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About Dream

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  1. Looking for partners to do heroic things. Stop bank robberies. Stop giant monsters. Stop bad things in general. This is what Shadow Man does. Anyone want to partner up and do good?
  2. Shadow Man did not flinch as the large man brought his fist down, missing him and exploding the table. "Villain, you have made a mistake. I am afraid you will have to get your eyes checked where ever they lock you up," Shadow Man said throwing a right cross hitting the villain square in the jaw. "You have robbed another desk jockey of employment, sir. You will pay that man's salary from your cell!"
  3. Hitting: 1d20+10=26 Grapple: 1d20+21=28
  4. Dream

    My third build

    I'm trying to build a normal guy who is a knight of the fairy realm. He did a great service to the King and Queen, so they knighted him. The specifics aren't down yet, but his equipment is blessed by Oberon and Titania themselves. Abilities: 6 + 4 + 4 + 0 + 4 + 4 = 22PP Str 16 (+3) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 14 (+2) Cha 14 (+2) Combat: 6 + 8 = 14PP Initiative: +6 Attack: +3, +7 melee Grapple: +10 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3, -1 without armor Saving Throws: 3 + 3 + 3 = 9PP Toughness: +6 (+2 Con, +4 armor) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 0R = 14PP Acrobatics 8 (+10) Bluff 8 (+10, +14 Attractive) Diplomacy 8 (+10, +14 Attractive) Knowledge (arcane lore) 10 (+10) Notice 8 (+10) Perform (singing) 3 (+5) Perform (stinged instruments) 3 (+5) Sense Motive 8 (+10) Feats: 26PP Accurate Attacl Acrobatic Bluff All-Out Attack Attack Focus (melee) 4 Attractive 1 Challenge 2 (Fast Feint, Fast Taunt) Dodge Focus 4 Defensive Attack Fearless Improved Disarm Improved Initiative 1 Luck 2 Power Attack Stunning Attack Takedown Attack 2 Taunt Uncanny Dodge (visual) Powers: 4 + 6 + 10 = 20PP Device 1 (enchanted armor; hard to lose) Protection 4 (Power Feats: Subtle)This is an undercover vest. Due to it's blessing, it's sturdier than most. Fairies and people with the right senses see it as an ornate breastplate. Device 2 (enchanted sword; easy to lose) Damage 4 (Power Feats: Improved Critical 2, Incurable, Mighty, Variable Descriptor [Magic/Slashing])This sword is a saber with a blade made out of cold iron. Due to it's blessing it hits harder and is sharper than a regular saber. It's enchantments also prevent wounds made by the sword from healing though unnatural means. Fairies and people with the right senses see it as a shining beacon. Super-Senses 10 (Visual [counters concealment, counters illusion, counters obscure (all); detect fairies]) Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 18 (Staged) Damage (Physical) Sword Touch Toughness 22 (Staged) Damage (Physical) Stunning Attack, Unarmed Touch Fortitude 13 (Staged) Dazed or Stunned or Unconcious (Physical) Stunning Attack, Sword Touch Fortitude 17 (Staged) Dazed or Stunned or Unconcious (Physical) Abilities (22) + Combat (14) + Saving Throws (9) + Skills (14) + Feats (26) + Powers (20) - Drawbacks (0) = 105/105 Power Points
  5. Shadow Man lunged at the villainous wisecracker, "The bank of Justice will cover my claims. As for yours, what do you have? Insufficient funds!" The grab was a little bit off and he slipped. Catching his balance, he floated a bit before avoiding making himself look foolish.He gave the villain a stealy-eyed glare and crossed his arms, silently waiting, nay daring, the villain to do something in return.
  6. Grappling the villain 1d20+21=31
  7. Shadow Man was happy to see the thugs were reasonable and with logic. "Thank you. If you'll just stay here, and not run off." Before he could finish his sentence, they ran off. He sighed and would have went after the misguided thugs and finished his instructions, but the boss, it seemed, did not like the situation at hand. Shadow Man had to deal with the more dangerous situation at hand now. He would find the others later. "It means," Shadow Man said seriously, "that your mouth is writing checks that you cannot possibly pay! I owe you nothing but swift justice!"
  8. Dream

    My second build

    is a speedster. No fluff and hardly finished. But here he is. Abilities: 0 + 14 + 0 + 0 + 6 + 0 = 20PP Str 10 (+0) Dex 24 (+7) Con 10 (+0) Int 10 (+0) Wis 16 (+3) Cha 10 (+0) Combat: 10 + 12 = 22PP Initiative: +23 Attack: +5, +9 melee Grapple: +9 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -1 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +2 (+0 Con, +2 defensive roll) Fortitude: +0 (+0 Con, +0) Reflex: +12 (+7 Dex, +5) Will: +3 (+3 Wis, +0) Skills: 28R = 7PP Acrobatics 8 (+15) Language 1 (English [base], French) Notice 7 (+10) Search 5 (+5) Sense Motive 7 (+10) Feats: 10PP Acrobatic Bluff Attack Focus (melee) 4 Challenge (Fast Acrobatic Bluff) Defensive Roll 1 Luck 2 Uncanny Dodge (visual) Powers: 10 + 5 + 10 + 11 + 10 = 46PP Enhanced Feats 10 (Improved Initiative 4, Dodge Focus 6) Enhanced Reflex Save 5 Speed 10 Super Speed Stunts Array 5 (Power Feats: Alternate Power 1) BE: Damage 5 (Extras: Area [burst, Targeted], Selective Attack; Flaws: Action [Full]) [10/10] (hitting everything) AP: Damage 5 (Extras: Autofire) [10/10] (hitting one thing a lot of times) Quickness 10 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 15 (Staged) Damage (Physical) Damage, Area Touch Toughness 20 (Staged) Damage (Physical) Damage, Autofire Touch Toughness 20-25 (Staged) Damage (Physical) Abilities (20) + Combat (22) + Saving Throws (0) + Skills (7) + Feats (10) + Powers (46) - Drawbacks (0) = 105 Power Points
  9. Dream

    My first build

    Player Name: Dream Character Name: Magi Power Level: 7 (105/105PP) Trade-Offs: None Unspent PP: 0 Progress To Bronze Status: 0/30 In Brief: Alternate Identities: John Smith IV (real name) Identity: Secret Birthplace: New Jersey Occupation: Affiliations: None. Family: VERY MUCH YES. Age: 101 (DoB: April 20, 1910) Apparent Age: Late twenties Gender: Male Ethnicity: White Height: 5'7" Weight: 145 lbs Eyes: Blue Hair: Dark Blonde Description: John is not a man from this era. He's a bit shorter than average and while he's not scrawny, he does lean slightly towards a bit too thin. If this were the thirties, he'd fit right in with his svelte farmboy build. His hair is naturally curly and he keeps it short and clean.. His eyes are bright and cheerful. He always has a smile on his face. John is a suit wearer when in his normal identity. You will never catch him not wearing one in public as John. Magi, on the other hand, wears a single-breasted black cassock and a white sash with a small pouch of stones attached to it. black dress shoes, black slacks, no clerical collar, white domino mask. His hair is slicked back to further conceal his true identity. Power Descriptions: John's transmutations are quiet flashy. To prepare one for use, he has to draw a visibly glowing neon sigil. The sigil lasts until the transmutation is changed. Different transmutations require different sigils. They look complex and arcane, but any alchemist could tell you what they mean. History: Personality & Motivation: John is a generally nice guy. He's a bit soft spoken, but he says what he means and means what he says. He's very attentive of his surroundings, mentally taking notes on everything he meets and talks with. His reason for being a hero springs from a few things. One being that he has the power todo so. His mother taught him the value of helping his fellow man with whatever he had. Besides his obligatory feelings, Powers & Tactics: John is well-versed in the art of alchemy. And thus his tactics are to use his knowledge of potions and transmutations in battle. Transmutations mostly. He can fight at any distance, depending on the method he uses, but he likes to stay at range. Too many gruesome images of close up fights. Though he can throw down if need be. Complications Energy Focus: Due to the law of conservation, there is no such thing as a free transmutation. After drawing a transmutation sigil, John must expend energy somehow. He can draw if from himself, but that has unforseen consequences. Sometimes harmless, sometimes devastating. Luckily, he always has a pouch of energy stones to transmute with. Family: Having lived through out a century, John likes to keep up with his offspring. Sure, one hundred years leads to a lot of grand hildren. Most that don't even know they're talking to their great-great-great-great-grandfather. Though still, he is a Papa Wolf for each and everyone of them. Hatred: Has a burning hate for all demonic entities. Scrapbook: As said before, John loves his descendants very much. Keeping a large file on them and "passing it down" generation to generation. This has become an obsessive treasure to him. Secret Identity I: John is the alchemist hero, Magi. Secret Identity II: John is immortal. If someone were to find out who he really was, it would cause many problems. Every 30-40 years he has to reinvent himself. Right now he's starting his fourth incarnation. Though it's always within the confines of his family. The reason why? Very select few of his family know his secret. Study: John is always intrigued with forms of magic besides his own. He won't pass up a conversation about metaphsyics or the ability to learn a new incantation. Abilities: 0 + 0 + 0 + 10 + 10 + 0 = 20PP Str 10/24 (+0/+7) Dex 10 (+0) Con 10 (+0) Int 20 (+5) Wis 20 (+5) Cha 10 (+0) Combat: 14 + 12 = 26PP Initiative: +0 Attack: +7 Grapple: +7/+14 Defense: +6 (+6 Base, +0 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 5 + 5 + 0 = 10PP Toughness: +8 (+0 Con, +8 Force Field) Fortitude: +5 (+0 Con, +5) Reflex: +5 (+0 Dex, +5) Will: +5 (+5 Wis, +0) Skills: 48R = 12PP Concentration 10 (+15) Craft (chemical) 10 (+15) Knowledge (arcane lore) 10 (+15) Knowledge (theology and philosophy) 5 (+10) Language 3 (English [native], Greek, Hebrew, Latin) Notice 5 (+10) Sense Motive 5 (+10) Feats: 7PP Fearless Luck 2 Ritualist Trance Ultimate Save (Will) Ultimate Skill (Knowledge [arcane lore]) Powers: 8 + 1 + 20 + 1 = 30PP Force Field 8 [8pp] Immunity 1 (aging) [1pp] Magic 7 (alchemy; Power Feats: Alternate Power 7; Drawbacks: Action [Move]) [20pp] BE: Blast 7 [14/14] (Mystic Blast) AP: Dazzle 7 (visual) [14/14] (Transmutation; inert eyeballs) AP: Emotion Control 7 [14/14] (Potion; lesser control) AP: Enhanced Strength 14 [14/14] (Potion; strength) AP: Mind Control 7 [14/14] (Potion; greater control) AP: Move Object 7 [14/14] (Transmutation; lighten) AP: Snare 7 [14/14] (Transmutation; hard air bindings) AP: Transform 7 (people into cats; Flaws: Range [Touch]) [14/14] (Transmutation; polymorph) Super-Senses 1 (Magical Awareness [Mental]) [1pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 15 (Staged) Damage (Physical) Blast Range Toughness 22 (Staged) Damage (Magical) Dazzle Range Reflex 17 Fortitude 13/17 (Staged) (Magical) Emotion Control Perception Will 17 (Staged) (Magical) Unarmed, Enhanced Touch Toughness 22 (Staged) Damage (Physical) Mind Control Perception Will 17 (Magical) Snare Range Reflex 17 (Staged) (Magical) Transform Touch Fortitude 17 (Magical) Abilities (20) + Combat (26) + Saving Throws (10) + Skills (12) + Feats (7) + Powers (30) - Drawbacks (0) = 105/105 Power Points
  10. Dream

    Shadow Man

    Table of Contents Vignettes * The Masks We Wear (December 2010)
  11. "My name is Shadow Man," he said with gusto. Shadow Man looked at the armed men and their leader. They couldn't see it but there was scorn under his mask. He crossed his arms across his chest, "Gentlemen, it's almost Christmas. You don't want to spend the holidays without your family do you? This is surely a way to spend a while in a prison cell. Even if you get away with the money, which you won't, how will you explain your ill-gotten gains to everyone you meet? Do you think they will respect you when you tell them you've robbed a bank? I think not! That's not all you have to think about. Think about how the money you steal will take away not from just someone's Christmas, but other things. People will not be able to buy medicine and pay hospital bills. And their lives will be on your hands, just because you wanted spending money. Gentlemen, how can you even think of committing such an act?"
  12. Shadow Man did the Vignette this month and is in Midnight Banking.
  13. Matthew Rose was burning the night oil. It was almost Christmas. On top of his workload being kind of light these days and his kids being taken care of -- he got Faith two tickets to see that thing she likes, a group called Diamonds, and he got Joshua a piece of history, a large piece of broken building signed by the Freedom League -- there was very little else to do before the big holiday not tree days away. Wait for Santa, maybe. But justice did not wait for the jolly old elf. Shadow Man was there to protect the good girls and boys and put the naughty ones in their place! And boy did he run into some naughty ones tonight. Bank robbers! There was a large hole where the door used to be. And there was a van in the hole. "Time to save the economy. One bank at a time." Shadow Man flew down into the van and punched the driver when he was unaware. After the driver was out, Shadow Man flipped the van over and knelt behind it, waiting for the rest of the bank robbers to come out and find him.
  14. Shadow Man will fly up and hit the driver then flip the van over and then hide Here's the hit 1d20+5=24 Here's the stealth 1d20+10=24
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