| Display a Printer Friendly Version Ghost [comments:(3),
views:(5879), rating:(1.0)] Author: Christoph Sticherling Homepage: http://bigmama.rhoen.de/users/gm/lair.htm System: GURPS Type: NPC Category: Super Hero Requirements: The Ghost is a self-appointed vigilante. He believes himself to be a
power of justice. Not the legal justice but his own justice. He is investigator,
judge and executioner in one person. Disgusted with crime, evil and sin,
he works to better the world by removing those who spoil it. It is a lonely,
bitter fight against the forces of evil. But it is his fight. A 500 points GURPS
Supers Character.
Graphic: Picture
Background:His
super powers allow him to roam the cities, entering whatever building he
likes, seeing through anything and remaining hidden within walls or underground
patiently until the time to strike has come. Then he sends any witnesses
into a deep unconsciousness with his metabolism control, enters, turns
partially solid and delivers his punishment to those who deserve it. So
far he concentrates on child abusers, drug dealers, rapists, kidnappers,
serial killers, amok shooters and other psychos. The police, the media
and the underworld are well aware that someone is out there, fighting fire
with fire. The media invented the name "Ghost" for him and loves to cook
up false stories about him, what he resents.
Nobody knows who he is. His identity is destroyed, all files lost and
nobody remembers anything of his past. His parents died while he was still
a child. He grew up in an orphanage and was a loner ever since. When his
powers developed during his puberty he isolated himself even more and left
school prematurely because a teacher wanted to take him to an psychotherapist.
When out on his crusade he wears a long dark armored trench coat and
a white cloth mask. He hides his weapons under them, a magnum revolver
and a submachine gun. Both he took from criminals he killed.
Sometimes he practices some kind of "Robin-Hood-attitude" by taking
money from downed criminals and donating it anonymously to projects that
care for the homeless and poor. In one case this has led to investigations
because the money was "hot" which made him reluctant to do this again. Stats:Attributes
ST 10, DX 15 [60], IQ 15 [60], HT 10
Speed 6.25, Move 6, Running 8, Dodge 6, Parry (Karate) 8
Damage: karate punch 1d-1, karate kick 1d+1, thrust 1d-2, swing 1d
Advantages
Absolute Direction [5], Zeroed [10].
Disadvantages
Fanaticism (Believes in himself) [-15], Megalomania (It is my destiny
to bring justice.) [-10], Odious personal habit (Files down information
about everyone he meets, even closest friends.) [-10], Odious personal
habit (Kills frequently, sometimes even innocent witnesses to cover his
tracks, "for the sake of the greater task".) [-30], Secret (He killed several
Supers in acts of "nemesis".) [-30].
Super Advantages
Doesn't Sleep (Only while insubstantial (-30%) ) [14], Insubstantiality
(Light encumbrance (+20%), may be partial substantial (+100%) [176], Invisibility
to Machines (Light encumbrance (+20%); always on) [24], Radar Sense (30
yards; affects insubstantial (+20%), see inside objects (+40%), see colors
(+20%), only while insubstantial (-30%)) [120], See Invisible (only while
insubstantial (-30%) [6], Vacuum Support, only while insubstantial (-30%)
[28].
Super Powers
Metabolism Control: Skill level 14, power 16, affects others (+40%),
homing (+50%), affects substantial (+40%), doesn't harm user (+20%), only
while insubstantial (-30%), reduced range x 2 (40 yards; -20%) [40].
Quirks
He thinks puritanical about woman's clothing and openly shows contempt
for skimpy female super hero costumes. He keeps a diary. He dislikes rock,
pop, punk and metal music. He dislikes computers and typewriters. He respects
the FBI.
Skills
Area Knowledge (USA) (M/E) [1]-15, Criminology (M/A) [14]-21, First
Aid (M/E) [1]-15, Guns (Light automatic) (P/E) [2]-18, Guns (Pistol) (P/E)
[2]-18, Interrogation (M/A) [2]-15, Karate (P/H) [16]-17, Knife (P/E) [2]-16,
Research (M/A) [2]-15, Running (P/H) [4]-15, Stealth (P/A) [2]-15, Streetwise
(M/A) [2]-15, Throwing (P/H) [2]-14, Traps (M/A) [5]-17.
Equipment
Ordinary middle-class clothing, 1 lb., $500.
Ordinary shoes, 2 lbs., $40.
Cloth gloves, -, $15.
Cloth mask.
Armored trenchcoat, PD 2, DR 18, 12 lbs., $1,450.
Pocket diary, ballpen, cigarette lighter, sticky tape, notebook, citymap,
chocolate bar, loose coins, purse with $5,189 cash.
Weapons
S&W M29, .44
[Crit., Cr.+, 3d+2, SS 10, Acc 3, 1/2D 200, Max 1,900, Wt. 3.5, RoF
3~, Shots 6, ST 10, Rcl -2, Cost 650, LC 3, Hld. -2] 18 rounds of loose
ammunition in belt.
FN Herstal P90, 5.7x28mm with silencer, laser sight and infrared
night sight.
[Crit., Cr., 2d-1(2), SS 8, Acc 10, 1/2D 275, Max 2,200, Wt. 8.5, RoF
15*, Shots 50+1, ST 8, Rcl -1, Cost 7,000, LC 1, Hld -3] The infrared sight
uses thermal-imaging (use the rules for Infravision (p. CI58) give +2 to
spot any living things or warm machines, even at daylight, e.g. in a contest
of Vision vs. Camouflage skill) and does function in total darkness (+10
to cancel darkness modifiers; only a -1 penalty when fighting at night).
4 spare magazines in pouch.
Adventure Seeds:The Ghost can be used as an adventure seed. Who is the mysterious avenger
dreaded by all the criminals in town? Or the Ghost may change his ways
seeking membership in a super hero team, being not too open about his past
methods. The Ghost may be used to introduce moral questions into the GURPS
Supers campaign. What is good, what bad? Is self-justice acceptable? |