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RocketLord

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  1. The Big Brain's caretaker, the Iron Matron, converted from Emerald City Secrets 3E, as requested by Ari. Has had some semi-major changes made to personality, background and powers, in an effort to get rid of some icky parts of the character in the book, agreed on by Ari. PP spent above 15PP/PL, but due to conversion.
  2. The Iron Matron Power Level: 10 (163/163PP) Unspent Power Points: 0 Trade-Offs: (Fists of Iron) +4 Attack / -4 Damage, -2 Defense / +2 Toughness In Brief: SHADOW assassin with skin like iron turned caretaker and bodyguard of the Big Brain. Alternate Identity: Natalie Nelson (Secret) Birthplace: Columbus, Ohio Residence: Secret location, Emerald CityBase of Operations: Emerald CityOccupation: Caretaker and bodyguard of the Big BrainAffiliations: The Big Brain, (formerly) SHADOWFamily: Unknown mother and father, deceased. Description: Age: 55 (DoB: 1963) Gender: Female Ethnicity: Caucasian Height: 5'7'' (projected image) / 6'4'' Weight: 150 lbs. (projected image) / 350 lbs. Eyes: Blue Hair: Blonde At age 55, Natalie Nelson is still an attractive woman. She has kept herself in peak physical condition, and hasn’t let age slow her down. She stands at 5’7” with a willowy build and her face possesses an unassuming beauty. Her straight, shoulder-length blonde hair is normally kept in a utilitarian bun and she spends most of her days wearing a nurse’s uniform. When the Big Brain sends her out in the field, which happens very rarely, the Iron Matron wears a black leather dress reminiscent of a nurse’s uniform. A pair of small red circles with a white cross in the center adorns the front of her costume near the hips, while similar circles attached to red bows embellishes the tops of her stockings. On her feet she wears black stilettos, that in no way interfere with her fighting ability. Her identity is protected by a small black domino mask. This is all a lie, hidden behind a holographic device that continuously projects the image. Natalie is in reality 6'4'', weighing at least 350 lbs., with a powerful, muscular build. A strong woman's build, broad shouldered, muscular. Her skin is not just like iron, it is iron. Though once her iron skin was shiny, almost like a mirror, it has dulled in the years between. The creaks and joints of her body has begun to rust, and her once almost beautiful metallic skin is filled with blemishes and dents from a life of combat. History: Natalie Nelson was an agent of the criminal organization SHADOW. An assassin and martial artist, she earned her code-name from her iron skin, a mutation she possessed from birth. Given up for adoption soon after, she was snatched up by SHADOW. While a formidable ability, her iron skin also left her unable to feel any touch, leading to her becoming isolated from the world around her, easily manipulated into joining SHADOW by the always unfulfilled promise of a cure. SHADOW’s founder, Overshadow, sent her to recruit the Big Brain while he was still in the hospital. Overshadow felt the nascent super villain would make an excellent addition to SHADOW’s growing stable of super-powered operatives. However, if the Big Brain refused his generous offer, the Iron Matron was to eliminate him, making it appear his artificial life support had failed. But Overshadow underestimated the Big Brain’s powers, even at that early stage of his development. The budding criminal mastermind saw what the Iron Matron had in store for him in the recesses of Natalie’s consciousness, but rather than lashing out and destroying her mind, Big Brain gave Natalie what she had always dreamed of: The sensation of touch. Through the use of his powers, Big Brain could let Natalie felt what others felt, or even simulate the responses that a touch would bring her. The Iron Matron defected immediately, leaving SHADOW to take care of the Big Brain as his caretaker and bodyguard, keeping his body alive and protected. Whether the Big Brain truly sees her worth or not, he seems content to simply help the Iron Matron feel, rather than exercising his mind control powers, making her one of the few persons to be truly loyal the Big Brain. Personality & Motivation: The Iron Matron is a hard woman. She is direct, and suffers no nonsense, moving quickly and decisively to eliminate any threats to the Big Brain. She is absolutely devoted to the Big Brain. She will protect him to her dying breath, though so far, it has been to the dying breath of his assailants. The Iron Matron will only rarely leave the Big Brain's side, not trusting anyone else to keep him safe. Powers & Tactics: The Iron Matron is an extraordinarily skilled martial artist, knowledgeable in many techniques that have helped make her an efficient and dangerous killer. Her skin is as hard as iron, which has the added benefit of turning her hands into bone-shattering implements of destruction. Though she does not eschew the use of weapons, she rarely has need of them. Power Descriptions: As the name implies, the Iron Matron is as hard as iron. While this makes her incredibly hard to hurt, it also means that the Iron Matron posses no sense of touch, which has isolated her greatly. Her true appearance hidden by a holographic device, the Iron Matron skin is not just as hard as iron, it actually appears to be iron. Complications: Motivation—Responsibility: The Iron Matron’s first and foremost responsibility is to keep the Big Brain safe. Relationship: The Iron Matron is intensely loyal to the Big Brain. Iron Skin: The Iron Matron's skin is iron. As great as this sounds, this also means that she do not posses any sense of touch, be it to harm or to pleasant experiences. It is only through the power of the Big Brain that she is able to experience the sensation of touch. Don't Look At Me: The Iron Matron is vain. She hates her true appearance, and will react negatively to anyone seeing her without her holographic disguise. Abilities: 4 + 8 + 8 + 4 + 0 + 1 = 25PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 12 (+1) Combat: 10 + 16 = 26PP Initiative: +8 (+4 Dex, +4 Improved Initiative) Attack: +5 Base, +6 Melee (+5 Base, +1 Attack Focus), +11 Ranged (+5 Base, +6 Attack Focus), +14 Unarmed/Fists of Iron (+5 Base, +1 Attack Focus, + , +8 Attack Specialization) Defense: +8 (+8 Base), +4 Flat-Footed Grapple: +7 Knockback: -6 Saving Throws: 6 + 8 + 4 = 20PP Toughness: +12 (+4 Con, +8 [Impervious Protection]) Fortitude: +10 (+4 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +4 (+0 Wis, +4) Skills: 132R = 33PP Acrobatics 12 (+16) Bluff 18 (+19) Climb 9 (+11) Disguise 18 (+19) Drive 6 (+10) Medicine 9 (+11) Profession [Assassin] 9 (+9) Notice 12 (+12) Pilot 6 (+10) Sleight of Hand 12 (+16) Stealth 12 (+16) Swim 9 (+13) Feats: 29PP Accurate Attack Agile Bluff All-Out Attack Attack Focus [Melee] 1 Attack Focus [Ranged] 6 Attack Specialization [Unarmed] 4 Benefit 1 (Cipher) Chokehold Equipment 3 Fearless Improved Initiative Improved Trip Instant Up Interpose Power Attack Quick Draw Seize Initiative Takedown 2 Equipment: 3PP = 15EP Heavy Pistol (Blast 4) [8EP] Knife (Damage 1 w. Mighty, Improved Critical) [3EP] Holographic Disguise Device (Illusion 1 [Visual] w. Duration 2, Limited [Human forms only]) [3EP] Powers: 16 + 16 = 32PP Impervious Protection 8 ("Body Like Iron"; Extras: Impervious) [16PP] (Metal, Mutation) Ironclad Offense 7.5 (15PP Array; Feats: Alternate Power 1) [16PP] (Metal, Mutation, Training) BP: Fists Like Iron Rank (Linked) [15PP] {15/15PP} (Impact Damage Type) Damage 4 ("Fists Like Iron"; Extras: Penetrating 5, Feats: Mighty) [10PP] Enhanced Feat 5 (Improved Critical 2, Improved Disarm, Improved Sunder, Weapon Break) [5PP] AP: Deflect 4 ("Weapon-Breaking Stance"; Feats: Precise, Subtle 2) (Deflect all ranged attacks) {15/15PP} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +14 Knife Touch DC18 Tou (staged) Damage +6, Crit 19-20 Heavy Pistol 40 ft. DC19 Tou (staged) Damage +11 Fists Like Iron Touch DC21 Tou (staged), Penetrating 5 Damage +14 Totals: Abilities (25) + Combat (26) + Saving Throws (18) + Skills (33) + Feats (29) + Powers (32) - Drawbacks (0) = 163/163 Power Points
  3. The Big Brain, converted from Emerald City Secrets 3E, as requested by Ari. PP spent above 15PP/PL, but due to conversion.
  4. The Big Brain Power Level: 12 (186/186PP) Unspent Power Points: 0 Trade-Offs: None In Brief: 60'es smartest boy in the world, fallen from grace. Mutated by a bizarre disease, he uses his giant brain and mental abilities as a criminal mastermind. Alternate Identity: Copernicus Oliver (Secret) Birthplace: London, United Kingdom Residence: Secret location, Emerald City Base of Operations: Emerald City Occupation: Criminal Mastermind, Head of F.O.E. Affiliations: The Chamber, F.O.E. Family: Unknown mother and father, deceased. Description: Age: 68 (DoB: 1950) Apparent Age: Difficult to tell, due to atrophied body and giant brain. Gender: Male Ethnicity: Caucasian. Height: 5'6'' Weight: 260 lbs., with at least 90% of body weight coming from his brain Eyes: Unknown Hair: None Copernicus appears as a giant, pink, floating head, with a huge exposed brain, easily the size of the rest of the head. His eyes are yellow, as are his teeth, his face usually contorted into a grimace of anger, with heavy wrinkles making even his face appear brain-like. This is but a projection, created by the Big Brain to participate in the world. In reality, Copernicus Oliver is an atrophied body on a table, attached to a truly gigantic brain. It has been decades since his body was strong enough to life his head, and he appears almost like a corpse, kept alive by an artificial life support system. History: In the 1960s, Copernicus Oliver was touted on television quiz shows as “The Smartest Boy in the World”, and amassed a small fortune in winnings and endorsements before his fame waned after he failed to answer a single question correctly during Beatles Day on the show Q and A. His fame faded and he became another footnote in the history of the Golden Age of Television. Embarrassed, Oliver escaped the public eye, buying a sailboat called Friendly and setting out to sail around the world. Desperate to avoid England, Oliver set a course that took him across the Atlantic and then directly down the coast of Africa. Sailing was smooth until the Friendly was suddenly caught up in a storm that wrecked the boat on a rocky shore. Before he could be rescued, Oliver contracted a rare tropical disease that caused his brain to swell, putting him into a coma for three months. When Oliver awakened, he found himself at home in a hospital — and smarter than ever! Discovering he was also still in the grips of a fatal disease, Oliver turned his intelligence to finding a cure. Facing failure after six months of fevered research, Oliver instead attempted to accelerate the course of the disease, in hopes that he could unlock more of the power of his brain. Injecting himself with an experimental formula, Oliver screamed as his brain swelled against the confines of his skull. A thousand voices crowded into his mind, and he pushed back with a single command: “QUIET!” As everyone in the hospital paused at the voice they heard in their head, Copernicus Oliver died... and the Big Brain was born. Discovering that he could now speak to and command the minds of others, the Big Brain directed doctors to keep him alive and to remove the top of his skull to allow his brain to grow. Once that was accomplished, he needed a place to stay since the hospital and his old home were of no use to him. In order to build it, he’d need money... much more than he currently had. The Big Brain searched through the minds of the city until he found a criminal planning a bank robbery. The Big Brain helped him improve his plan in return for some of the proceeds from the robbery — the same deal the Brain would strike with dozens of other criminals as he assembled his new organization: F.O.E.. Initially, the Big Brain needed the money for himself, but over the years he’s come to enjoy the challenge of bringing villains together for missions and the power he has over a small army of super-beings. F.O.E.’s members assume the giant, disembodied brain that issues them orders is merely a projection disguising their leader’s true nature. Little do they suspect that the Big Brain’s actual appearance isn’t far off: a gigantic brain atop a nearly atrophied human body hidden away in a secret, secured location far away, projecting his will around the world! Personality & Motivation: The Big Brain is a thinker and a planner. Almost all other aspects of his personality have been left by the wayside over the years. He cares little for companionship and has little interest in the “animal” concerns of the physical world. He keeps his body alive because without it he will perish. The one thing he enjoys in life is feeling superior, which he prefers to achieve by outsmarting others. He abhors violence and only involves himself in combat when all other avenues have been exhausted. He prefers to let his underlings handle any violent confrontations, while he remains behind the scenes to direct their activities. Powers & Tactics: The Big Brain is one of the most—if not the most—powerful telepaths in the world, with the ability to project his consciousness anywhere on Earth, communicate with and mentally control others, inflict debilitating mental attacks, and read minds. However, physically, he’s a paraplegic with a brain so large and deformed his body is incapable of supporting it and his atrophied body has been bedridden for decades. If his body is found and threatened, he may be able to defend it by surrounding it with his mental projection, but if that’s not possible, he is defenseless. Power Descriptions: All of the Big Brain's powers are mental in nature. Unable to move on his own, he lives his life by projecting his senses and mind across the world. When the Big Brain projects himself to a given location, he appears as a giant, floating face with a gigantic brain. The powers of his mind is mostly visible in effect only, as he destroys, probes or dominates minds. Complications: Freakishly Large Brain: Though the Big Brain can project his senses, will, and powers around the world, his body is mostly useless and his head is too large to move under his own power. Motivation - Power: The Big Brain wants power. He wants to prove to the world that he’s the smartest, most influential criminal on the planet. Abilities: -2 - 4 + 0 + 20 + 4 + 6 = 24PP Strength: 8 (-1) Dexterity: 6 (-2) Constitution: 10 (+0) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 0 + 0 = 0PP Initiative: +14 (+10 Int, +4 Improved Initiative) Attack: +0 base Defense: +0 base Grapple: -1 Knockback: -0 / -10 for Remote Sensing Saving Throws: 6 + 0 + 16 = 22PP Toughness: +0/+20 (For ESP Feedback, ESP +8, Protection +12) Fortitude: +6 (+0 Con, +6) Reflex: -2 (-2 Dex, +0) Will: +18 (+2 Wis, +16) Skills: 80R = 20PP Bluff 12 (+15) Diplomacy 15 (+18) Intimidation 15 (+18) Knowledge [Civics] 8 (+18) Knowledge [Streetwise] 6 (+16) Knowledge [Tactics] 9 (+19) Notice 15 (+17) Feats: 4PP Eidetic Memory Jack-Of-All-Trades Speed of Thought Ultimate Effort (Will Saves) Powers: 11 + 51 + 54 = 116PP All powers have the Psionic/Mental and Mutation descriptors Mental Prowess 5.5 (11PP Container) [11PP] Enhanced Feat 1 (Improved Initiative) [1PP] Quickness 4 (Flaws: Mental Only; x10 normal speed) [2PP] Super-Senses 8 (Accurate Acute Radius Detect Psionic (5 ranks), Psionic Awareness (2 ranks), Radius Visual (1 rank)) [8PP] Power of the Mind! 24 (48 PP Array; Feats: Alternate Power 3) [51PP] BP: Blast 12 ("Mental Blast"; Extras: Alternate Save [Will], Range 1 [Perception]) {48/48PP} AP: Mind Control 9 ("Mass Mental Domination"; Extras: Area [Burst], Conscious, Selective) {45/48PP} AP: Mind Control 12 ("Mental Domination" Extras: Conscious) {36/48PP} AP: Mind Reading 12 ("Mind Probe"; Extras: Sensory Link) {24/48PP} Telepathic Presence 27 (54PP Container ) [54PP] Communication 9 ("Big Brain Is Talking"; Extras: Area [Burst], Feats: Selective) (Mental Communication, Worldwide Range) [19PP] Big Brain Is Watching (Linked) [33PP] ESP 8 (Flaws: Feedback, Feats: Subtle 2) (Auditory, Mental/Psionic, Visual senses, Continental Range) [26PP] Feature 1 (Projected Image of Giant Brain) [1PP] Protection 12 (Flaws: Limited [only applies to Feedback to ESP]) [6PP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +0 Mind Probe Perception DC22 Will (staged) Can read surface thoughts N/A Mental Blast Perception DC27 Will (Staged) Mental Damage N/A Mental Domination Perception DC22 Will (staged) Mind Control N/A Mass Mental Domination Perception DC19 Will (staged) / DC19 Reflex Save for DC Mind Control N/A Totals: Abilities (24) + Combat (0) + Saving Throws (22) + Skills (20) + Feats (4) + Powers (116) - Drawbacks (0) = 186/186 Power Points
  5. GM It was careful work! Not only did Lament have to control three tentacles at once, he also had to make sure not to drop anything. A single spilled drop, a single tear lost, could be the end of everything! At least there were no traps, as far as Lament could tell! Nothing triggered, no alarms rung! Not a single sound, but the continued click, click, click of coins being put into towers! The three items in his grasp, Lament would have to be careful, now. The cup and the goblet were open. It would be so easy to spill the contents.
  6. Notice check from Grendel's Mother for the yell! 1d20+12 = 18 You remain undetected yet!
  7. Now that was something they could use! Robin tried to contain her smile. No reason to break character here, right in front of Amber. If Blowfish had bribed a politician to grease the wheels on the building permits, then that was something they could catch him on. If they could get some evidence of it, at least! Of course she had no idea how to prove it. That would just make things too easy, wouldn't it? Still... it was something. "Alright. I'll be there to keep watch." So, while Amber moved towards the stage, Robin slipped out back again, moving down the fire escape. Hopefully nobody noticed her exit, so she could come in the same way. She pulled the mask off on the way down, and put back the fake beauty spot. She'd keep watch, just in case.
  8. That was not what Cassidy had suggested. Just why would Venomax actually try to eat the leaf? He had warned him about what they did. He had told him about the addictive effect... and yet, Venomax actually ate the leaf. He was about to yell to stop him, but what would it matter? Venomax already had the leaf in his mouth. And in a moment, he was on the ground. Cassidy stared at him, trying to think why he would have done something like that. What could it possibly help to actually eat the leaf? Venomax was a scientist, and Cassidy admitted he had little idea about how a scientist thought, but this seemed reckless. Still, Cassidy had to help him. Kneeling by his prone form, he tried to prop him up, trying to figure out if he was still in there, or if the leaf had already knocked him into whatever visions Abdul and that girl had been seeing.
  9. I'd be up for more team ups with Dust Devil, Venomax or whoever else is good, but solo threads could work too. Really, if you got any ideas, I'm game.
  10. No magic, no. And whatever you prefer, Cape, but I generally prefer that the player still controls the mind controlled actions, for the most part. No fun if someone's excluded completely for failing a save.
  11. Introduction Who are you? Sum yourself up in one sentence. The Dust Devil. Do you have any nicknames, street names, titles, or nom de plume? The Dust Devil. What is your full birth name? Cassidy Collins. Where do you live? In a one-room apartment in Southside. How old are you? What year were you born (if applicable)? 26, born in 1992. Physical Traits What is your gender? If not applicable, please explain. I'm a man. How would you describe your heritage? From all over the U.S. How tall are you? About 5'10''. What is your body type? Athletic. A bit muscular. Do you have any particular weaknesses, such as allergies or physical disabilities? No. How do you carry yourself? Are you graceful, or heavy on your feet? Can you be stealthy, do you walk with confidence? I stand tall, when I want to be seen, but I can be sneaky when I need to. Describe your skin, eye, and hair color. Tanned skin, blue eyes, black hair. How do you wear your hair, if applicable? Do you have facial hair? Somewhat short hair, but not a buzzcut or anything like that. I got a full beard. Do you consider yourself attractive? Do others? Not really. No idea what others think. Do you have any scars, tattoos, piercings, or birthmarks? Three scars on my chest, where the bullets hit me. Do you resemble anyone famous? None. Do you have a dominant hand? Right. What kind of clothing do you wear? Jeans and t-shirts. Denim jackets. Do you wear makeup? None. What is your vocal range? Is your voice distinctive in some way? Low. Somewhere between baritone and bass. Do you have any distinctive habits, nervous tics, or mannerisms? Where did they come from, and what causes them? Do other people notice and remark on these habits? Do they annoy you or other people? I don't talk a lot, I like to keep it short. No particular reason. History Where do you come from? Southside, Freedom City. Have you made any major moves, or do you live in your hometown? No, I live in the same city as always. Do you feel loyal to your country of citizenship? Do you consider yourself patriotic? How do you feel about the government of your country? Not particularly. How do you feel about the place you come from? Southside needs help. I can't give it money, but I can give it protection. Where is your home town? What was/is it like? The Southside neighborhood in Freedom City. Its poor, and it can be dangerous, but its home. Growing up, were most of the people you knew similar to you, or were you somehow a minority? How did that affect you? Plenty mixed. I don't really care about people's race and such. Your behavior is all that matters. Is there something you've always been really good at or really bad at? How has that affected your life? Never had much drive before. Parents didn't like it, and it didn't really help me keep jobs. That's changed now. Were there any traumatic experiences in your early years (death of a family member, abandonment, orphaned at an early age)? Not in my early years, no. Briefly describe a defining moment in your childhood and how it influenced your life. Giving up working on a big project for school because it was too much work, and my dad scolding me. What can I say, I was a slacker. What stupid things did you do when you were younger? Slack off all the time. Never take anything seriously. Trust anyone and everyone. Where did you go to school? How much school did you have, and did you enjoy it? Public school in Southside. Got through High School, nothing else after that. I didn't really care much. Do you have any mementos of your childhood? What are they, and why did you keep them? If you have none, why not? Still got an old used NES that my dad got at a flea market when I was a kid. When did you decide to become a hero? Why? Did anyone influence you one way or another in the decision? Didn't have much choice. Uncle Ben killed me, and the Magic Mesa brought me back to be a guardian. Since then, it has just felt like the right thing to do. Is the reason you give people for becoming a hero different than your real reason? If so, why? I don't tend to mention the part about dying, if it can be helped. Most people won't understand that. Not sure I do. Do you have any deep, dark secrets in the past that may come back to haunt you? I'm a dead man walking. Does it get darker? And I unwittingly helped my uncle sell stolen Terminus weapons. Do you represent yourself as being different from who you really are? Why? I've changed a lot lately. I try and put on a show of just being who I used to be, but its not really working out. If you do have these secrets, what do you fear would happen if the truth became known? How far would you go to protect those secrets? I'd mostly try to protect my family. If not for them, I wouldn't care about a secret identity. Do you have any sort of criminal record? If so, is it public knowledge? No record. Family What are your biological parents' names? John and Pearl. Were you raised by them? If not, please explain and describe who raised you. Yeah. What was their standing in the community? What did/do they do for a living? They were pretty well-liked, always tried helping others. Dad's a grocery store manager, mom's a dance instructor. Where are your parents now? Still living in Southside, in the old home. Did your family stay in one area or move around a lot? Too poor to move. How did you get along with their parents? How do you get along with them now (if applicable). We had our problems. They didn't like my slacking off, I was supposed to actually do stuff. Its better now that I got some drive, but they're a bit suspicious about it. How do your parents view you now, or how would they? They're confused, I think. I changed a lot, but I think they like me better now. Do you have any siblings? If so how many and what are their names? Describe your relationship with them. Yeah, one. William's my kid brother, just 10 years. I adore that kid, and I'd do anything for him. What was your birth order in the family? Oldest son. Where are your siblings now (if applicable)? Do they have families of their own? What do they do? LIves with mom and dad. Do you stay in touch with them or have you become estranged? Whenever I got the chance. Do you love or hate one member of the family in particular? I love William. A few bullies has found that out the hard way. Is any member of the family special to you in any way (perhaps, as a confidant, mentor, or arch-rival)? Not more than I've already said about William. Are there any black (or white) sheep in the family (including you)? If so, please explain. I'm kinda the black sheep, due to my slacking off. Uncle Ben too, even if my parents don't know just how bad he is. They think he's just a conman. They have no idea he killed me. Do you have a notorious or celebrated ancestor? If so, please explain, including how it has affected your life. No. Do you have a partner and children currently? If so, please describe them. No. If you do not have a partner or children, do you want them someday? How firm are you in your opinion on this, and what might change your mind? I don't know. I'm not even sure what I am, I can't think of something like that right now. What type of person would be your ideal mate? Someone that loves me despite what I might be. Relationships Do you have any close friends? If so, please describe them, and how you came to be close to them. Not really. Do you have a best friend? If so, how did they become your best friend? How close are you to your best friend? No. If you were to go missing, who would worry about you? Parents, my brother. Maybe a few friends. Have you lost any loves? If so, how did it happen, and what did you do? Only really been in short relationships. They broke up with me, just because I didn't have any ambitions. Do you have any bitter enemies? If so, please describe them and their history with you. Uncle Ben shot me. He doesn't get to come back from that. If you have enemies, how do you think they might attempt to work against you in the future? I don't think he even knows I'm alive. I look forward to letting him know. What is the worst thing someone has done to you? Uncle Ben killed me. Where do your loyalties lie? In what order? Protecting people, my family and the Magic Mesa. Who or what do you trust the most? Why? My parents. They tried to raise me right, even when I resisted, and stood by me. Who or what do you despise? Why? People that betray others. I used to be trusting, got killed for it. What qualities do you admire most in other people? Are these qualities you possess? Skilled people. Heroic people. People that know what they're doing, in charge of the situation. I'm just trying to be a guardian and hero, but I got no idea if I'm doing the right thing. What qualities do you hate most in other people? Do you have any of those qualities? Liars, cheaters, betrayers. I've lied before, I will again. Do you have a secret identity? If so, who knows it? Do you hide it from people who are close to you? Why? Yes. I've kept it hidden from anyone. There's no reason for anyone else to know it, it would just bring pain. Do you work well on teams and in groups? Are you a leader or a follower? No idea, really. Are you on a super team? If so, how do you get along with your comrades? Do you trust them, or do you have secrets from them? No. I don't know if I want to or not. Are you a member of any church, fraternal organization, club, committee, political party, or other group? How much time do you spend on that? Dad and mom's Catholic, attends the local church. I don't put too much stock in all that, and I was too lazy to vote last time. Personality & Beliefs Who are your heroes? I used to love the cowboys from the old Wild West movies. Used to idolize my uncle Ben quite a bit, too. Did you ever become disillusioned with former heroes or idols? If so, why and what were the circumstances? Yes. Not really a big fan of uncle Ben these days, seeing as how he shot me. Do you like being a hero? If so, what is the most rewarding part? If not, what makes you keep doing it? Yeah. Its the most alive I've felt. Never knew helping others would feet that great. Is there anything that would make you give up hero work, or even switch sides? I kinda have to do this. Part of why I'm even alive. Might look for a way out one day, but not seeing that as an option right now. What are your short term goals (what would you like to be doing within a year)? Find uncle Ben so he can face justice. What are your long term goals (what would you like to be doing twenty years from now)? Learn more about the Magic Mesa and my powers, so I can really use it. What is your greatest fear? Why? What do you do when something triggers this fear? I'm a dead man walking, and I'm made of sand. The last Dust Devil was around for at least a few hundred years. I got no idea what I really am, and to be honest, that scares me more than anything else. I haven't let it get me down yet, but I tend to close up when the fear's brought up. Is there anything you would give you life for? My family. How do you feel about money and material wealth? Do you desire it or disdain it? Are you miserly with what you have, or do you like to share? Is it a mark of success, or a means to an end? I don't really care about it. I use what I have, but I don't really need it to survive anymore. How do you generally treat others? I know I can be a bit short with others, but I can't really help it. Just how I am. Are you a trusting person? Has your trust ever been abused? Used to be, until my trust was abused. Are you introverted (shy and withdrawn) or extroverted (outgoing)? Do you have a lot of self-confidence? I'm pretty confident in myself, but I'd say I'm more introverted. Not really shy, but somewhat withdrawn. How do you act around attractive, available members of your preferred sex? I don't really act on it. I'm used to people not wanting to pursue me, so why bother? What are your most annoying habits? I think I can be a bit too short with other people at times. Do you feel contempt for any general category of people? Who are they, and why? Not really. What is your favorite food? Do you prefer any particular type of food? Do you take the time to enjoy your food, or do you eat as fast as you can? Hot dogs. Used to get it a lot as a kid, and I've just grown to love it. I used to eat quickly, but now I take my time. What is your favorite drink (alcoholic or otherwise)? Beer. I'm not picky about the kind. What is your favorite treat (dessert)? Apple pie. Are there any specific foodstuffs that you find disgusting or refuse to eat? I've never really understood how people can eat brocoli. Kinda childish, I know. What is your favorite color? Are there any colors you dislike? Grey. What sort of music do you like? Is there any that you hate? Not into country, despite what people might think. More of a rock or metal guy. If you have a favorite scent, what is it? I don't. Do you have a favorite animal? I like turtles. What is your most treasured possession? Why? The old NES my dad got me from a flea market as a kid. Do you enjoy "roughing it", or do you prefer your creature comforts? Roughing it is fine. Is there a job or a task you would absolutely refuse to do? Don't know, honestly. Probably. Do you consider yourself a spiritual person? If so, how do your beliefs affect your life?How important is it to you? I'm getting there, I think. Being brought back to life as a sand man changes you, y'know. Was your faith influenced or molded by anyone special? By the Magic Mesa. If you belong to a religious organization, how often do you attend? Do you have a specific place of worship, or friends within the organization? How much do you agree with the beliefs of your organization? I don't. Could you kill? Have you killed? Haven't been able to so far. Wouldn't surprise me if I could at some point. What circumstances led to you forming that conviction, or taking that action? I tried dying. Wasn't nice. I don't think I want blood on my hands, but I might have to. Are there circumstances under which you believe it is permissible to kill? What are they? Actually, yeah. Some are just that evil, that dangerous. If there's no other way to stop them. How would you react to watching someone kill another person? Would your reaction be different if the killer was a friend or an enemy of yours? All depends on the situation. Self-defense? Stopping someone that wouldn't stop? Fine by me. Without real reason? Then I'm taking you down. How would you react if something important was stolen from you? Get it back as quick as I could. How would you react to public humiliation? I don't know think I care too much how the public sees me. I'm kinda outside that. How would you react if a good friend or relative were purposely or accidentally killed? Has it happened to you? Won't know till it happens, and I hope it doesn't. What do you consider to be the worst crime someone could commit and why? Anything that can ruin someone's life or take it away. If your life were to end in 24 hours, what five things would you do in those remaining hours? Tell my family I love them, spend time playing with William, do my best to find a new Dust Devil, finish any unfinished business, and hopefully go down swinging. Career & Training Do you have any special training in your hero skills? If so, where and how did you get it? No. Kinda learning what I can do as I go. Who taught you the most about your heroing abilities? What was your relationship with that person? Nobody. Do you have any particularly unusual skills? How did you acquire them? I know a whole lot more about magic than you'd think. Seems that the Magic Mesa put it in there, for whatever reason. Do you do something besides hero work for a living? Have you ever done anything else, or do you plan to? I work in a grocery store as a stocker. I've had tons of short lived jobs. What is your preferred combat style? Fast, efficient. Some might say brutal. Hit, and don't let up. Get it over with quick. Have you ever received any awards or honours? No. What skill areas would you like most to improve in? Is there anything you can't do that you wish desperately you could? I want to learn more about the Magic Mesa and my powers. How do you act around people who are more skilled than you in areas you'd like to improve? Are you jealous, or do you try and learn? I try to learn what I can, but I tend to pull back, letting them do their thing without getting in the way. Lifestyle & Hobbies What is a normal day for you? How do you feel when something interrupts this routine? Get to work, maybe spend some time at the gym or with friends. Spend the night making sure Southside is safe. Do you have any hobbies, or interests outside hero work? What are they, and where did you pick them up? Used to be big into video games. Not so much anymore Came from dad when I was a kid. I had gotten into habit of working out a lot. Doesn't do that much for me anymore, but I keep up the habit. What do you do for fun? Work out, mostly. Do you have a costume? What does it look like? Yeah. Mostly grey, some white shapes on the shirt. Loose dark grey pants. Black gloves and shoes. I wear a bandana around my face to hide my it. How do you normally dress when not in costume? T-shirts and jeans, and a denim jacket. What do you wear to bed most nights? Boxers, but I don't sleep much anymore. Do you wear any special jewelry? What is it, and what does it look like? No. Do you have a special place where you keep your valuables? No. What's your preferred means of local travel? How about long distance? I used to walk or take the bus. Now I just kinda turn into sand and fly or travel through sand. Miscellaneous Have you ever made a will, or tried to make arrangements for your death? What provisions did you make? No. If your features were to be destroyed beyond recognition, is there any other way of identifying your body? I'm made of sand. Would be difficult. What would you like to be remembered for after your death? Doing my best, and becoming a better man than I used to be. Do you believe you pose a threat to the public? Why or why not? Someone with my powers could do lots of damage, yeah. I'm not gonna do that. What do you perceive as your greatest strength? My strength, my power. What do you perceive as your greatest weakness? Without my power, I can't do much, can I? I would just be a loser again. As a player, if you could, what advice would you give your character? Speak as if he/she were sitting right here in front of you. Use proper tone so they might heed your advice... Do not focus on revenge. Your uncle isn't worth it.
  12. Robin suppressed a frown. It really wouldn't help anything with the situation if she didn't seem fully confident that it could work. Amber's line about how it had to end didn't sit well with Robin, either. Sounded more ominous than she would have liked. "Figured something like that. I'll stick around for the show, just in case." It would be easy to get out back, and sure, she could just wait there, but would that really be smart? Who knew what could happen during the show, especially if Blowfish was around already? "Thank you for this. I promise I'll do anything I can to stop Blowfish and keep you safe." Could they maybe get Amber police protection or something like that? She didn't know anything at all about any of this... The best bet would probably to get her to Kidd or maybe the Wall. Time's like these she really wished she knew some more super heroes around town.
  13. Forever Boy Oh, this was just grand! More friends, short as they may be! Pan absolutely loved kids. They were so much fun! Full of life and energy and imagination and with stars in their eyes! More than a few of them had taken a shine to him, after all, this was Peter Pan! Larger than life and twice as bright! Who among them had not heard about him? He had been leading groups of them around, telling tales and crafting images. One particular boy had been going on and on about wanting Pan to create bigger and better images and forms, from ships, to robots, to super heroes. Pan had of course complied! Now, things were winding down a bit, and Pan had found himself chatting with a girl in a very pretty Disney dress. He was sitting on the air, listening to anything and everything she had to tell him or ask him, a huge grin on his lips. And that wasn't even the best part! It was a sleepover! Absolutely brilliant!
  14. Well, that worked. Maybe Robin should try pulling the super hero card more often? It would be a bit weird to do, maybe. "I'll do my best to keep you safe and to stop him, miss, and I promise I'll do my best about him not getting hurt, but can't make any real promises there." She paused, thinking things through. Of course, Robin could reveal the entire plan, but that would probably not be the best. If Amber was scared, and Blowfish got to her, then they couldn't really let her know too much. "I can't really tell you what it is, but we got a plan, but I'll need all that you got on him. If you got any proof to back it up, that's great, but if you don't, then I can use that too. I can use just about anything."
  15. GM But could Lament truly ignore the call to find a performance of a lifetime among the relics and treasures? There was a sneaking voice inside his head, one that pointed out that of course he could take more than just a single item. After all, who would know? He was a showman, a performer. And there were so so many treasures. The void sought out the happiness. There was much in these trinkets and relics. Some seemed to have a will of their own, fighting back against the probe. In other items, Lament simply found despair. At the end, three items seemed to hold happiness. A vial of glass, with a clear liquid inside. A wooden cup that seemed to hold water. A goblet, filled with the sweetest wine, judging from the smell.
  16. Cassidy almost at the sound of the screams. His attention had been everywhere, all over the sights of the city, trying to find any sign of trouble, and then, it was just below, in the mall. People were running and screaming, all running away from the center. He couldn't quite see what was there, but he'd deal with that. Couldn't let people get hurt, with whatever they were running from. He let himself fall off the building, his body dissolving into sand as he did so. Moving far faster than the wind could carry it, the sand flew down, straight towards the cause of the panic. He had to help everyone, but there was no reason to in without first getting a handle on what was going on.
  17. Power idea: 1, 2, 3 Little Mermaid II Power Level: 12 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: (Unarmed) ATK-4/DC+4, No defensive In Brief: The second Danish hero to bear the mantle of the Little Mermaid, empowered by H. C. Andersen's hidden true fairy tale. Catchphrase: "Let's make a splash!" Theme: Under The Sea - Jonathan Young Alternate Identity: Mette Madsen (Secret) Birthplace: Copenhagen, Denmark Residence: Copenhagen, Denmark Occupation: Adventurer, Swimming Coach Affiliations: Vanguard Family: Lasse Madsen (Father, Born 1971, Gardener), Tanja Madsen (Mother, Born 1970. School Principal) DESCRIPTION Age: DOB (2000, December 24th) Gender: Female Ethnicity: Scandinavian Height: 5’6’’ Weight: 150 lbs. Eyes: Green Hair: Dark brown Mette is a woman of obvious Scandinavian descent. She has dark brown hair, usually cut into a pixie cut, and dark green eyes. She is toned and in shape from countless hours spent swimming, both with and without the use of her powers. She is good-looking, but not supernaturally so, though she has plenty of charm to make up for that. Mette's style tend to be a clash of frilly dresses in light colors and leather or denim jackets, often with heavy boots. When Mette transforms into her costume, her hair grows to reach her waist, flowing freely. The parts of her costume that covers her upper body are mainly in green scales, with a red pointed mark just below her neck, and red bands aroudn her wrists. She wears a green mask in the same scale material on her head, leaving her mouth and nose free. The costume's pants are white, with a red line seperating the the green upper body and white lower body. The soles of her feet are red, with three thick red lines on the outside of her lower legs. When Mette enters water, her legs fuse into a white mermaid's tail HISTORY Mette was born on Christmas Eve, 2000. The last Christmas of a century, a day full of magic and wonder, of promises of the future. Mette had a normal childhood. Growing up she had friends, she had trouble, she did alright in school, she loved fairy tales and stories. She was a tough girl, standing up to bullies, but all in all, she didn't exactly have much trouble in her life. It was a normal, happy life. Mette's greatest hero was the Little Mermaid, who had been protecting Denmark. The heroine had first been seen on Christmas Eve in the year 2000. A coincidence, perhaps, but it only made Mette love the hero even more. As Luck would have it, Mette met the Little Mermaid by pure chance, during the summer 2012. While out shopping with her mother, Mette was caught in a battle between the Little Mermaid and the villain Metalhead. Mette was saved by the Little Mermaid and then, despite her parents' protest, she seemed to often find herself in the company of the Little Mermaid. Wearing a domino mask of her own making, she became the Little Mermaid's unofficial sidekick and helper, doing all she could to help her hero, even as she struggled to keep up with her obviously supernatural abilities. For five years, Mette had two lives. On one hand, she was just Mette. Growing up, growing older, learning and maturing, going to school, doing homework, spending time with her friends. On the other, she was the Little Mermaid's sidekick, helping her hero however she could, learning all she could from her hero, while doing her best to stay out of fights. After all, she was just a normal girl, right? Things changed on Christmas Eve, 2017. 5 years after they had first met, the Little Mermaid told Mette that she planned to retire. She had been a hero for almost 20 years, and time was taking its toll on her. Mette was distraught, how could her hero do this? Denmark had so few heroes already, what would they do without the Little Mermaid? The hero just smiled as she led Mette to the Little Mermaid statue at Langelinie. There, she revealed the secret of her powers. The power of the fairy tale hidden in the statue, the true legacy of the writer H. C. Andersen. And now, it was Mette's turn to take on the powers. Since then, Mette has acted as the second Little Mermaid, quickly growing to become one of Denmark's most prominent, and beloved, heroes. More powerful and effective than her mentor ever was, Mette has spent most of her time within Denmark's borders, fighting both local and foreign villains, but perhaps the time has come to branch out and try to become something more. PERSONALITY & MOTIVATION At first glance, Mette seems headstrong and boisterous. As the successor to her childhood hero, and with a few years of experience herself, one would think that she would be secure in her abilities, and for as long as she stayed in Denmark, one would assume right. Now that she has entered the international scene, Mette seems to have a constant need to prove herself as more than just a small fish, even if she's from a small country with little super human activity. She will go for the biggest target, she will take on any comers, and won't back down from a challenge. She's tough, she's strong. Mette actively tries to hide many of the softer parts of her personality when she spends time with other heroes. She likes what one would consider girly things, like singing and pretty dresses, but generally tries to downplay these qualities, as she thinks it will lead other heroes to take her less seriously. As a hero she has to be strong, tough and always be ready to protect everyone else, so she is sure there's no room for any interests like fairy talesm going shopping or gushing about the latest romance movie she watched. POWERS & TACTICS Mette likes to get in close, hitting as hard and as often as she can. She's quick to use her water manipulation abilities to both protect and attacks, overwhelming foes with water or creating areas of water to hinder villains. If you're surrounded by an ocean, then you're already caught. Mette is not overly fond of her Siren's Song, both because she finds it kind of creepy to actually mind control others, and because she thinks its kind of weird to start singing in the middle of a fight, but if its what's needed, then she will do it. As part of her efforts to prove herself, Mette tends to go for the biggest and baddest enemy first. If someone's the boss or seems to be the strongest enemy, she will go for them. POWER DESCRIPTIONS The Danish writer H. C. Andersen didn't just write fiction, he created what was essentially blueprints for creating super humans, what he had dubbed as Fairytalers. Mette is empowered by the magic of the fairy tale of the Little Mermaid. The particular blueprint that both Mette and her predecessor used was found in the Little Mermaid statue at Langelinie in Copenhagen. Mette posses all the abilities one would expect a mermaid to posses: She can breathe and survive under water, even in crushing pressure, and she is able to swim far faster than any human, by transforming the lower half of her body into a mermaid's tail. On land, her legs retain the strength of her tail, allowing her to leap great distances. She can see in the dark and is able to feel even the slightest tremor through the water around her. She is able to talk under water and communicate with all manner of marine life. Whether the marine life has anything useful to say is another matter entirely. Mette is able to conjure a costume at will, appearing as if by magic. Physically, Mette has been enhanced, being faster, tougher and stronger than she would otherwise be. She posses incredible strength, much more than one would guess given her size. While she cannot outright create water from nothing, she is able to expand a single drop or even the humidity in the air into great amounts of water, which she can manipulate and shape as she wants, such as by creating a high pressure burst of water or by creating waves to crash down on her opponents. Finally, Mette posses a siren's song. By singing, she can erode the mental defenses of others, in turn allowing her to control their actions through a psionic effect. COMPLICATIONS Babysitter: Mette has spent a lot of time as a babysitter, taking care of children. She loves them, and they tend to love her. If anyone want to get her attention, distract her or get her to do something, targeting or threatening children is a good way to do it. If someone targets children to make a situation worse, the GM can award Mette a Hero Point. Fairytaler: Mette's power comes quite litterally from fairy tales. It is a rather vague description, and she honestly doesn't know much about why they work, just that they do. She has a strange connection to other things that could be considered fairy tales. Some "natural" fairy tales, such as various creatures from folk tales, might consider her an artificial fairy tale, something made by man, a perversion of their purpose. Some might attack Mette on sight, others might not want to work with her, some might instinctively fear her, and others might not do anything at all. If this innate reaction to Mette complicates a situation, the GM might award her a Hero Point. H2O Required: In order to create water, Mette needs to have access to a certain degree of humidity, or even just a single drop of water, being able to expand it into great amounts. If she ends up in a desert or similarly arid place where not even the humidity offers any water, she will be unable to create water, and the GM can award her a Hero Point. I'm Not Ariel: Sure, Mette doesn't mind Disney's Little Mermaid movie at all, she kinda likes it, but it gets a bit tiresome to have people ask why her tail is white and her hair isn't red. She's a great singer, but that doesn't mean she have to start singing all the time, and her life doesn't revolve around any princes. If Mette loses her temper due to such a situation and complicates everything, the Gm can award her a Hero Point. Small Fish in Big Pond: Mette is used to mainly dealing with issues in Denmark, and while they have their share of trouble, the super human population is fairly low. Despite being a succesful hero at home, Mette feels it doesn't matter much in the grander scheme of things, and as such, she is constantly trying to prove herself. For instance, she could try to attack the leader of a group of enemies, or someone that seems to be the strongest, even if that is tactically the wrong choice. The GM can award Mette a Hero Point if her actions to prove herself ends up complicating a situation. ABILITIES 0 + 6 + 8 + 4 + 10 + 10 = 38PP Strength: 10 (+0) / 42 (+16) Dexterity: 16 (+3) / 20 (+5) Constitution: 18 (+4) / 30 (+10) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 8 + 8 = 16PP Initiative: +3 (+3 Dex) / +5 (+3 Dex, +2 Enh Dex) Attack: +4 Base, +8 Melee (+4 Base, +4 Attack Focus), +4 Ranged, see Power attack bonuses in DC Block Defense: +12 (+4 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 (+4 Base Attack, +4 Attack Focus [Melee]) / +31 (+4 Base Attack, +4 Attack Focus [Melee], +16 Enh Str, +7 Super-Strength) Knockback: -5 (TOU/2) / -6 w. Defensive Roll SAVING THROWS 0 + 7 + 7 = 14PP Toughness: +6 (+4 Con, +2 Defensive Roll) / +12 (+4 Con, +6 Enh Con, +2 Defensive Roll) Fortitude: +4 (+4 Con, +0) / +10 (+4 Con, +6 Enh Con, +0) Reflex: +10 (+3 Dex, +7) / +12 (+3 Dex, +2 Enh Dex +7) Will: +12 (+5 Wis, +7) SKILLS 32R = 8PP Diplomacy 5 (+10) Gather Information 5 (+10) Languages 3 (Native: Danish; Learned: Atlantean, English, French) Notice 5 (+10) Perform [Singing] 5 (+10) Sense Motive 5 (+10) Swim 4 (+4) / (+20 w. Enh Str) FEATS 19PP Attack Focus [Melee] 4 Benefit 1 [Famous in Scandinavia, known in Europe] Defensive Roll 1 Dodge Focus 8 Evasion 1 Luck 3 Uncanny Dodge [Visual] Enhanced Feats Environmental Adaption [Aquatic] Quick Change POWERS 2 + 12 + 4 + 1 + 53 + 3 + 1 + 2 + 7 = 85 All powers have the Fairy Tale and Magic origin descriptors, unless otherwise noted. Comprehend 2 (Speak with and Understand Animals; Flaws: Limited [Marine Life Only]) [2PP] (Descriptors: "Talk to Fish", Physical Enhancement) Enhanced Constitution 12 [12PP] (Descriptors: Physical Enhancement) Enhanced Dexterity 4 [4PP] (Descriptors: Physical Enhancement) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: "Magical Uniform", Transformation) Fairytaler Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] (Descriptors: Mermaid) BP: {32 + 16 = 48/48} (Descriptors: "Mighty Mermaid", Physical Enhancement, Underwater Adjustment) Enhanced Strength 32 [32PP] Super-Strength 7 (Feats: Groundstrike, Shockwave) (+35 Strength to checks; Carrying capacity: Heavy load 532.5 tons) [16PP] AP: Blast 12 (Extras: Area [Line], Pentrating 6; Feats: Knockback 6) {48/48} (Descriptors: "High Pressure Water Burst", Water, Impact Damage Type) AP: Create Object 11 (Extras: Duration [Continuous], Movable; Feats: Progression 2, Selective, Tether) (Up to 11x25 feet cubes) {48/48} (Descriptors: "Shape of Water", Water, Water Expansion, Water Shaping) AP: Move Object 24 (Extras: Range [Perception]; Flaws: Limited [Water]) {48/48} (Descriptors: "Bring the Sea", Water, Water Control) AP: {24 + 24 = 48/48} (Descriptors: "Siren's Song", Mind Control, Psionic, Song) Drain Will 12 (Extras: Alternate Save [Will] (+0), Linked to Mind Control (+0), Range 2 [Perception]; Flaws: Sense-Dependent [Auditory]) [24PP] Mind Control 12 (Extras: Duration 1 [Sustained], Linked to Drain Will (+0); Flaws: Sense-Dependent [Auditory]) [24PP] AP: {24 + 24 = 48/48} (Descriptors: "Siren's Call", Mind Control, Psionic, Song) Drain Will 12 (Extras: Alternate Save [Will] (+0), Area [Auditory Perception], Linked to Mind Control (+0)) [24PP] Mind Control 12 (Extras: Area [Auditory Perception], Duration 1 [Sustained]; Flaws: Range 2 [Touch]) [24PP] Immunity 3 (Breathe underwater, High pressure, Environmental cold) [3PP] (Descriptors: "Underwater Adaption", Physical Enhancement) Super-Senses 2 (Tremorsense [Sense Type: Tactile; Extras: Ranged; Flaws: Limited [Only under water]) [1PP] (Descriptors: "Tremorsense", Physical Enhancement) Super-Senses 2 (Darkvision [Sense Type: Visual; Extras: Counters Obscure [Darkness Descriptor]) [2PP] (Descriptors: "Darkvision", Physical Enhancement) Swimming 5 (Feats: Alternate Power 1, Environmental Adaption [Aquatic]) (Swim speed: 50 mph, 500 feet per round) [7PP] (Descriptors: "Mermaid's Tail", Mermaid, Physical Change) AP: Leaping 5 (x50 Leaping distance, run 500 ft. / 1300 ft.) {5/5} (Descriptors: "Powerful Legs", Physical Enhancement) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +8 Unarmed - Mighty Mermaid Touch DC31 Tou (staged) Damage +8 High Pressure Water Burst 120 ft., Line Area DC22 Ref Reduce Damage effect to DC21 if passed Area DC27 Tou (staged) Damage Penetrating 6, Knockback+6 Siren's Song Perception DC22 Will (staged) Drain Will Sense-Dependent [Auditory] Linked to Mind Control Effect DC22 Will Mind Control Sense-Dependent [Auditory] Linked to Drain Will effect Siren's Call Area, Auditory Perception DC22 Ref Ignore Drain Will and Mind Control effects if passed DC22 Will (staged) Drain Will Linked to Mind Control Effect DC22 Will Mind Control Linked to Drain Will effect Totals: Abilities (38) + Combat (16) + Saving Throws (14) + Skills (8) + Feats (19) + Powers (85) - Drawbacks (0) = 180/180 Power Points
  18. Dust Devil II Cassidy Collins is the second Dust Devil, dead man walking and the newest guardian of the Magic Mesa. Far from the first to protect the legendary location, his protectorate has expanded beyond just the immediate area around the Mesa. Still finding his feet in his new role, Cassidy feels a drive like never before as he learns just what it means to guard the Magic Mesa, both the power and responsibility that comes with his new role. History Cassidy thought long and hard about it. It had seemed like such a good idea at the time. Go on a road trip with crazy uncle Ben, do some work and get paid. Get some cash to get a gift for his little brother's birthday. Maybe that gaming console he had seen William looking at a few times. Or help mum and dad a bit with their rent. It was a great idea, wasn't it? He had always been a slacker, the black sheep of his family, even before his brother was born. Now, he dearly loved William, but his parents were both hardworking, and they had not approved. He had done his best in the last many years, but he just couldn't hold down a job, try as he might. He just didn't have the drive. He got enough to get by, what more did he need, if not to make William happy? So this was a great idea. Easy money. A great idea. At least until they had driven way out in the desert. Cassidy wasn't exactly sure where they were. He hadn't really cared to find out. He was just there to do some heavy lifting, help uncle Ben set up, then get out of his hair. Had gone great so far. Cassidy got to goof off, then he got his cut when uncle Ben was done. Easy money, a road trip, spending time with his uncle. And William was gonna get so happy when he got that gift, whatever it would end up being. Of course, the trip way out in the desert had been different, hadn't it? There wasn't really anything to see or do out here, and Cassidy had gotten bored while waiting in the car. Why did it had to be that far out in the desert, anyway? The other places had been remote, sure, but not that remote. There had been stuff to do. So he got out of the car. Wandered around a little bit, staying in sight of the car. There was nothing there. Some big Mesa in the distance, but nothing he was gonna try to get to. Too much work. Instead, he returned. He just had to go looking for some water, and accidentally opening the wrong crate. Oh so very wrong. He knew that uncle Ben was shady. But he never really knew how much. The case was filled with alien weaponry. The kind he had seen back at the Terminus Invasion, just a few weeks ago. It had been horrible, so many hurt and dead, and now uncle Ben was selling the leftovers? It had been a good idea at the time. Easy work. Earn some money. Make his parents happy. Get William a birthday gift. And now Cassidy was staring at his uncle, a gun in Ben's hand. Ben explained how it wasn't personal, how he had always liked Cassidy, but this was business, and business always had to be more important than family. He apologized. Then Cassidy heard three shots being fired, felt three bullets breaking through his chest. He fell over in the desert. The sand was warm at first, growing warmer as it was soaked with his blood. Uncle Ben and his buyers left soon efter, leaving Cassidy behind. He did not die quickly. It took hours. Hours of agony, as he slowly felt his life draining from him. Draining into the sand, as he struggled to rise, struggled to leave the desert. All he could see was the Mesa in the distance. He struggled, he fought with a drive that he never believed that he had. He stumbled, he fell. He rose, grasping his blood soaked chest. It was all the he had. His parents, his brother. They would never know what had happened. He would die here, alone. And before he even reached the Mesa, Cassidy died, face down in the sand. He heard voices. Only they weren't voices, were they? He saw sights. Only, they were not true sights, were they? He felt things. Only, they were not true feelings, were they? After all, how could they be? He was dead. And the dead could not hear, see or feel. He heard voices that spoke of guardians and of justice. Of destroyers and of vengeance. Of innocence and sin. Of power. He saw warriors that fought to protect the innocent. He saw them fall and rise again. He saw them fall, and another rise in their place. He saw their quest. He saw their lineage. He saw their legacy. He felt it all. He felt the anger at what had been done to him. He felt longing for his family. He wanted revenge, and yet, what was more, he wanted to make things right. And the Magic Mesa made him an offer. Cassidy Collins died in the desert that day. And the new Dust Devil rose in his place. Costume and Appearance Cassidy has average features, the only somewhat outstanding part of his look being his full beard, which is black, the same as his short hair. He is 5'10'' and has an athletic, somewhat muscular build. He prefers simply clothing, mostly jeans and t-shirts, maybe putting a denim jacket on top. The Dust Devil is dressed primarily in grey shades, with some black and white. Black shoes, grey, somewhat loose pants and a black belt. A darker grey shirt with a number of white patterns: White shoulders with a white line that connects at Cassidy's solar plexus, a small white stripe on either side of his neck, three small white stripes on his ribs, and a white M-shape on the outside of his lower arm. He wears dark gloves on his hands, tied with straps. Finally, Cassidy wears a dark grey bandana to hide his identity. Powers Cassidy's power is sand. Anything he can do comes from having been revived as a being made of magic sand by the Magic Mesa. Already a dead man walking, he cannot truly die, reviving the next day if someone manages to stop him. He does not need sleep or sustenance, he is not affected by the environment and does not appear to breathe anymore, or be affected by diseases, poison or even age. More versatile than his predecessor, Cassidy is able to switch his body between being as hard as rock or simply loose sand, depending on his wishes. He can form the sand of his body into weapons, such as swords or a revolver that can shoot bullets made out of sand. Magically enhanced, he posses incredible strength, and can manipulate the sand in his body to allow flight or create localized sandstorms. Cassidy has been known to use his sand form in other ways, including bursts of sand that ripped even stone to shreds, and he might be able to pull off even greater tricks. All of Cassidy's power comes from the Magic Mesa. As a rather mysterious location that spans time and space, it is unknown what exact limits Cassidy's powers have, and how they will grow as he begins to master them. Allies John Collins: Cassidy's father, grocery store manager at the Cowboy's Hideout grocery store. Pearl Collins née Hart: Cassidy's mother, teaches at Swingin' Joe's Dance Studio. William 'Billy' Collins: Cassidy's 16 years younger brother, currently in school. Venomax: The first super hero that Cassidy met. They defeated Setho together. While Cassidy is not quite sure what he thinks of Venomax, he respects him. Timeline 2018 Fall August 16th: Cassidy is killed by his uncle, Benjamin Collins, near the Magic Mesa. Hours later, he is revived by the Magic Mesa as the new Dust Devil. He returns hom August 29th: Cassidy debuts as the Dust Devil in Southside, Freedom City, stopping a group of thugs that has been assaulting random people in Southside for the past month. August 29th -> October 5th: The Dust Devil begins making a name for himself in Southside, righting wrongs, protecting people, stopping drug dealers and the like. October 5th: Wrong Groceries -> Dust, Sand and Smoke -> Sting in the Tail: Wrongfully sent groceries leads Cassidy on a time and space spanning adventure to destroy an addictive leaf that opens the user's mind to influence of ancient gods. Along the way, he teams up with Venomax and punches several Lemurians. 2019 Winter January 4th: Sand and Water: A lead into uncle Ben's location leads to a team up with Tsunami. Concept & Design Notes Successor to the official Dust Devil from the Freedom City setting books, containing some of the same elements (killed near the Magic Mesa, sand based powers), but with a different powerset from the original Dust Devil. While Cassidy's predecessor was not the first guardian of the Magic Mesa, he was the first to be called the Dust Devil, the others having taken other names, thus Cassidy is Dust Devil II and not Dust Devil XIII, or some other number. The fate of the first Dust Devil will eventually be revealed. The Cowboy's Hideout has a cowboy riding a tomato soup can as their logo. Playlist Shakedown - The Score Dead Man Walking - WAR*HALL Champion - Barns Courtney Roundtable Rival - Lindsey Stirling Rivers in the Desert - Persona 5
  19. Dust Devil II Seeing those weapons on the news had brought back some bad memories. Cassidy could sometimes still feel the bullets holes, like phantom wounds, even if he knew they were long gone. It had been almost half a year, and this was his first lead to finding uncle Ben, and then he was all the way in San Diego. Getting here had been easy. Finding out anything about the weapons or uncle Ben? Much more difficult. Cassidy had never been to San Diego before, and honestly, it was much more spread out than Freedom. No central place to stay and wait, and then swoop in. He couldn't really do much else but wait and hope something happened? So, here he stood, at the top of an office building. It close to the last location that had been hit, and it fit the same M.O., so hopefully, this would be the lead. At least he didn't need to sleep anymore. The only issue here was boredom, then. Hopefully something would happen soon.
  20. GM Click. Click. Cl- The sound of the counted coins stopped, briefly for a second. Grendel's Mother's fingers, long and bony, were wrapped around a coin, half placed on its stack, half still between her fingers. She seemed to listen, to smell the air. Searching for something that had to be there. -ick. Click. Click. Then she continued her work. The Deacon of Despair had evaded her watchful eyes, for now. The raven folded its wings. It did not seem that the monster's mother had noticed it at all, or at least paid it no mind. The Tenor of Tears reached the alcove that the raven had pointed out with little difficulty, as he evaded the coins and treasures on his way. It led into another cave. Smaller than the one that was currently occupied by the Grendel's Mother, and more sparsely filled. That was not to say that it was empty. The great skull of a dragon or a dinosaur or other fantastic beast hang from the ceiling. A single golden apple was placed under a glass bowl, on a small table. The dirty glass bowl did little to contain its glow. A cabinet with no doors held all manner of objects, all placed neatly. A golden ring. A dice with seven sides. A mechanical nightingale. A bowl containing the foam of the ocean. A glimmering piece of rainbow. Several bottles with assorted liquids, all unlabeled.
  21. Opposed notice check: 1d20+12 = 23 So far, not noticed!
  22. What made Robin think she could fight Blowfish? A good question, really. She was out of her depth here, she admitted that much. She'd dealt with monsters, but not organized crime like this, that was something different, right? She had backup here, if she could trust the Wall and Detective Kidd to have her back, or just to not start fighting each other. So, what made Robin think she could fight Blowfish? Or rather, what did Amber need to hear from her? Was that it? Inspire others, right? That was part of being a hero. Right? "Because I'm Justice. I'm a super hero. And trust me, I got all kinds of tricks that Blowfish has never dealt with before. There's a lot of people that want to stop Blowfish, but we need your help to take him down. We need to get some dirt on him, something to expose him." Robin paused for a moment, waiting for Amber's answer. This was the first time she had used her chosen code name like that, she realized. Others might have done it, but it still felt a bit weird, like a chill running up Robin's spine.
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