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V&V The Phantom - The Ghost Who Walks

THE PHANTOM

Identity: Kit Walker, Christopher Walker, The Ghost Who Walks, The Man Who Cannot Die, Guardian of the Eastern Dark

Group Affiliation: Bandar Pygmies (The Poison People) and the Jungle Patrol of Bengalla

Base of Operations: Skull Cave, Deep Woods of Bengalla, Africa

Side: Good

Sex: Male

Age: 29

Height: 6' 2"

Hair: Black

Eyes: Only his family and close friends know

Level: 12th

Experience: 77,000

Training: +1 Damage with HTH Combat



"When the Phantom is angry, the jungle shakes!"

-- Old Jungle Saying


POWERS:

1. Armour (Kevlar Costume):  Kit's purple costume is made from kevlar that provides 8 points of protection.

2. Heightened Agility A  +12

3. Heightened Attack (Intense Combat Training):  +1 damage per level (+12 total).

4. Heightened Defense (Intense Combat Training):  -4 to be Hit.

5. Heightened Endurance A  +14

6. Heightened Strength A  +12

7. Natural Weaponry (Intense Combat Training):  +9 to Hit (includes Training Bonuses), +11 Damage (includes Training Bonuses) in both unarmed and armed HTH Combat (including firearms).

8. Pets  While most animals in the Deep Woods are friends to the Phantom, he is known to have three animal companions:

Name Animal Weight Agility Ferocity Hits Accuracy Damage Power Movement
Hero Horse 1200 10 12 18 +1 1d12 40 150
Devil Mountain Wolf 125 12 19 7 +3 1d8+2 50 56
Fraka Falcon 3 21 12 4 +5 1d4+2 55 6, 65 flying

9. Willpower:  Type A.

10. Weakness (Allegiance to Friends):  The Phantom doesn't pledge his friendship to others lightly. All who wear his friendship mark are conbsidered under his protection. He will go out of his way to help those who he calls his friends.

11. Weakness (Code Against Killing):  The Phantom will not intentially take a human life. He shoots to disarm and not to wound.

12. Weakness (Legend of Being Immortal):  The Phantom plays up the idea that he is an immortal ghost who cannot die. As a result of this legend, he is fearless in action. He will attempt death defying actions such as leaping off cliffs, attacking sharks with just a knife, wrestling tigers, etc.

13. Weakness (Phantom Oath):  He has sworn a sacred oath that he must follow or else lose the title of the Phantom. The oath goes as follows, "I swear to devote my life to the destruction of piracy, greed, cruelty, and injustice, in all their forms! My sons and their sons shall follow me."


CHARACTER DATA:

Weight:  212 lbs. Basic Hits:  5 Agility Mod:  Nil
Strength:  22 Endurance:  25
Agility:  22 Intelligence:  15
Charisma:  25 Reactions from:   Good:  +5     Evil:  -5
Hit Mod. (1.8) (3) (2.2) (1.2) =  14.256 Hit Points:  72
Damage Mod.:  +2 Healing Rate:  3.5
Accuracy:  +4 Power:  84
Carrying Capacity:  1394 lbs. Basic HTH Damage:  1d10
Movement Rates:  69" ground.
Det. Hidden:  12% Det. Danger:  16%
Inventing Points:  18.0 Inventing (45%): 

Knowledge Areas:  African Mysticism/Religion, Crime, Inheritor (Insanely Rich), Jungle Survival & Scholar (Phantom Legacy)

Origin and Background: (Bengallan)  The Phantom is the twenty-first in a line of crimefighters that originated in 1536, when the father of British sailor Christopher Walker was murdered during a pirate attack. The only survivor of the attack, Christopher was washed ashore on a Bengallan beach, and swore an oath on the skull of his father to dedicate his life to the destruction of piracy, greed, cruelty and injustice, with his sons and their sons set to follow him. Making a costume based on the image of an old jungle idol, he became the Phantom. When he died, his son took over the role of the Phantom, and such the mantle would be passed down to new generations, leaving people to give the mysterious figure nick-names such as "The Man Who Cannot Die", "Guardian of the Eastern Dark" and "The Ghost Who Walks", believing him to be immortal.

        The twenty-first Phantom is married to Diana Palmer, who he met as a child while studying in the US, and the couple have two children together, Kit and Heloise. Like all previous Phantoms he lives in the ancient Skull Cave, and also has a trained wolf, Devil, and the horse Hero. The Phantom is protected at home in large part by the Bandar pygmies, or "Poison-People", whose fearsome reputation is enough to keep the uninvited out of his jungle. He carries two forty-five caliber pistols, and wears two rings, one on his right hand which permanently scars villains with the mark of a skull, and another, his Friendhip Ring, worn on his left hand, which places his seal on those placed under his protection as a warning to others.

        Most of this character write-up is based on the Moonstone Comics version.

Training Bonuses:
      2nd Level:  +1 Accuracy with HTH Combat
      3rd Level:  +1 Damage with HTH Combat
      4th Level:  +1 Accuracy with HTH Combat
      5th Level:  +1 Damage with HTH Combat
      6th Level:  +1 Accuracy with HTH Combat
      7th Level:  +1 Damage with HTH Combat
      8th Level:  +1 Accuracy with HTH Combat
      9th Level:  +1 Damage with HTH Combat
      10th Level:  +1 Accuracy with HTH Combat
      11th Level:  +1 Damage with HTH Combat
      12th Level:  +1 Accuracy with HTH Combat

Legal Status: The Phantom's identity is a secret shared only by his closest friends. When abroad incognito, he is Mr. Walker who has the highest credentials (supplied by the Bengallan government).

Notes: The Phantom has the following equipment.
Knife (+2 to hit, HTH + 1d4 damage, Range 22" thrown), two .45 caliber pistols (+4 to hit, 1d8+2 Damage, Range 132"), and his two special rings:
V&V The Phantom - Friendship RingV&V The Phantom - Skull Ring · On his left hand is his Friendship Ring, which places his seal on those placed under his protection as a warning to others.
· On his right hand is his Skull Ring which permanently scars villains with its mark.


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