Hallon Nemo (Catyr Cosmo-Knight) Approved

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Hallon Nemo
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Hallon Nemo (Catyr Cosmo-Knight) Approved

Post by Hallon Nemo »

Player Name: Alex
G-Mail: dmblackhaunt

Character Name: Hallon Brin Nemo
Alias: Sir Nemo, Hal, H.B. Nemo
Race: Catyr
  1. To Live
    1. Live to serve the Cosmic Forge and the Megaverse.
    2. Live to defend the Cosmic Forge and all that's good.
    3. Live to defend all sentients and the innocent.
    4. Live to defend Nature and the sanctity of a ll living worlds.
    5. Live for freedom, justice, and all that is good.
  2. Fair Play
    1. Never attack a helpless foe (restrain him if need be).
    2. Avoid engaging in torture or abuse.
    3. Avoid lying and cheating. unless necessary for a good cause.
  3. Nobility
    1. Obey the laws of the lands you visit, unless they are evil.
    2. Administer justice equally for all.
    3. Administer mercy equally for all.
    4. Protect the innocent regardless of class and race.
    5. Show respect to authority but not corruption.
    6. Never accept a position of power over others.
    7. Avoid glory if it leads to self-aggrandizement.
    8. Hide yourself among the people until you are needed.
  4. Valor
    1. Exhibit courage in word and deed.
    2. Defend the weak and innocent.
    3. Destroy evil in all its forms.
    4. Avenge the wronged.
    5. Never abandon a friend, ally or noble cause.
  5. Honor
    1. Always keep one 's word of honor.
    2. Always maintain one's principles.
    3. Never betray a confidence or comrade.
    4. Deceive only to serve justice, or to avoid vain glory.
    5. Respect life and freedom.
    6. Die with honor.
  6. Courtesy
    1. Never make fun of those weaker than you.
    2. Be polite to those who deserve it.
  7. Loyalty
    1. To one's principles and heart.
    2. To one's friends and those who lay their trust in you.
    3. To the destruction of evil.

  1. Always keep his word.
  2. Avoid lies.
  3. Never kill or attack an unarmed foe.
  4. Never harm an innocent.
  5. Never torture for any reason.
  6. Never kill for pleasure.
  7. Always help others.
  8. Always work within the law whenever possible.
  9. Never break the law unless conditions are desperate. This means no breaking and entering, theft, torture, unprovoked assaults, etc.
  10. Respect authority, law, self-discipline and honor.
  11. Work well in a group.
  12. Never take "dirty" money, or ill-gotten valuables or goods.This means any property that belongs to criminals or villains. It matters not how the bad guys got that property themselves; the hero will not touch it even if destitute.
  13. Never betray a friend.

XP Level: 3
XP Points: 5,401
Next Level @ XP: 10,801
  • Level 1: 0,000 – 3,000
  • Level 2: 3,001 – 5,400
  • Level 3: 5,401 – 10,800
  • Level 4: 10,801 – 21,600
  • Level 5: 21,601 – 31,600
  • Level 6: 31,601 – 50,000
  • Level 7: 50,001 – 80,000
  • Level 8: 80,001 – 120,000
  • Level 9: 120,001 – 170,000
  • Level 10: 170,001 – 230,000
  • Level 11: 230,001 – 300,000
  • Level 12: 300,001 – 380,000
  • Level 13: 380,001 – 470,000
  • Level 14: 470,001 – 600,000
  • Level 15: 600,001 – 800,000

Sentiments/Non-Humans: "Live to defend all sentients and the innocent." - Cosmo-Knight Code 1.3
Sentiments/Humans: "Live to defend all sentients and the innocent." - Cosmo-Knight Code 1.3
Sentiments/CCW: "Show respect to authority but not corruption." - Cosmo-Knight Code 3.5
Sentiments/TGE: "Avenge the wronged." - Cosmo-Knight Code 4.4
Sentiments/UWW: "Obey the laws of the lands you visit, unless they are evil." Cosmo-Knight Code 3.1
Disposition: Calm and quiet but quick with advice and is happy to share what he knows. Hates the spotlight but recognizes the necessity with his station.

I.Q.: 12
M.E.: 22
M.A.: 15
P.S.: 45 (Supernatural)
P.P.: 22
P.E.: 19 (Supernatural)
P.B.: 12
Speed: 50

P.P.E.: 300
M.D.C.: 218
Age: 75
Sex: Male
Height: 6'8"
Weight: 270 lbs
  • As Hallon: Deep red skin, side parted dyed black hair, medium build.
  • As Sir Nemo: Black skin tight metallic armor with green glowing highlights and a green aura.
Racial Abilities
  • Invulnerable to radiation
  • Can see into the ultraviolet range of light (night vision 200 feet/6 1 m)
  • Bio-regeneration 2D6 M.D.C. per hour.
Natural Abilities
Perception Bonus: 26%
Charm/Impress: 10%
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 324 lbs
Max. Carrying Weight: 2,250 lbs
Max. Lifting Weight: 4,500 lbs
Max. Jumping Ability: 67.5 feet long, 33.75 feet high

Special Abilities
Horror Factor: 10 in Catyr form, 12 in Cosmic Armor/15 for beings of evil alignment

  • Impervious to fire (except magic)
  • All other energy attacks do 1/100th damage

  • Speed:
    • In Space: 1 light year per level
    • In Atmosphere: Mach 1 per level
  • Cost: 30 P.P.E. + M.D.C.

These come from his eyes
  • Damage: 2D6x10 M.D. (+1D6x10 M.D. @ levels 6, 9, and 12)
    • Damage x2/Range 10 miles: 50 P.P.E. or M.D.C.
    • Damage x5/Range 10 miles: 100 P.P.E. or M.D.C.
  • Range:
    • In Space: 5 miles
    • In Atmosphere: 4600 feet +300 feet per level
  • Bonuses: +1 to Initiative, +3 to strike in addition to normal Hand to Hand bonuses
  • Note: Blasts doing 5x damage are as large and unwieldy as those fired from a starship's cannon; they are meant to be used in space, against large targets. Man-sized targets in space can dodge these enhanced blasts at +5.

  • Navigation: Space – 89%
  • Land Navigation 92%

1D4x10 M.D.C. per minute.

  • 500 M.D.C.
  • Bio-Regenerates at same speed as Hallon's body.

Akar, Sword of Peace
Cosmic Weapon.jpeg
  • Damage: 1D4x10 M.D. + normal Hand to Hand Damage (6D6)=1D4X10+6D6
  • Thrown: 1D4x10 M.D. and returns to owner.
    • Throwing Range:
      • In atmosphere: 1000 feet
      • In Space: 4000 feet
  • Bonus: +1 to strike and parry
  • Force Field:
    • M.D.C.: 1000
    • Activation: 1 action (can be activated twice per hour)
    • Duration: 1 hour or until M.D.C. depleted
    • Does not have Cosmo-Knight Energy Resistance or Bio-Regeneration

If the character runs out of PPE they can convert their personal MDC to PPE. This process is painful and potentially lethal. 2 MDC = 1 PPE

The character does not require air to breathe, food to eat nor sleep to rest. A typical Cosmo Knight needs only to meditate for one hour every 24hrs to remain completely rested and in top form. They can go weeks without sleep before they show signs of fatigue.

Vulnerabilities: Magic Spells, Circles, Wards, Weapons, Potions, Attacks as well as Psionics and Physical MD attacks such as Punches, Railguns, Explosions and Bullets all do normal damage.

O.C.C. Skills
Hand to Hand: Martial Arts
Language: Trade 1--70% (+5%, Stylized as Latin)
Native Language: Trade 4--90% (+1%, Stylized as English)
Language: Trade 5--50% (+5%, Stylized as Xhosa)
Language: Trade 6--55% (+5%, Stylized as Esperanto)
Lore: Demons & Monsters 50% (+5%)
Movement in Zero Gravity--130% (+5%)
Navigation: Space--65% (+5%)
Radio: Basic--55% (+5%)
W.P. Sword

O.C.C. Related Skills
Anthropology 45% (+5%)
Astrophysics 45% (+5%)
Biology 45% (+5%)
Botany 40% (+5%)
Paramedic 50% (+5%)
Pilot: Spacecraft Advanced 53% (+4%)
TV/Video 35% (+5%)
Xenology 45% (+5%)
Zero Gravity Combat (Advanced)

Secondary Skills
Mathematics: Advanced 60% (+5%)
Mathematics: Basic 60% (+5%)
Language: Trade 3--50% (+5%, Stylized as Estonian, 1st level)
Law: Space: CCW/Phase World 40% (+5%)
Lore: Galactic Aliens 35% (+5%)
Photography 45% (+5%)
Research 50% (+5%)
W.P. Energy Pistol

Combat Data
HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +30
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +11
Bonus to Disarm:
  • Restrained Punch: 1D6X10 S.D.
  • Full Strength Punch: 6D6 M.D.
  • Power Punch: 2D4X10 M.D. (counts as 2 attacks)
HTH Type: Martial Arts – Zero Gravity
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +6
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +30
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +13
Bonus to Disarm: +2
  • Restrained Punch: 1D6X10 S.D.
  • Full Strength Punch: 6D6 M.D.
  • Power Punch: 2D4X10 M.D. (counts as 2 attacks)
  • Spd. +10

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword - +2 to strike, +1 to parry +1 to strike at levels 6, 9, 12, and 15. +1 to parry at levels 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Energy Pistol - +2 to strike
  • +1 to strike at levels 5, 7, 9, 11, 13, and 15.

Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +2
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+):
Psionics (varies):
Horror Factor (varies): +6
Bio-Wizard Microbes and Parasites: +4
Last edited by Hallon Nemo on Wed Aug 10, 2022 7:36 am, edited 15 times in total.
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Hallon Nemo
Posts: 6
Joined: Fri Jul 29, 2022 1:37 pm

Hallon's Equipment

Post by Hallon Nemo »

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Purple pants
Grey T-Shirt
Red leather jacket

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: PSE-7000 Portable Scanner
• Attachment:
• Attachment:
• Attachment:

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Ship Quarters
Dark Orange and Brown robe
5 pairs of pants
10 shirts


Gear Stats

  • Measure all spectrums of light. This is used to determine the various light frequencies such as infrared and ultraviolet. It measures the intensity and can determine how far away the source is assuming it's in the range of the device.
    • Range: 500 feet (152 m).
  • Measure and intercept energy emissions. This is good for determining radiation signatures that are either naturally occurring or artificial. It can also tell the difference between various power supplies such as nuclear fission, fusion, and antimatter reactors. Range: 1,000 feet (304 m)
  • Auto-mapping feature. Using graviton emissions, the PSE can create a crude map and add on to it as the owner moves around. The scanner has a small plasma display so its owner can keep track of his position.
    • Range: 50 foot area (15 .2 m).
  • Densitometer. By measuring the density of an object one can tell if it is M.D.C. or S.D.C. material. It can also be used in conjunction with the auto-mapping feature to look for secret doors.
    • Range: 5 feet (1.5 m).
  • Motion Detector. Range is 150 foot area (46 m).
  • Memory.
    1. Bio-Unit
    2. Bio-Unit
    3. Bio-Unit
    is the standard amount of memory installed. It has
    1. Alien Culture Database
    2. Alien Culture Database
    3. History Library Database
    4. Legal Database
    5. 50 TB Chip
    for various memory chips to be installed to either boost the unit's memory or to add new functions.
  • Universal Jack. The scanner has a universal jack so that it can be connected to other computers to download or upload information. For game purposes, it takes 15 seconds (one melee round) to transfer one terabyte of information. The universal port is made of nanites to help configure it. It can fit into most computer, vehicle and robot ports, but may not fit into extremely alien machinery, and does NOT work on Phase Tech or organic technology.
  • Battery. A small electro-cell provides power for 48 hours of continuous use or 200 activations, whichever comes first. A small base with a built-in recharger is included. Batteries can be purchased separately at a cost of 5,000 credits per battery.
  • Total Weight: 6 pounds, 8 ounces .
  • Total Market Cost: 3,350,000 credits.
  • This small unit is mounted on the top of the scanner and allows it to function like a digital video camera. The video add-on takes up a terabyte of memory on the PSE. For each free terabyte of memory you can get one hour of sound and video. As another option, one can take still pictures; about a thousand per terabyte. The user simply points and shoots for this function, however if they have the Photography skill the quality of the pictures improves dramatically. As with all digital cameras, existing images can be erased or copied over. Weight: 8 ounces (0.23 kg). Market Cost: 5,000 credits.
  • This unit has several micro-antennas that protrude from it. They help to boost the range of the scanner significantly. The range of all functions is doubled. One terabyte of memory is required for this add-on. Weight: 8 ounces (0.23 kg). Market Cost: 50,000 credits.
  • This device helps to track and pinpoint life signs. All living creatures give off a unique bio-signature. This scanner reads that signature and translates it into usable data. It can pick up all life signs within a 500 foot (152 m) area (1000 feet/304 m w/Scanner Booster), however it can't differentiate life signs that are huddled together. If the library function is installed (Yes), it has a 70% chance to identify what the life sign is. This scanner does have a few limitations, creatures of magic are invisible to it, any creatures with a naturally occurring Phase Field, like Prometheans, disrupt a hundred foot (30.5 m) area, and supernatural creatures can be identified as such, but the scanner is unable to distinguish between the different types of supernatural beings. The software for this add-on takes up 3 terabytes of memory. Weight: 8 ounces (0.23 kg). Market Cost: 120,000 credits.
  • This is a rather large add-on to the scanner. It can take any stored image and tum it into a 3D hologram. The scanner can rotate the image so it can be seen from various angles. As another option, the sensor data can be translated into 3D images for the user. Characters with the TV/Video skill can manipulate the hologram to do numerous things, like animate it, enlarge or shrink the image, superimpose images on one another, etc. Weight: 3 pounds (1.35 kg). Market Cost: 750,000 credits.
  • This software is effectively the Galactic Lore skill at 75% proficiency. Just about all of the "known" races of the Three Galaxies are part of this comprehensive database (certainly all races who have appeared in this and any of the Phase World sourcebooks). Usually notable and important customs, rules, laws, ethics, holidays, religious ceremonies and aspects of the culture are what's covered. It will also have basic information about the home world, major cities, technology, space ports and animals, weather and other aspects common to the people or their planet. The information is so extensive that it requires two 100 terabyte chips. The data is accessed in a similar fashion to an archive, but if tied to a Bio-Unit (Yes), actual alien beings can be scanned and the corresponding world and cultural data presented once the being has been identified. Market Cost: 500,000 credits.
  • This database is something of an encyclopedia with extensive information on galactic events, galactic history and galactic politics. It is the equivalent of Galactic Lore (focusing on history and important Galactic events) at 66%. The data is on a 50 terabyte chip. Market Cost: 25,000 credits.
  • This detailed database covers the laws, trade regulations, contraband, fines and penalties for the various legal systems found throughout the Three Galaxies. The CCW, TGE, FWC and UWW are covered in greatest depth and detail, providing the skill equivalent of Law at 80%. Lesser-known courts like those on individual planets are only at 55%. This is very helpful information when entering a new sector of space that has their own laws and ways of doing things. Other useful information can be found like legal protocol and notable customs, as well as legal procedures. This information is contained on a single 50 terabyte chip. Market Cost: 250,000 credits.
    Market Cost: 150,000 credits
Last edited by Hallon Nemo on Tue Aug 09, 2022 8:13 pm, edited 2 times in total.
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Hallon Nemo
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Hallon's Story

Post by Hallon Nemo »

Background Story
Why me? Hallon wakes up from a deep meditation on the self. Who am I and why am I here? Am I still young Hallon Brin Nemo, Consortium Engineer? Am I the Forge, all powerful and sleeping? Am I something else entirely? An extension? A limb? A fist or an open hand? Perhaps I am proof that multiple ideas can be true simultaneously. But if I am indeed a Cosmo-Knight and not dreaming, then the original question stands, why me? There are billions of souls in these Three Galaxies to choose from. Someone somewhere must have been better suited than me. Were they also picked? Am I being tested?

Three years ago, none of this was on the mind of the "gentle red giant" as they called him on the mining colony of Talfax 7. A hard working, mixing pot of races from the local planets, Hallon still found his family the only ones that looked like him. There were other humanoids, but no one like a Catyr. His mother was an engineer and his father worked in transportation. When he was of age, he began working in the mines extracting Starmaline ore to power the colony and transport to other planets for various purposes. No one paid him any mind or really gave him much thanks, but he had the love of his family and that was enough. He worked in those mines from age 17 until 39 when a conflict spilled from the skies. Starfighters were dogfighting and came raining down, causing small explosions planetside. Starmaline is a very reactive mineral and the exploding ships caused more than a few cave-ins. So while war was waging overhead, Hallon joined the rescue team, getting those trapped inside out. When the CCW soldiers shared their data with the miners later, it was revealed his team's efforts had an 87% success rate in saving lives that week. Upon consulting with his family, they encouraged him to seek adventure and leave with the CCW forces to make a new life, free from the mines. He had never been the particularly adventurous sort, but his family was wise and if they thought he should do something, he was going to try it. Worst case scenario, it's not for him and he can head back to the comforts of home.

"Remember when you didn't think you'd be good at this, Hal?" said K'rten D'nel from Noro-Gor, his fellow Warrant Officer of Engineering on the CSS Andromeda a Protector-Class Battleship,.
"Feels like ages ago really." At age 72, he had been in the service of the CCW for 33 years. He had convinced someone with a little power to give him a shot and proved his worth first as janitorial, then maintenance. They saw his aptitude with electronics and gave him an entry level position in Engineering. After many years and many changes of the guard, he found himself in the second highest position in the department.
"Well, you are old as dung so… wait… what’s…COLLISION ALERT! We’ve entered the Urakian comet-fields!" With those words, the engineering crew of the CSS Andromeda sprung into action. Reports from the bridge lit up across every console; more power to the thrusters, electrical error in sector 17, radar jammed. Hallon found himself dealing specifically with the shields and maintaining enough power to secure their integrity. Looking around him, it was chaos. Back on his screen, he saw that power kept being diverted from his efforts with the shields to something else. After a few computer commands, he discovered it was going to the Main Laser Batteries. A few more commands and he found out who it was…K’rten, his good friend.
"We can’t shoot our way out of this! We need shields!"
"They’re too big! We need firepower!"
The two friends looked at each other and back to their consoles. Like a showdown at the Cantina, it was a matter of who would get there first. Hallon knew the commands like the back of his hand. Personnel. D’nel, K’rten. Permissions. Lockout. When he finished, he had stripped his friend of access to his control panel, ending the struggle. Systems. VFFs. Capacity? His console asked digitally. He stopped to think, could the ship handle it? Was he making the right choice? Why was he the one? Capacity? 175%
As he pressed the final button, a great light washed over his vision and he thought This is it. The reactors have blown and I’m dead. But then he opened his eyes and saw that he was in a white hot room. Everything was molten but nothing hurt.

Hallon could not see where the voice was coming from but he knew it was speaking to him.
"What is my destiny?"
Hallon’s vision was flooded with sights of a figure clad in lustrous metal skin, soaring through the void. The pace of the vision began to quicken with different scenarios staying in his mind for only a brief moment. Destroying a starship. Being torn in half by a brute. Rescuing a king. Cackling in madness. War. Peace. Fields of villagers cheering him as he flew away. Standing in the ruins of a city destroyed. Up until this point, his life had been calm with small patches of excitement but was he making a difference in the world? He did not flinch or stall his speech when he responded "I accept." He felt his body change, cell by cell. He had been transformed into something greater than himself.

I remember and I do not regret.
Last edited by Hallon Nemo on Mon Aug 01, 2022 4:59 pm, edited 3 times in total.
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Hallon Nemo
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Hallon's Goals

Post by Hallon Nemo »

  1. What emotion best describes your character? Serenity. Hallon has found his peace through the Forge and wishes to spread that peace across the galaxy.
  2. What emotion does your character evoke in others? As a Cosmo-Knight, awe. His actions have saves numerous lives and he is spectacular to watch in combat. As Hallon, either peace or boredom. He talks about his passions a lot, mostly flora. To some people, that is off-putting.
  3. What does your character need most? A Skaa Bonsai tree. The rarest plant he has ever heard of (and he's heard of a lot of plants), it is only grown on Vespin during their winter months and cultivated by an order of serpentine monks. Or so he's heard.
  4. What is your character’s goal in life? To use the power bestowed upon him by the Forge to do good and only good. To protect the innocent. To avenge the fallen. To create peace. To boldly...
  5. How does your character believe this goal can be accomplished? Staying with the CAF and backing their mission of peace across the Three Galaxies. By being the first in the line of fire.
  1. Where did your character come from? Hallon comes from the mining colony of Talfax 7.
  2. When did you grow up? At age 75, Hallon grew up a long time ago. But the day he felt truly grown was the first day of his job at the mines a week after his 17th birthday.
  3. What values does your character hold? Those of the Forge. And a staunch belief in the beauty of the universe.
  4. How does your character dress? Spending most of his time onboard a ship, he is usually dressed in regulation Service or Combat CAF wear. On his rare free time, Hallon prefers a loose jumpsuit/overalls or elastic shorts and an a-shirt.
  5. What are your character’s means? Working for the CAF provides him with lodging and money. He has very little need for either.
  1. What are your character’s personal tastes? He enjoys a finely cultivated museum and finds that a good holo-vid reminds him of his Catyrity. No scary ones though. There's enough of that in the void.
  2. What are your character’s opinions? The Forge is the way to true happiness. And if it hasn't chosen you, then he will because all deserve happiness.
  3. What is your character’s comfort zone? Hallon has been able to find comfort many places. A rainforest teeming with life, a desolate asteroid, the bottom of an ocean.
  4. Who has had the biggest impact on your character’s life? Besides the Forge? I guess that's not a who, but a what. Lieutenant Commander Dornatiu Kozart, the man who convinced the CCW to enlist him. That changed his life forever.
  5. What are some of your character’s unexpected quirks? When he's upset, he will excuse himself and float in space for the peace and quiet.
Play Details
  1. What kind of story does your character belong in? Space adventures. Rescue missions. Starship combat. Tough moral decisions.
  2. What role does your character fill? The big gun, held in reserve. The boy scout. The nerd.
  3. What should the other players know about your character? He will help you however he can, but he will not do anything against his moral code. And you shouldn't in front of him either.
  4. What is your play style? A mix of Explorer and Achiever with some Killer mixed in. I believe I will be focusing on the Explorer facet of this character.
  5. How do you want your character to die? Holding off a fleet of starships so a planet can evacuate captivity/annihilation.
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Hallon Nemo
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Hallon's Gallery

Post by Hallon Nemo »


Code: Select all

JIC: [roll]1d20[/roll]/[roll]1d100[/roll]
Perception: [roll]1d100[/roll]/26%
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