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Dalir the Dashing (PL 10)

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Dalir the Dashing


Power Level: 12 (built as PL 10; 182/182PP)
Trade-Offs: -5 Defense / -5 Toughness
Unspent Power Points: 0


In Brief: Stage Magician with 10 Power Rings


Alternate Identity: Dalir Saleh
Identity: Secret
Birthplace: Emerald City
Occupation: Stage Magician, Illusionist

Affiliations:  None
Family: Magnifico the Magician (Grandfather, presumed de...probably alive), Amir ibn Jafar ibn Abd al-Aziz al-Misr  (father), Evie Saleh (mother), Corrine Conrad (half-sister)


Age: 27 (DoB: Born 19, June 1990)
Gender: Male
Ethnicity: Mixed (Of Egyptian, and Caucasian descent)
Height: 6"
Weight: 176 lbs.
Eyes: Black
Hair: Black

SC: Tatuaje by Dyemelikeasunset

Dalir is a tall muscular man whose torso and face are covered in tattoos.  Normally favoring a punk rock aesthetic, while on stage wearing a top a top hat and patched suit, heavy makeup,  and multiple talismans and necklaces.




In 1953, Marionette the sole female founding member of the Crime League was murdered under mysterious circumstances.  The following year Magnifico the Magician also died...supposedly.  Not even his foe Doc Tomorrow was truly convinced that the master of Illusion had truly passed.  And for good reason, as Magnifico had simply retired.


Not known to any of their teammates but Marionette and Magnifico had fallen for one another.  Before her murder, she had even given birth to a daughter who was raised solely by Magnifico.  The real reason behind his retirement from crime?  Becoming a doting parent.  At least until the day he could aim for striking it rich again. 


Their daughter, Evie, was a chip off the old block.  Falling into bad habits she became a bit of a cat burglar known simply as Matron.  Selecting her targets through the rich elites whom she would seduce in her civilian identity, Evie was mostly in the game for the thrills.  But, the youth soon found herself in a whirlwind romance with a rich teenage playboy who would one day be known to the world at large as ASAD.


Although Evie ended up not robbing Amir, she did end up with a souvenir from their time together.  She never told Amir about the product of liaison, not that he actively sought her out.  And instead, used her criminal talents to work as an engineer with forged credentials.  Dalir had heard the tales of his grandmother’s heroics, and his mother made sure to never speak ill of ASAD either.  But he had never so much as heard a whisper of his mother’s own tales of villainy.


At least until his mother found herself very popular with a number of her old contacts.  Among magical circles, it became known that Evie had stolen ten rings from the Eightfold Web cult.  These rings had Arcane sigils of Lemurian origin and nine different colored viridian stones, the tenth ring bore a daka stone.  More arrogant members of the Order of the Prophet considered the family the supreme authority on magical matters.  Various cults wanted a claim on them.  And then there were the cryptids...


The Cryptid Clans are an alliance of diverse human offshoots, banded together for mutual protection and benefit. In spite of appearances, the various clans do not share the same origin: some are creations of the ancient Preservers, while others are of more recent genesis. The members of the Hidden Peoples are defined by two primary characteristics: their heritage (or genetic origin) and their clan affiliation.  Werewolves, stranded aliens, Deep Ones, and various other beings who couldn't possibly blend into regular society without garnering attention.  And long before they Eightfold Web ever got its hands on the ten rings, they were a symbol of unity amongst the Cryptids.



Evie took Dalir on the run with her as many a magical foe came out of the woodwork.  But, she was out of practice.  And after a week they found themselves cornered by members of the Eightfold Web.  If not for the timely arrival of a gun-slinging Ape, Dalir would be dead at this moment.  But, he wasn't quick enough to save Evie.  Who was captured by the Web who mistakenly believed she had the rings in her possession.  Unaware that as a contingency she had hidden them on Dalir's person.  The gun-slinging ape dragged Dalir to meet with the clan elders who explained the situation to him.


Viridian Stones are failed Preserver Stones.  As such if one had the means a viridian stone could enhance and strengthen existing attributes of the beings they bond to and who bond to them.  Including the latent abilities of a superhuman.   It used to be a tradition for chosen champions of the Cryptids (one per clan and one per heritage ) to bond with a ring and act as a protector.  But, the rings had already bonded to a wielder.  And for the first time, it was an "untouched" as the Cryptids came to refer to the ordinary human.  



Personality & Motivation:

Dalir acts as if he is very anti-establishment.  This is an act.  A sort of defense mechanism for the fact that both sides of his family tree have a lot of names to live up to.  A desire to always be the center of attention led to his career in magic to begin with. 


His self-doubts have also led to a bit of arrogance.  Dalir acts as if he has a high opinion of himself.  Rarely viewing anyone else as his intellectual equal.  An opinion he is all too quick to share when not performing on stage.  Sarcasm may as well be a second language to the man.


Still, while Dalir may be quick to insult mainstream tastes he will never turn away from someone in need.  Including the group of outcasts, destiny has seen fit to charge him with protecting.  His primary motivation is finding his mother.


Powers (Descriptions & Tactics):

At first glance, he is powerless without his ten Cryptid rings.  But, even without his rings, Dalir is extremely intelligent.  Despite hardly exercising a day in his life, his physique leaves little to be desired.  And his intelligence would have made him competitive in any STEM field.  Such physical and mental faculties hint at a possible if not outright obvious mutation.


His ten rings are made of a golden orichalcum metal.  These rings are inscribed with Arcane sigils of Lemurian origin.  Each of them a different color, but only a single ring on each hand can be attuned to at the same time.  When this is happening the ring in question glows brightly.  Each ring whether actively attuned or not creates a glowing force field protecting Dalir from harm. Appearing as if he was surrounded by a rainbow.  As such when wearing even one less ring his force field weakens.


If someone else were to wield his rings they would theoretically have completely different powers than he does.  

  • White:  Provides Empathic Healing by taking on the pain of the subject that Dalir wishes to heal.
  • Yellow:  Overtaxes a target with a large burden of emotional stress.  Causing burnout and exhaustion.
  • Blue:  Influences the Emotions of others in whatever manner Dalir wishes.
  • Green:  Allows Dalir to read the emotional states of others.
  • Red:  Ramps up all the emotions of the target.  Making them impulsive and prone to poor decision making.


  • Black: Dalir overwhelms a targets senses driving them towards a state of sensory deprivation
  • Orange:  Dalir can use illusions to change his appearance and the appearance of those nearby to anything that pops up into his imagination
  • Indigo:  Dalir can create an image of himself, except he places his consciousness within the image, allowing him to perceive through it as if he were actually present, and to channel other sensory effects through its senses.
  • Violet:  Dalir creates an illusion upsetting the victim’s sense of balance, causing the world to seem topsy-turvy and inducing vertigo
  • Daka:  Rather than focus on a singular Illusion, Dalir manipulates the psionic energies in the area to create false images and sensory impressions.  Tailor fitting the illusion using knowledge known to Dalir.





Mama's Boy:  Dalir is motivated by locating his mother.  He will be quick to abandon reason at the news of her location (whether real or otherwise).

Power Loss:  Dalir must gesture to use the powers from his Viridian Rings

Responsibility:  Dalir is responsible for the protection of Cryptid Tribes.  This responsibility can clash with his social life.  Especially if the Cryptids feel free to fetching him themselves to perform his duty.

Villainous Legacy:  The identity of his grandparents is not publicly known.  But, that doesn't mean there aren't still geriatric victims of the original Crime League who would be all too keen to take their revenge on the grandson of Magnifico the Magician.



Abilities: 8 + 6 + 10 + 20 + 8 + 8 = 60PP

Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 20 (+5)
Intelligence: 30 (+10)
Wisdom: 18 (+4)
Charisma: 18 (+4)



Combat: 4 + 4 = 8PP

Initiative: +3 (+3 Dex)
Attack: +2 Base, +6 Melee
Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed

Grapple: +10
Knockback: -7



Saving Throws: 0 + 4 + 8 = 12PP

Toughness: +15 (+5 Con, +10 Protection)
Fortitude: +5 (+5 Con)
Reflex: +7 (+3 Dex, +4)
Will: +12 (+4 Wis, +8)



Skills: 80R = 20PP
Bluff 11 (+15) 
Concentration 6 (+10)
Craft (Mechanical) 5 (+10)
Diplomacy 6 (+10) 
Disguise 2 (+6)
Escape Artist 12 (+15)

Knowledge (Current Events) 4 (+14)

Knowledge (Popular Culture) 4 (+14)

Knowledge (Streetwise) 2 (+12)
Language 2 (Arabic, English [Native], Farsi)
Notice 2 (+6)

Perform (Stage Magic) 6 (+10)
Sense Motive 6 (+10)
Sleight of Hand 12 (+15)



Feats: 10PP

Attack Focus (Melee) 4
Beginner’s Luck

Eidetic Memory
Dodge Focus 3




Powers:  40 + 32 = 72PP


Device 10 ( 50PP Container; Flaws: Hard-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [40PP] (Cryptid Rings)

Master of Illusions ( 40PP Array; Feats: Alternate Power 4 ) [44DP]

  • BPIllusion 10 ( All Senses; Extra: Selective Attack; Flaw: Phantasm ) {40/40}
  • APAstral Form 8 {40/40} (Illusionary Projection)
  • APMorph 9 ( +45 Disguise, Any Form; Feat: Selective; Extras: Affects Others, Area [Burst, General]; Flaw: Phantasm ) {37/40} (“Shapeshifting”)
  • AP: Nauseate 10 ( Extras: Alternate Save [Will], Range 2 [Perception] ) {40/40} (Vertigo)
  • AP: Obscure 10 ( All Senses; Extras: Range [Perception], Selective Attack; Flaws: Distracting, Phantasm ) {40/40} (Sensory Deprivation)

Feature ( Prestidigitation [Dalir  can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings.] ) [1DP]

Protection 5 [5DP]


Device 8 ( 40PP Container; Flaws: Hard-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [32PP] (Cryptid Rings)

Empathy ( 30PP Array; Feats: Alternate Power 4 ) [34DP]

  • BPHealing 10 (  Extra: Energizing, Restoration, Total; Flaws: Empathic, Limited to Others ) {30/30} (Empathic Healing)
  • APConfuse 10 (  Extra: Range [Perception] ){20/30} (Emotional Instability)
  • APEmotion Control 10 {20/30}
  • AP: Mind Reading 10 ( Flaw: Limited to Emotions ) {5/30} (Empathy)
  • AP: Fatigue 10 ( Extras: Alternate Save [Will], Range 2 [Perception]; Flaw: Action [Full-Round] ) {30/30} (Emotional Drain)

Feature ( Good Vibes [Dalir radiates a subtle emotion or mental “broadcast” (such as the impression of a scent or music) good for, at best, an interaction check circumstance modifier.] ) [1DP]

Protection 5 [5DP]



DC Block







DC20 Toughness

Damage (Physical)

Emotional Drain


DC20 Will

Fatigue (Emotion)

Emotional Instability


DC20 Will

Confuse (Emotion)

Emotion Control


DC20 Will

Emotion Control (Emotion)



DC20 Will

Illusion (Psionic)

Sensory Deprivation


DC20 Will

Obscure (Psionic)


Touch/Area [45’ Burst]

DC19 Will

Morph (Psionic)



DC20 Will

Nauseate (Psionic)


Totals: Abilities (60) + Combat (8) + Saving Throws (12) + Skills (20) + Feats (10) + Powers (72) - Drawbacks (0) = 182/182 Power Point


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On a technical level, anyone can use the rings.  Though, fluff-wise the Cryptids wouldn't just take the rings back because of tradition and non Psychic or non Superhuman/Metas would just get minor more "human" boosts.  But, there's not exactly a mechanic to show that other people would have different effects from wearing the rings (or else I would've built some sort of weird variable power reserve).  So no need for Restricted, although I did consider having an "only the worthy" Restriction to just making the other people can technically use them as some sort of convoluted Complication.


But, yes essentially it's mostly just flavor for why it's two separate devices rather than one.  Mechanically, it does allow for using two different rings at once depending on the hand.  Though obviously, only Morph isn't a Standard Action.  So it's a moot point past fluff!

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  • 2 weeks later...


These only add up to 69 for me, something may have gone missing at some point?



Nauseate is 2PP/R by default, so this would add up to 50PP

The second device is only 30, not 32, so you’ve got 2 PP spare

Confuse is 1PP/R default, so this would only be 20 PP

Emotion Control is 2PP/R, so same as above

Might be worth clarifying that the Alternate Will on Fatigue is a +0, but this one’s not really wrong so much as ease of reading.

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Hm.  It seems I dropped his knowledge skills but, for the life of me can't remember how I divvied them up.  Welp just repicking them up.


Nauseate is 2PP/R but the math is right.  Alternate Save is a +0 Modifier.  It's only a +1 modifier when used to change from a TOU save.  Which basically just means it's only a +1 when used on Damage (or I guess if weirdly attached to unarmed damage).


Fixed Confuse and Emotion Control.  Those were just a result of C/Ping the brackets and not going back and changing after the fact.  


The second device is 32.  I must have just annotated it incorrectly in between versions of the build.  Fixing. now


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