Ghost

Ghost is one of the more unusual people in Maximum Rush because with his powers he could make an extremely good living outside of the entertainment industry.

Description
A 6'3" tall man, wearing a long leather trench coat (black), a fedora (charcoal), with a bandana (grey) wrapped around his face so that only his eyes can be seen. Underneath the coat is a white button up shirt, grey slacks, and dress shoes. He's also wearing leather gloves of course. He also has a pair of ivory handled pistols in shoulder holsters.

Origin
A mixed martial arts fanatic, Ghost acquired his powers when he mixed experimental drugs together to try and increase his own physique. He should have died, but somehow developed powers which he is using for his own personal gain in as sporting a fashion possible.

(Disclaimer: All information here is AS IT APPEARS on the Maximum Rush Website. It may not be accurate 100%)

Personality
Ghost has a fascination with old pulp stories and has modeled himself off of an old character he read about. He doesn't really know that he doesn't fit the mold, but has taught himself how to use his pistols exceptionally well. When partially phased he can adjust the phase state of the bullets he fires and he /loves/ shooting them. He is overconfident and does not act the most mature but is still quite dangerous.

History
Ghost is in third place in the Solo League, where after his first outing he managed to mostly incapacitate a pair of heroes, but did not escape with any loot or cause any property damage. And he had to be rescued by Blink which reduced his score further.

Sheet (OOC Information)

 * Characteristics: STR 10, DEX 20, CON 20, INT 13, EGO 15, PRE 15, OCV 8, DCV 8, MCV 3, SPD 5, PD/ED 5, REC 8, END 30, BODY 10, STUN 60
 * Skills: Acrobatics, Breakfall, Fast Draw: Pistols, Stealth, Streetwise, Survival, Tactics, 8 Martial Arts Maneuvers, +6 Damage Classes
 * Talents: Striking Appearance (Ugly) +1/+1d6
 * Out of Phase: All Unified. Phasing - Desolidification, 0 END. Defensive Phasing - 75% Resistant Damage Reduction vs Physical & Energy, Nonpersistant, Must be Aware of Attacks. Air Running - Flight 25m, 1/2 END, Linked Phasing. Not Really Here - Life Support All Environments, Linked Phasing. Phase Reconstruction - Regeneration 1 BODY per Turn. Concentration, Must Concentrate throughout use of power
 * Ivory Handled .45's: Multipower 52 Point Reserve, all slots OAF, 2 Clips of 8 Charges. Phase Bullets - 6D6 Blast, Variable Advantages (+1/2 total, limited group): Armor Piercing, AVAD NND Power Defense, Double KB, AoE Selective 8m Cone, AoE Selective 4m Radius, Indirect. Disruption Rounds - 2D6 RKA, Variable Advantages (+1/2 total, limited group): Armor Piercing, Penetrating, Stun Multiplier, AoE Selective 8m Cone, AoE Selective 4m Radius, Indirect. Killing Shot - 3D6+1 RKA vs PD. Flesh Wound - Blast 10D6 vs PD
 * Phase Resistance - Resistant applied to base PD/ED
 * Physical Conditioning: Running +13m (25m Total), Leaping +8m (12m Total), Swimming +6m (10m Total)

Points Totals: CHA - 155, SKILLS - 75, POWERS - 195 = 425 Total Points.

Balance

 * Martial Artist / Blaster Hybrid (+1) - Medium DC (+0), High CV (+1), Medium SPD (+0), Medium DEF (+0)