-
Posts
6,921 -
Joined
-
Last visited
Content Type
Profiles
Forums
Freedom City Guidebook
Freedom City PBP: A How-To Guide
Gallery
Events
Everything posted by RocketLord
-
Justice Power Level: 15 Effective Power Level: 10 Power Points: 231/250PPUnspent Power Points: 19 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see ScaleDriver Weight System In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: [Scales set! Are you ready?] "Henshin!" [Time for justice!] Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: Riverside, Freedom City Base of Operations: The Secret Headquarters, Riverside, Freedom City Occupation: Comic, Gaming & Hobby Store Owner, Adventurer Affiliations: None Family: Anna Maria Langley (mother), Lucas John Langley (father), Lucas John Langley Jr. (2 years older brother), Mark Milton Langley (20 years younger brother), Dottie Patricia Langley (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair: Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair is, quite frankly, a mess that stands out in all directions. She has green eyes and wears glasses with red frames. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. Lately, she has taken to wearing jackets, pants and shoes over the undersuit for her armor. As Justice, Robin wears the ScaleDriver, a grey belt with a darker grey core, forming a sort of A shape with a triangle pointing down from the center of the A and reaching the same parts as the sides of the A in front of Justice. The center of the belt holders a red scale, slightly protruding from the rest of the belt. Activating the ScaleDriver causes the undersuit to appear, unfolding from the belt: A black suit with while soles, three white stripes on both sides of Robin's abdomen, a white line running from each shoulder and down her chest, and thinner white lines around her neck and the inside of her arms near the elbows. While the back of Robin's hands and her palms are covered, her fingers are left free. By scanning an ImagiCard on each of the weights on the scale and setting the weight, Robin can summon the Justice Armor X from Z-Space: Armored red boots with blue knees and shins, with thick white trim, blue armored shoulders and outer upper arms, with the lower arms beind completed covered, with additional white armor over the knuckles and the back of the hand. The center of Robin's chest, stretching from her shoulders and down to the ScaleDriver belt, is covered in red armor. The blue armor on the shoulders extends up in a collar around the side of her neck. She wars a red helmet that completely hides her features, with white guard in front of the mouth, white armor on the side of the hand and a white crest or crown with grey center at the front. Her eyes are hidden behind a black visor with blue trim. She wears a long white scarf around her neck. HISTORY 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 gymnastics 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. She was only emboldened by the appearance of the Emerald Spider. 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. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. Robin did not defeat the secret group by Max Mars and MarsTech. Despite her attempts, the whole thing fell apart, and she was eventually captured and disappeared from Emerald City. Six months later, Robin reappared in Freedom City, the owner of the new Riverside comic, gaming and hobby shop the Secret Headquarters. She seems to have forgotten that she was ever a super hero. Faced with villains rampaging through Riverside, Robin found the mysterious ScaleDriver hidden in a stockroom in the Secret Headquarters. Donning the belt, she became Justice for the first time once again. As Robin begins to rediscover herself, she will have to figure out just what happened to her, why it happened... and maybe why Max Mars and his Ultio Program has made their way to Freedom City. 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. Since arriving in Freedom City, Robin seems to suffer from partial amnesia, having forgotten that she was ever a super hero. She is slowly rediscovering herself, leading to sudden shifts in personality: One moment, she might act as a rookie hero that has no idea what she's doing, before acting as a veteran hero the next. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her armor while in action. Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. While she had studied magic under Salvo, she has found herself utterly unable to actually use magic herself, instead relying on merging technology and magic as what she has dubbed WonderTech. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin's newest armor channels powers directly from Z-Space. As with previous versions, the undersuit unfolds from Robin's belt, dubbed the ScaleDriver, while other armor pieces are summoned from Z-Space and attaches directly to Robin. Robin's grandmother's amulet powers the ScaleDriver and allows Robin to access Z-Space and teleport short distances in real space, while also giving her access to her storage. She uses a number of different gadgets she has created or cobbles together on the fly as needed. The Justice Armor X enhances Robin's physical capabilities and assists her in combat, including a built-in A.I. that assists in combat. Robin can switch between different weapons and armor by scanning magically programmed NFC cards that she has dubbed HeroCards to the two scales on her belt, with each HeroCard being able to activate either the Alpha or Beta slot. By manipulating the weights on the scale, she can increase or decrease her armor, allowing her to switch between three modes: Balance: a balanced mode, Lightweight: Quick, but with little armor and Heavyweight: Slow, but heavily armored. Robin commonly uses the following HeroCards to set her armor's Alpha Slot, giving her access to different attacks: Lady Liberty: Melee focused, with enhanced strikes. Justice: Gives Robin access to the Justice Kick, damaging everything in her path. Patriot: Gives Robin access to the Patriot Blaster, a weapon with variable magical attacks. Emerald Spider: Gives Robin access to Quantum Webbing, used to entangle her targets. Captain Thunder: Gives Robin access the stunning Thunder Strike. and the following HeroCards to set her armor's Beta Slot, giving her different defensive and utility abilities: Centurion: Enhanced strength and environmental defenses. Synapse: Psionic efenses and mental senses. Raven: Stealth focused abilities. Freedom Eagle: Flight and gives Robin access to the Eagle Blaster, which she can use to channel any of her attacks at a range, making some of her attacks instant hits. Velocity: Increased speed. While these are the HeroCards commonly used by Robin, she has access to others through stunts. Furthermore, Robin can access the more powerful World's Finest Mode armor by using the Centurion HeroCard in the Alpha slot and the Raven HeroCard in the Beta slot at the same time. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. 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. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: 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. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power Up Let Down: Justice's World's Finest Mode. armor, accessed through the Morph power Centurion/Raven: World's Finest requires large amounts of power to run. The GM can effectively veto any use of the World's Finest Mode Armor if they don't want Justice to use it in a thread. Invoking this complication does not award Justice a Hero Point, but allows the GM an excuse to keep Justice from increasing in PL during a thread. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor X] 18 (+4)Dexterity: 14 (+2) / [Justice Armor X] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [Justice Armor X] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base / [Justice Armor X] +4 Base, +10 for Individual Attacks, +10 MeleeLady Liberty HeroCard(+4 Base, +6 Attack Focus [Melee]) Defense: +4 Base, +2 Flat-Footed / [Justice Armor X] +10 (+4 Base Defense, +1 Enhanced Defense, +5 ScaleDriver Weight System set to Balance), +5 (+4 Base Defense, +1 Enhanced Defense, +0 ScaleDriver Weight System set to Heavyweight), +15 (+4 Base Defense, +1 Enhanced Defense, +10 ScaleDriver Weight System set to Lightweight), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength) / [Justice Armor X] +8 (+4 Base Attack, +2 Strength, +2 Enh. Strength), +14Lady Liberty HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee]), +20Lady Liberty/Centurion HeroCard(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +6 Super-Strength), +22Lady Liberty/Centurion HeroCard/Balance(+4 Base Attack, +2 Strength, +2 Enh. Strength, +6 Attack Focus [Melee], +8 Super-Strength) Knockback: -2 (TOU 4) / [Justice Armor X] -2 (TOU 5 ScaleDriver Weight System set to Lightweight), -5 (TOU 10 ScaleDriver Weight System set to Balance), -12 (TOU 15, Imp. TOU 10, ScaleDriver Weight System set to Heavyweight) No Armor Balance Heavyweight Lightweight Defense +4 +10 +5 +15 - Flatfooted +2 +3 +3 +3 Toughness +4 +10 +15 / Imp 10 +5 Fortitude +10 +12 +13 +14 Reflex +7 +10 +8 +12 Will +11 +13 +14 +15 Knockback -2 -5 -12 -2 Base Armor Balance Lady Liberty Centurion LL+C B+LL B+C B+LL+C Grapple +6 +8 +10 +14 +14 +20 +16 +16 +22 SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con) / [Justice Armor X] +10 (+4 Con, +1 Protection, +5 ScaleDriver Weight System set to Balance), +15/Imp. Tou 10 (+4 Con, +1 Protection, +10 ScaleDriver Weight System set to Heavyweight), +5 (+4 Con, +1 Protection, +0 ScaleDriver Weight System set to Lightweight) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor X] +8 (+2 Dex, +1 Enh. Dex, +5), +10 (+2 Dex, +1 Enh. Dex, +5, +2 ScaleDriver Weight System set to Balance), +12 (+2 Dex, +1 Enh. Dex, +5, +4 ScaleDriver Weight System set to Lightweight) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor X] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor X] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Attack Focus [Melee] 6Lady Liberty HeroCard Evasion 2 Improved Initiative Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Mental]Synapse HeroCard Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X, Invention, Magic, Technology) Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Enhanced Dexterity 2 [2DP] (Descriptors: A.I. Assisted Coordination) Enhanced Feat 5 (Accurate Attack, Evasion 2, Improved Initiative, Power Attack) [5DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Instant Armor) Enhanced Strength 4 [4DP] (Descriptors: Enhanced Musculature) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [World's Finest Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Centurion/Raven: World's Finest, Super Mode) Protection 1 [1DP] (Descriptors: Armor) ScaleDriver Alpha Slot 14.5 (29DP Array; Feats: Alternate Power 4) [33DP] (Descriptors: Weapons, Z-Space) BP: {23 + 6 = 29/29DP} (Descriptors: Lady Liberty HeroCard) Damage 6 (Extras: Penetrating 4; Feats: Improved Critical 2, Indirect 3, Knockback 5, Mighty, Takedown Attack 2) [23DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Bludgeoning Damage Type) Enhanced Feat 6 (Attack Focus [Melee] 6) [6DP] AP: {13 + 16 = 29/29DP} (Descriptors: Justice HeroCard, Justice Kick, Enhanced Musculature, Finishing Move, Bludgeoning Damage Type) Damage 6 (Extras: Area [General Trail], Linked [Drain Toughness] (+0); Feats: Mighty) (60 ft. trail area) [13DP] Drain Toughness 8 (Extras: Area [General Trail], Linked [Damage] (+0)) (80 ft. trail area) [16DP] (Descriptors: Z-Space Energy) AP: Blast 10 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Variable Descriptor 2 [Any Magic]) {29/29DP} (Descriptors: Patriot HeroCard, Patriot Blaster, Variable Ammunition, Z-Space Portals) AP: Snare 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Tether) {29/29DP} (Descriptors: Emerald Spider HeroCard, Quantum Webbing) AP: Stun 10 (Feats: Accurate 3, Improved Critical 2, Indirect 3, Sedation) {29/29DP} (Descriptors: Captain Thunder HeroCard, Thunder Strike, Electricity) ScaleDriver Beta Slot 10.5 (21DP Array; Feats: Alternate Power 4) [25DP] (Descriptors: Armor, Z-Space) BP: {16 + 5 = 21/21DP} (Descriptors: Centurion HeroCard) Super-Strength 6 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+30 STR Carry, Heavy Load: 9.6 tons) [16DP] (Descriptors: Centurion's Strength) Stacks with Super-Strength in Weight System Array Balance: Total Super-Strength 8 (Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) (+40 STR Carry, Heavy Load: 38 tons tons) Immunity 9 (Life Support; Flaws: Limited [Half Effect]) [5DP] (Descriptors: Centurion's Protection) AP: {10 + 11 = 21/21DP} (Descriptors: Synapse HeroCard) Immunity 10 (Psionic Effects) [10DP] (Descriptors: Psi-Shield) Super-Senses 11 (Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate, Acute, Counters Concealment, Counters Illusion, Radius, Ranged]) [21PP] (Descriptors: Danger Sense) AP: {3 + 10 + 6 + 2 = 21/21DP} (Descriptors: Raven HeroCard, Stealth) Concealed Attack 3 Adds (Feats: Insidious, Subtle 2) to Weight Alpha Array [3DP] (Descriptors: Hidden Attacks) Concealment 10 (All Senses; Flaws: Blending) [10DP] (Descriptors: Superior Stealth) Obscure 6 (Visual Obscure; Flaws: Range [Touch]) [6DP] (Descriptors: Instant Darkness, Darkness) Super-Movement 2 (Wall-Crawling 2) [2DP] AP: {11 + 10 = 21/21DP} (Descriptors: Freedom Eagle HeroCard, Flight, Range) Eagle Eyes 10 Adds (Extras: Range; Feats: Progression [Range] 1) to Weight Alpha Array [11DP] (Descriptors: Eagle Eyes, Blaster, Channel Attacks, Z-Space) Flight 5 (250 mph, 2500 ft./rnd.) [10DP] (Descriptors: Wings of Freedom, Flight, Gravity) AP: {10 + 4 + 3 + 4 = 21/21DP} (Descriptors: Velocity HeroCard, Super Speed) Full Velocity 10 Adds (Extras: Autofire) to Weight Alpha Array [10DP] (Descriptors: Full Velocity, Quick hits) Speed 4 (100 mph, 1000 ft./rnd.) [4DP] Stacks with Speed in Weight System Array Balance: Total Speed 6 (500 mph, 5000 ft./rnd.) Lightweight: Total Speed 8 (2500 mph, 25,000 ft./rnd.) Super-Movement 4 (Sure-Footed 2, Wall-Crawling 2; Flaws: Limited [While Moving]) [3DP] Quickness 4 (Tasks at x25 Speed) [4DP] ScaleDriver Weight System 10 (20DP Array; Feats: Alternate Power 2) [22DP] BP: {5 + 2 + 2 + 5 + 2 + 4 = 20/20} (Descriptors: Balance) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) [5DP] Enhanced Trait 2 (Reflex Save +2) [2DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Protection 5 (Total Toughness +10) [5DP] Speed 2 (25 MPH, 250 ft./rnd) [2DP] Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {10 + 10 = 20/20} (Descriptors: Heavyweight) Impervious Toughness 10 [10DP] Protection 10 (Total Toughness +15) [10DP] AP: {10 + 4 + 2 + 4 = 20/20} (Descriptors: Lightweight) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) [10DP] Enhanced Trait 4 (Reflex Save +4) [4DP] Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] Speed 4 (100 MPH, 1000 ft./rnd) [4DP] Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Lady Liberty HeroCard Touch DC19 TOU (staged) Damage +10 Justice Strike Touch 100 ft.Freedom Eagle DC25 TOU (staged) Damage +10, Crit 18-20, Indirect 3, Knockback 5, Penetrating 4, Takedown Attack 2, AutofireVelocity, Insidious, Subtle 2Raven Justice Kick 60 ft. Trail Area 100 ft.Freedom Eagle DC18 Fort (staged) TOU Drain General Trail Area, linked to Damage Effect, Insidious, Subtle 2Raven DC25 TOU (staged) Damage General Trail Area, linked to TOU Drain Effect, Insidious, Subtle 2Raven Patriot Blaster 100 ft. PerceptionFreedom Eagle DC25 TOU (staged) Damage +10, Crit 19-20, Indirect 3, Variable Descriptor 2 [Any Technological] , AutofireVelocity, Insidious, Subtle 2Raven Quantum Webbing 100 ft. PerceptionFreedom Eagle DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Crit 18-20, Indirect 3, Tether, AutofireVelocity, Insidious, Subtle 2Raven Thunder Strike Touch 100 ft.Freedom Eagle DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 18-20, Indirect 3, Sedation, AutofireVelocity, Insidious, Subtle 2Raven Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/250 Power Points
-
Yep, you can do that!
- 21 replies
-
- raven iii
- nevermore ii
-
(and 1 more)
Tagged with:
-
ooc (OMTB) Once More To The Boards (OOC)
RocketLord replied to Avenger Assembled's topic in Americas
Gonna try to stunt an EMP arrow off Archer's Arrows array. Would this work? Nullify [Technology] 6 (Nullify All Technology Descriptor [2pp/r]; Feats: Improved Range 2; Extras: Effortless; Flaws: Action [Full Round]) {14/14DP} (Descriptors: EMP Arrow) -
Space Ranger III Space Ranger paused, listening to the other guy and just... stood there for a second. "You worked for Kraken?" Another pause, as he turned to the Praetor and the Star Knight. "Just so we're clear: That whole sidekick bit is just banter. I do not know this guy."
- 41 replies
-
- traveller
- squire kathlana
-
(and 2 more)
Tagged with:
-
Size Shifter - Big Power Level: 12 Effective Power Level: 10 - 12 for Colossal Size Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: Varies with size, see Size Overview POWERS & TACTICS X COMPLICATIONS Complication: X. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, Varies with size, see Size Overview Defense: +5 Base, +2 Flat-Footed. Varies with size, see Size Overview Grapple: Varies with size, see Size Overview Knockback: Varies with size, see Size Overview SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +0 (+0 Con), Varies with size, see Size Overview Fortitude: +6 (+0 Con, +6), Varies with size, see Size Overview Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought POWERS 72 = 72PP Size Shifter Device 18 (90DP Container; Flaws: Hard-To-Lose) [72PP] (Descriptors: Name, X) Enhanced Feat 5 (Improved Critical 2 [Strength], Improved Grab, Improved Grapple, Quick Change) [5DP] Growth Array 39 (78DP Array; Feats: Alternate Power 3) [81DP] (Descriptors: X) BP: {4 + 4 + 16 + 11 + 10 = 45/78DP} (Descriptors: Size: Large, X) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 16 [16DP] Growth 4 (Drawbacks: Full Power) [11DP] Protection 10 [10DP] AP: {4 + 4 + 10 + 23 + 9 = 50/78DP} (Descriptors: Size: Huge, X) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 10 [10DP] Growth 8 (Drawbacks: Full Power) [23DP] Protection 9 [9DP] AP: {4 + 4 + 6 + 35 + 9 = 58/78DP} (Descriptors: Size: Gargantuan, X) Enhanced Feat 4 (Attack Focus [Melee] 4) [4DP] Enhanced Feat 4 (Dodge Focus 4) [4DP] Enhanced Feat Strength 6 [6DP] Growth 12 (Drawbacks: Full Power) [35DP] Protection 9 [9DP] AP: {10 + 10 + 2 + 47 + 9 = 78/78DP} (Descriptors: Size: Colossal, X) Enhanced Feat 10 (Attack Focus [Melee] 10) [10DP] Enhanced Feat 10 (Dodge Focus 10) [10DP] Enhanced Feat Strength 2 [2DP] Growth 16 (Drawbacks: Full Power) [47DP] Protection 9 [9DP] Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Normal!, Growing) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Small!, Shrinking) DRAWBACKS SIZE OVERVIEW SIZE Height Weight Space Reach Heavy Load Melee Attack Str DC Tou KB Def Str Con Fort Save Grapple Bonus Stealth Bonus Intimidate Bonus Large 8 ft. 500-4,000 lbs. 10 ft. 10 ft. 2.8 tons +8 27 +12 -6 +8 34 14 +8 +24 -2 +4 Huge 16 ft. 4k-32k lbs. 15 ft. 10 ft. 7.4 tons +7 28 +13 -6 +7 36 18 +10 +28 -6 +6 Gargantuan 32 ft. 32k-250k lbs. 20 ft. 15 ft. 25.6 tons +5 30 +15 -7 +5 40 22 +12 +32 -10 +8 Colossal 64 ft. 250k-2 mil. lbs 30 ft. 15 ft. 89.6 tons +7 32 +17 -8 +7 44 26 +14 +40 -14 +10 Totals: Abilities (40) + Combat (20) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (72) - Drawbacks (0) = 180/180 Power Points
-
Atom! Ant-Man! Wasp! We need size shifters on the site that goes both big and small! The grandson of Dr. Atom from an affair he had either before meeting his wife or after his wife died, now being introduced to the main Atom family. Greeted with open arms, but he still feels he has something to prove to live up to the Atom name An experiment causes a meta crisis that charged his body with extradimensional energies that caused him to grow an an uncontrolled rate. The Atom Family came in to figure it out, helped him and they found out that they were in fact family. He is made part of the Atom Academy where he creates his containment suit that allows him to control his powers and do more thing with the extradimensional energies. Rex Atom Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: No defensive, See individual power trade offs in DC Block In Brief: Super scientific size shifter seeking secrets! Also the secret greatgrandson of Doctor Atom. Catchphrase: X Theme: X Alternate Identity: Rex Vaulaire Birthplace: Chicago, Illinois, USA Residence: Atom Academy Base of Operations: Atom Academy, Freedom City Occupation: Adventurer, Scientist Affiliations: Atom Family, Atom Academy Family: Roy Vaulaire (father, born 1968), Sarah Wilson (mother, born 1967), Alain Vaulaire (grandfather, born 1943), Jeanette Vaulaire (nee Blanchet, grandmother), Dr. Alexander Atom (Great-grandfather, dead 1994), Marie Vaulaire (Great-grandmother, dead 1944), Anne Atom (nee Banks, wife of Dr. Alexander Atom, died 1972), Andrea Atom (Daughter of Alexander and Anne Atom, born 1959, disappeared 1992), Mentac (Husband of Andrea Atom, disappeared 1992), Maximus Atom (son of Andrea Atom and Mentac, born 1984), Tesla Atom (daughter of Andrea Atom and Mentac, born 1985), Victoria Atom (daughter of Andrea Atom and Mentac, born 1987), Chase Atom (son of Andrea Atom and Mentac, born 1989) DESCRIPTION Age: Born January 1st 2000 Gender: Male Ethnicity: Caucasian Height: 5’9’’ Weight: 170 lbs. Eyes: Black Hair: Black Rex has an average build, not being in a particularly good or bad shape, standing at 5'9'' and weighing 170 lbs. He has short black hair and black eyes, and he is usually clean shaven. He tends to dress casually, though often favoring bomber jackets and, when in the lab, wearing lab coats. While in the field, Rex wears his own custom Atom Academy uniform. The uniform is primarily black, with blue panels on the chest leading from the shoulders to the waist on the front and shoulderpads kept in place with white straps. The sleeves end in white straps, and Rex wears fingerless black gloves and a white belt with pouches. The pants feature black panels on the outside of the legs similar to the panels on Rex's chest, and black boots that end in white straps similar to those that end his sleeves. Glowing pink powerlines on his chest, arms and legs glow whenever he activates his powers. He has a small glowing Atom symbol on his left chest over his heart. Like the powerlines, it glows when Rex uses his powers. HISTORY Everyone knows the story of the Atom Family. The patriarch Dr. Alexander Atom met his wife Anne after World War Two, they fell in love through her aggressive pursuit, and they eventually became the proud parents of the brilliant Andrea Atom and took in the few years older Jack Wolf. Andrea would in turn marry Mentac, exiled prince of Farside City, before their disappearence during the 1992 Omega invasion. Their children Maximus, Tesla, Victoria and Chase would become famous as the Atom Family during the 1990'es, each a mutant with extraordinary powers, guided and helped by Jack Wolf and an AI recreation of their grandfather, and they would eventually establish the Atom Academy in 2020. But before Anne, there was Marie Vaulaire, a French resistance fighter that Dr. Atom met and fell in love with during World War Two. The two shared the kind of intense and passionate romance that could only happen during the war, however brief it was. Marie Vaulaire's death fighting the against the Nazi occupation of her home led to her death, and Dr. Atom was left a broken man, spending a decade engrossed in his work until he fell in love with Anne. Dr. Atom never learned that Marie had given birth to a healthy baby boy half a year before her death. Her time her son Alain was shortlived, but he was raised in a loving home by Marie's sister Sophie, who never learned the identity of Alain's father. Alain was always a bright young man, and he would eventually become a professor at The Université de Lyon, where he met his future wife Jeanette Blanchet. In 1968, their son Roy was born. Roy found a passion for engineering, proving to be a prodigy. He would eventually leave France and move to Chicago in the United States, where het met Sarah Wilson in 1993. They married in 1996, and, at the stroke of midnight, as the clock passed from 1999 to the year 2000, their son Rex was born. Growing up, Rex Vaulaire soon showed that his genius outshone both his grandfather and father. He was, to put it bluntly, a genius, and he quickly accelerated through High School and college at a young age. Never the most social person in the world, prefering his own work and research, Rex was nonetheless part of a dedicated group of friends, and never had any social issues. Both Roy and Sarah did all they could to nurture and help Rex, providing what they could for him. Everything was fine as Rex discovered a potential new energy source, one that could potentially power the world, and he dedicated himself to this source. An accident in Rex's laboratory led to his body being infused with the energy source, triggering a Meta Crisis that caused his body to grow to gigantic proportions, continuously growing and growing. Losing control of himself, Rex accidentally destroyed several buildings as he tried to steer himself away from populated areas. The Atom Family was called in, and, with their help, Rex was able stabilize the energy and return to normal size. When the Atom Family brought him to Atom Tower to create a long-term solution, scans and tests done would eventually reveal the identity of Rex's unknown great-grandfather, much to the surprise of both Rex and the Atom Family. Rex and his parents were welcomed into the Atom Family with open arms, and Rex moved from Chicago to Atom Tower in Freedom City in an effort to connect with his newly discovered family and master his new powers. Inspired by the secret history that led to his grandfather's birth and eventually to himself, Rex has dedicated himself to leading a small group of Atom Academy members to explore the secrets and wonders of the world. PERSONALITY & MOTIVATION Rex is a proud, curious and sometimes arrogant individual. Seeing himself as a scientist first and a super hero second, he is more driven by a hunger for knowledge and progress than to be a hero. Rex rarely takes the time to socialize and can seem distant, preferring to focus on the missions than interpersonal relationships. He is still in awe at being part of the Atom Family and is still coming to grips with what it means to essentially be the illegitimate scion of super hero royalty, and how he fits into the larger world, which in turn feeds his passion for making new discoveries and exploring the world and its secret pasts. Despite the assurances from the rest of the Atom Family, Rex feels like he has something to prove to the world. POWER DESCRIPTIONS The extradimensional energies that infuses Rex's body allows him to manipulate his own size, theoretically without any limit, though past experiences and the destruction that he caused means that Rex is scared to grow too much, in case he loses control again. While at regular size, Rex can also infuse these energies into just about anything else, making his target grow or shrink. Rex carries a large number of shrunken down items in his pouches, allowing him to bring out just about anything he needs. To properly control the energy that allows him to adjust the size of himself and others, Rex's wears costume and his regular clothes incorporates what he has dubbed Size Shift Technology woven into the fabric. COMPLICATIONS Secret Atom: As a so far unknown member of Atom Family, Rex's place in the world is unsure, both to himself and others. Unstable: The extradimensional energies that empower Rex are unstable. While he can use his powers without the Size Shift Technology woven into his uniform and clothes, the effects will be unpredictable at best, and dangerous at worst. The GM can deem that Rex's Size Shift Technology is damaged, choosing an alternate effect when he tries to either Morph or use a power in the Size Shift array, giving him a Hero Point in return. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, see Power attack bonuses in DC Block Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +5 (+5 Base Attack) Knockback: -5 (TOU/2) SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Protection) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) Sense Motive 6 (+10) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought POWERS X + X + X = X Size Shifter Device 11 (55DP Container; Flaws: Hard-To-Lose) [44PP] (Descriptors: Name, X) 2DP left to use Enhanced Feat 5 (Dodge Focus) [5DP] Enhanced Feat 1 (Quick Change) [1DP] Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Big!, Growing) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Small!, Shrinking) Protection 10 [10DP] Size Shift Array X (28PP Array; Feats: Alternate Power 5) [33PP] (Descriptors: ) BP: Create Object 10 (Feats: Precise, Progression Object Size] 3 (10x50 ft. Cubes), Stationary, Subtle 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {28/28} (Descriptors: Size Shift Carried Item, X) AP: Damage 10 (Extras: Ranged; Feats: Accurate 2, Attack Focus [Ranged] 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {25/28} (Descriptors: Throw Size Shifting Item, X) AP: Snare 10 (Feats: Feats: Accurate 2, Attack Focus [Ranged] 1, Reversible, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {26/28} (Descriptors: Catch In Size Shifted Item, X) AP: Damage 10 (Extras: Area [General Burst], Ranged; Flaws: Action [Full Round]; Feats: Accurate 2, Attack Focus [Ranged] 1, Variable Descriptor 2 [Any shrunken item carried by the character or within reach]) {24/28} (Descriptors: Throw Large Sized Shift Item, X) AP: Shriking 12 (Extras: Attack (+0, Reflex Save), Independent (+0), Ranged; Flaws: Action (Standard) Feats: Accurate 1, Attack Focus [Ranged] 1, Precise Shot, Reversible) {16/28} (Descriptors: Shrink Target, X) -> Failed Reflex Save: Medium becomes Diminutive Size (ATK/DEF +4, Grapple -12, Stealth +12, Intimidation -6, Height 6in-1ft, Weight 0.25-1 lbs, space 1 ft, Reach 0 ft, Carrying capacity x1/4, Str -12, Tou -3) AP: Growth 12 (Extras: Attack (+0, Reflex Save), Independent (+0), Ranged; Flaws: Action (Full) Feats: Accurate 1, Attack Focus [Ranged] 1, Precise Shot, Reversible) {28/28} (Descriptors: Grow Target, X) -> Failed Reflex Save: Medium becomes Gargantuan Size (ATK/DEF -4, Grapple +12, Stealth -12, Intimidation +6, Height 32 ft, Weight 32k-250k lbs, space 20 ft, Reach 15 ft, Carrying capacity Str +15, Str +24, Con +12) --- Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points
-
Size Shifter - Small Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: Varies with size POWERS & TACTICS X COMPLICATIONS Complication: X. ABILITIES 0 + 4 + 0 + 24 + 8 + 4 = 40PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 34 (+12) Wisdom: 18 (+4) Charisma: 14 (+2) COMBAT 10 + 10 = 20PP Initiative: +12 (+12 Int [Speed of Thought]) Attack: +5 Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +5 (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS 6 + 6 + 6 = 18PP Toughness: +X (+X Con, +X Other) Fortitude: +X (+0 Con, +6) Reflex: +X (+2 Dex, +6) Will: +X (+4 Wis, +6) SKILLS 84R = 21PP Computers 3 (+15) Concentration 6 (+10) Craft [Chemical] 3 (+15)Skill Mastery Craft [Electronic] 3 (+15)Skill Mastery Craft [Mechanical] 3 (+15)Skill Mastery Craft [Structural] 3 (+15)Skill Mastery Diplomacy 8 (+10) Disable Device 3 (+15) Drive 3 (+5) Investigate 2 (+14) Knowledge [Earth Sciences] 3 (+15)Skill Mastery Knowledge [Life Sciences] 3 (+15)Skill Mastery Knowledge [Physical Sciences] 8 (+20)Skill Mastery Knowledge [Technology] 8 (+20)Skill Mastery Language: (Native: English; Learned: French) Medicine 6 (+10) Notice 6 (+10) Pilot 3 (+5) Search 3 (+15) FEATS 9PP Benefit 1 - Atom Academy Inventor Jack-of-All-Trades Luck 3 Skill Mastery 2 (Craft [Chemical, Electronic, Mechanical, Structural], Knowledge [Earth Science, Life Sciences, Physical Sciences, Technology] Speed of Thought POWERS 72 = 72PP Size Shifter Device 18 (90DP Container; Flaws: Hard-To-Lose) [72PP] (Descriptors: Name, X) - 90DP to use, 11DP left Enhanced Feat 4 (Evasion 2, Hide In Plain Sight, Quick Change) [4DP] Enhanced Reflex Save 5 [5DP] Flight 3 (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [6PP] (Descriptors: Name, X) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Big!, Growing) Morph 1 (One Form [Link]; Feats: Metamorph 1) [2DP] (Descriptors: Go Normal!, Shrinking) Shrinking Array 20.5 (41DP Array; Feats: Alternate Power 4) [45DP] (Descriptors: X) BP: {5 + 5 + 8 + 3 + 10 = 31/41DP} (Descriptors: Size: Small, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 4 Stacks with Offensive Array: All Powers in array +4 ranks [8DP] Shrinking 4 (Drawbacks: Full Power) [3DP] Protection 10 [10DP] AP: {5 + 5 + 6 + 7 + 10 = 33/41DP} (Descriptors: Size: Tiny, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 3 Stacks with Offensive Array: All Powers in array +3 ranks [6DP] Shrinking 8 (Drawbacks: Full Power) [7DP] Protection 10 [10DP] AP: {5 + 5 + 4 + 11 + 10 = 35/41DP} (Descriptors: Size: Diminutive, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 2 Stacks with Offensive Array: All Powers in array +2 ranks [4DP] Shrinking 12 (Drawbacks: Full Power) [11DP] Protection 10 [10DP] AP: {5 + 5 + 2 + 15 + 10 = 37/41DP} (Descriptors: Size: Fine, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Offensive Array 1 Stacks with Offensive Array: All Powers in array +1 ranks [2DP] Shrinking 16 (Drawbacks: Full Power) [15DP] Protection 10 [10DP] AP: {5 + 5 + 21 + 10 = 41/41DP} (Descriptors: Size: Miniscule, X) Enhanced Feat 5 (Attack Focus [Ranged] 5) [5DP] Enhanced Feat 5 (Dodge Focus 5) [5DP] Shrinking 20 (Feats: Atomic Size, Microverse; Drawbacks: Full Power) [21DP] Protection 10 [10DP] Offensive Array 6 (12PP Array; Feats: Alternate Power 3) [15PP] (Descriptors: ) BP: Blast 5 (Feats: Precise, Improved Critical) {12/12} (Descriptors: Name, X) AP: Move Object 6 {12/12} (Descriptors: Name, X) AP: Stun 5 (Extras: Area [General Burst]; Flaws: Action [Full Round]; Feats: Affects Insubstantial 2) {12/12} (Descriptors: Name, X) AP: Trip 5 (Extras: Knockback; Feats: Improved Critical, Improved Trip) {12/12} (Descriptors: Name, X) DRAWBACKS DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (40) + Combat (20) + Saving Throws (18) + Skills (21) + Feats (9) + Powers (72) - Drawbacks (0) = 180/180 Power Points
-
Space Ranger III J'onn couldn't resist. He spun the Ray Guns around in his hands, like grandpa had shown him, before holstering both at his sides. Now that had been awesome. He waved briefly to Sri, acknowledging her introduction with "Space Ranger, from Korus," before continuing towards Corsair. "See? Guess that settles who's the sidekick here." He crossed his arms and motioned with his heads towards the Star Knight and the Praetor. "So... mind telling me what this was about? If not, I'm pretty sure that Star Knight and Praetor would like to know."
- 41 replies
-
- traveller
- squire kathlana
-
(and 2 more)
Tagged with:
-
I'm aware that there's only 109PP spent in the armor device. I'll let it stay as that for now. Justice - World's Finest Mode Power Level: 15 Effective Power Level: 12 Power Points: 231/231PPUnspent Power Points: 0 Trade-Offs: Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see Brave and Bold In Brief: Genius tokusatsu fangirl making her dreams come true, powered up with a super mode. Catchphrase: [Centurion! Raven! Brave and Bold! Are you ready!?] "Henshin!" [Unlimited Imagination, Endless Possibility: World's Finest!] Theme: Light Up the Sky - Thousand Foot Krutch DESCRIPTION The World's Finest Mode Armor has a light blue undersuit, not unlike the black undersuit that Robin wears with his Justice Armor X. It has armored golde nboots with faint golden knees and shins, with thick white trim and golden shoulder pads and armor in the front, stretching down to her ScaleDriver Belt. The scale on the belt has changed to gold instead of red. Faint gold armor covers the outside of Justice's arms, while her hands are covered by golden gauntlets with 3 rights of dark blue segments. Her chest displays a vaguely bird-shaped dark blue form, with a white head directly under her neck. Her neck and main helmet is cast in pale gold, with dark blue, abstract wings at the side of her helmet, connected to a dark blue crest. Her mouth is hidden behind a white mouth guard, her eyes behind a dark visor with golden trim. An asymmetrical white cape is directly connected to the armor, with the right side being shorter than the left. The right side reaches to just below Robin's hips, while the left side reaches her ankles. POWERS & TACTICS Robin can activate her armor's World's Finest Mode by scanning the Centurion and Raven HeroCards in the Alpha and Beta slots, respectively. While other HeroCards activations merely changes aspects of Robin's Justice Armor X by adding or removing weapons and armor pieces, the World's Finest Mode is an entirely different armor, geared primarily towards fighting, with little utility compared to Robin's standard armor. The World's Finest Mode armor utilizes energy drawn directly from Z-Space in addition to the power drawn from Robin's amulet. The armor channels the Z-Space energy stored in the suit into Justice's gauntlets and boots for a number of powerful effects. At the most basic effect, Justice can combine the power with the speed of the suit to perform rapid fire Hero Srikes, or with teleportation to quickly strike every target in the area around her with a Tactical Teleport Strike. By focusing on her target's defenses and armor, Justice can throw a multitude of Armor Breaker Blows that let her slowly wear down her foes' defenses, opening them up for further attacks. By overwhelming her foe with a barrage of Lightning Speed Stun Strikes, Robin can temporarily stun them, even teleporting her blows to different locations around her target for surprise attacks. Finally, she can channel the Z-Space energy into a Rainbow Spiral Shockwave: Releasing spiralling waves of rainbow Z-Space energy around her, Robin weaves them around those that she wishes to keep safe, while knocking anyone caught in the shockwaves off their feet and away from her. The armor enhances the teleportation offered by Robin's grandmother's amulet and allows her to fly and act at super speed. She can manipulate defensive output between powerful force fields and enhanced reaction speed that allows her to avoid most attacks. Like the Justice Armor X, the armor enhances many of Robin's own physical attributes, multiple combat routines and an built in A.I. that aids Robin in combat. While the World's Finest Mode armor is overall more powerful than the Justice Armor X, it posses one major drawback, as it requires massive amounts of power to operate. As such, Justice can only use the armor for a limited amount of time. Robin still has access to her gadgets and abilities granted by her grandmother's amulet while using World's Finest Mode. COMPLICATIONS Fangirl: Robin is a big fan of super heroes. Even as experienced as she has become, meeting a famous hero can give her pause, or at worst go into complete fangirl mode. The GM can award Justice a Hero Point if fangirling over another hero causes her to skip a turn or otherwise become distracted. 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. The GM can award Justice a Hero Point if a situation arises where she has to choose between saving someone or defeating a villain, and Justice's choice to save someone lets the villain get away or get an advantage over her. HeroCards: Robin uses special cards with NFC reader and magic code to activate her different weapons and abilities. While she can quickly use different cards, situations can arise where change weapons just isn't feasible, such as being in a situation where she can't use her arms or being caught in an intense fight. The GM can award Justice a Hero Point if they decide that the situation makes it difficult or outright impossible for Justice to activate a new HeroCard, which in turn means that Justice can't change the active powers in her ScaleDriver Alpha Slot and ScaleDriver Beta Slot arrays. Mars Attacks: While Justice has become an enemy of the entire Chamber of Emerald City, she has, in particular, become one of Max Mars' targets. While he has kept her around for now, he is not above sending enemies to mess with her just because he can. Ultio Suit Users tend to attack Justice on sight, for instance. The GM can award Justice a Hero Point by, at any point, deciding to involve Max Mars' machinations in the plot, such as sending a group of Ultio Suit Users to make life difficult for Justice and her allies. Motor Mouth: 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. The GM can award Justice a Hero Point if her constant talking causes issues, such as making a social situation worse or getting her in trouble by overxplaining thing. No Secret Identity: Somehow, Robin was lucky enough that only Max Mars learned her secret identity back in Emerald City. Her debut in Freedom City was much too public for that, and her identity is now out in the open. On the other hand, she does usually wear an armor while working as a hero, so she won't be as easy to recognize as someone running around without a mask. The GM can award Justice a Hero Point if her lack of secret identity causes issues, such as people recognizing her. Power At Price: Justice's World's Finest Mode armor requires large amounts of power to run and can often only be used for a short time before Robin is forced to return to her normal armor. The GM can force Justice to revert to her normal Justice Armor X, awarding her a Hero Point in return. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2)Dexterity: 14 (+2) / [World's Finest Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) / [World's Finest Armor] +11 (+7 Int [Speed of Thought], +4 Improved Initiative) Attack: +4 Base, [World's Finest Armor] +6 Base, See individual Attack Bonuses for attacks in DC Block Defense: +4 Base, +2 Flat-footed, [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 from Brave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Brave),+17 (+4 Base, +3 Enhanced Defense, +10 fromBrave and Bold set to Bold), +4 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength), [World's Finest Armor] +8 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength) Knockback: -2 (TOU 4/2), [World's Finest Armor] -4 to -9 (TOU 7-17, based on Brave and Bold) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [World's Finest Armor] +12 (+4 Base, +3 Enhanced Defense, +5 fromBrave and Bold set to Brave and Bold), +7 (+4 Base, +3 Enhanced Defense, +0 from Brave and Bold set to Bold),+17 (+4 Base, +3 Enhanced Defense, +10 from Brave and Bold set to Brave), +4 Flat-Footed Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [World's Finest Armor] +14 (+2 Dex, +1 Enh. Dex, +5, +6 Enh. Reflex Save) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [World's Finest Armor] (+15) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [World's Finest Armor] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 5 (+12) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack All-Out Attack Defensive Attack Improved Initiative Power Attack Quick Change Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 14 + 90 + 8 = 112PP Device 3 (15DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [14PP] (Descriptors: Grandmother's Amulet, Magic) Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5DP] (Descriptors: Dimensional, Magic, Z-Space) Feature 2 (Adaptible Power Source - Can be used to power anything that requires power to function) [2DP] (Descriptors: Magic) Z-Space Array 3.5 (7DP Array; Feats: Alternate Power 1) [8DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7} (Descriptors: Combat Teleport) AP: Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) {7/7} (Descriptors: Z-Space Portal) Device 22 (110DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [90PP] (Descriptors: Justice Armor X - World's Finest Mode, Invention, Magic, Technology) Brave and Bold 5 (10DP Array; Feats: Alternate Power 2) [13DP] (Descriptors: Magic, Z-Space Energy) BP: {5 + 5 = 10/10} (Descriptors: Brave and Bold, Balanced Speed and Shields) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Protection 5 (Extras: Force Field (+0); Total Toughness +10) {5DP} AP: Protection 10 (Extras: Force Field (+0); Total Toughness +15) {10/10} (Descriptors: Brave, Full power to Shields) AP: Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10/10} (Descriptors: Bold, Full power to Speed) Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 8 (Accurate Attack, All-Out Attack, Defensive Attack, Evasion 2, Improved Initiative 1, Power Attack, Uncanny Dodge [Visual]) [8DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Defense Bonus+3) [6DP] (Descriptors: Combat Subroutines) Enhanced Trait 6 (Reflex Save +6) [6DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Imaginary Movement 8.5 (17DP Array; Feats: Alternate Power 1) [18DP] (Descriptors: Dimensional, Magic, Z-Space) BP: Flight 8 (Feats: Subtle) (2500 mph, 25,000 ft./rnd) (Descriptors: Journey Into Imagination) AP: {4 + 13 = 17/17} (Descriptors: Journey Into Mystery, Enhanced Teleport) Accurate Teleport 4 Adds (Extras: Accurate) to Grandmother's Amulet -> Z-Space Array -> Teleport 4 [4DP] Teleport 6 (Extras: Accurate; Flaws: Short-Range; Feats: Subtle) (600 ft. distance) (Stacks with Grandmother's Amulet -> Z-Space Array -> Teleport 4) [13DP] Stacked Power: Teleport 10 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Subtle, Turnabout) (1000 ft. distance) Immunity 2 (Critical Hits) [2DP] (Descriptors: Perfect Defense) Morph 1 (One Form [Justice X Armor]; Feats: Metamorph 1) [2DP] (Descriptors: Justice X Armor) Protection 3 (Extras: Force Field (+0)) [3DP] (Descriptors: Force Field, Magic, Z-Space Energy) Quickness 4 (Tasks at x25 speed) [4DP] (Descriptors: Speed of Imagination) World's Finest 16.5 (33DP Array; Feats: Alternate Power 5) [38DP] (Descriptors: Dimensional, Magic, Z-Space Energy) BP: Damage 10 (Extras: Autofire [1] 12, Penetrating 3; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Mighty) {33/33DP} (Descriptors: Hero Strikes, Bludgeoning Damage Type, Super Speed) AP: Create Object 10 (Extras: Impervious, Movable; Flaws: Range [Touch]; Feats: Extended Reach 2 [10 ft.], Progression [Base Size] 1) {33/33DP} (Up to 10x10 ft. cube objects) (Descriptors: Endless Possibilities) AP: Damage 10 (Extras: Area [Targeted Burst] 12, Selective 12; Flaws: Action [Full Round] 12; Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Mighty, Progression [Area] 4) (Area: 50-100 ft. radius) {32/33DP} (Descriptors: Tactical Teleport Strike, Bludgeoning Damage Type, Teleportation, Z-Space) AP: Drain Toughness 12 (Extras: Affects Objects; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 2, Slow Fade 1 [1 pt./10 rnds,]) {32/33DP} (Descriptors: Armor Breaker Blow, Bludgeoning Damage Type, Powerful Strikes) AP: Stun 12 (Feats: Accurate 3, Affects Insubstantial 2, Extended Reach 1 [5 ft.], Indirect 3) {33/33DP} (Descriptors: Lightning Speed Stun Strikes, Bludgeoning Damage Type, Rapid Strikes, Super Speed, Teleportation, Z-Space) AP: Trip 12 (Extras: Area [Targeted Burst], Knockback, Selective; Flaws: Action [Full Round], Range [Touch]; Feats: Accurate 3, Affects Insubstantial 2, Improved Trip, Knockback 1, Progression [Area] 2) (Area: 60-300 ft. radius) {33/33DP} (Descriptors: Rainbow Spiral Shockwave, Impact Damage Type, Controlled Shockwave) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8PP] (Descriptors: Summon Gadgets, Invention, Technology, Z-Space) Sample powers DRAWBACKS 0PP DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – World's Finest Touch DC17 TOU (staged) Damage +6 Hero Strikes Touch 120 ft. DC27 TOU (staged) Damage +12, Autofire 1, Crit 18-20, Penetrating 3, Affects Insubstantial 2 Tactical Teleport Strikes Touch Targeted Burst Area 50-100 ft. radius DC27 TOU (staged) Damage +12, Targeted Burst Area, Selective, Indirect 3, Affects Insubstantial 2 Armor Breaker Blow Touch DC22 FORT (staged) Toughness Drain +12, Affects Objects, Crit 18-20, Slow Fade 1 [1pt./10rnds.], Affects Insubstantial 2 Lightning Speed Stun Strikes Touch, 10 ft. DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12, Indirect 3, Affects Insubstantial 2 Rainbow Spiral Shockwave Touch Targeted Burst Area 60-300 ft. radius Worse of Str/Dex vs. Power Check Trip + Knockback +12, Selective Attack, Affects Insubstantial 2, Knockback+1 Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (112) - Drawbacks (0) = 231/231 Power Points
-
Let's say there is, so you can try it out.
-
Space Ranger III "Yeah! Grandpa said he did try to go back to Earth at some point, so I guess they teamed up or something like that." J'onn nodded at the thought. "But yeah, I'm the third Space Ranger, defender of Korvus, intergalactic adventurer and all that, exceeept... I was in this kinda accident a while ago." J'onn didn't look too pleased to admit, before throwing his hands up. "Wasn't my fault, honest! But, yeah, Korvus got some kind of absolutely ancient tech called Spatial Gates. They're supposed to let you go pretty much anywhere. I was gonna use one to go visit here, on Earth, and I, uh, kinda got bombarbed with all that spatial energy?" He held out his arms, as if to show off something that none of them could really see. "So, I kinda bounce between Earth and wherever else I'm hanging out at random times. Usually takes a bit before I disappear, but give it some hours, some days or weeks at most, then I'm back in space. It's a pain, trust me."
-
GM The robotic dinosaur was brought low with a single blow from the Carnifex, falling, with Bee tumbling around inside it, tumbling around with little sense of what was up and down, before it came to a rest. Tesla Atom stared at the Carnifex and the fallen robot for a moment, before she dropped her force field. "Miss Liddell? While I'd like to applaud you for your friend's... quick handling of the situation... well..." Before she had a chance to finish, a young man came running up to the robot, falling to his knees by it. "No! My dinobot! It's... it's completely smashed!"
- 27 replies
-
- atom academy
- rocket
-
(and 1 more)
Tagged with:
-
Little Mermaid II "But..!" Mette started to protest at Dee's command, then, with a grudging sigh, accepted. "Alright, fine!" She had wanted to fight the wolf some more, and Muirne was doing fine, even if she looked kind of scary at the moment, but, y'know... that was kind of her deal, right? The Little Mermaid leapt away from the big bad wolf, heading directly towards the pig that Muirne was fighting, raking her claws across it. She pulled her arm back mid-jump. "SB, move!" She crashed directly into the pig, hitting it as hard as she could the moment she made contact, then quickly turned to give Muirne a thumbs up. "Nice, we got it!"
- 48 replies
-
As ordered, Mette goes to help Muirne. Move action to get to the First Little Pig, then she's gonna punch it: 27 That's a hit. DC31 TOU save from the Pig: 21 Since it's already staggered, it's down. @Tiffany Korta is up! Current setup: Shadowborne and Little Mermaid is in melee with the first pig and has taken it down. Zhenschina-voin is in melee with the Big Bad Wolf and Second Little Pig Synapse is still free Second Little Pig is close to the wolf 24 - Little Mermaid II - 3HP - Unharmed 20 - Zhenschina-voin - 1HP - Bruise (x2), Fatigued next round 20 - Big Bad Wolf - Unharmed, Dazed 17 - Synapse - 2HP - Bruise (x2) 12 - Three Little Pigs -- First Little Pig - KO -- Second Little Pig - Unharmed, Dazed, Stunned (No Dodge Bonus, Def-2, Only Reactions, DC22 Fort Save on Init 24), Paralyzed (Str/Dex 0, take no physical actions, Def 5. DC22 Will Save on Init 17) -- Third Little Pig - KO 9 - Shadowborne - 3HP - Unharmed
- 77 replies
-
- fairytalers
- little mermaid ii
-
(and 4 more)
Tagged with:
-
Nevermore II "Sooo... how about we head somewhere besides the food court for once?" Charlie suggested, as they made their way inside. He nudged Luke likely in the side. "You did remember to get a snack before we left Claremont, right?"
- 36 replies
-
- millennium mall
- multi-girl
- (and 7 more)
-
OOC for this.
- 46 replies
-
- stinger
- multi-girl
-
(and 6 more)
Tagged with:
-
GM Afternoon, September 25th Millennium Mall, Midtown Freedom City It was raining, hard. Like so many other teens, young adults and older, Muirne, Luke, Leon and Charlie had found their way to Millennium Mall to have something to do now that classes were out for the week. Something somewhere dry, hopefully. Bernadette, for her part, happened to be in the mall at the same time. Maybe just a single her, maybe several, or maybe it all depended on the moment. As one would expect on a day like this, the mall was absolutely packed. People everywhere, in stores, in the food court, well... everywhere. The PA system routinely mentioned events like clean up to the toilets on the 2nd floor, a missing child near a toy store, lost phones and the like.
- 36 replies
-
- millennium mall
- multi-girl
- (and 7 more)
-
Rebuilding and powering up Forever Boy since graduating Claremont and the events of Return to Neverworld!
- 3 replies
-
- forever boy
- neverworld
-
(and 1 more)
Tagged with:
-
FOREVER BOY Power Level: 15 Effective Power Level: 12 Power Points: 247/250PP Unspent Power Points: 3 Trade-Offs: +5 Defense / -5 Toughness, (Draw Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Foreverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld, now known as Foreverworld Residence: Freedom City Base of Operations: Freedom City Occupation: Adventurer Affiliations: Claremont Academy Family: None known DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien. Appears Caucasian Height: 5’10’’ Weight: 170 lbs. Eyes: Green Hair: Dark red Pan is an attractive young man with wild, semi-long dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears an emerald green suit with golden yellow details. A golden yellow line runs up the front of each of his legs from his feet, where he wears flared red pirate boots with golden yellow soles and detailing. The yellow lines on his legs run up past his belt and up his ribs, curving in and meeting at his solar plexus. A pair of stylized golden yellow wings stretch out from that connecting point of the golden lines at his solar plexus and up his chest to his shoulders, where they run around and connect at his back. The uniform ends in a golden ring at Pan's neck. He wears green gloves that seem to be part of the sleeves until he takes them off. He wears a red belt with a golden buckle, as well as an emerald green domino mask. Pan has taken to wearing a dark red coat with golden details, often wearing it both with and without his uniform. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. Pan was busy during his three years at Claremont Academy, being one of the few students to remain part of Blue Squad for the duration of his time. He formed a close friendship with his roommate Micah Roebuck, otherwise known as Thunderbird, and eventually Eira Katastroff Natt och Dag, otherwise known as Angelic. He formed friendships with several other students, including Selena Kwan, Adam Lanchester, Veronica Danger, Louise Beaumont, Corinne Conrad, Leon Moore, Jaycee Cahill and, to some degree, Jaycee's bodyguard Ashley Tran, as well as many others. While at Claremont, Pan bluffed the demon Baal, helped defend the school from Krampus, went on a summer vacation with Veronica Danger and several others, fought Sky Pirates and the Great Whale from Neverworld, journeyed in time to fight against Die Übermensch during World War Two, found the ghost of Eira's original human self and much more, before eventually returning to Neverworld with Eira and Micah at his side. The trio found Neverworld overrun by the Hooked Man's Sky Pirates with the Crocodile in their thrall. Through trials and tribulations, Eira attempted to raise an army of automatons with the help of a version of Victor Frankenstein, while Pan and Micah sought the aid of Pixies. The last Pixies sacrificed themselves to give Pan and Micah a wish each. Together, they returned to Eira. As Neverworld burned around them, the trio managed to free the Crocodile and defeat the Hooked Man. Pan remembered that this was but the latest cycle for Neverworld, one that would be washed away and replaced by yet another permutation of the same story. But Pan had been changed by his time away from Neverworld. Aided by the power of Micah's wish, Pan made something else, something better: Neverworld became Foreverworld! Refusing to restart his own story, Pan forced himself and his friends back to Earth-Prime, pulling himself free from the tale that had bound him before. The Forever Boy is now fully free. He has escaped the story that would bind him, he has graduated from Claremont, he is much more than he was before, and he has his friends and a great wide world of adventure waiting for him. PERSONALITY & MOTIVATION Pan has, despite his protests to the contrary, grown and changed since he reached Freedom City. He is still a trickster with a love for adventure, and he is still utterly fearless, though his perspective have shifted: His one fear is now that those that he care about will be seriously hurt. High flying, loud, proud and prone to leaping before looking, Pan will eagerly jump into any situation that he believes requires his particular brand of heroics. He insists that you can trust him, and, if you are his friend, you can. Others? Not so much. He will freely lie, bluff or cheat if that's what it takes to save the day, or to play a good joke on someone. He has formed several close relationships, particularly with Micah Roebuck and Eira Katastroff natt och Dag. He would give his life for any of his friends, if it came to it. No matter what applies to everyone else, his friends can always trust him to have their backs and come rushing in when they need him. POWERS & TACTICS While Pan has been categorized as an alien and magic, the truth is far stranger: He is a story come to life, a story that is being told and retold, over and over again. And now that he has broken free from the constraints of his story, he has begun to break down the limits of just what he can do. Pan posses enhanced hearing and an uncanny luck. His thoughts are like quicksilver, and he can understand and be understood in any language, even reading the thoughts of others, if he feels so inclined. As one would expect of his story, he will never age beyond 16, can fly and cannot be held. He is supernaturally charismatic, though he can also channel this ability in different, unpredictable ways, such as creating life-like illusions and mists, or letting himself fly even faster. Since breaking free from the story that bound him, Pan has learned how to manipulate his own story, and the story of those around him. This essentially makes Pan a reality warper, though bound by certain self-imposed limitations. He can detach his shadow to entangle foes, change the emotions and memories of others, create illusions and constructs, including an ever expanding array of weapons, out of thin air. His words can be so harsh that they can cut, and, if he gets close enough, he can turn back the pages of a story, reverting wounds. Many of these newfound abilities take a great deal of focus, but Pan enjoys them anyway. Pan is a master of social situations, being able to make any lie sound true. He can manipulate his surroundings and change the story as it happens, which he uses to sow chaos and confusion among enemies in combat. While far from adverse to facing opponents head on, the Forever Boy is a firm believer in teamwork, often working closely with his friends and allies in combat, using his own considerable abilities to aid his friends. COMPLICATIONS Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 0 + 16 + 6 + 4 + 8 + 10 = 44PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) / 44 (+17)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +6 (+6 Base Attack) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 6 = 19PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 76R = 19PP Bluff 17 (+22) / (+34)Forever Charisma Languages 1 (Native: Foreverspeak; Learned: English) Notice 16 (+20)Skill Mastery Perform [Oratory] 2 (+7) / (+19)Forever Charisma Sense Motive 16 (+20)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 41PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 2 Distract [Bluff] Dodge Focus 11 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 4 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 4 -> Luck 6 Quick Change Takedown Attack 2Draw Weapon POWERS 8 + 1 + 10 + 1 + 5 + 8 + 2 + 38 + 27 + 3 = 103 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust, Story) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust, Story) Luck Control 2 (Force Rerolls, Bestow Hero Points to Others; Feats: Luck 2) [8PP] (Descriptors: Forever Lucky, Luck, Story) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 15.5 (31PP Array; Feats: Alternate Power 7) [38PP] (Descriptors: Tricks, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Damage 14 (Extras: Penetrating 5; Feats: Accurate 2, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Precise, Stunning Attack, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) {31/31PP} (Descriptors: Draw Weapon, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) AP: Create Object 12 (Extras: Movable; Flaws: Action [Full Round]; Feats: Precise, Progression [Object Size] 3, Selective, Subtle 2) (12x50 ft. Cubes) {31/31PP} (Descriptors: As Real As I Say) AP: Damage 12 (Extras: Alternate Save [Will], Penetrating 4, Range 2 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Feats: Affects Insubstantial 2, Incurable, Precise; Drawbacks: Power Loss 1 [Must be able to speak]) {31/31PP} (Descriptors: Harsh Words) AP: Emotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/31PP} (Descriptors: Powerful Emotions, Emotion) AP: Healing 10 (Extras: Total; Feats: Regrowth) {31/31PP} (Descriptors: Rewrite) AP: Illusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 3) (Duration: Sustained, Area: 50 ft. radius) (Stacks with Endless Forms) {31/31PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 12 (Feats: Accurate 3, Indirect 3, Subtle) {31/31PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) AP: Transform 12 (Change Memories; Extras: Alternate Save [Will] (+0), Duration 1 [Continuous], Range 1 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Drawbacks: Power Loss 1 [Must be able to speak]) {23/31PP} (Descriptors: Don't You Remember?) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Enhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 5 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {24/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Auditory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Enhanced Senses, Alien, Enhanced Senses, Genetic, Training) DRAWBACKS -3PP Vulnerable (Emotion effects; Medium Intensity: +50% to saving throw DC) [-3PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Draw Weapon Touch (Up to 10 ft.) DC29 Tou (staged) Damage +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Draw Weapon - Stunning Attack Touch (Up to 10 ft.) DC24 Fort (Staged) Fail: Dazed for 1 round >5: Stunnedfor 1 round >10: Unconscious +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Powerful Emotions Perception DC22 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC22 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12, Indirect 3, Subtle Endless Forms Perception DC15 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC17 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC22 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (44) + Combat (24) + Saving Throws (19) + Skills (19) + Feats (41) + Powers (103) - Drawbacks (3) = 247/250 Power Points
- 3 replies
-
- forever boy
- neverworld
-
(and 1 more)
Tagged with:
-
ooc We Ain't Going Down Like This (OOC)
RocketLord replied to Avenger Assembled's topic in City Center
Y'know, I'd missed that they were in actual melee. But no, he doesn't! So let's see how it goes!- 16 replies
-
- patriot ii
- raven iii
-
(and 2 more)
Tagged with:
-
Finally finished Pan's PL12 rebuild, fresh off the events of Return to Neverworld. Aside from a bump in PL, it's mainly reorganizing a few things and updating his arrays a bit to fit with his updated fluff. FOREVER BOY Power Level: 15 Effective Power Level: 12 Power Points: 247/250PP Unspent Power Points: 3 Trade-Offs: +5 Defense / -5 Toughness, (Draw Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Foreverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld, now known as Foreverworld Residence: Freedom City Base of Operations: Freedom City Occupation: Adventurer Affiliations: Claremont Academy Family: None known DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien. Appears Caucasian Height: 5’10’’ Weight: 170 lbs. Eyes: Green Hair: Dark red Pan is an attractive young man with messy, semi-long dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green, emerald green, dark almost golden yellow and red suit that leaves his shoulders and arms free. The pants are in a darker green, with the shoes seems to be connected directly to the pants, with red soles. Red piping in a wide V-shape separates the pants from the upper parts of the costume, with the lowest part of the V-shape being at the point where one would wear a belt. The red V-shape is mirrored under Pan's chest, stretching under his arms. Between the two red V-shapes, Pan's mid section is emerald green, with his sides in dark yellow, separated from the emerald green with red lines. The chest of the costume is primarily emerald green, with red piping at the edge of his shoulders, and a dark yellow Y-shape with red piping stretching from the middle of the upper red V under his chest and up to his shoulders. The outer parts of Pan's neck is likewise dark yellow with red piping. Pan wears an emerald green domino mask as part of the uniform. Pan has taken to wearing a dark red coat with golden details, often wearing it both with and without his uniform. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. Pan was busy during his three years at Claremont Academy, being one of the few students to remain part of Blue Squad for the duration of his time. He formed a close friendship with his roommate Micah Roebuck, otherwise known as Thunderbird, and eventually Eira Katastroff Natt och Dag, otherwise known as Angelic. He formed friendships with several other students, including Selena Kwan, Adam Lanchester, Veronica Danger, Louise Beaumont, Corinne Conrad, Leon Moore, Jaycee Cahill and, to some degree, Jaycee's bodyguard Ashley Tran, as well as many others. While at Claremont, Pan bluffed the demon Baal, helped defend the school from Krampus, went on a summer vacation with Veronica Danger and several others, fought Sky Pirates and the Great Whale from Neverworld, journeyed in time to fight against Die Übermensch during World War Two, found the ghost of Eira's original human self and much more, before eventually returning to Neverworld with Eira and Micah at his side. The trio found Neverworld overrun by the Hooked Man's Sky Pirates with the Crocodile in their thrall. Through trials and tribulations, Eira attempted to raise an army of automatons with the help of a version of Victor Frankenstein, while Pan and Micah sought the aid of Pixies. The last Pixies sacrificed themselves to give Pan and Micah a wish each. Together, they returned to Eira. As Neverworld burned around them, the trio managed to free the Crocodile and defeat the Hooked Man. Pan remembered that this was but the latest cycle for Neverworld, one that would be washed away and replaced by yet another permutation of the same story. But Pan had been changed by his time away from Neverworld. Aided by the power of Micah's wish, Pan made something else, something better: Neverworld became Foreverworld! Refusing to restart his own story, Pan forced himself and his friends back to Earth-Prime, pulling himself free from the tale that had bound him before. The Forever Boy is now fully free. He has escaped the story that would bind him, he has graduated from Claremont, he is much more than he was before, and he has his friends and a great wide world of adventure waiting for him. PERSONALITY & MOTIVATION Pan has, despite his protests to the contrary, grown and changed since he reached Freedom City. He is still a trickster with a love for adventure, and he is still utterly fearless, though his perspective have shifted: His one fear is now that those that he care about will be seriously hurt. High flying, loud, proud and prone to leaping before looking, Pan will eagerly jump into any situation that he believes requires his particular brand of heroics. He insists that you can trust him, and, if you are his friend, you can. Others? Not so much. He will freely lie, bluff or cheat if that's what it takes to save the day, or to play a good joke on someone. He has formed several close relationships, particularly with Micah Roebuck and Eira Katastroff natt och Dag. He would give his life for any of his friends, if it came to it. No matter what applies to everyone else, his friends can always trust him to have their backs and come rushing in when they need him. POWERS & TACTICS While Pan has been categorized as an alien and magic, the truth is far stranger: He is a story come to life, a story that is being told and retold, over and over again. And now that he has broken free from the constraints of his story, he has begun to break down the limits of just what he can do. Pan posses enhanced hearing and an uncanny luck. His thoughts are like quicksilver, and he can understand and be understood in any language, even reading the thoughts of others, if he feels so inclined. As one would expect of his story, he will never age beyond 16, can fly and cannot be held. He is supernaturally charismatic, though he can also channel this ability in different, unpredictable ways, such as creating life-like illusions and mists, or letting himself fly even faster. Since breaking free from the story that bound him, Pan has learned how to manipulate his own story, and the story of those around him. This essentially makes Pan a reality warper, though bound by certain self-imposed limitations. He can detach his shadow to entangle foes, change the emotions and memories of others, create illusions and constructs, including an ever expanding array of weapons, out of thin air. His words can be so harsh that they can cut, and, if he gets close enough, he can turn back the pages of a story, reverting wounds. Many of these newfound abilities take a great deal of focus, but Pan enjoys them anyway. Pan is a master of social situations, being able to make any lie sound true. He can manipulate his surroundings and change the story as it happens, which he uses to sow chaos and confusion among enemies in combat. While far from adverse to facing opponents head on, the Forever Boy is a firm believer in teamwork, often working closely with his friends and allies in combat, using his own considerable abilities to aid his friends. COMPLICATIONS Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 0 + 16 + 6 + 4 + 8 + 10 = 44PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 (+5) / 44 (+17)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 6 = 19PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+4 Wis, +6) SKILLS 76R = 19PP Bluff 17 (+22) / (+34)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 16 (+20)Skill Mastery Perform [Oratory] 2 (+7) / (+19)Forever Charisma Sense Motive 16 (+20)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 41PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 2 Distract [Bluff] Dodge Focus 11 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 4 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 4 -> Luck 6 Quick Change Takedown Attack 2Draw Weapon POWERS 8 + 1 + 10 + 1 + 5 + 8 + 2 + 38 + 27 + 3 = 103 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust, Story) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust, Story) Luck Control 2 (Force Rerolls, Bestow Hero Points to Others; Feats: Luck 2) [8PP] (Descriptors: Forever Lucky, Luck, Story) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 15.5 (31PP Array; Feats: Alternate Power 7) [38PP] (Descriptors: Tricks, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Damage 14 (Extras: Penetrating 5; Feats: Accurate 2, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Precise, Stunning Attack, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) {31/31PP} (Descriptors: Draw Weapon, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) AP: Create Object 12 (Extras: Movable; Flaws: Action [Full Round]; Feats: Precise, Progression [Object Size] 3, Selective, Subtle 2) (12x50 ft. Cubes) {31/31PP} (Descriptors: As Real As I Say) AP: Damage 12 (Extras: Alternate Save [Will], Penetrating 4, Range 2 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Feats: Affects Insubstantial 2, Incurable, Precise; Drawbacks: Power Loss 1 [Must be able to speak]) {31/31PP} (Descriptors: Harsh Words) AP: Emotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/31PP} (Descriptors: Powerful Emotions, Emotion) AP: Healing 10 (Extras: Total; Feats: Regrowth) {31/31PP} (Descriptors: Rewrite) AP: Illusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 3) (Duration: Sustained, Area: 50 ft. radius) (Stacks with Endless Forms) {31/31PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 12 (Feats: Accurate 3, Indirect 3, Subtle) {31/31PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) AP: Transform 12 (Change Memories; Extras: Alternate Save [Will] (+0), Duration 1 [Continuous], Range 1 [Perception]; Flaws: Action [Full Round], Sense-Dependent [Auditory]; Drawbacks: Power Loss 1 [Must be able to speak]) {23/31PP} (Descriptors: Don't You Remember?) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust, Story. Additional descriptors on individual powers) BP: Enhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 5 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {24/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 7) (Duration: Sustained, Area: 1250 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Auditory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Enhanced Senses, Alien, Enhanced Senses, Genetic, Training) DRAWBACKS -3PP Vulnerable (Emotion effects; Medium Intensity: +50% to saving throw DC) [-3PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 Draw Weapon Touch (Up to 10 ft.) DC29 Tou (staged) Damage +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Draw Weapon - Stunning Attack Touch (Up to 10 ft.) DC24 Fort (Staged) Fail: Dazed for 1 round >5: Stunnedfor 1 round>10: Unconscious +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Powerful Emotions Perception DC22 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC22 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12, Indirect 3, Subtle Endless Forms Perception DC15 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC17 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC22 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (44) + Combat (24) + Saving Throws (19) + Skills (19) + Feats (41) + Powers (103) - Drawbacks (3) = 247/250 Power Points
-
ic Return to Neverworld: Never/Forever
RocketLord replied to RocketLord's topic in The Realms Beyond
GM The ground beneath their feet shook and warped. The rock changed, and once again, they found themselves standing on a flying ship, one that was lifting towards the sky. Shining, golden dust whirled from around the Forever Boy, mixing with the faint light that floated from his body, becoming a swirling rainbow tunnel that led into the sky. The Forever Boy took the helm, as the shift lifted towards the sky, even as his self continued to disappear into the rainbow tunnel that led them to home.- 47 replies
-
- neverworld
- the hooked man
-
(and 4 more)
Tagged with:
-
ic Return to Neverworld: Never/Forever
RocketLord replied to RocketLord's topic in The Realms Beyond
Forever Boy Pan simply smiled at his friends, as Eira changed from human to machine, from the pale girl that he had only seen in pictures to the young woman that he knew. He didn't seem bothered at all, aside from maybe his words. He looked down at his own hands. They were glowing with a faint light. Different from the usual golden gold, the light seemed to be leaving his body. It was spreading. "Yes, it seems like it will be a brand new story." He held his open hand out in front of himself, letting the others see the faint glimmers of his self floating away. "I suppose Foreverworld will need a Forever Boy..." He sounded resigned to the fact. Then, the Forever Boy clenched his hand. "No. I will not." He whirled around, moving away from the others. "My story. My rules." His voice was harder, full of defiance. Golden Pixie Dust swirled around him, dancing as he picked up Hook's scarlet coat with one hand, then threw the other hand up, towards the sky. "And we are all going home!"- 47 replies
-
- neverworld
- the hooked man
-
(and 4 more)
Tagged with:
-
Pan looked at Eira, Nat and Ryder, before quickly turning his attention to the stragglers around them. The whole place was coming down, and Nat was holding it up? Eira and Ryder was obviously hurt, Nat was occupied keeping everything up... "Well, I suppose it falls on me, then." He stretched his arms out in front of himself, interlocking his fingers, audible cracking them. Moving his right hand out in front of himself, he focused on the bandshell that Nat was holding up. "It would make a much better story if you did not have to hold that up, do you not think so?" he asked Nat, while golden dust began to swirl around him, out from his hand towards the band shell. Like a seed had been planted, metallic trees sprouted from the ground, growing up and wrapping around the structure, nets forming around them and holding the bandshell in place, while Pan smiled his smile, just a little bit too wide. At the end, once the bandshell was safe, the tree-like structure grew a large metallic skull with horns, right in the center. "Too much?" Pan asked, innocently.
- 65 replies
-
Gonna spend a HP to stunt this off Pan's tricks array: Create Object 10 (Extras: Duration [Continuous]; Flaws: Action [Full Round]; Feats: Precise, Progression [Object Size] 4, Stationary, Subtle 2) (10x100 ft. Cubes) {28/28PP} And then I'll use that to create a metallic tree-like structure anchored to the ground with stationary, wrapping around and holding the bandshell.