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Forever Boy (PL12/15) - RocketLord


RocketLord

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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. 

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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)

APMind 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)

BPDamage 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)

APCreate 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

APDamage 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} (DescriptorsHarsh Words

APEmotion 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

APIllusion 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)

APSnare 12 (Feats: Accurate 3, Indirect 3, Subtle) {31/31PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows)

APTransform 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} (DescriptorsDon't You Remember?

 

Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust, Story. Additional descriptors on individual powers)

BPEnhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma)

APFlight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight)

Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) 

APIllusion 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)

APObscure 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

Edited by Thevshi
Edited at player request
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