RocketLord Posted November 16 Posted November 16 (edited) DUST DEVIL II Power Level: 12 (180/180PP) Unspent Power Points: 0 Trade-Offs: -5 Defense / +5 Toughness In Brief: The successor of the Dust Devil legacy, expanding his protectorate beyond the Magic Mesa. Theme: Grave Digger - Blues Saraceno Alternate Identity: Cassidy Collins Birthplace: Southside, Freedom City Residence: Broken Crow Refuge on Halifax Street 16, Lantern Hill, Freedom City Base of Operations: Lantern Hill Occupation: Guardian of Magic Mesa Affiliations: Magic Mesa Family: John Collins (father, born 1962), Pearl Collins (née Hart, mother, borm 1961), William 'Billy' Collins (born 2003), Benjamin Collins (paternal uncle, born 1965) DESCRIPTION Age: Born on June 5th 1987 Gender: Male Ethnicity: Caucasian Height: 6'0'' Weight: 203 lbs., variable Eyes: Blue Hair: Black Cassidy Collins is a Caucasian man that looks perhaps a few years older than his age. He has wild, but short black hair and a short black beard. While he can look normal with effort, his skin will often appear to crack, like the ground in a desert. His eyes are blue and glow. He prefers to wear flanel or dress shirts with jeans and a old tan duster jacket, which he will often supplement with various scarves or cowboy hats. He tends to wear nicer clothing at the Broken Crow Refuge when taking in those that need his help, such as supplementing the dress shirts with vests or gloves, or wearing sunglasses to hide his unnatural looking eyes. He very much styles himself as a modern day desperado or cowboy. Cassidy's body and clothing will turn to sand at will, often taking on various half-dissolved sand forms as he moves about. HISTORY Cassidy Collins had never been a golden child, but he had never been a bad kid either. He grew up poor, but he made do, working various jobs to make ends meet, including helping his uncle Benjamin out with some of his less legal activities. One such job involved driving out into the Painted Desert in Arizona in 2019. Unfortunately, Cassidy discovered that his uncle was smuggling stolen weaponry from the 2018 Terminus Invasion. Benjamin killed Cassidy to maintain the secret. Cassidy died in the desert, afraid, alone and abandoned. Only, it wasn't the end. Hours later, Cassidy opened his eyes. He was alive, only he wasn't. His heart no longer beat, and he was alone. The Magic Mesa had reached out to Cassidy, chosing him as it's newest guardian, it's new Dust Devil. Cassidy returned to Freedom City. He tried to use his powers to be a hero. Tried to make his family proud, but that was never meant to be his path. The Dust Devil was meant for something else. As his powers began to evolve and grow, he found himself drawn away, towards the Magic Mesa and beyond. Becoming less man and more a force of nature as time progressed and he fought threats where the Magic Mesa led him, Cassidy would eventually come to accept that he had become something quite inhuman, the will of a dead man in the form of a sandstorm. He fully embraced the mantle of the Dust Devil, the supernatural guardian of the Magic Mesa. Eventually, the path set out for Cassidy by the Magic Mesa would lead him back to Freedom City. As always, the city would become the center of major ramifications for the world, and the Mesa wanted its guardian to stand ready. Cassidy established the Broken Crow Refuge on Halifax Street 16 in Lantern Hill, and quickly set about establish the Refuge as the place to come for anyone in need. PERSONALITY & MOTIVATION Cassidy Collins is a serious individual, with a dry sense of humor. His main motivation in life is to fulfil his charge, by protecting those that seek his aid at the Broken Crow Refuge, or those that he is guided to help by the Magic Mesa. He does not go out of his way to get into trouble of his own accord, but he has, despite his own complaints to the opposite, a strong sense of right and wrong, and he is liable to find trouble by putting himself in danger to keeps others safe. He is blunt and to the point, rarely putting on a show, instead prefering the most direct route to disable a threat. Cassidy has resigned himself to his role as an undead guardian, doing the bidding of the Magic Mesa with little question. He doesn't realize that the Mesa affords him as much freedom as he would like, and that his choices matter much more than he knows. Perhaps he will one day learn that the Magic Mesa would afford him to have a life. POWERS & TACTICS All of Cassidy's powers come from the magic of the Magic Mesa. Appointed as the Mesa' newest Dust Devil, Cassidy has become a being of living sand. Like the previous Dust Devil, Cassidy cannot be killed and he requires no rest or sustenance, and while he has yet to see the signs, he has stopped aging. He is incredibly resilient to damage, being able to shrug off most attacks by instantly rebuilding his sand body, which also means he is unaffected by most kinds of poison and diseases. If Cassidy sustains enough damage to actually hurt his body, he can rebuild himself. Cassidy can manipulate and expand the sand that makes up his body, using it to reshape his body, creating weapons made out of sand or even summon a steed made out of sand that he can ride. He can create sand and dust storms powerful enough to flay the skin off his enemies, either damaging them or flaying their or damage to weaken them. He can spread out the sand in his body, spreading it to make him more difficult to hurt, or reform in another position. He can even use sand as a medium to travel across the globe. COMPLICATIONS Betrayed: Cassidy was betrayed and killed by his own uncle. He understandably has some trouble fully trusting others. The GM can award Dust Devil a Hero Point if his lack of trust in others complicates a situation. Broken Crow Refuge: Cassidy has dedicated himself to the Broken Crow Refuge, and he is bound to at least listen to the pleas of those that come to it to seek his aid, most likely putting him in trouble as he seek to help them. Dead Like Me: Cassidy died. Then he came back. The experience was traumatic, and while he believes that he has dealt with his feelings on the matter, he hasn't. His undead state as a sand creature might also mean negative reactions from the world around him, if they learn what he is. The GM can award Dust Devil a Hero Point if his status as an undead being made of sand causes issues, such as in social or medical situations. Dust Devil Legacy: The Dust Devil is an almost mythic figure. The protector of Magic Mesa, he is a ruthless guardian. Those that know of the first Dust Devil can be predisposed towards Cassidy, for good or bad. The GM can award Dust Devil a Hero Point if the Dust Devil Legacy makes them negatively predisposed towards him. Guardian of Magic Mesa: Cassidy's powers come with a price. While not as strictly bound as the first Dust Devil, he must protect the Magic Mesa if needed, forcefully being drawn to its protection. This can both mean direct threats at the Magic Mesa, as well as more indirect threats, such as those whose actions could simply threaten the gateways between worlds. This can lead to Cassidy becoming involved in situations and battles he would rather have avoided, or being forced to abruptly leave his current location. The GM can award Dust Devil a Hero Point if the Magic Mesa forces him to return to protect it at an inopportune time, or nudges him to get involved in a conflict he would rather not. Whatever Happened to the Dust Devil: The old Dust Devil is gone, and Cassidy has taken his place as guardian of Magic Mesa. He doesn't know whether the first Dust Devil moved on, died or was otherwise rendered unable to fulfill his duties. ABILITIES: 0 + 6 - 10 + 4 + 8 + 6 = 14PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: - (N/A) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) COMBAT: 8 + 6 = 14PP Initiative: +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] BP: Create Object 3 (Extras: Movable; Feats: Progression [Base Size] 3) (3x50 ft. cubes) {12/12} (Descriptors: Shape Sand) AP: Emotion Control 12 (Flaws: Limited [Fear]) {12/12} (Descriptors: Fear the Devil) AP: Environmental Control 4 (Distraction DC 15, Visibility -4; Flaws: Range [Touch]) (50 ft. radius) {12/12} (Descriptors: Sand Storm) Dust Array 14 (28PP Array; Feats: Alternate Power 4) [32PP] BP: Blast 12 (Feats: Accurate 4) {28/28} (Descriptors: Sand Revolver) AP: Damage 12 (Extras: Area [General Burst]; Feats: Progression [Area Size] 3) (60-600 ft. radius) {27/28} (Descriptors: Dust Storm) AP: Drain Toughness 12 (Extras: Ranged; Feats: Accurate 4) {28/28} (Descriptors: Dust Devil's Touch) AP: Healing 12 (Extras: Affects Objects (+0), Total; Flaws: Personal; Feats: Persistent, Regrowth) {27/28} (Descriptors: Putting Myself Together) AP: Snare 12 (Feats: Accurate 4) {28/28} (Descriptors: Sand Trap) Immunity 30 (Fortitude Effects) [30PP] (Descriptors: Undead Guardian) Protection 17 [17PP] Regeneration 2 (Resurrection 1/day) [2PP] (Descriptors: Rise From The Grave) Sandstorm Array 6 (12PP Array; Feats: Alternate Power 3) [15PP] BP: Insubstantial 2 (Gaseous Form; Feats: Selective) {11/12} (Descriptors: Sand Form) AP: {6 + 6 = 12/12PP} (Descriptors: Steed, Summon, Animal) S peed 6 (500 mph, 5000 ft/rnd; Extras: Linked [Super-Movement] (+0)) [6PP] Super-Movement 3 (Air-Walking 2, Trackless; Extras: Linked [Speed 6] (+0)) [6PP] AP: Teleport 12 (Extras: Accurate; Flaws: Long-Range, Medium [Sand]) (Range: 20 million miles) {12/12} (Descriptors: Travel Through Sand, Dimensional, Temporal) AP: Teleport 4 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (Range: 400 ft.) {11/12} (Descriptors: Dissolve and Reappear, Dimensional, Temporal) DC BLOCK Name Range Save Effect Attack bonus/Other Unarmed Touch DC15 Tou (staged) Damage +12 Sand Revolver 120 ft. DC27 Tou (staged) Damage +12 Fear the Devil Perception DC22 Will (staged) Fail: Shaken >5: Frightened Panicking Dust Storm Burst Area 60-600 ft. radius DC22 Ref Reduce Damage effect to DC21 Tou Area DC27 Tou (staged) Damage Dust Devil's Touch 120 ft. DC22 Fort Toughness Drain +12 Sand Trap 120 ft. DC22 Ref (staged) Fail: Entangled >5: Bound and Helpless +12 Totals: Abilities (14) + Combat (14) + Saving Throws (11) + Skills (17) + Feats (14) + Powers (110) - Drawbacks (0) = 180/180 Edited November 28 by RocketLord
RocketLord Posted November 16 Author Posted November 16 (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 November 16 by RocketLord
Fox Posted November 24 Posted November 24 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.
RocketLord Posted November 28 Author Posted November 28 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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