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Ghost Rider – Powers & Advantages

Brimstone Biker (Power) Defies Physics: Movement 2 (Power)


Total Cost: 21 Cost: 2 per rank
Total Cost: 1
An array is a set of powers, of which only one can be used at a time. Type: Movement
Action: Free
Range: Personal
Burn Rubber: Shapeable Area Damage 5 (Power) Duration: Sustained
Cost: 1 per rank
Total Cost: 12 Demonic, Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if
Type: Attack you are prone; Limited: Requires Ghost Rider form, Source: Requires
Action: Standard motorcycle
Range: Close
Duration: Instant You have a special form of movement.
Saving Throw: Toughness

DC 20; Affects Insubstantial: half ranks, Shapeable Area 3: 125 cft., Demonic Traits: Enhanced Trait 52 (Power)
DC 15, Incurable; Limited: Requires Ghost Rider form, Source: Cost: 1 per rank
Requires motorcycle Total Cost: 52
Type: General
You can inflict damage by making a close attack. The exact nature of Action: Free
your Damage is up to you; it can be anything from a powerful impact to Range: Personal
razor claws, energy fields, or some other damaging medium with the Duration: Sustained
GM's permission. The target resists Damage with Toughness.
Demonic, Agility +2 (+3), Awareness +3 (+4), Fighting +4 (+10),
Strength +4 (+7), Acrobatics +2 (+7), Athletics +4 (+15), Expertise +6
Chain of Sin: Strength-based Damage 5 (Power) (+6), Insight +4 (+12), Intimidation +8 (+16), Perception +2 (+8),
Cost: 1 per rank Presence +2 (+4), Will +2 (+8), Advantages: Daze (Intimidation),
Total Cost: 1 Diehard, Extraordinary Effort, Favored Foe: Sinners, Fearless, Power
Type: Attack Attack, Ritualist
Action: Standard
Range: Close You have an enhancement to a non-effect trait, such as an ability
Duration: Instant (including saving throws) or skill (including attack or defense bonus).
Saving Throw: Toughness Since Toughness save cannot be increased on its own,use the
Protection effect instead of Enhanced Toughness (see Protection later
Demonic, DC 27; Affects Insubstantial: half ranks, Incurable, Linked: in this chapter).
Sineater: Progressive Affliction 12, Penetrating 8, Reach (melee) 4: 20
ft.; Limited: Must be in Ghost Rider form, Source: Must have a chain
Fiendish Regeneration: Regeneration 5 (Power)
You can inflict damage by making a close attack. The exact nature of Cost: 1 per rank
your Damage is up to you; it can be anything from a powerful impact to Total Cost: 10
razor claws, energy fields, or some other damaging medium with the Type: Defense
GM's permission. The target resists Damage with Toughness. Range: Personal
Duration: Permanent
Chains of Woe: Cumulative Burst Area Affliction 8 (Power) Death, Evil, Extradimensional, Every 2 rounds; Persistent
Cost: 1 per rank
Total Cost: 17 You recover quickly from damage. Remove penalties to your
Type: Attack Toughness checks due to damage equal to your Regeneration rank
Action: Standard each minute. You then recover other damage conditions equal to your
Range: Ranged Regeneration rank each minute, starting from your most severe
Duration: Instant condition. Spread this recovery out evenly over a minute (10 action
Saving Throw: Fortitude/Will rounds). So with Regeneration 5, you remove a -1 Toughness penalty
every other round (every round with Regeneration 10, and up to a -2
1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and penalty per round with Regeneration 20).
Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of
Hand, DC 18; Affects Insubstantial: half ranks, Burst Area: 30 feet Characters with no Stamina do not heal (see Absent Abilities in the
radius sphere, DC 18, Cumulative, Extra Condition, Increased Range: Abilities chapter). One or more ranks of Regeneration overcome this.
ranged; Limited: Must be in Ghost Rider form, Limited Degree, Source: An absent Stamina character with Regeneration 1 recovers at a normal
Must have chain rate; additional Regeneration ranks speed up that rate.

You can impose some debilitating condition or conditions on a target by


making a close attack. You set the conditions your Affliction causes at Hellbike (Power)
each degree when you acquire it and they may not be changed. Higher Total Cost: 11
degree conditions replace lower degree conditions and do not stack
with them. See the possible conditions for each degree under the Easily Removable
Affliction Resistance Check table. The target resists with Fortitude or
Will defense (chosen when you take the effect). A device has one or more effects and can be equipped and un-
equipped.

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Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
Ghost Rider – Powers & Advantages

Hellfire Projection: Damage 10 (Power) Sineater: Progressive Affliction 12 (Power)


Cost: 1 per rank Cost: 1 per rank
Total Cost: 1 Total Cost: 1
Type: Attack Type: Attack
Action: Standard Action: Standard
Range: Ranged Range: Close
Duration: Instant Duration: Instant
Saving Throw: Toughness Saving Throw: Fortitude/Dodge/Will

Demonic, DC 25; Affects Insubstantial: half ranks, Increased Range: Demonic, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree:
ranged [9 ranks only], Incurable, Penetrating 5; Limited: Must be in Incapacitated, DC 22; Affects Insubstantial: half ranks, Alternate
Ghost Rider form Resistance (Dodge), Incurable, Progressive; Limited: Must be in Ghost
Rider form, Limited: Must give up chain attack to Progress, Noticeable:
You can inflict damage by making a close attack. The exact nature of Requires successful chain attack, Source: Must have chain
your Damage is up to you; it can be anything from a powerful impact to
razor claws, energy fields, or some other damaging medium with the You can impose some debilitating condition or conditions on a target by
GM's permission. The target resists Damage with Toughness. making a close attack. You set the conditions your Affliction causes at
each degree when you acquire it and they may not be changed. Higher
degree conditions replace lower degree conditions and do not stack
Hellstorm: Burst Area Damage 10 (Power) with them. See the possible conditions for each degree under the
Cost: 1 per rank Affliction Resistance Check table. The target resists with Fortitude or
Total Cost: 1 Will defense (chosen when you take the effect).
Type: Attack
Action: Standard
Range: Close Spirit of Vengeance (Power)
Duration: Instant Total Cost: 76
Saving Throw: Toughness
Activation: Move Action
Demonic, DC 25; Affects Insubstantial: half ranks, Burst Area: 30 feet
radius sphere, DC 20, Incurable, Penetrating 5; Limited: Must be in You can transform into something other than mere flesh and blood,
Ghost Rider form from a body of organic steel to a cloud of gas, a mass of liquid, a
swarm of tiny insect-sized robots, or anything else you want to develop.
You can inflict damage by making a close attack. The exact nature of Choose a set of effects that reflect the capabilities of your Alternate
your Damage is up to you; it can be anything from a powerful impact to Form, based on the examples following. Then choose the action
razor claws, energy fields, or some other damaging medium with the required to assume your Alternate Form: if it requires a move action,
GM's permission. The target resists Damage with Toughness. subtract 1 power point from the total cost of the effects. If it requires a
standard action, subtract 2 points. See the Activation flaw for details.

Invulnerability: Immunity 30 (Power)


Cost: 1 per rank
Total Cost: 15 All-out Attack (Advantage, Combat)
Type: Defense When you make an all-out attack (see Maneuvers) you can take a
Range: Personal penalty of up to -5 on your active defenses (Dodge and Parry) and add
Duration: Permanent the same number (up to +5) to your attack bonus.

Evil, Extradimensional, Preternatural, Fortitude Effects; Limited: Divine


weapons overcome. Benefit, Ambidexterity (Advantage, General)
You are equally adept using either hand, suffering no circumstance
You are immune to certain effects, automatically succeeding on any penalty for using your off-hand (as you don't have one).
resistance check against them. You assign ranks of Immunity to
various effects to gain immunity to them (with more extensive effects
requiring more ranks). These assignments are permanent. (Advantage, Combat, Ranked)
Close Attack 2
You have a +1 bonus to close attacks checks per rank in this
advantage. Your total attack bonus is still limited by power level. This
Satanic Speed: Speed 8 (Power) advantage best suits characters with a level of overall close combat
Cost: 1 per rank skill (armed and unarmed). For capability with a particular type of
Total Cost: 4 attack, use the Close Combat skill.
Type: Movement
Action: Free
Range: Personal Daze (Intimidation) (Advantage, Skill)
Duration: Sustained
You can make an Intimidation check as a standard action to cause an
opponent to hesitate in combat. Make a skill check as a standard
Demonic, Speed: 500 miles/hour, 1 mile/round; Limited: Requires
action against your target's resistance check (the same skill, Insight, or
Ghost Rider form
Will defense, whichever has the highest bonus). If you win, your target
is dazed (able to take only a standard action) until the end of your next
You can move faster than normal. You have a ground speed rank
round.
equal to your effect rank. This also improves all forms of movement
based on ground speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.
Ghost Rider – Powers & Advantages

Diehard (Advantage, General) Power Attack (Advantage, Combat)


When your condition becomes dying (see Conditions in the Action & When you make a power attack (see Maneuvers) you can take a
Adventure chapter) you automatically stabilize on the following round penalty of up to -5 on your attack bonus and add the same number (up
without any need for a Stamina check, although further damage - such to +5) to the effect bonus of your attack.
as a finishing attack - can still kill you.

Quick Draw (Advantage, Combat)


Equipment 4 (Advantage, General) You can draw a weapon from a holster or sheath as a free action,
You have 5 points per rank in this advantage to spend on equipment. rather than a move action.
This includes vehicles and headquarters. See the Gadgets & Gear
chapter for details on equipment and its costs. Many heroes rely almost
(Advantage, Combat, Ranked)
solely on Equipment in conjunction with their skills and other Ranged Attack 4
advantages. You have a +1 bonus to ranged attacks checks per rank in this
advantage. Your total attack bonus is still limited by power level.
(Advantage, General, Ranked)
Evasion 2
You have a +2 circumstance bonus to Dodge resistance checks to Ritualist (Advantage, Skill)
avoid area effects (see the Area extra in the Powers chapter). If you You can use the Expertise (Magic) skill to create and cast magical
have 2 ranks in this advantage, your circumstance bonus increases to rituals.
+5.

(Advantage, General)
Skill Mastery: Vehicles (Advantage, Skill)
Extraordinary Effort Choose a skill. You can make routine checks with that skill even when
When using extra effort (see Extra Effort in The Basics chapter), you under pressure (see Routine Checks in The Basics chapter). This
can gain two of the listed benefits, even stacking two of the same type advantage does not allow you to make routine checks with skills that
of benefit. However, you also double the cost of the effort; you're do not normally allow you to do so. You can take this advantage
exhausted starting the turn after your extraordinary effort. If you are multiple times for different skills.
already fatigued, you are incapacitated. If you are already exhausted,
you cannot use extraordinary effort. Spending a hero point at the start
of your next turn reduces the cost of your extraordinary effort to merely Ultimate Effort: Vehicles Skill (Advantage, Fortune)
fatigued, the same as a regular extra effort.
You can spend a hero point on a particular check and treat the roll as a
20 (meaning you don't need to roll the die at all, just apply a result of 20
to your modifier). This is not a natural 20, but is treated as a roll of 20
Favored Foe: Sinners (Advantage, Skill) in all other respects. You choose the particular check the advantage
You have a particular type of opponent you've studied or are especially applies to when you acquire it and the GM must approve it. You can
effective against. It may be a type of creature (aliens, animals, take Ultimate Effort multiple times; each time, it applies to a different
constructs, metahumans, undead, etc.), a profession (soldiers, police check. This advantage may not be used after you've rolled the die to
officers, Yakuza, etc.) or any other category the GM approves. determine if you succeed. (Examples include Ultimate Aim, Ultimate
Especially broad categories like 'humans' or 'villains' are not permitted. Resistance, or Ultimate Skill.)
You gain a +2 circumstance bonus on Deception, Intimidation, Insight,
and Perception checks dealing with your Favored Foe. This
circumstance bonus is not limited by power level. Uncanny Dodge (Advantage, Combat)
You are especially attuned to danger. You are not vulnerable when
(Advantage, General) surprised or otherwise caught off-guard. You are still made vulnerable
Fearless by effects that limit your mobility.
You are immune to fear effects of all sorts, essentially the same as an
Immunity to Fear effect (see Immunity in the Powers chapter).

(Advantage, Combat, Ranked) Chain (Weapon)


Improved Initiative 2 Type: Exotic Weapon
You have a +4 bonus to your initiative checks per rank in this Damage: +9
advantage. Critical Range: 20
Damage Descriptor: Bludgeon
(Advantage, Fortune, Ranked) Cost: 6 ep
Luck 3
Once per round, you can choose to re-roll a die roll, like spending a A length of chain can strike targets up to 10 ft. away (Reach 2) and
hero point (see Hero Points, page 20), including adding 10 to re-rolls of provides the benefits of the Improved Grab and Improved Trip
10 or less. You can do this a number of times per game session equal advantages.
to your Luck rank, with a maximum rank of half the series power level
(rounded down). Your Luck ranks refresh when your hero points 'reset'
at the start of an adventure. The GM may choose to set a different limit Hold-out Pistol (Weapon)
on ranks in this advantage, depending on the series. Type: Projectile Weapon (Firearm)
Damage: +2
Critical Range: 20
Move-by Action (Advantage, Combat) Damage Descriptor: Ballistic
When taking a standard action and a move action you can move both Cost: 4 ep
before and after your standard action, provided the total distance
moved isn't greater than your normal movement speed. A low-caliber, easily concealed pistol, typically used as a back-up or
secondary weapon.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

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