Dalkon's World of Remnant

Where in all of your character write ups will go.
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DalkonCledwin
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Dalkon's World of Remnant

Post by DalkonCledwin »

I decided I'm going to do an archive explicitly for the World of Remnant. Before we start here are the links to the other forums I am supporting:

Other Threads
- The Original Potterverse Archive
- Dalkon's Expanded Potterverse Archive
- Dalkon's Revised & Expanded Potterverse Archive
- Dalkon's Revised & Expanded Potterverse Thread Mk II
- Dalkon's General Superhero Archive
- The Narutoverse Archive
- The General d20 System Archive
- Dalkon's Star Wars Archive
- Dalkon's Devils, Angels & Dragons Archive
- Dalkon's DCAU Builds
- Dalkon's Kingdom Keys Archive
- Dalkon's A Link to the Legend of Zelda Archive
- Dalkon and the Olympians Thread Mk I
- Dalkon's Vampires, Werewolves and Demons Thread Mk I
- Dalkon's Fate & the Moonlit World Archive

And next up, here are my rules regarding how Dust primarily operates in Remnant:

These rules largely depends upon what form the Dust happens to be in, and it can take three different forms. These forms and the associated rules for them are as follows:
- Dust Bullets: Are going to be handled by adding the Variable Descriptor advantage to the weapon the bullets are used in that allows it to define what element the bullets it is using happen to employ.
- Dust Powder: Will either provide the character with alternate effects to their semblance that are based upon the element of the Dust in question, or else can be used by particularly skilled Dust Users to generate facsimiles of Maiden powers or Wizarding magic (as demonstrated in the first episode of RWBY by Glynda Goodwitch when she seemingly conjured storm clouds).
- Dust Crystals: Allow the character to add a single extra to the weapon, or even their own body if they are insane enough to merge the crystals with their flesh, that is determined by the type of dust. Those extras are as follows:
-- Wind/Air Dust: Cylinder Area
-- Fire/Burn Dust: Secondary Effect
-- Hard-Light, Water, Ice & Earth Dust: Shapeable Area
-- Lightning Dust: Line Area
-- Steam Dust: Cloud Area
-- Gravity Dust: Cone Area
-- Orange Dust: Burst Area

Obviously, some of the types of dust I just listed are better when used with a reach or ranged weapon than they are with a melee weapon. GM's are also advised to impose the Accident complication on any character who tries to handle Dust outside of combat or ammo reloading sequences, as the stuff is highly reactive.
Last edited by DalkonCledwin on Sat Aug 26, 2023 8:59 am, edited 3 times in total.
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Re: Dalkon's World of Remnant

Post by DalkonCledwin »

Table of Contents
Unlike in my previous threads, I'm going to be confining the Table of Contents to a single post, rather than spreading it across multiple posts, so as to keep it all in one location. The search function is your friend.

Winter
- Brainstorm & Notes
Team JNPR plus One:
- Celeste Black
- Jaune Arc, Team Leader
- Pyrrha Nikos
- Nora Valkyrie
- Lie Ren

One For The Money
- Brainstorm & Notes
The Trio:
- Viola Potter
- Pyrrha Nikos
- Jaune Arc
Last edited by DalkonCledwin on Wed Dec 11, 2019 6:07 pm, edited 5 times in total.
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Winter Brainstorm & Notes

Post by DalkonCledwin »

Winter
Premise: Fire is seen as the most destructive of elements for a reason, wherever it goes it leaves destruction in its wake. But people often forget that there is another element that is just as merciless, and the Winter Maiden has historically been it’s mistress.
Required Inclusions:
- Celeste Black (fka Iris Potter) must become the Winter Maiden towards the start of the story.
- As should be obvious by the name, there are just four Maidens in existence, and thus their powers while not unique are extraordinarily rare.
- Celeste can’t have a true mentor in the use of her powers, and must be largely self-taught.
- Instead of having a fiery temper, when Celeste becomes angry she goes cold.
- At least once during the course of the story, Celeste must leave icy footsteps as she walks.
- Any moral or ethical alignment is allowed.
- Any romantic pairing is permitted.
Preferred Inclusions:
- This will obviously be a crossover between Harry Potter and RWBY.
- There being other characters from Harry Potter who come over and become Maidens.
- Celeste having been raised in Remnant, and those who named her being unaware of the existence of the House of Black, her relationship to it when they called her Celeste Black.
- Celeste enrolling in Beacon, but due to her status as a Maiden having to act as the fifth member to what would ordinarily be a four-man team four her own protection.
Optional Inclusions:
- If a Potterverse does become a Maiden, then they should probably become Summer.
- Celeste being summoned back to Earth at some point during the course of the story.
Forbidden Things:
- References to Frozen being made in the story.
- Celeste forsaking her powers.
- Celeste the Weak Emo Doormat.
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Celeste Black / JNPR+1 / Winter

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(Please don't ask where the blades are)

Celeste Black - PL 11
Age: 17 / Height: 5' 7" / Weight: 120 lbs
Hair Color: Auburn / Eye Color: Green / Trailer Color: Blue
Wealth Rank: +12 / Rep Rank: +9

Strength 2, Stamina 4, Agility 7, Dexterity 6, Fighting 6, Intellect 2, Awareness 6, Presence 6

General Advantages
Agile Feint, Assessment, Attractive, Benefit, Alternate Identity: Iris Potter, Benefit, Athletics Based on Agility, Benefit, Cipher, Benefit, Wealth (well-off), Connected, Daze (Deception), Equipment 1, Evasion, Fascinate (Persuasion), Favored Foe: The Creatures of Grimm, Fighting Style: Fencing, Fighting Style: Martial Arts B, Great Endurance, Heroes Want Redheads, Inspire 3, Instant Up, Interpose, Inventor, Languages 2, Leadership, Lionheart 2, Master Archer 2, Move-by Action, Ranged Attack 6, Ritualist, Second Chance: Resisting Mind Control, Takedown 2

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 (+15), Athletics 6 (+13), Close Combat: Swords 6 (+12), Close Combat: Unarmed 4 (+10), Deception 6 (+12), Expertise: Magic 8 (+10), Expertise: Weapons Design 8 (+10), Insight 4 (+10), Investigation 4 (+6), Perception 8 (+14), Persuasion 6 (+12), Stealth 4 (+11), Technology 8 (+10), Treatment 6 (+8)

Powers
Battle Aura (Activation: Move Action)
. . Auric Healing: Healing 12 (soul; Reaction 3: reaction; Fades, Limited: to Self Only)
. . Auric Shield: Impervious Toughness 12 (soul; Sustained; Fades)
. . Auric Shockwave: Line Area Damage 11 (force, soul, DC 26; Line Area: 5 feet wide by 30 feet long, DC 21, Feature: This power Is considered to have an extra effect rank for purposes of the Fades flaw; Fades)
. . Climate Protection: Immunity 2 (soul, Environmental Condition: Cold, Environmental Condition: Heat)
. . Danger Sense: Senses 2 (soul, Danger Sense: Mental, Radius: Danger Sense)
Force Field Generation: Array
. . Fall Cushion: Burst Area Movement 4 (semblance, Extra Ranks 3, Safe Fall; Affects Others, Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged)
. . Flotation Platform: Burst Area Flight 6 (semblance, Speed: 120 miles/hour, 1800 feet/round; Affects Others, Burst Area: 30 feet radius sphere, DC 16; Platform)
. . Force Field Trap: Progressive Affliction 5 (semblance, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 15; Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . Projected Force Field: Burst Area Deflect 8 (semblance; Burst Area: 30 feet radius sphere, DC 18, Redirection, Reflect; Distracting)
Force Field Generation: Talents
. . Personal Force Field: Protection 5 (semblance, +5 Toughness; Sustained)
Huntress Training: Array
. . Sprinting: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round; Stacks with: Speed Skating: Speed 4+2; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Siren's Cry (Easily Removable)
. . Trick Arrows: Array
. . . . Bright Orange Arrows: Weaken 5 (melting, Affects: Toughness, Resisted by: Fortitude, DC 15; Affects Objects, Increased Range: ranged)
. . . . Burn Arrows: Burst Area Damage 8 (fire, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged; Unreliable (5 uses))
. . . . Earth Arrow: Cumulative Affliction 5 (bludgeoning, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged)
. . . . Gravity Arrows: Burst Area Move Object 6 (gravity, 3200 lbs., DC 21; Burst Area: 30 feet radius sphere, DC 16, Damaging; Limited: Pulling Downwards, Unreliable (5 uses))
. . . . Ice Arrows: Cumulative Affliction 5 (ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 15; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . It's Also a Set of Swords: Strength-based Damage 4 (slashing, DC 21; Dangerous, Split: 2 targets)
. . . . Lightning Arrows: Burst Area Affliction 8 (electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged; Unreliable (5 uses))
. . . . Sonic Screamer: Cumulative Burst Area Affliction 6 (sonic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Cumulative, Increased Range: ranged; Limited: to Hearing, Unreliable (5 uses))
. . . . Standard Arrows: Damage 8 (piercing, DC 23; Increased Range: ranged)
. . . . Steam Arrows: Cloud Area Concealment Attack 4 (steam, All Visual Senses, DC 14; Cloud Area 2: 30 feet radius sphere, DC 14, Attack: Fortitude, Increased Range: ranged; Partial)
. . . . Water Arrows: Burst Area Nullify 5 (water, Counters: Water-Soluble Effects, DC 15; Burst Area: 30 feet radius sphere, DC 15, Broad, Simultaneous; Unreliable (5 uses))
Winter Maiden: Dynamic Array
. . Chain Lightning: Damage 9 ([0 active, 0/30 PP, 3/r+3], electricity, nature magic, DC 24; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack)
. . Cold Projection: Environment 10 ([0 active, 0/30 PP, 3/r], nature magic, weather, Cold (Extreme), Radius: 2 miles; Selective)
. . Ice Missiles: Damage 10 ([0 active, 0/30 PP, 3/r], cold, nature magic, DC 25; Increased Range: ranged, Secondary Effect)
. . Ice Slick: Burst Area Affliction 10 ([0 active, 0/30 PP, 3/r], ice, nature magic, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Prone, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Extra Condition, Increased Range: ranged; Limited Degree)
. . Speed Skating: Speed 4+2 ([0 active, 0/30 PP, 1/r], [Stacking ranks: +2], ice, nature magic, Speed: 120 miles/hour, 1800 feet/round)
. . Wind Blast: Cone Area Move Object 10 ([0 active, 0/30 PP, 3/r], nature magic, wind, 25 tons, DC 25; Cone Area 2: 120 feet cone, DC 20, Damaging; Limited: to Pushing targets away from Celeste, Reduced Range: close)
Winter Maiden: Talents
. . Weather Prediction: Senses 4 (nature magic, Precognition; Limited: to Weather)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Mage Sight: Senses 5 (racial, Acute: Detect Magic, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)

Equipment
Scroll (Same as a Smartphone) 2

Offense
Initiative +11
Auric Shockwave: Line Area Damage 11 (DC 26)
Bright Orange Arrows: Weaken 5, +12 (DC Fort 15)
Burn Arrows: Burst Area Damage 8 (DC 23)
Chain Lightning: Damage 9, +12 (DC 24)
Earth Arrow: Cumulative Affliction 5, +12 (DC Fort 15)
Force Field Trap: Progressive Affliction 5, +12 (DC Fort/Will 15)
Grab, +6 (DC Spec 12)
Gravity Arrows: Burst Area Move Object 6 (DC 21)
Ice Arrows: Cumulative Affliction 5, +12 (DC Fort/Will 15)
Ice Missiles: Damage 10, +12 (DC 25)
Ice Slick: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
It's Also a Set of Swords: Strength-based Damage 4, +12 (DC 21)
Lightning Arrows: Burst Area Affliction 8 (DC Fort 18)
Sonic Screamer: Cumulative Burst Area Affliction 6 (DC Fort 16)
Standard Arrows: Damage 8, +12 (DC 23)
Steam Arrows: Cloud Area Concealment Attack 4 (DC Fort 14)
Throw, +12 (DC 17)
Unarmed, +10 (DC 17)
Water Arrows: Burst Area Nullify 5 (DC Will 15)
Wind Blast: Cone Area Move Object 10 (DC 25)

Complications
- Honor: Celeste 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.
- Honor: Celeste 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
- Power Limiting Secret: Celeste isn't supposed to let people know that she is in fact the Winter Maiden, which means that she will only ever use her Winter Maiden powers in situations that truly require them. They are certainly not powers she would use in a casual environment. This means that in most situations her offensive potential is to be considered the same as a Power Level 10 character.
- Power Loss: The Fades quality on most of Celeste's Aura-related powers are effectively linked to each other, and when any single one of them runs out they all shut off for an hour. There are no special requirements for reactivating her Aura after that hour has expired, however when her Aura shuts off, so does her Semblance. On the other hand, her Winter Maiden powers are not linked to her Aura, meaning that she can technically use those to defend herself if she were to be forced into battle with an expired Aura.
- Temper: When someone succeeds in infuriating Celeste, which is not very easy to do, her heart will essentially freeze in regards to that individual and they might as well hurry up and die because she will make them suffer.

Languages
English [Native], Parseltongue, Remnant

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

Power Points
Abilities 78 + Powers 162 + Advantages 50 + Skills 43 (86 ranks) + Defenses 17 = 350
Last edited by DalkonCledwin on Fri Sep 06, 2019 10:46 pm, edited 2 times in total.
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Jaune Arc / JNPR+1 / Winter

Post by DalkonCledwin »

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Jaune Arc - PL 9
Age: 17 / Height: 6' 1" / Weight: 180 lbs
Hair Color: Blonde / Eye Color: Blue / Trailer Color: Yellow
Wealth Rank: +8 / Rep Rank: +9

Strength 4, Stamina 4, Agility 2, Dexterity 1, Fighting 3, Intellect 2, Awareness 8, Presence 6

Advantages
Agile Feint, Animal Empathy, Assessment, Attractive, Beginner's Luck, Benefit, Status: Leader of Team JNPR, Close Attack 2, Distracting Attack, Equipment 2, Evasion, Fascinate (Persuasion), Great Endurance, Inspire 4, Interpose, Leadership, Lionheart, Luck 4, Quick Draw, Set-up 4, Teamwork, White Knight

Skills
Acrobatics 6 (+8), Athletics 6 (+10), Close Combat: Crocea Mors 6 (+9), Deception 4 (+10), Expertise (AWE): Tactics 6 (+14), Expertise (PRE): Dancing 8 (+14), Expertise: Huntsman Lore 4 (+6), Insight 8 (+16), Intimidation 2 (+8), Investigation 4 (+6), Perception 4 (+12), Persuasion 8 (+14), Stealth 4 (+6), Technology 4 (+6), Treatment 4 (+6)

Powers
Battle Aura (Activation: Move Action)
. . Auric Healing: Healing 12 (soul; Reaction 3: reaction; Fades, Limited: to Self Only)
. . Auric Shield: Impervious Toughness 12 (soul; Sustained; Fades)
. . Danger Sense: Senses 2 (soul, Danger Sense: Mental, Radius: Danger Sense)
Crocea Mors (Easily Removable)
. . It's a Sword: Strength-based Damage 3 (slashing, DC 22; Dangerous, Penetrating 3)
Heater Shield (Easily Removable)
. . It's a Shield: Enhanced Trait 6 (armor, Dodge +3 (+6), Parry +3 (+6); Feature: It's Also a Sheath)
Huntsman Physiology
. . Tough: Protection 3 (+3 Toughness)

Expanded Equipment
Plate-mail Armor
. . Body Armor: Protection 5 (armor, +5 Toughness)

Equipment
Plate-mail Armor, Scroll (Same as a Smartphone) 2

Offense
Initiative +2
Grab, +5 (DC Spec 14)
It's a Sword: Strength-based Damage 3, +11 (DC 22)
Throw, +1 (DC 19)
Unarmed, +5 (DC 19)

Complications
- Motivation: Doing Good: Jaune is a direct descendant of a long line of warriors and heroes, which has caused him to feel pressured into becoming one himself. To achieve this goal he used a fake transcript in order to get into Beacon Academy with little to no idea what he was getting himself into, yet for all of that he is a genuinely good person and truly wants to help people and do the right thing.
- Power Loss: The Fades quality on most of Jaune's Aura-related powers are effectively linked to each other, and when any single one of them runs out they all shut off for an hour. There are no special requirements for reactivating his Aura after that hour has expired, however when his Aura shuts off, so does his Semblance.
- Relationships: Much like a certain family of redheads back on Celeste's original world, the Arc family is one that seems to breed like rabbits. Only in Jaune's case, he is the youngest and only boy, with seven older sisters (who are apparently why he can dance so well). One of his sisters and her wife have even recently made Jaune an uncle (don't ask me how, as I don't know, nor do I care).
- Rivalry: With Cardin Winchester, who treats Jaune as his own personal punching bag.
- Semblance: While Jaune does in fact have a Semblance, he has yet to figure out how to activate it on demand. So in order to use it at the current time he has to treat it like one would a Power Stunt, meaning that he must expend a use of Extra Effort to use either of his two predefined Semblance effects.

Languages
Remnant [Native]

Defense
Dodge 6/3, Parry 6/3, Fortitude 6, Toughness 12 (Imp. 12), Will 12

Power Points
Abilities 60 + Powers 56 + Advantages 32 + Skills 39 (78 ranks) + Defenses 7 = 194

--------------------
Jaune's Semblance: Array
. . Amplify Defence: Luck Control 1 (semblance, Spend on Other; Limited: Can only be spent on Resistance checks)
. . Amplify Recovery: Healing 8 (semblance; Energizing, Increased Range 2: perception, Persistent, Restorative, Stabilize; Distracting)
Last edited by DalkonCledwin on Fri Sep 06, 2019 10:46 pm, edited 1 time in total.
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Gilliam
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Re: Dalkon's World of Remnant

Post by Gilliam »

I do like your version of Juane and nice to see he is relatively "weaker" than the other builds you have made for RWBY characters.
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Pyrrha Nikos / JNPR+1 / Winter

Post by DalkonCledwin »

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Pyrrha Nikos - PL 9
Age: 17 / Height: 5' 9" (6' 0" in Heels) / Weight: 133 lbs
Hair Color: Crimson / Eye Color: Green / Trailer Color: Red
Wealth Rank: +20 / Rep Rank: +17

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

General Advantages
Agile Feint, Assessment, Attractive 2, Beginner's Luck, Benefit, Renown 4, Benefit, Status: Cereal Mascot, Benefit, Wealth 3 (millionaire), Close Attack 2, Connected, Equipment 1, Evasion 2, Fascinate (Persuasion), Favored Foe: The Creatures of Grimm, Fighting Style: Fencing, Fighting Style: Martial Arts B, Fighting Style: Wrestling, Heroes Want Redheads, Improved Aim, Improved Team Attack 2, Inspire 2, Interpose, Inventor, Lionheart, Luck 4, Move-by Action, Precise Attack (Ranged, Concealment), Ranged Attack 4, Takedown 2, Ultimate Effort: Aim

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

Skills
Acrobatics 8 (+11), Athletics 4 (+7), Close Combat: Grab 2 (+7), Close Combat: Miló 6 (+11), Close Combat: Unarmed 4 (+9), Expertise (AGL): Martial Showman 8 (+11), Expertise (PRE): Dancing 4 (+6), Expertise: Huntsman Lore 8 (+10), Expertise: Martial Arts 8 (+10), Expertise: Weapon Design 8 (+10), Insight 6 (+12), Intimidation 4 (+6), Investigation 4 (+6), Perception 8 (+14), Persuasion 6 (+8), Ranged Combat: Akoúo̱ 4 (+6), Ranged Combat: Miló 6 (+8), Ranged Combat: Semblance 2 (+4), Stealth 4 (+7), Technology 8 (+10), Treatment 4 (+6)

Powers
Akoúo̱ (Easily Removable)
. . Multi-Function Shield: Array
. . . . It's a Shield: Enhanced Trait 6 (armor, Dodge +3 (+8), Parry +3 (+8))
. . . . It's Also a Discus: Strength-based Damage 2 (slashing, DC 20; Dangerous 2, Extended Range 3, Feature: Can be thrown in such a way as to bounce off an enemy and return to Pyrrha's hand, Increased Range: ranged, Ricochet 3: 3 bounces)
Battle Aura (Activation: Move Action)
. . Auric Healing: Healing 10 (soul; Reaction 3: reaction; Fades, Limited: to Self Only)
. . Auric Shield: Impervious Toughness 10 (soul; Sustained; Fades)
. . Auric Shockwave: Line Area Damage 9 (force, soul, DC 24; Line Area: 5 feet wide by 30 feet long, DC 19, Feature: This power Is considered to have an extra effect rank for purposes of the Fades flaw; Fades)
. . Awaken Aura: Feature 1 (soul, Notes: Pyrrha can perform a minor ritual to awaken the Aura of another character. This takes at least five minutes and causes Pyrrha to become Fatigued in the same way one would if using Extra Effort)
. . Climate Protection: Immunity 2 (soul, Environmental Condition: Cold, Environmental Condition: Heat)
. . Danger Sense: Senses 2 (soul, Danger Sense: Mental, Radius: Danger Sense)
Huntress Physiology
. . Landing Strategy: Movement 1 (talent, Safe Fall; Reaction: reaction)
. . Magnetic Sense: Senses 2 (semblance, Detect: Magnetic Fields 1, Radius: Detect Magnetic Fields)
. . Tough: Protection 3 (racial, +3 Toughness)
Huntress Training: Array
. . Sprinting: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Miló (Easily Removable)
. . Multi-Form Javelin: Array
. . . . It's a Javelin: Strength-based Damage 2 (piercing, DC 20; Dangerous, Extended Range 4, Increased Range: ranged, Precise)
. . . . It's Also a Sword: Strength-based Damage 2 (slashing, DC 20; Dangerous)
. . . . Yet Also a Rifle: Damage 6 (ballistic, DC 21; Increased Range: ranged, Multiattack, Variable Descriptor 2: broad group - Dust Bullets)
Polarity Control: Array
. . Mass Polaric Manip: Shapeable Area Move Object 8 (semblance, 6 tons; Shapeable Area 3: 125 cft., DC 18, Feature: Extraordinary Effort for +2 Effect Ranks; Tiring)
. . Polaric Interference: Luck Control 2 (semblance, Force a Re-roll, Spend on Other)
. . Polaric Manipulation: Move Object 10 (semblance, 25 tons, DC 25; Damaging; Limited Material: Metallic Objects)

Expanded Equipment
Laminate Armor
. . Body Armor: Protection 3 (armor, +3 Toughness)

Equipment
Laminate Armor, Scroll (Same as a Smartphone) 2

Offense
Initiative +7
Auric Shockwave: Line Area Damage 9 (DC 24)
Grab, +9 (DC Spec 13)
It's a Javelin: Strength-based Damage 2, +12 (DC 20)
It's Also a Discus: Strength-based Damage 2, +10 (DC 20)
It's Also a Sword: Strength-based Damage 2, +13 (DC 20)
Mass Polaric Manip: Shapeable Area Move Object 8 (DC 18)
Polaric Manipulation: Move Object 10, +8 (DC 25)
Throw, +6 (DC 18)
Unarmed, +11 (DC 18)
Yet Also a Rifle: Damage 6, +12 (DC 21)

Complications
- Fame: In a lot of ways, Pyrrha is the Iris Potter of Remnant. She has fame she really doesn't desire and didn't really have any friends who would look past her fame until she met Jaune Arc.
- Honor: Pyrrha 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: Responsibility: Pyrrha feels an intense burden of responsibility to use her abilities to help the common people of Remnant feel safe from the Creatures of Grimm.
- Power Loss: The Fades quality on all of Pyrrha's Aura-related powers are effectively linked to each other, and when any single one of them runs out they all shut off for an hour. There are no special requirements for reactivating her Aura after that hour has expired, however when her Aura shuts off, so does her Semblance.

Languages
Remnant [Native]

Defense
Dodge 8/5, Parry 8/5, Fortitude 8, Toughness 10 (Imp. 10), Will 10

Power Points
Abilities 54 + Powers 116 + Advantages 56 + Skills 58 (116 ranks) + Defenses 10 = 294
Last edited by DalkonCledwin on Fri Sep 06, 2019 10:46 pm, edited 3 times in total.
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Re: Dalkon's World of Remnant

Post by DalkonCledwin »

Gilliam wrote: Fri Sep 06, 2019 7:35 pm I do like your version of Juane and nice to see he is relatively "weaker" than the other builds you have made for RWBY characters.
Depends on how one defines 'weaker' I suppose. He is the same power level as all the other first years I will be building, sans Celeste. Celeste gets to be higher Power Level on account of her being a Maiden.
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Nora Valkyrie / JNPR+1 / Winter

Post by DalkonCledwin »

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Nora Valkyrie - PL 9
Age: 17 / Height: 5' 1" / Weight: 109 lbs
Hair Color: Ginger / Eye Color: Bluish-Green / Trailer Color: Pink
Wealth Rank: +8 / Rep Rank: +9

Strength 10/4, Stamina 4, Agility 2, Dexterity 1, Fighting 5, Intellect 1, Awareness 6, Presence 4

General Advantages
Attractive, Beginner's Luck, Beloved: Lie Ren, Daze (Intimidation), Diehard, Equipment 1, Fascinate (Intimidation), Favored Foe: The Creatures of Grimm, Fearless, Fighting Style: Martial Arts A, Fighting Style: Martial Arts C, Fighting Style: Wrestling, Great Endurance, Heroes Want Redheads, Improved Team Attack 2, Interpose, Inventor, Mobile Defense, Move-by Action, Passing Attacker, Quick Draw, Takedown 2, Teamwork, Ultimate Effort: Toughness Checks

Fighting Style Advantages
Agile Feint, All-out Attack, Chokehold, Defensive Attack, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Instant Up, Power Attack, Prone Fighting, Weapon Bind

Skills
Acrobatics 4 (+6), Athletics 8 (+18), Deception 4 (+8), Expertise (AWE): Streetwise 8 (+14), Expertise (AWE): Survival 8 (+14), Expertise (PRE): Dancing 4 (+8), Expertise: Huntsman Lore 6 (+7), Expertise: Weapons Design 8 (+9), Insight 4 (+10), Intimidation 8 (+12), Investigation 4 (+5), Perception 6 (+12), Persuasion 4 (+8), Stealth 4 (+6), Technology 8 (+9), Treatment 4 (+5)

Powers
Battle Aura (Activation: Move Action)
. . Auric Healing: Healing 8 (soul; Reaction 3: reaction; Fades, Limited: to Self Only)
. . Auric Shield: Impervious Toughness 8 (soul; Sustained; Fades)
. . Auric Shockwave: Line Area Damage 8 (force, soul, DC 23; Line Area: 5 feet wide by 30 feet long, DC 18; Fades)
. . Climate Protection: Immunity 2 (soul, Environmental Condition: Cold, Environmental Condition: Heat)
. . Danger Sense: Senses 2 (soul, Danger Sense: Mental, Radius: Danger Sense)
. . Resilience: Immunity 1 (soul, Rare Descriptor: Magnhild's Shockwave)
Electricity Channeling: Array
. . Absorption Boost: Enhanced Trait 12 (semblance, Strength +6 (+10); Fades, Limited: to lesser of effect rank or aborbed energy rank, Notes: Has a punching strength of 25 tons when at maximum rank)
. . Electrical Conductor: Immunity 10 (semblance, Common Descriptor: Electrical Effects; Redirect, Reflect, Sustained)
Huntress Physiology
. . Electrosense: Senses 4 (semblance, Acute: Detect Electricity, Detect: Electricity [Mental] 2: ranged, Radius: Detect Electricity)
. . Landing Strategy: Movement 1 (talent, Safe Fall; Reaction: reaction)
. . Tough: Protection 3 (racial, +3 Toughness)
Huntress Training: Array
. . Sprinting: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Magnhild (Easily Removable)
. . Dual-Action Hammer: Array
. . . . It's Also a Grenade Launcher: Burst Area Damage 8 (force, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . It's an Explosive Mallet
. . . . . . Hammer Strike: Strength-based Damage 3 (Linked; bludgeoning, DC 28; Impressive, Reach (melee): 5 ft., Smashing)
. . . . . . Shockwave: Cumulative Burst Area Affliction 6 (Linked; force, 1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Cumulative, Reach (melee): 5 ft.; Limited Degree)

Expanded Equipment
Combat Skirt
. . Body Armor: Protection 2 (armor, +2 Toughness)

Equipment
Combat Skirt, Scroll (Same as a Smartphone) 2

Offense
Initiative +2
Auric Shockwave: Line Area Damage 8 (DC 23)
Grab, +5 (DC Spec 20)
Hammer Strike: Strength-based Damage 3, +5 (DC 28)
It's Also a Grenade Launcher: Burst Area Damage 8 (DC 23)
Shockwave: Cumulative Burst Area Affliction 6 (DC Fort 16)
Throw, +1 (DC 25)
Unarmed, +5 (DC 25)

Complications
- Motivation: Thrills: Nora is extremely hyperactive and lives for the high octane thrills that come with being a huntress. However, she has shown herself to have a more down to earth and calm side, as is noted when she is listening to music or reading a book.
- Power Loss: The Fades quality on all of Nora's Aura-related powers are effectively linked to each other, and when any single one of them runs out they all shut off for an hour. There are no special requirements for reactivating her Aura after that hour has expired, however when her Aura shuts off, so does her Semblance.
- Relationship: Nora is childhood friends with Lie Ren and is also extremely happy to have wound up a member of the same team as him. She would actually have been quite devastated if that had not occurred.
- Reputation: For being rather brutal to those who are her enemies in spars, but given just how strong her Semblance allows her to become and how hyperactive she is, it isn't entirely her fault that she has little to no restraint.
- We're Not Together, Together: Nora would be quick to deny the fact that she is romantically involved with Lie Ren, but she would be just as quick to maul any other girl who tried to express romantic interest in the boy.

Languages
Remnant [Native]

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 9 (Imp. 8), Will 8

Power Points
Abilities 54 + Powers 98 + Advantages 37 + Skills 46 (92 ranks) + Defenses 17 = 252
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Lie Ren / JNPR+1 / Winter

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Lie Ren - PL 9
Age: 17 / Height: 5' 9" / Weight: 156 lbs
Hair Color: Black / Eye Color: Magenta / Trailer Color: Green
Wealth Rank: +8 / Rep Rank: +9

Strength 3, Stamina 3, Agility 5, Dexterity 4, Fighting 8, Intellect 2, Awareness 7, Presence 2

General Advantages
Assessment, Attractive 2, Beloved: Nora Valkyrie, Benefit, Ambidexterity, Benefit, Athletics Based on Agility, Dual Wielding 2, Eidetic Memory, Favored Foe: The Creatures of Grimm, 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, Improved Aim, Interpose, Inventor, Jack-of-all-trades, Lionheart 2, Move-by Action, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 6, Second Chance: Acrobatics Checks for Tumbling, Seize Initiative, Set-up 4, Teamwork, Ultimate Effort: Aim

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

Enhanced Advantages
Uncanny Dodge

Skills
Acrobatics 8 (+13), Athletics 2 (+7), Close Combat: Martial Arts 4 (+12), Close Combat: StormFlower 6 (+14), Deception 6 (+8), Expertise (PRE): Dancing 4 (+6), Expertise: Huntsman Lore 6 (+8), Expertise: Martial Arts 8 (+10), Expertise: Weapons Design 8 (+10), Insight 8 (+15), Investigation 4 (+6), Perception 6 (+13), Persuasion 6 (+8), Stealth 8 (+13), Technology 8 (+10), Treatment 4 (+6)

Powers
Battle Aura (Activation: Move Action)
. . Auric Healing: Healing 10 (soul; Reaction 3: reaction; Fades, Limited: to Self Only)
. . Auric Shield: Impervious Toughness 10 (soul; Sustained; Fades)
. . Auric Shockwave: Line Area Damage 9 (force, soul, DC 24; Line Area: 5 feet wide by 30 feet long, DC 19, Feature: This power Is considered to have an extra effect rank for purposes of the Fades flaw; Fades)
. . Climate Protection: Immunity 2 (soul, Environmental Condition: Cold, Environmental Condition: Heat)
. . Danger Sense: Senses 2 (soul, Danger Sense: Mental, Radius: Danger Sense, Advantages: Uncanny Dodge)
Huntsman Physiology
. . Landing Strategy: Movement 1 (talent, Safe Fall; Reaction: reaction)
. . Tough: Protection 3 (racial, +3 Toughness)
Huntsman Training: Array
. . Sprinting: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Negative Emotion Masking: Array
. . Negative Emotion Masking: Obscure 4 (semblance, Affects: All Sense Types, Area: 250 feet radius; Selective; Limited: to concealing characters from the Creatures of Grimm)
. . Soothe Emotions: Nullify 8 (semblance, Counters: Emotion Effects, DC 18; Broad, Simultaneous; Limited: to Negative Emotions)
StormFlower (Easily Removable)
. . Dual-Action Daggers: Array
. . . . It's a Pair of Daggers: Strength-based Damage 1 (slashing, DC 19; Dangerous 4, Split: 2 targets)
. . . . It's Also a Pair of Guns: Damage 6 (ballistic, DC 21; Increased Range: ranged, Multiattack, Variable Descriptor 2: broad group - Dust Bullets)

Offense
Initiative +13
Auric Shockwave: Line Area Damage 9 (DC 24)
Grab, +12 (DC Spec 13)
It's a Pair of Daggers: Strength-based Damage 1, +14 (DC 19)
It's Also a Pair of Guns: Damage 6, +10 (DC 21)
Soothe Emotions: Nullify 8, +10 (DC Will 18)
Throw, +10 (DC 18)
Unarmed, +12 (DC 18)

Complications
- Motivation: Responsibility: Ren feels it is his personal responsibility to make sure Nora doesn't get herself into too much trouble. This is a task that is often far more difficult than it really should be, because Nora is the sort of girl who will purposefully go LOOKING for trouble to get into.
- Power Loss: The Fades quality on all of Ren's Aura-related powers are effectively linked to each other, and when any single one of them runs out they all shut off for an hour. There are no special requirements for reactivating his Aura after that hour has expired, however when his Aura shuts off, so does his Semblance.
- Relationship: Ren is a childhood friend and close confidant of Nora Valkyrie. He tries not to let it be known that he is infatuated with the girl.
- Weakness: At the end of any combat encounter, Ren must make a Fortitude resistance check with a DC of 8 + the number of rounds that the battle lasted. Failure on this check will result in Ren gaining the Fatigued condition. If he already has the Fatigued condition, he will instead gain the Exhausted condition. He will not need to make the check if he is already Exhausted.

Languages
Remnant [Native]

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 10/6 (Imp. 10), Will 10

Power Points
Abilities 68 + Powers 91 + Advantages 61 + Skills 48 (96 ranks) + Defenses 10 = 278
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One For The Money Brainstorm & Notes

Post by DalkonCledwin »

One For The Money
Premise: “Everybody in the world, are you with me? / It’s too late to try to run, we run the city / It’s my time, it’s your time. Held me down now, it’s don’t give a **** time. It’s go time, it’s show time. Sing it with me everybody let’s go / Cause it’s one! It’s one, one for the money / Two! It’s two, cause two is for the show / Three! It’s three, three get ready, are you ready mother*******? Are you ready let’s go!”
Required Inclusions:
- The Cosmic Entity representing Death must be upset that the Brother Gods of Remnant won’t allow Salem to die, as well as keeping Ozma and all the souls he reincarnates as from her.
- Unfortunately, Death must be bound by rules that prevent her from taking action in all but the most extraordinary of circumstances.
- One such circumstance arose when Viola Potter united the Deathly Hallows in the Forbidden Forest at the end of what would have been her seventh year at Hogwarts.
- Death must still be forbidden from acting directly, and must instead send Viola to Remnant in order to rectify the situation in her place.
- Death revives Pyrrha Nikos so that she might act as Viola’s guide on Remnant so that the latter wouldn’t be operating completely blind.
- Death must make it clear that her resurrection of Pyrrha is a one-time thing, and that there will be no others revivifications once Viola arrives on Remnant.
- Death must be unable to inform Viola and Pyrrha how to accomplish the task that she is asking them to perform for her, no matter how much they beg for such information.
- The story must be set after the Fall of Beacon so as to avoid continuity snarls caused by having two copies of Pyrrha running around simultaneously.
Preferred Inclusions:
- Viola and Pyrrha travel alone for a couple of weeks before meeting up with Pyrrha’s friends.
- Viola and Pyrrha meeting up with RWBY and the other members of JNPR around the time of the Battle for Haven.
- Arkos (A Jaune & Pyrrha pairing) remaining a thing in this fic.
- For some reason, when Viola arrives on Remnant, she discovers she has been transformed into a violet haired fox faunus with the ability to transform into an actual fox (animagus).
- Viola’s weapon being a bow named “Ghost’s Crystal” that uses dust crystals as arrowheads, while her Magic gets reconfigured into a Semblance that is referred to as, “Trick or Treat.”
Optional Inclusions:
- Viola and Pyrrha meeting up with RWBY, Qrow, Oscar/Ozpin & Maria in the wilderness after they crash part of the Argus Limited, but before they reach Brunswick Farms.
- A Viola / Jaune / Pyrrha romantic pairing.
- Viola having a comprehensive knowledge of curse breaking by the time she reaches Remnant.
Forbidden Things:
- Viola and/or Pyrrha, the Emo Doormats.
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Viola Potter / The Trio / One For The Money

Post by DalkonCledwin »

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Viola Potter - PL 11
Age: 19 / Height: 5' 9" / Weight: 109 lbs
Hair Color: Violet / Eye Color: Green

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

Advantages
Accurate Attack, Animal Empathy, Artificer, Assessment, Attractive 2, Defensive Attack, Defensive Roll 3, Equipment 2, Fascinate (Persuasion), Fast Grab, Full Attack 2, Guidance, Improved Aim, Improved Critical: Ghost's Crystal, Improved Grab, Improved Initiative, Inspire, Interpose, Languages 2, Leadership, Lionheart 2, Mana Sensitive, Move-by Action, Precise Attack (Ranged, Concealment), Ranged Attack, Ritualist, Second Chance: Resisting Mental Control, Specialist: Curse Breaking: Expertise: Magic, Takedown 2, Teamwork, Trance, Ultimate Effort: Aim, White Knight

Skills
Acrobatics 4 (+8), Athletics 4 (+5), Close Combat: Grab 6 (+12), Close Combat: Unarmed 4 (+10), Deception 4 (+8), Expertise (AGL): Riding 8 (+12), Expertise (AWE): Cooking 6 (+12), Expertise: Magic 10 (+12), Insight 6 (+12), Investigation 6 (+8), Perception 8 (+14), Persuasion 6 (+10), Ranged Combat: Ghost's Crystal 8 (+11), Ranged Combat: Quasi-Semblance 4 (+7), Stealth 6 (+10), Technology 4 (+6), Treatment 4 (+6)

Powers
Battle Aura (Activation: Move Action)
. . Auric Healing: Healing 12 (soul; Reaction 3: reaction; Fades, Limited: to Self Only)
. . Auric Shield: Impervious Toughness 9 (soul; Sustained; Fades)
. . Climate Protection: Immunity 2 (soul, Uncommon Descriptor: Earthly Weather)
Faunus Physiology
. . Sharp Incisors: Strength-based Damage 3 (slashing, DC 19; Dangerous)
. . Strong Legs: Speed 2 (racial, Speed: 8 miles/hour, 120 feet/round)
. . Vulpine Perception: Senses 4 (racial, Acute: Olfactory, Darkvision, Tracking: Olfactory 1: -1 speed rank)
Ghost's Crystal (Easily Removable)
. . Dust Arrows: Array
. . . . Bright Orange Arrow: Burst Area Damage 8 (bright orange, projectile, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Burn Arrow: Damage 8 (burn, projectile, DC 23; Increased Range: ranged, Secondary Effect)
. . . . Lightning Arrow: Cumulative Line Area Affliction 6 (lightning, projectile, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Line Area 3: 5 feet wide by 120 feet long, DC 16, Cumulative; Unreliable (5 uses))
. . . . Standard Arrow: Damage 8 (piercing, DC 23; Increased Range: ranged)
. . . . Steam Arrow
. . . . . . Steam Bank: Cloud Area Concealment Attack 4 (Linked; projectile, steam, All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Attack: Fortitude, Increased Range: ranged)
. . . . . . Steam Crystal: Cloud Area Damage 4 (Linked; projectile, steam, DC 19; Cloud Area: 15 feet radius sphere, DC 14, Increased Range: ranged; Unreliable (5 uses))
. . . . Wind Arrow: Cylinder Area Move Object 6 (projectile, wind, 3200 lbs., DC 21; Cylinder Area: 30 feet cylinder, DC 16, Damaging)
Trick or Treat: Array
. . Depulso: Move Object 14 (force, quasi-semblance, 400 tons; Subtle: subtle; Limited: to Flinging Targets Away from Viola)
. . Expelliarmus: Damage 14 (force, quasi-semblance, DC 29; Disarming, Increased Range: ranged, Subtle: subtle)
. . Finite Incantatem: Nullify 9 (quasi-semblance, Counters: Magical & Dust Effects, DC 19; Broad, Effortless, Simultaneous, Subtle: subtle)
. . Immobulus: Burst Area Affliction 11 (quasi-semblance, 1st degree: Entranced, Resisted by: Fortitude, DC 21; Burst Area 3: 120 feet radius sphere, DC 21, Subtle: subtle; Limited Degree 2)
. . Locomotor Mortis: Progressive Affliction 12 (quasi-semblance, 1st degree: Hindered, Impaired, 2nd degree: Disabled, Prone, Resisted by: Fortitude, DC 22; Extra Condition, Increased Range: ranged, Progressive, Subtle: subtle; Limited: to Agility Impaired / Disabled, Limited Degree)
. . Protego: Cloud Area Deflect 13 (quasi-semblance; Cloud Area: 15 feet radius sphere, DC 23, Redirection, Reflect, Subtle: subtle; Limited: to Attacks Targeting Dodge)
. . Wingardium Leviosa: Move Object 14 (quasi-semblance, 400 tons; Subtle: subtle)

Equipment
Battle Armor, Scroll

Offense
Initiative +8
Bright Orange Arrow: Burst Area Damage 8 (DC 23)
Burn Arrow: Damage 8, +12 (DC 23)
Depulso: Move Object 14, +8 (DC 24)
Expelliarmus: Damage 14, +8 (DC 29)
Finite Incantatem: Nullify 9, +8 (DC Will 19)
Grab, +12 (DC Spec 11)
Immobulus: Burst Area Affliction 11 (DC Fort 21)
Lightning Arrow: Cumulative Line Area Affliction 6 (DC Fort 16)
Locomotor Mortis: Progressive Affliction 12, +8 (DC Fort 22)
Sharp Incisors: Strength-based Damage 3, +6 (DC 19)
Standard Arrow: Damage 8, +12 (DC 23)
Steam Bank: Cloud Area Concealment Attack 4 (DC Fort 14)
Steam Crystal: Cloud Area Damage 4 (DC 19)
Throw, +4 (DC 16)
Unarmed, +10 (DC 16)
Wind Arrow: Cylinder Area Move Object 6 (DC 21)
Wingardium Leviosa: Move Object 14, +8 (DC 24)

Complications
- Curse Sworn: Death has assigned Viola the task of ending the stalemate between Salem and Ozpin by whatever means are necessary. However, Death has not seen fit to provide any clues as to what sort of means might be necessary to accomplish that goal.
- Honor: Viola 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: Protector: Viola is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Power Loss: Viola's Battle Aura immediately turns off when any single power possessing the Fades flaw runs out of juice. Furthermore, in order to preserve the illusion that her Wizarding Magic is a legitimate semblance, Viola would be forced to stop using said magic the instant that her Battle Aura runs out of steam. There are no special requirements for reactivating her Battle Aura other than that she has to wait an hour to do so.
- Temper: Viola is a tempestuous young woman, who will often act without considering the consequences, even when she is being advised to be cautious of those consequences by someone who might have a good idea what they are talking about.

Languages
English [Native], Parseltongue, Remnant

Defense
Dodge 11, Parry 11, Fortitude 6, Toughness 9/2 (Imp. 9), Will 14

Power Points
Abilities 56 + Powers 115 + Advantages 41 + Skills 49 (98 ranks) + Defenses 24 = 285
Last edited by DalkonCledwin on Mon Dec 09, 2019 5:35 am, edited 1 time in total.
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Pyrrha Nikos / The Trio / One For The Money

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Pyrrha Nikos - PL 10
Age: 17 / Height: 5' 9" / Weight: 133 lbs
Hair Color: Crimson / Eye Color: Green

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

General Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Attractive 2, Beginner's Luck, Benefit, Ambidexterity, Benefit, Athletics Based on Agility, Benefit, Status: Celebrity, Benefit, Wealth 2 (independently wealthy), Close Attack, Connected, Defensive Roll 6, Equipment 1, Evasion 2, Extraordinary Effort, Fascinate (Persuasion), Improved Aim, Improved Critical: Tolmó, Improved Initiative, Improved Team Attack 2, Improvised Tools, Inventor, Languages 1, Lionheart 2, Mana Sensitive, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Quick Draw, Set-up, Takedown, Team Code, Teamwork, Two-Weapon Fighting 2, Ultimate Effort: Aim, Uncanny Dodge, Variable Team Attack, White Knight

Enhanced Advantages
Defensive Attack, Improved Defense, Luck 5, Ultimate Effort: Toughness Checks

Skills
Acrobatics 10 (+15), Athletics 10 (+15), Close Combat: Tolmó 6 (+14), Close Combat: Unarmed 4 (+12), Expertise (AWE): Survival 6 (+10), Expertise: Huntsman Lore 10 (+12), Expertise: Weapons 10 (+12), Insight 10 (+14), Investigation 8 (+10), Perception 8 (+12), Persuasion 10 (+14), Ranged Combat: Semblance 3 (+7), Ranged Combat: Tolmó 4 (+8), Technology 10 (+12), Treatment 6 (+8)

Powers
Alítheia (Removable)
. . Deflection: Enhanced Trait 4 (armor, Evasion 2 +1 (+2), Advantages: Defensive Attack, Improved Defense, Ultimate Effort: Toughness Checks)
. . Hoplite: Feature 1 (armor, Notes: Provides partial cover while blocking)
. . Parry: Affliction 8 (martial, 1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Defenseless, Resisted by: Parry, DC 18; Extra Condition; Instant Recovery, Limited Degree)
. . Shield Wall: Protection 2 (armor, +2 Toughness; Sustained)
Battle Aura (Activation: Move Action)
. . Auric Healing: Healing 10 (soul; Reaction 3: reaction; Fades, Limited: to Self Only)
. . Auric Perception: Senses 5 (soul, Danger Sense: Mental, Detect: Magnetic Fields [Mental] 2: ranged, Radius (Type): Mental Senses)
. . Auric Shield: Impervious Toughness 10 (soul; Sustained; Fades)
. . Auric Shockwave: Line Area Damage 10 (force, soul, DC 25; Line Area: 5 feet wide by 30 feet long, DC 20; Fades)
. . Awaken Aura: Feature 1 (soul, Notes: Pyrrha can perform a minor ritual to awaken the Aura of another character. This takes at least five minutes and causes Pyrrha to become Fatigued in the same way one would if using Extra Effort)
. . Climate Protection: Immunity 2 (soul, Uncommon Descriptor: Earthly Weather)
Huntress Training: Array
. . Sprinting: Speed 2 (training, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (training, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Huntress Training: Talents
. . Landing Strategy: Movement 1 (training, Safe Fall; Reaction: reaction)
Polarity: Array
. . Mass Polaric Manipulation: Shapeable Area Move Object 10 (magnetic, semblance, 800 tons; Shapeable Area 3: 125 cft., DC 20, Feature: Extraordinary Effort for +2 effect ranks, Increased Mass 5; Limited Material: Ferrous Material, Tiring)
. . Polaric Interference: Luck Control 2 (magnetic, semblance, Force a Re-roll, Spend on Other, Advantages: Luck 5)
. . Polaric Manipulation: Move Object 13 (magnetic, semblance, 200 ktons, DC 28; Damaging, Increased Mass 10; Limited Material: Ferrous Material)
Tolmó (Easily Removable)
. . Replacement Spear: Array
. . . . Homing Spear: Strength-based Damage 3 (piercing, DC 20; Increased Range 2: perception)
. . . . Javelin Strike: Strength-based Damage 3 (martial, DC 20; Dangerous, Reach (melee): 5 ft., Variable Descriptor: close group - Piercing or Slashing)
. . . . Throwing Spear: Strength-based Damage 3 (piercing, DC 20; Accurate: +2, Increased Range: ranged, Precise)

Equipment
Scroll

Offense
Initiative +9
Auric Shockwave: Line Area Damage 10 (DC 25)
Grab, +9 (DC Spec 12)
Homing Spear: Strength-based Damage 3 (DC 20)
Javelin Strike: Strength-based Damage 3, +15 (DC 20)
Mass Polaric Manipulation: Shapeable Area Move Object 10 (DC 20)
Parry: Affliction 8, +9 (DC Fort/Will 18)
Polaric Manipulation: Move Object 13, +7 (DC 28)
Throw, +4 (DC 17)
Throwing Spear: Strength-based Damage 3, +10 (DC 20)
Unarmed, +13 (DC 17)

Complications
- Fame: In a lot of ways, Pyrrha is the Viola Potter of Remnant. She has fame she really does not desire and had no friends that would look past her fame and treat her as a normal person until the day she met Jaune Arc. This generally still holds true in spite of what happened during the Vytal Festival, but Pyrrha has decided to ignore the unfortunate side effects of her fame since it does provide both Viola and herself with reasonable financial security.
- Honor: Pyrrha 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: Justice: Pyrrha's goal in her renewed life is to defeat Cinder Fall and take the Fall Maiden's powers as her own, which is something that Death assured her would happen if she successfully defeated Cinder.
- Power Loss: Pyrrha's Battle Aura immediately turns off when any single power possessing the Fades flaw runs out of juice. Furthermore, she is also incapable of utilizing her Semblance unless she is also capable of using her Battle Aura. Fortunately, there are no special requirements for reactivating her Battle Aura other than the usual hour long wait for powers with the Fades flaw.
- Relationship: Pyrrha was chosen by Death to act as Violet's guide while she travels through Remnant in an effort to correct the damage that the Brother Gods have caused to the tapestry of life.

Languages
English, Remnant [Native]

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 10/2, Will 14

Power Points
Abilities 62 + Powers 111 + Advantages 48 + Skills 58 (115 ranks) + Defenses 21 = 300

--------------------
Translation: Alítheia is the Greek word for Truth, while Tolmó is the Greek word for Dare. In other words, "Truth or Dare?"
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Jaune Arc / The Trio / One For The Money

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Jaune Arc - PL 9
Age: 18 / Height: 6' 1" / Weight: 178 lbs
Hair Color: Blonde / Eye Color: Blue

Strength 3, Stamina 3, Agility 4, Dexterity 4, Fighting 7, Intellect 2, Awareness 2, Presence 2

General Advantages
All-out Attack, Assessment, Assist, Attractive, Beloved: Pyrrha Nikos, Connected, Daze (Intimidation), Defensive Roll, Equipment 2, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Guidance, Improved Initiative 2, Improved Team Attack 2, Improved Treatment, Inspire 3, Interpose, Leadership, Lionheart 2, Luck (Recover) 4, Luck 4, Mana Sensitive, Move-by Action, Power Attack, Quick Draw, Skill Mastery: Insight, Skill Mastery: Persuasion, Takedown 2, Team Code, Teamwork, Uncanny Dodge, White Knight

Enhanced Advantages
Defensive Attack, Improved Defense, Ultimate Effort: Toughness

Skills
Acrobatics 8 (+12), Athletics 10 (+13), Close Combat: Crocea Mors 4 (+11), Close Combat: Unarmed 8 (+15), Deception 8 (+10), Expertise (AWE): Survival 6 (+8), Expertise (AWE): Tactics 8 (+10), Expertise: History 6 (+8), Intimidation 8 (+10), Perception 4 (+6), Persuasion 8 (+10), Ranged Combat: Throw 8 (+12), Technology 6 (+8), Treatment 6 (+8)

Powers
Battle Aura (Activation: Move Action)
. . Aura Amp: Luck Control 2 (semblance, Bestow Luck, Spend on Other)
. . Auric Awareness: Senses 1 (soul, Danger Sense: Mental)
. . Auric Healing: Healing 10 (soul; Custom 3: Slow Fade (Loses 1 Rank for every 4 Triggers), Reaction 3: reaction; Fades, Limited: to Self Only)
. . Auric Shield: Impervious Toughness 9 (soul; Custom 3: Slow Fade (1 Rank is lost for every 4 hits Jaune suffers), Sustained; Fades)
. . Climate Protection: Immunity 2 (soul, Uncommon Descriptor: Earthly Weather)
Crocea Mors (Easily Removable)
. . Anima Upgrade: Array
. . . . Langes Schwert: Strength-based Damage 3 (slashing, DC 21; Dangerous, Penetrating 3)
. . . . Zweihander: Strength-based Damage 4 (slashing, DC 22; Breaking, Dangerous, Penetrating 4; Limited: The Heater Shield is an Alternate Effect to this power)
Heater Shield (Removable)
. . Atlas Upgrades: Array
. . . . Dual Dust Mode: Flight 4 (gravity, hard-light, Speed: 30 miles/hour, 500 feet/round; Gliding)
. . . . Gravimetric Propulsion: Leaping 4 (gravity, Leap 120 feet at 30 miles/hour; Full Power)
. . . . Gravimetric Repulsion: Move Object 11 (gravity, 50 tons; Limited: to Flinging Targets Away from Jaune)
. . . . Shield Extender: Create 9 (hard-light, Volume: 500 cft., DC 19; Impervious, Stationary, Tether; Proportional, Reduced Range: close)
. . Deflection: Enhanced Trait 3 (armor, Advantages: Defensive Attack, Improved Defense, Ultimate Effort: Toughness)
. . Hoplite: Feature 1 (armor, Notes: Provides partial cover while blocking)
Unusual Qualities
. . Required Secondary Powers: Immunity 6 (metal pajamas, Fatigue Effects, Rare Descriptor: Thermal Conduction; Limited: to Effects Caused by his Armor)

Equipment
Plate-mail, Scroll

Offense
Initiative +12
Grab, +7 (DC Spec 13)
Gravimetric Repulsion: Move Object 11, +4 (DC 21)
Langes Schwert: Strength-based Damage 3, +11 (DC 21)
Throw, +12 (DC 18)
Unarmed, +15 (DC 18)
Zweihander: Strength-based Damage 4, +11 (DC 22)

Complications
- Adorkable: Jaune is such a goodhearted "nerd" type character, with his charmingly nervous behaviour, awkward attempts at being "cool", and bouts of amusing clumsiness, that the overall effect is to make him quite endearing. He also wears footsie pajamas (when not wearing his armor to sleep), which is both cute and ridiculously nerdy.
- Chick Repellent: The only girl that has ever expressed romantic interest in Jaune was Pyrrha Nikos, and from his point of view, she died about ten minutes after kissing him for the first time. Every other girl in his circle of friends tends to consider Jaune to be an adorable older or younger brother.
- Determinator: Once Jaune engages an enemy in battle, he will not give up until he either wins, or is simply too injured to stand up again.
Disability: Jaune suffers from acute Kinetosis. Although, this usually only becomes relevant on airships or naval vessels.
- Leeroy Jenkins: Jaune tends to ignore his "Life Meter" and so is prone to situations where he'll be fighting an enemy without an active aura. His aura also follows the same general Power Loss rules of other characters with the minor modification of the "Slow Fade" extra to represent his incredibly vast reservoir of Auric Energy.
- Motivation: Justice: Jaune wants nothing more than to take Cinder Fall down once and for all, as she is who he rightly blames for the perceived demise of the girl he never even truly had the chance to fall in love with.
- Temper: He is prone to tear-filled berserker furies, especially as it concerns the presumed demise of the girl he was quickly falling in love with.

Languages
Remnant [Native]

Defense
Dodge 9, Parry 9, Fortitude 6, Toughness 9/3 (Imp. 9), Will 12

Power Points
Abilities 54 + Powers 71 + Advantages 46 + Skills 49 (98 ranks) + Defenses 20 = 240
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