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RocketLord

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  1. Well, Trumble Street was a start at least. And if this was all different from the usual going ons, then it could be interesting at least. Not that Robin needed something to be interesting in order to get justice for someone. "Wow, that sounds like a tough case to crack, then." She reached for her jacket and slipped into it while she spoke. "I gotta get to a meeting, but best of luck Mrs. Doors. I really hope they find your ring." With a quick wave a few additional goodbys, Robin headed out the building. It was time for justice, and she was going to bring it. She was practically giddy at the thought of getting to dress up, even if her non-armored costume needed some work. A domino mask alone wasn't much, but she kinda had spent all she could on the actual armor. She quickly checked her phone for the quickest route with the public transportation, and then headed towards Trumble Street.
  2. Robin feigned a bit of surprise at Mrs. Doors living in Bethlehem Heights. She had already seen the personel files a number of times, like the one time she had to figure out who had been stealing her lunch from the fridge (it was Mr. Salvatore, by the way), but she knew that Mrs. Doors didn't like to talk about it, so it felt polite to do. A part of Robin was relieved at the idea that word on the street was that street kids had been behind the pick pocketing the night before, but another was almost visibly saddened. She wanted to get a super villain to deal with, not some kids living on the street. Alright, they had it rough, she got that, and she was very lucky to have everything that she had, but... well, this would probably not be a great chance for trying out the Justice Driver. Oh well, she would do anyway. "Really? A group of kids stole everything? Wasn't there some report of a ton of things going missing? How many kids live on the streets down there? And why haven't social services done anything about it?" So, what to do? How to get out of there and try to track down the kids? Well, it wouldn't be difficult. Her studies meant she was going all over town for appointments in the first place, but she wanted to know a bit more first. At least she would hopefully be able to help Mrs. Doors and whoever else had things stolen from them.
  3. Yeah. He really shouldn't have asked. Abdul went on more about all his revealations and all that he knew. Couldn't just talk like a normal person. Cassidy wasn't sure yet if it was because of the leaf or just because of Abdul being a pretentious piece of sh!t. Either way, of course this was a trap. Giant snakes all around them, coming closer than he would prefer. Of course there were giant snakes, when someone called the Snake was holed up inside the Mesa. He would have to flush him out somehow, anyway. Destroy this whole cavern if necessary. Without a word, and ignoring Mr. Sting's comments, Cassidy threw himself through the air towards the nearest giant snake. He was already forming a blade of sand in his hand, not quite sure where the weapon ended and he began, before swinging it directly towards the neck of the snake. Cut off the head, take down the snake.
  4. Dust Devil flies for the nearest snake with Move-By Action, creating a sandblade to attack it. Switching Magic Mesa Guardian array to Sand Blade and attack roll: 1d20+10 = 26
  5. Robin had, for once, spent Halloween indoors. She was normally all about dressing up and partying for Halloween, but she had been getting her costumed fix in other ways lately. Like, whenever someone called for justice. Besides, she had designs to do! The Justice Driver was still just an alpha version, and she had to get it bigger and better, if she was going to be able to deal with everything that real super heroes did! Still, she peeked up from her screen when Mrs. Doors started talking about the missing ring. Robin swore to herself that she had been listening. Well, kind of, at least. The new ideas for the Justice Driver was just so exciting. She'd already managed to make herself tougher while in armor, what else could she do? But she was getting off track. Mrs. Doors had said the magic word, and now Robin couldn't help herself. Thinking about it, she had heard others complaining about missing items that had disappeared. So, how to do this? On tv, the heroes would show up in costume, then go round up all the known criminals in the city, but it wasn't like she knew any criminals, and unless she booted up the full armor for the Justice Driver, she was pretty sure Mrs. Doors would recognize her. Maybe she should just stop thinking about it and ask. Yeah, that would be best. "Aw, I remember you showing that to me before. Any idea where you lost it, Mrs. Doors?" Yes, yes. That should do. Keep the secret identity secret!
  6. Pan frowned at the mention of the word boring. Learning new stuff? That was awesome! Adventure was all about learning new things and having new experiences! Preferably exciting ones! "Oh, I was told a bit about how school life would work. They were quite perplexed when I said I had never went." Pan smiled a devilish smile, leaning forward with his elbows resting on his knees and his fingers tenting in front of him. "No offense, but sitting still every day and listening and solving problems do sound rather dull. I was promised that we would be doing some more interesting lessons here, as well." He paused for a moment, shooting a sideways glance at Micah. "But I had a wonderful tour earlier! The gym sounds really exciting! It would be the perfect place for you to practice your powers! And flying! We gotta go flying at some point!" He was standing again now, the excitement returning to his voice.
  7. "Fine, then. Sorry about this, but it's faster." It might not be the most dignified thing to do, but Cassidy decided to go for it anyway, and picked Venomax up from the ground, carrying him with his hands under the other man's shoulders. He was plenty strong to carry someone like Venomax. "His name's Abdul. He's been spreading those leaves I brought around Southside in Freedom City, and they are somehow connected to the Mesa." He paused for a short moment, taking a certain turn to follow Abdul. "I won't allow him to use the Mesa for something like that, and there's plenty of drugs in Southside as it is. He sees himself as some kind of messiah, the leaves connect him with the cosmos or something like that." Another turn. "It might be nonsense, or it might not. If he got the leaves through the Mesa, it could be true. What brings you out here, to someone like Mr. Sting?" Soon after, they caught up with Abdul in the large cavern. Cassidy let go of Venomax again, quickly scanning the room. Stone throne, carvings of snakes and mad Gods. Everything about this place screamed trouble. They were still in the Mesa, and Snake to be seen or not, that didn't mean nothing was here. He shot a glare at Abdul, doing his best to keep track of Mr. Sting at the same time. He doubted it would be smart to let either out of his sight right now. His body instinctively hardened, becoming as solid as rock. He knew he probably shouldn't ask, but he couldn't help himself. "Where is he, then?"
  8. No talking sense into Mr. Sting, then. And Abdul was still out of his mind, but at least it sounded like he would finally bring Cassidy to the snake. He was moving surprisingly quickly down the tunnel, and moved with purpose. And Mr. Sting followed. Because of course he did. Cassidy scoffed the sight, turning his head slightly to look at Venomax. "Judging from that outfit you're either a super hero or a villain. Stick close if you're coming, the Mesa can get plenty confusing." He honestly didn't care if Venomax was a hero or villain right now, but it seemed like he had a stake in what was going on with Mr. Sting, at least. Part of him hoped for the former option, it would be nice with someone watching his back in here, but he wasn't about to trust him without reason. After a short moment of waiting for a reply, Cassidy set off from the ground, flying after the pair of madmen.
  9. Pan could almost hear the silence. Seconds before, the darkness from the armband had lashed out at him, and somehow, he had been left unharmed. He wasn't sure why, but the silence that followed was remarkable. Then came the sirens. He had heard them many times before in the week that he had spent in teh city, and yet, he was still not quite sure what they meant. Standing up straight, he looked briefly at the sword in his hand. It had been a while since he had used that trick, but he let it disperse. The villains were trapped, after all, and for the Porpoise, his weapon was wrecked. Pan wasn't sure quite what had happened, but the doorway had closed, and Facsimile had collapsed face first on the floor. Wasting little time, Pan made a short jump aided by his flight, crouching down besides Facsimile and turning him around, quickly starting to check if he was alright. He felt like he should say or do something, but he was still a bit shaken. Had he just thrown away a path home to save this world? If he had, he would just have to live with that choice.
  10. "I just had a thought!" Pan floated by Micah, just a few inches above the ground. "You should try to play at one of the parties here at some point. It would be brilliant!" Oh, he was sure that Micah would protest, but hopefully it would help his self worth a bit too. Pan was dressed in simple black dress pants with a dark red dress shirt tucked into it. No jacket, he really hadn't seen the point with his rather limited funds, but he was wearing an emerald green butterfly. He had fallen for it instantly when he went shopping, and simply had to get it. Noticing that Veronica had entered, he quickly waved at her, before gently nudging Micah in the side with his elbow, sending him his normal grin. "So, any plans?" He could come up with something, of course, but he had talked Micah into coming, so it wouldn't be fair to just abandon him. Besides, he enjoyed spending time with his roommate!
  11. Update Better descriptors for everything First of all: Getting rid of the Super-Movement power, giving me 1 more PP to spend. 36PP to spend. Abilities Constitution +4. 4PP spent Combat Attack +2. 4PP spent Defense +2. 4PP spent Saves Will +3. 3PP spent. Skills Buying 4 ranks of Intimidate. 1 PP spent. Feats Buying All-out Attack and Interpose, and another rank of Luck. 3PP spent. Powers Immunity +9 Ranks. Adding Life Support option. 9PP spent. Magic Mesa Guardian array +2 Ranks, Alternate Power feat +2. 6PP spent. - Adding two new powers to the array, and changing the existing powers a bit. Walking Desert Array +1 Ranks. 2PP spent. 36PP spent. Updated blocks below. Update power descriptions Update descriptors Include DC block Make sure everything is updated 0/36PP left Potential future powers Super-Senses 3 (magical awareness) Super-Senses 3 (tremor sense) Comprehend 2 (languages) Anatomic Seperation 1 (w. Variable Split) Array to change sand form or types of sand? - Volcanic sand for magnetic effect? Immovable? Teleport power to go anywhere and return while at Magic Mesa? touch range move object shapeable area thats him making sand arms to interact with stuff, indirect 2 to come from the ground? Sand comes from body -> Body has infinite source of sand. Do something based on that. Suffocate effect? Additional limbs? Dust Devil II Power Level: 12 (185/185PP)Unspent Power Points: 0 Trade-Offs: -5 Defense / +5 Toughness In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond just Magic Mesa. Theme: Shakedown - The Score Alternate Identity: Cassidy Collins (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Freedom City & Magic Mesa Occupation: Grocery store stocker Affiliations: Magic Mesa Family: John Collins (father, grocery store manager), Pearl Collins (née Hart, mother, dance studio teacher), William 'Billy' Collins (16 years younger brother, student), Benjamin "Uncle Ben" Collins (paternal uncle, unemployed) Description: Age: 26 (DoB: June 5th, 1992) Gender: Male Ethnicity: Caucasian Height: 5'10'' Weight: 175 lbs. Eyes: Blue Hair: Black Cassidy stands at 5'10'' with an athletic build. He has short black hair and a full beard. He is average looking, never tending to stand out in crowds. He usually dresses casually in jeans and t-shirts, wearing a denim jacket if necessary. He tends to wear dark red or grey colors. As the Dust Devil II, Cassidy wears grey pants and black shoes. He wears a dark grey shirts with white patterns across the torso and lower arms, as seen in the picture below, wearing black gloves on his hands. He wears a grey bandana as a mask that hides his upper face. History: Cassidy Collins grew up as an average boy from Freedom City's Southside district. A slacker at heart, he never amounted to much, rarely having any motion or drive beyond just getting through the day so he could read comics, play games or hang out with his friends. He didn't excel at school, he only did a little sports if it was a game with friends or something that he had to do, and his parents John and Pearl grew to accept that he would most likely never amount to much. He was trusting of everyone, to the point of being naïve, which would often get him into trouble. Cassidy's parents blamed the influence of his beloved uncle Benjamin Collins, a conman that moved in and out of the prison system. At least some of it changed when Cassidy's brother William was born a few months after Cassidy turned 16. Immediately taking a shine to his baby brother, Cassidy would spend hours playing with and doting on his brother. Graduating from high school, Cassidy even went through a series of jobs to help support his somewhat struggling family, though he would never be able to hold a job for long. He just didn't show the interest in the work or he would be caught slacking off. Still, Cassidy's uncle Ben would show up to help him from time to time, whether it was finding him a new job or offer moral support. Eventually, Cassidy moved into his own place, a tiny one room apartment in Southside, though he would still make frequent visits to his family. Cassidy's life would change drastically when he lost his latest job. Declining his father's offer to come work in the grocery store that he managed, Cassidy instead accepted to come work with uncle Ben. Unfortunately, uncle Ben was an even worse influence than Pearl and John had feared. A short while later, they went on a road trip to meet with one of uncle Ben's clients in the American South West. Cassidy believed that he was simple coming along to keep his uncle company and occasionally carry heavy cases of equipment. Cassidy thought it was strange that they had to drive all the way out in the desert to do the trade, but uncle Ben would have to know best. After all, he was his uncle, and Cassidy had never had a reason not to trust him. Out in the desert, Cassidy accidentally opened one of the cases and discovered its contents: Alien weaponry, stolen wreckage from the 2018 Terminus invasion. Cassidy panicked, alerting uncle Ben's buyers to his presence. With a single "Sorry" and explanation that it was simply business, uncle Ben shot Cassidy three times in the chest. As Cassidy fell over, his uncle Ben returned to his buyers. Hours later, Cassidy opened his eyes. It was a miracle that he still lived. Only, he didn't. He could no longer feel his heart beating. Uncle Ben and his buyers had disappeared, and vultures were circling overhead. He knew that he was now in the Magic Mesa, and he knew that it had brought him back to become its new guardian, as the newest Dust Devil. Cassidy had little choice in the matter, and at first, he simply wanted to give up. He had been betrayed and killed. Even with the new powers he instinctively knew he possessed, he was the wrong man for the job. Then he realized that uncle Ben might come from the rest of his family. Reacting by instinct, Cassidy travelled through the sand for the first time, returning to Southside. Shocked at his newfound abilities, he accepted his charge. While he returned to his parents, he kept the details of the falling out with uncle Ben to himself, instead simply saying that he was dangerous and they should stay away from them, while he also accepted a job as stocker in his father's grocery store. Now, Cassidy finds himself driven to fight evil where he finds it. He feels a passion and drive unlike any before, as he steps into the role of the Dust Devil, not just to protect the Magic Mesa and his family, but to make sure what happened to him happens to no one else. Personality & Motivation: Before his transformation into the Dust Devil, Cassidy was a slacker. He made his way through school without much effort or accomplishment, which informed his attitude to most of everything in his life. Cassidy were trusting of others, often being called naïve. Never really getting excited about anything or trying to get involved, Cassidy just followed along with what others told him. The only exception were his family. Caring deeply for his much younger brother, Cassidy would do anything for him and his parents. He secretly felt ashamed of his lack of drive and initiative, but never shared it with anyone. After becoming the Dust Devil, Cassidy has become a much more driven individual. While he has lost much of his unconditional trust in others, Cassidy has leaned into the role of a hero, now being more than willing to put himself in harm's way to save others, and actively seeking out injustice to fight and wrongs to right. He rarely speaks much, letting his actions speak for him instead. He is troubled about his ressurection and what it means for him, and just what he has become. Cassidy is not fully sure what the Magic Mesa wants with him, and wonders what will happen if there is ever a conflict between himself and the Magic Mesa. Powers & Tactics: Cassidy's power was granted by the Magic Mesa, making them magical in nature. He prefers to get up close and personal, where his strength can be used to effectively disable his opponents. He trusts in his great durability to protect him against most attacks, leading to him often trying to protect others. Not above dirty tricks, he will turn to sand to seemingly disappear and strike at his opponent without them knowing what hit them. Power Descriptions: All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks and being unaffected by most kinds of poison and diseases. He posses incredible strength, only just learning the limits to his power. He can sense magic around him, just getting a feeling that there is something weird going on, though he has yet to explore this ability. While Cassidy's body normally appears fully human, he is able to to reshape it in various ways. He can become a cloud of sand, allowing himself to move freely through small cracks and become immune to most types of physical damage, or he can merge with sand around him, using it as a medium for travelling great distances. This is even possible if the sand at his location and destination is not directly connected. By manipulating the sand in his body, Cassidy is able to fly at roughly 25 mph. With Cassidy's mastery of his new body and abilities having grown, the disconnect that let to him creating weapons out of sand has disappeared, and he is now able to directly reshape his body into various weapons and extending his reach, or directly shoot sand out of his body in various forms, whether as quick blasts of hardened sand or longer storm effects that can push enemies back, without the need for creating fake weapons out of sand to do the work for him. Starting to tap into the mystic side of his abilities, he can create wide ranging sandstorms around him that only affects those that he wants, and can use the temporal abilities of the Magic Mesa to rapidly dehydrate enemies around them, making them easier to hurt. All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted. Complications: Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and he has yet to deal with all his feelings on the matter. The experience has changed him greatly, even as he tries to put on a brave face for his family. Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location. Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad. Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties. Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. Man of Sand: While he is able to become human, Cassidy is essentially a being of living sand. He is starting to grasp the implications of just what his powers mean, and he fears that he is no longer considered human. He might react badly if confronted with this fact. Dutiful Brother & Son: Cassidy cares deeply for his parents and younger brother. They're both a strength and a weakness. Desperado: Cassidy tries to keep his identity as the Dust Devil a secret. Not even his parents and brother know his secret, which is starting to create some friction. Abilities: 8 + 4 + 14 + 0 + 4 + 0 = 30PP Strength: 18 (+4) / 34 (+12) Dexterity: 14 (+2) Constitution: 24 (+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 16 + 14 = 30 PP Initiative: +10 (+2 Dex, +8 Improved Initiative 2) Attack: +8 Base, +12 Unarmed (+8 Base, +4 Attack Specialization [Unarmed]) / +12 Sand Weapon (+8 Base, +4 Accurate Attack) / +12 Sand Blast (+8 Base, +4 Accurate Attack) Defense: +7 (+7 Base), +4 Flat-Footed Grapple: +12 (+8 Attack, +4 Strength) / +13 (+8 Attack, +4 Strength, +1 Super-Strength) / +17 (+8 Attack, +4 Strength, +5 Super-Strength) / +18 (+8 Attack, +4 Strength, +6 Super-Strength) / +20 (+8 Attack, +12 Strength) / +21 (+8 Attack, +12 Strength, +1 Super-Strength) / +25 (+8 Attack, +12 Strength, +5 Super-Strength) / +26 (+8 Attack, +12 Strength, +6 Super-Strength) Knockback: -8 / -20 (Impervious Toughness -12, Toughness -17/2) Saving Throws: 4 + 6 + 9 = 19PP Toughness: +17 (+7 Con, +10 [Protection]) Fortitude: +11 (+7 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +11 (+2 Wis, +9) Skills: 68R = 17PP Concentration 8 (+10) Gather Information 8 (+8) Intimidate 4 (+4) Knowledge (Arcane Lore) 8Skill Mastery (+8) Notice 8Skill Mastery (+10) Sense Motive 12Skill Mastery (+14) Stealth 12Skill Mastery (+14) Survival 8 (+10) Feats: 13PP All-Out Attack Attack Specialization [Unarmed Attack] 2 Favoured Environment [Desert] Hide in Plain Sight Improved Initiative 2 Interpose Luck 2 Move-by Action Skill Mastery Takedown Attack Enhanced Feats Accurate Attack Improved Critical 2 [Unarmed Attack] Instant Up Power Attack Powers: 33 + 12 + 10 + 2 + 14 + 5 = 76 All have the Magic and Sand descriptor unless otherwise noted. Magic Mesa Guardian Array 14 (28PP Array, Feats: Alternate Power 5) [33PP] BP: Guardian's Strength (Linked) {28/28} Enhanced Strength 16 [16PP] (Rock) Enhanced Trait 2 (Improved Critical 2 [Unarmed Attack]) [2PP] Super-Strength 5 (Effective Strength 59, heavy load 44.8 tons) [10PP] (Rock) AP: Blast 12 ("Devil's Storm"; Extras: Area [Cone]; Flaws: Action [Full]; Feats: Knockback 4) {28/28} (Impact Damage type) AP: Blast 12 ("Sand Blast"; Feats: Accurate 2, Incurable, Precise) {28/28} (Impact Damage type) AP: Damage 12 ("Sand Weapon"; Extras: Penetrating 5; Feats: Accurate Attack 2, Variable Descriptor 1 [Bludgeoning, Impact, Piercing and Slashing damage type]) [20PP] + Enhanced Trait 2 (Accurate Attack, Power Attack) [2PP] + Elongation 6 (Accurate Attack, Power Attack) [6PP] {28/28} AP: Drain Toughness 12 ("Dehydration"; Extras: Area [Burst], Selective; Flaws: Limited (Only affects living); Feats: Incurable, Progression 2 [Area], Reversible) {28/28} (Temporal) AP: Environmental Control 6 ("Sandstorm"; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration [Continuous]; Flaws: Range [Touch]; Feats: Progression 4 [Area]) {28/28} (Radius: 250-6250 ft.) Immunity 12 (Aging, Life Support, Sleep, Starvation & Thirst) [12PP] Protection 10 [10PP] Regeneration 2 (Resurrection 1/day) [2PP] Walking Desert Array 6 (12PP Array, Feats: Alternate Power 2) [14PP] BP: Impervious Toughness 12 ("Solid Rock Form") {12/12} (Rock) AP: Insubstantial 2 ("Whirling Sand Form"; Gaseous Form; Feats: Selective) [11PP] + Enhanced Trait 1 [Instant Up]) [1PP] {12/12} AP: Teleport 12 ("Travel through sand"; Extras: Accurate; Flaws: Long-Range, Medium [Sand]) {12/12} (Range: 20 million miles) (Dimensional, Temporal) Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1) [5PP] BP: Flight 2 (Flight Speed 25 mph, 220 ft./rnd) {4/4} AP: Super Strength 1 (Effective Strength 23/64, heavy load 600 lbs./89.6 tons. Feats: Shockwave, Super-Breath) {4/4} DC Block Name Range Save Effect Attack bonus/Other Unarmed Touch DC19/27 Tou (staged) Damage +12, Crit 18-20 Sand Blast 120 ft. DC27 Tou (staged) Damage, Incurable, +12, Precise Sand Weapons Touch (10 ft.) DC27 Tou (staged) Damage, Penetrating 9 +12 Devil’s Storm Cone Area 120 ft. DC27 Tou (staged) Damage, Knockback 4 DC22 Ref to make DC21 Tou Dehydration Area 120 ft. radius DC22 Fort (staged) Toughness Drain DC22 Ref to make DC16 Fort Shockwave Cone Area 40/120 ft. DC19/27 Tou (staged) Damage DC14/22 Ref save to make DC16/21 Tou Super-Breath Cone Area 40/120 ft. Opposed Trip save vs. +4/+12 Trip DC14/22 Ref save to make +2/+6 Totals: Abilities (30) + Combat (30) + Saving Throws (19) + Skills (17) + Feats (13) + Powers (76) - Drawbacks (0) = 185/185
  12. Stunts Flight: - Flight 2 ("Happy Thoughts"; Extras: Affects Others, Area [General Burst], Feats: Progression [Area] 1, Selective) (50 ft. radius) (25 MPH / 200 ft./rnd) {10/10} - Flight: Long-distance Teleport AP w. increased mass (Straight on till morning, 2nd star to the right...), long distance in an instant, w. Limited [Cannot pass barriers between start point and end point] -- Alternate: Affects Others Speed with Progression (Subjects) costs the same as Teleport with Progression (Cargo) The Greatest Show - The Greatest Showman Endgame PL10 build, before leaving Claremont FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/250PP Unspent Power Points: 10 Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, 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. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. 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, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with messy 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, white and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. 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. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  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 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 40 (+15)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: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 68R = 17PP Bluff 15 (+20) / (+30)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 37PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Distract [Bluff] Dodge Focus 9 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 3 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 3 -> Luck 5Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 10 (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) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) 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 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (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 4 (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) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 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], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC27 Tou (staged) Damage +8, Crit 18-20, Incurable, Precise The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC22 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +8, Crit 18-20, Incurable, Precise Powerful Emotions Perception DC20 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3, Subtle Endless Forms Perception DC14 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC16 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC20 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/250 Power Points
  13. "Oh, nice trick." Pan commented on the bottle of water that frosted over, while he opened the can with a satisfying pop and fizz. He took a quick sip from the Cola, before turning to Abigail again, still smiling brightly. She was not the first to ask about Neverworld, and he believed he had told her some on their first day here, but he was happy to do as asked. "Well, what do you want to know? It was just home to me, and quite different from here. Well, in some ways, at least." He found himself smiling up at the sky. "It always seemed like there was an adventure right around the corner, so that's pretty much like here."
  14. Pan nodded thoughtfully at the suggestions. The burger truly sounded like a wonderful meal, that could be enjoyed in so many ways. He were already looking forward to the first Monday. It was even possible to make them for a vegetarian, from the sound of it! Simply wonderful. Not that he was quite sure what a vegetarian was, but he thought it might be rude to ask. "So, I guess marrying young is not normal here then?" He mused about it for a moment. He really wasn't sure how it was back home, if it was different at all. It was interesting, though. The part about funerals weren't as cheerful, but he decided not to comment right now. It was the life of a hero and adventurer, and it might end soon. Not that he liked the thought.
  15. 1. Where is your hero from? Emerald City, born and bred. 2. How would your hero physically describe him/herself? Is this different from how others would? About average height, with a toned body and looking good. Others might not notice Robin's relatively good shape, since she tends to wear loose clothing. 3. Does your hero have distinguishing speech characteristics or recurring mannerisms? I guess I tend to sound excited and happy. Maybe a bit too excited sometimes? 4. What is your hero's motivation? I wanna be a hero and save people! 5. What are your hero's greatest strengths and weaknesses? I'm pretty smart and good at creating gadgets and tech. I guess I'm not really experienced in the whole hero thing yet, and I might get a bit too much about how super heroes work from tv shows and cartoons. 6. What does your hero love? What does your hero hate? I love super heroes! They're just awesome! I don't really do the whole hating thing if I can help it, but bad guys that want to hurt other people, I guess. 7. How would you describe your character's mental and emotional state? I guess I'm pretty happy and positive? Everything's possible and all that! 8. What does your hero fear the most? I don't wanna end up getting anybody hurt. 9. What is your character's greatest ambition? I wanna team up with the great heroes and help save the world! 10. How does your hero feel about the state of the world and his/her place in it? Emerald City should have more heroes, but otherwise, I'm good. I'll keep looking for ways to make it better, at least. 11. Does your hero have any prejudices? How does he/she get along with others? Nope! Well, I don't like people that think they're better or more important than others, but otherwise, nope. Or bigots. So, bigoted against bigots, I guess? 12. Where do your heroes loyalties lie? In what order? Justice, doing what's right and friends & family. 13. Does your hero have a lover or partner? How do they feel about the hero now? Never really clicked with anybody yet. 14. Does your hero have a family? What is the relationship there like? It's great! My mom and dad are busy with my kid brother Mark, and he was kind of a surprise. I don't see my older brother Lucas much, but he's usually busy. My grandma Dottie figured out I'm Justice, and she's all for it, so that's great too! 15. How would the people closest to your hero describe him or her? A hero nerd. 16. Is your hero a role model? I strive to be! 17. How spiritual is your hero? Does your hero follow a relgious tradition? Mom and dad's some kind of Christian, but I'm kind of whatever. 18. Is your hero part of a team, or would he/she like to be? Why? I would love to join a hero team! 19. How does your hero feel about the place of metahumans and aliens on Earth? I love heroes, so this is all awesome! The more metahumans and aliens, the more heroes, right? 20. If you could give one piece of advice to your hero, what would it be? Slow down, take your time and learn. Not everything on tv is true.
  16. Guidebook Interview Reputation Table HellQ Origin Vignette: Birth of Justice Theme Music Eros Unlimited Profile Vignettes - Justice vs. Injustice - Meet Miss Step
  17. @Ari was thinking just a solo, at least at first @Heritage already signed her up for that!
  18. At least Venomax was reasonable, and hopefully he could be trusted to keep an eye on "Mr. Sting". To be honest, Cassidy was not sure if that was his real name, a nickname or his idea of a super villain name, but this was the Mesa, so it could all fit. He turned to Abdul instead, staring into the eyes in the smoke. He still had his one trick that could maybe effect Abdul and pull his smoke form along if necessary, but he wasn't too fond of using it, if he didn't have to. Not yet, at least. No reason to tip his hand before necessary. Let Abdul think himself untouchable. "Sounds like Sting over there ain't the Snake. I'm gonna ask just once more now: Where is the Snake?"
  19. Anyone wants to run a thread for Justice's debut in Emerald City?
  20. The old man was a dead end, then, and he didn't care about the rules of the Mesa and keeping it safe. Just as well, it sounded like Abdul had led him on another detour. And Abdul had screwed the old man over in some way, from the sounds of it, and now the threats were flying. Great. Caught between two crazy people now. At least Venomax was talking sense. Cassidy stuffed the leaf back into his body before putting himself in between Abdul and the old man, holding his hands up between them. "Ya know, that sounds like a great idea. How about you take this guy," he paused to motion at the old man, "and then I'll take care of Abdul?" He continued to stand between them. His body was harder than rock now, and if the old man tried anything, the blade would most likely shatter. He hoped so, at least. He didn't like all that talk of poisons.
  21. So, the book is somewhere other books can be found, and probably close by. Kind of vague, but Pan was fine with the challenge, even if it had to be fast. Normally he would have taken his time and explored this world, but Judy was scared and in pain, and seeing her like that cut the fun out of this adventure. He was uncharacteristically silent as he flew towards the ruined statue that Ashley had wanted them to investigate. He kept low, trying not to attract too much attention, despite the shimmering glitter he left behind as he flew. "Let's start from the bottom and work our way up once we get to the statue. Even if one of us miss something the other might see it." It didn't take long to reach the statue, even as Pan let Dio kept up, and true to his word, he started flying around the ruined statue, looking for anything that might catch his eye.
  22. GM "Oh no, we should be finished by then. The hotel has some kind of special event happening around that time, so I was told to finish some time before that." Leonardo the Langorous turned to leave, offering his arm to Jessica. He seemed confident that he had managed to get her interested. "We should hurry. The show starts soon, and we will need to get ready. A few cues that I will need you to act on and such. Nothing that should give one with your talents any trouble." Whether Jessica accepted his arm or not, he would start making his way towards the Diamond Clover Casino. He took quick steps, making his ways through the crowd with little trouble. A few minutes later they would arrive. The casino was not exactly derelict or a ruin, but it had obviously seen better days. It was an old casino, and Jessica might have heard that it had gotten new owners some time in the last year, but so far, they had spent little on renovations. The building stood only three or four stories high, most of it in dark or metallic colors. Above the entrance, a pair of surprisingly modern glass doors that stood open at the moment, hang a neon sign showing the name in bright red neon in front of a white neon clover. If she had held on to his arm, Leonardo would let go of her and motion for her to follow.
  23. GM Leonardo the Langorous cupped his chin his hand while Jessica put on her little show. He seemed pleased, if not completely won over. "Well, there's a bit more to it than that, but you should do nicely. How would you like a job for a few hours?" His smile was slightly mischievous, but he didn't seem like he was trying to play any tricks on her. "I have been hired to put on a Halloween show at the Diamond Clover Casino. It's a bit run down, but they pay is good, and there's supposed to be quite an audience." He searched through his pockets and coat while talking, eventually smiling and holding up his index finger once he finished speaking. WIth a flourish of his right hand, he pulled a flyer out of seemingly nowhere and handed it to Jessica. It was decorated with pumpkins, bats, brooms, black cats and skeletons. The usual Halloween things. With big red fonts, made to look like blood was dripping from the letters, it proclaimed: DIAMOND CLOVER CASINO ONE NIGHT ONLY A NIGHT OF HORROR & MAGIC WITH Leonard the Langorous Leornado shook his head a bit at the last part. "Don't mind the typo at the end."
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