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Ghost Rider
| Dex: 06 | Str: 08 | Bod: 09 | Motivation: Responsibility of Power |
| Int: 05 | Wil: 05 | Min: 06 | Occupation: Stunt Rider, the Devil’s bounty hunter |
| Inf: 04 | Aur: 06 | Spi: 06 | Resources {or Wealth}: 008 |
| Init: 015 | HP: 070 |
Powers: Detect (Innocence/Guilt)(ML): 08, Flame Being (ML): 12, Invulnerability (ML): 07, Joined (ML): 06, Magic Blast: 08, Phobia: 14, Pyrotechnics: 03, Stretching: 02
Bonuses and Limitations:
- Detect has a Range of 2 APs (-1)
- Flame Being is a heat aura which can be projected to a range of 0APs — the flames continuously wreathing the Ghost Rider’s skeleton are a mystic effect and normally do not burn anything they touch (+1)
- Flame Being functions as normal underwater (+1)
- Flame Being can be extended along Ghost Rider’s chain (+1)
- Phobia does not create an image of the target’s greatest fear, but rather the pain they have inflicted on innocents — the OV of the target may thus be modified by how much or how little pain they have inflicted on innocent people at the GM’s discretion (+1)
- Phobia can only be used on a single target with whom Ghost Rider is in close eye contact (usually face-to-face) (-1)
- Phobia affects neither innocents nor soulless creatures such as demons (-1)
- Magic Blast can only be used on targets paralyzed by Phobia (-2)
- Pyrotechnics can only be used on targets brought to negative Current Mind Condition by Magic Blast and only affects their eyes (-2 total)
- Stretching can only be used on Ghost Rider’s chain and only to extend its length (-4 total)
Skills: Occultist (Occult Knowledge)*: 04, Vehicles (Specialization — Motorcycles): 08, Weaponry (Firearm, Melee, Missile)*: 06
Advantages: Local Hero (Racing/Stunt Fans), Iron Nerves (Only when driving)
Connections: Team Blaze (Low), Roxanne Simpson (High)
Drawbacks: Alter Ego (see Controlling the Rider), Enemy (Blackheart and Mephistopheles alternately), Guilt (His father’s death), Strange Appearance
Equipment:
- Chain [BODY 10, EV 03 (09 w/ STR)]
- Grace [STR 03, BODY 05, Running: 06, R#: 02] which becomes
- The Hellcycle [DEX 04, STR 05, BODY 12, INT 01, INF 01, SPI 12, Initiative: 006, Cling: 05, Flame Being: 02, Running: 08, Swimming: 06, Vehicles (Hellcycle)*: 04, Bonuses & Limitations: Flame Being functions as normal underwater (+1FC); Flame Being only applies to the Hellcycle’s tires (-2FC); Running speed is limited to APs of Cling while driving up walls (-1FC)]
- Shotgun [BODY 04, Projectile Weapons: 07 (Diminishing), Range: 02, Ammo: 05, R#: 03, Advantage : Scattershot, Limitation: Projectile weapons has No Range - use the Range given next instead, Drawback: Long reload time] which becomes
- The Hellgun [BODY 10, Flame Project: 12, Bonus: Flame Project is a bolt of hellfire rather than a stream of flame (+1 FC)]
Note: Demons usually suffer a Partial Attack vulnerability of at least -2CS to RV versus hellfire.
Alter-Ego
As Johnny Blaze, he has all of the above stats except that STR and BODY drop to 03, he loses all Powers except Detect and Invulnerability, and he no longer has Strange Appearance. Blaze may eventually learn to use of powers of the Rider without transforming (see Powers and Abilities for details).
Blaze spent much of the movie in a Power Complication Subplot. When the Rider first manifested Johnny was compelled to do the Devil’s bidding and only vaguely remembered what happened to him during his escapades. He also had extreme difficulty holding the transformation back when he wanted to do so. By the end of the film Johnny has full control of the Ghost Rider persona and can manifest it at will so long as the usual conditions are met or suppress it despite those conditions if he chooses. This can be seen as him buying down the Alter Ego Drawback from Uncontrolled to Controlled.
Penance Stare
The Rider’s Penance Stare, his ability to make the guilty feel the pain they have inflicted others, is a combination of several Powers. The first is Phobia, which is used as noted above in Bonuses and Limitations. If the target is paralyzed by Phobia the Rider can then attack with Magic Blast and finally Pyrotechnics as described above. The OV for Pyrotechnics is usually 0 since the target will likely be paralyzed by that point.
