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Based on EternalPhoenix's build here: https://www.freedomplaybypost.com/topic/7522-eternal-phoenixs-character-factory-and-archetype-blendarama/?page=9&tab=comments#comment-244546


Power Level: 7 (105/105PP) 
Unspent Power Points: 0
Trade-Offs: +2 Attack / -2 Damage (Justice Buster), +1 Defense / -1 Toughness


In Brief: Genius tokusatsu fangirl making her dreams come true.

Catchphrase: Time for justice!

Theme: Lions Inside - Valley of Wolves


Alternate IdentityRobin Lynne Langley (Secret)
Birthplace: Emerald City

Residence: University Hill, Emerald City
Base of Operations: University Hill, Emerald City
Occupation: PhD Student at Emerald City University, Tech Support
Affiliations: None
Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother),  Mark (20 years younger brother), Dottie (paternal grandmother)


Age: 23 (DoB: 1997 [April 1st
Gender: Female
Ethnicity: Caucasian
Height: 5'5''
Weight: 125 lbs.
Eyes: Dark brown
Hair: Green

Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green ees and wears glasses. She will usually dress casually, prefering t-shirts with prints or logos of cartoon characters, dragons and so on. 

As Justice, Robin tends to wear dark pants, a long sleeved red shirt, her Justice Driver belt, and a red domino mask to hide her identity. She will usually pull her hair into a pony tail. Activating the Justice driver causes her armor to appear: A form fitting gold and red costume that that covers her entire body and face. She uses a simple red star on her chest as a logo.




Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnatics due to her inspiration.


Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular.


Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. 



Personality & Motivation:

Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat.


Powers & Tactics:

Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her Justice Buster and any other gadgets she has managed to bring along. She will usually do her best to keep her distance rather than get involved in melee combat, unless she has brought gadgets designed for such an occassion. Robin will usually use her full acrobatic abilities to keep mobile.


Power Descriptions:

Robin posses no innate powers. All her abilities come from gymnatic skills or technology she created herself. At the moment, Robin's main inventions are the Justice Buster and the Justice Driver.

The Justice Buster is a slightly oversized gun, but not too large to be fired one handed. It fires bursts of kinetic energy rather than any kind of bullets.

The Justice Driver is a device in two pieces: A belt that takes commands from Robin's cell phone. By starting a special program on her phone, which requires a passcode entered with Robin's fingerprints, she can cause a lightweight body armor to appear from the belt, hiding her identity. At the moment, the suit also enhanced Robin's constitution, making her more resistant to damage, but she has has many other upgrades planned, once she figure out how to make them work.


Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode.


Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows.


Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out.


Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something.


Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life.


WIP: Robin's Justice Driver is very much a work in progress. It has been known to malfunction in different ways, such as not providing the power it is supposed to.


Lack of Funds: Robin isn't exactly poor, but building and maintaining her gadgets takes quite a bit of her resources.


Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action.

Abilities: 0 + 4 + 4 + 10 + 4 + 4 = 26PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2) / 18 (+4)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Combat: 8 + 8 = 16PP
Initiative: +2
Attack: +4 Melee (+4 Base), +7 Ranged (+4 Base, +3 Attack Focus), +9 Justice Buster (+4 Base, +3 Attack Focus, +2 Attack Specialization)
Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Grapple: +4
Knockback: -2

Saving Throws: 3  + 6 + 6 = 15PP
Toughness: +4 (+2 Con, +2 Defensive Roll) / +6 (+4 Con, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3) / +7 (+4 Con, +3)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)

Skills: 88R = 22PP

Acrobatics 6 (+8)

Bluff 6 (+8)

Computers 6 (+11)

Concentration 6 (+8)

Craft [Electronics]Skill Mastery 7 (+12)

Craft [Mechanical]Skill Mastery 7 (+12)

Diplomacy 6 (+8)

Disable Device 7 (+12)

Gather Information 6 (+8)

Investigate 6 (+8)

Knowledge [Physical Sciences]Skill Mastery 7 (+12)

Knowledge [Technology]Skill Mastery 7 (+12)

Notice 6 (+8)

Search 6 (+8)

Sense Motive 6 (+8)

Feats: 14PP

Attack Focus [Ranged] 3

Attack Specialization [Justice Buster] 1

Defensive Roll 1

Dodge Focus 4

Eidetic Memory

Improvised Tools


Skill Mastery

Uncanny Dodge [Auditory]

Powers: 6 + 6 = 12PP

Device 2 (Justice Buster; 10 PP Container; Flaws: Easy-To-Lose) [6PP] (Invention, Technology)

Blast 5 (Justice Shot) [10PP] (Kinetic)


Device 1 (Justice Driver; 5 PP Container; Flaws: Action [Free], Hard-To-Lose; Feats: Only you can use, Subtle) [6PP] (Invention, Technology)

Enhanced Feats 1 (Quick Change) [1PP]

Enhanced Stats 1 (Constitution+4) [4PP]


Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 15 Toughness       Damage
Justice Shot       Ranged    DC 20 Toughness       Damage


Totals: Abilities (26) + Combat (16) + Saving Throws (15) + Skills (22) + Feats (14) + Powers (12) - Drawbacks (0) = 105/105 Power Points

Edited by RocketLord

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- Added changes from this update, but updated the array a bit more (see below)

Power changes

- Replaced Obscure Power  with the Illusion Array. (9 PP power (which was wrong, anyway) for 8 PP array, putting me at 149 PP spent)

- Replaced Confuse "Mind Wave" from Tricks Array with Damage Power "The Forever Blade".

- Made Damage power "The Forever Blade" BP for Tricks Array.

- Fixed names and descriptors for all powers for consistency with concept. Chi changed to Pixie Dust.

- Renamed "Tracker Blast" to "Pixie Blast", and updating description.

Other profile changes

- Updated DC Block to remove Mind Wave and add The Forever Blade

- Updated Trade-Offs to include "(The Forever Blade) -5 Attack / +5 DC"

- Changed the way I had written the age a bit, to better fit with the concept. He is still believed to be and claims to be 16.

- Added the complication "I'll hold you in my heart, until I can hold you in my arms"

- Fixed Power Description and Powers & Tactics to fit with updated descriptors and names.


PP spending

- Increased Saving Throws: Fortitude +2 (for total +7), Will + 3 (for total +7). 5 PP spent.

- Added Immunity to Aging. 1 PP spent

- Spending 1 PP on Skills: Bluff +4

- And that should put me at 156 PP spent, and no unspent PP.


Forever Boy
Power Level: 10 (156/156PP)
Unspent Power Points: 0 
Trade-Offs: (The Forever Blade) -5 Attack / +5 DC, 
(Tracker Blast) +2 Attack / -2 DC, (Stun Burst, Fireworks) +4 Attack / - 4 DC,  +5 Defense / -5 Toughness


In Brief: Super powered trickster from Neverworld, a world of adventure and action.

Catchphrase: "Let's go straight on 'til morning!"

Theme: Storytime by Nightwish


Alternate Identity: Pan Barrie (Secret).
Birthplace: Neverworld.

Residence: Claremont Academy, Freedom City.
Base of Operations: Claremont Academy, Freedom City
Occupation: Student at Claremont Academy.

Affiliations: Claremont Academy.

Family: None known.


Age: Unknown. Claims to be 16. (DoB: 2002, if 16)

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 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.

Pan’s costume is relatively simple. A green form fitting suit that leaves his neck, face and lower arms free. His outer legs are red, as are the shoulders, stretching down to his solar plexus. He wears golden and red buckle at the front of the costume, despite it having no belt. To hide his identity as Peter Barrie, Pan wears a green domino mask.





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 Barrie 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. Offered the choice of joining the Claremont Academy, Pan eventually accepted. 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. While he will taunt and provoke his enemies, he prefers to fight at range.


Power Descriptions:

Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of Pixie Dust, gifted to him by the Pixies of Neverworld.

Any powers with the Pixie Dust descriptor, save for those explicitely told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust are, opposite to what would be believed from popular culture, explicitely not magical, and appear to be based on manipulating sort of intense light instead. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies of Neverworld, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly.

Pan is currently able to use his Pixie Dust in a number of ways:

- "The Forever Boy": Pan doesn't appear to age, which seems to be an unique reaction to the Pixie Dust.

- "Fairy Flight": Pan is able to fly, leaving behind a trail of golden glitter as he does so.

- "Endless Forms Most Beautiful": Pan spreads the Pixie Dust, creating illusions capable of fooling all the senses. He is able to shape the sounds, sights, smell, taste and feel of his illusions. One of the few Pixie Dust powers that do not leave behind golden glitter.

- "Hide & Seek": Using his illusionary powers, Pan creates an all concealing fog in the area around him.

- "The Forever Blade": Pan creates a sword of Pixie Dust in his hand, glowing with the light of the dust.

- "Pixie Blast": A Pixie shaped blast of light that homes in on Pan's enemies.

- "Fireworks": A flash of light and sound, to leave his enemies dazzled.

- "Binding Bands": Pan spreads Pixie Dust that solidifies into glowing bands that hold his target.

- "Stun Burst": A flash of light, leaving Pixie Dust that stuns his foe.


Pan's alien heritage as a Neverworlder leaves him tougher than a regular human, along with greatly enhanced hearing and a sixth, mental danger sense that warns him of danger moments before it happens. His mind is sharp, even for a Neverworlder, letting him complete mental tasks at incredible speeds, and he is able to understand any written or spoken language.


While flying, Pan leaves behind a shimmering golden trail, almost like glowing dust.

He is able to create a thick golden fog that can obscure the vision of any he wants. He can manipulate the same golden light into a number of offensive abilities that he calls his Tricks. The Stun Burst is a quick burst of light that can leave his target paralyzed. The Tracker Blast is a golden ball of light that follows Pan’s foes. The Mind Wave mentally confuses enemies around him, leaving no trace but the confusion. Fireworks are, as the name implies, a noisy explosion of light that can leave a target deaf and blind. Finally, the Binding Bands creates a set of glowing kinetic around their target, ensnaring them.



Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld.


Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies.


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.


Second star to the right and straight on 'til morning: Earth and Freedom City is a strange place, at least to someone from Neveworld. While he is slowly adapting, Pan is not quite used to living in this strange world yet.


If you cannot teach me to fly, teach me to sing: While he has enrolled in Claremont Academy, Pan’s legal status is somewhat vague, as he is essentially an alien refugee.


All children, except one, grow up: At times, Pan can appear naïve, but it is really just down to the differences in morality between Earth and Neverworld. Not everything is as black or white as it was on Neverworld.


I don't want to go to school and learn solemn things: It is awfully difficult to sit still when you’re itching for adventure, be it during classes, stakeouts or strategy meetings.


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.

Abilities: 4 + 10 + 4 + 4 + 2 + 10 = 34PP
Strength: 14 (+2)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 20 (+5)

Combat: 10 + 10 = 20 PP
Initiative: +9 (+5 Dexterity, +4 Improved Initiative)

Attack: +5 Melee, +10 Ranged (+5 Base, +5 Attack Focus [Ranged]), +12 Tracker Blast (+5 Base, +5 Attack Focus [Ranged], +2 Accurate), +14 Stun Burst, Fireworks (+5 Base, +5 Attack Focus [Ranged], +4 Accurate)
Defense: +15 (+5 Base, +10 Dodge Focus), +5 Flat-Footed (+5 Base)

Grapple: +7 (+5 Base, + 2 Str)
Knockback: -1 (Toughness +3/2)

Saving Throws: 5 + 5 + 6 = 18PP
Toughness: +5 (+2 Con, +1 Protection, +2 Defensive Roll)
Fortitude: +7 (+2 Con, +5)
Reflex: +10 (+5 Dex, +5)
Will: +7 (+1 Wis, +6)


Skills: 24R = 6PP
Acrobatics 2 (+7)

Bluff 9 (+14)

Notice 6 (+7)

Sense Motive 3 (+4)

Sleight of Hand 2 (+7)

Stealth 2 (+7)

Feats: 29PP
Attack Focus [Ranged] 5

Defensive Roll 1


Dodge Focus 10

Evasion 2


Improved Initiative 1


Move-by Action

Quick Change 1



Uncanny Dodge 3 [Visual, Auditory, Mental (Danger Sense)]



Powers: 6 + 8 + 8 + 1 + 1 + 2 + 24 + 3 = 53


Comprehend Rank 3 ("Universal Understanding"; Understand, speak and read all languages[6PP] (Alien, Genetic)


Flight 4 ("Fairy Flight") (Flight Speed: 100 mph, 880 ft./rnd) [8PP] (Pixie Dust)


Illusion Array 3.5 (7 PP Array; Feats: Alternate Power 1) [8 PP] (Pixie Dust, Trained)

BPIllusion 1 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1; Feats: Alternate Power 1, Progression [Area] 2) (Duration: Sustained, Area: 25 ft.) [8PP]

APObscure 3 ("Hide & Seek"; Feats: Selective) (Duration: Sustained, Radius: 25 ft.) {7/7]


Immunity 1 ("The Forever Boy"; Immunity: Aging[1PP] (Alien, Pixie Dust)


Protection 1 ("Tough"[1PP] (Alien, Genetic)


Quickness 4 ("Cleverness of Me"; Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Alien, Genetic)


Tricks Array 10 (20 PP Array; Feats: Alternate Power 4) [24PP] (Pixie Dust, Trained. Additional descriptors on each power)

BPDamage 13 ("The Forever Blade"; Feats: Mighty, Precise; Extras: Penetrating 5) {20/20} (Kinetic, Light, Slashing)

APBlast 8 ("Pixie Blast"; Extras: Homing; Feats: Accurate 1) {20/20} (Kinetic, Light)

APDazzle 6 ("Fireworks"; Affects visual and auditory senses; Feats: Accurate 2) {20/20} (Light, Sound)

APSnare 10 ("Binding Bands") {20/20} (Kinetic, Light)

APStun 6 ("Stun Burst"; Extras: Ranged; Feats: Accurate 2) {20/20} (Light)


Super-Senses 3 ("Never Senses"; Accurate Hearing, Danger Sense) [3PP] (Alien, Genetic)

Drawbacks: -2PP
Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP]

DC Block





Attack bonus



DC17 Tou (staged)



Binding Bands

100 ft.

DC20 Fort (staged)




60 ft.

DC16 Ref (Staged)

Auditory/Visual Senses Useless


Pixie Blast

80 ft.

DC23 Tou (staged)


+12, Homing (1 attempt)

Stun Burst

60 ft.

DC16 Fort (staged)



 The Forever Blade


DC30 Tou (staged) 



Endless Forms Most Beautiful


DC11 Will (staged)

Tricked if disbelieving illusion




Totals: Abilities (34) + Combat (20) + Saving Throws (16) + Skills (6) + Feats (29) + Powers (53) - Drawbacks (2) = 156/156 Power Points


Edited by RocketLord

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For building purposes


Dust Devil II
Power Level10 (150/150PP)
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)


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.





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 energies of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy can transform into 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. 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.

While he has yet to experiment much with the ability to reshape his body, Cassidy was quick to learn to create revolvers out of the sand, allowing him to shoot bullets made of sand. He has theorized that the ease of shape comes from the previous Dust Devil. With some experimentation, Cassidy has learned to create swords out of sand, extending his reach in melee. Finally, he is able to control the sand in his body and around him to create a sandstorm effect, greatly hindering those around him. He has learned to control the sandstorm to a degree where it will only affect those he will it to.

All of Cassidy's powers has the Magic and Sand descriptors, with some having additional descriptors as noted.


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 + 10 + 0 + 4 + 0 = 26PP
Strength: 18 (+4) / 30 (+10)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)

Combat: 12 + 10 = 22 PP
Initiative: +10 (+2 Dex, +8 Improved Initiative 2) 
Attack: +6 Melee/Ranged (+6 Base) / +10 Unarmed (+6 Base, +4 Attack Specialization [Unarmed]) / +10 Sand Blade (+6 Base, +4 Accurate Attack) / +10 Sand Blast (+6 Base, +4 Accurate Attack)
Defense: +5 (+5 Base),  +3 Flat-Footed

Grapple: +10 (+6 Attack, +4 Strength) / +11 (+6 Attack, +4 Strength, +1 Super-Strength) / +15 (+6 Attack, +4 Strength, +5 Super-Strength) / +16 (+6 Attack, +4 Strength, +6 Super-Strength) /

+16 (+6 Attack, +10 Strength) / +17 (+6 Attack, +10 Strength, +1 Super-Strength) / +21 (+6 Attack, +10 Strength, +5 Super-Strength) / +22 (+6 Attack, +10 Strength, +6 Super-Strength)
Knockback: -7 / -12 (Impervious Toughness -10, Toughness -5/2)

Saving Throws: 4 + 6 + 6 = 16PP
Toughness: +15 (+5 Con, +10 [Protection])
Fortitude: +9 (+5 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)

Skills: 64R = 16PP 

Concentration 8 (+10)

Gather Information 8 (+8)

Knowledge (Arcane Lore) 8Skill Mastery (+8)

Notice 8Skill Mastery (+10)

Sense Motive 12Skill Mastery (+14)

Stealth 12Skill Mastery (+14)

Survival 8 (+10)


Feats: 10PP

Attack Specialization [Unarmed Attack] 2

Favoured Environment [Desert]

Hide in Plain Sight

Improved Initiative 2

Luck 1

Move-by Action

Skill Mastery

Takedown Attack

Powers: 27 + 3 + 10 + 2 + 1 + 12 + 5 = 60

Magic Mesa Guardian Array 12 (24PP Array, Feats: Alternate Power 3)[27PP] (Magic, Sand)

  • Base PowerGuardian's Strength (Linked) {24/24} (Magic, Sand)
    • Enhanced Strength 12 [12PP] (Magic, Sand, Rock)
    • Enhanced Trait 2 (Improved Critical [Unarmed Attack][2PP] (Magic, Sand)
    • Super-Strength 5 (Effective Strength 55, heavy load 24 tons) [10PP] (Magic, Sand, Rock)
  • Alternate PowerBlast 10 (Sand Bullet; Feats: Accurate 2, Incurable, Precise) {24/24} (Magic, Sand)
  • Alternate PowerDamage 10 (Sand Blade; Extras: Penetrating; Feats: Accurate Attack 2, Extended Reach 2 (10 ft.)) {24/24} (Magic, Sand)
  • Alternate PowerEnvironmental Control 6 (Sandstorm; Distract DC5, Hinder Movement ½, Visibility -4; Extras: Selective, Duration (Continuous); Flaws: Range (Touch)) {24/24} (Magic, Sand)


Immunity 3 (Aging, Sleep, Starvation & Thirst[3PP] (Magic, Sand)


Protection 10 [10PP] (Magic, Sand)


Regeneration 2 (Resurrection 1/day[2PP] (Magic, Sand)


Super-Movement 1 (Sand Man; Trackless; Flaws: Limited to Sand) [1 PP] (Magic, Sand)


Walking Desert Array 5 (10PP Array, Feats: Alternate Power 2)[12PP] (Magic, Sand)

  • Base PowerImpervious Toughness (Solid Rock Form) {10/10} (Magic, Sand, Rock)
  • Alternate PowerInsubstantial 2 (Whirling Sand Form; Gaseous Form) {10/10} (Magic, Sand)
  • Alternate PowerTeleport 9 (Travel through sand; Extras: Accurate; Flaws: Long-Range, Medium (Sand)) {9/10} (Magic, Sand)


Whirling Sand Array 2 (4PP Array, Feats: Alternate Power 1)[5PP] (Magic, Sand)

  • Base Power: Flight 2 (Flight) {4/4} (Magic, Sand)
  • Alternate PowerSuper Strength 1 (Strength of Sand; Effective Strength 23/60, heavy load 600 lbs./50 tons. Feats: Shockwave, Super-Breath) {4/4} (Magic, Sand)



DC Block

ATTACK              RANGE            SAVE                                    EFFECT
Unarmed             Touch             DC 25 Toughness              Damage, Crit 18-20

Sand Bullet         Ranged           DC 25 Toughness              Damage

Sand Blade         Touch, 10 ft   DC 25 Toughness              Damage, Penetrating
Shockwave         40/100 ft       DC 14/20 Reflex                 Damage

Super-Breath      40/100 ft       DC 14/20 Reflex                 Trip


Totals: Abilities (26) + Combat (22) + Saving Throws (16) + Skills (16) + Feats (10) + Powers (60) - Drawbacks (0) = 150/150

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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. 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 craft from the shadows.

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. It is the home of the Forever Boy, who has reached Earth Prime by so far unknown means.

Location and Appearance
(Give a more detailed description of your place. If it is an alternate universe, describe its differences from Earth Prime, points of earliest timeline divergence if applicable, and any fixed ways of accessing the universe, portals, etc. If it is a place on an alternate universe, describe the universe it is located in, then describe the location, inside and out.) 


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.

(Many locations have PCs or NPCs associated with them who might be encountered on a visit to this place. Make an unordered list to tell about the people whom one might encounter at this place. If your place is an alternate universe, describe the population and their general attitudes and ideas that might be different from Earth Prime) 

(Describe important events that have happened in this place. This can be just a paragraph for some locations, in other locations a timeline might be appropriate (see the Character Page template for information on making timelines) 

Edited by RocketLord

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