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Ghost Cat Updated


Beast

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added a bit

reread Bill Willingham's Iron Wood and got ideas from his Fantasia Faust character

 

GHOST CAT

 

Val Char Cost Roll Notes

55 STR 15 20- Lift 51.2tons; 11d6 [2]

29 DEX 57 15- OCV: 10/DCV: 10

28 CON 36 15-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV: 3

14 PRE 4 12- PRE Attack: 2 ½d6

20 COM 5 13-

 

10+11 PD 5 Total: 10/21 PD (0/11 rPD)

10+11 ED 4 Total: 10/21 ED (0/11 rED)

6 SPD 21 Phases: 2, 4, 6, 8, 10, 12

12 REC 2

50 END -3

50 STUN 9 Total Characteristic Cost: 169

 

Movement: Running: 17"/34" Speed: 38/76 MPH

Leaping: 33"/132" Speed: 74/295 MPH

Swimming: 15"/30" Speed: 34/67 MPH

 

Cost Powers END

40 enhance body via n-space stored (magic,super tech,alien tech): Multipower, 40-point reserve

4u 1) Leaping +22" (33" forward, 16 ½" upward) (Accurate, x4 Noncombat), Reduced Endurance (½ END; +¼) (40 Active Points) 1

4u 2) Running +11" (17" total), Position Shift, Reduced Endurance (0 END; +½) (40 Active Points)

4u 3) (Total: 40 Active Cost, 40 Real Cost) Swimming +15" (15" total) (Custom Adder), Usable [As Second Mode Of Movement] (Leaping out of the water; +¼), Reduced Endurance (0 END; +½) (26 Active Points) (Real Cost: 26) plus LS (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold), Usable Simultaneously (up to 2 people at once; +½) (12 Active Points) (Real Cost: 12) plus Environmental Movement (no penalties on swimming) (Real Cost: 2) 0

Notes: 32 mph combat 64 mph non-combat

3u 4) the impossible dodge: Desolidification (affected by area effects) (40 Active Points); Cannot Pass Through Solid Objects (-½) 4

4u 5) HKA 2d6 (4d6 w/STR), Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

22 enhanced body structure: Elemental Control, 44-point powers

15 1) +30 STR, Reduced Endurance (0 END; +½) (45 Active Points); No Figured Characteristics (-½)

9 2) Magical healing/Nanite rebuilding: Healing 1 BODY, +½ d6, Can Heal Limbs, any [special effect] power one at a time (+¼), Reduced Endurance (0 END; +½), Usable Simultaneously (up to 2 people at once; +½) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Limited Power Power loses about a fourth of its effectiveness (must maintain contact to affect others; -¼) 0

Notes: heals either 1 body or 4cp per turn

22 3) FF (11 PD/11 ED), Reduced Endurance (0 END; +½), Persistent (+½) (44 Active Points) 0

 

12 banes and effects stored in N-space: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV(when changing slots); -½), Extra Time (Full Phase(Change Slots), Only to Activate, -¼)

1u 1) Andromedan Power Absorber pt 1 energy: Absorption 1d6 (energy, stun,end, body), Can Absorb Maximum Of 12 Points' Worth Of Energy Damage, any [special effect] power one at a time (+¼) (10 Active Points) 0

1u 2) Andromedan Power Absorber pt 2 physical: Absorption 1d6 (physical, Stun, end,body), Can Absorb Maximum Of 13 Points' Worth Of Physical Damage, any [special effect] power one at a time (+¼) (11 Active Points) 0

1u 3) Intense heat: RKA 1 point, Costs END Only To Activate (+¼), Damage Shield (Offensive; +¾), Continuous (+1), Penetrating (x2; +1) (20 Active Points) 2

1u 4) Intense magnetic field: Change Environment 4" radius, -2 to Normal Sight PER Rolls, Costs END Only To Activate (+¼) (21 Active Points) 2

1u 5) Bright Sunlight: Change Environment 4" radius, -2 to Normal Sight PER Rolls, Costs END Only To Activate (+¼) (21 Active Points) 2

1u 6) Bright sunlight flashlight: Change Environment 4" radius (8" Cone; +0), -2 to Normal Sight PER Rolls, Costs END Only To Activate (+¼) (21 Active Points) 2

1u 7) Cold Iron: Change Environment 4" radius, Reduced Endurance (0 END; +½) (22 Active Points) 0

 

2 LS (Eating: Character only has to eat once per week; Sleeping: Character only has to sleep 8 hours per week) 0

 

7 climbing gear: Clinging (normal STR) (10 Active Points); OIF (-½) 0

 

 

Perks

 

 

Skills

3 Breakfall 15-

3 Computer Programming 13-

3 Concealment 13-

3 Criminology 13-

3 Deduction 13-

2 Navigation (Land) 13-

3 Security Systems 13-

3 Stealth 15-

3 Systems Operation 13-

 

0 Everyman skills

0 Language: English (idiomatic) (4 Active Points)

0 Acting 8-

0 Climbing 8-

0 Conversation 8-

0 Paramedics 8-

0 Persuasion 8-

0 part of Silk Detectives memories: PS: Inventor (Custom Adder) 11-

0 Shadowing 8-

0 TF: Custom Adder, Small Motorized Ground Vehicles

0 AK: U.S.A. 8-

 

Total Powers & Skill Cost: 181

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Detects as a magical construct (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)

10 Distinctive Features: genetic construct (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

15 Enraged: Villians harming normals (Uncommon), go 11-, recover 11-

5 Physical Limitation: abnormal physiology (Infrequently; Slightly Impairing)

25 Hunted: Sierra Squadron 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

25 Hunted: Nazis 11- (Mo Pow; NCI; Harshly Punish)

20 Psychological Limitation: has no real memories prior to her creation (Very Common; Strong)

15 Reputation: Bull in a china shop, 14-

25 Social Limitation: subject to order from Sierra Squadron (Very Frequently; Severe)

 

Total Disadvantage Points: 350

 

EQUIPMENT CARRIED

 

Equipment END

future powers,skills talents and perks

1) Acting 12-

2) Mechanics 13-

3) Bureaucratics 12-

4) Tactics 13-

5) Demolitions 13-

6) Survival 13-

7) Teamwork 15-

8) Paramedics 13-

Gear from mom's labs

1) Mom's mask: Sight Group Flash Defense (10 points) (10 Active Points); OIF (Mask with polarizing force field lens; -½), Extra Time (Full Phase, Only to Activate, -¼) 0

2) Mom's mask: Radio Perception/Transmission (Radio Group), +1 to PER Roll, Targeting, Telescopic: +8 (25 Active Points); OIF (-½), Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 0

3) Mom : Follower(computer)

 

Background/History: Maggie May is a genetic and magical construct done by Silk Detective using genetic material and technology taken from the Nazis from their Ubermensh programs during WW2

Maggie was created as "just to see if Silk Detective could do it"

Maggie was found during an Primus search of Silk Detective's base after her death due to old age

Maggie was unawake but had all of Silk Detective's memories to use as a base

she was taken back and studied

During her being studied she awoke

Primus could not find any secret programing in the 5 yrs she has been awake

and has sent Maggie here to test her out

 

Personality/Motivation: wants to do the right thing

 

Quote: shush

 

Powers/Tactics: demi-brick

mobility

 

Campaign Use: sneaky type

detective

B&E

 

Appearance: appear to be 22 yrs is in fact 5 yrs old

with the memories of an 50 yr old woman

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Re: Ghost Cat Updated

 

looks nice. I was unaware that running allowed for Position shift.

What's the era, here? Are Nazis a threat? - also you said she has the memories of a 50 year old woman but she has a 'no memories' disad. So that would be nice to clear up. Other than that. I like her just fine.

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Re: Ghost Cat Updated

 

yep in HD for 5th ed

how else do you get to your feet as a 0 phase action all the time

the original character fought during WW2 and got some of the tech from them

in a lot of games I have played in Nazis are still running around

they are classic villains

Maggie memories from the original Silk Detective where used as a template

Since Maggie was born an adult, the memories of SD feel to her as book learning

There is no emotion linked to them

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