“Space Ghost” HERO SYSTEM Character Sheet

Val
30
30
30
30
23
13
30
13

30
30
6
12
60
60
Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Base
10
10
10
10
10
10
10
10

  (STR/5)
  (CON/5)
  1+(DEX/10)
  (STR/5)+(CON/5)
  (CON x 2)
  BODY+(STR/2)+(CON/2)
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Points
  10
  30
  40
  40
  13
  6
  3
  2

  4
  4
  10
   
   
   
  162 Total Characteristics Points
Roll
  15-
  15-
  15-
  15-
  14-
  12-
  15-
  12-

 
 
 
 
 
 
 
Notes

HTH damage 6d6   Lift 1600 kg   END 3

OCV 10     DCV 10   

 

 

Perception Roll 14-

Base ECV   4

Base Presense Attack 6d6

 


Resistant PD 20 Total PD 30

Resistant ED 20 Total ED 30

Phases 1 2 3 4 5 6 7 8 9 10 11 12





Type
Combat
NonCom

Running (6")
6"
12"

Swimming (2")
2"
4"

H. Leap (6")
6"
12"

V. Leap (3")
3"
6"

Flight
30"
480"

Top Speed: 1,090 Light Years/second


 

Base OCV
10
 
Base DCV
10

Adjustments
0
 
Adjustments
0

Total OCV
10
 
Total DCV
10

 

Combat Skill Levels

+4 Barrage, +2 Martial Maneuvers


 

Base Points
600
 
Char Cost
162

Dis. Points
200
 
Skill Cost
213

Exp. Points
0
 
Power Cost
425

Total Points
800
 
Total Cost
800



Cost
Name
Roll

29
Martial Arts (Mixed)
 

8
+4 Barrage

6
+2 Martial Maneuvers

18
Penalty Skill Levels: +6 vs. Range Modifier with All Attacks

 

3
Breakfall
15-

3
Bureaucratics
15-

3
Combat Piloting
15-

7
Criminology
15-

7
Deduction
15-

7
Navigation (Hyperspace, Space)
16-

3
PS: Law Enforcement
14-

3
Paramedics
14-

3
Streetwise
15-


 
Perks

20
Base (Ghost Planet)

50
Followers ( Jan, Jayce, Blip)

40
Vehicle (Phantom Cruiser)


 
Talents

3
Bump Of Direction


213
Total Cost

 

Cost
Power/Equipment
END

45
Power Bands Multipower, 90-point reserve, (90 Active Points); all slots OIF (Pair of high tech bracers called Power Bands; -1/2), Restrainable (Power Band controls must be manipulated; -1/2)

4u
1) Heat, Freeze, or Energy (various EM) Ray
3

Energy Blast 12d6, Variable Special Effects (Heat, Cold, or EM effects; +1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points); OIF (Pair of high tech bracers called Power Bands; -1/2), Restrainable (Power Band controls must be manipulated; -1/2), No Knockback (-1/4) vs ED.

4u
2) Force Ray
4

Energy Blast 4d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Does BODY (+1), AVLD (Force Field/Wall; +1 1/2) (90 Active Points); OIF (Pair of high tech bracers called Power Bands; -1/2), Restrainable (Power Band controls must be manipulated; -1/2) vs PD.

4u
3) Stun Ray
9

Energy Blast 7d6, AVLD (Mental Defense; +1 1/2) (87 Active Points); OIF (Pair of high tech bracers called Power Bands; -1/2), Restrainable (Power Band controls must be manipulated; -1/2) vs PD.

3u
4) Magno Ray
3

Telekinesis (48 STR), Reduced Endurance (1/2 END; +1/4) (90 Active Points); Limited Power (Only to grab, hold, or pull; does no damage; -1), OIF (Pair of high tech bracers called Power Bands; -1/2), Restrainable (Power Band controls must be manipulated; -1/2)

4u
5) Super Strength

+45 STR, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); OIF (Pair of high tech bracers called Power Bands; -1/2), Restrainable (Power Band controls must be manipulated; -1/2)

3u
6) Hyper Speed
8

Faster-Than-Light Travel (1,090 Light Years/second) (80 Active Points); OIF (Pair of high tech bracers called Power Bands; -1/2), Restrainable (Power Band controls must be manipulated; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)

4u
7) Maximum Force Field
9

Aid Force Field 9d6 (90 Active Points); Costs Endurance (-1/2), OIF (Pair of high tech bracers called Power Bands; -1/2), Restrainable (Power Band controls must be manipulated; -1/2)


22
Inviso Belt Elemental Control, 66-point powers, (33 Active Points); all slots OIF (Inviso Belt; -1/2)

22
1) Inviso Power
2

Invisibility to Sight, Hearing, Smell/Taste, Radio and Mental Groups and Detect , No Fringe, Limited Power (Other users of Inviso Power immune; +0), Reduced Endurance (1/2 END; +1/4) (66 Active Points); OIF (Inviso Belt; -1/2)

48
2) Force Field
4

Force Field (20 PD/20 ED/10 Flash Defense: Sight Group) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4), Hardened (x2; +1/2) (105 Active Points); OIF (Inviso Belt; -1/2)

53
3) Flight
4

Flight 30", x16 Noncombat, Reduced Endurance (1/2 END; +1/4), No Turn Mode (+1/4) (112 Active Points); OIF (Inviso Belt; -1/2)


Battle Hardened

11
1) Spaaace Ghooost!!!

+17 PRE (17 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic)

90
2) Barrage
0

Autofire (5 shots; +1/2) for up to 90 Active Points of Power Band Rays/Beams, Reduced Endurance (0 END; +1)

12
3) Mental Discipline
0

Mental Defense (15 points total)


Suit

13
1) Life Support
0

Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (Inviso Belt; -1/2)

36
2) Stim Suit Effects
1

+10 STR (10 Active Points); IIF (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 4)
+10 DEX (30 Active Points); IIF (-1/4) (Real Cost: 24)
+1 SPD (10 Active Points); IIF (-1/4) (Real Cost: 8)

11
3) ComLink
0

Radio Perception/Transmission (Radio Group), Telescopic: +8 (14 Active Points); IIF (Built into insignia badge; -1/4)

16
4) ComLink Translator

Universal Translator 18- (24 Active Points); IIF (Built into insignia badge; -1/4), Linked (ComLink; -1/4)

10
5) Space Vision
0

Nightvision, +5 to PER Roll, Telescopic: +10 (15 Active Points); OIF (Inviso Belt; -1/2)

10
6) Power Bands/Inviso Belt Energy Charge
0

Endurance Reserve (75 END, 5 REC) Reserve: (12 Active Points); REC: (5 Active Points); Conditional Power (Does not recover away from 0.25 G+ natural gravity; -1/2)


425
Total Powers and Equipment Points





Bach, an interplanetary peacekeeper, is betrayed by corrupt officers, who kill his pregnant wife and abandon him on a desolate planet. Bach is rescued by an alien who gives him both a reason to live and the technology contained in his suit.


Space Ghost’s super powers originate from the Power Bands he wears on his wrists and his belt; without them he has proven to be mostly a normal human, though...he demonstrates apparently innate superhuman strength. The Power Bands feature 6 buttons, 3 for each wrist. Pressing a certain combination of these buttons activates its functions. The Power Bands grant Space Ghost a wide variety of abilities for attack and defense. These include different types of attack beams, such as Freeze Force, Heat Ray, Stun Ray, Magnetic Ray, Energy Force, and so on.

[http://en.wikipedia.org/wiki/Space_Ghost]


Space Ghost




 

Style: Mixed
Maneuver
Phase
 
OCV
 
DCV
 
Notes

Flying Dodge (5 pts)
1/2
--
+4
 
Dodge All Attacks, Abort; FMove

Martial Dodge (4 pts)
1/2
--
+5
 
Dodge, Affects All Attacks, Abort

Martial Escape (4 pts)
1/2
+0
+0
 
45 STR vs. Grabs

Martial Grab (3 pts)
1/2
-1
-1
 
Grab Two Limbs, 40 STR for holding on

Martial Strike (4 pts)
1/2
+0
+2
 
8d6 Strike

Root (4 pts)
1/2
+0
+0
 
45 STR to resist Shove; Block, Abort

Takeaway (5 pts)
1/2
+0
+0
 
Grab Weapon, 40 STR to take weapon away




Cost
Name

25
Dependent NPC: Various Isolated Outposts 14- (Normal; Group DNPC: x2 DNPCs)

35
Dependent NPC: Various Primitive Worlds 14- (Normal; Useful Noncombat Position or Skills; Group DNPC: x16 DNPCs)

15
Hunted: Brak 11- (As Pow, Harshly Punish)

15
Hunted: Creature King 11- (As Pow, Harshly Punish)

15
Hunted: Mettalus 11- (As Pow, Harshly Punish)

15
Hunted: Moltar 11- (As Pow, Harshly Punish)

15
Hunted: Zorak 11- (As Pow, Harshly Punish)

20
Psychological Limitation: Relentless pursuit of justice (Common, Total)

10
Reputation: Harbinger of Destruction, 11-

10
Reputation: Harsh Vigilante, 11-

15
Social Limitation: Reclusive (Frequently, Major)

10
Social Limitation: Self-righteous (Frequently, Minor)


200
Total Disadvantage Points