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Gentleman Ghost
Gentleman Ghost
Myles Gideon
 
Cost

Characteristic

Value Roll Notes
5 STR 15 12- Lift: 200.0kg; Dice: HTH Damage 3d6 END [1]

Gentleman Ghost

39 DEX 23 14- OCV 8 DCV 8
26 CON 23 14-
0 BODY 10 11-
8 INT 18 13- PER Roll 13-
26 EGO 23 14- ECV: 8
8 PRE 18 13- PRE Attack: 3 1/2d6
1 COM 12 11-
5 PD 8/28   8/28 PD (0/20 rPD)
3 ED 8/28   8/28 ED (0/20 rED)
7 SPD 4   Mental Defense: 10
4 REC 10   Phases: 3, 6, 9, 12
2 END 50   Running: 6" (12" NC)
5 STUN 35   Swimming: 2" (4" NC)
 

Cost

Powers

END

62 Ghostly Powers: Multipower, 62-point reserve
1u 1) Aura of Supernatural Power: +30 PRE (30 Active Points); Only To Make Presence Attacks (-1), Psionic (-1/2), Costs Endurance (-1/2) 3
2u 2) Crowd Emotional Manipulation: Mind Control 3d6, Telepathic (+1/4), Cumulative (72 points; +1), Explosion (-1 DC/4"; +1 1/4) (52 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Empathic (-1/2) 5
4u 3) Emotion Projection: Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Empathetic: Project/Change Emotions Only (-1/2) 6
6u 4) Emotional Scream: Ego Attack 6d6 (60 Active Points) 6
1u 5) Empathic Interpersonal Manipulation: +4 with Presence Skills (20 Active Points); Costs Endurance (-1/2), Psionic (-1/2) 2
4u 6) Empathy: Telepathy 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Empathy All Emotions (-1/2) 2
5u 7) Dimensional Shift: Desolidification (affected by Electromagnetic Pulses and Anything That Disrupts Dimensional Phase), Costs END Only To Activate (+1/4) (50 Active Points) 4
3u 8) Poltergeist Effect: Telekinesis (10 STR), Based On EGO Combat Value (Mental Defense applies; +1), Area Of Effect (3" Radius; +1), Selective (+1/4) (49 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 5
5u 9) Psychokinesis: Telekinesis (20 STR), Based On EGO Combat Value (Standard Defenses apply; +1) (60 Active Points); Affects Whole Object (-1/4) 6
40 Psychokinetic Shield: Force Field (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Must Be Aware of Incoming Attack (-1/4) 2
9 Ghostly Flight: Flight 7" (14 Active Points); Only When Desolidified (-1/2) 1
5 A Skeptic's Resistance: Mental Defense (10 points total) 0
3 Cane-Assisted : Running 3" (6 Active Points); OAF (Cane; -1) 1
6 Cane: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
13 Second Sight: Precognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (60 Active Points); No Conscious Control (-2), Precognition Only (-1), Blackout (-1/2) 0
3 Ultimate Pickpocketing: Teleportation 1", Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1), Usable As Attack (won't work against characters who have this power or Sleight of Hand at 14- or better; +1) (7 Active Points); Only vs. Small, Pickpocketable Objects (-1), Requires a Sleight of Hand Roll (-1/2) 0
2 Quick-Change Artist: Cosmetic Transform 2d6 (one set of clothing into another) (10 Active Points); 1 Recoverable Charge (-1 1/4), Extra Time (Full Phase, -1/2), No Range (-1/2), Requires a Sleight of Hand Roll (-1/2), Self Only (-1/2) [1 rc]
-8 Gimp Leg: -4" Running (-8 Active Points) 0
 

Cost

Talents

3

Ambidexterity (-2 Off Hand penalty)

3

Simulate Death

Cost

Skills

10

+2 with DCV
[Notes: These DCV levels simply offset the DCV penalties from Physical Limitation: Gimp Leg.]

3

Concealment 13-

3

Contortionist 14-

3

Conversation 13-

3

Deduction 13-

0

Everyman Skills

AK: Trenton, New Jersey 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (native)

PS: Prop Man 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Ground Vehicles (Everyman)

14

Expert: Stage Magician

KS: Psychic Phenomena (INT-based) 13-

KS: Stagecraft (INT-based) 13-

KS: Stage Magic (INT-based) 13-

PS: Stage Mentalist (INT-based) 13-

PS: Stage Magician (INT-based) 14-

8

Hero City Team Package

AK: Company Theme Parks 11-

Contact: Hero City Staff (Contact has access to major institutions, Contact has significant Contacts of his own, Contact: Hero City Staff (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) 11-
[Notes: Staff includes Dr. Mike Bowman, Josiah Gold, Pix'l, Troff, Yvonne Ridley-Swank, Lloyd Baumler, Mister Toad, Minnie, and Daisy.]

Fringe Benefit: Hero City Team Member

Hero City Communicator: Mind Link, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x16) (45 Active Points); Only With Others Who Have Mind Link (-1), Flashed As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4)

KS: The Corporation 11-

KS: Media Relations 11-

Reputation: True-Blue Corporate Heroes (A large group) 11-, +1/+1d6

Reputation: Cool Heroes (Among Kids) (A small to medium sized group) 11-, +2/+2d6

TF: The Rail

Monitored: Media 8- (More Pow, NCI, Watching)

Social Limitation: Celebrity

Social Limitation: Subject to Orders (Frequently, Minor)

3

Oratory 13-

9

Sleight Of Hand 17-
200+ Disadvantages

10

Dependent NPC: Emily Kane, Magician's Assistant 11- (Normal; Useful Noncombat Position or Skills)

10

Distinctive Features: No Skin, Hair, or Eye Pigmentation (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20

Normal Characteristics Maxima

10

Physical Limitation: Gimp Leg (Infrequently, Greatly Impairing)

10

Physical Limitation: Weirdness Magnet (Infrequently, Greatly Impairing)

20

Psychological Limitation: Code vs. Killing (Common, Total)

10

Psychological Limitation: Feels Loyalty to Hero City Team (Common, Moderate)

15

Psychological Limitation: Publicity Seeker (Common, Strong)

10

Psychological Limitation: Self-Assured (Common, Moderate)

10

Reputation: Second-Rate Houdini, 11-

5

Rivalry: Professional (The Heroes of Filmland; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15

Social Limitation: Public Identity: Myles Gideon (Frequently, Major)

5

Unluck: 1d6
17 Experience Points
 
Characteristics Cost 139 Base Points 200
Powers Cost 166 Disadvantages 150
Talents Cost 6 Experience Points 17
Perks Cost 0 Total Points 367
Martial Arts Cost 0
Skills Cost 56
Total Cost 367
 
Concept Mentalist Hair Colour White
Nationality American Eye Colour White
Place of Birth Trenton, New Jersey Height 1.91 m/6' 3"
Date of Birth 31 July 1966 Weight 89.00 kg/196 lbs
 
Background

When Myles Gideon turned 13, something strange started happening to him. He suddenly found that he could receive insights about what people around him were feeling. He would also on occasion feel faint and start to black out. During these spells, he would have vague visions of the future. Afraid of what might happen if these abilities were discovered, he strived to keep them secret.

He began reading everything he could find on psychic phenomenon and decided to become a famous psychic. Also studying stage magic, he was fascinated by the magicians and mediums prevalent during the early 1900s, and even started developing a stage persona. This, of course, made him the weird, freaky kid at school who other kids loved to beat on.

Unfortunately, Mylesís powers never developed past vague impressions. After high school, he took a job as a prop man for a small theatre. He continued practicing stage magic, focusing on working out an act as a mentalist; occasionally he would get work, but he never really got a big break. It was during this time that he picked up a young assistant, Emily Kane, who has been with him since. He ultimately decided gain fame by exposing frauds. He earned some small media attention for his efforts, but fame eluded him. Then FOX called.

It seemed that some scientist had invented a machine that could pierce dimensions, and hoped to capture a ghost on live TV. FOX was planning to air it as a special along the lines of its alien autopsy program, and the network wanted Myles to be a guest on the show. When first asked to join the show, Myles felt a strong uneasy feeling, and a shiver ran down his spine. Consequently, he said yes, hoping that this was his big break.

The show was filmed in a so-called haunted house. As filming continued, an uneasy feeling grew in Myles. When the machine was finally turned on, all hell broke loose. It felt as if every sense in Mylesís body was turned upside down and inside out. Pandemonium overcame the film crew and other guests. Suddenly, Myles had the sense that something was coming through a dimensional doorway. He did not know what it was, but it felt big and dangerous. Trying to capture it was going to be one big joke; he had to turn off the machine before it came through. As he made his way across the room, it felt as if his mind was being ripped apart. After what seemed like a lifetime, he reached the machine, just as a feeling of pain, anger, and pure malice washed over him. Not even looking up, he smashed the machine to the floor. The last thing Myles remembers about that day is the explosion as he was flung across the room.

Upon awakening in the hospital, Myles soon discovered that his personal life had gone from okay to bad to worse overnight. It seemed that FOX blamed him for the explosion and was threatening litigation. The doctors informed him that he would need at least six months of therapy to recover. Last, but certainly not least, all the color had been drained from his body as a result of the accident.

During his recovery, Myles noticed that something else had happened as well. It was as if a door in his mind had opened. His empathy had become more powerful, allowing him to read peopleís emotions at will. He could even project emotions into other people, but that was not all; he could also move objects with his mind. Strangest of all the side effects was an ability to shift himself slightly out of reality.

Myles did his physical therapy during the day and practiced his new abilities at night. After several months, he felt recovered, but the bills were piling up and he needed work. Thatís when he found out that his agent had dropped him and nobody was willing to hire him. Depressed, Myles went to the bank to empty the last of his savings. While in the bank, there was an attempted robbery. Feeling he had nothing to lose, Myles tore into the robbers, in the process becoming a hero.

Upon hearing a certain large entertainment corporation was hiring heroes, Myles decided to apply. After all, it could be his big break.

Personality
Myles adopts a persona of sophistication and flash, mimicking the manners of an early twentieth-century gentleman. In reality, this is a cover for self-doubt and insecurity. Myles makes a conscious effort to be an optimist, but can become depressed if things continue to go wrong. Myles seeks approval from the media, feeling like he constantly has to prove himself.
Quote
ďGreetings and salutations. Please allow me to introduce myself, I am a man of style and taste.Ē
Powers

Myles was born with the ability to receive vague impressions of the emotions people around him were feeling. On occasion, he would also suffer dizzy spells in which he would gain vague insights of possible future events. After the incident, his powers were affected three fold: First, his insights into the future became clearer, and he could now sense and project emotions on a conscious level. If he concentrated, he could create an emotional scream, stunning a person with an emotional backlash. Second, the incident awakened a latent ability of psychokinesis, allowing Myles to move objects with his mind. Myles is still developing this ability, and for the most part can only grab or throw objects at this time, though he has learned to create a psychokinetic shield to defend himself. Third, but not least, he has found that he can shift his body slightly out of phase with reality, becoming intangible. Myles is a skilled magician and stage mentalist, with a background in stagecraft.

During Hero Cityís opening day, Gentleman Ghost was seriously injured by the animated doll called Small Wonder, who shattered Mylesís leg when Myles let his guard down. The injury to his leg never fully healed, and the cane he once carried for show has become more or less a necessity. However, training with the other Hero City team members has allowed him to hone and expand his other abilities, making him more effective in and out of combat.

Appearance

Myles is very average, just shy of handsome. He has an albino-like appearance, lacking total coloration. Even his eyes lack color. Myles wears early twentieth century eveningwear (tuxedo) all in white, including a top hat and a silver cane.