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DalkonCledwin
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Serpent / The MCs / A Demon's Fate

Post by DalkonCledwin »

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Serpent (Harry Potter) - PL 12
Age: 16 / Height: 5' 9" / Weight: 165 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +20 / Rep Rank: +18 (w/Wizardkind) / +10 (w/Muggles)

Strength 8, Stamina 9, Agility 8, Dexterity 7, Fighting 6, Intellect 3, Awareness 7, Presence 6

General Advantages
Animal Empathy, Artificer, Assessment, Attractive, Badboy, Benefit, Renown 3, Benefit, Social Class 3 (nobility), Benefit, Wealth 3 (millionaire), Connected, Daze (Deception), Defensive Roll, Equipment 6, Extraordinary Effort, Fascinate (Persuasion), Favored Environment: Aerial, Fighting Style: Brawling, Inspire 2, Interpose, Languages 1, Leadership, Lionheart 2, Second Chance: Resisting Mind Control, Set-up 2, Taunt, Teamwork, Trance

Fighting Style Advantages
All-out Attack, Chokehold, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Power Attack

Enhanced Advantages
Diehard, Great Endurance, Luck 3

Skills
Acrobatics 4 (+12), Athletics 4 (+12), Close Combat: Grab 4 (+10), Deception 6 (+12), Expertise (AGL): Riding 8 (+16), Expertise (AWE): Cooking 6 (+13), Expertise (AWE): Tactics 6 (+13), Expertise: Magic 10 (+13), Insight 6 (+13), Intimidation 4 (+10), Investigation 6 (+9), Perception 8 (+15), Persuasion 8 (+14), Ranged Combat: Magic 5 (+12), Stealth 6 (+14), Technology 2 (+5), Treatment 4 (+7)

Powers
Blessings of the Founders
. . Basilisk Anti-Venom: Immunity 10 (accidental, Common Descriptor: All invasive toxins, bacteria and viruses)
. . Phoenix Tear Blood: Regeneration 2 (bestowed, Every 5 rounds, Advantages: Diehard, Great Endurance)
Demonic Hybrid Physiology
. . Body Resistance: Protection 3 (racial, +3 Toughness)
. . Claws: Strength-based Damage 1 (slashing, DC 24; Dangerous)
. . Demonic Might: Enhanced Strength 3 (racial, +3 STR; Limited to Lifting, Notes: Has a punching strength of 6 tons, and a lifting strength of 50 tons)
. . Demonic Perception: Senses 16 (racial, Accurate: Emotion Awareness, Acute (Type): Mental Senses, Analytical (Type): Visual Senses, Awareness: Emotions [Mental], Counters Concealment: Astral Bodies [Vision], Detect: Magic [Vision] 2: ranged, Extended: Visual & Mental Sebses 3: x1k, Infravision, Tracking: Emotion Awareness 1: -1 speed rank; Quirk: Extended is for Visual & Mental Senses)
. . Invulnerabilities: Immunity 2 (racial, Aging, Environmental Condition: Heat; Quirk: Harry will only cease aging after he reaches physical maturity at about the age of 25)
. . Omnilingualism: Comprehend 5 (racial, Languages - Read All, Languages - Speak All, Languages - Understand All, Spirits - Communicate, Spirits - Medium)
Holly & Phoenix Feather Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Avis: Damage 8 (wizarding magic, DC 23; Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . . . Confringo: Cone Area Move Object 8 (fire, force, wizarding magic, 6 tons, DC 23; Cone Area: 60 feet cone, DC 18, Damaging; Limited: to Pushing targets away from Harry, Reduced Range: close)
. . . . Depulso: Teleport Attack 12 (wizarding magic, 16 miles in a move action, carrying 50 lbs., DC 22; Accurate, Attack: Dodge, Increased Range: ranged)
. . . . Expecto Patronum: Progressive Perception Area Affliction 8 (light of creation, wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Visual, Feature: Extraordinary Effort for +2 effect ranks, Progressive; Limited: to Unnatural Creatures, Limited: to Causing targets to flee, Tiring)
. . . . Expelliarmus: Move Object 12 (force, wizarding magic, 100 tons, DC 27; Damaging; Limited: to Disarm checks or pushing targets away from Harry, Quirk: Damaging only if pushing targets away from Harry)
. . . . Impedimenta: Progressive Affliction 8 (wizarding magic, 1st degree: Hindered, 2nd degree: Immobile, Resisted by: Dodge, Overcome by Strength, DC 18; Increased Range: ranged, Progressive; Limited Degree)
. . . . Incendio: Damage 12 (fire, wizarding magic, DC 27; Increased Range: ranged)
. . . . Protego Duo: Cloud Area Deflect 8 (wizarding magic; Cloud Area: 15 feet radius sphere, DC 18, Redirection, Reflect; Limited: to Attacks targeting dodge)
. . . . Reducto: Weaken 8 (wizarding magic, Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only, Increased Range: ranged)
Psionic Powers: Array
. . Emotion Manipulation: Progressive Affliction 12 (psychic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Increased Range 2: perception, Progressive; Limited: to instilling emotions, Side Effect: on failure - Affliction 10 (nausea; resisted by Fortitude; Dazed and Attack Impaired))
. . Emotion Negation: Cumulative Affliction 8 (psychic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Subtle: subtle)
. . Empathic Healing: Healing 12 (psychic; Persistent, Restorative, Stabilize; Empathic)
. . Personal Dreamscape: Illusion 12 (psychic, Affects: All Sense Types, Area: 4000 cft., DC 22; Psychic; Limited to One Subject, Reduced Range: ranged, Resistible: Will)
. . Psychic Link: Burst Area Luck Control 1 (psychic, Bestow Luck, Advantages: Luck 3; Burst Area 8: 0.5 miles radius sphere, DC 11, Selective; Check Required 5: DC 14 - Insight, Increased Action 2: move, Reduced Range 2: close)
. . Read Emotions: Mind Reading 12 (psychic, DC 22; Subtle 2: undetectable; Limited to Emotions)
. . Shock and Awe: Affliction 12 (psychic, 1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 22; Extra Condition, Increased Range 2: perception; Limited Degree)
. . Soothe Emotions: Nullify 8 (psychic, Counters: Emotion Effects, DC 18; Effortless, Increased Range: perception, Simultaneous)
. . Telepathy: Mental Communication 4 (psychic; Subtle: encrypted)
Soul-Self Flight: Array
. . Mass Levitation: Burst Area Flight 4 (soul, Speed: 30 miles/hour, 500 feet/round; Affects Others, Burst Area: 30 feet radius sphere, DC 14, Selective; Distracting)
. . Solo Levitation: Flight 8 (soul, Speed: 500 miles/hour, 1 mile/round)
Soul-Self Manipulation: Array
. . Astral Projection: Remote Sensing 18 (soul, Affects: All Types, Range: 1000 miles; Dimensional 2: group - Mystical Dimensions; Feedback, Noticeable: Serpent-shaped shadow, Side Effect 2: always - physical body is defenseless and immobile)
. . Dimensional Portal: Movement 2 (soul, Dimensional: Mystical Dimensions 2: group, 50 lbs.; Portal)
. . Passwall: Movement 3 (soul, Permeate 3: full speed; Portal)
. . Psychokinesis: Move Object 12 (soul, 1600 tons; Increased Mass 4, Increased Range: perception)
. . Soul Jump: Teleport 12 (soul, 16 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Turnabout)
. . Soul Serpent: Line Area Damage 12 (darkness, soul, DC 27; Line - Width Area: 15 feet feet wide, Line Area 2: 5 feet wide by 60 feet long, DC 22, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged; Tiring)
. . Soul-Self Incarnate (Activation: Move Action)
. . . . Giant Snake: Growth 12 (morphic, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +1 speed ranks; Limited to Increasing Size Only)
. . . . Psychic Energy Form: Insubstantial 3 (morphic, Energy)
. . . . Serpent Slither: Movement 1 (morphic, Slithering, Advantages: Daze (Intimidation), Move-by Action)
. . . . Transformed Toughness: Protection 6 (morphic, +6 Toughness; Impervious)
. . Teleportal: Teleport 12 (soul, Carry 50 lbs.; Accurate, Extended: 4000 miles in 2 move actions, Portal; Limited to Extended, Tiring)

Equipment
12 Grimmauld Place, Glamour Ring (Allows Harry to assume an ordinary human version of his own appearance) 1

Offense
Initiative +8
Avis: Damage 8, +12 (DC 23)
Claws: Strength-based Damage 1, +6 (DC 24)
Confringo: Cone Area Move Object 8 (DC 23)
Depulso: Teleport Attack 12, +12 (DC Dog 22)
Emotion Manipulation: Progressive Affliction 12 (DC Will 22)
Emotion Negation: Cumulative Affliction 8 (DC Will 18)
Expecto Patronum: Progressive Perception Area Affliction 8 (DC Will 18)
Expelliarmus: Move Object 12, +12 (DC 27)
Grab, +10 (DC Spec 18)
Impedimenta: Progressive Affliction 8, +12 (DC Fort/Will 18)
Incendio: Damage 12, +12 (DC 27)
Psychokinesis: Move Object 12 (DC 22)
Read Emotions: Mind Reading 12 (DC Will 22)
Reducto: Weaken 8, +12 (DC Fort 18)
Shock and Awe: Affliction 12 (DC Will 22)
Soothe Emotions: Nullify 8 (DC Will 18)
Soul Serpent: Line Area Damage 12 (DC 27)
Throw, +7 (DC 23)
Unarmed, +6 (DC 23)

Complications
- Court of Popular Opinion: Harry has the unfortunate bad luck to have become famous before he could properly understand the concept. As a result he is often the subject of praise, ridicule and various other related concepts, but which one is largely dependent on what the most recent gossip item related to him happens to be.
- Enemies: There are a number of people who would either like to use Harry to their own advantage, such as Albus Dumbledore, or else to kill Harry where he stands, such as the Dark Lord Voldemort.
- Honor: Harry follows a strict code of honor that requires him to obey the rules of fair play and hospitality with anyone he interacts with, until they do something to betray his trust. After they do such a thing, he will go to great lengths to make them sorry they ever met him.
- Motivation: Doing Good: Harry will often go out of his way in order to save the life of some hapless damsel in distress. This also often leads him and those who he calls his friends, into rather harrowing situations.
- Power Loss: Harry’s Soul Self can be damaged or even captured by an opponent using the right magic or amount of power. In this case, he cannot use his Fiendish Magic array. If he is separated from his Soul Self for too long a period of time, it is possible he will die.
- Powerful Empath: Harry’s self-control sometimes slips and he becomes overwhelmed by ambient emotions, causing him to suffer pain from particularly strong feelings, or possibly even enabling the unwitting use of his Emotion Manipulation and/or Emotion Negation powers on others. He always regrets when his powers go out of his ability to control, but has never really had his sister's training in controlling his own emotions, so has little idea on how he can stop this from continuing to happen.
- Relationships: Harry is the son of Trigon and Lily Potter, the Archfiend having abducted his mother and basically raped her before she was successfully rescued. His step-father, James Potter didn't have the heart to force Lily to abort her pregnancy when she begged him not to. This naturally means that Harry has several older half-brothers by Trigon, and a solitary younger half-sister known as Rachel 'Raven' Roth.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.
- The Trace: While on Earth, if Harry were to use his wand for its intended purpose while away from Hogwarts prior to his 17th birthday, it would draw the ire of whichever magical law enforcement agency is responsible for ensuring that underage magicals do not use their wands outside of school hours in that country.
- Uncontrolled Precognition: When Harry tries to use his Trance advantage, or when he’s just trying to sleep, he can receive precognitive flashes outside of his ability to control that will knock him out and abort his attempt to use that advantage and/or prevent him from receiving any recovery when resting.

Languages
English [Native], Parseltongue

Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 13/12, Will 12

Power Points
Abilities 108 + Powers 199 + Advantages 46 + Skills 49 (97 ranks) + Defenses 16 = 418

--------------------
12 Grimmauld Place - PL 12

Toughness 10, Size Huge

Features:
Concealed 5, Deathtraps, Dual Size: Medium, Garage, Holding Cells, Laboratory, Library, Living Space, Personnel, Sealed, Trophy Room, Wards 2

Powers
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Gaze: Concealment 7 (bestowed, cosmic, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Cosmic Senses)
The Firebolt (Easily Removable)
. . Levitation Charm: Flight 7 (artifice, Speed: 250 miles/hour, 0.5 miles/round; Platform)
The Marauder's Map (Easily Removable)
. . Intelligent: Feature 1 (artifice, Notes: The map is intelligent to some degree, and will insult people who try to access it without knowing the proper password to activate the map)
. . Knows Where Everyone Is: Remote Sensing 8 (artifice, Affects: 1 Type - Mental, Range: 1 mile; No Conduit, Simultaneous; Activation: move action, Limited: to Hogwarts & the Grounds, Medium: the Map, Quirk: Only displays names & footsteps)

Power Points
Abilities 3 + Powers 3 + Advantages 0 + Features 17 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
--------------------
Build Comments: I am including both Kreacher and Hedwig as 'Personnel' within 12 Grimmauld Place in order to cut down on how much I'd otherwise have to build.
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DalkonCledwin
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Location: Gallifrey

Raven / The MCs / A Demon's Fate

Post by DalkonCledwin »

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Art by AyyaSAP on DeviantArt

Raven (Rachel Roth) - PL 10
Age: 14 / Height: 5' 6" / Weight: 111 lbs
Hair Color: Violet / Eye Color: Violet
Wealth Rank: +12 / Rep Rank: +10

Strength 4, Stamina 6, Agility 5, Dexterity 4, Fighting 4, Intellect 3, Awareness 7, Presence 4

General Advantages
Artificer, Assessment, Attractive 2, Beginner's Luck, Benefit, Social Class 3 (nobility), Benefit, Wealth (well-off), Close Attack 3, Connected, Defensive Attack, Defensive Roll, Eidetic Memory, Extraordinary Effort, Fascinate (Intimidation), Favored Foe: Trigon, Gotta Have Blue Hair, Great Endurance, Improved Trip, Interpose, Leadership, Ritualist, Second Chance: Acrobatics Checks for Tumbling, Second Chance: Resisting Mind Control, Trance

Enhanced Advantages
Luck 2

Skills
Acrobatics 8 (+13), Athletics 4 (+8), Close Combat: Claws 8 (+12), Deception 6 (+10), Expertise (AWE): Research 8 (+15), Expertise: Demonology 8 (+11), Expertise: Magic 8 (+11), Expertise: Psychology 6 (+9), Insight 8 (+15), Intimidation 8 (+12), Investigation 4 (+7), Perception 6 (+13), Persuasion 4 (+8), Stealth 6 (+11), Technology 4 (+7), Treatment 6 (+9)

Powers
Demonic Hybrid Physiology
. . Body Resistance: Protection 2 (racial, +2 Toughness)
. . Claws: Strength-based Damage 1 (slashing, DC 20; Dangerous)
. . Demonic Might: Enhanced Strength 1 (racial, +1 STR; Limited to Lifting, Notes: Has a punching strength of 800 lbs, and a lifting strength of 1,600 lbs)
. . Demonic Perception: Senses 14 (racial, Accurate: Emotion Awareness, Acute (Type): Mental Senses, Analytical (Type): Visual Senses, Awareness: Emotions [Mental], Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged, Extended: Visual & Mental Senses 1: x10, Infravision, Tracking: Emotion Awareness 1: -1 speed rank; Quirk: Extended is for Visual & Mental Senses)
. . Invulnerabilities: Immunity 2 (racial, Aging, Environmental Condition: Heat; Quirk: Raven will only cease aging after she reaches physical maturity at around the age of 25)
. . Omnilingualism: Comprehend 5 (racial, Languages - Read All, Languages - Speak All, Languages - Understand All, Spirits - Communicate, Spirits - Medium)
Magical Aptitude: Array
. . Deflection Screen: Deflect 11 (magical; Reflect; Reduced Range: close)
. . Nightmare Hellscape: Damage 10 (illusory, magical, DC 25; Alternate Resistance (no cost): Will, Increased Range 2: perception, Variable Descriptor 2: broad group - illusionary effects; Resistible: Will)
Psionic Powers: Array
. . Emotion Manipulation: Progressive Affliction 10 (psychic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception, Progressive; Limited: to instilling emotions, Side Effect: on failure - Affliction 8 (nausea; resisted by Fortitude; Dazed and Attack Impaired))
. . Emotion Negation: Cumulative Affliction 6 (psychic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception, Subtle: subtle)
. . Empathic Healing: Healing 10 (psychic; Persistent, Restorative, Stabilize; Empathic)
. . Personal Dreamscape: Illusion 10 (psychic, Affects: All Sense Types, Area: 1000 cft., DC 20; Psychic; Limited to One Subject, Reduced Range: ranged, Resistible: Will)
. . Psychic Link: Burst Area Luck Control 1 (psychic, Bestow Luck, Advantages: Luck 2; Burst Area 6: 900 feet radius sphere, DC 11, Selective; Check Required 5: DC 14 - Insight, Increased Action 2: move, Reduced Range 2: close)
. . Read Emotions: Mind Reading 10 (psychic, DC 20; Subtle 2: undetectable; Limited to Emotions)
. . Shock and Awe: Affliction 10 (psychic, 1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 20; Extra Condition, Increased Range 2: perception; Limited Degree)
. . Soothe Emotions: Nullify 6 (psychic, Counters: Emotion Effects, DC 16; Effortless, Increased Range: perception, Simultaneous)
. . Telepathy: Mental Communication 3 (psychic; Subtle: encrypted)
Soul-Self Flight: Array
. . Mass Levitation: Burst Area Flight 3 (soul, Speed: 16 miles/hour, 250 feet/round; Affects Others, Burst Area: 30 feet radius sphere, DC 13, Selective; Distracting)
. . Self Levitation: Flight 6 (soul, Speed: 120 miles/hour, 1800 feet/round)
Soul-Self Manipulation: Array
. . Astral Projection: Remote Sensing 15 (soul, Affects: All Types, Range: 120 miles; Dimensional 2: group - Mystical Dimensions; Feedback, Noticeable: Raven-shaped shadow, Side Effect 2: always - physical body is defenseless and immobile)
. . Dimensional Portal: Movement 1 (soul, Dimensional: Azarath 1: one dimension, 50 lbs.; Portal)
. . Passwall: Movement 3 (soul, Permeate 3: full speed; Portal)
. . Psychokinesis: Move Object 10 (soul, 400 tons; Increased Mass 4, Increased Range: perception)
. . Soul Jump: Teleport 10 (soul, 4 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Turnabout)
. . Soul Raven: Cone Area Damage 10 (darkness, soul, DC 25; Cone Area 3: 250 feet cone, DC 20, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Tiring)
. . Soul-Self Incarnate (Activation: Move Action)
. . . . Intimidating Presence: Enhanced Trait 4 (morphic, Intimidation +4 (+16), Advantages: Daze (Intimidation), Move-by Action)
. . . . Psychic Energy Form: Insubstantial 3 (morphic, Energy)
. . Teleportal: Teleport 10 (soul, Carry 50 lbs.; Accurate, Extended: 1000 miles in 2 move actions, Portal; Limited to Extended, Tiring)

Offense
Initiative +5
Claws: Strength-based Damage 1, +15 (DC 20)
Emotion Manipulation: Progressive Affliction 10 (DC Will 20)
Emotion Negation: Cumulative Affliction 6 (DC Will 16)
Grab, +7 (DC Spec 14)
Nightmare Hellscape: Damage 10 (DC Will 25)
Psychokinesis: Move Object 10 (DC 20)
Read Emotions: Mind Reading 10 (DC Will 20)
Shock and Awe: Affliction 10 (DC Will 20)
Soothe Emotions: Nullify 6 (DC Will 16)
Soul Raven: Cone Area Damage 10 (DC 25)
Throw, +4 (DC 19)
Unarmed, +7 (DC 19)

Complications
- Hell Hath No Fury: Raven's greatest weakness is her temper. While she is enraged she will blindly attack whoever gets in her way, with precedence being placed on the individual who caused her fury. However, at the same time, her Active Defenses are halved; making it far easier to defeat her. Despite this, the only thing that really changes is her Active Defenses and single-minded focus.
- Motivation: Acceptance: Raven wishes to be accepted for who she is, not feared for what she could one day allow her father to do to the world she truly wishes to view as her home.
- Power Loss: AZM: Raven is incredibly reliant upon the incantation "Azarath, Metrion, Zinthos" and if someone does something to prevent her from speaking that incantation, such as placing a gag over her mouth, she will be completely incapable of using any effect in her Soul-Self Manipulation and Magical Aptitude arrays.
- Power Loss: Soul Self: Raven’s Soul Self can be damaged or even captured by an opponent using the right magic or amount of power. In this case, she cannot use Soul Self Incarnate or the powers in the Soul Self array. She languishes and may die if forcibly separated from her Soul Self for too long.
- Power Nexus: Because of her heritage, Raven is the target of many supernatural forces who wish to use her for their own dark purposes.
- Relationship: Because Raven is Harry's half-sister, he has named her the Heiress Presumptive to each and every single one of his houses, which in turn has granted her the status of Wizarding Nobility. Just like with Harry, Raven's mother was effectively raped by Trigon, leading to another child who could be used as a gateway for Trigon to enter whatever world she happens to be inhabiting.
- Uncontrolled Precognition: When Raven tries to use her Trance or Ritualist advantages, or when she’s just trying to sleep, she can receive precognitive flashes outside her control that knock her out and abort her attempt to use her powers and/or prevent any recovery from resting.

Languages
Azaranian [Native]

Defense
Dodge 11, Parry 11, Fortitude 10, Toughness 9/8, Will 10

Power Points
Abilities 74 + Powers 151 + Advantages 28 + Skills 51 (102 ranks) + Defenses 20 = 324
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DalkonCledwin
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Location: Gallifrey

Wonder Woman / The MCs / A Demon's Fate

Post by DalkonCledwin »

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Art by Madeleinelnk on DeviantArt

Wonder Woman (Diana Prince) - PL 13
Age: 23 (85) / Height: 6' 0" / Weight: 165 lbs
Hair Color: Black / Eye Color: Blue
Wealth Rank: +12 / Rep Rank: +21 (w/Muggles) / +13 (w/Wizardkind)

Strength 14, Stamina 11, Agility 10, Dexterity 9, Fighting 9, Intellect 4, Awareness 6, Presence 6

General Advantages
Assessment, Attractive, Benefit, Readied Rituals 2 (Outgoing Gate & Return Gate), Benefit, Renown 4, Benefit, Security Clearance: Dept. for Metahuman Affairs, Benefit, Social Class 4 (royalty), Benefit, Status: Ambassador of Themyscira, Benefit, Wealth (well-off), Connected, Contacts, Diehard, Eidetic Memory, Equipment 10, Fascinate (Persuasion), Fearless, Fighting Style: Fencing, Fighting Style: Martial Arts A, Fighting Style: Martial Arts B, Fighting Style: Martial Arts C, Fighting Style: Martial Arts D, Fighting Style: Martial Arts E, Fighting Style: Wrestling, Improved Aim, Inspire 3, Interpose, Leadership, Ritualist, Second Chance: Acrobatics Checks for Tumbling, Specialist 2: Greek History: Expertise: History, Specialist: Roman History: Expertise: History, Teamwork, Tracking, Trance, Ultimate Effort: Choose Action, Well-informed, White Knight

Fighting Style Advantages
Accurate Attack, Agile Feint, All-out Attack, Chokehold, Defensive Attack, Defensive Roll, Evasion 2, Hide in Plain Sight, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 4, Improved Smash, Improved Trip, Improvised Weapon, Instant Up, Power Attack, Prone Fighting, Startle, Takedown 2, Taunt, Weapon Bind

Enhanced Advantages
Animal Empathy, Great Endurance,

Skills
Acrobatics 8 (+18), Athletics 4 (+18), Deception 4 (+10), Expertise (AGL): Riding 8 (+18), Expertise (AWE): Animal Handling 10 (+16), Expertise: Greek Mythology 10 (+14), Expertise: History 8 (+12), Expertise: Magic 4 (+8), Expertise: Paleolinguistics 10 (+14), Expertise: Psychology 6 (+10), Insight 6 (+12), Intimidation 6 (+12), Investigation 6 (+10), Perception 6 (+12), Persuasion 8 (+14), Ranged Combat: Lasso of Truth 4 (+13), Stealth 4 (+14), Technology 4 (+8), Treatment 12 (+16), Vehicles 8 (+17)

Powers
Amazonian Armor (Removable (indestructible))
. . Armor Plating: Impervious Toughness 6 (armor)
Amazonian Shield (Easily Removable (indestructible))
. . Medium Shield: Enhanced Trait 4 (armor, Dodge +2 (+12), Parry +2 (+12))
Amazonian Sword (Easily Removable (indestructible))
. . Sword Strike: Strength-based Damage 3 (slashing, DC 32; Dangerous, Multiattack [14 extra ranks])
Bracelets of Submission (Removable (indestructible))
. . Bullet Blocking: Immunity 10 (talent, Common Descriptor: Physical Projectiles; Concentration)
Divine Champion Physiology
. . Animal Telepathy: Comprehend 2 (racial, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Subtle: subtle)
. . Body Resistance: Protection 2 (racial, +2 Toughness)
. . Hera, Give Me Strength!: Enhanced Strength 8 (racial, +8 STR; Limited to Lifting, Notes: Has a punching strength of 400 tons, and a lifting strength of 100,000 tons)
. . Invulnerabilities: Immunity 3 (racial, Disease, Environmental Condition: Radiation, Poison)
. . Omnilingualism: Comprehend 5 (racial, Languages - Read All, Languages - Speak All, Languages - Understand All, Spirits - Communicate, Spirits - Medium)
. . Super-Endurance: Immunity 4 (racial, Environmental Condition: Cold, Environmental Condition: Vacuum, Suffocation (All), Advantages: Great Endurance; Quirk: limited to approximately 30 minutes at a time)
. . True Perception: Senses 14 (racial, Analytical: Hearing, Analytical (Type): Visual Senses, Counters All Concealment: Vision, Counters Illusion: Vision, Detect: Magic [Visual] 2: ranged, Extended: Visual & Aural Senses 2: x100; Quirk: Extended is for Visual & Aural Senses)
Lasso of Truth (Easily Removable (indestructible))
. . Magic Lasso
. . . . Lasso Snare: Move Object 12 (Linked; divine, 100 ktons; Increased Mass 10; Concentration)
. . . . Speak the Truth!: Concentration Cumulative Affliction 12 (Linked; divine, 1st degree: Vulnerable, 2nd degree: Compelled, Resisted by: Will, DC 22; Concentration, Cumulative, Increased Range: ranged; Limited: to Compelling Targets to speak the Truth, Limited Degree)
Royal Tiara (Removable (indestructible))
. . Alalaes!: Strength-based Damage 3 (bludgeoning, DC 32; Reach (ranged) 8: 40 ft., Ricochet 3: 3 bounces)
Super-Speed: Array
. . Blitz Action: Teleport 6 (divine magic, 1800 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Subtle: subtle, Turnabout; Limited: Chosen destination must be visible from starting point)
. . Soar the Spaceways: Movement 2 (divine magic, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . Soaring: Flight 14 (divine magic, Speed: 32000 miles/hour, 60 miles/round)
. . Speed-Swimming: Swimming 4 (talent, Speed: 8 miles/hour, 120 feet/round)

Equipment
The Invisible Jet

Offense
Initiative +26
Alalaes!: Strength-based Damage 3, +9 (DC 32)
Grab, +9 (DC Spec 24)
Lasso Snare: Move Object 12, +13 (DC 22)
Speak the Truth!: Concentration Cumulative Affliction 12, +13 (DC Will 22)
Sword Strike: Strength-based Damage 3, +9 (DC 32)
Throw, +9 (DC 29)
Unarmed, +9 (DC 29)

Complications
- Friend to All Children: Wonder Woman does not approve of the fact that Richard Grayson began fighting crime at the age of nine years old. Furthermore, despite the Kryptonian-esque superpowers, Diana doesn't like the fact that Captain Marvel is allowed to fight crime when he is just a ten year old boy. Nor will she be happy when she discovers that Harry has been fighting against evil since he was one year old, and that these evil forces just keep coming back for more!
- Motivation: Responsibility: Diana is essentially the moral compass for the Justice League, and as can be expected from such a person, her very purpose is to make sure they keep themselves on the straight and narrow path.
- Relationship: Diana was fashioned from clay by Queen Hippolyta of Themyscira and given life by the Gods of Olympus. She is therefore an emissary to mankind on behalf of both the Amazons and the Olympians. She was also active during the events of World War II, having met both Gellert Grindelwald and Newt Scammander during their conflict in that period. She is also a year older than Voldemort.
- Temper: Diana has the sort of fiery temper you'd expect to find on warriors born in antiquity. This is actually natural, considering she was raised by actual warriors from antiquity.

Languages
Ancient Greek [Native]

Defense
Dodge 12/10, Parry 12/10, Fortitude 15, Toughness 14/13 (Imp. 6), Will 10

Power Points
Abilities 138 + Powers 146 + Advantages 76 + Skills 68 (136 ranks) + Defenses 9 = 437

--------------------
The Invisible Jet - PL 13

Strength 14, Defense -2, Toughness 12, Size Huge

Features:
Alarm 2, Autopilot 2 (+8), Communications 1, Navigation System 1, Remote Control

Powers
Jet Engines: Flight 9 (technological, Speed: 1000 miles/hour, 2 miles/round)
Life Support Systems: Immunity 4 (technological, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation (All))
Stealth Systems: Concealment 4 (technological, Other Sense Type: Radio, Sense - Sight)

Power Points
Abilities 8 + Powers 30 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 50
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DalkonCledwin
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Jade / The MCs / A Demon's Fate

Post by DalkonCledwin »

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Jade (Jennifer-Lynn Hayden) - PL 12
Age: 19 / Height: 5' 3" / Weight: 109 lbs
Hair Color: Green / Eye Color: Green
Wealth Rank: +12 / Rep Rank: +14 (in Space) / +12 (on Earth)

Strength 1, Stamina 4, Agility 5, Dexterity 4, Fighting 4, Intellect 2, Awareness 4, Presence 3

Advantages
Assessment, Benefit, Galactic Reputation, Benefit, Wealth (well-off), Connected, Diehard, Eidetic Memory, Extraordinary Effort, Fascinate (Persuasion), Favored Environment: Aerial, Interpose, Leadership, Lionheart 2, Move-by Action, Power Attack, Second Chance: Resisting Mind Control, Strangely Alluring 2, Teamwork, Ultimate Effort: Will Checks, White Knight

Skills
Acrobatics 4 (+9), Athletics 4 (+5), Deception 4 (+7), Expertise (AWE): Popular Culture 4 (+8), Expertise: Journalism 6 (+8), Insight 6 (+10), Investigation 4 (+6), Perception 6 (+10), Persuasion 8 (+11), Ranged Combat: Starheart Powers 6 (+10), Sleight of Hand 4 (+8), Technology 4 (+6), Vehicles 4 (+8)

Powers
Cosmic Traveler: Array
. . Soar the Spaceways: Movement 4 (cosmic magic, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . True Flight: Flight 9 (cosmic magic, Speed: 1000 miles/hour, 2 miles/round)
Starheart Empowerment
. . Cosmic Resilience: Protection 10 (racial, +10 Toughness; Impervious)
. . Omnilingualism: Comprehend 5 (racial, Languages - Read All, Languages - Speak All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
. . Starheart Glow: Feature 1 (racial; Innate, Notes: Jade has a personal “spotlight” that is constantly illuminating her, and which follows her movements, putting her in a continuous “pool” of light no more than distance rank –2 (6 feet) across.)
. . Starheart Protection: Immunity 11 (racial, Aging, Life Support)
. . Starheart Sight: Senses 18 (racial, Analytical (Type): Visual Senses, Counters All Concealment: Vision, Counters Illusion: Vision, Detect: Magic [Vision] 2: ranged, Extended: Visual Senses 3: x1k, Microscopic Vision 2: cell-size, Tracking: Vision 2: full speed; Limited: Extended is for Visual Senses [3 ranks only])
. . Telepathic Bond: Mental Cosmic Communication 1 (racial; Concentration, Limited: to communication between herself and her brother, Obsidian, Notes: Continent-wide)
Starheart Energy Powers: Dynamic Array
. . Blinding Light: Cumulative Affliction 12 ([0 active, 0/42 PP, 2/r], cosmic magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 22; Cumulative, Increased Range 2: perception; Limited: to Vision, Sense-dependent: Vision)
. . Detect Thoughts: Cumulative Effortless Mind Reading 10 ([0 active, 0/42 PP, 4/r], cosmic magic, DC 20; Cumulative, Effortless)
. . Energy Blast: Damage 14 ([0 active, 0/42 PP, 2/r], energy, DC 29; Increased Range: ranged)
. . Energy Constructs: Create 12 ([0 active, 0/42 PP, 2/r], cosmic magic, Volume: 4000 cft., DC 22)
. . Hypnotic Strobe: Perception Area Affliction 12 ([0 active, 0/42 PP, 2/r+1], cosmic magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 22; Perception Area: DC 22 - Visual, Insidious, Selective; Limited Degree)
. . Illusory Playback: Illusion 10 ([0 active, 0/42 PP, 4/r], cosmic, Affects: All Sense Types, Area: 1000 cft., DC 20; Limited: to Event Playback)
. . Melting Heat: Weaken 14 ([0 active, 0/42 PP, 2/r], cosmic magic, Affects: Toughness, Resisted by: Fortitude, DC 24; Affects Objects Only, Increased Range: ranged)
. . Phasing: Movement 3 ([0 active, 0/42 PP, 2/r], cosmic magic, Permeate 3: full speed)
. . Stun Beams: Cumulative Affliction 14 ([0 active, 0/42 PP, 3/r], cosmic magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Cumulative, Increased Range: ranged)
. . Vanish from Sight: Concealment 4 ([0 active, 0/42 PP, 2/r], cosmic magic, All Visual Senses)

Offense
Initiative +5
Blinding Light: Cumulative Affliction 12 (DC Fort 22)
Detect Thoughts: Cumulative Effortless Mind Reading 10 (DC Will 20)
Energy Blast: Damage 14, +10 (DC 29)
Grab, +4 (DC Spec 11)
Hypnotic Strobe: Perception Area Affliction 12 (DC Will 22)
Melting Heat: Weaken 14, +10 (DC Fort 24)
Stun Beams: Cumulative Affliction 14, +10 (DC Fort 24)
Throw, +4 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Motivation: Doing Good: Jen is a good person who wishes to help people simply because she has the power to make a difference in the world.
- Power Issues: Jade can't currently tap into her the Chlorokinesis powers she inherited from her mother due to the fact that they conflict with the Starheart Empowerment she inherited from her father. It is possible however, that in the event that the Starheart decides to withhold it's empowerment from Jade, that her Chlorokinesis powers will kick in to keep her in the superhero business, although this is hardly guaranteed.
- Relationship: Jen is the daughter of Alan Scott and Rose Canton, who are the Golden Age equivalents for the Green Lantern Corps and Poison Ivy. She is the twin sister of Todd James Rice (aka Obsidian), although the twins only met after reaching their teenage years.
- Wood Flaw: The energy of the Starheart is ineffective against wood, and less effective against plant matter that isn't wood. This means that Jade is completely incapable of using her Starheart powers to interact with anything that is made entirely of wood. Her powers would be treated as Disabled against something like an arrow or spear if it has a stone or metal tip instead of being sharpened wood, and Impaired against something that is not wood but which still qualifies as plant matter, such as a man-eating venus fly trap.

Languages
English [Native]

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 14 (Imp. 10), Will 12

Power Points
Abilities 54 + Powers 141 + Advantages 21 + Skills 32 (64 ranks) + Defenses 23 = 271
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DalkonCledwin
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Poison Ivy / The MCs / A Demon's Fate

Post by DalkonCledwin »

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Poison Ivy (Pamela Isley) - PL 11
Age: 23 (36) / Height: 5' 8" / Weight: 124 lbs
Hair Color: Crimson / Eye Color: Green
Wealth Rank: +8 / Rep Rank: +13 (w/Muggles) / +9 (w/Wizardkind)

Strength 2, Stamina 8, Agility 5, Dexterity 4, Fighting 4, Intellect 3, Awareness 6, Presence 6

General Advantages
Animal Empathy, Artificer, Attractive 2, Badgirl, Benefit, Renown, Chokehold, Connected, Contacts, Cool: Persuasion, Daze (Deception), Defensive Roll 2, Diehard, Equipment 4, Fascinate (Deception), Fascinate (Persuasion), Fast Grab, Favored Foe: Batman, Fighting Style: Martial Arts A, Grabbing Finesse, Hide in Plain Sight, Improved Aim, Improved Grab, Improved Hold, Inspire 3, Jack-of-all-trades, Languages 3, Skill Mastery: Deception, Skill Mastery: Expertise: Toxicology, Taunt, Throwing Mastery, Trance, Well-informed

Fighting Style Advantages
All-out Attack, Improved Defense, Improved Disarm, Improved Smash, Instant Up, Power Attack

Skills
Acrobatics 6 (+11), Athletics 6 (+8), Close Combat: Grab 6 (+10), Deception 12 (+18), Expertise (AWE): Botany 12 (+18), Expertise: Horticulture 12 (+15), Expertise: Magic 4 (+7), Expertise: Toxicology 12 (+15), Insight 8 (+14), Investigation 8 (+11), Perception 8 (+14), Persuasion 12 (+18), Ranged Combat: Chlorokinesis 4 (+8), Stealth 8 (+13), Technology 4 (+7), Treatment 12 (+15)

Powers
Chlorokinesis: Dynamic Array
. . Chlorophone: Auditory Cosmic Communication 2 ([0 active, 0/64 PP, 3/r], plant; Limited: There must be a living plant near whomever Pam wishes to speak to)
. . Devil's Snare: Burst Area Move Object 11 ([0 active, 0/64 PP, 5/r], plant, 50 tons, DC 26; Burst Area: 30 feet radius sphere, DC 21, Damaging, Selective)
. . Instant Jungle: Environment 16 ([0 active, 0/64 PP, 4/r], plant, Impede Movement (2 ranks), Visibility (-2), Radius: 120 miles; Selective)
. . Mighty Eruption: Burst Area Move Object 11 ([0 active, 0/64 PP, 5/r+3], earth, plant, 50 tons, DC 26; Burst Area 3: 120 feet radius sphere, DC 21, Damaging, Indirect 3: any point in fixed direction or fixed point in any direction; Tiring)
. . Plant Growth: Create 11 ([0 active, 0/64 PP, 3/r+1], plant, Volume: 2000 cft., DC 21; Increased Duration: continuous, Subtle: look natural)
. . Pollen Cloud: Cloud Area Affliction 11 ([0 active, 0/64 PP, 3/r], plant, 1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, Resisted by: Fortitude, DC 21; Cloud Area: 15 feet radius sphere, DC 21, Extra Condition, Increased Range: ranged; Limited Degree)
. . Tanglevines: Burst Area Affliction 11 ([0 active, 0/64 PP, 3/r+3], plant, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 21; Burst Area: 30 feet radius sphere, DC 21, Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . Whomping Willows: Move Object 14 ([0 active, 0/64 PP, 4/r+1], plant, 400 tons, DC 29; Damaging, Multiattack, Precise)
Green Girl Physiology
. . Cosmic Champion: Feature 1 (racial, Notes: Pam is one of a couple champions representing the Green, which gives her recognition and regard within communities that revere plants, but also makes her the enemy of those who would destroy those same plants. This Feature is grants a +2 circumstance bonus when appropriate and is also what is primarily responsible for Pam's entire suite of superpowers.)
. . Floral Detection: Senses 14 (racial, Acute: Detect Flora, Analytical: Detect Flora, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Flora [Mental] 2: ranged, Detect: Magic [Visual] 2: ranged, Extended: Detect Flora 3: x1k, Radius: Detect Flora)
. . Floral Healing: Regeneration 5 (racial, Every 2 rounds; Limited: to While in contact with Terra Firma or another plant)
. . Invulnerabilities: Immunity 20 (racial, Very Common Descriptor: all forms of poison, viruses, bacteria, and fungi)
. . Plant & Ghost Whisperer: Comprehend 4 (racial, Plants, Spirits - Communicate, Spirits - Medium)
. . Plant Girl: Immunity 4 (racial, Aging, Starvation & Thirst, Suffocation (All); Limited: to while in contact with Terra Firma or another plant)
Toxic Biochemistry: Array
. . Aganizing Kiss: Damage 12 (poison, DC 27; Alternate Resistance: Fortitude, Subtle: subtle; Grab-based)
. . Kiss of Exhaustion: Cumulative Affliction 12 (poison, 1st degree: Fatigued, 2nd degree: Exhausted, Resisted by: Fortitude, DC 22; Cumulative, Insidious, Subtle: subtle; Grab-based, Limited Degree)
. . Kiss of Impotence: Concentration Weaken 12 (poison, Affects: Strength, Resisted by: Fortitude, DC 22; Concentration, Variable Descriptor: close group - Weakens Stamina after Strength reaches 0; Grab-based)
. . Kiss of the Mistress: Cumulative Affliction 12 (poison, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Duration 2: sustained, Insidious, Subtle: subtle; Grab-based, Instant Recovery)
. . Pheromones: Perception Area Affliction 11 (poison, 1st degree: Entranced, Resisted by: Will, DC 21; Perception Area: DC 21 - Olfactory, Insidious; Limited Degree 2)

Equipment
Giordano Botanical Gardens

Offense
Initiative +5
Aganizing Kiss: Damage 12, +10 (DC Fort 27)
Devil's Snare: Burst Area Move Object 11 (DC 26)
Grab, +10 (DC Spec 14)
Kiss of Exhaustion: Cumulative Affliction 12, +10 (DC Fort 22)
Kiss of Impotence: Concentration Weaken 12, +10 (DC Fort 22)
Kiss of the Mistress: Cumulative Affliction 12, +10 (DC Will 22)
Mighty Eruption: Burst Area Move Object 11 (DC 26)
Pheromones: Perception Area Affliction 11 (DC Will 21)
Pollen Cloud: Cloud Area Affliction 11 (DC Fort 21)
Tanglevines: Burst Area Affliction 11 (DC Fort/Will 21)
Throw, +4 (DC 18)
Unarmed, +4 (DC 17)
Whomping Willows: Move Object 14, +8 (DC 29)

Complications
- Demeaning Perception: Pamela exists to flaunt her feminine attributes, which regularly causes people to make ill-informed judgments regarding her character, though usually those judgments are remarkably close to being accurate.
- Disability: Due to the toxicity level of her internal biology, Pamela is incapable of carrying a pregnancy to term. Unfortunately, her greatest desire is to have children of her own, and she would never succeed in trying to adopt a child.
- Enemies: Anyone and everyone who would destroy the Earth's ecosystem, even if they happen to be inhabitants of the planet.
- Friend to All Children: Pam had all but gone into hiding back when Richard Grayson made his crime fighting debut so that she wouldn't be forced into battle with an at the time nine year old kid. She detests having to use her powers to hurt anyone who would be too young to receive their Hogwarts Letter if they were magical, and will even protect such children from larger threats than herself.
- Hatred: Because he has regularly succeeded in ignoring her efforts to seduce him, Batman has earned Pamela's undying hatred. This is especially true because he is using nothing more than pure willpower to ignore her efforts, he isn't immune to the toxins that would make him putty in her hands the way Harry is.
- Moscow Rules, Goldfinger Addendum: The rule in question states that "Once is happenstance. Twice is coincidence. Three times is enemy action." And it shouldn't be hard to figure out why it is relevant.
- Motivation: Doing Good: Every single time Pamela performs a crime, she justifies it to herself by stating that it had to be done in order to help the natural world survive just a little bit longer. She is trying to prevent the planet from becoming inhospitable to the very lifeforms that call it their home, humans included.

Languages
English [Native], French, Italian, Latin, Spanish

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 10/8, Will 12

Power Points
Abilities 76 + Powers 157 + Advantages 46 + Skills 67 (134 ranks) + Defenses 23 = 369

--------------------
Giordano Botanical Gardens - PL 11

Toughness 10, Size Huge

Features:
Communications, Computer, Concealed 1, Deathtraps, Garage, Gym, Habitat, Laboratory, Library, Living Space, Personnel, Power System, Security System 1, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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DalkonCledwin
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Unbreakable Brainstorm & Notes

Post by DalkonCledwin »

Unbreakable
Premise: “God, I want to dream again / Take me where I've never been / I want to go there / This time I'm not scared / Now I am unbreakable, it's unmistakable / No one can touch me / Nothing can stop me” — Inspired by DZ2’s “Wonder Wizard” challenge.
Required Inclusions:
- Harry’s moral and ethical alignment must be either LG, NG, or CG.
- Harry must be powerful or stronger, which is fitting given his demigod status.
- When specifically the story starts is optional, however it must start with Harry discovering the fact that he is Zeus’ only surviving child.
- Unlike in the DCEU, in this scenario Zeus decided that his last gift to mankind would live among the magical communities of Earth centuries from when he defeated Ares to protect him. That child was Harry and Zeus intended for him to be raised by James and Lily Potter.
- Harry must have access to magic in addition to his godlike abilities.
- As the son of Zeus, Harry must have power over lightning.
- What form Ares takes in order to get at Harry is up to the author to decide. It does not need to be Remus Lupin (whose actor is the same person who plays Ares in the DCEU).
- Harry will not be allowing anyone to dictate how he is to use his abilities.
- How the other characters from DC Comics become involved is up to the author.
- The author is allowed to use whatever romantic pairings they find pleasing.
Preferred Inclusions:
- Having this fic be a full crossover with DC Comics.
- Having this fic be a crossover with other fandoms apart from just DC comics (eg. Nasuverse).
- Harry being super-powerful or even OP.
- When Harry discovers his heritage, he receives gifts to aid him (eg. weapons, armor, etc…).
- Harry seeking to rebuild Olympus, and doing so in a manner startlingly similar to his father.
- Other demigods exist on Earth, and possibly even attend the Triwizard Schools.
- The DC Universe is somehow altered by the fact that Harry has replaced Diana.
Optional Inclusions:
- Harry was originally a full fledged Deity, but was made ‘mortal’ until such time as he can come into his own powers, similarly to what was basically done to Hercules in the Disney movie.
- Other divine beings still live and are either friends or foes to Harry.
- Harry not discovering his true identity until after he defeats Voldemort for the final time.
Forbidden Things:
- Harry being dark or evil.
- Harry siding with Voldemort or Ares.
- Harry turning down his heritage.
- Harry being romantically involved with a male character.
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DalkonCledwin
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Wondrous Mage / The MCs / Unbreakable

Post by DalkonCledwin »

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Wondrous Mage (Harry Potter) - PL 12
Age: 16 / Height: 5' 9" / Weight: 169 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +20 / Rep Rank: +16

Strength 12, Stamina 11, Agility 8, Dexterity 7, Fighting 6, Intellect 3, Awareness 6, Presence 6

General Advantages
Artificer, Assessment, Attractive, Beloved: Artemis, Kara, Dancia & Susan, Benefit, Renown 2, Benefit, Social Class 2 (land owning), Benefit, Wealth 3 (millionaire), Benefit: Justice Lodge Royal Endorsement, Close Attack 2, Connected, Daze (Deception), Equipment 4, Fascinate (Deception), Fascinate (Persuasion), Fearless, Fighting Style: Brawling, Improved Team Attack 2, Inspire 3, Languages 1, Leadership, Ranged Attack 5, Ritualist, Second Chance: Resisting Mind Control, Set-up 4, Takedown 2, Taunt, Team Code, Teamwork, Trance, Well-Equipped, White Knight

Fighting Style Advantages
All-out Attack, Chokehold, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Power Attack

Enhanced Advantages
Animal Empathy, Diehard, Evasion 2, Great Endurance, Improved Initiative 4, Instant Up, Interpose, Move-by Action, Seize Initiative, Skill Mastery: Perception, Specialist 2: Tracking: Perception, Tracking, Ultimate Effort: Perception checks for Tracking

Skills
Acrobatics 4 (+12), Athletics 4 (+16), Deception 4 (+10), Expertise (AGL): Riding 8 (+16), Expertise (AWE): Tactics 8 (+14), Expertise: Magic 8 (+11), Insight 6 (+12), Investigation 6 (+9), Perception 8 (+14), Persuasion 6 (+12), Stealth 6 (+14), Technology 4 (+7), Treatment 4 (+7), Vehicles 4 (+11)

Powers
Bracers of Aegis (Removable (indestructible))
. . Divine Aegis: Array
. . . . Bullet Blocking: Immunity 10 (talent, Common Descriptor: Physical Projectiles; Concentration)
. . . . Limited Blade Works: Strength-based Damage 3 (divine magic, slashing, DC 30; Dangerous)
. . . . Shockwave: Burst Area Affliction 12 (divine magic, force, 1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 22; Burst Area 3: 120 feet radius sphere, DC 22, Extra Condition; Limited Degree, Tiring)
Demigod Physiology
. . Expanded Perception: Senses 11 (racial, Acute: Divine Awareness, Analytical (Type): Visual Senses, Awareness: Divinity [Mental], Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged, Extended: Hearing & Vision 2: x100, Radius: Divine Awareness; Quirk: Extended is for Hearing & Vision)
. . Fast Healing: Regeneration 2 (racial, Every 5 rounds, Advantages: Diehard)
. . Invulnerabilities: Immunity 5 (racial, Aging, Disease, Environmental Condition: Radiation, Poison, Rare Descriptor: Thundersoul Lariat's Shocking Grasp; Quirk: Harry will continue to age at the same rate as a human until he is about 25 years old)
. . Omnilingualism: Comprehend 5 (racial, Languages - Read All, Languages - Speak All, Languages - Understand All, Spirits - Communicate, Spirits - Medium)
. . Resistances: Immunity 5 (racial, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Vacuum, Suffocation (All), Advantages: Great Endurance; Limited - Half Effect)
. . Strength of Zeus: Enhanced Strength 8 (racial, +8 STR; Limited to Lifting, Notes: Has a punching strength of 100 tons, and a lifting strength of 25,000 tons)
. . Tough: Protection 3 (racial, +3 Toughness)
Holly & Phoenix Feather Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Bombarda Maxima: Burst Area Damage 8 (force, wizarding magic, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Secondary Effect)
. . . . Chain Lightning: Damage 8 (lightning, wizarding magic, DC 23; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack; Limited: to being used outdoors)
. . . . Episkey: Healing 8 (wizarding magic; Reach (ranged) 2: 10 ft., Restorative)
. . . . Expecto Patronum: Progressive Perception Area Affliction 8 (flawed concept, cup of heaven, true magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Visual, Feature: Extraordinary Effort for +2 effect ranks, Progressive; Limited: to Unnatural creatures, Limited: to Causing targets to flee, Tiring)
. . . . Expelliarmus: Move Object 12 (force, wizarding magic, 100 tons, DC 27; Damaging; Limited: to Disarm checks or pushing targets away from Harry, Quirk: Damaging only if pushing targets away from Harry)
. . . . Fulgus: Damage 12 (electricity, wizarding magic, DC 27; Increased Range: ranged)
. . . . Fumos: Cloud Area Concealment Attack 4 (wizarding magic, All Visual Senses, DC 14; Cloud Area 5: 250 feet radius sphere, DC 14, Attack: Fortitude, Increased Range: ranged, Selective; Partial)
. . . . Petrificus: Progressive Affliction 8 (wizarding magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 18; Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . . . Protego: Cloud Area Deflect 8 (wizarding magic; Cloud Area: 15 feet radius sphere, DC 18, Redirection, Reflect; Limited: to Energy Attacks Targeting Dodge)
Super-Speed: Array
. . Born With a Gold Medal: Swimming 6 (divine magic, Speed: 30 miles/hour, 500 feet/round)
. . Flurry: Enhanced Extra 15 (divine magic; Multiattack, Variable Descriptor 2: broad group - Any melee attack effect that Harry wields up to the lesser of the attack or effect rank)
. . Soar the Spaceways: Movement 2 (divine magic, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . Soaring: Flight 10 (divine magic, Speed: 2000 miles/hour, 4 miles/round)
. . Speed of the Gods: Speed 6 (divine magic, Speed: 120 miles/hour, 1800 feet/round)
Super-Speed: Talents
. . For the Gods Travel Fast: Enhanced Trait 10 (divine magic, Advantages: Evasion 2, Improved Initiative 4, Instant Up, Interpose, Move-by Action, Seize Initiative)
Thundersoul Lariat (Easily Removable (indestructible))
. . Magical Lasso
. . . . Lasso Snare: Move Object 10 (Linked; divine, 25 ktons; Increased Mass 10; Concentration)
. . . . Shocking Grasp: Concentration Cumulative Affliction 10 (Linked; divine, electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Concentration, Cumulative, Increased Range: ranged)
. . The Cloak of Invisibility (Alternate; Easily Removable (indestructible))
. . . . Hide Thyself from Death's Gaze: Concealment 7 (cosmic, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Cosmic Senses)
Unusual Qualities
. . Advice of the Strategist: Burst Area Luck Control 1 (talent, Bestow Luck; Burst Area 12: 8 miles radius sphere, DC 11, Selective; Check Required 5: DC 14 - Expertise: Tactics, Increased Action 2: move, Quirk: Harry must communicate with anyone he wishes to grant luck to (Commlinks work for this), Reduced Range 2: close)
. . Affections of the Goddess: Comprehend 2 (bestowed, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy, Skill Mastery, Specialist 2: Tracking, Tracking, Ultimate Effort: Perception checks for Tracking; Subtle: subtle)

Equipment
Commlink (Communications, GPS & Tracking Device) 3, Justice Lodge Cloud Fortress, Justice Lodge Star-Jet

Offense
Initiative +24
Bombarda Maxima: Burst Area Damage 8 (DC 23)
Chain Lightning: Damage 8, +12 (DC 23)
Expecto Patronum: Progressive Perception Area Affliction 8 (DC Will 18)
Expelliarmus: Move Object 12, +12 (DC 27)
Fulgus: Damage 12, +12 (DC 27)
Fumos: Cloud Area Concealment Attack 4 (DC Fort 14)
Grab, +8 (DC Spec 22)
Lasso Snare: Move Object 10, +12 (DC 20)
Limited Blade Works: Strength-based Damage 3, +8 (DC 30)
Petrificus: Progressive Affliction 8, +12 (DC Fort/Will 18)
Shocking Grasp: Concentration Cumulative Affliction 10, +12 (DC Fort 20)
Shockwave: Burst Area Affliction 12 (DC Fort/Will 22)
Throw, +12 (DC 27)
Unarmed, +8 (DC 27)

Complications
- Court of Popular Opinion: Harry has the unfortunate bad luck to have become famous before he could properly understand the concept. As a result he is often the subject of praise, ridicule and various other related concepts, but which one is largely dependent on what the most recent gossip item related to him happens to be.
- Enemies: Both Voldemort and the Olympian war god, Ares, would like it very much if Harry would simply roll over and die as soon as he possibly can.
- Honor: Harry follows a strict code of honor when it comes to fights, and even when not fighting. He obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to his code of honor as he gets older.
- Motivation: Doing Good: Harry will often go out of his way in order to save the life of some hapless damsel in distress. This also often leads him and those who he calls his friends, into rather harrowing situations.
- Relationships: Harry is one of three confirmed survivors of the Olympian Pantheon, with the other two being Ares and Artemis. He is also the son of Lily Potter and a Zeus-possessed James Potter, which in essence makes Harry the son of Lily and Zeus. He was also the godson of Sirius Black until his unfortunate demise and is now the 'Lord' of Houses Potter, Black & Peverell.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.

Languages
English [Native], Parseltongue

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 14, Will 12

Power Points
Abilities 118 + Powers 187 + Advantages 56 + Skills 40 (80 ranks) + Defenses 13 = 414

--------------------
Justice Lodge Cloud Fortress - PL 12

Toughness 12, Size Huge

Features:
Communications, Computer, Concealed 3, Defense System, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Movable, Power System, Security System 2

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 16 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7 (22)
--------------------
Justice Lodge Star-Jet - PL 12

Strength 14, Defense -2, Toughness 12, Size Huge

Features:
Alarm 2, Autopilot 2 (+8), Communications 1, Navigation System 1, Remote Control

Powers
Flight Systems: Array
. . Jet Turbines: Flight 9 (technological, Speed: 1000 miles/hour, 2 miles/round)
. . Stardrive: Movement 3 (technological, Space Travel 3: other galaxies)
Secondary Systems
. . Life Support: Immunity 10 (Life Support)

Power Points
Abilities 8 + Powers 29 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9 (49)
--------------------
Justice... wha?: I'm just going to go ahead and say that this is not a mainstream DC Continuity.
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DalkonCledwin
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Magic Wings Brainstorm & Notes

Post by DalkonCledwin »

Magic Wings
Premise: Shortly after leaving the Justice League, Shayera Hol discovers a young child being brutally beaten by a group of boys and resolves to make a difference in this young man’s life. This leads to startling revelations and a new relationship neither she nor this young boy had ever thought possible.
Required Inclusions:
- Shayera Hol must take and raise Harry Potter, though she will probably view him as a younger brother rather than a son due to the fact that he is only 13 years her junior.
- Shayera must find Harry not long after she leaves the Justice League in the wake of the Thanagarian Invasion, though before she decides to ask the Nelsons for a place to stay.
- Shayera is actually distantly related to the House of Evans (which isn’t that out there considering there were Thanagarians in Ancient Egypt).
- Harry must become a member of Young Justice, Teen Titans or a similar but original group.
Preferred Inclusions:
- Shayera blood adopting Harry (Which wouldn’t be too surprising considering Thanagarians have to have some understanding of magic to begin with, and she did stay with the Nelsons).
- Shayera becoming romantically involved with either Wonder Woman or Batman.
- Shayera not returning to the Justice League until Harry is either a teenager or away at Hogwarts or any of the other magic schools.
Optional Inclusions:
- Due to the blood adoption (if used), Harry develops wings similar to a Thanagarian.
- Harry still managing to become the Master of Death (or in this case, DoE)
- Despite the six year age gap, Harry being romantically paired with Kara In-Ze.
- Harry needing to take multiple wives due to being the Lord of more than one House.
Forbidden Things:
- Harry going dark or evil.
- Harry being romantically paired with Shayera.
- Harry being romantically paired with a male character.
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DalkonCledwin
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Hawkmage / Harry's Team / Magic Wings

Post by DalkonCledwin »

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Art by Phil-Cho on DeviantArt

Hawkmage (Harry Potter - Y1) - PL 8
Age: 11 / Height: 4' 10" / Weight: 86 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +16 / Rep Rank: +10

Strength 2, Stamina 4, Agility 5, Dexterity 4, Fighting 4, Intellect 2, Awareness 6, Presence 6

General Advantages
Adorable, Animal Empathy, Artificer, Assessment, Beginner's Luck, Benefit, Renown, Benefit, Social Class (militant/academic), Benefit, Wealth 2 (independently wealthy), Connected, Diehard, Equipment 1, Fascinate (Persuasion), Favored Environment: Aerial, Fighting Style: Martial Arts A, Improved Aim, Improvised Tools, Inspire 2, Interpose, Jack-of-all-trades, Languages 3, Leadership, Lionheart 2, Second Chance: Resisting Mind Control, Taunt, Teamwork, Well-informed, White Knight

Fighting Style Advantages
All-out Attack, Improved Defense, Improved Disarm, Improved Smash, Instant Up, Power Attack

Enhanced Advantages
Agile Feint, Improved Initiative, Move-by Action, Takedown 2

Skills
Acrobatics 4 (+15/+9), Athletics 4 (+10/+6), Close Combat: Martial Arts 6 (+10), Deception 4 (+10), Expertise (AWE): Cooking 4 (+10), Expertise: Antiquities 4 (+6), Expertise: Magic 6 (+8), Insight 6 (+12), Investigation 4 (+6), Perception 6 (+12), Persuasion 4 (+10), Ranged Combat: Magic 2 (+6), Stealth 4 (+9), Technology 4 (+6), Treatment 4 (+6)

Powers
Augmented Physiology
. . Aerial Adaptation: Movement 1 (racial, Environmental Adaptation: High Altitude)
. . Aerial Mastery: Enhanced Trait 15 (racial, talent, Dodge +2 (+9), Parry +2 (+9), Acrobatics +6 (+15), Athletics +4 (+10), Advantages: Agile Feint, Improved Initiative, Move-by Action, Takedown 2; Limited: to While flying)
. . Breakfall: Movement 1 (racial, talent, Safe Fall; Reaction: reaction)
. . Enhanced Perception: Senses 7 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Vision], Detect: Magic [Vision] 2: ranged, Extended: Visual Senses 1: x10; Limited: Extended is for Vision [1 rank only])
. . Feathered Wings: Flight 11 (racial, Speed: 4000 miles/hour, 8 miles/round; Feature: Harry is considered to be 'Resting' when flying at a Rank of 4 or less; Distracting [5 ranks only], Wings, Notes: Only the last 5 ranks are Distracting)
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Tough: Protection 1 (racial, +1 Toughness)
Holly & Phoenix Feather Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Flipendo: Move Object 10 (force, wizarding magic, 25 tons; Limited: to Pushing target away from Harry)
. . . . Incendio: Damage 10 (fire, wizarding magic, DC 25; Increased Range: ranged)
. . . . Petrificus Totalus: Progressive Affliction 6 (wizarding magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 16; Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . . . Wingardium Leviosa: Move Object 6 (wizarding magic, 3200 lbs., DC 21; Damaging; Limited Direction: Ascending / Descending)

Expanded Equipment
Hogwarts Uniform
. . Magical Thread: Protection 2 (artifice, +2 Toughness)

Equipment
Commlink (Communication, GPS & Tracking Device) 3, Hogwarts Uniform

Offense
Initiative +9
Flipendo: Move Object 10, +6 (DC 20)
Grab, +10 (DC Spec 12)
Incendio: Damage 10, +6 (DC 25)
Petrificus Totalus: Progressive Affliction 6, +6 (DC Fort/Will 16)
Throw, +4 (DC 17)
Unarmed, +10 (DC 17)
Wingardium Leviosa: Move Object 6, +6 (DC 21)

Complications
- Enemy: Voldemort in particular, would like it if Harry would simply die in his sleep, or better yet allow the Dark Lord to kill him.
- Fame: Harry was famous before he could understand the concept, and while he tries to use his fame to help reach people, more often than not he finds his message distorted by both the prejudices of those he would try to reach and also by simple public perceptions of his rather unfortunate good luck.
- Honor: Harry follows a strict code of honor when it comes to fights, and even when not fighting. He obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to his code of honor as he gets older.
- Motivation: Doing Good: Harry will often go out of his way in order to save the life of some hapless damsel in distress. This also often leads him and those who he calls his friends, into rather harrowing situations.
- Prejudice: Harry has very visible non-human characteristics, which tends to cause the more prejudiced members of Wizarding Society to view him with suspicion, distrust and even outright hatred in some cases. This is in addition to the general hatred thrown at him by Voldemort's followers and supporters.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.

Languages
Dynastic Egyptian, English [Native], Parseltongue, Thanagarian

Defense
Dodge 9/7, Parry 9/7, Fortitude 6, Toughness 7, Will 10

Power Points
Abilities 66 + Powers 50 + Advantages 37 + Skills 33 (66 ranks) + Defenses 11 = 197

--------------------
Hawkmage (Harry Potter - Y4) - PL 11
Age: 14 / Height: 5' 6" / Weight: 120 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +16 / Rep Rank: +13

Strength 5, Stamina 6, Agility 5, Dexterity 4, Fighting 6, Intellect 2, Awareness 6, Presence 6

General Advantages
Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Renown, Benefit, Social Class (militant/academic), Benefit, Wealth 2 (independently wealthy), Connected, Diehard, Equipment 1, Fascinate (Persuasion), Favored Environment: Aerial, Fighting Style: Fencing, Fighting Style: Martial Arts A, Fighting Style: Martial Arts B, Improved Aim, Improved Team Attack 2, Improvised Tools, Inspire 2, Interpose, Jack-of-all-trades, Languages 3, Leadership, Lionheart 2, Second Chance: Resisting Mind Control, Taunt, Team Code, Teamwork, Well-Equipped, Well-informed, White Knight

Fighting Style Advantages
Accurate Attack, All-out Attack, Chokehold, Defensive Attack, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative 2, Improved Smash, Improved Trip, Instant Up, Power Attack

Enhanced Advantages
Agile Feint, Move-by Action, Takedown 2

Skills
Acrobatics 6 (+17/+11), Athletics 6 (+15/+11), Close Combat: Martial Arts 6 (+12), Close Combat: Swords 4 (+10), Deception 6 (+12), Expertise (AWE): Cooking 6 (+12), Expertise (AWE): Tactics 4 (+10), Expertise: Antiquities 6 (+8), Expertise: Magic 8 (+10), Insight 6 (+12), Investigation 6 (+8), Perception 8 (+14), Persuasion 6 (+12), Ranged Combat: Magic 6 (+10), Stealth 6 (+11), Technology 6 (+8), Treatment 6 (+8), Vehicles 4 (+8)

Powers
Augmented Physiology
. . Aerial Adaptation: Movement 1 (racial, Environmental Adaptation: High Altitude)
. . Aerial Mastery: Enhanced Trait 14 (racial, talent, Dodge +2 (+12), Parry +2 (+12), Acrobatics +6 (+17), Athletics +4 (+15), Improved Initiative 2 +1 (+2), Advantages: Agile Feint, Move-by Action, Takedown 2; Limited: to While flying)
. . Breakfall: Movement 1 (racial, talent, Safe Fall; Reaction: reaction)
. . Enhanced Perception: Senses 7 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Vision], Detect: Magic [Vision] 2: ranged, Extended: Visual Senses 1: x10; Custom: The extended from this power stacks with that from Thermal Optics [1 rank only]; Limited: Extended is for Vision [1 rank only])
. . Feathered Wings: Flight 12 (racial, Speed: 8000 miles/hour, 16 miles/round; Feature: Harry is considered to be 'Resting' when flying at a Rank of 4 or less; Distracting [6 ranks only], Wings, Notes: Only the last 6 ranks are Distracting)
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Tough: Protection 1 (racial, +1 Toughness)
Hawk Visor (Removable)
. . Thermal Optics: Senses 6 (technological, Extended: Visual Senses 5: x100k, Infravision; Limited: Extended is for Vision [5 ranks only], Notes: Extended is effectively at a range of x1m due to stacking effect)
Holly & Phoenix Feather Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Expecto Patronum: Progressive Perception Area Affliction 8 (light of creation, wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Visual, Feature: Extraordinary Effort for +2 effect ranks, Progressive; Limited: to Unnatural creatures, Limited: to Causing targets to flee, Tiring)
. . . . Expelliarmus: Move Object 12 (force, wizarding magic, 100 tons, DC 27; Damaging; Limited: to Disarm checks or pushing targets away from Harry, Quirk: Damaging only if pushing targets away from Harry)
. . . . Fumos: Cloud Area Concealment Attack 4 (wizarding magic, All Visual Senses, DC 14; Cloud Area 3: 60 feet radius sphere, DC 14, Attack: Fortitude, Extended Range 2, Increased Range: ranged; Partial)
. . . . Incendio: Damage 12 (fire, wizarding magic, DC 27; Increased Range: ranged)
. . . . Protego: Cloud Area Deflect 8 (wizarding magic; Cloud Area: 15 feet radius sphere, DC 18, Redirection, Reflect; Limited: to Attacks targeting Dodge)
. . . . Spattica: Strength-based Damage 3 (slashing, wizarding magic, DC 23; Dangerous)
. . . . Stupefy: Cumulative Affliction 8 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Nth Metal Armor (Removable)
. . Accelerated Healing: Regeneration 6 (electromagnetic, Every 1.66 rounds)
. . Armor Plating: Protection 3 (armor, +3 Toughness; Impervious [5 extra ranks])
. . Environment Field: Immunity 4 (electomagnetic, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Quirk: limited to approximately 30 minutes at a time)
. . Gravity Control: Enhanced Strength 12 (gravity, +12 STR; Limited to Lifting, Notes: Has a punching strength of 1,600 lbs and a lifting strength of 3,200 tons)
. . Resistance Field: Immunity 2 (electromagnetic, Environmental Condition: Cold, Environmental Condition: Heat; Sustained)

Equipment
Commlink (Communication, GPS & Tracking Device) 3

Offense
Initiative +13/+9
Expecto Patronum: Progressive Perception Area Affliction 8 (DC Will 18)
Expelliarmus: Move Object 12, +10 (DC 27)
Fumos: Cloud Area Concealment Attack 4 (DC Fort 14)
Grab, +12 (DC Spec 15)
Incendio: Damage 12, +10 (DC 27)
Spattica: Strength-based Damage 3, +10 (DC 23)
Stupefy: Cumulative Affliction 8, +10 (DC Fort 18)
Throw, +4 (DC 20)
Unarmed, +12 (DC 20)

Complications
- Enemy: Voldemort in particular, would like it if Harry would simply die in his sleep, or better yet allow the Dark Lord to kill him.
- Fame: Harry was famous before he could understand the concept, and while he tries to use his fame to help reach people, more often than not he finds his message distorted by both the prejudices of those he would try to reach and also by simple public perceptions of his rather unfortunate good luck.
- Honor: Harry follows a strict code of honor when it comes to fights, and even when not fighting. He obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to his code of honor as he gets older.
- Motivation: Doing Good: Harry will often go out of his way in order to save the life of some hapless damsel in distress. This also often leads him and those who he calls his friends, into rather harrowing situations.
- Prejudice: Harry has very visible non-human characteristics, which tends to cause the more prejudiced members of Wizarding Society to view him with suspicion, distrust and even outright hatred in some cases. This is in addition to the general hatred thrown at him by Voldemort's followers and supporters.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.

Languages
Dynastic Egyptian, English [Native], Parseltongue, Thanagarian

Defense
Dodge 12/10, Parry 12/10, Fortitude 8, Toughness 10 (Imp. 8), Will 12

Power Points
Abilities 80 + Powers 81 + Advantages 47 + Skills 53 (106 ranks) + Defenses 17 = 278
--------------------
Build Comments: The Cloak of Invisibility would be impractical at best in this scenario, and I am undecided on whether the Basilisk Venom & Phoenix Tears will be a factor in this one or not.
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DalkonCledwin
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Aquagirl Brainstorm & Notes

Post by DalkonCledwin »

Aquagirl
Premise: When Voldemort attacked the House of Potter, he did not intend to kill anyone save for the children, which is why James Potter survived and decided to be rid of his daughter his wife had with another man so he could focus on their son. This is that girl’s story.
Required Inclusions:
- Iris must be the child of Lily Evans and Arthur Curry.
- Arthur must have been between the ages of 16 and 21 when Iris was born.
- Iris, like Arthur, must have an Atlantean physiology despite not being a full-blooded Atlantean.
- Lily must still have been killed by Voldemort.
- After Lily dies, Iris must wind up in Arthur’s custody.
- Arthur must raise Iris with help from his father, Thomas Curry.
- Iris must still have magic, and for whatever reason, chooses to attend Hogwarts instead of Ilvermorny School of Magic.
- Iris must have completed at least one year at Hogwarts when the events of the 2018 Aquaman movie take place.
- Again, for whatever reason the author desires, Iris must accompany Arthur and Mera on their search for Atlan’s Trident.
Preferred Inclusions:
- Iris actually being a Metamorphmagus, with all that this entails. Her preferred form however, should resemble the Aquagirl known as Lorena Marquez, complete with the same armor.
- Iris being a smartass and commenting on her father’s tendency to attract the romantic attention of redheads.
- Wrong-Boy-Who-Lived fic, with the sibling being Iris’ half-brother.
- James surviving and sending Iris to live with Arthur so that he can focus solely on raising her aforementioned half-brother.
- Arthur having been unaware he was a father until Iris is left in his custody.
- Arthur obtaining a trident for Iris from the Goblins so that he can teach her how to use one.
Optional Inclusions:
- Iris becoming romantically involved with either Raven, an Amazon or one of the various incarnations of Supergirl, if not more than one of these.
- Iris also becoming romantically involved with one or more girls from Potterverse.
- At some point having the characters go through the events of Injustice: Gods Among Us, complete with an alternate version of Iris who may or may not become romantically involved with ‘Iris Prime’.
Forbidden Things:
- Iris being romantically involved with a male character.
- Iris the Weak Emo Doormat.
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Aquagirl / The MCs / Aquagirl

Post by DalkonCledwin »

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Art by JamieFayX on DeviantArt

Aquagirl (Iris Curry) - PL 11
Age: 14 / Height: Usually 5' 6" / Weight: Usually 124 lbs
Hair Color: Usually Dark Brown / Eye Color: Usually Blue
Wealth Rank: +12 / Rep Rank: +13

Strength 8, Stamina 8, Agility 5, Dexterity 4, Fighting 4, Intellect 3, Awareness 6, Presence 4

General Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Renown, Benefit, Social Class 3 (nobility), Benefit, Wealth (well-off), Connected, Daze (Deception), Defensive Roll, Equipment 2, Fascinate (Persuasion), Fast Grab, Fighting Style: Aquatic Combat, Fighting Style: Martial Arts B, Fighting Style: Martial Arts E, Improved Grab, Improved Team Attack 2, Inspire 2, Interpose, Languages 4, Leadership, Lionheart 2, Ritualist, Second Chance: Resisting Mind Control, Seize Initiative, Set-up 2, Taunt, Team Code, Teamwork, Well-Equipped, White Knight

Fighting Style Advantages
Agile Feint, All-out Attack, Chokehold, Cunning Fighter, Diehard, Distracting Attack, Favored Environment: Aquatic, Great Endurance, Improved Critical: Tridents, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Mobile Defense, Move-by Action, Passing Attacker, Power Attack, Strong Swimmer, Takedown 2

Skills
Acrobatics 8 (+11/+13), Athletics 6 (+14), Close Combat: Tridents 6 (+10), Deception 6 (+10), Expertise (AGL): Riding 6 (+11), Expertise (AWE): Cooking 8 (+14), Expertise (AWE): Tactics 6 (+12), Expertise: Magic 8 (+11), Expertise: Marine Life 6 (+9), Expertise: Oceanography 6 (+9), Insight 6 (+12), Intimidation 4 (+8), Investigation 6 (+9), Perception 8 (+14), Persuasion 8 (+12), Ranged Combat: Magic 4 (+8), Stealth 6 (+11), Technology 4 (+7), Treatment 4 (+7), Vehicles 4 (+8)

Powers
Aquatic Movement: Array
. . Dolphin Leap: Leaping 5 (talent, Leap 250 feet at 60 miles/hour; Activation: move action, Limited: to Leaping from the water)
. . Speed-Swimming: Swimming 8 (talent, Speed: 120 miles/hour, 1800 feet/round)
. . Super-Leaping: Leaping 3 (talent, Leap 60 feet at 16 miles/hour)
Blessings of the Founders
. . What a Basilisk Bites: Immunity 10 (accidental, Common Descriptor: All hostile toxins, bacteria and viruses)
. . When a Phoenix Cries: Regeneration 2 (bestowed, Every 5 rounds)
Highborn Atlantean Hybrid Physiology
. . Adapted Perception: Senses 17 (racial, Accurate (Type): Aural Senses, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Darkvision, Detect: Magic [Visual] 2: ranged, Extended: Visual & Aural Senses 3: x1k, Tracking: Aural Senses 1: -1 speed rank, Ultra-hearing; Quirk: Extended is for Visual & Aural Senses)
. . Amphibious: Immunity 8 (racial, Damage Effect: Cold Damage, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Atlantean Might: Enhanced Strength 5 (racial, +5 STR; Limited to Lifting, Notes: Has a punching strength of 6 tons, and a lifting strength of 200 tons)
. . Built for the Depths: Impervious Toughness 8 (racial)
. . Marine Telepathy: Comprehend 2 (racial, Animals - Speak To, Animals - Understand; Subtle: subtle; Broad Type: Sea Creatures)
. . Water Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
Metamorphmagus
. . Metamorphic Forms: Morph 3 (morphic, +20 Deception checks to disguise; Broad group; Feature: Iris is fertile regardless of what gender she has taken the form of, Selective, Notes: Iris can shift into the form of anything that fits the definition of the word 'humanoid' no matter how far she stretches that definition. She can also selectively change individual parts of her body, rather than her entire body all at one time)
. . Metamorphic Healing: Healing 10 (morphic; Triggered: 1 use - when suffering two or more degrees of damage; Limited: to Self Only, Unreliable (5 uses))
. . Metamorphic Mind Shield: Nullify 10 (morphic, Counters: Mental Attacks, DC 20; Broad, Reaction 3: reaction, Simultaneous; Distracting, Limited: to defending her own mind from such attacks, Reduced Range: close, Unreliable (5 uses), Notes: Mental Attacks are classified as Will Resisted Damage, Affliction and Weaken effects, as well as the Mind Reading effect. This power was inspired by "Harry Potter and the Rune Stone Path.")
The Trident of Liliana (Easily Removable)
. . Concealable: Feature 1 (artifice, Notes: This Trident can shift into a small and compact form more readily referred to as a 'Wizarding Wand', which grants Iris both a +10 circumstance bonus on Sleight of Hand checks made to conceal the Trident, and also an easier time convincing the Witches and Wizards of Great Britain that she doesn't actually have a 'deadlier' weapon than their wands on her person while attending classes at Hogwarts.)
. . Contact Mimicry: Variable 4 (goblin silver; Limited 2: This Trident must come into contact with a catalyst before it can be duplicated, Slow, Notes: 20 pts of Traits for Duplicating Powers Possessed by Catalyst)
. . Magical Trident: Array
. . . . Air Bubble: Cloud Area Immunity 2 (atlantean magic, Suffocation (All); Affects Others, Cloud Area 6: 500 feet radius sphere, DC 12, Selective, Sustained)
. . . . Bombarda Maxima: Burst Area Damage 8 (force, wizarding magic, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Secondary Effect)
. . . . Episkey: Healing 8 (wizarding magic; Reach (ranged) 2: 10 ft., Restorative)
. . . . Expelliarmus: Move Object 12 (force, wizarding magic, 100 tons, DC 27; Damaging; Limited: to Disarm checks or pushing targets away from Iris, Quirk: Damaging only if pushing targets away from Iris)
. . . . Finite: Nullify 8 (wizarding magic, Counters: Magic, DC 18; Broad, Simultaneous)
. . . . Fog Bank: Cloud Area Concealment Attack 4 (atlantean magic, weather, All Visual Senses, DC 14; Cloud Area 4: 120 feet radius sphere, DC 14, Attack: Fortitude, Increased Range: ranged, Selective; Partial, Source: Water)
. . . . Glacius: Affliction 12 (cold, wizarding magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Increased Range: ranged)
. . . . Petrificus: Progressive Affliction 8 (wizarding magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 18; Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . . . Trident Strike: Strength-based Damage 3 (magical, piercing, DC 26; Dangerous, Disarming, Reach (melee): 5 ft.)
. . . . Water Blast: Damage 14 (atlantean magic, water, DC 29; Increased Range: ranged; Source: Water)
. . . . Water Shield: Deflect 10 (atlantean magic; Reflect; Reduced Range: close, Source: Water)

Equipment
Atlantean Scale Armor, Commlink (Communication, GPS, Tracking Device) 3

Offense
Initiative +5
Bombarda Maxima: Burst Area Damage 8 (DC 23)
Expelliarmus: Move Object 12, +8 (DC 27)
Finite: Nullify 8, +8 (DC Will 18)
Fog Bank: Cloud Area Concealment Attack 4 (DC Fort 14)
Glacius: Affliction 12, +8 (DC Fort 22)
Grab, +4 (DC Spec 18)
Metamorphic Mind Shield: Nullify 10, +4 (DC Will 20)
Petrificus: Progressive Affliction 8, +8 (DC Fort/Will 18)
Throw, +4 (DC 23)
Trident Strike: Strength-based Damage 3, +10 (DC 26)
Unarmed, +4 (DC 23)
Water Blast: Damage 14, +8 (DC 29)

Complications
- Honor: Iris follows a strict code of honor when it comes to fights, and even when not fighting. She obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to her code of honor as she gets older.
- Motivation: Doing Good: Iris will often go out of her way in order to save the life of some hapless damsel in distress. This also often leads her and those who she calls her friends, into rather harrowing situations.
- No Land Legs: Iris is incredibly clumsy when forced to move around on land. This is probably due to her Metamorphic abilities. What this means is that her Dodge, Parry, and Acrobatics checks are all Impaired while on dry land. Oddly, the same does not hold true while she is flying on a broom.
- Relationships: Iris is the daughter of Liliana Evans and Arthur Curry, and for nearly the first two years of her life, she lived with her mother and step-father, James Potter. She was then sent to live with her birth father so that James could focus his entire attention on raising her half-brother, Chadwick Potter, the illustrious "Boy Who Lived." Iris couldn't have been happier with the way that played out, as Chadwick grew into a right little terror. Plus, if she hadn't been living with her father, she'd never have been able to meet people like Wonder Woman or Superman, to say nothing of becoming a heroine in her own right!
- Temper: Iris is a tempestuous young lady, who will often act without considering the consequences, even when she is being advised of those consequences by those who might have some idea what they are talking about.

Languages
Atlantean, English [Native], Italian, Maori, Parseltongue, Spanish

Defense
Dodge 8/10, Parry 8/10, Fortitude 10, Toughness 12/8 (Imp. 8), Will 12

Power Points
Abilities 84 + Powers 145 + Advantages 60 + Skills 60 (120 ranks) + Defenses 19 = 368
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DalkonCledwin
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Supergirl / The MCs / Aquagirl

Post by DalkonCledwin »

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Supergirl (Kara Kent) - PL 11
Age: 16 / Height: 5' 5" / Weight: 120 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +16 / Rep Rank: +13

Strength 12/1, Stamina 11/1, Agility 9/1, Dexterity 8/1, Fighting 6, Intellect 3, Awareness 4, Presence 6

General Advantages
Agile Feint, Attractive, Benefit, Alternate Identity: Kara In-Ze, Benefit, Renown, Benefit, Social Class (militant/academic), Benefit, Wealth 2 (independently wealthy), Connected, Eidetic Memory, Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Fighting Style: Brawling, Fighting Style: Martial Arts B, Improved Team Attack 2, Inspire 2, Languages 2, Lionheart 2, Set-up 2, Takedown 2, Team Code, Teamwork, Trance, Ultimate Effort: Toughness checks, Uncanny Dodge, Well-Equipped, White Knight

Fighting Style Advantages
All-out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Power Attack

Enhanced Advantages
Diehard, Evasion, Great Endurance, Improved Initiative 3, Instant Up, Interpose, Move-by Action, Seize Initiative

Skills
Acrobatics 4 (+13), Close Combat: Martial Arts 4 (+10), Deception 6 (+12), Expertise (AWE): Farming 4 (+8), Expertise (AWE): Tactics 4 (+8), Expertise: Argoan Lore 8 (+11), Expertise: Astrogation 6 (+9), Insight 6 (+10), Investigation 4 (+7), Perception 6 (+10), Persuasion 8 (+14), Ranged Combat: Powers 2 (+10), Stealth 4 (+13), Technology 8 (+11), Treatment 4 (+7), Vehicles 4 (+12)

Powers
Argoan Physiology
. . Argoan Perception: Senses 27 (racial, Accurate (Type): Aural Senses, Acute: Olfactory, Analytical (Type): Aural Senses, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged, Extended: All Ranged Sense Types 5: x100k, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing; Limited: Vision can't penetrate lead-based concealment [4 ranks only])
. . Invulnerabilities: Immunity 7 (racial, Disease, Environmental Conditions (All), Poison; Feature: Longevity)
. . Living Solar Battery: Enhanced Trait 72 (racial, Strength +11 (+12), Stamina +10 (+11), Agility +8 (+9), Dexterity +7 (+8))
. . Maid of Steel: Enhanced Strength 8 (racial, +8 STR; Limited to Lifting, Notes: Has a punching strength of 100 tons, and a lifting strength of 25,000 tons)
. . Solar Regeneration: Regeneration 2 (racial, Every 5 rounds, Advantages: Diehard; Persistent; Source: Yellow or Blue Sunlight)
. . Super-Endurance: Immunity 3 (racial, Sleep, Suffocation (All), Advantages: Great Endurance; Limited - Half Effect)
. . True Invulnerability: Impervious Toughness 11 (racial)
Argoan Powers: Array
. . Freeze-Breath: Cumulative Cone Area Affliction 9 (cold, racial, 1st degree: Hindered, Impaired, 2nd degree: Disabled, Immobile, Resisted by: Fortitude, DC 19; Cone Area: 60 feet cone, DC 19, Cumulative, Extra Condition; Limited Degree)
. . Heat Vision I: Damage 12 (heat, racial, DC 27; Increased Range: ranged)
. . Heat Vision II: Burst Area Damage 9 (heat, racial, DC 24; Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged)
. . Heat Vision III: Damage 9 (heat, racial, DC 24; Increased Range: ranged, Multiattack)
. . Hyper-Breath: Cone Area Move Object 9 (racial, wind, 12 tons; Cone Area: 60 feet cone, DC 19; Limited Direction: Towards / Away, Reduced Range: close)
Super-Speed: Array
. . Lightning Speed: Speed 8 (racial, talent, Speed: 500 miles/hour, 1 mile/round)
. . Projectile Plucking: Immunity 10 (racial, talent, Common Descriptor: Physical Projectiles; Affects Others, Reach (melee): 5 ft.; Concentration)
. . Soar the Spaceways: Movement 2 (racial, talent, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . True Flight: Flight 12 (racial, talent, Speed: 8000 miles/hour, 16 miles/round)
Super-Speed: Talents
. . Faster Than a Speeding Bullet: Enhanced Trait 8 (racial, talent, Advantages: Evasion, Improved Initiative 3, Instant Up, Interpose, Move-by Action, Seize Initiative)

Equipment
Commlink (Communication, GPS, Tracking Device) 3

Offense
Initiative +21
Freeze-Breath: Cumulative Cone Area Affliction 9 (DC Fort 19)
Grab, +10 (DC Spec 22)
Heat Vision I: Damage 12, +10 (DC 27)
Heat Vision II: Burst Area Damage 9 (DC 24)
Heat Vision III: Damage 9, +10 (DC 24)
Hyper-Breath: Cone Area Move Object 9 (DC 19)
Throw, +8 (DC 27)
Unarmed, +10 (DC 27)

Complications
- Accident: Kara's tendency to fly around in a miniskirt can lead to copious amounts of spontaneous nose bleeding.
- Motivation: Doing Good: Kara feels it is incredibly important to use her powers to defend the people who inhabit the world she has come to consider her new home.
Power Loss: Kara loses her Racial descriptor powers while under the light of a Red Sun, like that which existed in orbit of the planet Krypton.
- Secret Identity: Kara as Supergirl, conceals her civilian identity from the public so as to protect her loved ones from the harm that could befall them if it became known that she was associated with them as a civilian.
- Shop Smart, Shop Doppelmart: Between the effects of Black Kryptonite, her clone, and the existence of countless parallel Earth's, Kara tends to run into alternate versions of herself more frequently than just about any other hero, save the Big Three.
- Weakness: Kara is vulnerable to magic, meaning that her Toughness is not Impervious against such attacks. She is also vulnerable to the effects of the countless types of Kryptonite that have found their way to the planet Earth.

Languages
Argoan [Native], English, Kryptonian

Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 11 (Imp. 11), Will 10

Power Points
Abilities 46 + Powers 196 + Advantages 39 + Skills 41 (82 ranks) + Defenses 14 = 336
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DalkonCledwin
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Tracey Davis / The MCs / Aquagirl

Post by DalkonCledwin »

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Tracey Anne Davis - PL 11
Age: 14 / Height: 5' 7" / Weight: 121 lbs
Hair Color: Brown / Eye Color: Violet
Wealth Rank: +16 / Rep Rank: +11

Strength 2, Stamina 4, Agility 3, Dexterity 2, Fighting 4, Intellect 3, Awareness 6, Presence 4

General Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Beginner's Luck, Beloved: Iris Curry & Daphne Greengrass, Benefit, Social Class (militant/academic), Benefit, Wealth 2 (independently wealthy), Connected, Contacts, Daze (Deception), Defensive Roll 2, Distracting Attack, Equipment 2, Fascinate (Deception), Fascinate (Persuasion), Fighting Style: Fencing, Fighting Style: Martial Arts B, Improvised Tools, Inspire 2, Interpose, Jack-of-all-trades, Languages 2, Leadership, Quick Draw, Ranged Attack 2, Ritualist, Set-up, Takedown, Teamwork, Trance, Well-informed

Fighting Style Advantages
Accurate Attack, All-out Attack, Chokehold, Defensive Attack, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Taunt

Skills
Acrobatics 8 (+11), Athletics 4 (+6), Close Combat: Swords 4 (+8), Deception 8 (+16/+12), Expertise (AGL): Riding 4 (+7), Expertise (AWE): Tactics 4 (+10), Expertise (PRE): Dancing 6 (+10), Expertise: Magic 8 (+11), Expertise: Politics 4 (+7), Insight 6 (+12), Intimidation 4 (+8), Investigation 4 (+7), Perception 6 (+12), Persuasion 8 (+12), Ranged Combat: Magic 6 (+8), Sleight of Hand 4 (+6), Stealth 4 (+7), Technology 4 (+7), Treatment 4 (+7), Vehicles 4 (+6)

Powers
Birch & Dragon Heartstring Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Absconditus: Burst Area Concealment 2 (wizarding magic, Sense - Sight; Affects Others, Burst Area 3: 120 feet radius sphere, DC 12, Selective; Blending, Noticeable: Tracey has to tap her wand on each person she wishes to have this spell affect)
. . . . Confundo: Cumulative Affliction 8 (wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Affects Objects, Cumulative, Increased Range: ranged; Limited: to Causing erratic or insane behavior)
. . . . Expelliarmus: Move Object 12 (force, wizarding magic, 100 tons, DC 27; Damaging; Limited: to Disarm checks or pushing targets away from Tracey, Quirk: Damaging only if pushing targets away from Tracey)
. . . . Glacius Virilis: Progressive Affliction 8 (cold, wizarding magic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 18; Extra Condition, Increased Range: ranged, Progressive; Limited: to Male Targets (Or Metamorphs that have taken a male form), Limited Degree, Notes: This will actually affect Iris in a male form, as she isn't immune to cold-based afflictions)
. . . . Glacius: Affliction 12 (cold, wizarding magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Increased Range: ranged)
. . . . Incendio: Damage 12 (fire, wizarding magic, DC 27; Increased Range: ranged)
. . . . Mutonovis: Transform 5 (wizarding magic, Affects: Broad > Broad - Anything except food > Anything except food, Transforms: 200 lbs., DC 15; Increased Duration: continuous, Increased Mass 3, Reach (ranged) 3: 15 ft.)
. . . . Petrificus: Progressive Affliction 8 (wizarding magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 18; Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . . . Spattica: Strength-based Damage 3 (slashing, wizarding magic, DC 20; Dangerous)
Unusual Qualities
. . Hyperbolic Veracity: Enhanced Trait 2 (talent, Deception +4 (+16); Limited: This effect is treated as though it had the "Fades" flaw when used more than once on the same target, Limited: to Bluffing and Tricking checks)
. . Omnicompetence: Variable 1 (talent; Check Required 5: DC 14 - Intellect, Quirk: Tracey is only allowed to make Routine checks with any new skills Tracey gains using this power, Notes: 5 pts of Traits to spend on Intellect skills and the Skill Mastery advantage)
Wizardkind Physiology
. . Body Resistance: Impervious Toughness 4 (racial)
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Mage Sight: Senses 6 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)

Equipment
Commlink (Communication, GPS, Tracking Device) 3, High-Impact Body Armor

Offense
Initiative +7
Confundo: Cumulative Affliction 8, +10 (DC Will 18)
Expelliarmus: Move Object 12, +10 (DC 27)
Glacius Virilis: Progressive Affliction 8, +10 (DC Fort 18)
Glacius: Affliction 12, +10 (DC Fort 22)
Grab, +4 (DC Spec 12)
Incendio: Damage 12, +10 (DC 27)
Mutonovis: Transform 5, +10 (DC Dog 15)
Petrificus: Progressive Affliction 8, +10 (DC Fort/Will 18)
Spattica: Strength-based Damage 3, +8 (DC 20)
Throw, +4 (DC 17)
Unarmed, +4 (DC 17)

Complications
- Enemies: Iris' enemies tend to become Tracey's enemies as well.
- Honor: Tracey follows a strict code of honor when it comes to fights, and even when not fighting. She obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to her code of honor as she gets older.
- Motivation: Thrills: Much like Daphne, Tracey sort of got caught up in the thrills of being one of Iris' best friends and never stopped to ask what life would be like without her.
- Relationships: Tracey is the daughter of Miles and Abigail Davis. Her mother is a muggle, which in turn makes Tracey a half-blood, though one who is much more like Tom Riddle than most other half-bloods in that one of her parents is actually non-magical. She is also the best friend of both Iris Curry and Daphne Greengrass and in love with both, though she has yet to confess her feelings to either of them.

Languages
English [Native], French, Spanish

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 10/4 (Imp. 4), Will 12

Power Points
Abilities 56 + Powers 41 + Advantages 48 + Skills 52 (104 ranks) + Defenses 25 = 222
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DalkonCledwin
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Indigo / The MCs / Aquagirl

Post by DalkonCledwin »

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Allied Persona (Indigo) - PL 11
Age: 16 / Height: 5' 2" / Weight: 318 lbs
Hair Color: Pink / Eye Color: Pink
Wealth Rank: +8 / Rep Rank: +11

Strength 8, Stamina 10, Agility 6, Dexterity 5, Fighting 6, Intellect 5, Awareness 6, Presence 4

General Advantages
Assessment, Connected, Contacts, Cool: Persuasion, Daze (Deception), Evasion, Fascinate (Deception), Fascinate (Persuasion), Favored Foe: Brainiac Prime, Fearless, Fighting Style: Martial Arts B, Hide in Plain Sight, Improved Initiative, Improved Team Attack 2, Improvised Tools, Influential, Inspire 2, Inventor, Jack-of-all-trades, Skill Mastery: Technology, Strangely Alluring 2, Taunt, Team Code, Teamwork, Trance, Well-Equipped, Well-informed, White Knight

Fighting Style Advantages
All-out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Power Attack

Enhanced Advantages
Diehard, Eidetic Memory, Great Endurance

Skills
Acrobatics 4 (+10), Athletics 4 (+12), Close Combat: Martial Arts 2 (+8), Deception 6 (+10), Expertise (AWE): Tactics 4 (+10), Expertise: Computers 8 (+13), Expertise: Current Events 8 (+13), Expertise: General Sciences 8 (+13), Insight 8 (+14), Intimidation 4 (+8), Investigation 6 (+11), Perception 8 (+14), Persuasion 8 (+12), Ranged Combat: Energy Manip 5 (+10), Stealth 6 (+12), Technology 8 (+13), Treatment 4 (+9), Vehicles 6 (+11)

Powers
Coluan Movement: Array
. . Rocket Flight: Flight 6 (technological, Speed: 120 miles/hour, 1800 feet/round)
. . Space Flight: Movement 1 (technological, Space Travel 1: within solar system)
Coluan Physiology
. . Body Resistance: Protection 4 (racial, +4 Toughness)
. . Comms System: Radio Cosmic Communication 2 (racial; Feature: Directly linked to Team Commlinks, Subtle: encrypted)
. . Computer Mind: Quickness 5 (racial, Perform routine tasks in -5 time ranks, Advantages: Eidetic Memory; Limited to One Type: Mental Tasks)
. . Cyberarms - Strength: Enhanced Strength 5 (racial, +5 STR; Limited to Lifting, Notes: Has a punching strength of 6 tons, and a lifting strength of 200 tons)
. . Cybernetic Perception: Senses 22 (racial, Accurate: Radio, Analytical: Radio, Analytical (Type): Auditory Senses, Analytical (Type): Visual Senses, Direction Sense, Distance Sense, Extended: All Ranged Sense Types 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Radio, Rapid: Vision 1, Rapid: Hearing 1, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
. . Cyborg: Immunity 31 (racial, Aging, Fortitude Effects; Limited - Half Effect)
. . Internal Cybernetics: Density Growth 2 (racial, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Nano Regen: Regeneration 5 (racial, Every 2 rounds, Advantages: Diehard, Great Endurance)
. . Translation Matrix: Comprehend 5 (racial, Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
. . True Invulnerability: Impervious Toughness 12 (racial)
Energy Manipulation: Array
. . Electromagnetic Deflection: Burst Area Deflect 8 (energy; Burst Area: 30 feet radius sphere, DC 18, Redirection, Reflect; Limited: to Ferrous Materials)
. . Electromagnetics: Move Object 12 (ballistic, energy, 100 tons, DC 27; Damaging, Multiattack; Limited Material: Ferrous Materials)
. . EMP: Burst Area Broad Simultaneous Weaken 6 (energy, Affects: Electonics, Resisted by: Fortitude, DC 16; Affects Objects Only, Burst Area 3: 120 feet radius sphere, DC 16, Broad: Electronics, Feature: Extraordinary Effort for +2 effect ranks, Simultaneous; Tiring)
. . Holograms: Illusion 11 (light, Affects: Three Sense Types - Visual, Aural, Area: 2000 cft., DC 21)
. . Optic Blast: Damage 12 (energy, DC 27; Increased Range: ranged)
. . Taser: Affliction 12 (energy, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Increased Range: ranged)

Offense
Initiative +10
Electromagnetics: Move Object 12, +10 (DC 27)
EMP: Burst Area Broad Simultaneous Weaken 6 (DC Fort 16)
Grab, +8 (DC Spec 18)
Optic Blast: Damage 12, +10 (DC 27)
Taser: Affliction 12, +10 (DC Fort 22)
Throw, +5 (DC 23)
Unarmed, +8 (DC 23)

Complications
- Motivation: Doing Good: Indigo has a child-like desire to use her abilities to help the people of the era she has found herself in
- Outsider: Indigo simultaneously possesses a child-like sense of wonder and an uncomfortable relationship with modern life that often makes her and those around her uneasy.
- Split Personality: Indigo’s personality is a subroutine of Brainiac-8 and may be overridden at Brainiac-8’s will. Indigo is unaware of this complication.
- Weakness: Magical Attacks automatically have one degree of effect when used against Indigo due to the fact that so much of her body has been given over to cybernetic components.

Languages
Coluan [Native]

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 14 (Imp. 12), Will 10

Power Points
Abilities 92 + Powers 149 + Advantages 37 + Skills 54 (107 ranks) + Defenses 10 = 342

--------------------
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Art by Phil-Cho on DeviantArt

Hostile Persona (Brainiac 8) - PL 14
Age: 16? / Height: 5' 2" / Weight: 318 lbs
Hair Color: Pink / Eye Color: Yellow on Black
Wealth Rank: +28 / Rep Rank: +14

Strength 14, Stamina 12, Agility 7, Dexterity 6, Fighting 8, Intellect 9, Awareness 9, Presence 6

General Advantages
Assessment, Badgirl, Benefit, Wealth 5 (billionaire), Connected, Contacts, Daze (Deception), Evasion, Fascinate (Deception), Fascinate (Persuasion), Favored Foe: Brainiac Prime, Fearless, Fighting Style: Martial Arts A, Fighting Style: Martial Arts B, Fighting Style: Martial Arts E, Hide in Plain Sight, Improved Initiative, Improved Team Attack 2, Improvised Tools, Influential, Inspire 2, Inventor, Jack-of-all-trades, Skill Mastery: Stealth, Skill Mastery: Technology, Taunt, Team Code, Teamwork, Trance, Well-Equipped, Well-informed

Fighting Style Advantages
All-out Attack, Chokehold, Defensive Roll, Improved Defense, Improved Disarm, Improved Hold, Improved Smash, Improved Trip, Instant Up, Power Attack, Takedown

Enhanced Advantages
Diehard, Eidetic Memory

Skills
Acrobatics 8 (+15), Athletics 8 (+22), Close Combat: Martial Arts 2 (+10), Deception 10 (+16), Expertise (AWE): Tactics 8 (+17), Expertise: Computers 12 (+21), Expertise: Current Events 12 (+21), Expertise: General Sciences 12 (+21), Insight 12 (+21), Intimidation 8 (+14), Investigation 10 (+19), Perception 12 (+21), Persuasion 12 (+18), Ranged Combat: Energy Manip 10 (+16), Stealth 10 (+17), Technology 12 (+21), Treatment 8 (+17), Vehicles 10 (+16)

Powers
Coluan Movement: Array
. . Lightning Speed: Speed 13 (talent, Speed: 16000 miles/hour, 30 miles/round)
. . Rocket Flight: Flight 6 (technological, Speed: 120 miles/hour, 1800 feet/round)
. . Space Flight: Movement 1 (technological, Space Travel 1: within solar system)
Coluan Physiology
. . Body Resistance: Protection 4 (racial, +4 Toughness)
. . Comms System: Radio Cosmic Communication 2 (racial; Feature: Directly linked to Team Commlinks, Subtle: encrypted)
. . Computer Mind: Quickness 5 (racial, Perform routine tasks in -5 time ranks, Advantages: Eidetic Memory; Limited to One Type: Mental Tasks)
. . Cyberarms - Strength: Enhanced Strength 10 (racial, +10 STR; Limited to Lifting, Notes: Has a punching strength of 400 tons, and a lifting strength of 400,000 tons)
. . Cybernetic Lifeform: Immunity 31 (racial, Aging, Fortitude Effects)
. . Cybernetic Perception: Senses 22 (racial, Accurate: Radio, Analytical: Radio, Analytical (Type): Auditory Senses, Analytical (Type): Visual Senses, Direction Sense, Distance Sense, Extended: All Ranged Sense Types 2: x100, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Radio, Rapid: Vision 1, Rapid: Hearing 1, Time Sense, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
. . Internal Cybernetics: Density Growth 2 (racial, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Nano Regen: Regeneration 5 (racial, Every 2 rounds, Advantages: Diehard, Great Endurance)
. . Translation Matrix: Comprehend 5 (racial, Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
. . True Invulnerability: Impervious Toughness 12 (racial)
Energy Manipulation: Array
. . Control Technology: Cumulative Affliction 14 (technological, 3rd degree: Controlled, Resisted by: Fortitude, DC 24; Affects Objects Only, Cumulative, Increased Range 2: perception; Limited: Technology, Limited Degree (third only))
. . Electromagnetic Deflection: Burst Area Deflect 8 (energy; Burst Area: 30 feet radius sphere, DC 18, Redirection, Reflect; Limited: to Ferrous Materials)
. . Electromagnetics: Move Object 12 (ballistic, energy, 100 tons, DC 27; Damaging, Multiattack; Limited Material: Ferrous Materials)
. . EMP: Burst Area Broad Simultaneous Weaken 6 (energy, Affects: Electonics, Resisted by: Fortitude, DC 16; Affects Objects Only, Burst Area 3: 120 feet radius sphere, DC 16, Broad: Electronics, Feature: Extraordinary Effort for +2 effect ranks, Simultaneous; Tiring)
. . Holograms: Illusion 11 (light, Affects: Three Sense Types - Visual, Aural, Area: 2000 cft., DC 21)
. . Network Jump: Teleport 14 (energy, Carry 50 lbs.; Accurate, Easy, Extended: 16000 miles in 2 move actions; Limited to Extended, Medium: Networks)
. . Optic Blast: Damage 12 (energy, DC 27; Increased Range: ranged)
. . Taser: Affliction 12 (energy, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Increased Range: ranged)
Shapeshifting: Array
. . Limb Extension: Elongation 3 (talent, Elongation: 60 feet, +3 to grab)
. . Talon Strike: Strength-based Damage 5 (slashing, DC 34; Dangerous)

Offense
Initiative +11
Control Technology: Cumulative Affliction 14 (DC Fort 24)
Electromagnetics: Move Object 12, +16 (DC 27)
EMP: Burst Area Broad Simultaneous Weaken 6 (DC Fort 16)
Grab, +11 (DC Spec 27)
Optic Blast: Damage 12, +16 (DC 27)
Talon Strike: Strength-based Damage 5, +8 (DC 34)
Taser: Affliction 12, +16 (DC Fort 22)
Throw, +6 (DC 29)
Unarmed, +10 (DC 29)

Complications
- Motivation: Thrills: Brainiac does what it is that she finds enjoyable first and foremost, whether it is for boon or bane... And people's days usually do tend to take nose dives when Brainiac comes out to play.
- Obsession: As should be obvious given her name of "Brainiac", Brainiac 8 is obsessed with the Superman Family.
- Weakness: Magical Attacks automatically have one degree of effect when used against Indigo due to the fact that so much of her body has been given over to cybernetic components.

Languages
Coluan [Native]

Defense
Dodge 11, Parry 11, Fortitude Immune, Toughness 17/16 (Imp. 12), Will 14

Power Points
Abilities 134 + Powers 185 + Advantages 44 + Skills 88 (176 ranks) + Defenses 12 = 463
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DalkonCledwin
Posts: 7049
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Daphne Greengrass / The MCs / Aquamage

Post by DalkonCledwin »

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Daphne Ophelia Greengrass - PL 11
Age: 14 / Height: 5' 8" / Weight: 111 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +16 / Rep Rank: +11

Strength 0, Stamina 4, Agility 2, Dexterity 1, Fighting 3, Intellect 4, Awareness 6, Presence 4

Advantages
Animal Empathy, Artificer, Attractive 2, Benefit, Social Class 3 (nobility), Benefit, Wealth 2 (independently wealthy), Connected, Contacts, Daze (Deception), Defensive Roll 2, Diehard, Distracting Attack, Equipment 2, Fascinate (Deception), Fascinate (Persuasion), Improved Team Attack 2, Influential, Inspire 3, Instant Up, Interpose, Languages 2, Leadership, Move-by Action, Quick Draw, Redirect, Ritualist, Second Chance: Resisting Mind Control, Second Chance: Toughness Checks, Set-up 2, Speed of Thought, Team Code, Teamwork, Ultimate Effort: Toughness Checks, Well-Equipped, Well-informed, White Knight

Skills
Deception 8 (+12), Expertise (AWE): Research 6 (+12), Expertise (AWE): Tactics 4 (+10), Expertise: History 6 (+10), Expertise: Magic 8 (+12), Expertise: Politics 6 (+10), Expertise: Runology 6 (+10), Insight 8 (+14), Intimidation 6 (+10), Investigation 6 (+10), Perception 6 (+12), Persuasion 8 (+12), Stealth 4 (+6), Technology 4 (+8), Treatment 4 (+8), Vehicles 4 (+5)

Powers
Laurel & Unicorn Hair Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Expelliarmus: Move Object 12 (force, wizarding magic, 100 tons, DC 27; Damaging; Limited: to Disarm checks or pushing targets away from Daphne, Quirk: Damaging only if pushing targets away from Daphne)
. . . . Glacius Virilis: Progressive Affliction 8 (cold, wizarding magic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 18; Extra Condition, Increased Range: ranged, Progressive; Limited: to Male Targets (Or Metamorphs that have taken a male form), Limited Degree)
. . . . Glacius: Affliction 12 (cold, wizarding magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Increased Range: ranged)
. . . . Protego Horribilis: Burst Area Immunity 10 (wizarding magic, Common Descriptor: Negative Energy Effects; Affects Others, Burst Area 3: 120 feet radius sphere, DC 20; Concentration, Limited: Does not block the Killing Curse, or the Imperius Curse if it is already active on someone in AoE, Tiring, Notes: The most visible "Negative Energy" sources in DC Comics, are the Yellow, Red, and Orange Lantern Rings, but it also includes Darkseid's Omega Beams; Although Darkseid's Omega Beam is classified the same way as the Killing Curse for purposes of how Protego Horribilis interacts with it)
. . . . Protego Maxima: Create 8 (wizarding magic, Volume: 250 cft., DC 18; Impervious, Movable, Selective; Concentration)
. . . . Protego: Cloud Area Deflect 8 (wizarding magic; Cloud Area: 15 feet radius sphere, DC 18, Redirection, Reflect; Limited: to Attacks Targeting Dodge)
Wandless Magic: Array
. . Incendio: Damage 8 (fire, wandless magic, DC 23; Increased Range: ranged)
. . Leviosa: Move Object 8 (wandless magic, 6 tons, DC 23; Damaging; Limited Direction: Ascending / Descending)
Wandless Magic: Talents
. . Occlumens: Impervious Will 12 (wandless magic; Sustained)
Wizardkind Physiology
. . Body Resistance: Impervious Toughness 4 (racial)
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Mage Sight: Senses 6 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)

Equipment
Armored Robes, Commlink (Communication, GPS, Tracking Device) 3

Offense
Initiative +4
Expelliarmus: Move Object 12, +1 (DC 27)
Glacius Virilis: Progressive Affliction 8, +1 (DC Fort 18)
Glacius: Affliction 12, +1 (DC Fort 22)
Grab, +3 (DC Spec 10)
Incendio: Damage 8, +1 (DC 23)
Leviosa: Move Object 8, +1 (DC 23)
Throw, +1 (DC 15)
Unarmed, +3 (DC 15)

Complications
- Enemies: Iris' enemies tend to become Daphne's enemies as well.
- Frail: Due to the Blood Malediction that she suffers from, Daphne is easily exhausted. At any time when she makes an Acrobatics, Athletics or other physically demanding skill check, as well as for every 5 rounds of sustained combat (even when using ranged attacks), she must simultaneously make a DC 10 Fortitude check. If she fails this check then she becomes Fatigued. Every time she uses one of the aforementioned skills within the same scene, as well as for every 5 rounds of combat within a single scene, the DC for her next Fortitude check in that same scene will increase by 1 point. Standard rules regarding additional degrees of fatigue apply.
- Honor: Daphne follows a strict code of honor when it comes to fights, and even when not fighting. She obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to her code of honor as she gets older.
- Motivation: Thrills: Daphne has been so swept up in the excitement of being one of Iris' best friends, that she simply hasn't taken the time to consider what her life could have been like if she had never met the girl.
- Relationships: Daphne is the elder sister of Astoria Greengrass, while her parents are named Cyrus and Elizabeth. She is also one of three members of the so-called 'Silver Trio' alongside of Iris and Tracey.

Languages
English [Native], French, Maori

Defense
Dodge 11, Parry 11, Fortitude 6, Toughness 11/4 (Imp. 4), Will 12

Power Points
Abilities 48 + Powers 66 + Advantages 46 + Skills 47 (94 ranks) + Defenses 25 = 232
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