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RocketLord

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  • Birthday 01/04/1988

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  1. Rebuilding and powering up Forever Boy since graduating Claremont and the events of Return to Neverworld!
  2. FOREVER BOY Power Level: 15 Effective Power Level: 12 Power Points: 247/250PP Unspent Power Points: 3 Trade-Offs: +5 Defense / -5 Toughness, (Draw Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Foreverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld, now known as Foreverworld Residence: Freedom City Base of Operations: Freedom City Occupation: Adventurer Affiliations: Claremont Academy Family: None known DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien. Appears Caucasian Height: 5’10’’ Weight: 170 lbs. Eyes: Green Hair: Dark red Pan is an attractive young man with messy, semi-long dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green, emerald green, dark almost golden yellow and red suit that leaves his shoulders and arms free. The pants are in a darker green, with the shoes seems to be connected directly to the pants, with red soles. Red piping in a wide V-shape separates the pants from the upper parts of the costume, with the lowest part of the V-shape being at the point where one would wear a belt. The red V-shape is mirrored under Pan's chest, stretching under his arms. Between the two red V-shapes, Pan's mid section is emerald green, with his sides in dark yellow, separated from the emerald green with red lines. The chest of the costume is primarily emerald green, with red piping at the edge of his shoulders, and a dark yellow Y-shape with red piping stretching from the middle of the upper red V under his chest and up to his shoulders. The outer parts of Pan's neck is likewise dark yellow with red piping. Pan wears an emerald green domino mask as part of the uniform. Pan has taken to wearing a dark red coat with golden details, often wearing it both with and without his uniform. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. Pan was busy during his three years at Claremont Academy, being one of the few students to remain part of Blue Squad for the duration of his time. He formed a close friendship with his roommate Micah Roebuck, otherwise known as Thunderbird, and eventually Eira Katastroff Natt och Dag, otherwise known as Angelic. He formed friendships with several other students, including Selena Kwan, Adam Lanchester, Veronica Danger, Louise Beaumont, Corinne Conrad, Leon Moore, Jaycee Cahill and, to some degree, Jaycee's bodyguard Ashley Tran, as well as many others. While at Claremont, Pan bluffed the demon Baal, helped defend the school from Krampus, went on a summer vacation with Veronica Danger and several others, fought Sky Pirates and the Great Whale from Neverworld, journeyed in time to fight against Die Übermensch during World War Two, found the ghost of Eira's original human self and much more, before eventually returning to Neverworld with Eira and Micah at his side. The trio found Neverworld overrun by the Hooked Man's Sky Pirates with the Crocodile in their thrall. Through trials and tribulations, Eira attempted to raise an army of automatons with the help of a version of Victor Frankenstein, while Pan and Micah sought the aid of Pixies. The last Pixies sacrificed themselves to give Pan and Micah a wish each. Together, they returned to Eira. As Neverworld burned around them, the trio managed to free the Crocodile and defeat the Hooked Man. Pan remembered that this was but the latest cycle for Neverworld, one that would be washed away and replaced by yet another permutation of the same story. But Pan had been changed by his time away from Neverworld. Aided by the power of Micah's wish, Pan made something else, something better: Neverworld became Foreverworld! Refusing to restart his own story, Pan forced himself and his friends back to Earth-Prime, pulling himself free from the tale that had bound him before. The Forever Boy is now fully free. He has escaped the story that would bind him, he has graduated from Claremont, he is much more than he was before, and he has his friends and a great wide world of adventure waiting for him. PERSONALITY & MOTIVATION Pan has, despite his protests to the contrary, grown and changed since he reached Freedom City. He is still a trickster with a love for adventure, and he is still utterly fearless, though his perspective have shifted: His one fear is now that those that he care about will be seriously hurt. High flying, loud, proud and prone to leaping before looking, Pan will eagerly jump into any situation that he believes requires his particular brand of heroics. He insists that you can trust him, and, if you are his friend, you can. Others? Not so much. He will freely lie, bluff or cheat if that's what it takes to save the day, or to play a good joke on someone. He has formed several close relationships, particularly with Micah Roebuck and Eira Katastroff natt och Dag. He would give his life for any of his friends, if it came to it. No matter what applies to everyone else, his friends can always trust him to have their backs and come rushing in when they need him. POWERS & TACTICS While Pan has been categorized as an alien and magic, the truth is far stranger: He is a story come to life, a story that is being told and retold, over and over again. And now that he has broken free from the constraints of his story, he has begun to break down the limits of just what he can do. Pan posses enhanced hearing and an uncanny luck. His thoughts are like quicksilver, and he can understand and be understood in any language, even reading the thoughts of others, if he feels so inclined. As one would expect of his story, he will never age beyond 16, can fly and cannot be held. He is supernaturally charismatic, though he can also channel this ability in different, unpredictable ways, such as creating life-like illusions and mists, or letting himself fly even faster. Since breaking free from the story that bound him, Pan has learned how to manipulate his own story, and the story of those around him. This essentially makes Pan a reality warper, though bound by certain self-imposed limitations. He can detach his shadow to entangle foes, change the emotions and memories of others, create illusions and constructs, including an ever expanding array of weapons, out of thin air. His words can be so harsh that they can cut, and, if he gets close enough, he can turn back the pages of a story, reverting wounds. Many of these newfound abilities take a great deal of focus, but Pan enjoys them anyway. Pan is a master of social situations, being able to make any lie sound true. He can manipulate his surroundings and change the story as it happens, which he uses to sow chaos and confusion among enemies in combat. While far from adverse to facing opponents head on, the Forever Boy is a firm believer in teamwork, often working closely with his friends and allies in combat, using his own considerable abilities to aid his friends. COMPLICATIONS Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 0 + 16 + 6 + 4 + 8 + 10 = 44PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) / 44 (+17)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 6 = 19PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 76R = 19PP Bluff 17 (+22) / (+34)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 16 (+20)Skill Mastery Perform [Oratory] 2 (+7) / (+19)Forever Charisma Sense Motive 16 (+20)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 41PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 2 Distract [Bluff] Dodge Focus 11 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 4 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 4 -> Luck 6 Quick Change Takedown Attack 2Draw Weapon POWERS 8 + 1 + 10 + 1 + 5 + 8 + 2 + 38 + 27 + 3 = 103 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust, Story) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust, Story) Luck Control 2 (Force Rerolls, Bestow Hero Points to Others; Feats: Luck 2) [8PP] (Descriptors: Forever Lucky, Luck, Story) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 15.5 (31PP Array; Feats: Alternate Power 7) [38PP] (Descriptors: Tricks, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Damage 14 (Extras: Penetrating 5; Feats: Accurate 2, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Precise, Stunning Attack, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) {31/31PP} (Descriptors: Draw Weapon, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) AP: Create Object 12 (Extras: Movable; Flaws: Action [Full Round]; Feats: Precise, Progression [Object Size] 3, Selective, Subtle 2) (12x50 ft. Cubes) {31/31PP} (Descriptors: As Real As I Say) AP: Damage 12 (Extras: Alternate Save [Will], Penetrating 4, Range 2 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Feats: Affects Insubstantial 2, Incurable, Precise; Drawbacks: Power Loss 1 [Must be able to speak]) {31/31PP} (Descriptors: Harsh Words) AP: Emotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/31PP} (Descriptors: Powerful Emotions, Emotion) AP: Healing 10 (Extras: Total; Feats: Regrowth) {31/31PP} (Descriptors: Rewrite) AP: Illusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 3) (Duration: Sustained, Area: 50 ft. radius) (Stacks with Endless Forms) {31/31PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 12 (Feats: Accurate 3, Indirect 3, Subtle) {31/31PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) AP: Transform 12 (Change Memories; Extras: Alternate Save [Will] (+0), Duration 1 [Continuous], Range 1 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Drawbacks: Power Loss 1 [Must be able to speak]) {23/31PP} (Descriptors: Don't You Remember?) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Enhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 5 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {24/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Auditory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Enhanced Senses, Alien, Enhanced Senses, Genetic, Training) DRAWBACKS -3PP Vulnerable (Emotion effects; Medium Intensity: +50% to saving throw DC) [-3PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Draw Weapon Touch (Up to 10 ft.) DC29 Tou (staged) Damage +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Draw Weapon - Stunning Attack Touch (Up to 10 ft.) DC24 Fort (Staged) Fail: Dazed for 1 round >5: Stunnedfor 1 round>10: Unconscious +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Powerful Emotions Perception DC22 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC22 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12, Indirect 3, Subtle Endless Forms Perception DC15 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC17 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC22 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (44) + Combat (24) + Saving Throws (19) + Skills (19) + Feats (41) + Powers (103) - Drawbacks (3) = 247/250 Power Points
  3. Y'know, I'd missed that they were in actual melee. But no, he doesn't! So let's see how it goes!
  4. Finally finished Pan's PL12 rebuild, fresh off the events of Return to Neverworld. Aside from a bump in PL, it's mainly reorganizing a few things and updating his arrays a bit to fit with his updated fluff. FOREVER BOY Power Level: 15 Effective Power Level: 12 Power Points: 247/250PP Unspent Power Points: 3 Trade-Offs: +5 Defense / -5 Toughness, (Draw Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Foreverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld, now known as Foreverworld Residence: Freedom City Base of Operations: Freedom City Occupation: Adventurer Affiliations: Claremont Academy Family: None known DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien. Appears Caucasian Height: 5’10’’ Weight: 170 lbs. Eyes: Green Hair: Dark red Pan is an attractive young man with messy, semi-long dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green, emerald green, dark almost golden yellow and red suit that leaves his shoulders and arms free. The pants are in a darker green, with the shoes seems to be connected directly to the pants, with red soles. Red piping in a wide V-shape separates the pants from the upper parts of the costume, with the lowest part of the V-shape being at the point where one would wear a belt. The red V-shape is mirrored under Pan's chest, stretching under his arms. Between the two red V-shapes, Pan's mid section is emerald green, with his sides in dark yellow, separated from the emerald green with red lines. The chest of the costume is primarily emerald green, with red piping at the edge of his shoulders, and a dark yellow Y-shape with red piping stretching from the middle of the upper red V under his chest and up to his shoulders. The outer parts of Pan's neck is likewise dark yellow with red piping. Pan wears an emerald green domino mask as part of the uniform. Pan has taken to wearing a dark red coat with golden details, often wearing it both with and without his uniform. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. Pan was busy during his three years at Claremont Academy, being one of the few students to remain part of Blue Squad for the duration of his time. He formed a close friendship with his roommate Micah Roebuck, otherwise known as Thunderbird, and eventually Eira Katastroff Natt och Dag, otherwise known as Angelic. He formed friendships with several other students, including Selena Kwan, Adam Lanchester, Veronica Danger, Louise Beaumont, Corinne Conrad, Leon Moore, Jaycee Cahill and, to some degree, Jaycee's bodyguard Ashley Tran, as well as many others. While at Claremont, Pan bluffed the demon Baal, helped defend the school from Krampus, went on a summer vacation with Veronica Danger and several others, fought Sky Pirates and the Great Whale from Neverworld, journeyed in time to fight against Die Übermensch during World War Two, found the ghost of Eira's original human self and much more, before eventually returning to Neverworld with Eira and Micah at his side. The trio found Neverworld overrun by the Hooked Man's Sky Pirates with the Crocodile in their thrall. Through trials and tribulations, Eira attempted to raise an army of automatons with the help of a version of Victor Frankenstein, while Pan and Micah sought the aid of Pixies. The last Pixies sacrificed themselves to give Pan and Micah a wish each. Together, they returned to Eira. As Neverworld burned around them, the trio managed to free the Crocodile and defeat the Hooked Man. Pan remembered that this was but the latest cycle for Neverworld, one that would be washed away and replaced by yet another permutation of the same story. But Pan had been changed by his time away from Neverworld. Aided by the power of Micah's wish, Pan made something else, something better: Neverworld became Foreverworld! Refusing to restart his own story, Pan forced himself and his friends back to Earth-Prime, pulling himself free from the tale that had bound him before. The Forever Boy is now fully free. He has escaped the story that would bind him, he has graduated from Claremont, he is much more than he was before, and he has his friends and a great wide world of adventure waiting for him. PERSONALITY & MOTIVATION Pan has, despite his protests to the contrary, grown and changed since he reached Freedom City. He is still a trickster with a love for adventure, and he is still utterly fearless, though his perspective have shifted: His one fear is now that those that he care about will be seriously hurt. High flying, loud, proud and prone to leaping before looking, Pan will eagerly jump into any situation that he believes requires his particular brand of heroics. He insists that you can trust him, and, if you are his friend, you can. Others? Not so much. He will freely lie, bluff or cheat if that's what it takes to save the day, or to play a good joke on someone. He has formed several close relationships, particularly with Micah Roebuck and Eira Katastroff natt och Dag. He would give his life for any of his friends, if it came to it. No matter what applies to everyone else, his friends can always trust him to have their backs and come rushing in when they need him. POWERS & TACTICS While Pan has been categorized as an alien and magic, the truth is far stranger: He is a story come to life, a story that is being told and retold, over and over again. And now that he has broken free from the constraints of his story, he has begun to break down the limits of just what he can do. Pan posses enhanced hearing and an uncanny luck. His thoughts are like quicksilver, and he can understand and be understood in any language, even reading the thoughts of others, if he feels so inclined. As one would expect of his story, he will never age beyond 16, can fly and cannot be held. He is supernaturally charismatic, though he can also channel this ability in different, unpredictable ways, such as creating life-like illusions and mists, or letting himself fly even faster. Since breaking free from the story that bound him, Pan has learned how to manipulate his own story, and the story of those around him. This essentially makes Pan a reality warper, though bound by certain self-imposed limitations. He can detach his shadow to entangle foes, change the emotions and memories of others, create illusions and constructs, including an ever expanding array of weapons, out of thin air. His words can be so harsh that they can cut, and, if he gets close enough, he can turn back the pages of a story, reverting wounds. Many of these newfound abilities take a great deal of focus, but Pan enjoys them anyway. Pan is a master of social situations, being able to make any lie sound true. He can manipulate his surroundings and change the story as it happens, which he uses to sow chaos and confusion among enemies in combat. While far from adverse to facing opponents head on, the Forever Boy is a firm believer in teamwork, often working closely with his friends and allies in combat, using his own considerable abilities to aid his friends. COMPLICATIONS Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 0 + 16 + 6 + 4 + 8 + 10 = 44PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) / 44 (+17)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 6 = 19PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 76R = 19PP Bluff 17 (+22) / (+34)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 16 (+20)Skill Mastery Perform [Oratory] 2 (+7) / (+19)Forever Charisma Sense Motive 16 (+20)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 41PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 2 Distract [Bluff] Dodge Focus 11 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 4 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 4 -> Luck 6 Quick Change Takedown Attack 2Draw Weapon POWERS 8 + 1 + 10 + 1 + 5 + 8 + 2 + 38 + 27 + 3 = 103 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust, Story) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust, Story) Luck Control 2 (Force Rerolls, Bestow Hero Points to Others; Feats: Luck 2) [8PP] (Descriptors: Forever Lucky, Luck, Story) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 15.5 (31PP Array; Feats: Alternate Power 7) [38PP] (Descriptors: Tricks, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Damage 14 (Extras: Penetrating 5; Feats: Accurate 2, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Precise, Stunning Attack, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) {31/31PP} (Descriptors: Draw Weapon, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) AP: Create Object 12 (Extras: Movable; Flaws: Action [Full Round]; Feats: Precise, Progression [Object Size] 3, Selective, Subtle 2) (12x50 ft. Cubes) {31/31PP} (Descriptors: As Real As I Say) AP: Damage 12 (Extras: Alternate Save [Will], Penetrating 4, Range 2 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Feats: Affects Insubstantial 2, Incurable, Precise; Drawbacks: Power Loss 1 [Must be able to speak]) {31/31PP} (Descriptors: Harsh Words) AP: Emotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/31PP} (Descriptors: Powerful Emotions, Emotion) AP: Healing 10 (Extras: Total; Feats: Regrowth) {31/31PP} (Descriptors: Rewrite) AP: Illusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 3) (Duration: Sustained, Area: 50 ft. radius) (Stacks with Endless Forms) {31/31PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 12 (Feats: Accurate 3, Indirect 3, Subtle) {31/31PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) AP: Transform 12 (Change Memories; Extras: Alternate Save [Will] (+0), Duration 1 [Continuous], Range 1 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Drawbacks: Power Loss 1 [Must be able to speak]) {23/31PP} (Descriptors: Don't You Remember?) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Enhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 5 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {24/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Auditory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Enhanced Senses, Alien, Enhanced Senses, Genetic, Training) DRAWBACKS -3PP Vulnerable (Emotion effects; Medium Intensity: +50% to saving throw DC) [-3PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Draw Weapon Touch (Up to 10 ft.) DC29 Tou (staged) Damage +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Draw Weapon - Stunning Attack Touch (Up to 10 ft.) DC24 Fort (Staged) Fail: Dazed for 1 round >5: Stunnedfor 1 round>10: Unconscious +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Powerful Emotions Perception DC22 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC22 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12, Indirect 3, Subtle Endless Forms Perception DC15 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC17 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC22 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (44) + Combat (24) + Saving Throws (19) + Skills (19) + Feats (41) + Powers (103) - Drawbacks (3) = 247/250 Power Points
  5. GM The ground beneath their feet shook and warped. The rock changed, and once again, they found themselves standing on a flying ship, one that was lifting towards the sky. Shining, golden dust whirled from around the Forever Boy, mixing with the faint light that floated from his body, becoming a swirling rainbow tunnel that led into the sky. The Forever Boy took the helm, as the shift lifted towards the sky, even as his self continued to disappear into the rainbow tunnel that led them to home.
  6. Forever Boy Pan simply smiled at his friends, as Eira changed from human to machine, from the pale girl that he had only seen in pictures to the young woman that he knew. He didn't seem bothered at all, aside from maybe his words. He looked down at his own hands. They were glowing with a faint light. Different from the usual golden gold, the light seemed to be leaving his body. It was spreading. "Yes, it seems like it will be a brand new story." He held his open hand out in front of himself, letting the others see the faint glimmers of his self floating away. "I suppose Foreverworld will need a Forever Boy..." He sounded resigned to the fact. Then, the Forever Boy clenched his hand. "No. I will not." He whirled around, moving away from the others. "My story. My rules." His voice was harder, full of defiance. Golden Pixie Dust swirled around him, dancing as he picked up Hook's scarlet coat with one hand, then threw the other hand up, towards the sky. "And we are all going home!"
  7. RocketLord

    Heavy Mettle

    Pan looked at Eira, Nat and Ryder, before quickly turning his attention to the stragglers around them. The whole place was coming down, and Nat was holding it up? Eira and Ryder was obviously hurt, Nat was occupied keeping everything up... "Well, I suppose it falls on me, then." He stretched his arms out in front of himself, interlocking his fingers, audible cracking them. Moving his right hand out in front of himself, he focused on the bandshell that Nat was holding up. "It would make a much better story if you did not have to hold that up, do you not think so?" he asked Nat, while golden dust began to swirl around him, out from his hand towards the band shell. Like a seed had been planted, metallic trees sprouted from the ground, growing up and wrapping around the structure, nets forming around them and holding the bandshell in place, while Pan smiled his smile, just a little bit too wide. At the end, once the bandshell was safe, the tree-like structure grew a large metallic skull with horns, right in the center. "Too much?" Pan asked, innocently.
  8. Gonna spend a HP to stunt this off Pan's tricks array: Create Object 10 (Extras: Duration [Continuous]; Flaws: Action [Full Round]; Feats: Precise, Progression [Object Size] 4, Stationary, Subtle 2) (10x100 ft. Cubes) {28/28PP} And then I'll use that to create a metallic tree-like structure anchored to the ground with stationary, wrapping around and holding the bandshell.
  9. Nevermore: Init: 14 Notice: 12, oh no, I've gone blind The Born Loser Init: 14 Usher Goons Init: 9 So, the main objective here is not to defeat all the enemies, but to get away with the would-be Whistleblower. It will take 5 rounds to get out of there, if we manage to spend at least 1 move action on the same turn to move away. Getting involved in combat and not moving will slow that down. Whisteblower will move with either Nevermore or Raven, depending on current position. Right now, she's with Nevermore. Before we begin: Give me a Knowledge [Streetwise] check to see if you recognize the leader of the group. 14 - The Born Loser - Unharmed 14 - Nevermore II - 5HP - Unharmed - Distance Covered: 0/5 9 - Usher Goons - x20? Standing 6 - Raven III - 3HP - Unharmed - Distance Covered: 0/5 X - Whisteblower - Unharmed, with Nevermore - Distance Covered: 0/5
  10. If you're trying to Feint the piggie with Intimidate, then that's Startle, not Distract Resist: 13 The Pig's startled, which means you hit! DC23 TOU save: 12, fail by 11: Staggered and Dazed! @Kaede Kimura give me an IC and I'll follow up! Current setup: Shadowborne is engaging First Little Pig, in between it and the rest Zhenschina-voin and Little Mermaid are in melee with the Big Bad Wolf and Second Little Pig Synapse is still free Second Little Pig is close to the wolf 24 - Little Mermaid II - 3HP - Unharmed 20 - Zhenschina-voin - 1HP - Bruise (x2), Fatigued next round 20 - Big Bad Wolf - Unharmed, Dazed 17 - Synapse - 2HP - Bruise (x2) 12 - Three Little Pigs -- First Little Pig - Bruise (x1), Staggered, Dazed -- Second Little Pig - Unharmed, Dazed, Stunned (No Dodge Bonus, Def-2, Only Reactions, DC22 Fort Save on Init 24), Paralyzed (Str/Dex 0, take no physical actions, Def 5. DC22 Will Save on Init 17) -- Third Little Pig - KO 9 - Shadowborne - 3HP - Unharmed
  11. As discussed on Discord, and when you used that power last: You will hit others this turn. Little Mermaid and Synapse are paying enough attention to you to be hit by affected. Are you sure you want to use it?
  12. That's a hit, yeah. TOU: 17 Fail by 13, staggered, disabled and dazed, which means it's out of action and taken down. We're out of combat with that. @Tiffany Korta: Feel free to have Bee getting a bit rattled by that hit!
  13. Archer II Super people. Of course there'd be super people here. More and more people gathering, everyone should be together... and Connor probably needed to do something about leather gal first. He reached for an arrow. Tazer. With a Shredder Arrowhead. Break through that leather, give her a shock. He let it fly, his other hand ready on the trigger for the thermite arrow he had planted in the middle of the group.
  14. Alright, then. Gonna shoot a Stun Arrow with Penetrating add-on at leather gal, still staying hidden: 16 Well, that was bad, but she's probably flat-footed? DC16 Fort Save vs. Stun if it hits, and Archer's ready to blow the arrow set up in the middle of the show.
  15. Talos. This was Talos. Freaking Talos. Hovering above them, destroying the building they were in moments before, proclaiming his superiority over them and everything else. Connor just stared up at Talos' hovering form, barely even noticing the Clines' kid rushing in to help them. He reached up for the side of his cowl, pressed a hidden button. "Old man. Looks like we're fighting Talos. Any suggestions?" Bow and arrow agains Talos? He hadn't been any use against the Centurion-bot, and now it was freaking Talos. Alright, fine. He reached for for an arrow.
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