Rockslide
Santo Vaccaro
Powerhouses
You gotta make the most with what you got. Life will suck if you let it, you know? Can't be taking it for granite. ... I'll see myself out, okay.
Santo was the most popular kid in Boston's North End, and genuinely thrilled to learn he was a mutant, already planning his superhero name and catchphrase. When Snow Valley was attacked, his mind poured itself into a golem of stone and concrete, and his classmates survived beneath it. Now he keeps everyone's spirits up, because someone has to. Lots of emo kids around here.
Feature Character
Identity
- Nationality
- American / Krakoan
- Birthplace
- Boston, Massachusetts
- Apparent Age
- 19
- Gender
- Male
- Height
- Variable (M)
- Eyes / Hair
- White / N/A
- Marital
- Single
- Training
- Snow Valley Academy
- Generation
- Fourth Generation
- Teams
- —
- Played by
- Kellan Lutz
Background
VIII: Rocking On
Santo Vaccaro was one of the many youths growing up in North End during the turbulent times of the Mutant Menace. Every other week a boy or a girl in the neighborhood was rumored to have been diagnoses X-Gene positive, people talked about being in fear of the Brotherhood of Mutants and the X-Men, or joined strange cults like the Purifiers for answers that never came.
None of that was ever Santo's jam. The young man was well known for being good for anything, anywhere, at any time, with anyone. Santo had friends among kids outside the neighborhood, hung out with older people, talked about sports all day and never shyed away from talking about his dreams of maybe one day joining the WWE. Working out was a hobby, but people were really his affinity.
Which made the visit of a woman clad in white called Emma Grace Frost to be so weird. He had heard of her, and he had certainly seen her pictures online, but to have her in his living room talking to his parents was like a weird dream. Not that he was complaining about it, even if his mother was weeping and his father was asking how could it be.
Yep. Santo was a mutant, and he didn't even know that. It sure explained why he kept getting his foot stuck on concrete on his way to school. Accepting the invitation to join the semi-naked woman's to her fancy school, Santo was eager to learn more, as well as eager to pick his superhero name, catchphrase and special moves. To say he was unique among the droves of students who felt like they were being driven to a funeral at learning of their mutation was an understatement.
School time in Snow Valley was a mixed bag. Santo immediately befriended many of the residents, showing that ability to navigate tribes to his fullest, even the fallen cheerleader in Cessily Kincaid and the gentle nerd Viktor Borkowski, while learning more about his powers and getting his ass kicked by the demanding classes of the school.
IX: Getting Rocked
Santo woke up with Cessily's screams at the sight of the new arrivals at the Snow Valley front lawn. Immediately, the young man rose to his feet to check the new kids, and even though he thought Blackheart looked a little too old to be his junior, and he had no problems whatsoever with whoever the Selene chick was, he did think Emplate was extremely overdesigned. Vaccaro was still confused about the name when the attack begun, which then changed his mentality really quick.
There was joking around, and there was his friends being in danger, and Santo would have jumped in with the Generation X if not for Emma telling him to stick with the other students and help them escape. They had trained for that, and Santo, gifted with close-range geokinesis, could help them to safety as the academy shook under the weight of the very real Harry Potter-y chaos going on in the front lawn, with magic and Dementors flying about.
Emma's assistance in his head proved to be exactly what the students needed, however, as upon finding Viktor with his arm stuck under a section of the roof only Santo managed to get the boy free. However, nobody could save Santo when the academy came crashing down on him and the students, almost all at once. For a moment that hung forever in time, Santo knew he was objectively done. He had failed the level, but unlike sapiens, he had a nice, fat continue on his back pocket. Thanks to his unique mutation, instead of getting crushed, his classmates were safely under him, and his form, once so swole and handsome, was changed: he was a goliath of concrete and stone, swolerer and handsomer than ever before.
Getting his friends to safety, Santo was there for the end of the battle, now a powerful golem, his nickname cemented in his head: Rockslide.
X: Rock Solid
Santo arrived in the Xavier Habitat for Higher Learning thought to be kind of a hero by his classmates, no big deal. The first days, while others were acclimating to their new surroundings, saw Santo train with his new powers religiously not out of some sense of responsibility, oh no, but because he very quickly learned he could shoot his hands at people and he had to know more about his mutation.
In his excitement he met Julian Keller, who became his main dude, and got to very competitively (but not really) wrestle with Colossus himself. While many reeled at the recent tragedies, Santo managed to provide much levity to the situation, not because he did not feel the loss of so many people at once, but because someone had to keep the spirits up, for his friends.
For his qualities and dedication, the young man got to know many of the famous X-Men of the school, and quickly became a fixture, adopting the whole motto of a family one chooses to heart.
Plasticity
Plasticity 0
I
0/30 to next
Their Level I
Descriptor Bros
Julian
Bros
Little dude's got a big mouth. I got his back anyway.
Mind Palace • (Habituation Perk) • (Psionics)
Always having visitors in your head forces you to keep the place tidy.
Gain: +3 on Willpower saves to resist telepathic powers.
Telepathic Chatter • (Habituation Perk) • (Psionics)
You're getting used to having voices in your head, always warning you of thigns. No, it isn't weird, promise!
Gain: You always keep the best Sensorial check between yourself and your bond.
The Black Bug Room • (Habituation Perk) • (Psionics)
You have seen - or was made to see - some unsettling stuff in your own head. You know how nasty telepathy gets.
Gain: Decrease Telepathic damage from Lethal to Mild.
Attributes
Physiology: Psionic Entity
Santo isn't the rock. He's the mind holding it together - a psionic presence that exists half in the Astral Realm. Nothing that can't reach the Astral, or isn't magic, can touch the real him.Phenotype: Psionics
Hit Die: d6✦Only Harmed By: Magic, Psychic
Save Immunity: Fortitude
Crit Immune: Yes
Null: Agility, Brawn, Endurance
Hit Die: d6✦Only Harmed By: Magic, Psychic
Save Immunity: Fortitude
Crit Immune: Yes
Null: Agility, Brawn, Endurance
Agility
Represents coordination, reflexes, and grace in motion. A high AGI allows a character to dodge attacks, move with precision, and perform acrobatic feats that others can’t. It governs balance, speed, and manual dexterity.
—
Santo has no Agility. Anything that would use it gets +0.
+0
No Agility: +0 to every roll that would use it.
Brawn
Measures raw physical strength and muscle power. It determines how hard a character can hit, how much they can lift, and how forcefully they can exert themselves. Essential for melee combat and physical feats of might.
—
Santo has no Brawn. Anything that would use it gets +0.
+0
No Brawn: +0 to every roll that would use it.
Endurance
Reflects stamina, toughness, and resistance to physical harm. END governs how long a character can exert themselves without tiring, how well they resist injury, and how quickly they recover from strain.
—
Santo has no Endurance. Anything that would use it gets +0.
+0
No Endurance: +0 to every roll that would use it.
Intellect
Measures analytical ability, reasoning, and problem-solving skills. A high INT allows a character to recall information, process complex ideas, and outthink their opponents in high-pressure situations.
9
-1
Added to every roll made with Intellect: a bonus when positive, a penalty when negative.
Perception
Represents awareness of surroundings and attention to detail. It affects spotting hidden dangers, tracking subtle movements, and noticing small clues that others might overlook.
9
-1
Added to every roll made with Perception: a bonus when positive, a penalty when negative.
Skills
Athletics
BRN
0
Brawling
AGI
0
Firearms
PER
0
Investigation
PER
0
Meditation
INT
0
Melee
AGI
0
Shields
AGI
0
Strategy
INT
0
Moves
Pick Up
Pick Up
Attack
✦
He hoists whatever is closest over his head: a crate, a car, a friend, an enemy.
Speed 3 + Agility
Reach Same Hex
Damage 2
Base Attribute Brawn
Lift
Rockslide Punch
Rockslide Punch
Attack
✦
His stone fist flies off like a cannonball.
Cost 1 Stamina
Speed 2 + Agility
Reach Line 5
Damage 5
Base Attribute Brawn
Rolling Stone
Rolling Stone
Attack
✦
Rockslide curls into a boulder and rolls straight through them.
Cost 1 Stamina
Speed 3 + Agility
Reach Line 4
Skill Athletics
Damage 4 (Concussive)
Base Attribute Brawn
On-Hit Knocked Down
Knockback, Free with 2 Rubble, Companion Only
Reassemble
Reassemble
Protection
✦
Santo pulls every piece of rubble back together into his body.
Speed 4 + Perception
Skill Meditation
Target Self
Rebuilds Companion
Spends All Rubble
Rubble, Stayed Awake
Rock Solid
Rock Solid
Protection
✦
Rockslide plants himself in front of a friend. Anything aimed at them hits rock instead.
Cost 1 Stamina
Speed 6 + Agility
Reach 3 Hexes
Skill Athletics
Guard, Redirect, Companion Only
Hey, Ugly!
Hey, Ugly!
Modifier
✦
Santo mouths off at someone until they come for the rock.
Target Enemy
Resisted By Willpower (Intellect)
Grants Taunted
Psionic
Health • Stamina • Saving Throws
Health
24 / 24
Stamina
5 / 5
Reflex +0
Your ability to dodge area attacks and the like.
Agility Bonus + Bonuses Fortitude Immune Your resistance to threats like poison or disease.
Endurance Bonus + Bonuses
Immune: this save always succeeds, no roll. Willpower -1 Your resistance to mental influence and domination.
Intellect Bonus + Bonuses
Agility Bonus + Bonuses Fortitude Immune Your resistance to threats like poison or disease.
Endurance Bonus + Bonuses
Immune: this save always succeeds, no roll. Willpower -1 Your resistance to mental influence and domination.
Intellect Bonus + Bonuses
Damage Reduction 0
Every hit taken is reduced by this much before it touches Health.
Regeneration 0
The amount of Health restored per turn in combat and outside of it.
Nature
Inorganic
No living tissue: liquid metal, living stone, machines. Nothing to rot, nothing to feed on.
Mutant
Born with the X-gene. Vulnerable to mutant-only effects.
CLICK TO ENTER
Mosaics
Blood and Bone
Dr. Alia Gregor was a Soviet geneticist whose scientific outlook was shaped by the rigorous, materialist traditions of Soviet research. In her 1992 book Blood and Bone, she examined human-mutant relations through the ecological principle of competitive exclusion, arguing that their overlapping needs and radically different capabilities could produce conflict even without hatred or prejudice. Following the Genoshan Genocide, her research revealed that mutantkind was recovering far faster than expected. Presenting her findings in Geneva in 1996, Gregor warned that mutants could become Earth's dominant species within twenty years, arguing that humanity needed to establish the conditions for coexistence before it was too late. Though she remained committed to scientific objectivity and rejected the idea that biological difference implied moral inferiority, her conclusions placed her research at the center of an increasingly urgent debate over humanity's future.
5/5
House of A: Chamber
No summary written yet.
4/4
House of H: Roulette
They know her as the Hellionest of Them All: Roulette, the Bitch Queen of Snow Valley. Very few people know Jennifer Stavros beyond what she chooses to show them, and that is precisely how she likes it.
5/5
House of H: Tarot
No summary written yet.
5/5
House of H: X-23
No summary written yet.
7/7
House of X: Phoenix
Jean Grey is one of the Original X-Men, and while many know of her deeds very few know the trials and tribulations she has been through. This is her story.
5/5
The Many Lives of Lady Grey
Lady Grey is both a lie and an ugly truth. British noble, sadistic murderer, mind construct, instrument of abuse, and Black Queen of the Hellfire Club. She is long dead and yet she lives still. This is the story of what's left of her say in the matter, one burn at a time.
5/5
The Phoenix Force
The Phoenix Force is fire incarnate and it is inextricably bound to Mutantkind. Perhaps it always was. It is at the heart of Regenesis, forging a second chance for a people on the brink. To some, its akin to a mutant god; to others, a curse of ash and ruin. These are its secrets.
3/3
The Seeds of Krakoa
Following the Genoshan Genocide and Magneto's death, Professor Charles Xavier withdrew from the X-Men, consumed by the question of how mutantkind could survive in a world that had repeatedly failed it. His search led him back to Krakoa, the living island he and Magneto had once misunderstood, where he discovered the potential for a new relationship between mutants and their living homeland. Through Akorak, a chimera born from Krakoa and the X-Men captured in 1983, the X-Men discovered six extraordinary flowers. Beneath the island, they also found the Hatchery, where Krakoa could assist with bringing the Genoshan dead back to life. Together, these discoveries embodied Charles's final vision: a mutant nation built not merely on strength or the hope of human acceptance, but on symbiosis, self-determination, and the possibility of restoring what had been lost.
6/6
Blood and Bone
5/5 Fragments • Complete
Dr. Alia Gregor was a Soviet geneticist whose scientific outlook was shaped by the rigorous, materialist traditions of Soviet research. In her 1992 book Blood and Bone, she examined human-mutant relations through the ecological principle of competitive exclusion, arguing that their overlapping needs and radically different capabilities could produce conflict even without hatred or prejudice. Following the Genoshan Genocide, her research revealed that mutantkind was recovering far faster than expected. Presenting her findings in Geneva in 1996, Gregor warned that mutants could become Earth's dominant species within twenty years, arguing that humanity needed to establish the conditions for coexistence before it was too late. Though she remained committed to scientific objectivity and rejected the idea that biological difference implied moral inferiority, her conclusions placed her research at the center of an increasingly urgent debate over humanity's future.
House of A: Chamber
4/4 Fragments • Complete
No summary written yet.
House of H: Roulette
5/5 Fragments • Complete
They know her as the Hellionest of Them All: Roulette, the Bitch Queen of Snow Valley. Very few people know Jennifer Stavros beyond what she chooses to show them, and that is precisely how she likes it.
House of H: Tarot
5/5 Fragments • Complete
No summary written yet.
House of H: X-23
7/7 Fragments • Complete
No summary written yet.
House of X: Phoenix
5/5 Fragments • Complete
Jean Grey is one of the Original X-Men, and while many know of her deeds very few know the trials and tribulations she has been through. This is her story.
The Many Lives of Lady Grey
5/5 Fragments • Complete
Lady Grey is both a lie and an ugly truth. British noble, sadistic murderer, mind construct, instrument of abuse, and Black Queen of the Hellfire Club. She is long dead and yet she lives still. This is the story of what's left of her say in the matter, one burn at a time.
The Phoenix Force
3/3 Fragments • Complete
The Phoenix Force is fire incarnate and it is inextricably bound to Mutantkind. Perhaps it always was. It is at the heart of Regenesis, forging a second chance for a people on the brink. To some, its akin to a mutant god; to others, a curse of ash and ruin. These are its secrets.
The Seeds of Krakoa
6/6 Fragments • Complete
Following the Genoshan Genocide and Magneto's death, Professor Charles Xavier withdrew from the X-Men, consumed by the question of how mutantkind could survive in a world that had repeatedly failed it. His search led him back to Krakoa, the living island he and Magneto had once misunderstood, where he discovered the potential for a new relationship between mutants and their living homeland. Through Akorak, a chimera born from Krakoa and the X-Men captured in 1983, the X-Men discovered six extraordinary flowers. Beneath the island, they also found the Hatchery, where Krakoa could assist with bringing the Genoshan dead back to life. Together, these discoveries embodied Charles's final vision: a mutant nation built not merely on strength or the hope of human acceptance, but on symbiosis, self-determination, and the possibility of restoring what had been lost.
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