Name: SPACE GHOST Val Char Cost 25 STR 15 23 DEX 39 28 CON 36 13 BODY 6 10 INT 11 EGO 2 15 PRE 5 10 COM 10 PD 5 10 ED 4 5 SPD 17 11 REC 56 END 40 STUN Characteristic Rolls: STR: 14-, DEX: 14-, CON: 15-, INT: 11-, EGO: 11-, PER: 11- Run: 6", Swim: 2", Jump: 5", Lift: 800 kg Cost Powers END/Roll 30 Multipower, -1/2 limit OIF Power Bands, -1/4 limit Not When Grabbed or Restrained (Must Push Buttons) 3-u 10D6 Energy Blast (Maximum Power Blast) 3-u 7D6 Energy Blast, +1/2 adv Variable Special Effects, Any (Heat/Cold Ray, Electric Bolt, etc.) 3-u 5D6 Entangle (Freeze Ray) 3-u 34 STR Telekinesis (Tractor Beam) 3-u Force Wall 10 PD, 10 ED (Containment Field) 13 Elemental Control: Field Manipulation, -1/2 limit OIF Costume 13 Force Field 10 PD, 10 ED plus Life Support, All Environments, Self-Contained Breathing 13 Invisibility to Sight Group, No Fringe 13 Flight 20" 3 Radio Listen/Transmit, -1/2 OIF Costume 4 UV Vision, -1/4 IIF Costume 15 Two 50-point base Followers: Jann and Jayce, Teen Sidekicks Cost Skills, Talents, Perks Roll Boxing Maneuvers 5 Jab (Defensive Strike), +1 OCV, +3 DCV, STR, Strike 5 Hook (Offensive Strike), -2 OCV, +1 DCV, STR +4D6, Strike 4 Block (Martial Block), +2 OCV, +2 DCV, Block, Abort 4 Clinch (Martial Grab), -1 OCV, -1 DCV, Grab, +10 STR for hold only 4 Cross (Martial Strike), +2 DCV, STR +2D6, Strike 3 Breakfall 14- 3 Bugging 11- 3 Bureaucratics 12- 3 Combat Pilot (Starship) 14- 3 Computer Programing 11- 3 Concealment 11- 3 Conversation 12- 3 Criminology 11- 3 Electronics 11- 2 AK: Known Space 11- 2 KS: Galactic Law 11- 2 KS: Galactic Criminals 11- 2 KS: Boxing 11- 3 LS: Galactic Standard, fluent 3 Mechanics 11- 3 Navigation 11- 3 Oratory 12- 3 Paramedic 11- 3 Security Systems 11- 3 Shadowing 11- 3 Stealth 14- 3 Survival 11- 3 Systems Operation 11- 5 Perk: Galactic Police Powers 1 Perk: Starship Pilot License 100+ Disadvantages 20 Code vs. Killing 20 Law-Abiding, Straight-Laced 15 Protects Jann, Jayce, Blip 15 Reputation 14-: Strong-Jawed Do-Gooder 15 DNPC 11-: Blip, monkey mascot, normal 20 Hunted 11-: Council of Doom, Supervillain Group, more powerful 10 Watched 11-: Galactic Police OCV: 8; DCV: 8; ECV: 4; Mental Def.: 0; Phases: 3, 5, 8, 10, 12 PD/rPD: 10/10; ED/rED: 10/10 Costs: Char.: 129 Disad.: 115 Powers: + 212 Base: + 100 Exp.: + 126 Total: = 341 Total: = 341 Source: Hanna-Barbera, "Space Ghost," 1966; Cartoon Network, "Space Ghost: Coast-to-Coast." Background: We aren't told how Space Ghost became an interstellar Galahad and the mentor for two teen-age heroes in training. We know only that he emerges from the Ghost Planet aboard his sleek patrol ship, the Phantom Cruiser, to thwart cosmic pirates, monsters, and would-be planetary conquerors. He's assisted in his efforts by siblings Jann and Jayce and by the team's mascot, the monkey Blip. Jann and her brother are good at maintaining the Cruiser and hunting down clues, but they leave combat duties to Space Ghost. Powers and Abilities: Although he's a superb physical specimen, most of Space Ghost's powers derive from his equipment. His costume is a pumped-up version of the EVA suits his associates wear. It provides him with life support inside a protective force field, an anti-grav pack that enables him to fly, and has a built-in intercom. The field can also be adjusted to warp light around itself, giving Space Ghost his trademark ability to turn invisible. Space Ghost's offensive powers are generated by his power bands, which enable him to project various types of energy from his fists. Depending on the settings he chooses, Space Ghost can put these energies to multiple uses -- anything from blasting foes to freezing them to trapping them in a globe of pure force. Disadvantages: Although he wears a mask, Space Ghost doesn't have "Secret Identity" since he apparently doesn't have a life outside his career; "Space Ghost" is the only persona he maintains. He spends much of his time getting his trainees and their ornery pet out of jams. The criminals he's defeated have banded together to form a "Council of Doom" dedicated to his destruction. Members include the energy being Moltar; the mastermind Zorak, who resembles a man- sized praying mantis; the robotic Metallus; and Brak, who looks like a cross between a bipedal mountain lion and a tiki mask. Although they've occasionally captured Space Ghost and robbed him of his power bands, it has never occurred to them to strip him of his costume and dump him out an airlock. Space Ghost's ultimate fate demonstrates that there are worse perils for a superhero than Kryptonite or Smilex gas. When last seen, the cosmic crusader had retired to Earth with a few of his former foes and had joined the late-night television talk show circuit. As with his origin, we don't know the reasons for this drastic career change. A mid-life crisis? Maybe he's trying to put Jann and Jayce through college. Height: cm (6' 10"), Weight: kg (285 lbs), Sex: Male, Race: Caucasian Appearance: Space Ghost is a tall, well-muscled man encased in a tight white bodysuit, like a leotard, that covers his hands and feet as well as his body. His head is covered by a black cowl reminiscent of Batman's but without the ears; the effect is something like a high-tech executioner's hood. The cowl ends at his shoulders and gives way on his sternum to a large red button in the shape of an inverted triangle. Imposed on the triangle is the image of a black hood similar to the one he wears. He presses this button to turn invisible or to use the costume's built-in radio. A mustard-yellow, calf-length cape hangs from the shoulders of his uniform. He also wears a thick black belt, almost a cumberbund, with a wide red rectangular buckle. Space Ghost's power bands are red bracelets that extend from his wrists almost, but not quite, to his elbows. On the outside of each band is a trio of wide white rectangular buttons. He presses these buttons in combat to activate his various energy weapons. Campaign Notes: The Phantom Cruiser I will leave it up to game masters with a copy of "Star Hero" to draw up the Phantom Cruiser's exact specs. However, in addition to high maneuverability and decent firepower, the ship has the ability to become invisible just like its master. It is large enough to house a crew of four on long journeys and presumably has a certain amount of brig space so that Space Ghost can haul captured malfactors to the nearest starport for prosecution. ========================== Hero System write-up by Kevin Scrivner