Johnny
  1. Characters

Johnny

The First Lost Boy, Psychopomp of Children
Player Character

The Battle of the Bands- Johnny Focused

It seemed to happen all too soon. Their plan, semi going well until Caoimhe Whelan announced the presence of the man of the night. Narcissus. Johnny quickly scrambling up the latter with Wiley Parrish in tow. Flipping up his patch as a light shown at the man...no, flower. Withered and dying. An echo of what the legend said he was with a demented flower mutation. Locking eyes with the titanspawn, for a moment, Johnny felt the world close in on the two of them. Hearing the small crawling of the tune of a playful music box and crowd chatting crawling into his darkened senses. The golden eye he possessed kept hold of the echo’s look. Its wonderful red sparkles of his eyes sparkled and began to swirl. Blurring as the music began to get louder for the other. Crescendoing in an overwhelming ring. Voices now screaming in mad laughter and hysterics. 


Yet all the scion heard was merriment. All until Wiley Parrish broke through the darkness and sunk his teeth into the echo. Sending them both flying back into the concrete floor below. Johnny being ripped from the darkness with a gasp and a wheeze as his vision returned to the chaotic multifaceted state. Quickly stumbling to the edge the scion tried to see if they were okay. Thankfully Wiley Parrish was...but so was the monster. Watching the others quickly swarm the echo, he shuffled back. Belldandy Bryant just moments ready to let out a scream. The boy slapping his hands against his ears as the world in the rafters shook from the pulse. What he didn’t expect was the large cloud of dust and the concrete turned particle as the floor gave out around his band.

When the dust settled, the boy lunged himself to the rails. Staring down to see a broken pipe pour and flood the hole where all of his friends peeled themselves out of the rubble. The flower standing proud through the madness to attack. The echo’s cohorts run to stare into the hole with shock and frustrated horror. Noticing movement not too far off he saw the mysterious hunter that he met in Roswell. Asher Green unloads several rounds into the followers. The Lost Boys see this as a chance to aid and to keep the mooks from climbing down.

Cursing softly under his breath with a simple, “Shoot,” Johnny turned tail and hurriedly left the rafters. Sprinting from backstage to get to the pit. His hands fumbled as he tried to rip out his whip from his side. Hearing a faint clash of water coming from the pit as a wave of water bubbled up from the basement fight. Finally ripping his whip he shouted sting. Snapping it with force as it ignited in a magnificent plume of flame. Coming to the edge of the pit, Johnny saw the beast raise an arm to bash into his friends. Taking a deep breath he reeled back his arm and snapped down the burning whip. Hitting Narcissus pure and true, catching the beast in an extreme heat. Slowly incinerating it.

Panting softly, the whip hung at his side. The golden eye staring down at the flaming plant. Watching how, like before, the scion incinerated and destroyed each creature the whip’s flame comes in contact with. Reflecting the magnificent aura the heat of the fire produced as Johnny listened to the pained distorted inhuman shrieks of the echo. And for a moment Johnny began to hear the playful music box once again. With a single skipping note.

Responsible teenager? Jae's POV

From what I can figure out, Johnny is a family kinda guy. He kept talking about kids choking on crayons and needing to get back to them. Is he... a foster escapee? Did he take other kids with him? He looks younger than me and he's taking care of kids!?

Eh... I might have liked something like that growing up myself. Would have been better than what I went through. 

Title
The First Lost Boy, Psychopomp of Children

Type
Player Character

Age
18-ish (3 in scorpion)

Gender
Male

Appearance

Height
5'11

Hair
Black

Eyes
Void Blue

Clothes
A black hoodie, gradient red t-shirt, black books, a jean blue long sleeve shirt and torn maroon pants

Necklace
A golden upside down scorpion

Mannerisms
Innocent and Naive to a fault. Not the smartest and will take everything at first at face value.
Cheery to a default and likes to remain active.
Snarky on occasion for his own entertainment.

Bonds
He is very close to his group of kids. Even though they tend to filter through his camp he always has the close long lasting ones by his side. He has two that are especially close.
Alya - A dirty blond girl with green eyes, who always seems to be in the know who's in or out of the camp.
Hudson- A redhead with a hot temper that controls his anger by dealing with the safety and security of the campers.

Deception Boons

Ephemera - Boons

Cost: Imbue 1 Legend

Duration: Indefinite

Range: Medium

Clash: Manipulation + Legend vs. Cunning + Legend

Action: Simple

You create an illusory image of a person, animal, or object, up to the size of a car. The illusion is lifelike and seems completely authentic — a person breathes, a car’s engine throbs, a fire gives off heat — but it has no physical substance and cannot exert force or cause harm. It can move, but must remain within this Boon’s range. A non-trivial character who wins the Clash of Wills can see through the illusion. Attempts to touch or physically interact with an illusion go right through it, letting anyone who sees this recognize it as unreal in the absence of extraordinary circumstances.

Mind Games - Boons

Cost: Spend 1 Legend

Duration: 1 scene

Range: Short

Subject: One Character

Action: Simple


Your skills in deception has transcended the mortal mind & senses. Your illusions are able to physically effect a target. A targeted subject is transported, mentally, to a world of your creation. Most often reflecting the real one. In this world items & creatures that are imagined are able to attack/harm the target. Possibly using objects of the real world without effecting reality itself. 

A successful Manipulation x Close Combat allows the creations of the illusion to effect the target. For Example: An item thrown causes damage based off the Mook Pool.

Primary Pool: 5
Secondary Pool: 4
Desperation Pool: 2
Health: 1
Defense: 1
Initiative: 3

Earth Boons

Skin Like Stone - Boons

Cost: Imbue 1 Legend

Duration: One scene

Subject: Self

Action: Reflexive

Your soft armor rating increases by one. If you aren’t wearing any armor (or other protective gear that provides a soft armor rating), it increases by three instead.

Fire Boons

Heaven's Fire - Boons

Cost: Imbue 1 Legend

Duration: One scene

Subject: Self

Action: Reflexive

You gain the ability to attack enemies with fire. Each Scion can choose a unique manifestation of Fire for their attack: throwing firebolts, heat ray vision, or triggering spontaneous combustion with an incantation or a finger snap. You can make these attacks as Simple actions for the scene, rolled with Athletics + Dexterity. They have the Aggravated, Ranged, and Pushing tags.

Guardian Knacks

Living Pillar - Knacks

When you protect someone else with your body, you are immune to environmental hazards: The flames of a burning building do not scorch you, a landslide does not crush you, water cannot drown you, and so on. As long as you keep your charge close (within arm’s reach), they benefit from the same immunity, but still need to eat, sleep, etc., so it’s best to leave a hazardous area as quickly as possible.

Journeys Boons

False Footsteps - Boons

Cost: 1 Legend per use

Dice Pool: Dexterity + Stealth OR Survival

As well as being able to find his way, the Scion with this Boon knows how to prevent others from finding it after him. Upon activating this Boon, he may leave no footprints at all for the next 24 hours, passing without a trace across even the most malleable of surfaces; alternatively, he may choose to leave a false set of footprints behind, causing others to think that a harmless deer or rabbit passed this way (or, if he’s feeling mischievous, a sasquatch). This power aids the Scion in avoiding tracking attempts, but it is not foolproof: it can only mask his footprints, not his scent, and he must still roll Dexterity + Stealth OR Survival (depending on the terrain) with his total number of Journeys boons as automatic successes against anyone attempting to track him via supernatural means.

Leader Knacks

Inspirational Aura - Knacks

When you take charge of a group, roll Knack Skill. For every two successes rolled, reduce the Difficulty of all actions taken by the group you command by 1. You can inspire a number of people equal to her Leadership + Leader Calling, or can spend a point of Momentum to apply this to a much larger group, multiplying that number by 10 for each Momentum spent. The decrease in difficulty does not apply to you, though while you are inspiring others, you gain 2 Enhancement to apply to social rolls involving leadership, and any Stunts you may have gained from Knacks.

Passion Boons

Irresistible Impulse - Boons

Cost: Imbue 1 Legend

Duration: Condition

Subject: One character

Range: Medium

Action: Simple

You fill a character’s heart with an emotion of your choice. They gain a Condition based on that emotion — Mad as Hell, Lovestruck, Too Sad to Function, or something similar. The exact effect of the Condition may vary based on the chosen emotion, but as a generic effect, the target takes +3 Difficulty when they take an action that the Storyguide deems is directly contrary to the emotion — it’s hard to treat someone politely while Mad as Hell, or to commit to a fist fight while Lovestruck. Other characters gain Enhancement 3 on rolls to detect the inflamed emotion. This Condition can be resolved by taking a significant action with the potential for consequences that is motivated by the emotion — starting a bar fight, asking someone out, or skipping work would count. It also ends if you reclaim the Legend imbued in this Boon.

Sun Boons

Blinding Glory - Boons

Cost: Spend 1 Legend

Duration: Condition

Range: Medium

Action: Simple

You unleash a flash of brilliant light, inflicting a blinding Condition on all enemies in range. When you spend Legend with this Purview’s innate power, you may also use this Boon reflexively and for free. In addition, if all targets are trivial, this Boon’s cost is waived.

Trickster Knacks

Light Fingered - Knacks

When you steal an object or pickpocket someone, you do so without needing to roll, so long as the object is something you can conceal in your hands. If you use this ability to lift something from a member of your band, you must do so with the consent of that character’s player. You cannot steal an item that is currently in use. Stealing a weapon from an enemy would first require the Disarm or Seize stunt.

Smoke and Mirrors - Knacks

Once per scene, when you would be Taken Out, you instead spend Momentum, negate the damage that would have taken you out and move one range band away from your attacker — but leave behind a brief afterimage of your outline, which crumbles into dust seconds later.

Surprise! - Knacks

Voluntarily be Taken Out (for all intents and purposes, you appear to be dead or unconscious) and come back later, unharmed, at any point in time during the session to make a surprise attack or otherwise set up an ambush with +4 Enhancement, which applies before you roll. If someone has seen you pull this trick before, they resist the ambush as normal (you do not gain the bonus) and instead gain +4 Enhancement on combat rolls against you for the first round if they succeed. If it would better suit you, you may return dramatically in the middle of a social scene instead, adding the same Enhancement to the next most appropriate Social roll.

Wasn't Me - Knacks

When you do something with legal or social consequences, you delay the consequence by transferring blame to someone else of the same or lower Tier. This delay lasts until the end of the session by default, but may be delayed further by making a Knack Skill roll, and spending 1 success per scene of delay. To push blame onto a member of your band, you must do so with the consent of that character’s player. Once the delay ends, anyone of higher Tier than you who had been duped by this Knack realizes they’ve been tricked, and will likely seek revenge.