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Found 18 results

  1. Ghost's Apartment in the Fens A few days after he met Fleur de Joie Casper was pacing around in the apartment, looking at his phone. He had been thinking about this for a while now. Should he use Comrade Frost's number? It was a leap to make, skipping all those steps and asking about getting into the Freedom League, and he still wasn't sure if he even wanted to join, but Carrie would think it'd be cool if he was a member of the Freedom League, right? At least once she finds out about him being Ghost. Could be nice to have some support network, too. Did the Freedom League offer a stipend or payment or anything like that? Casper looked around his tiny apartment. That... well, it wasn't the important thing, but it wouldn't be bad, right? Probably not what he should lead with. Breathing out heavily, he sat down on his and looked at the phone. Alright, alright. Fleur had given him this number, he should use it. Worst that could happen was a no, right? It would probably be a no, but he had to try, at least. Punching in the number, he waited for Comrade Frost to answer...
  2. GM April 2nd 2021, 11:30 An abandoned warehouse in Kingston The music was loud. The beat was good, people were having fun, with the music blaring through the empty warehouse in Kingston. Things were slowly starting to return to normal after the Terminus Invasion. At least normal enough that plenty of people were feeling brave enough to get to the abandoned areas near the Doomforge to take over the buildings for underground parties. Like the one that Luke Landers and Leon Moore found themselves at. The music was loud. The party was fun.
  3. OOC for this. @Nerdzul, @Spacefurry
  4. GM Hanover, on a rooftop opposite the Bastion Technologies building 6PM, January 6, 2021 A few hours after Chimera fought Freestyle at FCU Campus, she had arrived in Hanover. The weather had grown colder and darker. A silent rain was slowly falling. Positioned on a roof across the street, Chimera looked at the Bastion Building, nestled between start ups and internet companies. From out here, it looked pretty ordinary. Just another little tech company in Hanover, one among many in Hanover. She was not alone. A shadow fell on her from above.
  5. Make, oh, whatever rolls you think you should make, @RocketLord
  6. Freedom City Medical CenterFreedom City, New Jersey.Wednesday, April, 10th, 20217:22 PM Eight thousand employees. Fifteen hundreds of which are physicians. Eight hundred beds. Ten doctors at the top of their fields with a superhuman specialization. And absolutely not one person with an answer to the question permeating throughout the sprawling Freedom Medical Center. Just where was baby Koa? It had been a good hour since everyone in the Labor and Delivery floor had fallen asleep. Including a woman who ended up sleeping through her own delivery. It had only been five minutes. But for Ata Kahale it was the longest five minutes of her life. When she awoke her baby was nowhere to be found. Hospital security was quick to pull the camera footage. Footage that has now dominated the the Freedom City news cycle for the past hour. Six robed figures exited the supply closet on the floor after everyone had fallen asleep. They entered Ata Kahale's room and left with her child back towards the supply closet. Disappearing without a trace.
  7. GM A Friday evening in late February, 2021 The Boardwalk, outside the Diamond Clover Casino It had not been a evening for Raina so far. Eddie had seemed like a nice enough guy at first. He had taken her to a magic show at the Boardwalk. The magician wasn't exactly good, but he was trying at least, not helped at all by Eddie's heckling and talking over each and every thing that he did, loudly explaining to Raina how he would have done the trick so much better. No, Eddie had turned out to be quite insufferable, and Raina had left, leaving the Diamond Clover Casino soon after. It had been a good day for Casper. No trouble at all so far, he had been hangng out with Carrie and had taken her to a kids' show at the Boardwalk, and she had absolutely loved it. He could have sworn that Jessie had looked a bit differently at him when she picked up Carrie, too. All in all, a good day, and he had spent the rest of the afternoon and evening hanging out at the Boardwalk, just feeling good about himself for once. Of course, either of those feelings wouldn't last. In the cold clear night, the roar of bikes echoed through the Boardwalk. A biker gang tore through the Boardwalk, all wearing jackets with an a horned skull with burning eyes and a pentragram on the forehead that identified them as "THE DEVIL's ADVOCATES FREEDOM CITY". Few wore helmets or any kind of protection, laughing and shouting as they drove amongst the people that had to leap for their lives to get out of the way. Of the two riders in the lead, one looked almost unnaturally pale, a red bandana tied around his forehead, his rapidly thinning black hair pulled back by it, and the other, with a full light brown beard and long hair, wore a helmet in the style of an Imperial German Pickelhaube officer's helmet.
  8. Even though she knew full well what time it was, the dark and the cold were still a bit of a shock to Stesha as she stepped out of the largest knot in an ancient oak tree. She'd spent the past fifteen hours of a very long day much closer to the equator, helping out with a World Food Program/UNISON/Freedom League joint humanitarian project in Haiti. Evacuations ahead of the unseasonable tropical storm had kept casualties low, but the damage had still been extensive and a huge amount of arable land wiped out. She'd done good work helping put things back together, but it had been exhausting, miserable work in soupy humidity broken only by periods of pouring rain. By the time she'd finished doing what she could, her uniform was so soaked she could barely pull it off so she could change into somebody's spare UNISON jumpsuit. Even with as long as the day had been, even as tired as she was, Stesha wasn't quite ready to go home just yet. Ammy was out with her class on an overnight camping trip, and the house was so big and echoey with nobody else in it. She thought often about removing the extra bedrooms and going back to a cottage, but every time she considered it, some disaster or other filled all the rooms again. Tonight, though, it was empty rooms and tomorrow another tremendously long day of trying to organize the tax information for the 501(c)(3) that funded Sanctuary's needs from Earth Prime. Unless of course some disaster came up, she thought wryly, and wasn't it terrible and wrong to wish for a disaster just to avoid paperwork? Liberty Park, like most of downtown Freedom City, was never truly dark. Here on the footpath near the Children's Zoo, blue twinkle lights were strung along the path and through the trees, making soft shadows over the bench she sat down on. Just a few minutes to unwind, she figured, and she'd be ready to go home. Or at least cold enough to want coffee. With a rueful grin, she pulled a handful of seeds from her pocket and began flicking them across the path one at a time, letting them take root and grow into flowers as they fell.
  9. Ghost Gather Information DC5: Ghost has been an active member of the Freedom City super heroic scene since 2003, but has tended to stay away from larger gatherings of heroes, working mostly by himself or doing impromptu team ups. His reputation is all over the place, from responsible super hero doing his best to outright villain, depending on who you ask. He is generally accepted as a hero by the super heroic community. DC10: Some believe that Ghost might be an actual ghost driven by vengeance to do good! He can fly and phase through solid objects. He is a big fan of hot dogs and coffee. DC15: While seen all over Freedom, Ghost is believed to primarily operate around the Fens and Southside. He is generally not a fan of teenage super heroes, but does his best to help them anyway. DC20: Ghost is not an actual ghost, he just has ghost-like powers. He doesn't speak about it a lot, but he claims to have saved the world at least twice. DC25: Ghost's intangibility seems to have issues with cold. Knowledge: Popular Culture DC10: Ghost made a few headlines back in 2003, thrilling the city and parts of the nation with his powers on live television. He suddenly stopped after a few weeks, instead resurfacing as a super hero. Knowledge: Streetwise DC10: Ghost is mainly active around the Fens and Southside. While his powers can pack a punch, he is generally considered one of the more gentle super heroes to be stopped by, as long as you don't endanger civilians, then all bets are off. DC15: There's a lot of criminals in Freedom City that would love to see Ghost permanently ghosted. Casper Balthazar Church Gather Information DC10: Casper is a Freedom City resident, currently living in the Fens. DC15: Casper is divorced from Jessie Taylor Wilson, a well known Freedom City real estate agent. They have a daughter, Carrie Belinda Church, with Jessie having custody. Their relationship is friendly. DC20: Casper never seems to be able to keep a job for long, eventually being fired for being late, sleeping on the job or showing up hurt to work on multiple occasions.
  10. Under the circumstances, it was a beautiful day. The circumstances being Freedom City in early February, that meant clear skies and biting cold air that kept the SuperCrime crew of five huddled around their portable heater whenever they could get a break from setting up the outside shoot. It definitely wasn't the weirdest or most uncomfortable circumstances they'd shot in over the past fifteen years, but they were none of them as young as they used to be, not even Paige herself. They'd set up a small working area in a quiet park, a couple of portable chairs, several cameras, and a little canopy over a knot of equipment and monitors. "All right," Paige began, checking things off on her tablet as she spoke. "This looks like a standard two-camera interview, over the shoulder and with the overhead boom plus lavs. Is that all set to go, Fred?" The second unit director nodded, barely looking up from his own tablet. "I'm going to be doubling Kelsey on sound to try and kill some of this wind noise, but we'll have to handle it in post. It's too bad there aren't fifty thousand buildings in this city we could've gone inside for this..." Paige laughed. "His first suggestion was on a rooftop of one of those buildings; this was a compromise. Speaking of which, what's the hot dog situation?" "I sent Vivi to the cart," Fred confirmed, "they'll be back any minute. We'll have to keep this tight," he reminded her, "we still have that other one this afternoon." "No problem," Paige assured him blithely. "We've done this a million times."
  11. OOC for this. @Heritage, @Spacefurry Give me some Initiative rolls, so we got those ready and out of the way.
  12. GM Wading Way, Freedom City November 22nd, 2020 3:00 PM The outside of a bank almost exploded as man in a golden battlesuit smashed through the windows, a large briefcase in his hand. He landed heavily on the pavement, looking up at the people on the street around him, quickly followed by a trio of people in silver colored battlesuits, all holding heavy suitcases of their own. The battlesuits appeared to be inspired by medieval knights armors, aside from the helmet of the golden one, at least, which sported a large red eye in the center of the helmet, which otherwise had no features. "We got the gold boss, now what?" One of the men in silver armor asked, drawing a groan of irritation from the man in the golden armor. "Then we run you idiot! Back to the headquarters, like we planned!" With sirens wailing in the distance, all four took off from the ground, heading through the city with powerful boot jets.
  13. Oh no, Doctor Midas stole a bunch of gold from the bank, and now he's making his escape! Good thing that you're there to stop him! But wait, who's that catching up to him? Is that Ghost!? I'm looking for 1-2 people to team up with Ghost to stop that gold loving diabolical Doctor Midas before he gets away! PL8-10 prefered, but I'm open to others. Teen heroes will probably lead to some interesting interactions, but anyone's free to enter!
  14. Reputation Table Theme Music Vignettes 20/20 Hindsight: Greatest Hits
  15. Ghost Power Level: 12 Effective Power Level: 10 Power Points: 191/201PP Unspent Power Points: 10 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: Who I Am - The Score Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: None 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 often sports a five o'clock shadow. 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 on his forehead or over his eyes, as the situation calls for. 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 long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. 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 young child. 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 is still very much in love with Jessie, but he sees little hope for them ever getting back together. 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. Ghost Love Story: Casper still loves his ex-wife, Jessie. She is a succesful real estate agent with commercials on TV, ad space on buildings and much more. The GM can award Casper a Hero Point if he is somehow distracted by seeing Jessie, whether in the flesh or a commercial. 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: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 5 + 5 = 15PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +8 (+3 Wis, +5) SKILLS 76R = 19PP Bluff 12 (+15) Craft [Electronic] 1 (+6) Disable Device 5 (+10) Gather Information 12 (+15) Knowledge [Current Events] 5 (+10) Knowledge [Physical Sciences] 5 (+10) Knowledge [Streetwise] 5 (+10) Knowledge [Technology] 2 (+7) Notice 7 (+10) Search 5 (+10) Sense Motive 12 (+15) Stealth 5 (+10) FEATS 30PP Attack Focus [Melee] 6 Contacts Defensive Roll Dodge Focus 10 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action Taunt Uncanny Dodge [Auditory] Well-Informed POWERS 4 + 4 + 8 + 7 + 26 + 34 = 83PP 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 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (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 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Burst], Selective; Feats: Progression [Area] 4) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 3) [34PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23P] + Immunity 1 (Suffocation while incorporeal; Extras: Affects Others, Linked [Insubstantial] (+0)) [2PP] {25/31PP} AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area DC29 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (18) + Saving Throws (15) + Skills (19) + Feats (30) + Powers (83) - Drawbacks (0) = 191/201 Power Points
  16. Players Name: Simplex409 Character's Name: Jake Power Level: 10 Power Points: 150/150 In Brief: Free floating ghost of a hanged man with ghostly powers. ooOOOoooOOo Alternate Identities: None Identity: Secret Birthplace: London Occupation: Indentured Haunter Affiliations: Hereafter Scare Inc. Family: None living Age: DoB 1560, DoD around 1590 Apparent Age: About 40. Not really sure because of the bag Gender: Male Ethnicity: Caucasian Height: 6'0" Weight: looks about 180 lbs, actually weightless Eyes: Yellowish green fire can be seen through holes burnt in the sack. Hair: Unknown; he wears the burlap sack on his head - it doesn't come off (he's tried). Description: When visible Jake is a human male floating in the air. He wears old style pants long since frayed and torn with patches here and there and a burlap sack covers his head. His only other clothing is a hangman's noose that is still tight around his neck, the long rope floating around him as though underwater. His skin is pale white mottled with grey, and there are numerous cuts and gashes covering his torso. From his hands and feet strange glyphs have been carved into his flesh and they trail snakelike up his arms and legs respectively, glowing with the faintest of green lights. The burlap sack covers his head entirely and it is matted with dirt and dried blood. There are a few burn marks on the material and two holes have been scorched through the material where eye slits would be and from within all that can be seen is a burning yellow green light that flickers with a hateful intensity. His posture is wracked and tortured, writhing slowly with crooked arms and bent legs as though in perpetual pain on some sort of rack. This doesn't seem to be particularly bothersome to him however as he's usually chipper even while curled back against his own spine in seeming agony. Power Descriptions: Jake is a ghost, with all the powers and complications which come with that particular state; insubstantial, floating, hard to kill, and mindless of most things the living find important such as breathable air. He has a selection of supernatural abilities at his disposal for terrifying and combating the forces of darkness. Well the forces of darker-than-him-ness. These are again the pretty basic suite of ghostly abilities; possession of the living, poltergeist activity, draining away life forces, and projecting his suffocating noose around the necks of those who are particularly troublesome. History: Jake was born "James Marcus Wilson" in the London borough of Whitechapel in 1560. His parents were not particularly well off nor were they living on the street but rather that happy middle ground so admired by the middle classes. His childhood was one of much excitement and adventure as a small boy - since small boys find excitement and adventure in the simplest of places, and while he was perhaps a little unruly it was nothing out of the ordinary for the time - playing games of pirates and sailors, skipping school, and coming home covered in mud being the usual causes of a hiding. As he grew into adolescence he took work as a carpenter and studied hard at architecture - most decidedly the construction of wooden homes in the form of cabins, and how they may be easily erected with the minimum of effort. Everyone knew of the magical new land discovered far to the west and already there was talk of settlements to be founded and brave adventurers needed to face the perils of the untamed frontiers. Raleigh, the famous seaman, declared his plans to found a settlement across the sea in the early part of 1585 and though Jake submitted himself for the voyage he was deemed too inexperienced for the trials ahead. Downcast he watched the hulking ship leave the London docks and swore he would be a part of the next ship to leave. He continued working and studying for several more years - long enough to see the return of the failed expedition funded by Raleigh - and took himself a young wife who shared his dream of the far frontier. When Raleigh announced another attempt - better supplied and funded - to be departing in the spring of 1587 Jake again applied with his wife's full approval and they were overjoyed to be accepted. They packed, bid their families a tearful farewell, and boarded the ship heading west. The journey wasn't pleasant for anyone, especially the untraveled pair, but they made it to the shores of America still in fine spirits and the whole of the expedition worked well together to unload the ship and begin making a base camp. The captain of the ship, John White, stayed on for some weeks as he and the crew assisted the settlers in founding the new colony before they boarded their ship and, with cheerful farewells to the new settlers, set off back for England where they would retrieve more supplies for the colony they had helped found. The trip should have taken less than a year. But it didn't. War broke out between England and Spain and in the midst of the bloody conflict no ship was to set sail for the west when the Spanish galleons were so close to England's border. The war was, for the time, short - finishing by 1590 and John White wasted no time in loading up the ship to return to the colony. He wasn't worried about the long absence - the colonists were well supplied, they had already begun tilling the land, houses and shacks had already been springing up, and the natives of the land were on friendly terms. It was late in the year of 1590 when John White set foot once more into the settlement of Roanoke. Nobody was there. Not a living soul and no sign of any disturbance. Everyone had just... gone. Everyone, that is, except for Jack, whose body swung quietly in the breeze from the town hall beam. (This is a basically true story, look it up! Although Jack wasn't there) Jack has no real memories of the Roanoke colony after John White's departure - a few fragments of working hard and forming a town but no indication of what happened or why his was the only body left. And certainly not the faintest idea of what all the strange glyphs are about. A few years after his death is when he was recruited into Hereafter Scare Inc. They told him that he wasn't able to move on into the great hereafter until he'd worked as a Haunter long enough to clear his karmic debt. It sounded like nonsense to Jake but since he was unable to move on anywhere and sitting around doing nothing for eternity didn't seem like much fun he agreed to do as he was told. Since then he has been a rather pathetic excuse for a ghost - he doesn't like scaring people and he's more likely to fetch a sleepy child a glass of water than to leap out from under their bed shouting Boo. He's been a haunter for hundreds of years and he hasn't any idea how much longer he has to keep doing it - maybe forever for all he knows, especially with his poor track record for frightening people. Still, he gets on with it and occasionally meets someone who isn't terrified of him so he has a friend for a few years. About Hereafter Scare Inc; Personality & Motivation: Jake looks like he should probably be a particularly creepy villain or at least a brooding anti-hero. The actual fact is that he's really quite happy go lucky and upbeat about most situations. After all - he's dead - how much worse can his day get? The other proverbial shoe has already dropped and he's glad to be still around. He understands that his appearance is quite awful and is usually shy and invisible around new people, apologizing and trying to be nice to them in order to lesson the impact of his popping into being and making them shriek. His job isn't rewarding for him in the least - having to go house to house scaring people in the dead of night by shouting "Boo!" in their closet isn't what he signed up for when he entered the afterlife, so through the night when he's working he can be a little disconsolate, but this fades as soon as he starts chatting and being friendly with people. His motivation primarily stems from the fact that he's quite a nice guy who has a lot of power and likes people. When his nightly hauntings take him through the darker portions of the city he makes sure to go to each job the long way around and ensure that nobody is being unpleasant to someone else for the sake of a few dollar bills. Powers & Tactics: Usually, Jake finds that a good scare is all it takes to make most villains forget what they were doing and search quite urgently for a public restroom where they can sit and rethink their life choices. If that fails, he uses his suite of ghostly powers to combat his enemies in whatever way seems most effective or amusing at the time - he relies on the fact that he's already dead and can't strictly be killed again to ignore attacks coming his way (perhaps unwisely, but he's still around so it's not that bad). COMPLICATIONS Working Stiff: While not a day job as such, Jake is still indentured to the company and has to go about his hauntings. If he starts falling behind, he is quickly teleported to The Office and given a dressing down for some time before being released again. This can take anywhere from a few minutes to an hour, and he has no control or say in when he is returned to the living world. Working for "The Man": Some spirits and ghosts see Hereafter Scare Inc. as an evil corporation bent on taking over the afterlife (which may be true, but it's not polite to point it out) and thus Jake is just a tool of 'The Man', man! Some spirits may react negatively to him or actively try to undermine whatever he's doing just to stick it to the corporate scum! AAAIIIIEEEEEE!: Jake is pretty gruesome to look at and many people seeing him for the first time (or the second time. Maybe a third time. Probably not more than the fourth time.) may react in the only sensible way they know how and run screaming from the building. We ain't afraid of no Ghost: Sure the grey jumpsuits are stylish and the backpacks look great, but these guys need to understand that running around shooting lights at every ghost in the world is just plain judgmental. They seem to have more franchises opening up all over the country these days, and it's a lucky night when one of their white hearses doesn't try to chase Jake down. Mysterious Past: Not really a complication I guess, but we'll pop it here anyway. Jake doesn't know why he was hung nor why his body has all the strange glowing glyphs carved into it. Somebody does though and whether they're alive or dead it probably won't stop them showing up at some point with presumably nefarious intent. Consecrated Ground: Jack can't enter consecrated ground and, if forced to do so, loses access to all his Haunting powers and his Protection. Additionally he whimpers and cries and can't do much of anything. He Slimed Me: An ectoplasmic residue is left behind wherever Jack uses his powers. This can make tracking him easier and there may be things a clever magic or science guy can do with it that would be bad. ABILITIES: (-10) + 4 + (-10) + 2 + 4 + 0 = -10PP Strength: --- Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 8 + 10 = 18PP Initiative: +2 Attack Bonus: +4 Attack: +10 Ranged (+4 Base, +6 focus), +4 Melee Grapple: +4 Defense: +5 (+5 Base) Knockback: -12 SAVING THROWS: 0 + 3 + 5 = 8PP Toughness: +15 (Impervious 10) / +0 (+0 Impervious) Vs Consecrated/Holy (Pretty much a sitting duck if you have a holy sword/gun/pointy stick - intentionally as I thought it fitted thematically) Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +7 (+2 Wis, +5) SKILLS: 40R = 10PP Diplomacy 4 (+4) Intimidate 10 (+10) Investigate 5 (+6) Medicine 4 (+6) Notice 5 (+7) Search 4 (+5) Sense Motive 8 (+10) FEATS: 8PP Attack Focus (ranged) 6 Fearless Startle Enhanced Feats Fearsome Presence 10 (From Horrify) POWERS: 8 + 31 + 21 + 2 + 13 + 3 + 2 + 36 = 116PP All powers have the supernatural and undead descriptors. Flight 4 (100 mph / 880ft per move action) [8PP] Immunity 30 (Fortitude Saves [Enhancement: Innate]) [31PP] Insubstantial 4 (Incorporeal [Enhancement: Innate, Flaw: Permanent]) [21PP] Invisibility 4 (Total concealment from all visual senses, [Flaws: Action 2: Standard action to activate, Duration 1: Concentration) [2PP] Protection 15 (+15 Toughness [Enhancement: Impervious +10, Flaw: Limited (weakness to Consecrated/Holy)] [13PP] Regeneration 3 (Resurrection3: 5 hours) [3PP] Super Senses 2 (Darkvision) [2PP] Haunting (36PP Array) Possession 10 ("Puppeteer" [Enhancement: Duration1:Continuous, Flaws: Action1:Full round to use, Range1: 100ft) [30PP] Confuse 10 ("Jacks Madness" [Enhancement: Duration1:Concentration]) [20PP] Drain 10 ("Weakness", Single Trait: Strength [Enhancement: Range: 100']) [20PP] Enhanced Trait 10 ("Horrify", Fearsome Presence 10) [10PP] Obscure 5 ("Darkness of the Grave", Affects Visual Senses) [10PP] Suffocate 10 ("Hangman's Noose" [Enhancement: Range 100']) [30PP] Telekinesis 7 ("Poltergeist" [Enhancements: Damaging, Perception]) [28PP] TOTALS Abilities (-10) + Combat (18) + Saving Throws (8) + Skills (10) + Feats (8) + Powers (116) - Drawbacks (0) = 150/150 Power Points DC Block Unarmed +4 Touch DC 15 TOUGHNESS DMG (Physical) Posession +10 Ranged DC 20 WILL Assume body control Confuse --- Perception DC 20 WILL Confused Drain +10 Ranged DC 20 FORT/STAGED -1 STR per point failed (Max 10) Suffocate +10 Ranged DC 20 FORT Suffocation Telekinesis --- Perception DC 22 TOUGHNESS DMG (Physical)
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