rather than +3. - Double-check the Reflex save line - the final result of +11 is right, but it still lists a +4 Dex. - Double-check the Stealth bonus - at +2 Dex, the final bonus should be +7 rather than +8. With +5 Base Defense, Ghule would have a +3 Flat-Footed defense rather than +4. At +4 Base Attack and +8 Strength, Ghule enjoys a +12 Grapple bonus; with +12 non-Impervious Toughness, Ghule enjoys a -6 Knockback modifier.
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