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Found 16 results

  1. FOREVER BOY Power Level: 15 Effective Power Level: 12 Power Points: 247/250PP Unspent Power Points: 3 Trade-Offs: +5 Defense / -5 Toughness, (Draw Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Foreverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld, now known as Foreverworld Residence: Freedom City Base of Operations: Freedom City Occupation: Adventurer Affiliations: Claremont Academy Family: None known DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien. Appears Caucasian Height: 5’10’’ Weight: 170 lbs. Eyes: Green Hair: Dark red Pan is an attractive young man with messy, semi-long dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green, emerald green, dark almost golden yellow and red suit that leaves his shoulders and arms free. The pants are in a darker green, with the shoes seems to be connected directly to the pants, with red soles. Red piping in a wide V-shape separates the pants from the upper parts of the costume, with the lowest part of the V-shape being at the point where one would wear a belt. The red V-shape is mirrored under Pan's chest, stretching under his arms. Between the two red V-shapes, Pan's mid section is emerald green, with his sides in dark yellow, separated from the emerald green with red lines. The chest of the costume is primarily emerald green, with red piping at the edge of his shoulders, and a dark yellow Y-shape with red piping stretching from the middle of the upper red V under his chest and up to his shoulders. The outer parts of Pan's neck is likewise dark yellow with red piping. Pan wears an emerald green domino mask as part of the uniform. Pan has taken to wearing a dark red coat with golden details, often wearing it both with and without his uniform. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. Pan was busy during his three years at Claremont Academy, being one of the few students to remain part of Blue Squad for the duration of his time. He formed a close friendship with his roommate Micah Roebuck, otherwise known as Thunderbird, and eventually Eira Katastroff Natt och Dag, otherwise known as Angelic. He formed friendships with several other students, including Selena Kwan, Adam Lanchester, Veronica Danger, Louise Beaumont, Corinne Conrad, Leon Moore, Jaycee Cahill and, to some degree, Jaycee's bodyguard Ashley Tran, as well as many others. While at Claremont, Pan bluffed the demon Baal, helped defend the school from Krampus, went on a summer vacation with Veronica Danger and several others, fought Sky Pirates and the Great Whale from Neverworld, journeyed in time to fight against Die Übermensch during World War Two, found the ghost of Eira's original human self and much more, before eventually returning to Neverworld with Eira and Micah at his side. The trio found Neverworld overrun by the Hooked Man's Sky Pirates with the Crocodile in their thrall. Through trials and tribulations, Eira attempted to raise an army of automatons with the help of a version of Victor Frankenstein, while Pan and Micah sought the aid of Pixies. The last Pixies sacrificed themselves to give Pan and Micah a wish each. Together, they returned to Eira. As Neverworld burned around them, the trio managed to free the Crocodile and defeat the Hooked Man. Pan remembered that this was but the latest cycle for Neverworld, one that would be washed away and replaced by yet another permutation of the same story. But Pan had been changed by his time away from Neverworld. Aided by the power of Micah's wish, Pan made something else, something better: Neverworld became Foreverworld! Refusing to restart his own story, Pan forced himself and his friends back to Earth-Prime, pulling himself free from the tale that had bound him before. The Forever Boy is now fully free. He has escaped the story that would bind him, he has graduated from Claremont, he is much more than he was before, and he has his friends and a great wide world of adventure waiting for him. PERSONALITY & MOTIVATION Pan has, despite his protests to the contrary, grown and changed since he reached Freedom City. He is still a trickster with a love for adventure, and he is still utterly fearless, though his perspective have shifted: His one fear is now that those that he care about will be seriously hurt. High flying, loud, proud and prone to leaping before looking, Pan will eagerly jump into any situation that he believes requires his particular brand of heroics. He insists that you can trust him, and, if you are his friend, you can. Others? Not so much. He will freely lie, bluff or cheat if that's what it takes to save the day, or to play a good joke on someone. He has formed several close relationships, particularly with Micah Roebuck and Eira Katastroff natt och Dag. He would give his life for any of his friends, if it came to it. No matter what applies to everyone else, his friends can always trust him to have their backs and come rushing in when they need him. POWERS & TACTICS While Pan has been categorized as an alien and magic, the truth is far stranger: He is a story come to life, a story that is being told and retold, over and over again. And now that he has broken free from the constraints of his story, he has begun to break down the limits of just what he can do. Pan posses enhanced hearing and an uncanny luck. His thoughts are like quicksilver, and he can understand and be understood in any language, even reading the thoughts of others, if he feels so inclined. As one would expect of his story, he will never age beyond 16, can fly and cannot be held. He is supernaturally charismatic, though he can also channel this ability in different, unpredictable ways, such as creating life-like illusions and mists, or letting himself fly even faster. Since breaking free from the story that bound him, Pan has learned how to manipulate his own story, and the story of those around him. This essentially makes Pan a reality warper, though bound by certain self-imposed limitations. He can detach his shadow to entangle foes, change the emotions and memories of others, create illusions and constructs, including an ever expanding array of weapons, out of thin air. His words can be so harsh that they can cut, and, if he gets close enough, he can turn back the pages of a story, reverting wounds. Many of these newfound abilities take a great deal of focus, but Pan enjoys them anyway. Pan is a master of social situations, being able to make any lie sound true. He can manipulate his surroundings and change the story as it happens, which he uses to sow chaos and confusion among enemies in combat. While far from adverse to facing opponents head on, the Forever Boy is a firm believer in teamwork, often working closely with his friends and allies in combat, using his own considerable abilities to aid his friends. COMPLICATIONS Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 0 + 16 + 6 + 4 + 8 + 10 = 44PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) / 44 (+17)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 6 = 19PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 76R = 19PP Bluff 17 (+22) / (+34)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 16 (+20)Skill Mastery Perform [Oratory] 2 (+7) / (+19)Forever Charisma Sense Motive 16 (+20)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 41PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 2 Distract [Bluff] Dodge Focus 11 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 4 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 4 -> Luck 6 Quick Change Takedown Attack 2Draw Weapon POWERS 8 + 1 + 10 + 1 + 5 + 8 + 2 + 38 + 27 + 3 = 103 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust, Story) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust, Story) Luck Control 2 (Force Rerolls, Bestow Hero Points to Others; Feats: Luck 2) [8PP] (Descriptors: Forever Lucky, Luck, Story) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 15.5 (31PP Array; Feats: Alternate Power 7) [38PP] (Descriptors: Tricks, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Damage 14 (Extras: Penetrating 5; Feats: Accurate 2, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Precise, Stunning Attack, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) {31/31PP} (Descriptors: Draw Weapon, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) AP: Create Object 12 (Extras: Movable; Flaws: Action [Full Round]; Feats: Precise, Progression [Object Size] 3, Selective, Subtle 2) (12x50 ft. Cubes) {31/31PP} (Descriptors: As Real As I Say) AP: Damage 12 (Extras: Alternate Save [Will], Penetrating 4, Range 2 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Feats: Affects Insubstantial 2, Incurable, Precise; Drawbacks: Power Loss 1 [Must be able to speak]) {31/31PP} (Descriptors: Harsh Words) AP: Emotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/31PP} (Descriptors: Powerful Emotions, Emotion) AP: Healing 10 (Extras: Total; Feats: Regrowth) {31/31PP} (Descriptors: Rewrite) AP: Illusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 3) (Duration: Sustained, Area: 50 ft. radius) (Stacks with Endless Forms) {31/31PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 12 (Feats: Accurate 3, Indirect 3, Subtle) {31/31PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) AP: Transform 12 (Change Memories; Extras: Alternate Save [Will] (+0), Duration 1 [Continuous], Range 1 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Drawbacks: Power Loss 1 [Must be able to speak]) {23/31PP} (Descriptors: Don't You Remember?) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Enhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 5 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {24/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Auditory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Enhanced Senses, Alien, Enhanced Senses, Genetic, Training) DRAWBACKS -3PP Vulnerable (Emotion effects; Medium Intensity: +50% to saving throw DC) [-3PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Draw Weapon Touch (Up to 10 ft.) DC29 Tou (staged) Damage +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Draw Weapon - Stunning Attack Touch (Up to 10 ft.) DC24 Fort (Staged) Fail: Dazed for 1 round >5: Stunnedfor 1 round>10: Unconscious +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Powerful Emotions Perception DC22 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC22 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12, Indirect 3, Subtle Endless Forms Perception DC15 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC17 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC22 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (44) + Combat (24) + Saving Throws (19) + Skills (19) + Feats (41) + Powers (103) - Drawbacks (3) = 247/250 Power Points
  2. GM In Victori, where the Horror and Heroes collide and the last battle will be fought. At the end of a story that has happened before, and will happen again. How much time had passed since Eira had parted with Pan and Micah? Since she had gone her own way in this world of stories? It was difficult to say. Weeks, at least. Months? Maybe, but probably not. Pan's world was strange. Especially now here, at the end, when the tales were starting to break down around her. The sky was dark, in the middle of the day. Not a cloud in sight, but an armada of flying ships blocked out the sun. Behind them, at the coast, the greatest of the ships dragged the monstrous Crocodile out of the sea by golden chain, leading it towards what remained of Victori. As the ships descended, Pirates leapt from them towards the city. Their mouths and eyes sewn shut, they moved as if they were puppets, scouring the city for all that remained. The Crocodile smashed the great clocktower by the coast, sending the remains tumbling into the streets below. "What a marvelous creature," Frankenstein mused, as he witnessed the destruction. Eira, Doctor Frankenstein by her side and her army of automatons were all that stood between the people of Victori and total destruction. And yet, there was a bright light out across the sea, shining in the horizon.
  3. OOC for this. @Avenger Assembled @KnightDisciple Combat won't start right away, but let's get some Initiative rolls along with your intro posts! Eira is in command of her army of automatons. I won't be rolling individually for them attacking pirates, ships, crocodiles and what not, but see them as a rank 10 effect that you can apply to various actions as a Free Action once per turn. It can be stuff that won't require rolls like using them to block off a group of pirates that's attacking or actual effects like Damage, Stuns and so on, as long as they make sense for the action. They will slowly be whittled down during battle, so I will, eventually, be lowering the effect. The vast majority of the Hooked Pirates will act in much the same way. Currently, there's an armada of purposefully unnumbered Sky Pirate ships that fly above Victori, sending Hooked Pirates into the streets below. The flagship is by the coast surrounded by four ships from the armada, pulling the Crocodile into the city with a giant golden chain. Eira is by the palace, far from the coast. If she wishes to confront the flagship and the Crocodle, she will have to fight her way through the pirates. There's several Sky Pirate Ships out over the waters. As Pan and Micah arrives from the sea, they will not be able to simply fly straight for the Crocodile or the flagship. To make things clear, there's a few major objectives here: - Protect the people that remains in the ruins of Victori - Free the Crocodile - Defeat the Hooked Man - Return home
  4. GM Heading West across the endless oceans... Heading towards destiny... The Forever Boy and the Thunderbird flew fast, across the endless oceans of Neverworld. On and on, as far as they could, and then, perhaps, a bit further. They had passed islands, lands and sea, ruin and wonder. And yet they did not stop. They could not stop. They must not stop. They had to fly, forevermore, not to rest, until their goal was in sight.
  5. GM Some time between the story of then and now... Heading to Victori... Eira had left her companions behind. Her angelic form soaring across the skies of Neverworld, she had a first row seat to the destruction that the Hooked Man and his Sky-Pirates had caused across the world. Beneath her she saw ruined cities, displaced familes doing their best to survive in what had once been their homes. She saw slain beasts, passing by a capsized turtle the size of an island between New Avalon and Victori. And soon... she saw Victori, and Tham, the great factory city. The factories were still alive. Still producing the endless soldiers needed. Perhaps she would find the Mad Doctor that the Great Detectives had mentioned, or perhaps she would make do on her own. How long had the journey taken? It was difficult to tell. Time was, after all, strange in Neverworld.
  6. GM Somewhere beyond the second star to the right, heading in the direction of morning The flying pirate ship tossed wildly through the everchanging rainbow lights of the path ahead. It tossed and turned, the pirates screaming and holding on for their dear lives as its bow crashed into the rainbow. The figurehead, a lovely mermaid holding a sword, was torn straight off, as the ship went into another wild spin. A couple of pirates fell screaming into the rainbow void around them, rocked by the hit. On the deck, holding on to the wheel, the Forever Boy was laughing.
  7. OOC for this. @Avenger Assembled @KnightDisciple Music!
  8. GM Millenium Mall, Midtown, Freedom City Early June, 2021 10:34 PM The sky was clear and dark above Freedom City on this particular night. The half moon shone among the stars, illuminating the night. Micah had been the one to first catch the news of a new movie coming out for the summer season, and he had suggested to Pan they should see it. Pan had brought Eira, and Eira had brought Lulu. The movie's title was "The Forever Boy". It was yet another retelling of the story of Peter Pan, and of course, they had to see it. It had all been very exciting, dark and gritty. A boy abandoned in Victorian London, found by Fae and whisked away to Neverland, flying and fighting pirates in great flying pirate ships, joined by Wendy and her family. Spectacular, visually impressive, but it didn't offer much new to the story. The climatic final scene had Peter Pan and Wendy teaming up to fight Captain Hook as his flying ship sailed across the sky above London, almost colliding with Big Ben, Tower Bridge and other sights along the way. As they left the mall, Pan was talking excitedly about it, holding hands apart while he mentioned how something was much smaller in real life. And above, in front of the glow of the half moon, a pirate ship sailed through the sky, towards the Millenium Mall.
  9. OOC for this. @Heritage, @KnightDisciple, @Avenger Assembled let's see some Initiative rolls and a round of posts before combat starts. You will all be able to spot the ship, so no need to roll for that.
  10. GM May 8th, 2019 7:15 PM The Doyle Theater The Doyle Theater wasn't exactly a big place, but it was nice and had a certain charm. The place had just two screens, and they were rarely full, even on the best of days, but still, the place made enough money to keep running. The building had once been an actual theater, but about ten years ago it had been converted into its current form. Much of the decor still showed its past, and it was honestly part of its charm. And on this particular evening, Gauss and Forever Boy of Claremont Academy had decided to pay the theater a visit. There was one movie in particular that Gauss been talking about...
  11. Forever Boy Gather Information DC 15: Forever Boy is a student at Claremont. He is able to fly. DC 20: Forever Boy is able to manipulate what he calls Pixie Dust for a number of effects. DC 25: Forever Boy is from another world called Neverworld. He is searching for a way home. Knowledge [Literature] or Knowledge [Pop Culture] DC 5: Forever Boy seem to have many similarities with Peter Pan. Pan Barrie Gather Information DC 15: Pan is a student at Claremont from Luxembourg in Europe. DC 35: Pan did not legally exist before September 3rd 2018.
  12. FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/250PP Unspent Power Points: 11PP 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 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. OOC for this. Threads will be split into two with whoever goes where once action gets started. To help me keep an overview with the large number of characters, I'd appreciate if you do a quick rules summary of some of the more unusual power uses that might happen.
  14. GM Secret Location in the Mojave Desert, Nevada March 26th, 1 PM Claremont Academy Field Trip to Danger Institute: Mojave Installation The field trip had been announced a bit suddenly, and for a rather varied group of students, spread out across the different squads: Zenith, White Lioness, Ms. Thursday, Gauss, Thunderbird, Salvo, Forever Boy and Veronica Danger, accompanied by their teacher Steph Harcourt. Why they had been the chosen students were anyone's guess, but they were promised it would be quite a treat. And of course, they would have to write an essay about the visit. It seemed that Headmistress Summers would temper any boon with a bane. But still! At first the group of students would get to on a field trip to the Danger Institute's Mojave Installation, hidden in the Mojave desert. The description of the place had been vague. The students had been told that it was a research station where Danger International studied unknown objects found across the world, kept safely away from any population centers in case any of the objects turned out to be dangerous. They would get a tour of the place, and potentially get to see some of the items of interest. As an added bonus, Headmistress Summers had pulled some strings, and the group of students found themselves arriving via teleporter pads, straight from the Freedom League. Quick and easy travel, and they wouldn't miss several days of classes to travel. That was bound to be quite an experience to the students that had not tried something like that before. As the students and Steph Harcourt appeared, they were met with a big cube of a building, 330 feet in each dimension.There were several square windows in different locations all around the building, placed seemingly randomly. As they appeared at the top of the building at the teleport pads on loan from the Freedom League, the students and the teacher could see a pair of helicopter landing pads, and a small cube with a set of doors that led into the building from the roof. At the ground level, two pairs of great doors were situated at equal spacing on each side of the building. The second thing that the students were met with were sand blowing absolutely everywhere. Not a pleasant experience, by all accounts. The third and last thing was a man with a red scarf tied over his mouth and nose, with thick goggles over his eyes. He was wearing khaki shorts and a dark grey t-shirt, and was shouting for them to get inside, leading the group to the entrance. "C'mon! The storm'll pass soon, but no reason to get caught up in it!"
  15. Neverworld Neverworld is the home of action and adventure. A world quite unlike our own, it is home to swashbuckling sky pirates, amazing heroes and horrible villains. While the Earth appear to be stuck at a Victorian technology level, much is hidden beneath the surface. Flying ships prowl the skies, cybernetics replace lost body parts with metal and electricity. Technology indistinguishable from magic is almost commonplace. While the majority of Neverworld's surface is covered by a great singular Ocean, its many islands and few continents contain hidden treasures, promising power and fame to those that find them, guarded by the magic of their native populations. Beneath the Ocean, mermaids and -men hold court in their great underwater cities. On land, the cities and towns spread across the world, offering many sights and and wonders to their population and visitors. The forests hides pixies and other fae, watching and working their secret craft from the shadows. It is a world of clear villains and heroes. Shades of grey is rare, if not completely unknown. Conflicts are resolved through acts of swashbuckling and action, or through quick wit and sharp tongues. Neverworld is a world of legendary figures, seemingly plucked from the litterature of Prime Earth, though not quite as you would expect. The great white whale rampages across the Ocean, threatening all life within, chased by a single, obsessed man. A lone detective and his partner prowls the streets of Neverworld's great cities, looking for crimes to solve. Lost heroes sail across the sky, hunting for the legendary Crocodile, rumored to be the only weakness of the infamous Hooked Man. These legendary figures are simply known as Legends to the general population of the world: They are larger than life, capable of feats that would give any normal person pause. Neverworld is the home of the Forever Boy, who has reached Earth Prime by so far unknown means. Visitors beware! Time in Neverworld has been known to behave strangely, more like a sea than a river. All of this has happened before, and it will happen again. It is a world of stories. Told and retold, forever and ever. Location and Appearance Neverworld is covered primarily in ocean, with a great number of islands scattered across its surface. Only three larger landmasses exist: New Avalon, Victori and the Wish Isle. The largest, known as New Avalon, is roughly half the size of Australia, roughly 100,000 square miles, being roughly half a broad as it is long. An artificial, man made canal divides New Avalon into North and South Avalon, at roughly the halfway point at the longest length. New Avalon is home to a thriving mercantile civilization, with most cities situated near the the canal or other coastal areas. Much of the mainland is covered by forests, the home of pixies and other fey. The capital of New Avalon, Trader's Haven, is located on a small island in the middle of the canal that divides North and South Avalon. Victori, while slightly smaller than New Avalon at roughly 800,000 square miles, is by no means lesser than its rival. A more warlike and industrious nation, Victori is home to great factories, mass producing the wonders that are meticulously crafted by hand in New Avalon. Victori is shaped almost like a ring, with but a single, albeit massive, gap that permits entrance. The gap is heavily guarded by multiple fortresses. At the far end of the gap in the ring lies the capital city of Tham, the most densely populated city on Neverworld. A significant amount of pirates were once Victori citizens that have taken to the waves. The Wish Isle is much smaller. Roughly 50,000 square miles, it is the home of the strange and the wonderful. Fey, mermaids and creatures but strange and mundane make the world their home. There they work wonders and miracles, far from the prying eyes of man. Neverworld is littered with many smaller islands. Some are small kingdoms, some are entirely covered by cities, some are giant turtles that swim through the seas, carrying smaller tortoises as they go. The seas and skies of Neverworld is the home of trading vessels, freebooters, buccaneers and pirates. Beware any travel without company to keep you safe! Significance Neverworld is the home of Forever Boy. The primary inhabitants of the world appear to mirror the heroes and villains of litterature from Earth Prime, particularly works written during the 19th and early 20th century, though others may be present as well. Though the source and exact nature is unknown, it appears that this is caused by an information bleed, causing events on Neverworld to be projected to the dreams and imagination of receptive minds on Earth Prime. Neverworld is haunted by a versions of a number of literary characters, including, but not limited to, versions of Moby Dick & Captain Ahab, Moriarty and Captain Hook, all of which threaten the world's peace and are potential problems for heroes to solve. People NPCs The Hooked Man: Once a sailor in the Victori armada, something hooked the man that would become known as the Hooked Man. Something beyond even the understanding of the Fae of the Wish Isle, something strange and monstrous. Driven mad, he rebelled, stealing a mighty flying ship and the dreaded group known as the Sky Pirates. The Hooked Man is seemingly invincible in combat, and his connection to his otherworldly sponsor makes him one of the greatest threats to safety and freedom on Neverworld. Despite this, the Hooked Man fancies himself a gentleman, and he is obsessed with acting in good form, even if his base nature and more violent side often causes him to betray such values. He lost his right hand to the Forever Boy, having since acquired a protestic that can shift between multiple forms, seemingly based on his mood and thoughts, most commonly a hook. The Sky Pirates: An assembly of beings from all across Neverworld, the Sky Pirates sail across the skies, striking from behind clouds to pillage and plunder. Originally assembled by the Hooked Man on what later became their flagship, the Sky Pirates grew in size as ordinary pirates were absorbed. They are now almost a nation in themselves, striking without mercy from their great armada in the sky. Notable individual pirates includes Smee, an oddly friendly pirate. He is the boatswain of the Hooked Man's flagship, maintaining the vessel to perfection. There are rumors that some of the Sky Pirates were lost in the same incident as the Forever Boy, and might have found their way to Earth Prime and the surrounding universe. The Great White Whale, Destroyer of the Seas: A monster that prowls the seas of Neverworld. A giant whale, easily the size of island, the Great White is the last of its kind, a once numerous species hunted into extinction. Though it rarely comes near coasts, any vessel on the sea can come under attack. Being eaten by the Great White Whale is not as final a fate as one would believe at first, however. An entire city of survivors has sprung to life inside the beast. The Professor of Crime: A mysterious figure that seems to control most of the criminal underworld in the landlocked cities of Victori and New Avalon. None knows his true identity. The Great Detectives: A pair of Victori detectives that journey across the world, solving mysteries and rescuing. One is an eccentric, possessing remarkable intuition and guile, the other a doctor of medicine, though no less proficient than the first. They are Holmes and Watson, the great detectives. The Lost Heroes: A loose assembly of heroic figures, all mirroring figures from Earth Prime litterature. They are united in their opposition to the Hooked Man, searching for the fabled Crocodile that can defeat the Hooked Man. Ahab, Whale Hunter: More machine than man, Ahab the Whale Hunter travels the seas, constantly on the trail of Great White. Once a hero, he is now little better than the monster he hunts, willing to sacrifice anything and anyone to finally kill the whale. The Crocodile: A legend even among legends. Once thought nothing but a myth, the Crocodile was finally summoned into Neverworld when the Hooked Man's hand fell into the sea. A giant beast, said to tower over even mountains, no one quite knows the limits of its power. PCs The Forever Boy: An almost legendary figure on Neverworld, a trickster, prankster and hero, and forever a boy. One of the few friends to the Fey, he knows the secrets of their Pixie Dust. As one of the Lost Heroes, he sought the Crocodile to slay the Hooked Man. Currently stuck at Earth Prime after a clash with the Hooked Man, where he disarmed the Hooked Man of sword and hand, summoning the Crocodile in the process. History On Neverworld, time is more like a sea than a river. The past can change as readily as the future. Time can run faster in some places than others, especially compared to Earth Prime. This is a rough breakdown of some major events that have occured on Neverworld, in roughly chronological order. More than 200 years ago The third war between New Avalon and Victori ends in stable peace. A multitude of soldiers and sailors in the New Avalonian and Victori armadas turn to piracy. More than 100 years ago Tales of the Forever Boy spreads across New Avalon and Victori. No one is quite sure when he first appeared. The Hooked Man is hooked (on a bad feeling), quickly turning to piracy. The giant whales are hunted to near extinction, driving the Great White Whale mad with grief, starting its path of destruction 50 years or less ago 50 years after the Great White Whale begins its first rampage, Ahab begins his hunt for the whale. The Hooked Man begins raids against the people of the world The Lost Heroes gather to fight the Hooked Man. They are defeated. The Lost Heroes start their search for the Crocodile. The Lost Heroes find the Forever Boy, and he joins their crew The Lost Heroes fight the Hooked Man. The Forever Boy severs his hand, which falls into the sea, summoning the Crocodile. Through unknown means, the Forever Boy ends up on Earth Prime.
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