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Posted (edited)

DUST DEVIL IIspacer.png
Power Level12 (180/180PP)
Unspent Power Points: 0
Trade-Offs: -5 Defense / +5 Toughness

 

In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond the Magic Mesa.

Theme: Grave Digger - Blues Saraceno

 

Alternate Identity: Cassidy Collins
Birthplace: Southside, Freedom City

Residence: Broken Crow Refuge on Halifax Street 16, Lantern Hill, Freedom City
Base of Operations: Lantern Hill
Occupation: Guardian of Magic Mesa
Affiliations: Magic Mesa
Family: John Collins (father, born 1962), Pearl Collins (née Hart, mother, borm 1961), William 'Billy' Collins (born 2003), Benjamin Collins (paternal uncle, born 1965)

 

DESCRIPTION
Age: Born on June 5th 1987
Gender: Male
Ethnicity: Caucasian
Height: 6'0''
Weight: 203 lbs., variable
Eyes: Blue
Hair: Black

 

 

Cassidy Collins is a Caucasian man that looks perhaps a few years older than his age. He has wild, but short black hair and a short black beard. While he can look normal with effort, his skin will often appear to crack, like the ground in a desert. His eyes are blue and glow. He prefers to wear flanel or dress shirts with jeans and a old tan duster jacket, which he will often supplement with various scarves or cowboy hats. He tends to wear nicer clothing at the Broken Crow Refuge when taking in those that need his help, such as supplementing the dress shirts with vests or gloves, or wearing sunglasses to hide his unnatural looking eyes. He very much styles himself as a modern day desperado or cowboy.

 

Cassidy's body and clothing will turn to sand at will, often taking on various half-dissolved sand forms as he moves about.

 

spacer.pngHISTORY

Cassidy Collins had never been a golden child, but he had never been a bad kid either. He grew up poor, but he made do, working various jobs to make ends meet, including helping his uncle Benjamin out with some of his less legal activities. One such job involved driving out into the Painted Desert in Arizona in 2019. Unfortunately, Cassidy discovered that his uncle was smuggling stolen weaponry from the 2018 Terminus Invasion.

 

Benjamin killed Cassidy to maintain the secret. Cassidy died in the desert, afraid, alone and abandoned.

 

Only, it wasn't the end. Hours later, Cassidy opened his eyes. He was alive, only he wasn't. His heart no longer beat, and he was alone. The Magic Mesa had reached out to Cassidy, chosing him as it's newest guardian, it's new Dust Devil. 

 

Cassidy returned to Freedom City. He tried to use his powers to be a hero. Tried to make his family proud, but that was never meant to be his path. The Dust Devil was meant for something else. As his powers began to evolve and grow, he found himself drawn away, towards the Magic Mesa and beyond. Becoming less man and more a force of nature as time progressed and he fought threats where the Magic Mesa led him, Cassidy would eventually come to accept that he had become something quite inhuman, the will of a dead man in the form of a sandstorm. He fully embraced the mantle of the Dust Devil, the supernatural guardian of the Magic Mesa.

 

Eventually, the path set out for Cassidy by the Magic Mesa would lead him back to Freedom City. As always, the city would become the center of major ramifications for the world, and the Mesa wanted its guardian to stand ready. Cassidy established the Broken Crow Refuge on Halifax Street 16 in Lantern Hill, and quickly set about establish the Refuge as the place to come for anyone in need.

 

 

PERSONALITY & MOTIVATION

Cassidy Collins is a serious individual, with a dry sense of humor. His main motivation in life is to fulfil his charge, by protecting those that seek his aid at the Broken Crow Refuge, or those that he is guided to help by the Magic Mesa. He does not go out of his way to get into trouble of his own accord, but he has, despite his own complaints to the opposite, a strong sense of right and wrong, and he is liable to find trouble by putting himself in danger to keeps others safe. He is blunt and to the point, rarely putting on a show, instead prefering the most direct route to disable a threat.

 

Cassidy has resigned himself to his role as an undead guardian, doing the bidding of the Magic Mesa with little question. He doesn't realize that the Mesa affords him as much freedom as he would like, and that his choices matter much more than he knows. Perhaps he will one day learn that the Magic Mesa would afford him to have a life. 

 

POWERS & TACTICSspacer.png

All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks by instantly rebuilding his sand body, which also means he is unaffected by most kinds of poison and diseases. If Cassidy sustains enough damage to actually hurt his body, he can rebuild himself.

 

Cassidy can manipulate and expand the sand that makes up his body, using it to reshape his body, creating weapons made out of sand or even summon a steed made out of sand that he can ride. He can create sand and dust storms powerful enough to flay the skin off his enemies, either damaging them or flaying their or damage to weaken them. He can spread out the sand in his body, spreading it to make him more difficult to hurt, or reform in another position. He can even use sand as a medium to travel across the globe.

 

COMPLICATIONS

Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. The GM can award Dust Devil a Hero Point if his lack of trust in others complicates a situation.

Broken Crow Refuge: Cassidy has dedicated himself to the Broken Crow Refuge, and he is bound to at least listen to the pleas of those that come to it to seek his aid, most likely putting him in trouble as he seek to help them. 

Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and while he believes that he has dealt with his feelings on the matter, he hasn't. His undead state as a sand creature might also mean negative reactions from the world around him, if they learn what he is. The GM can award Dust Devil a Hero Point if his status as an undead being made of sand causes issues, such as in social or medical situations.

Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad. The GM can award Dust Devil a Hero Point if the Dust Devil Legacy makes them negatively predisposed towards him.

Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location. The GM can award Dust Devil a Hero Point if the Magic Mesa forces him to return to protect it at an inopportune time, or nudges him to get involved in a conflict he would rather not.

Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties. 
 

ABILITIES: 0 + 6 - 10 + 4 + 8 + 6 = 14PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: - (N/A)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 16 (+3)


COMBAT: 8 + 6 = 14PP
Initiative: +7 (+3 Dex, +4 Improved Initiative) 
Attack: +4 Base, See individual Powers in DC Block
Defense: +7 (+3 Base, +4 Dodge  Focus), +2 Flat-Footed

Grapple: +4 (+4 Attack)
Knockback: -8 (Toughness /2)


SAVING THROWS: 0 + 5 + 6 = 11PP
Toughness: +17 (+17 Protection)
Fortitude: -
Reflex: +8 (+3 Dex, +5)
Will: +10 (+4 Wis, +6)


SKILLS: 68R = 17PP 

Diplomacy 7 (+10)

Intimidate 7 (+10)

Investigate 4 (+6)

Knowledge [Arcane Lore] 13 (+15)

Notice 6 (+10)

Ride 7 (+10)

Sense Motive 6 (+10)

Stealth 12 (+15)

Survival 6 (+10)

 


FEATS: 14PP

Benefit [Wealth] 1

Connected

Dodge Focus 4

Hide in Plain Sight

Improved Initiative

Interpose

Luck 3

Move-by Action

Ritualist

 

 

Veteran Awards

Equipment 4 (20EP)

 

Broken Crow Refuge (Headquarters; An unassuming brick front building on Halifax Street in Lantern Hill) [20EP]

Spoiler

Size: Small [0EP] - Huge Inside [Dual Size]
Defense: 10 [0EP]
Toughness: 30 [5EP]
Features: [15EP]

Concealed

Dual Size [3EP]

Defense System

Gym

Holding Cells

Infirmary

Library

Living Space

Personnel

Power System

Sealed

Self-Repairing

Workshop


POWERS: 14 + 32 + 30 + 17 + 2 + 15 = 110

All have the Magic and Sand descriptor unless otherwise noted.

 

Devil Array 6 (12PP Array; Feats: Alternate Power 2) [14PP] 

BPCreate Object 3 (Extras: Movable; Feats: Progression [Base Size] 3) (3x50 ft. cubes) {12/12} (DescriptorsShape Sand)

AP: Emotion Control 12 (Flaws: Limited [Fear]) {12/12} (DescriptorsFear the Devil)

APEnvironmental Control 4 (Distraction DC 15, Visibility -4; Flaws: Range [Touch]) (50 ft. radius) {12/12} (Descriptors: Sand Storm)

 

Dust Array 14 (28PP Array; Feats: Alternate Power 4) [32PP]

BP: Blast 12 (Feats: Accurate 4) {28/28} (DescriptorsSand Revolver)

APDamage 12 (Extras: Area [General Burst]; Feats: Progression [Area Size] 3) (60-600 ft. radius) {27/28} (DescriptorsDust Storm)

APDrain Toughness 12 (Extras: Ranged; Feats: Accurate 4) {28/28} (DescriptorsDust Devil's Touch)

APHealing 12 (Extras: Affects Objects (+0), Total; Flaws: Personal; Feats: Persistent, Regrowth) {27/28} (DescriptorsPutting Myself Together)

AP: Snare 12 (Feats: Accurate 4) {28/28} (DescriptorsSand Trap)

 

Immunity 30 (Fortitude Effects) [30PP] (DescriptorsUndead Guardian)

 

Protection 17 [17PP] 

 

Regeneration 2 (Resurrection 1/day) [2PP] (DescriptorsRise From The Grave)

 

Sandstorm Array 6 (12PP Array; Feats: Alternate Power 3) [15PP] 

BPInsubstantial 2 (Gaseous Form; Feats: Selective) {11/12} (DescriptorsSand Form)

AP: {6 + 6 = 12/12PP} (DescriptorsSteed, Summon, Animal)

S peed 6 (500 mph, 5000 ft/rnd; Extras: Linked [Super-Movement] (+0)) [6PP]

Super-Movement 3 (Air-Walking 2, Trackless; Extras: Linked [Speed 6] (+0)) [6PP]

APTeleport 12 (Extras: Accurate; Flaws: Long-Range, Medium [Sand]) (Range: 20 million miles) {12/12} (Descriptors: Travel Through Sand, Dimensional, Temporal) 

APTeleport 4 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (Range: 400 ft.) {11/12} (Descriptors: Dissolve and Reappear, Dimensional, Temporal) 

 

 

DC BLOCK

 

Name

Range

Save

Effect

Attack bonus/Other

Unarmed

Touch

DC15 Tou (staged)

Damage

+12

Sand Revolver

120 ft.

DC27 Tou (staged)

Damage

+12

Fear the Devil

Perception

DC22 Will (staged)

Fail: Shaken

>5: Frightened

Panicking

 

Dust Storm

Burst Area 60-600 ft. radius

DC22 Ref

Reduce Damage effect to DC21 Tou

Area

 

 

DC27 Tou (staged)

Damage

 

Dust Devil's Touch

120 ft.

DC22 Fort

Toughness Drain

+12

Sand Trap 120 ft.

DC22 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+12

 

Totals: Abilities (14) + Combat (14) + Saving Throws (11) + Skills (17) + Feats (14) + Powers (110) - Drawbacks (0) = 180/180

Edited by RocketLord
Posted (edited)

Using a PL12 slot from my vet rewards.

 

Spending 4PP from vet reward with unspent slots for his Equipment.

 

This should replace the old and long ago archived Dust Devil II sheet listed on my vet rewards.

Edited by RocketLord
Posted

Looks good! Only spotted a couple little math things, probably just issues carried forward from older versions of the build:

 

You've shorted yourself slightly on initiative (with the +3 Dex) and Flat-Footed Defense (which rounds up, rather than down!).

 

The Sand Revolver/Dust Devil's Touch/Snare currently have +10 attack (+4 Base, +6 Accurate), rather than +12.

Posted

Thank you!

 

Fixed the Initiative and Flat-Footed Defense, and lowered the Luck feat by 1 rank to get 1 more PP to put into the Dust Array and buy an extra rank in Accurate where needed.

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