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RocketLord

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  1. Pan is using Confusion to try and mess with Electrum Eagle and Platinum Porpoise, Will save DC 16.
  2. Awesome, looking forward to it!
  3. I've edited to update Flat-Footed, Grapple and Knockback values. I set Knockback to -1, as I'm not sure whether defensive roll should be applied or not, so it is half Toughness without Defensive Roll, rounded to 1.
  4. Forever Boy would be up for a team up with anyone that could introduce him a bit to Freedom City, once I get that second approval.
  5. Alright, its fixed, and the character is posted. Again, thanks for the help.
  6. Supercape pointed out that Confusion is perception based and doesn't need accurate, so I edited the power to have Subtle 2 instead of Accurate 2. Edit: And updated to properly show 150/150 PP instead of 152/152 PP
  7. Forever Boy Power Level: 12 (216/227PP) Unspent Power Points: 11 Trade-Offs: (The Forever Blade) -5 Attack / +5 DC, (Fireworks) +4 Attack / - 4 DC, +5 Defense / -5 Toughness, (The Forever Weapon) -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 - 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. 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 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 wears a form fitting green uniform with white piping details on his elbows, the end of his sleeves, three lines on each shoulder and the bottom of his shirt, over his green pants. He wears green boots in the same color as his shirt and pants, with a white line just above his ankles and thicker white line where the boot ends. At Pan's chest, the green shirt is open in an elongated square shape, with one corner just below his solar plexus, and two at his chest. Under the green shirt, he wears a red shirt with a white heart interconnected with an infinity symbol. He wears a green domino 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 eventually 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. 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 explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust are 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. For Pan, it has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is also able to summon his uniform at will. Unless Pan decides to use his Pixie Dust for creating life-like image or outright illusions that can fool all senses, it seems to increase his natural charisma greatly. He can also use it to create a sort of mist that can fool both the visual and auditory senses of the ones caught within the mist, and not just their eyes. Pan is able to direct the mists away from allies, preventing them from being affected. Pan can use the Pixie Dust in a number of offensive ways, most notably by creating just about any weapon he can think of, all of which seem to glow with the light of the Pixie Dust, even if his prefered use is to create swords. He can channel the dust in a Pixie-shaped blast of light that homes in on his enemies, or an explosion of light that blinds his targets. Finally, he is able to create glowing golden bands from seemingly out of nowhere, which quickly converge to trap his foes. 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. He has always been exceptionally lucky, from being found by the Pixies to ending up in a place as interesting as Earth-Prime. 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 + 10 + 6 + 4 + 2 + 10 = 36PPStrength: 14 (+2)Dexterity: 20 (+5)Constitution: 16 (+3)Intelligence: 14 (+2)Wisdom: 12 (+1)Charisma: 20 (+5) / 44 (+17) w. Forever Charismatic Combat: 12 + 14 = 26PPInitiative: +9 (+5 Dex, +4 Improved Initiative)Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC BlockDefense: +17 (+7 Base, +10 Dodge Focus), +4 Flat-FootedGrapple: +8 (+6 Base Attack, +2 Strength)Knockback: -2 / -3 (with Defensive Roll) Saving Throws: 5 + 7 + 8 = 20PP Toughness: +7 (+3 Con, +2 Protection, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +9 (+1 Wis, +8) Skills: 48R = 12PP Acrobatics 2 (+7) Bluff 17Skill Mastery (+22) / (+31 w. Forever Charismatic) Notice 13Skill Mastery (+14) Sense Motive 11Skill Mastery (+12) Sleight of Hand 2 (+7) Stealth 3Skill Mastery (+8) Feats: 31PP Challenge [Fast Feint] Defensive Roll 1 Distract Dodge Focus 10 Evasion 2 Fearless Improved Initiative 1 Inspire 4 Jack-of-All-Trades Leadership Luck 3 Move-by Action Skill Mastery (Bluff, Notice, Sense Motive, Stealth) Taunt Uncanny Dodge 2 [Visual, Auditory] Powers: 6 + 1 + 11 + 27 + 1 + 5 + 3 + 2 + 2 + 32 + 3 = 93PP Comprehend Rank 3 ("Universal Understanding"; Understand, speak and read all languages) [6PP] (Alien, Genetic) Enhanced Feat 1 ("Forever Uniform") (Quick Change) [1PP] (Pixie Dust) Flight 5 ("Fairy Flight"; Feats: Alternate Power 1) 250 MPH / 2500 ft./rnd) [11PP] (Magic, Pixie Dust) AP: Flight 2 ("Happy Thoughts"; Extras: Affects Others, Area [General Burst], Feats: Progression [Area] 1, Selective) (50 ft. radius) (25 MPH / 200 ft./rnd) {10/10} Trickster Array 12 (24 PP Array; Feats: Alternate Power 3) [27PP] (Magic, Pixie Dust, Training) BP: Enhanced Charisma 24 ("Forever Charismatic") {24/24} AP: Illusion 10 ("Endless Forms"; Affects: Visual; Feats: Progression [Area] 4) (Area: 100 ft.) {24/24} AP: Illusion 5 ("Endless Forms Most Beautiful"; Affects: All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft.) {24/24} AP: Obscure 6 ("Hide & Seek"; Affects: Visual, Auditory; Extras: Independent [+0], Selective Attack, Total Fade; Flaws: Action [Full Round]) (Duration: Independent [24 rounds], Radius: 250 ft.) {24/24} Immunity 1 ("The Forever Boy"; Immunity: Aging) [1PP] (Alien, Pixie Dust) Immunity 5 ("Forever Free"; Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Magic, Pixie Dust) Luck Control 1 ("Forever Lucky"; Option: Force Rerolls) [3PP] (Alien, Genetic) Protection 2 ("Tough") [2PP] (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 14.5 (29 PP Array; Feats: Alternate Power 3) [32PP] (Magic, Pixie Dust, Training. Additional descriptors on each power) BP: Damage 14 ("The Forever Weapon"; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, incurable, Mighty, Precise, Stunning Attack, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]; Extras: Penetrating 5) {29/29} (Light, Slashing Damage Type) AP: Blast 12 ("Pixie Blast"; Feats: Accurate 3, Homing, Precise) {29/29} (Light, Impact Damage Type) AP: Dazzle 12 ("Fireworks"; Affects visual senses; Feats: Accurate 3, Incurable, Reversible) {29/29} (Light, Sound) AP: Snare 12("Binding Bands"; Feats: Accurate 3, Indirect 2) {29/29} (Solid, Light) Super-Senses 3 ("Never Senses"; Danger Sense [Sense Types: Hearing], Audio [Sense Type: Audio, Default Extras: Acute, Radius, Ranged, Extras: Accurate]) [3PP] (Alien, Genetic) 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 Binding Bands 120 ft. DC22 Ref (staged) Entangled/Bound +12, Indirect 2 Fireworks 120 ft. DC22 Ref (Staged) Visual Senses Useless +12, Incurable Pixie Blast 120 ft. DC27 Tou (staged) Damage +12, Homing (1 attempt), Precise The Forever Weapon Touch (Up to 10 ft.) DC31 Tou (staged) / DC 26 Fort (staged) Damage / (Dazed/Stunned/Unconscious) +8, Crit 18-20, Incurable, Precise Endless Forms Perception DC20 Will (staged) Tricked if disbelieving illusion N/A Endless Forms Most Beautiful Perception DC15 Will (staged) Tricked if disbelieving illusion N/A Totals: Abilities (36) + Combat (26) + Saving Throws (20) + Skills (12) + Feats (31) + Powers (93) - Drawbacks (2) = 216/227 Power Points
  8. And decided to fix by just reducing Defensive Roll to 1 and adding Protection 1. Thanks for the help and tips.
  9. Aside from the Defensive Roll bit, I think he should be ready now. I've added a Drawback with a minor vulnerability to emotion effects and added Accurate 2 to all powers in the Tricks array.
  10. Thanks! I actually got Defensive Roll at rank 2, but I can see that I forgot to add it to his Toughness rank. I've added it now. With the +2 for 2 ranks, I get to +6 though, so I'm guessing that isn't right. Atm, I've edited to set it at Toughness: +5 (+2 Con, +4 Defensive Roll). Should I go with Defensive Roll 1 and Protection 1 instead? I'd prefer just Defensive Roll, since it suits the character better, but not if it breaks the rules. As for attack, I thought it could only go to Power Level without a Save/Attack shift?
  11. I should have done the calculations right, but please let me know if there is any miscalculations or if I have misunderstood how any powers work, or just if there is something wrong with how I have set up the profile. --- Forever Boy Power Level: 10 (152/152PP) Unspent Power Points: 0 Trade-Offs: +4 Attack / - 4 Damage, +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. Description: Age: 16 (DoB: 2002) 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. 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 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 1 year 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 an extension of that nature, 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. While he will taunt and provoke his enemies, he prefers to fight at range. Power Descriptions: 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. 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. 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. 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. 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]), +14 Tricks Array (+5 Base, +5 Attack Focus [Ranged], +4 Accurate) Defense: +15 (+5 Base, +10 Dodge Focus), +15 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 3 + 5 + 3 = 11PP Toughness: +5 (+2 Con, +1 Protection, +2 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +4 (+1 Wis, +3) Skills: 20R = 5PP Acrobatics 2 (+7) Bluff 5 (+10) Notice 6 (+7) Sense Motive 3 (+4) Sleight of Hand 2 (+7) Stealth 2 (+7) Feats: 29PP Attack Focus [Ranged] 5 Defensive Roll 1 Distract Dodge Focus 10 Evasion 2 Fearless Improved Initiative 1 Jack-of-All-Trades Move-by Action Quick Change 1 Redirect Taunt Uncanny Dodge 3 [Visual, Auditory, Mental (Danger Sense)] Powers: 6 + 8 + 1 + 9 + 2 + 24 + 3 = 53PP Comprehend Rank 3 (Understand, speak and read all languages) [6PP] (alien, genetic) Flight 4 (Flight at 100 MPH) [8PP] (alien, genetic) Protection 1 (Tougher than normal humans) [1PP] (alien, genetic) Obscure 3 (Creates a golden fog that creates total visual concealment; Feats: Selective) [9PP] (fog, chi, trained) Quickness 4 (Quick thinker; Flaws: One type [Mental]) [2PP] (alien, genetic) Tricks Array 6 (20 PP Array; Feats: Accurate 2, Alternate Power 4) 24PP] (light, chi, trained) Base Power: Stun 6 (Stun Burst; Extras: Ranged; Feats: Accurate 2) {20/20} Alternate Power: Blast 6 (Tracker Blast; Extras: Homing; Feats: Accurate 2) {20/20} Alternate Power: Confuse 6 (Mind Wave ; Extras: Area, Selective; Feats: Accurate 2) {20/20} (mental) Alternate Power: Dazzle 6 (Fireworks, affects visual and auditory senses; Feats: Accurate 2) {20/20} Alternate Power: Snare 9 (Binding Bands; Feats: Accurate 2) {20/20} (kinetic, light) Super-Senses 3 (Accurate Hearing, Danger Sense) [3PP] (alien, genetic) Drawbacks: -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Stun Burst Ranged DC 16 Fortitude Dazed/Stun/Unconscious Tracker Blast Ranged DC 16 Toughness Damage Fireworks Ranged DC 16 Reflex Auditory/Visual Senses Useless Binding Bands Ranged DC 19 Reflex Entangled/Bound Mind Wave Ranged DC 16 Will Confused Totals: Abilities (34) + Combat (20) + Saving Throws (11) + Skills (5) + Feats (29) + Powers (53) - Drawbacks (2) = 152/152 Power Points
  12. Well, I said hi in the chat, so figured I'd do a little intro here too. I'm a 30 year old software developer/system manager from Denmark with a kid and wife. Been into comics and super heroes since my dad introduced me to his old Superman and Batman comics from the 70'es, and since then I've been hooked. I've been doing forum rpgs for some 15 years, though mostly a bit more freeform than this, so it'll be a nice change of pace. I used to run a super hero rp site from 2007 till it died sometime in 2015, and I've been itching to get back into a super hero world like this.
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