Iron Ghost

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To campaign: M&M3.JLA.Adv

Iron Ghost

(Hero; PL: 12; PP: 180/180)

ABILITIES AND DEFENSES

STR: 0; AGL: 14; FGT: 0; AWE: 10
STA: 6; DEX: 0; INT: 2; PRE: 0

Iron Body: Dodge: 10, Parry: 10, Fortitude: 9, Toughness: 14 (Imp 14), Will: 15
Unseen Body: Dodge: 15, Parry: 15, Fortitude: 9, Toughness: 9, Will: 15

COMBAT

Initiative: +14; Close: +0; Ranged: +0

  • Grab: +0 (Special DC 10) Range: Close
  • Mind Control: Cumulative Affliction 10: +14 (Will DC 20) Range: Close
  • Mind Knife: Damage 10: +14 (Will DC 25) Range: Close
  • Mind Reading: Mind Reading 12: (DC 22) Range: Perception
  • Throw: +0 (DC 15)
  • Unarmed: +0 (DC 15) Range: Close

SKILLS

Acrobatics +15 (1r)
Athletics +14
Deception +0
Expertise (AGL): Gymnastics +15 (1r)
Expertise: Psychology +7 (5r)
Insight +10
Intimidation +0
Investigation +10 (8r)
Perception +10
Persuasion +0
Stealth +15 (1r)

LANGUAGES

English

ADVANTAGES

Benefit, Athletics Based on Agility
Benefit, Wealth (well-off)
Hide in Plain Sight
Move-by Action
Power Attack
Uncanny Dodge

POWERS

  • Goggles - Flaws: Device: Removable (11 PP)
    • Immunity: Immunity 5 - Sensory Affliction Effects; Flaws: Limited: Vision Only (3 PP)
    • Penetrating sight: Senses 11 - Counters All Concealment: Vision, Extended: Vision 1 (X10), Penetrates Concealment: Vision, Radius: Vision (11 PP)
  • Iron Ghost - (Array 21 PP)
    • Ghostly Body: Concealment 10 - All Senses (1 PP)
    • Iron Body - (20 PP)
      • Enhanced Trait: Enhanced Trait -5 - Traits: Dodge -5, Parry -5, Toughness +5 (-5 PP)
      • Immunity: Immunity 9 - Critical Hits, Environmental Conditions (All), Poison, Sleep (9 PP)
      • Impervious Defense: Impervious Toughness 14 - Ability: Toughness (14 PP)
      • Regeneration: Regeneration 2 Every 5 rounds - (2 PP)
  • Light Armor - Flaws: Device: Removable (2 PP)
    • Protection: Protection 3 +3 Toughness - (3 PP)
  • Mental Powers - (Array 29 PP)
    • Mind Control: Cumulative Affliction 10 - 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will; Extras: Accurate 7 (+14), Cumulative (27 PP)
    • Mind Knife: Damage 10 - Extras: Accurate 7 (+14), Alternate Resistance: Will (1 PP)
    • Mind Reading: Mind Reading 12 - Extras: Subtle 2, Insidious (1 PP)
  • Mind Over Matter - (15 PP)
    • Stand Anywhere: Flight 1 Speed: 4 miles/hour, 60 feet/round - Flaws: Limited: Can't actually move, just hovers in place (1 PP)
    • Teleport: Teleport 2 120 feet in a move action, carrying 200 lbs. - Extras: Accurate, Change Velocity, Extended (4 miles in 2 move actions), Increased Mass 2, Subtle 2, Turnabout (14 PP)

BACKGROUND

Gender: Female  Age: 28
Eyes: Green  Hair: Blond
Height: 5' 9" Weight:130 lb.

Rachel Marz was born in a small town in Wyoming. Her natural agility made it easy for her to master gymnastics and she was seventh best in the world for a short time twelve years ago.

During college, she spent spring break at a beach resort in Mexico, There she stumbled upon the goggles she wears. They unlocked her powers and she had to stop doing competitve gymnastics (her own choice). She graduated from school with a psychology degree.

COMPLICATIONS

  • Motivation: Thrills: It isn't often you find yourself in an alien plainscape fighting for your life.
  • Responsibility: Rachel is a part-time instructor at a premiere gymnastics school. Usually she can get away easily. But when there a meet, her students suffer when she isn't available.

MOVEMENT AND STRENGTH DATA

Size: Normal size ~6 ft.
Flight: 4 miles/hour; 60 feet/round
Teleport: 4 miles per round or 120 feet per move action, carrying 400 lbs.
Walking: 2 miles/hour; 30 feet/round; Running: 4 miles/hour; 60 feet/round
Swimming: 1/2 mile/hour; 6 feet/round
Jumping: Running 10 ft.; Standing 5 ft.; Vertical 2 ft.; Standing Vertical 1 ft.
Throwing Distances: 200 lbs. up to 6 ft, 50 lbs. up to 30 ft, 12 lbs. up to 120 ft

TOTALS: Abilities: 64, Powers: 78, Advantages: 6, Skills: 8, Defenses: 24 -> 180