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Sandman PL12 Angrydurf


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SandmanSandman
Power Level: 12 (175/198 PP)
Trade-Offs: None 
Unspent Power Points: 8PP

 

In Brief: Widower trying to fulfill his wifes legacy as ancestral defender of the dreamlands.

Residence: Suburban Hanover
Base of Operations: Throughout Freedom City

 

Alternate Identity:  Dr. Elis Sanford
Identity: Secret
Birthplace: Freedom City
Occupation:  Doctor
Affiliations: People and/or groups you work with.
Family: Mrs. Barbara Breska-Sanford (Wife, Deceased), Shelby Sanford (Daughter, 8), William Sanford (Son, 5), Grace Fellows (Sister)

 

Description:
Age: 34 (DoB: June 14th 1981)
Apparent Age: 34
Gender:  Male
Ethnicity: Caucasian
Height: 5'11"
Weight: 185
Eyes: Blue
Hair: Sandy Blonde

Elis is a fit man in his mid thirties.  He's toned without being bulky and of average height with a calm confidence in his movement.  His hair is neatly cut and styled with the simplicity of a busy schedule.  He is usually in scrubs or business casual, khakis, button down and tie though on weekends revels in his god given right to sandals with socks and cargo shorts.  As sandman he's costumed in a blue and white, a long hooded vest belted at the waist over a bodysuit matched with Cuffed gloved and cavalier boots.  His chest is emblazoned with the symbol of a crescent moon.

 

Power Descriptions:
His powers manifest as swirling almost luminescent yellow brown sand.  At its most basic he forms it into grasping limbs or weapons or fashions walls and cages to entrap his foes or form into illusory living dreamscapes.  He may call upon them to swirl about in vortices putting his targets into a deep sleep, sapping their energy or calming a crowd with their somnolent touch.  At its more esoteric it serves as a conduit for Sandman to touch on the dreams and nightmares of his friends or foes for aid or to make them deadly real in the mind of the beholder.  His form is almost as if built from flowing sand and bullets or fists pass through with little to no effect only for the holes to fill in from the surrounding mystic sands.  

 

History:
Elis is not a remarkable man.  He's a hard worker and clever enough that that work has paid off though none of it came with great ease.  He was raised in a firmly middle class household with a single younger sister and grew up with the luck to be spared the greater pains and losses many residents of Freedom suffered throughout the corruption of the Moore years, or the invasions and assorted chaos that followed.  He graduated high school near the top of his class and was accepted to FCU in a pre-med program.  Though no longer a bigger fish in a small pond led to some growing pains he managed to get through in no small part due to the support of his future wife Barbara.  They met in an intro to biology course and her presence pushed him to attend more regularly.  Late nights studying together often seemed on the verge of their friendship developing to something more though she seemed to hold back.  Elis accepted her reluctance and enjoyed her friendship and what company her busy schedule allowed.  In time the friendship blossomed into more and by the time they graduated they were engaged.

It is in that relationship that Elis' future would be forged.  The Braska family were inheritors of an ancient mandate.  Defenders of the waking world from the creeping darkness of nightmare realms, guardians of the vale of sleep, knights of dream.  Barbara was their last scion.  Elis knew nothing of her grander purpose though he often worried about her odd habits and exceedingly busy schedule throughout their relationship as friends and romantically he allowed her enough space and she managed her dueling responsibilities well enough it never came to a head.  As they entered graduate studies (he in med school her in psychology) they got an apartment together, He'd awake at night to find her mysteriously absent, or so deeply asleep he could not wake her as she did battle in the realms of dream or hunted nightmare things crossed into our realm.  When he finally asked her about it she could no longer hide her double life from him.  Elis worried for her after that, no loving partner would not, but he had come to understand her devotion in time.  They were wed shortly after he began his residency and not long thereafter their first child was born.  Barbara's vigils as their daughter slept seemed odd but Elis accepted she needed the comfort of watching and she never seemed to tire at the least.  In due course another child joined the first, a younger brother his sister adored.  All seemed well in their lives.  Balancing family and superheroics was never easy but Barbara managed and despite the long hours of his residency Elis was there to support her.  

Not long after Elis completed his residency and joined the hospital staff as an attending physician it all came crashing down.  He returned from a late night call for emergency surgery to find the front door of the house torn off its hinges.  Calling 911 he rushed inside, he found her at the top of the stairs the power of her legacy slowly fading, the costume he rarely saw reverting to her nightclothes as he ran to her side.  As he tried to staunch the bleeding he cradled her in his arms.  She whispered to him of the boogeyman who had come for the children, the scions of her line.  She had driven him off but at a great price.  She made him promise to protect the children, it wasn't until her last kiss passed the power of the Sands of Sleep to him he understood she meant all of them.  She was gone by the time the paramedics arrived. 

Barbara's loss was hard on Elis, and of course the children though he sheltered them from the worst of the details schoolmates and teachers all knew at least some of it and it has been difficult for them.  He keeps upbeat and makes sure they celebrate they life they had with her rather than focusing on her absence.  So far it seems to be working.  For a time he tried to forget his promise, the legacy of the guardian of dreams had taken his wife from him he was not charitable in thought toward it now.  It was nearly a year later before he embraced his role, children gone missing from locked homes, dark figures spotted in the shadows, he could hear his wifes voice telling him to protect the children, so that is what he does.

 

Personality & Motivation:
Elis is an affable gentle man with a quick smile and easy demeanor.  He doesn't stand out much in a crowd but those that know him usually remember him fondly.  A devoted father and skilled doctor he is a very busy man but none the less seems to find time for tidbits of conversation with the coffee cart barista or the nurses on his way in to the hospital.  His wife's death has left a certain melancholy to his manner but it is a quiet kind melancholy that he rarely inflicts upon others, and is quick to apologize with a self deprecating jest at his maudlin behavior.

Elis' relationship with superheroics is complex.  This job cost his wife her life.  Something he'll like as not never forgive it, she knew the risks and he knows would have done nothing differently yet still a part of him blames the responsibility laid upon her for her death.  On the other hand he respects her sacrifice and her convictions of the importance of this work.  He knows as few others do how close the monsters really are in the world and how spread thin its defenders are.  When it comes down to it however he made a promise and he intends to keep it.  There is a darkness in the world and he will be the light to ward it off.

 

Powers & Tactics:
Sandman is first and foremost a guardian of the innocent.  Thus he usually opens with seeing to it that bystanders are safe by calming them or erecting barriers to cover their retreat.  Once that is achieved he'll move in to engage more directly and will focus on entrapping or disabling his foes.  It is a last resort to turn to the crude brutality of attacking more directly, only the most heinous of offenders are treated tot he special horror of being rent asunder by their own worst nightmares, Sandman knows such power must be used sparingly.

 

Complications:
Identity: Secret;  The mild mannered anesthesiologist is not what most imagine when they think of super heroics, he'd like to keep it that way.

Responsibility:  Job; He is holding down a day job if not for his lack of need for sleep it would like as not all come crashing down. 

Responsibility:  Parent; Single parent at that.  He has two children who he WILL ensure are safe and secure.

Code:  Sandman hunts the things that go bump in the night, the monsters under the bed and in your closet.  He makes sure the nightmare things that creep across the veil go back where they belong, pursuit of such creatures take priority over lesser foes.

Code: Defender of innocents.  Bystanders and especially children must be protected at all costs.

Enemy: The Boogeyman is still out there.  Barbara hurt it, drove it off but it will recover and be back.  Sandman plans to be ready.


Abilities: 0 + 6 + 8 + 6 + 10 + 4 = 34PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 16 (+6)
Wisdom: 20 (+5)
Charisma: 14 (+4)


Combat: 8 + 8 = 16PP
Initiative: +3
Attack: +4 Base;  +4 Melee, +4 Ranged
Grapple: +4 (+20 Move Object)
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -7


Saving Throws: 4 + 3 + 5 = 12PP
Toughness: +14 (+4 Con, +10 [Protection])
Fortitude: +8 (+4 Con, +4)
Reflex: +6 (+3 Dex, +3)
Will: +10 (+5 Wis, +5)


Skills: 64R = 16PP

Diplomacy 3 (+5)

Intimidation 3 (+5)
Knowledge (Arcane Lore) 12 (+15)
Knowledge (Behavioral Sciences) 7 (+10)
Knowledge (Cosmology) 12 (+15)
Knowledge (Life Sciences) 7 (+10)
Medicine 10 (+15)
Notice 5 (+10)
Sense Motive 5 (+10)


Feats: 8PP
Attractive
Benefit (Wealth) 1
Dodge Focus 6



Powers: 64 + 6 + 1 + 1 + 9 + 10 + 4 + 9 = 104PP

Array Rank 28 (Sands of Dream; 56AP; Extras: none, Flaws: None, Feats: Alternate Power 8, Drawbacks: None) [64PP] (Dream, Mental, Magic)

  • Base PowerCreate Object 15 (Walls of Sand; Extras: Duration(Continuous +1); Flaws: none; Feats: Affects Insubstantial 2, Selective, Stationary, Tether, Precise, Progression 5 [250' cubes]; Drawbacks: none) {56/56} (Dream, Magic)
  • Alternate PowerDamage 12 (Nightmares to Life; Extras: Penetrating 2 +1, Range (Perception, +2), Alt Save (Will, +1), Mental (+0); Flaws: none; Feats: Dimensional(Dream), Indirect 3, Reversible, Subtle; Drawbacks: None) {56/56} (Dream, Mental, Magic)
  • Alternate PowerEmotion Control 12 (Sands of Calm; Extras: Area (General, Shapeable, +1), Selective (+1); Flaws: Limited (Calm Only, -1); Feats: Reversible, Progression 19 (Rank x1000 5' Cubes);) {56/56} (Dream, Mental, Magic)
  • Alternate PowerFatigue 12 (Sands of Exhaustion; Extras: Range (Perception, +2); Flaws: none; Feats: Affects Insubstantial 2, Sedation, Reversible, Incurable, Slow Fade 2, Subtle; Drawbacks: none) {56/56} (Dream, Magic)
  • Alternate PowerIllusion 12 (Sands of Illusion; All Senses, 2,500' Area; Extras: Selective Attack (+1); Flaws: Phantasms (-1); Feats: Progression 8; Drawbacks: none) {56/56} (Dream, Mental, Magic)
  • Alternate PowerIllusion 12 (Sweet Dreams (Dream Control); Extras: Duration (Sustained, +1); Flaws: Limited (Sleeping Targets, -1), Range (Touch, -2); Feats: Triggered, Progression 15 (50 mile radius); Drawbacks: none) (Dream, Mental, Magic)
    •  Mind Reading 12 (Dream Travel; Extras: Affects Others (+1), Duration (Continuous, +2); Flaws: Limited (Sleeping Targets, -1), Range (Touch, -2); Feats: Insidious, Sedation, Subtle 2; Drawbacks: None) {40 + 16 = 56/56} (Dream, Mental, Magic)
  • Alternate PowerMove Object 14 (Shifting Sands; Extras: Damaging (12 ranks, +1), Range(Perception) (+1); Flaws: none; Feats:  Affects insubstantial 2; Drawbacks: none) {56/56} (Dream, Magic)
  • Alternate PowerStun 12 (Sands of Sleep; Extras: Range (Perception, +2), Alt Save (Will, +0), Sleep (+0); Flaws: none; Feats:  Affects Insubstantial 2, Reversible, Sedation, Slow Fade 3, Subtle; Drawbacks: none) {56/56} (Dream, Mental, Magic)
  • Alternate PowerTeleport 10 (Dream Step; Extras: Accurate (+1), Portal (+2); Flaws: none; Feats: Change Direction, Change Velocity, Easy, Progression 2 (50' by 50'); Drawbacks: none) {56/56} (Dream, Magic)

Comprehend 3 (Speak and Understand all Languages; Language of Dreams; Extras: None, Flaws: None, Feats: None, Drawbacks: None) [6PP] (Dream, Mental, Magic)

Enhanced Feats 1 (Quick Change 1) [1PP] (Dream, Magic)

Feature 1 (Special Effect: Otherworldly Presence; Dramatic wind that affects only him, able to float slightly off the ground, echoed speech) [1 PP]

Immunity 9 (Need to Sleep (1), Fear Effects (1), Dream/Nightmare (2), Sleep Effects (5); Extras: None, Flaws: None, Feats: None, Drawbacks: None) [9PP] (Dream, Mental, Magic)

Protection 10 (Body of Sand; Extras: None, Flaws: none, Feats: None, Drawbacks: None) [10PP] (Dream, Magic)

Super-Movement 1 (Into the Vale of Sleep; Dimensional Movement 1 (Dreamlands); Extras: Affects Others (+1), Attack (+1), Flaws: none, Feats: none, Drawbacks: none) [4PP] (Dream, Magic)

Super-Senses 9 (Dream Sense; Dream Awareness (Mental) 1, Ranged 1, Radius 1, Accurate 2, Acute 1, Analytical 1, Tracking 2 Extras: none, Flaws: none, Feats: none, Drawbacks: none) [9PP] (Dream, Mental, Magic)

Drawbacks: (-0) + (-0) = -0PP

None



DC Block

     ATTACK              RANGE      SAVE                           EFFECT

  • Unarmed             Touch      DC 15 Toughness                Damage (Physical)
  • Nightmares to Life  Perception DC 25 Will                     Damage (Mental)
  • Sands of Calm       Perception DC 20 Will                     Emotion Control(Calm)
  • Sands of Exhaustion Ranged     DC 20 Fortitude                Fatigue
  • Sands of Sleep      Ranged     DC 20 Will                     Stun
  • Shifting Sands      Ranged     DC 25 Toughness                Damage (Physical)

 

 

Totals: Abilities (34) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (8) + Powers (104) - Drawbacks (0) = 190/198 Power Points

Edited by Thevshi
+1PP for Oct 2021
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Well its a dual use power.  First use is once he's disabled a nasty nightmare thing that has slipped into the waking world he can send it home.  Since it's a touch attack (and only has his BAB added to it) that then requires a TN 11 Reflex save it isn't realy useful unless he can disable them first for that, it's effectively a PL2.5 attack?  Alternatively if someone is willing he can pull them into the dream realms physically to like have adventures in dreamland should that end up being needed for a thread or something.

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