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Ghost Girl (PL12 [15]) - Gizmo

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Ghost GirlGhost Girl
Power Level: 15 (250/250 PP) [282]
Trade-Offs: Ghost Array: None; Soul Scythe: -2 Attack, +2 Damage
Unspent PP: 0

ThemeDance Apocalyptic by Janelle Monáe


In Brief: Teenage poltergeist with an upbeat personality and chilling powers.

Alternate Identities: Kimber Storm
Identity: Public
Birthplace: Thunder Bay
Occupation: Student
Affiliations: Claremont Academy, DuTemps Building, Midnighters, Young Freedom
Family: None

Apparent Age: Early Twenties (DoB: August, 1979; DoD: January, 1996)
Gender: Female
Ethnicity: Deceased-Canadian (Caucasian)
Height: 5'7"
Weight: None
Eyes: Ice-Blue (Sea Green)
Hair: Ice-Blue (Chestnut Brown)

In her natural state, Kimber appears as the image of a young woman rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Hair trimmed short on the sides and long on top is ruffled by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly.

Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes, though she has taken to affecting a black and light blue colouration for her hair as a small acknowledgement that she is no longer who she once was. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. Since forging her soul scythe she's altered her costume as Ghost Girl to include a long, hooded coat with a tattered fringe and an ornate ice crystal pattern over the shoulders, buckled at the waist. She still includes a domino mask to the ensemble from time to time even if she makes little effort to maintain an actual secret identity.

Powers Description:
Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing.

Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her true nature revealing itself.

Her soul scythe is formed from a curved snath of faintly luminous wood and a long, wicked looking blade of impossibly reflective metal. The tang is ornamented with what looks suspiciously like human bone while a charm in the shape of a highly stylized skull hangs from the far end of the shaft. The scythe grants Kimber a number of abilities, most notably the option to take on a corporeal form and interact with the world directly. The weapon can only be picked up by one who has died: a normal mortal attempting to lift it will find their hand passing through the handle as thought it were empty air.

Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike.


In life, Kimber was Rebecca Stone, a Thunder Bay native born in 1979. Observant and astute, she was otherwise mainly notable for her energetic disposition, growing into a happy if largely unremarkable teen. Becca had little connection with superheroics; the Mulroney administration saw government funding of super teams heavily reduced then cut altogether, and North American opinion remained for the most part negative towards costume vigilantes until the Terminus Invasion in 1993. The newly elected Liberal government under Chrétien rode the rocketing popularity of superheroes that resulted, and the band posters in Becca's room were replaced with images of national heroes.

In 1996, Becca and several friends went on a winter camping trip, despite the weather that was frigid even by Northern Ontario's standards. The group camped out in a log cabin, but while out hiking through the wooded trails, Becca became separated from the others and lost her way among the twisting paths. Heavy snow hampered any search efforts, eventually forcing the police to note her as missing and presumed dead. The details of her case were unfortunately among those lost in the move to a digital database.

Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl.

Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just feel like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life!

Kimber attended Claremont Academy, where she joined an iteration of Young Freedom alongside her roommate Wraith, a Kinigosi warrior who had adopted the human identity of Indira Singh. Since neither girl actually needed to sleep they instead spent their nights talking and exploring, quickly becoming inseparable. The team's numerous adventures culminated in a desperate battle against the Curator at the Centurion's Sanctum. Witnessing the heroic sacrifice of her friend Sharl Tulink, Citizen of Tronik, had a profound effect of Kimber, planting a desire to become stronger to better protect the people she care for.

After graduating Kimber accepted an offer from fellow Young Freedom alumnus Eve Martel to stay in the newly finished castle atop the DuTempts Building. Somewhat adrift for a time she continued to adventure with her friends and became a well liked part of Freedom City's supernatural community. Turning her attentions to expanding her arcane knowledge, the poltergeist began looking for a solution to her inability to interact with her world and the people around her in a truly tactile manner.

Personality & Motivation:
Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour.

Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl!

Successfully forging her soul scythe with the help of her friends has helped Kimber come to terms with the idea that she is her own person now, distinct from whomever she might have been had her life not been cut short. This has added a layer of genuine confidence underneath her good cheer and made her less likely to avoid serious or uncomfortable topics. She still prefers to resolve situations through talking but is sure of her ability to handle herself should gentler measures fail.

Powers & Tactics:
Kimber's main offensive ability outside of her scythe is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. She can also let loose a blast of frigid wind that quickly coats anything in her path in a hindering layer of ice. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is not entirely beyond being hurt, and her sense of invulnerability can get her into trouble.

Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. After years of relying solely on her telekinesis to interact with the world it remains her default even with her soul scythe offering the option of traditional touch. A quick study, Kimber rounds out her repertoire with a number of minor tricks and cantrips picked up from her friends.

Amnesia: Kimber's memories before her untimely demise are foggy at best.
Avro: A pet manticore kitten is a big responsibility, missy!
Carry A Big Stick: Kimber's soul scythe is an object of considerable power, likely to draw interest.
Naive: Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt.
Pyrophobia: Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either.
She's Dead, Jim: It's a living man's world, Kimber's just haunting in it.
Truly, Truly Outrageous: Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up.
Untouchable: Kimber has no physical form without the aid of her scythe.
Young Freedom 2.0: Kimber's friends are pretty rad.

Abilities: -10 + 6 - 10 + 0 + 6 + 6 = -2PP
STR: - /16 ( - /+3)
DEX: 16 (+3)
CON: - (-)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 16 (+3)

Combat: 16 + 12 = 28PP
Initiative: +3
Attack: +8 Base, +10 Scythe, +12 Ghost Array
Grapple: - /+11 (+8 Attack, +3 Strength [Scythe])
Defense: +12 (+6 Base), +3 Flat-Footed
Knockback: -6/-11

Saving Throws: 2 + 9 = 11PP
Toughness: +12 (+12 Protection; Impervious 10 [Scythe])
Fortitude: -
Reflex: +5 (+3 Ref, +2)
Will: +12 (+3 Wis, +9)

Skills: 19PP = 76R
Bluff 6 (+9/+13 Attractive)
Diplomacy 13 (+16/+20 Attractive)
Intimidate 9 (+12)
Knowledge [Arcane Lore] 15 (+15)
Languages 1 (French) (Base: English)
Notice 8 (+11)
Sense Motive 12 (+15)
Stealth 12 (+15)

Feats: 20PP
All-Out Attack
Attack Specialization [Scythe]

Critical Strike [Undead]
Dodge Focus 6
Fascinate [Diplomacy]
Favoured Enemy [Undead]
Improved Critical 2 [Scythe]
Luck 2
Minion 8
Power Attack
Second Chance (Diplomacy)
Takedown Attack 2
Uncanny Dodge (Auditory)

Powers: 30 + 15 + 40 + 2 + 1 + 3 + 3 + 30 + 21 + 12 + 7 + 3 + 10 = 177PP

Ghost Array 13 (26PP, Feats: Alternate Power 4) [30PP]

Base: Concealment 8 (Invisibility; All Visual, Auditory and Olfactory, Extras: Linked, Feats: Close Range, Selective, Drawbacks: Power Loss [Necromantic/Undead Awareness, -1]) [17PP]
Concealment 2 (Mental Echo; All Mental, Extras: Linked, Flaws: Displacement) [2PP]
Obscure 4 (Static; Radio, 50' radius, Extras: Action [Free, +2], Linked, Flaws: Partial, Range [Touch], Feats: Reverse Progression 1 [Area, min 25']) [5PP]

AP: Damage 12 (Disrupt Electronics, Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Feats: Accurate 2) [14PP]
Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP]

AP: Drain Strength 12 (Chill of the Grave; Extras: Affects Corporeal, Feats: Accurate 2) [26PP]

AP: Emotion Control 12 (Beautiful Terror; Extras: Area [Perception, +2], Flaws: Range [Touch, -2], Sense Dependent [Vision], Drawbacks: Power Loss [in Sunlight, -3]) [9PP]
Morph 6 (Terrible Beauty; Any Humanoid, +30 Disguise, Feats: Attractive, Fascinate [Diplomacy], Drawbacks: Power Loss [in Sunlight, -3]) [11PP]

Super-Senses 6 (Fear Awareness [Mental], Extras: Acute, Analytical, Radius, Ranged, Tracking) [6PP]

AP: Snare 12 (Ice Breath; Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP]

Friendship is Magic Array 4 (8PP, Feats: Alternate Power 7) [15PP]

Base: Enhanced Feats 8 (All-Out Attack, Attack Specialization [Scythe], Critical Strike [Undead], Favoured Enemy [Undead], Improved Critical 2 [Scythe], Takedown Attack 2) [8PP] (Indira’s Instruction)

AP: Flight 4 (Rank 5 Total, 250 MPH) [8PP] (Koshiro’s Kiting)

APHealing 8 (Extras: Restoration, Total; Flaws: Empathic, Limited 2 [Others, Touched by der Schattenwelt]) [8PP] (Tarva's Touch)

AP: Nullify Illusion 12 (Extras: Nullifying Field [+0]; Flaws: Limited [Technological Effects]; Feats: Progression 2 [Area, 300’ radius]) [8PP] (Sharl’s Skepticism)

AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan's Shroud)

AP: Super-Movement 2 (Dimensional Movement 2 [Realms of Death and Cold]; Extras: Portal [+2]) [8PP] (Dimitri’s Doorway)

AP: Super-Senses 4 (Death Awareness [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick's Necrovision)

AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve's Elevation)

Device 12 (Soul Scythe; 60PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted 2 [Only Lifted by Those Who Have Died], Subtle [Transforms into Necklace][40PP] (cosmic, necromantic)

  • Base: Drain Will 14 (Spirit Sever; Extras: Affects Corporeal, Affects Objects, Alternate Save [Will, +0]; Flaws: Limited [vs. Spirits/Undead], Objects Only; Feats: Affects Insubstantial 2, Alternate Power 2)
    • + Damage 14 (Extras: Affects Corporeal, Alternate Save [Will]) [18 + 42 = 60PP]
  • AP: Damage 12 (Reap; Extras: Affects Corporeal, Area [General, Cone], Selective; Feats: Affects Insubstantial 2, Knockback 8) [58PP]
  • AP[33 + 25 = 58PP]
    • Corporeal Form 6.4 (33PP Container; [Active, Sustained]) [33PP]
      • Duration 4 (on Insubstantial; Continuous; Feats: Selective) [5PP]
      • Enhanced Strength 16 (+3, Heavy Load 230 lbs; Feats: Affects Insubstantial 2) [18PP]
      • Impervious 10 [10PP]
    • Mental Transform 12 (Restore Lucidity; Extras: Area [General, Cone], Duration [Continuous]; Flaws: Action [Full Round], Limited [Undead]; Feats: Progression [Area]) [25PP]

Comprehend 1 (Spirits) [2PP]

Enhanced Feats 1 (Quick Change) [1PP]

Environmental Control 3 (Extreme Cold, 25' radius, Extras: Duration [Special], Flaws: Range [Touch]) [3PP]
This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates.

Flight 1 (10 MPH, Extras: Duration [Continuous], Flaws: Permanent, Feats: Subtle) [3PP]

Immunity 30 (Fortitude Effects) [30PP]

Insubstantial 4 (Incorporeal, Affected by Fire/Heat, Extras: Permanent, Feats: Innate) [21PP]

Protection 12 [12PP]

Regeneration 7 (Recovery Bonus [+0], Resurrection 2 [One Day]) [7PP]

Super-Senses 4 (Counters Concealment [Visual, Flaws: Limited (Undead)], Darkvision) [3PP]

Telekinesis 2 (Extras: Affects Corporeal, Range [Perception], Feats: Precise, Subtle) (Heavy Load: 100 lbs) [10PP]

Drawbacks: -3PP

Vulnerability (Fire/Heat, Frequency: Common, Intensity: Moderate [x1.5 DMG]) [-3PP]

DC Block:
ATTACK                  RANGE                SAVE                          EFFECT
Disrupt Electronics     Touch                DC22 Fortitude                Drain Toughness

                                             DC27 Toughness [Autofire]     Damage
Drain Strength          Touch                DC22 Fortitude                Drain Strength
Emotion Control         Perception           DC22 Will                     Emotion
Ice Breath              100 - 275' Cone      DC22 Reflex                   Snare

Reap                    120' Cone            DC27 Toughness                Damage [Knockback as 20]
Spirit Sever            Touch                DC24 Will                     Drain Will
                                             DC29 Will                     Damage


Totals: Abilities (-2) + Combat (28) + Saving Throws (11) + Skills (19) + Feats (20) + Powers (177) - Drawbacks (-3) = 250/250 PP

Avro the Manitcore Kitten


Character Name: Avro the Manticore Kitten
Power Level: 8 (120/120PP, Minion 8)
Trade-Offs: +3 Attack / -3 Damage

In Brief: Cuddly little mythological predator!

Birthplace: Freedom City
Affiliations: DuTempts Building, Midnighters, Young Freedom
Family: Kimber Storm (caretaker)

Gender: Male
Height: 30 cm
Weight: 5 kg

As a manticore cub, Avro is an unlikely combination of other, mundane creatures. Roughly the size of fit house cat, his dark russet fur fades into burnt sienna quills about his neck and shoulders which are supple when he is calm but stiffen to form a rudimentary mane when he is agitated. Avro is capable of firing these poisoned spines at a target with surprising accuracy.

His tail is that of a scorpion, covered in brick red, segmented chiton and tipped with a venomous barb. This corrosive poison is a stronger version of the one secreted by his spines and can even eat through rock given time. In combination with the retractable claws in his paw, this allows Avro of burrow through most most walls or surfaces.

Avro's face is primarily simian in arrangement though his ears and eyes are more recognizably feline. Because of this, he is capable of assuming human-like expressions, though he is only of animal intelligence. His mouth houses three rows of sharp, serrated teeth which are slowly but constantly being replaced in a manner similar to a shark. Most of the sounds he makes are feline, including purring when content, but when excited he can produce loud, trumpet like notes, even 'singing' on rare occasion.

Abilities: 4 + 4 + 8 - 4 + 6 + 2 = 20PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 6 (-2)
Wisdom: 16 (+3)
Charisma: 12 (+1)

Combat: 18 + 8 = 26PP
Initiative: +2
Attack: +11 (+9 Base, +2 Shrinking)
Grapple: +5
Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shrinking), +3 Flat-Footed
Knockback: -4/-2

Saving Throws: 3 + 4 + 2 = 9PP
Toughness: +8 (+4 Con, +4 Defensive Roll)
Fortitude: +7 (+4 Con, +3)
Reflex: +6 (+2 Dex, +4)
Will: +5 (+3 Wis, +2)

Skills: 40R = 10PP
Intimidate 8 (+5)
Notice 12 (+15)
Perform (sing) 4 (+5)
Sense Motive 7 (+10)
Stealth 5 (+15)
Survival 4 (+7)

Feats: 9PP
Defensive Roll 2
Dodge Focus 2
Skill Mastery (Notice, Sense Motive, Stealth, Survival)
Uncanny Dodge 2 (Auditory, Olfactory)

Powers: 4 + 2 + 1 + 1 + 14 + 19 + 12 = 53PP

Burrowing 4 (10MPH) [4PP]

Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP]

Illusion 1 (Visual and Tactile Senses; Extras: Duration [Continuous, +2], Flaws: Limited [Mundane Tabby, -2], Range [Touch, -2]) [1PP]

Immunity (Poison) [1PP]

Manticore Attack Array 6 (12PP,  Feats: Alternate Power 2) [14PP]

Base: Damage 3 (Claws and Teeth; Extra: Penetrating 5, Feats: Improved Critical 2, Mighty, Variable Descriptor 1 [claws, teeth]) [12PP]

AP: Damage 3 (Spines; Extras: Poison, Ranged, Feats: Incurable, Mighty 2) [12PP]

AP: Drain Toughness 5 (Acid Venom Tail; Extra: Affects Objects, Feats: Extended Reach [5'], Slow Fade) [12PP]

Shrinking 8 (Extras: Duration [Continuous], Flaws: Normal Strength, Permanent, Feats: Innate, Normal Movement, Normal Toughness) [19PP]

Super-Senses 12 (Visual [Counters Obscure (Darkness, +2)], Auditory [Accurate (+2), Extended (x10)], Olfactory [Acute, Counters Concealment (+2), Extended (x10), Tracking 2], Tactile [Ranged]) [12PP]

Drawbacks: -7PP

No Hands (Very common, Moderate) [-4]
Nonverbal (Very common, Minor) [-3]

DC Block:
ATTACK              RANGE      SAVE               EFFECT
Claws and Teeth     Touch      DC20 Toughness     Damage
Spines              Ranged     DC20 Toughness     Damage (Poison)
Acid Venom Tail     5'         DC15 Fortitude     Drain Toughness

Totals: Abilities (20) + Combat (26) + Saving Throws (9) + Skills (10) + Feats (9) + Powers (53) - Drawbacks (7) = 120/120 Power Points

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The base cost of Obscure Radio is 1PP/rank, so you've got 2PP left to play with in that AP slot.


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