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Ghost
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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?


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