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BOUNCE! "Whew, so fast!" Mattie exclaims, barely even standing up before Lynn's already basically unpacked. She takes a long step towards her bed, her legs stretching as she does so, before reaching back, her upper body turning a full 180 degrees compared to her legs. Her arms stretch out to reach her luggage, which she then places on her bed. She seems to return to normal, before she starts spouting several arms that stretch and move things about as she starts unpacking and placing things where she wants them right now. "I guess that makes sense. Wouldn't want to get anyone hurt or annoyed at us or anythin'. Mom always says that good first impressions are important, and somebody might end up not likin' you if you say or do the wrong thing when you first meet, even if you'd hit it off otherwise!"
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That hits all the mooks, rolling in order (if any of them passes, I'll just stop there): 22 [1d20=16] 7 [1d20=1] 14 [1d20=8] 18 [1d20=12] 21 [1d20=15] 10 [1d20=4] And you get them all, KOs all around for the mooks. @Kaede Kimura is up, once @Ecalsneerg has done his IC. 26 - Animist - 3HP - Unharmed 26 - Bounce - 3HP - Unharmed 21 - Sportsman - Unharmed 20 - Hurricane Jones - 2HP - Unharmed 18 - Harlequin - 3HP - Unharmed 10 - Gossamer II - 2HP - Unharmed 10 - Thugs - Minions, x6 - KO! 7 - Princess Poison - Unharmed
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ic Ghosts and Grimalkins: Halloween Horror Nights
RocketLord replied to RocketLord's topic in Parkside
GHOST And into the night they go. "So, what's the deal with Lady Liberty this year, kiddo? I thought Ghost was your favorite hero?" Casper asks. Sure, it might've changed, but that's how things used to be, at least. He hadn't done anything to push that (honestly, he hadn't), but always suspected that Jess might have tried pushing his heroics... "C'mon, dad, they're not making Ghost costumes, and y'know mom, she'd just think I meant a ghost and cut some holes in a sheet or something. Plus, Lady Liberty's cool. We learned about her in school this year. Did ya know there's been Lady Liberties for centuries?" Carrie says back, as she looks over her shoulder, looking back at her dad and Lynn. "I love your costume, Lynn! At least somebody thought to dress up for Halloween!" The look she gives Casper is, of course, very disappointed. "Ouch... but yeah, that's fair. In my defense, I didn't really plan on going out, y'know." He shrugs, turning to Lynn a bit. "Ever been to the Liberty Park Halloween thing? Kid friendly thing, setting up these booths all over the park so kids can be safe going trick or treating... better than taking her out in the Fens, at least." -
Rex Atom Devon is back to normal, Raven and Dreamer are here, they got the girl... Rex leans back against the wall and lets out a breath that he didn't know he had been holding in. No matter how he had been acting, this isn't an usual day for him. Not yet, at least. Pushing himself back to standing position again, he moves over to the girl that the others crowding around, while Devon examines here. She seems to be doing fine, at least. "No idea who she is, she doesn't look like anyone I recognize, but my hypothesis is close Adrianna's. Something, and I won't even begin to speculate about what until we can ask her, has done something to her reality that was strong enough to trap her halfway between Z-Space and her plane of origin. Still, Z-Space is a boundary between realities that keep them apart, and those... reality holes, I suppose? They seemed sentient. Are they natural predators in Z-Space? Or maybe they are part of whatever shunted her into Z-Space." Noticing Adrianna's expression, he pauses. How do you deal with something like that? Still, he is supposed to be the would-be leader of this team... if they are even a team. "Not any more than usual, Adrianna," he says, putting a hand on her shoulder. "But it's something to keep an eye on, at least." Looking up at everyone in the room, Devon, Adrianna and Madame Raven, he continues. "So... Now you've seen what I'd like this team to do." He looks at Devon. "Rescue missions." He looks at Madame Raven. "Knowledge gathering." He looks to Adrianna. "And doing it all at a scale that everyone else would think impossible. So... are you still in? Is this the part where I get to welcome you to Atom Academy?"
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GM The gate opens as Haven approaches. A large, empty hall beckons before him. His steps echo as he steps on what seems to be ancient emerald stone. If nothing else, then everything follows the theme. And up ahead, as he approaches, Haven sees it, a large emerald head that floats in the middle of the emerald hall. It is transparent, easily seen through. Despite the color, it is clearly meant to be Max Mars himself, who regards Haven with a frown. "WHO DARES DISTURB THE GREAT AND POWERFUL WIZARD!?" It's voice booms through the hall, threatening to knock Haven off his virtual feet. Yes, everything does indeed stick close to the theme.
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GM Paper's plan is good. It could work. Trap Scarlet Mist, keep her contained, away from everyone so she can't hurt them. Unfortunately, the paper birds aren't quite fast enough as they swarm around her, layering closer and closer together, as the dark red mists escape out from between them. "Ha! Still just playing around! Weak! Too weak!" she screams, sounding almost hysterical, before she throws her hands forward towards Paper, a rush of scarlet mist expanding out across his body, cutting through him as easily as a scissor through paper. Buddy, for his part, shakes his head. The blow from Shadowborne had been more than he expected, but not nearly enough to stop him. Angel remains silent, ducking through the haze that surrounds them. Purple Haze is the problem, and his target. He isn't about to let all these kids distract him.
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Alright, noticed the IC, so that's hit! Ref save: 28 She strikes back at Paper, so @Spacefurry give me a DC 21 Reflex Save vs. Area, followed by a DC26 or DC20 TOU save! Buddy recovers from his Daze. Angel heards for Purple Haze, but still can't see him and grab him with the Visual Obscure. Which means @Nerdzul is next! All villains except for Scarlet Mist are currently covered in Visual Obscure focused on Purple Haze: Total concealment (Can't attack directly, 50% miss chance on attacking target) 29 - Shadowborne - 2HP - Unharmed 26 - Multi-Girl - 3HP - Unharmed 25 - Multi-Girl Dupe - Unharmed 25 - Stormcrow - 5HP - Unharmed 20 - Purple Haze - Bruise (x1), (taunted until Paper's turn: -2 Attack Rolls and Checks) 19 - Cueball - Unharmed 19 - Ghule - 2HP - Unharmed 17 - Paper - 4HP - Unharmed 15 - Scarlet Mist - Unharmed, Fatigued (-2 Str/Dex, -1 ATK/Def, Cannot move all out) 12 - Buddy - Bruise (x1) 10 - Angel - Unharmed 8 - Nightscale - 3HP - Unharmed 7 - The Born Loser - KO
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BOUNCE! "Hey guys, what's going on? What're you wearin'?" Mattie blinks and looks down at herself. "What am I wearin'? What's goin' on here?" They were back at the bank, then the static, now they were here, and this looked like one of Mattie's mom's shows, y'know, the kind with a live studio audience or something, but how did they even get here and... "What happened? We were just at the bank, now we're here, and..." She pauses, looking at the keys in her hand. "I don't even know how to drive! Who gave me car keys?"
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Using a PL12 slot from my vet rewards. Spending 4PP from vet reward with unspent slots for his Equipment. This should replace the old and long ago archived Dust Devil II sheet listed on my vet rewards.
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DUST DEVIL II Power Level: 12 (180/180PP) Unspent Power Points: 0 Trade-Offs: -5 Defense / +5 Toughness In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond the Magic Mesa. Theme: Grave Digger - Blues Saraceno Alternate Identity: Cassidy Collins Birthplace: Southside, Freedom City Residence: Broken Crow Refuge on Halifax Street 16, Lantern Hill, Freedom City Base of Operations: Lantern Hill Occupation: Guardian of Magic Mesa Affiliations: Magic Mesa Family: John Collins (father, born 1962), Pearl Collins (née Hart, mother, borm 1961), William 'Billy' Collins (born 2003), Benjamin Collins (paternal uncle, born 1965) DESCRIPTION Age: Born on June 5th 1987 Gender: Male Ethnicity: Caucasian Height: 6'0'' Weight: 203 lbs., variable Eyes: Blue Hair: Black Cassidy Collins is a Caucasian man that looks perhaps a few years older than his age. He has wild, but short black hair and a short black beard. While he can look normal with effort, his skin will often appear to crack, like the ground in a desert. His eyes are blue and glow. He prefers to wear flanel or dress shirts with jeans and a old tan duster jacket, which he will often supplement with various scarves or cowboy hats. He tends to wear nicer clothing at the Broken Crow Refuge when taking in those that need his help, such as supplementing the dress shirts with vests or gloves, or wearing sunglasses to hide his unnatural looking eyes. He very much styles himself as a modern day desperado or cowboy. Cassidy's body and clothing will turn to sand at will, often taking on various half-dissolved sand forms as he moves about. HISTORY Cassidy Collins had never been a golden child, but he had never been a bad kid either. He grew up poor, but he made do, working various jobs to make ends meet, including helping his uncle Benjamin out with some of his less legal activities. One such job involved driving out into the Painted Desert in Arizona in 2019. Unfortunately, Cassidy discovered that his uncle was smuggling stolen weaponry from the 2018 Terminus Invasion. Benjamin killed Cassidy to maintain the secret. Cassidy died in the desert, afraid, alone and abandoned. Only, it wasn't the end. Hours later, Cassidy opened his eyes. He was alive, only he wasn't. His heart no longer beat, and he was alone. The Magic Mesa had reached out to Cassidy, chosing him as it's newest guardian, it's new Dust Devil. Cassidy returned to Freedom City. He tried to use his powers to be a hero. Tried to make his family proud, but that was never meant to be his path. The Dust Devil was meant for something else. As his powers began to evolve and grow, he found himself drawn away, towards the Magic Mesa and beyond. Becoming less man and more a force of nature as time progressed and he fought threats where the Magic Mesa led him, Cassidy would eventually come to accept that he had become something quite inhuman, the will of a dead man in the form of a sandstorm. He fully embraced the mantle of the Dust Devil, the supernatural guardian of the Magic Mesa. Eventually, the path set out for Cassidy by the Magic Mesa would lead him back to Freedom City. As always, the city would become the center of major ramifications for the world, and the Mesa wanted its guardian to stand ready. Cassidy established the Broken Crow Refuge on Halifax Street 16 in Lantern Hill, and quickly set about establish the Refuge as the place to come for anyone in need. PERSONALITY & MOTIVATION Cassidy Collins is a serious individual, with a dry sense of humor. His main motivation in life is to fulfil his charge, by protecting those that seek his aid at the Broken Crow Refuge, or those that he is guided to help by the Magic Mesa. He does not go out of his way to get into trouble of his own accord, but he has, despite his own complaints to the opposite, a strong sense of right and wrong, and he is liable to find trouble by putting himself in danger to keeps others safe. He is blunt and to the point, rarely putting on a show, instead prefering the most direct route to disable a threat. Cassidy has resigned himself to his role as an undead guardian, doing the bidding of the Magic Mesa with little question. He doesn't realize that the Mesa affords him as much freedom as he would like, and that his choices matter much more than he knows. Perhaps he will one day learn that the Magic Mesa would afford him to have a life. POWERS & TACTICS All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks by instantly rebuilding his sand body, which also means he is unaffected by most kinds of poison and diseases. If Cassidy sustains enough damage to actually hurt his body, he can rebuild himself. Cassidy can manipulate and expand the sand that makes up his body, using it to reshape his body, creating weapons made out of sand or even summon a steed made out of sand that he can ride. He can create sand and dust storms powerful enough to flay the skin off his enemies, either damaging them or flaying their or damage to weaken them. He can spread out the sand in his body, spreading it to make him more difficult to hurt, or reform in another position. He can even use sand as a medium to travel across the globe. COMPLICATIONS Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. The GM can award Dust Devil a Hero Point if his lack of trust in others complicates a situation. Broken Crow Refuge: Cassidy has dedicated himself to the Broken Crow Refuge, and he is bound to at least listen to the pleas of those that come to it to seek his aid, most likely putting him in trouble as he seek to help them. Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and while he believes that he has dealt with his feelings on the matter, he hasn't. His undead state as a sand creature might also mean negative reactions from the world around him, if they learn what he is. The GM can award Dust Devil a Hero Point if his status as an undead being made of sand causes issues, such as in social or medical situations. 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. The GM can award Dust Devil a Hero Point if the Dust Devil Legacy makes them negatively predisposed towards him. 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. The GM can award Dust Devil a Hero Point if the Magic Mesa forces him to return to protect it at an inopportune time, or nudges him to get involved in a conflict he would rather not. 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. ABILITIES: 0 + 6 - 10 + 4 + 8 + 6 = 14PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: - (N/A) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) COMBAT: 8 + 6 = 14PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +4 Base, See individual Powers in DC Block Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Grapple: +4 (+4 Attack) Knockback: -8 (Toughness /2) SAVING THROWS: 0 + 5 + 6 = 11PP Toughness: +17 (+17 Protection) Fortitude: - Reflex: +8 (+3 Dex, +5) Will: +10 (+4 Wis, +6) SKILLS: 68R = 17PP Diplomacy 7 (+10) Intimidate 7 (+10) Investigate 4 (+6) Knowledge [Arcane Lore] 13 (+15) Notice 6 (+10) Ride 7 (+10) Sense Motive 6 (+10) Stealth 12 (+15) Survival 6 (+10) FEATS: 15PP Benefit [Wealth] 1 Connected Dodge Focus 4 Hide in Plain Sight Improved Initiative Interpose Luck 4 Move-by Action Ritualist Veteran Awards Equipment 4 (20EP) Broken Crow Refuge (Headquarters; An unassuming brick front building on Halifax Street in Lantern Hill) [20EP] POWERS: 14 + 31 + 30 + 17 + 2 + 15 = 109 All have the Magic and Sand descriptor unless otherwise noted. Devil Array 6 (12PP Array; Feats: Alternate Power 2) [14PP] BP: Create Object 3 (Extras: Movable; Feats: Progression [Base Size] 3) (3x50 ft. cubes) {12/12} (Descriptors: Shape Sand) AP: Emotion Control 12 (Flaws: Limited [Fear]) {12/12} (Descriptors: Fear the Devil) AP: Environmental Control 4 (Distraction DC 15, Visibility -4; Flaws: Range [Touch]) (50 ft. radius) {12/12} (Descriptors: Sand Storm) Dust Array 13.5 (27PP Array; Feats: Alternate Power 4) [31PP] BP: Blast 12 (Feats: Accurate 3) {27/27} (Descriptors: Sand Revolver) AP: Damage 12 (Extras: Area [General Burst]; Feats: Progression [Area Size] 3) (60-600 ft. radius) {27/27} (Descriptors: Dust Storm) AP: Drain Toughness 12 (Extras: Ranged; Feats: Accurate 3) {27/27} (Descriptors: Dust Devil's Touch) AP: Healing 12 (Extras: Affects Objects (+0), Total; Flaws: Personal; Feats: Persistent, Regrowth) {27/27} (Descriptors: Putting Myself Together) AP: Snare 12 (Feats: Accurate 3) {27/27} (Descriptors: Sand Trap) Immunity 30 (Fortitude Effects) [30PP] (Descriptors: Undead Guardian) Protection 17 [17PP] Regeneration 2 (Resurrection 1/day) [2PP] (Descriptors: Rise From The Grave) Sandstorm Array 6 (12PP Array; Feats: Alternate Power 3) [15PP] BP: Insubstantial 2 (Gaseous Form; Feats: Selective) {11/12} (Descriptors: Sand Form) AP: {6 + 6 = 12/12PP} (Descriptors: Steed, Summon, Animal) S peed 6 (500 mph, 5000 ft/rnd; Extras: Linked [Super-Movement] (+0)) [6PP] Super-Movement 3 (Air-Walking 2, Trackless; Extras: Linked [Speed 6] (+0)) [6PP] AP: Teleport 12 (Extras: Accurate; Flaws: Long-Range, Medium [Sand]) (Range: 20 million miles) {12/12} (Descriptors: Travel Through Sand, Dimensional, Temporal) AP: Teleport 4 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (Range: 400 ft.) {11/12} (Descriptors: Dissolve and Reappear, Dimensional, Temporal) DC BLOCK Name Range Save Effect Attack bonus/Other Unarmed Touch DC15 Tou (staged) Damage +12 Sand Revolver 120 ft. DC27 Tou (staged) Damage +12 Fear the Devil Perception DC22 Will (staged) Fail: Shaken >5: Frightened Panicking Dust Storm Burst Area 60-600 ft. radius DC22 Ref Reduce Damage effect to DC21 Tou Area DC27 Tou (staged) Damage Dust Devil's Touch 120 ft. DC22 Fort Toughness Drain +12 Sand Trap 120 ft. DC22 Ref (staged) Fail: Entangled >5: Bound and Helpless +12 Totals: Abilities (14) + Combat (14) + Saving Throws (11) + Skills (17) + Feats (15) + Powers (109) - Drawbacks (0) = 180/180
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@Spacefurry who are you attacking?
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GM The Sportsman hologram simply sidesteps all of Bounce's arms, a smirk on his lips. While he is silent at the moment, he otherwise seems to perfectly mimic the notorious Sportsman in his prime, including his equipment. He runs forward at high speed, straight towards Bounce. Reaching for a baseball bat in his backpack, he pulls it out and swings it straight into Bounce's abdomen, only to see it bounce harmlessly off her, much to his artificial frustration.
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BOUNCE! Aw no, bad guys! With hostages! It's all just an illusion, right? So nobody'd really get hurt, not even Mattie and the other students? Right? Not that she really gets a chance to act before the guy in the hoodie did something and all the guns started running away. "Hey, that's a neat trick! I'll get the baseball player's attention!" Mattie shouts, as she moves forward in the direction of Sportsman, while four extra arms sprout from her body, then quickly rush towards him, threatening to engulf him.
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Bounce Shapeshifts to grow Multiple Arms, adding these powers: Multi-Armed: Additional Limbs 3 [3PP] Multi-Armed Hits: Adds (Extras: Autofire 8 ) to Shifting Strikes Array [8PP] Sets her Malleable Body Array to Sturdy Shape, for total Toughness +12. And attacks Sportsman with a Snare: 28 that's a Crit with Autofire, beating Sportsman's defense by 7, which means +3 to DC on top of the Crit, for a total Ref save at DC18+5+3 = 26 Sportsman Ref save: 30, Crit denied! Mattie moves in close, flailing her arms around! Sportsman attacks Mattie in retaliation, moving in close to attack with his bat: 26, which is a hit for DC25 TOU save, reduced to DC20 due to Mattie's resistance to Physical attacks. Bounce's TOU save: 29 Well, I succeeded in a total stalemate here! @Ecalsneerg, you're up! So far, everyone but Sportsman are still with the hostages at the gazebo, all the Thugs are unarmed and Sportsman is in melee with Bounce. 26 - Animist - 3HP - Unharmed 26 - Bounce - 3HP - Unharmed 21 - Sportsman - Unharmed 20 - Hurricane Jones - 2HP - Unharmed 18 - Harlequin - 3HP - Unharmed 10 - Gossamer II - 2HP - Unharmed 10 - Thugs - Minions, x6 (all but one unarmed) 7 - Princess Poison - Unharmed
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Spaceman Parker shrugs at Michael's suggestion. Sure, he could be a knight, but it's nice to not stand out and just be part of the crowd, right? "Europe didn't have those kinds of monks, Baz," Parker responds. He is used to Baz bringing out crazy ideas like that, but still... He decides not to comment on the other bit, since Baz obviously backpedaled. He looks up the moment before the woman arrives. Something about her is off. The way she appeared, it was like the space around her was bent, changed. Kind of like Lawrence. "Definitely not part of the show," he says to Michael, while standing up next to him. The woman haven't hurt anyone seriously yet, but she seems aggressive. Should he step in? See what happens?
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GHOST "Really?" Casper's mask is the only reason that the woman can't see the utterly tired expression on his face. He's seen her around. He knows enough about the Eagles to know her deal. Sarah Hernandez, been with the Eagles for a long while, climbed the ranks and all that. Really doesn't like the Gators at all, but then again, that's a thing for all the Eagles. She's been around the Fens all her life, doesn't really have a chance of getting out. Her parents live here, too. The Ghost saved her dad once. "C'mon, Hernandez. What'd your dad say if he thought you'd set fire to Tucker's? Is that what you want to do, cause trouble and burn history?"
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BOUNCE! "Yeah, he probably ran away. I swear that lil' guy's got more energy than the rest of us put together!" Mattie exclaims with a little laugh, as she follows Lynn towards the throne. They might as well get started looking for the king somewhere. "Oh, hey, you know that guy, Lynn?" she asks, when the man in the orange and yellows step forward. "I kinda like those colors. You think I could pull 'em off?" And then he starts talking all fancy about things being bad and sets the throne on fire! "Hey, that's not nice!" Mattie shouts, after Iris and Carmen has started shouting at the man. "C'mon, put that out before anyone gets hurt, please? I'm sure we can find someone that'll want to talk to you about that thing you're shouting about!"
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BOUNCE! Huh. Mattie had kinda hoped it'd be bunk beds, she always loved those back in Rumblefall, but she supposes that it makes sense to have the beds set up like this, so everyone could get a bit of privacy and their own spot. "Aw, I'm alright with either, Lynn," she responds, when she moves over to her luggage and bends down to start rummaging through it. "You go ahead an' pick and I'll take the other one. But this place and everywhere here in the city sure is fancy. My room back in Rumblefall was like half this size, and me and my lil' sis had to share." She pauses for a bit, finding what she was looking for, an old grey stuffed bunny that seems like it's seen it's share of love. She hugs it tightly. "Say, are you gonna be practicin' in here? I'd sure love to hear ya play again."
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ARCHER II Oh hell no. First person that Connor sees as he's heading towards what's probably the bad guy's place, and she starts running? Not happening. Not today. Revving up the snowmobile, he gives chase, quickly accelerating as fast as he can go. It's not that difficult from his skybike, but it's a much bumpier ride, and he doesn't know the terrain. Not that he's gonna let that stop him. "Hey! Cut the power or I'll cut it for ya!" He doesn't know if she can ever hear him, across the distance and the roar of the snowmobiles. Doesn't matter. He feels like yelling right now.
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You mean you can choose to not chase someone that's fleeing? Naaah. Archer gets a 26 for driving
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ooc Violet Team in: The Sweet Art of Wrasslin' OOC
RocketLord replied to RocketLord's topic in Hanover
No need for anyone to be statted out @The Sailor, don't worry.- 5 replies
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Remaking my old Dust Devil character, with a few years having passed, giving him a stronger theme and better reason for being in Freedom. Thoughts, or anything off with the sheet? DUST DEVIL II Power Level: 12 (180/180PP) 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: Alternate Identity: Cassidy Collins Birthplace: Southside, Freedom City Residence: Broken Crow Refuge on Halifax Street 16, Lantern Hill, Freedom City Base of Operations: Lantern Hill Occupation: Guardian of Magic Mesa Affiliations: Magic Mesa Family: John Collins (father, born 1962), Pearl Collins (née Hart, mother, borm 1961), William 'Billy' Collins (born 2003), Benjamin Collins (paternal uncle, born 1965) DESCRIPTION Age: Born on June 5th 1987 Gender: Male Ethnicity: Caucasian Height: 6'0'' Weight: 203 lbs., variable Eyes: Blue Hair: Black Cassidy Collins is a Caucasian man that looks perhaps a few years older than his age. He has wild, but short black hair and a short black beard. While he can look normal with effort, his skin will often appear to crack, like the ground in a desert. His eyes are blue and glow. He prefers to wear flanel or dress shirts with jeans and a old tan duster jacket, which he will often supplement with various scarves or cowboy hats. He tends to wear nicer clothing at the Broken Crow Refuge when taking in those that need his help, such as supplementing the dress shirts with vests or gloves, or wearing sunglasses to hide his unnatural looking eyes. He very much styles himself as a modern day desperado or cowboy. Cassidy's body and clothing will turn to sand at will, often taking on various half-dissolved sand forms as he moves about. HISTORY Cassidy Collins had never been a golden child, but he had never been a bad kid either. He grew up poor, but he made do, working various jobs to make ends meet, including helping his uncle Benjamin out with some of his less legal activities. One such job involved driving out into the Painted Desert in Arizona in 2019. Unfortunately, Cassidy discovered that his uncle was smuggling stolen weaponry from the 2018 Terminus Invasion. Benjamin killed Cassidy to maintain the secret. Cassidy died in the desert, afraid, alone and abandoned. Only, it wasn't the end. Hours later, Cassidy opened his eyes. He was alive, only he wasn't. His heart no longer beat, and he was alone. The Magic Mesa had reached out to Cassidy, chosing him as it's newest guardian, it's new Dust Devil. Cassidy returned to Freedom City. He tried to use his powers to be a hero. Tried to make his family proud, but that was never meant to be his path. The Dust Devil was meant for something else. As his powers began to evolve and grow, he found himself drawn away, towards the Magic Mesa and beyond. Becoming less man and more a force of nature as time progressed and he fought threats where the Magic Mesa led him, Cassidy would eventually come to accept that he had become something quite inhuman, the will of a dead man in the form of a sandstorm. He fully embraced the mantle of the Dust Devil, the supernatural guardian of the Magic Mesa. Eventually, the path set out for Cassidy by the Magic Mesa would lead him back to Freedom City. As always, the city would become the center of major ramifications for the world, and the Mesa wanted its guardian to stand ready. Cassidy established the Broken Crow Refuge on Halifax Street 16 in Lantern Hill, and quickly set about establish the Refuge as the place to come for anyone in need. PERSONALITY & MOTIVATION Cassidy Collins is a serious individual, with a dry sense of humor. His main motivation in life is to fulfil his charge, by protecting those that seek his aid at the Broken Crow Refuge, or those that he is guided to help by the Magic Mesa. He does not go out of his way to get into trouble of his own accord, but he has, despite his own complaints to the opposite, a strong sense of right and wrong, and he is liable to find trouble by putting himself in danger to keeps others safe. He is blunt and to the point, rarely putting on a show, instead prefering the most direct route to disable a threat. Cassidy has resigned himself to his role as an undead guardian, doing the bidding of the Magic Mesa with little question. He doesn't realize that the Mesa affords him as much freedom as he would like, and that his choices matter much more than he knows. Perhaps he will one day learn that the Magic Mesa would afford him to have a life. POWERS & TACTICS All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks by instantly rebuilding his sand body, which also means he is unaffected by most kinds of poison and diseases. If Cassidy sustains enough damage to actually hurt his body, he can rebuild himself. Cassidy can manipulate and expand the sand that makes up his body, using it to reshape his body, creating weapons made out of sand or even summon a steed made out of sand that he can ride. He can create sand and dust storms powerful enough to flay the skin off his enemies, either damaging them or flaying their or damage to weaken them. He can spread out the sand in his body, spreading it to make him more difficult to hurt, or reform in another position. He can even use sand as a medium to travel across the globe. COMPLICATIONS Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. The GM can award Dust Devil a Hero Point if his lack of trust in others complicates a situation. Broken Crow Refuge: Cassidy has dedicated himself to the Broken Crow Refuge, and he is bound to at least listen to the pleas of those that come to it to seek his aid, most likely putting him in trouble as he seek to help them. Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and while he believes that he has dealt with his feelings on the matter, he hasn't. His undead state as a sand creature might also mean negative reactions from the world around him, if they learn what he is. The GM can award Dust Devil a Hero Point if his status as an undead being made of sand causes issues, such as in social or medical situations. 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. The GM can award Dust Devil a Hero Point if the Dust Devil Legacy makes them negatively predisposed towards him. 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. The GM can award Dust Devil a Hero Point if the Magic Mesa forces him to return to protect it at an inopportune time, or nudges him to get involved in a conflict he would rather not. 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. ABILITIES: 0 + 6 - 10 + 4 + 8 + 6 = 14PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: - (N/A) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) COMBAT: 8 + 6 = 14PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +4 Base, See individual Powers in DC Block Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Grapple: +4 (+4 Attack) Knockback: -8 (Toughness /2) SAVING THROWS: 0 + 5 + 6 = 11PP Toughness: +17 (+17 Protection) Fortitude: - Reflex: +8 (+3 Dex, +5) Will: +10 (+4 Wis, +6) SKILLS: 68R = 17PP Diplomacy 7 (+10) Intimidate 7 (+10) Investigate 4 (+6) Knowledge [Arcane Lore] 13 (+15) Notice 6 (+10) Ride 7 (+10) Sense Motive 6 (+10) Stealth 12 (+15) Survival 6 (+10) FEATS: 15PP Benefit [Wealth] 1 Connected Dodge Focus 4 Hide in Plain Sight Improved Initiative Interpose Luck 4 Move-by Action Ritualist Veteran Awards Equipment 4 (20EP) Broken Crow Refuge (Headquarters; An unassuming brick front building on Halifax Street in Lantern Hill) [20EP] POWERS: 14 + 31 + 30 + 17 + 2 + 15 = 109 All have the Magic and Sand descriptor unless otherwise noted. Devil Array 6 (12PP Array; Feats: Alternate Power 2) [14PP] BP: Create Object 3 (Extras: Movable; Feats: Progression [Base Size] 3) (3x50 ft. cubes) {12/12} (Descriptors: Shape Sand) AP: Emotion Control 12 (Flaws: Limited [Fear]) {12/12} (Descriptors: Fear the Devil) AP: Environmental Control 4 (Distraction DC 15, Visibility -4; Flaws: Range [Touch]) (50 ft. radius) {12/12} (Descriptors: Sand Storm) Dust Array 13.5 (27PP Array; Feats: Alternate Power 4) [31PP] BP: Blast 12 (Feats: Accurate 3) {27/27} (Descriptors: Sand Revolver) AP: Damage 12 (Extras: Area [General Burst]; Feats: Progression [Area Size] 3) (60-600 ft. radius) {27/27} (Descriptors: Dust Storm) AP: Drain Toughness 12 (Extras: Ranged; Feats: Accurate 3) {27/27} (Descriptors: Dust Devil's Touch) AP: Healing 12 (Extras: Affects Objects (+0), Total; Flaws: Personal; Feats: Persistent, Regrowth) {27/27} (Descriptors: Putting Myself Together) AP: Snare 12 (Feats: Accurate 3) {27/27} (Descriptors: Sand Trap) Immunity 30 (Fortitude Effects) [30PP] (Descriptors: Undead Guardian) Protection 17 [17PP] Regeneration 2 (Resurrection 1/day) [2PP] (Descriptors: Rise From The Grave) Sandstorm Array 6 (12PP Array; Feats: Alternate Power 3) [15PP] BP: Insubstantial 2 (Gaseous Form; Feats: Selective) {11/12} (Descriptors: Sand Form) AP: {6 + 6 = 12/12PP} (Descriptors: Steed, Summon, Animal) Speed 6 (500 mph, 5000 ft/rnd; Extras: Linked [Super-Movement] (+0)) [6PP] Super-Movement 3 (Air-Walking 2, Trackless; Extras: Linked [Speed 6] (+0)) [6PP] AP: Teleport 12 (Extras: Accurate; Flaws: Long-Range, Medium [Sand]) (Range: 20 million miles) {12/12} (Descriptors: Travel Through Sand, Dimensional, Temporal) AP: Teleport 4 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (Range: 400 ft.) {11/12} (Descriptors: Dissolve and Reappear, Dimensional, Temporal) DC BLOCK Name Range Save Effect Attack bonus/Other Unarmed Touch DC15 Tou (staged) Damage +12 Sand Revolver 120 ft. DC27 Tou (staged) Damage +12 Fear the Devil Perception DC22 Will (staged) Fail: Shaken >5: Frightened Panicking Dust Storm Burst Area 60-600 ft. radius DC22 Ref Reduce Damage effect to DC21 Tou Area DC27 Tou (staged) Damage Dust Devil's Touch 120 ft. DC22 Fort Toughness Drain +12 Sand Trap 120 ft. DC22 Ref (staged) Fail: Entangled >5: Bound and Helpless +12 Totals: Abilities (14) + Combat (14) + Saving Throws (11) + Skills (17) + Feats (15) + Powers (109) - Drawbacks (0) = 180/180
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Alright, untrained Pop Culture knowledge: 2 Well, Mattie doesn't know anything at all
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Go for it, these are the rules: So, since you got Perception, they should hit automatically, so that's a DC25 Will Save, but unfortunately, the Big Brain saves with a Will Save at 28. Give me an IC @Dracostern, then @Poncho is next
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- golden star
- spaceman
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Initiative: 14 No need for combat quite yet, I think.