: Teen Half-Ghost Hero
: 9 (165pp)
: “I’m going GHOST!”
: STR: 18/8 (+4) DEX: 22/12 (+6) CON: 20/10 (+5) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)
: Acrobatics 5 (+11), Bluff 11 (+12), Concentration 14 (+15), Craft (artistic) 2 (+3), Knowledge (ghosts) 6 (+7), Knowledge (Fenton technology) 6 (+7), Knowledge (pop culture) 3 (+4), Notice 9 (+10), Search 4 (+5), Stealth 2 (+8)
: All-Out Attack, Beginner’s Luck, Critical Strike, Defensive Roll 2, Dodge Focus 4, Equipment 4, Evasion, Favored Opponent (ghosts), Fearless, Power Attack, Precise Shot, Quick Change, Taunt, Tough
: Concealment 4 (all visual, Extra: Affects Others, Flaw: Passive, Power Feat: Close Range, Progression; 10pp), Ghost Form 12 (60pp), Insubstantial 4 (Extra: Affects Others, Power Feat: Progression, Selective, Alternate Power: Insubstantial 4 [Extra: Action-Reaction, Power Feat: Selective], Possession 8 [Power Feat: Accurate]; 28pp), Super-Senses 3 (Detect Ghosts [ranged], Ultravision; 3pp)
: Blast 9 (Power Feat: Accurate, Knockback, Alternate Powers: Blast 6 [Extra: Autofire, Power Feat: Accurate, Knockback], Corrosion 9 [Extra: Cone- Targeted, Flaw: Distracting, Tiring, Power Feats: Accurate, Affects Insubstantial 2, Drawback: Full Power], Strike 5 [Extra: Autofire 4, Power Feats: Accurate, Knockback, Mighty]), Create Objects 6 (Extra: Action- Reaction, Flaws: Duration- Instant, Limited- Barriers only, Limited- Not when flat-footed, Range- Touch), Enhanced Constitution 10 (flaw: sustained), Enhanced Dexterity 10 (flaw: sustained), Enhanced Strength 10 (flaw: sustained), Flight 4 (Power Feat: Subtle), Immunity 5 (sustained; critical hits, disease, poison, pressure), Shield 2, Super-Strength 3 (Flaw: Sustained); 60pp total
: Attack +6 [Punch +4], Attack +8 [Ghost Ray +9], Attack +8 [Ghost Punch +9], Attack +8 [Ghostly Wail +9], Grapple +13, Defense 20 (12 flat-footed), Knockback -4, Init +6
: Toughness +8/+6*, Fortitude +8, Reflex +8, Will +8
: Enemy (Plasmius), Responsibility (family, student), Secret
: Power Loss: Concealment, Ghost Form and Insubstantial when fatigued (Common, Minor; 6pts), Reduced Wealth (1pt), Vulnerable: Nullify (Uncommon, Moderate; 2pts)
: Cell phone (1pt), Fenton Thermos (Dimensional Pocket 6 [Extras: Duration- Sustained, Ranged, Flaws: Distracting, Limited- Only affects ghosts, Power Feat: Accurate, Affects Insubstantial 2, Drawback: Reduced Range (two increments)]; 19pts)
Abilities 6 + Skills 14 (56 Ranks) + Feats 21 + Powers 101 + Combat 20 + Saves 12 – Drawbacks 9 = 165 / 165
: -1 Attack bonus, +1 Max Save DC; -1 Toughness save, +1 Defense bonus
Here’s my take on the Danny Phantom. I figure he’s only a PL 9 in terms of using his powers. Of course, given the sheer versatility of what his powers are, his point-cost is that of a PL 11 hero. Most of Danny’s opponents range from PL 6 to 11 in terms of power, from the annoying Box Ghost to arch-nemesis Plasmius.
Since he’s shown to be able to use some of his ghost powers without “going ghost,” I didn’t roll everything under his Ghost Form power. Given how often Danny and his opponents interact with the environment, namely crashing into things, I also figure that they aren’t permanently insubstantial. While Danny can use Insubstantial on others, he can also use it as a reaction to affect just himself as a defensive action, making him a very annoying opponent to anyone without a means to affect incorporeal beings, and with Selective he can affect the physical world as needed.
His ability to create force-fields is a very limited form of Create Objects. He also needs to be aware of the attack, and thus it can’t be used to bail him out of danger when he’s flat-footed.
His main offensive power is his Blast, which he can use to fire a single blast, a series of weaker blasts, or launch a powerful melee offensive, with Autofire added to the Strike to mimic his ability to pull off some hefty damage with a single punch, though he’s capped to a maximum bonus of +2 on his punches. His major offensive power in terms of sheer destructive potential is his Ghostly Wail, with requires an attack roll to hit, but doesn’t allow a Reflex save to reduce the effect. Though he’s only used it a few times in the series, it’s caused a lot of destruction each time; but it also leaves him fatigued, and thus powerless, making it an attack of last resort. The Corrosion power used here is from Ultimate Power, meaning it affects living and non-living targets equally, and he has to make a DC 19 Concentration check in order to use it.
With his complications, Danny should always have a Hero Point or two in reserve when fighting more powerful opponents, especially if his ghost-hunting parents are involved.
Danny’s Knowledge (ghosts) and (Fenton technology) are limited versions of the Knowledge (arcane lore) and (technology) skills, respectively, and so were purchased at half-cost. Since this is an experienced version of Danny, he’s also maxed out his Concentration skill, though he still needs to avoid getting tired otherwise his powers short-out. Considering how often he has to push himself to win the day, that can be a serious problem if he’s out of Hero Points.
I have to give credit to BARON and his Ghostbusters builds for pointing me in the right direction on finally getting a Fenton Thermos design that’s not a kludge of any sort. And since it’s purchased as Equipment, Danny can swap out the Thermos for other Fenton ghost-hunting gear when the situation calls for it.
On paper, Danny is a very powerful character. The trick to playing him properly is not to think tactically, as he doesn’t always make full use of his abilities, particularly defensive ones such as his Create Objects and Insubstantial powers. A kind GM should hand out a Hero Point anytime Danny’s player willingly limits his effectiveness; a cruel one should at least smirk at the headaches Danny causes himself.