Spook - Spiritual Secret Agent

Spook (spiritual secret agent)

13 Str    3	20	Elemental Control:  Spirit Form Powers
23 Dex   39	20	Force Field 20 PD/ED
18 Con   16	20	Flight 20"
13 Bod    6	20	Mental Defense
18 Int    8	20	Life Support, doesn't need to breathe, eat, sleep,
18 Ego   16			excrete, safe in extreme pressures/heat/cold/
23 Pre   13			radiation, immune to disease and aging
12 Com    1	
 3 PD    	10	UV Vision
 4 ED    	 3	Mental Awareness
 4 Spd    7	
 7 Rec   	
36 End
29 Stn   	
SubTotal 109	

Multipower  Pool 40  Cost 24
	40	4u	40 Str Telekinesis, animation -.5, no end cost +.5 
	40	4u	8d6 Energy Blast, @, *
	40	4u	4d6 Entangle, @, *
	40	4u	4d6 Hand Attack, affects solid
	20	2u	+4d6 Presence Attack (Presence for attack only, +.5)
	20	2u	Desolid (all attacks affect him -1.5, AP +.5 )
	40	4u	Invisibility to Sight, Sound, Radio, 

	* (variable special effects, defined as "bad luck" or "coincidence")
   	@ (power will not work on holy ground, -.25 limitation)

Notes about powers & special effects

Forcefield
The special effect of Spook's forcefield is that attacks seem to go through him, or just barely miss him.

Desolid
Spook can walk through physical and energy barriers, but his desolid gives him NO defense against attacks (a -1.5 limitation).

Life Support
Being, basically, a ghost, Spook can survive in damn near anything.

Mental Defense
Imagine trying to read a corpse' mind...

Energy Blast, Entangle,
Both of these powers have "variable special effects" because they are poltergeist style attacks. The special effects are defined as various instances of bad luck, or harmful "coincidences." However, these powers usually result in harm to the environment, and Spook will NOT use them on holy ground.

Hand Attack
This power has the advantage "affects solid," which is a STOP power, but it isn't abusive in this instance because the desolid does not prevent attacks from harming the character - it only allows the character to walk through things.


Taken from the pages of Jens-Arthur Leirbakk