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Ghost Girl mk5


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Ghost Girl


VAL    CHA    Cost    Roll    Notes
15    STR    5    12-    HTH Damage 3d6  END [1]
18    DEX    16    13-
20    CON    10    13-
18    INT    8    13-    PER Roll 13-
10    EGO    0    11-
13    PRE    3    12-    PRE Attack: 2 1/2d6
7    OCV    20
9    DCV    30
3    OMCV    0
3    DMCV    0
7    SPD    50    Phases:  2, 4, 6, 7, 9, 11, 12
2    PD    0    2/15 PD (0/13 rPD)
2    ED    0    2/15 ED (0/13 rED)
10    REC    6
40    END    4
12    BODY    2    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward
FLIGHT        40m/160m

TELEPORTATION        10m/20m


Characteristics Total: 164

Cost    Powers
    Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4), Perceivable (-1/4) - END=
22    1)  Resistant Protection (13 PD/13 ED) (39 Active Points) - END=0
39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points) (Real Cost: 17) - END=0
16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points) - END=0
20    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
      - END=
41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
2f    1)  Quantum radiation field: Blast 3d6, Area Of Effect (4m Radius; +1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Does BODY (+1) (49 Active Points); Attack Versus Alternate Defense (Power Defense; -1/2) - END=2
7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) - END=2
3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) - END=2
3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1
3f    6)  Quantum rearranging: Healing BODY 2d6, Decreased Re-use Duration (1 Turn; +1 1/2) (50 Active Points) - END=2

Powers Total: 158

Cost    Martial Arts
4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
24    +6 HTH Damage Class(es)

Martial Arts Total: 43

Cost    Skills
4    PS: Scientist 13-
3    Scientist
2    1)  SS:  Particle Physics 12- (3 Active Points)
2    2)  SS:  Physics 12- (3 Active Points)
3    3)  SS:  Quantum Physics 13- (4 Active Points)
    Dex Skills
3    1)  Stealth 13-
    Int skills
3    1)  Shadowing 13-
3    2)  Computer Programming 13-
3    3)  Concealment 13-
3    4)  Deduction 13-
3    5)  Electronics 13-
3    6)  Inventor 13-
    Everyman skills
0    1)  Acting 8-
0    2)  Climbing 8-
0    3)  Conversation 8-
0    4)  Paramedics 8-
0    5)  Persuasion 8-
0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

Skills Total: 35

 

Value    Complications
20    Accidental Change:  High energy fields 11- (Very Common)
10    Distinctive Features:  (Concealable by turning off her powered up form), Noticed and Recognizable, Detectable By Commonly-Used Senses
15    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; Harshly Punish)
10    Physical Complication:  Has no organs in energy form (Infrequently; Slightly Impairing)
10    Psychological Complication:  Careless use of high energy  (Uncommon; Strong)
10    Social Complication:  Secret Id Infrequently, Major

Complications Points: 75

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

Ghost Girl.HTML


What's New in Version mk5   See changelog

Released

Ghost Girl mk 5


VAL    CHA    Cost    Roll    Notes
15    STR    5    12-    HTH Damage 3d6  END [1]
18    DEX    16    13-
20    CON    10    13-
18    INT    8    13-    PER Roll 13-
10    EGO    0    11-
23    PRE    13    14-    PRE Attack: 4 1/2d6
7    OCV    20
9    DCV    30
3    OMCV    0
3    DMCV    0
6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
2    PD    0    2/15 PD (0/13 rPD)
2    ED    0    2/15 ED (0/13 rED)
10    REC    6
40    END    4
12    BODY    2    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward
FLIGHT        40m/160m

TELEPORTATION        10m/20m


Characteristics Total: 164

Cost    Powers
    Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4) - END=
22    1)  Her semi Quantum State: Resistant Protection (13 PD/13 ED) (39 Active Points); Perceivable (-1/4) - END=0
39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points); Perceivable (-1/4) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points); Perceivable (-1/4) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points); Perceivable (-1/4) (Real Cost: 17) - END=0
16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); Perceivable (-1/4) - END=0
23    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
      - END=
41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
2f    1)  Quantum radiation field: Blast 2d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (45 Active Points); No Range (-1/2) [Notes: 5m of flight] - END=2
7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) [Notes: noncombat 86 mph] - END=2
3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) [Notes: 620 mile max range] - END=2
3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1

Powers Total: 158

Cost    Martial Arts
4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
24    +6 HTH Damage Class(es)

Martial Arts Total: 43

Cost    Skills
4    PS: Scientist 13-
3    Scientist
2    1)  SS:  Particle Physics 12- (3 Active Points)
2    2)  SS:  Physics 12- (3 Active Points)
3    3)  SS:  Quantum Physics 13- (4 Active Points)
    Dex Skills
3    1)  Stealth 13-
    Int skills
3    1)  Shadowing 13-
3    2)  Computer Programming 13-
3    3)  Concealment 13-
3    4)  Deduction 13-
3    5)  Electronics 13-
3    6)  Inventor 13-
    Everyman skills
0    1)  Acting 8-
0    2)  Climbing 8-
0    3)  Conversation 8-
0    4)  Paramedics 8-
0    5)  Persuasion 8-
0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

Skills Total: 35

 

Value    Complications
20    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; NCI; Harshly Punish)
15    Hunted:  VIPER Infrequently (Mo Pow; Harshly Punish)
10    Psychological Complication:  Carless use of high energy  (Uncommon; Strong)
20    Psychological Complication:  Code vs killing (Very Common; Strong)
10    Social Complication:  Secret Id Infrequently, Major

Complications Points: 75

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

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