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DalkonCledwin
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Diamond Eyes Brainstorm & Notes

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Diamond Eyes
Premise: “I'm on the front line. Don't worry I'll be fine, the story is just beginning. I say goodbye to my weakness; so long to the regret, and now I see the world through diamond eyes.”
Required Inclusions:
- Blancheflor Potter is the granddaughter of Thor Odinson, and on Asgard she would be referred to by the name of Blankiflúr Lilladottir (or by her preferred diminutive of Blanche).
- Blanche must be deemed Worthy to wield the newly reforged Mjolnir (i.e. this fic is set after the events of Thor: Ragnarok).
- Any romantic pairing is acceptable for the purposes of this fic.
- Blanche must retain a Good (Light) moral alignment in order for her to continue being considered Worthy of Mjolnir. Her ethical alignment (Lawful, Neutrality, Chaos) is optional.
Preferred Inclusions:
- Blanche obtaining Ixion (see Final Fantasy X) as her personal mount… he isn’t a unicorn despite his giant solitary horn, so don’t ask if he shares their personality quirk.
- At some point in the story, Blanche gets to have her own personal meeting with Odin’s specter.
- At some point in the story, Blanche gets to meet her grandfather.
Optional Inclusions:
- Blanche taking Torunn’s place in the “Next Avengers” group.
- Blanche developing the ability to manipulate weather without Mjolnir’s assistance.
Forbidden Things:
- Blanche the weak emo doormat.
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Blanche / The MCs / Diamond Eyes

Post by DalkonCledwin »

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Blanche (Blankiflúr Lilladottir) - PL 14 (as Thor Girl) / PL 12 (as Blanche)
Age: 14 / Height: 5' 6" / Weight: 372 lbs
Hair Color: Blonde / Eye Color: Blue

Strength 11, Stamina 11, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 6, Presence 4

Advantages
All-out Attack, Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Alternate Identity: Blancheflor Lillian Potter, Benefit, Galactic Credits 3 (noble wealth), Benefit, Social Class 4 (royalty), Connected, Daze (Deception), Fascinate (Persuasion), Fast Grab, Fearless, Improved Grab, Inspire 3, Languages 2, Leadership, Luck 4, Mana Sensitive, Power Attack, Ranged Attack 6, Ritualist, Second Chance: Resisting Mental Control, Takedown, Taunt, Teamwork, Tracking, White Knight

Enhanced Advantages
Agile Feint, Diehard, Evasion 2, Great Endurance, Improved Defense, Interpose, Move-by Action, Set-up, Uncanny Dodge

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

Powers
Asgardian Breastplate (Removable)
. . Asgardian Society Is Contemporary With: Protection 4 (armor, +4 Toughness; Limited: to Protecting Blanche from enemies who are attracted to humanoid women)
. . Sonja of Hyrkania: Impervious Toughness 13 (armor; Limited: to Protecting Blanche from enemies who are attracted to humanoid women)
. . The Cloak of Invisibility (Alternate; Easily Removable (indestructible))
. . . . Hide Thyself from Death's Gaze: Concealment 10 (bestowed, cosmic, All Senses; Affects Others; Limited: to while moving at -1 rank speed (Same as the Blending flaw, just without the Blending aspect), Passive)
Asgardian Hybrid Physiology
. . Asgardian Might: Enhanced Strength 4 (racial, +4 STR; Limited to Lifting, Notes: Has a punching strength of 50 tons, and a lifting strength of 800 tons)
. . Dense Flesh: Protection 2 (racial, +2 Toughness; Feature: Asgardians and Asgardian Hybrids follow a completely different BMI chart from humans)
. . Resistances: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Heat, Starvation & Thirst; Feature: Longevity; Limited - Half Effect)
Mjolnir (Removable)
. . Hammer Swing: Array
. . . . Bifrost Summoning: Movement 3 (cosmic, Space Travel 3: other galaxies; Portal)
. . . . Hammer Lift I: Flight 10 (skill, Speed: 2000 miles/hour, 4 miles/round)
. . . . Hammer Lift II: Movement 1 (skill, Space Travel 1: within solar system)
. . . . Hammer Shield: Deflect 11 (martial; Redirection, Reflect; Reduced Range: close)
. . . . Hammer Smash: Strength-based Damage 7 (bludgeoning, DC 33; Affects Insubstantial: half ranks)
. . . . Homing Hammer: Strength Effect 11 (bludgeoning; Affects Insubstantial: half ranks, Shapeable Area: 30 cft., DC 21, Increased Range: ranged, Selective)
. . Sustenance Field: Immunity 7 (cosmic, Environmental Conditions (All), Suffocation (All); Sustained)
. . Thor Girl: Dynamic Array
. . . . Air Control: Move Object 15 ([0 active, 0/48 PP, 2/r+6], wind, 800 tons; Accurate 2: +4, Indirect 4: any point, any direction)
. . . . Chain Lightning: Damage 14 ([0 active, 0/48 PP, 3/r+5], electricity, DC 29; Accurate 2: +4, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack, Notes: From any point, directed downwards)
. . . . Conjure Storm: Environment 12 ([0 active, 0/48 PP, 4/r], weather, Cold, Impede Movement (1 rank), Visibility (-2), Radius: 8 miles; Selective)
. . . . Earthquake: Burst Area Affliction 12 ([0 active, 0/48 PP, 4/r], skill, 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, Secondary Effect; Limited: to Targets who are standing on whatever surface that Blanche just slammed Mjolnir into, Limited Degree)
. . . . Light Emission: Cumulative Perception Area Affliction 14 ([0 active, 0/48 PP, 2/r], light, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 24; Alternate Resistance (Dodge), Perception Area: DC 24 - Visual, Cumulative; Limited: to Vision)
. . . . Lightning Strike: Damage 15 ([0 active, 0/48 PP, 2/r+2], electricity, DC 30; Accurate 2: +4, Increased Range: ranged)
. . Whosoever Lifts This Hammer: Feature 1 (cosmic, Notes: Mjolnir itself, is treated as though it had an Innate Rank 10 Immunity against being moved. This immunity can be completely ignored by characters that the Hammer deems Worthy to wield it. Technically one also needs a minimum Strength score of 6 in order to lift the hammer, however the Hammer is known to grant Asgardian attributes (including superhuman strength) to those it deems worthy to wield it.)
. . Wizarding Wand - Holly & Phoenix Feather (Alternate; Easily Removable)
. . . . Yer a Witch, Blanche: Array
. . . . . . Bombarda: Burst Area Damage 9 (force, wizardry, DC 24; Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged)
. . . . . . Confringo: Line Area Move Object 9 (fire, wizardry, 12 tons, DC 24; Line Area 3: 5 feet wide by 120 feet long, DC 19, Damaging; Limited Direction: Away, Reduced Range: close, Tiring)
. . . . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (radiant, wizardry, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: to Unnatural Creatures, Limited: to Causing targets to flee, Tiring)
. . . . . . Expelliarmus: Damage 13 (force, wizardry, DC 28; Disarming, Increased Range: ranged)
. . . . . . Finite Incantatem: Nullify 13 (wizardry, Counters: Magical Effects, DC 23; Broad, Simultaneous; Limited: to Negating Magic with an Effect Rank of 8 or lower)
. . . . . . Reducto: Burst Area Weaken 9 (force, wizardry, Affects: Toughness, Resisted by: Fortitude, DC 19; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 19, Reach (ranged) 8: 40 ft.)
. . . . . . Relashio: Cumulative Affliction 13 (wizardry, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 23; Cumulative, Increased Range: ranged; Limited Degree)
. . . . . . Reparifors: Healing 8 (wizardry; Reach (ranged) 2: 10 ft., Restorative; Custom: Affects Others Only)
. . . . . . Salvio Hexia: Perception Area Luck Control 1 (wizardry, Bestow Luck; Perception Area: DC 11 - Visual, Selective; Check Required 5: DC 14 - Expertise Magic, Increased Action 2: move, Reduced Range 2: close)
. . . . . . Stupefy: Cumulative Affliction 9 (wizardry, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged)
Unusual Qualities
. . Magical Adrenaline: Healing 12 (talent; Triggered: 1 use - upon suffering two or more degrees of damage; Limited: Self Only, Unreliable (5 uses))
. . Quick Change: Feature 1 (talent, Notes: Blanche can switch between her civilian clothes and her armor as a Free Action by slamming Mjolnir on the ground.)
. . What A Basilisk Bites: Immunity 6 (accidental, Custom: Immune-System Effects 5, Poison, Advantages: Great Endurance)
. . When A Phoenix Cries: Regeneration 2 (bestowed, Every 5 rounds, Advantages: Diehard)
. . Youngest Seeker in a Century: Enhanced Trait 17 (talent, Dodge +3 (+11), Acrobatics +4 (+16), Parry +3 (+11), Advantages: Agile Feint, Evasion 2, Improved Defense, Interpose, Move-by Action, Set-up, Taunt, Uncanny Dodge; Limited: to While Flying)

Offense
Initiative +4
Air Control: Move Object 15, +13 (DC 25)
Bombarda: Burst Area Damage 9 (DC 24)
Chain Lightning: Damage 14, +13 (DC 29)
Confringo: Line Area Move Object 9 (DC 24)
Earthquake: Burst Area Affliction 12 (DC Fort/Will 22)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Damage 13, +11 (DC 28)
Finite Incantatem: Nullify 13, +11 (DC Will 23)
Grab, +8 (DC Spec 21)
Hammer Smash: Strength-based Damage 7, +10 (DC 33)
Light Emission: Cumulative Perception Area Affliction 14 (DC Dog/Fort/Will 24)
Lightning Strike: Damage 15, +13 (DC 30)
Reducto: Burst Area Weaken 9 (DC Fort 19)
Relashio: Cumulative Affliction 13, +11 (DC Will 23)
Stupefy: Cumulative Affliction 9, +11 (DC Fort 19)
Throw, +9 (DC 26)
Unarmed, +8 (DC 26)

Complications
- Enemy: The Dark Lord known as Voldemort would very much like to kill Blanche with his own wand.
- Hammer Summoning: As long as Blanche remains Worthy of wielding Mjolnir, she can call it to her hand as a Standard Action. Unfortunately it must traverse the distance between it's starting point and her current location at it's maximum atmospheric flight speed, or if in another of the Nine Realms, it must activate a Bifrost gate and use that to reach the Realm she's on. In either case, it takes a few rounds before the Hammer can reach her when summoned in this manner, which can cause more than a few problems for our valiant heroine.
- Honor: Blanche 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: Blanche is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Mythic Weakness: Water is one of the most effective ways to conduct electricity, which makes several of Mjolnir's abilities problematic in an aquatic environment. Ordinarily this flaw doesn't come up often enough to warrant a complication, but...
- Relationships: Blanche is the granddaughter of Thor Odinson, who doesn't even realize she exists and will soon need her presence in his life in order to keep him from losing the drive necessary to be the hero he has always been. She is also the only living descendant of Ignotus Peverell, which probably explains just how Mjolnir wound up in Blanche's possession after Hela Odinsdottir succeeded in destroying the thing.
- Temper: Blanche is the granddaughter of the Asgardian god of thunder, who she inherited her divine authority from. It should therefore come as no surprise that she has a tempestuous personality, one which will cause her to react rather violently should Ron Weasley dare ask to be her escort for the Yule Ball. Blanche considers the Weasley siblings to be her own siblings.
- Weakness: Blanche is susceptible to a Veela's Allure.
- You Look Just Like...: British Magicals generally assume Blanche most closely resembles her 2nd cousin, Narcissa Malfoy (née Black). The reality however, is that she takes after her grandfather, Thor Odinson; both in terms of her general appearance and her quasi-divine powers.

Languages
English [Native], Old Norse, Parseltongue

Defense
Dodge 11/8, Parry 11/8, Fortitude 11, Toughness 17 (Imp. 13), Will 13

Power Points
Abilities 98 + Powers 131 + Advantages 44 + Skills 47 (94 ranks) + Defenses 11 = 331
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DalkonCledwin
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Odinsdottir Brainstorm & Notes

Post by DalkonCledwin »

Odinsdottir
Premise: “I’ve been having these weird thoughts lately… Like, is any of this for real, or not?”
Required Inclusions:
- Smæra ‘Clover’ Potter’s real father is none other than Odin Borison, the King of Asgard, and more than that, her real mother was also Odin’s wife.
- While Clover is technically an Asgardian Deity in her own right, her powers have been restricted to the level of an Asgardian Demigod for whatever reason the author decides on.
- At some point, Clover’s quasi-divine nature must be a factor in one or more of her many adventures, leading to her discovering who she really is.
- With the exception of Neville, Fred & George, Clover’s friends and allies are to turn on her at some point during the course of the story. Whether this is permanent or not is optional.
- Any romantic pairings are up to the author to decide, but whomever is chosen needs to have Asgardian-class longevity, or be granted such longevity.
Preferred Inclusions:
- Clover having been given to the Potters to raise as a boon to a family that has long since been an ally of Asgard when it is discovered that James is infertile.
- Clover fighting a monster in a park at some point and having the Horcrux in her scar being destroyed during the course of the fight.
Optional Inclusions:
- Clover’s divine authority centering around fire and/or sunlight. Just… no making her an expy of Laussa Odinsdottir.
Forbidden Things:
- Clover joining Dumbledore or Voldemort.
- Clover becoming romantically involved with Jean Grey.
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Clover Potter / The MCs / Odinsdottir

Post by DalkonCledwin »

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Clover Lillian Potter - PL 12
Age: 15 / Height: 5' 8" / Weight: 390 lbs
Hair Color: Red / Eye Color: Green

Strength 8, Stamina 10, Agility 4, Dexterity 3, Fighting 6, Intellect 2, Awareness 6, Presence 3

General Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Alternate Identity: Smæra Odinsdottir, Benefit, Galactic Credits 3 (noble wealth), Benefit, Social Class 4 (royalty), Connected, Equipment 1, Evasion, Fascinate (Persuasion), Fast Grab, Favored Environment: Aerial, Fighting Style: Fencing, Full Attack 2, Hide in Plain Sight, Improved Grab, Improved Hold, Inspire 2, Interpose, Languages 1, Leadership, Mana Sensitive, Quick Draw, Ranged Attack 6, Second Chance: Resisting Mental Control, Set-up, Teamwork, White Knight

Fighting Style Advantages
Accurate Attack, Defensive Attack, Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Taunt

Enhanced Advantages
Diehard, Great Endurance

Skills
Acrobatics 8 (+12), Athletics 4 (+12), Close Combat: Wizardry 4 (+10), Deception 6 (+9), Expertise (AGL): Riding 8 (+12), Expertise (AWE): Home Economics 6 (+12), Expertise (AWE): Tactics 8 (+14), Expertise: Magic 10 (+12), Insight 6 (+12), Intimidation 4 (+7), Investigation 6 (+8), Perception 8 (+14), Persuasion 8 (+11), Ranged Combat: Wizardry 4 (+7), Stealth 6 (+10), Treatment 4 (+6)

Powers
Asgardian Physiology
. . Allspeak: Comprehend 3 (racial, Languages - Read All, Languages - Understand All, Languages - You're Understood; Insidious, Sustained, Notes: This power is insidious in the fact that most people don't realize that Clover isn't necessarily speaking the same language as they are)
. . Asgardian Might: Enhanced Strength 4 (racial, +4 STR; Limited to Lifting, Notes: Has a punching strength of 6 tons, and a lifting strength of 100 tons)
. . Fast Healing: Regeneration 2 (racial, Every 5 rounds, Advantages: Diehard)
. . Heavy Worlder: Density Growth 2 (racial, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Invulnerabilities: Immunity 13 (racial, Custom: Immune-System Effects 5, Damage Effect: Fire Damage, Environmental Condition: Cold, Environmental Condition: Heat, Poison, Advantages: Great Endurance; Feature 2: Advanced Longevity)
. . Lesser Odinsleep: Senses 4 (racial, Precognition; Limited: to while Dreaming, Uncontrolled)
Holly & Phoenix Feather Wand (Easily Removable)
. . Arcane Aptitude: Array
. . . . Confringo: Line Area Move Object 7 (fire, wizardry, 3 tons, DC 22; Line Area 3: 5 feet wide by 120 feet long, DC 17, Damaging; Limited Direction: Away, Reduced Range: close, Tiring)
. . . . Epoximize: Cumulative Affliction 7 (wizardry, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 17; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (radiant, wizardry, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: to Unnatural Creatures, Limited: to Causing targets to flee, Tiring)
. . . . Expelliarmus: Damage 10 (force, wizardry, DC 25; Disarming, Increased Range: ranged)
. . . . Reducto: Burst Area Weaken 6 (force, wizardry, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 16, Reach (ranged) 8: 40 ft.)
. . . . Reparifors: Healing 6 (wizardry; Reach (ranged) 2: 10 ft., Restorative; Custom: Affects Others Only)
. . . . Stupefy: Cumulative Affliction 7 (wizardry, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
. . Logavörður (Alternate; Removable (indestructible))
. . . . Foe of the North: Array
. . . . . . Bifrost Summoning: Movement 3 (cosmic, Space Travel 3: other galaxies; Portal)
. . . . . . Firebrand Strike: Strength-based Damage 3 (slashing, DC 26; Affects Insubstantial: half ranks, Aura: Fire [8 extra ranks], Dangerous; Quirk: Aura extra requires the use of a command word to activate (Activation: Move Action))
. . . . . . Sword Shield: Deflect 13 (talent; Reflect; Reduced Range: close)
. . . . Worthiness: Feature 1 (cosmic, Notes: Logavörður itself, is treated as though it had an Innate Rank 10 Immunity against being moved. This immunity can be completely ignored by characters that the Sword deems Worthy to wield it. You'd also need a minimum Strength score of 4 in order to lift the sword due to the immense weight of the metal it was forged from.)
Quasi-Divine Authorities: Dynamic Array
. . Burning Hands: Cone Area Damage 12 ([0 active, 0/40 PP, 2/r], fire, DC 27; Cone Area: 60 feet cone, DC 22)
. . Dispel Evil: Nullify 12 ([0 active, 0/40 PP, 1/r], good, Counters: Mental Control or Summon effects, DC 22; Broad, Simultaneous; Limited: to Effects with the 'Evil' or 'Unholy' descriptors, Reduced Range: close)
. . Dispel Magic: Nullify 12 ([0 active, 0/40 PP, 3/r], liberation, Counters: Magical Effects, DC 22; Broad, Simultaneous)
. . Fire Bolt: Damage 15 ([0 active, 0/40 PP, 2/r], fire, DC 30; Increased Range: ranged)
. . Fireball: Burst Area Damage 12 ([0 active, 0/40 PP, 3/r], fire, DC 27; Burst Area: 30 feet radius sphere, DC 22, Increased Range: ranged)
. . Freedom's Call: Burst Area Immunity 6 ([0 active, 0/40 PP, 3/r], liberation, Entrapment, Rare Descriptor: Fear; Affects Others, Burst Area: 30 feet radius sphere, DC 16, Selective; Concentration)
. . Holy Word: Progressive Perception Area Affliction 12 ([0 active, 0/40 PP, 3/r], good, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 22; Perception Area: DC 22 - Hearing, Progressive; Limited: to "Evil" or "Unholy" targets)
. . Magic Circle Against Evil: Burst Area Immunity 10 ([0 active, 0/40 PP, 2/r], good, Custom: Mental Control 5, Custom: Summon Effects 5; Affects Others, Burst Area: 30 feet radius sphere, DC 20, Selective; Concentration, Limited: to Effects with the "Evil" or "Unholy" descriptors)
. . Protection from Energy: Immunity 5 ([0 active, 0/40 PP, 1/r+2], protection, Damage Effect: one energy damage descriptor; Affects Others, Sustained, Variable Descriptor 2: broad group - Any one Energy type; Limited: Immunity removed after being subjected to chosen energy damage)
. . Remove Fear: Nullify 15 ([0 active, 0/40 PP, 2/r], liberation, Counters: Mental Effects, DC 25; Broad, Simultaneous; Limited: to Fear effects)
. . Repulsion: Cone Area Move Object 12 ([0 active, 0/40 PP, 1/2r], protection, 100 tons, DC 22; Cone Area: 60 feet cone, DC 22; Limited: to Pushing Targets Away from Clover, Reduced Range: close, Resistible: Will)
. . Spell Immunity: Immunity 10 ([0 active, 0/40 PP, 1/3r], protection, Common Descriptor: Magical Effects; Concentration, Limited: to a single spell chosen when this power is activated)
. . Wall of Fire: Line Area Damage 10 ([0 active, 0/40 PP, 4/r], fire, DC 25; Line Area: 5 feet wide by 30 feet long, DC 20, Increased Duration: concentration, Increased Range: ranged)

Equipment
Leather Armor

Offense
Initiative +8
Burning Hands: Cone Area Damage 12 (DC 27)
Confringo: Line Area Move Object 7 (DC 22)
Dispel Evil: Nullify 12, +6 (DC Will 22)
Dispel Magic: Nullify 12, +9 (DC Will 22)
Epoximize: Cumulative Affliction 7, +13 (DC Fort/Will 17)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +13 (DC 25)
Fire Bolt: Damage 15, +9 (DC 30)
Fireball: Burst Area Damage 12 (DC 27)
Firebrand Strike: Strength-based Damage 3, +10 (DC 26)
Grab, +6 (DC Spec 18)
Holy Word: Progressive Perception Area Affliction 12 (DC Will 22)
Reducto: Burst Area Weaken 6 (DC Fort 16)
Remove Fear: Nullify 15, +9 (DC Will 25)
Repulsion: Cone Area Move Object 12 (DC Will 22)
Stupefy: Cumulative Affliction 7, +13 (DC Fort 17)
Throw, +9 (DC 23)
Unarmed, +6 (DC 23)
Wall of Fire: Line Area Damage 10 (DC 25)

Complications
- Enemy: The Dark Lord known as Voldemort would very much like to kill Clover with his own wand.
- Honor: Clover 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: Clover is the Asgardian deity who represents concepts such as protection, liberation, and benevolence. It is therefore in her very nature to help people in their greatest hour of need. The fire aspect of her divine portfolio comes from the fact that she is also a minor solar deity.
- Prejudice: Clover has only just begun to realize that she is in reality the youngest child of the King of Asgard, which makes her a Princess in her own right. And while that may seem awesome, the current administration within the British Ministry for Magic would very likely classify Asgardians as Dark Creatures, just because they can, and Dark Creatures have few to no rights.
- Temper: Clover 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
English [Native], Parseltongue

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

Power Points
Abilities 76 + Powers 120 + Advantages 48 + Skills 50 (100 ranks) + Defenses 24 = 318
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DalkonCledwin
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Warriors Brainstorm & Notes

Post by DalkonCledwin »

Warriors
Premise: “Here we are, don't turn away now / We are the warriors that built this town / Here we are, don't turn away now / We are the warriors that built this town / From dust”
Required Inclusions:
- Harry Potter is a hybrid of Atlantean Mage & Human Wizard.
- He is capable of great feats of both Atlantean & Human Magic.
- Harry is attuned to the elements of Water & Air, giving him the frightening ability to conjure storms like nobody else would be capable of doing.
- At some point during the story, Harry must acquire the Trident of Atlan.
- Harry must be capable of communicating with all marine creatures, even those which merely live near large bodies of water.
Preferred Inclusions:
- Lily having been related to the Atlantean royal family, which in turn is how Harry has gained the ability to inherit the Throne of Atlantis.
- Harry being romantically involved with more than one woman due to being the Lord of multiple Noble Houses and needing to pass their names on to independent successors.
- Harry eventually bringing a portion of Atlantis to the surface for those of his wives who can’t breathe underwater to live on.
Optional Inclusions:
- Atlanteans actually looking like they are from the Mediteranean, while Xebellians could look more like northern Europeans.
Forbidden Things:
- Harry being romantically involved with a male character.
- Harry the Weak Emo Doormat.
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Aquamage / The MCs / Warriors

Post by DalkonCledwin »

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Aquamage (Harry Potter [v1]) - PL 12
Age: 18 / Height: 5' 11" / Weight: 185 lbs
Hair Color: Black / Eye Color: Dark Green

Strength 13, Stamina 10, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 6, Presence 4

Advantages
All-out Attack, Animal Empathy, Artificer, Assessment, Attractive, Benefit, Social Class 4 (royalty), Benefit, Wealth 3 (millionare), Connected, Daze (Deception), Defensive Roll, Diehard, Fascinate (Persuasion), Favored Environment: Aquatic, Fearless, Great Endurance, Improved Initiative, Inspire 2, Interpose, Languages 2, Leadership, Mana Sensitive, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 3, Second Chance: Resisting Mental Control, Takedown 2, Teamwork, Ultimate Effort: Toughness Checks, White Knight

Skills
Acrobatics 8 (+12), Athletics 4 (+17), Close Combat: Brawling 2 (+10), Deception 8 (+12), Expertise (AGL): Riding 8 (+12), Expertise (AWE): Cooking 6 (+12), Expertise (AWE): Handle Animals 6 (+12), Expertise (AWE): Survival 6 (+12), Expertise: Magic 10 (+12), Expertise: Small Unit Tactics 6 (+8), Insight 8 (+14), Investigation 8 (+10), Perception 8 (+14), Persuasion 8 (+12), Ranged Combat: Magic 6 (+9), Stealth 8 (+12), Technology 4 (+6), Treatment 4 (+6)

Powers
Aquatic Movement: Array
. . Dolphin Leap: Leaping 3 (talent, Leap 60 feet at 16 miles/hour; Limited: to Leaping From Water)
. . Speed-Swimming: Swimming 10 (talent, Speed: 500 miles/hour, 1 mile/round)
Highborn Atlantean Hybrid Physiology
. . Adapted Senses: Senses 7 (racial, Accurate (Type): Auditory Senses, Darkvision, Ultra-hearing)
. . Built for the Depths: Impervious Toughness 6 (racial)
. . Invulnerabilities: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Marine Telepathy: Comprehend 2 (racial, Animals - Speak To, Animals - Understand; Subtle: subtle; Limited: to Creatures that live in or near large bodies of water)
. . Resistances: Immunity 10 (racial, Common Descriptor: Cold Effects; Limited - Half Effect)
. . Water Freedom: Movement 1 (Environmental Adaptation: Aquatic)
The Trident of Lilia (Easily Removable)
. . Storm Conjuration: Environment 10 (hybrid magic, weather, Cold, Impede Movement (2 ranks), Visibility (-5), Radius: 2 miles; Tiring)
. . Water Bearer: Array
. . . . Deflection: Burst Area Deflect 13 (hybrid magic; Burst Area: 30 feet radius sphere, DC 23; Limited: to Physical Attacks)
. . . . Dehydration: Cumulative Affliction 12 (atlantean magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative)
. . . . Finite Incantatem: Nullify 8 (wizarding magic, Counters: Magic, DC 18; Broad, Simultaneous)
. . . . Healing Pulse: Burst Area Healing 6 (hybrid magic; Burst Area: 30 feet radius sphere, DC 16, Selective)
. . . . Mystic Portals: Movement 2 (atlantean magic, Dimensional: Mystical Dimensions 2: group, 50 lbs.; Portal)
. . . . Scalding Blast: Damage 12 (atlantean magic, heat, water, DC 27; Increased Range: ranged)
. . . . Trident Strike: Strength-based Damage 3 (piercing, DC 31; Dangerous, Disarming, Penetrating 8, Reach (melee): 5 ft.)

Offense
Initiative +8
Dehydration: Cumulative Affliction 12, +8 (DC Fort 22)
Finite Incantatem: Nullify 8, +12 (DC Will 18)
Grab, +10 (DC Spec 23)
Scalding Blast: Damage 12, +12 (DC 27)
Throw, +6 (DC 28)
Trident Strike: Strength-based Damage 3, +8 (DC 31)
Unarmed, +10 (DC 28)

Complications
- Fame: Harry has become quite famous within Wizarding Britain for the part he played in the final defeat of the Dark Lord Voldemort, and also for his efforts to keep his fellow students at Hogwarts safe during the years that he himself was a student at that school.
- 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: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Relationships: Harry retains a strong loyalty to past friends, such as Hermione Granger and Fleur Weasley. He is also the rightful heir to the Throne of Atlantis, as well as the newly ascended Lord to the Houses of Potter, Black & Slytherin.
- Temper: Harry is a tempestuous man, one 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
Atlantean [Instinctual], English, Parseltongue

Defense
Dodge 13, Parry 13, Fortitude 10, Toughness 11/10 (Imp. 6), Will 14

Power Points
Abilities 100 + Powers 79 + Advantages 40 + Skills 59 (118 ranks) + Defenses 22 = 300

--------------------
Aquamage (Harry Potter [v2]) - PL 14

Strength 13, Stamina 10, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 6, Presence 4

Advantages
All-out Attack, Animal Empathy, Artificer, Assessment, Attractive, Benefit, Social Class 4 (royalty), Benefit, Wealth 3 (millionare), Connected, Daze (Deception), Defensive Roll, Diehard, Equipment 4, Fascinate (Persuasion), Favored Environment: Aquatic, Fearless, Great Endurance, Improved Initiative, Inspire 2, Interpose, Languages 2, Leadership, Mana Sensitive, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 3, Second Chance: Resisting Mental Control, Takedown 2, Teamwork, Ultimate Effort: Toughness Checks, White Knight

Skills
Acrobatics 8 (+12), Athletics 4 (+17), Close Combat: Brawling 2 (+10), Deception 8 (+12), Expertise (AGL): Riding 8 (+12), Expertise (AWE): Cooking 6 (+12), Expertise (AWE): Handle Animals 6 (+12), Expertise (AWE): Survival 6 (+12), Expertise: Magic 10 (+12), Expertise: Small Unit Tactics 6 (+8), Insight 8 (+14), Investigation 8 (+10), Perception 8 (+14), Persuasion 8 (+12), Ranged Combat: Magic 6 (+9), Stealth 8 (+12), Technology 4 (+6), Treatment 4 (+6)

Powers
Aquatic Movement: Array
. . Dolphin Leap: Leaping 3 (talent, Leap 60 feet at 16 miles/hour; Limited: to Leaping From Water)
. . Speed-Swimming: Swimming 10 (talent, Speed: 500 miles/hour, 1 mile/round)
Highborn Atlantean Hybrid Physiology
. . Adapted Senses: Senses 7 (racial, Accurate (Type): Auditory Senses, Darkvision, Ultra-hearing)
. . Built for the Depths: Impervious Toughness 6 (racial)
. . Invulnerabilities: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Marine Telepathy: Comprehend 2 (racial, Animals - Speak To, Animals - Understand; Subtle: subtle; Limited: to Creatures that live in or near large bodies of water)
. . Resistances: Immunity 10 (racial, Common Descriptor: Cold Effects; Limited - Half Effect)
. . Water Freedom: Movement 1 (Environmental Adaptation: Aquatic)
The Armor of Atlan (Removable)
. . Scale Armor: Protection 4 (armor, +4 Toughness; Impervious)
The Trident of Atlan (Removable (indestructible))
. . Trident Attacks: Array
. . . . Deflection: Burst Area Deflect 13 (hybrid magic; Burst Area: 30 feet radius sphere, DC 23; Limited: to Physical Attacks)
. . . . Energy Blast: Damage 16 (hybrid magic, DC 31; Increased Range: ranged, Penetrating 16)
. . . . Healing Pulse: Burst Area Healing 8 (hybrid magic; Burst Area 3: 120 feet radius sphere, DC 18, Selective)
. . . . Trident Strike: Strength-based Damage 3 (piercing, DC 31; Dangerous, Disarming, Penetrating 16, Reach (melee): 5 ft.)
. . Water Control: Dynamic Array
. . . . Earthquake: Cumulative Burst Area Affliction 9 ([0 active, 0/98 PP, 10/r], atlantean magic, 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Prone, DC 19; Alternate Resistance (Dodge), Burst Area 8: 0.5 miles radius sphere, DC 19, Cumulative, Extra Condition, Secondary Effect; Limited: to Along the Ground, Limited Degree)
. . . . Marine Mastery: Summon 8 ([0 active, 0/98 PP, 12/r+1], atlantean magic; Horde, Mental Link, Multiple Minions 5: 32 minions, Type (General): Marine Life; Limited: to While In or Near Water, Self-Powered)
. . . . Storm Conjuration: Environment 19 ([0 active, 0/98 PP, 5/r], hybrid magic, weather, Cold, Impede Movement (2 ranks), Visibility (-5), Radius: 1000 miles)
. . . . Tsunami: Line Area Damage 14 ([0 active, 0/98 PP, 7/r], atlantean magic, DC 29; Line - Width Area 3: 60 feet feet wide, Line Area 4: 5 feet wide by 250 feet long, DC 24, Increased Range: ranged; Limited: to Along Shorelines, Limited: to Originating from Bodies of Water)
. . . . Water Channel: Move Object 14 ([0 active, 0/98 PP, 2/r], atlantean magic, 400 tons; Increased Range: perception; Limited: to Water)
. . Worthiness: Feature 1 (divine, Notes: This Trident may only be wielded by Atlan's true and rightful successor)

Equipment
Atlantis

Offense
Initiative +8
Earthquake: Cumulative Burst Area Affliction 9 (DC Dog/Fort/Will 19)
Energy Blast: Damage 16, +12 (DC 31)
Grab, +10 (DC Spec 23)
Throw, +6 (DC 28)
Trident Strike: Strength-based Damage 3, +8 (DC 31)
Tsunami: Line Area Damage 14 (DC 29)
Unarmed, +10 (DC 28)
Water Channel: Move Object 14 (DC 24)

Complications
- Fame: Harry has become quite famous within Wizarding Britain for the part he played in the final defeat of the Dark Lord Voldemort, and also for his efforts to keep his fellow students at Hogwarts safe during the years that he himself was a student at that school.
- 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: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Relationships: Harry retains a strong loyalty to past friends, such as Hermione Granger and Fleur Weasley. He is also the rightful heir to the Throne of Atlantis, as well as the newly ascended Lord to the Houses of Potter, Black & Slytherin.
- Temper: Harry is a tempestuous man, one 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
Atlantean [Instinctual], English, Parseltongue

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

Power Points
Abilities 100 + Powers 171 + Advantages 44 + Skills 59 (118 ranks) + Defenses 22 = 396

--------------------
Atlantis - PL 14

Toughness 14, Size Gargantuan

Features:
Grounds, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Personnel, Workshop

Power Points
Abilities 4 + Powers 0 + Advantages 0 + Features 9 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17
--------------------
Build Comments: It is safe to assume that Harry does still own the cloak, and that he can in fact Apparate, but that I am treating both as Power Stunts for the purposes of this scenario due to the fact that a large chunk of it will be taking place underwater.
Last edited by DalkonCledwin on Mon Nov 18, 2019 8:47 pm, edited 1 time in total.
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Mera / The MCs / Warriors

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Mera (Y'Mera Xebella Challa) - PL 12
Age: 18 / Height: 5' 6" / Weight: 151 lbs
Hair Color: Crimson / Eye Color: Blue

Strength 10, Stamina 8, Agility 4, Dexterity 3, Fighting 8, Intellect 3, Awareness 6, Presence 4

Advantages
Accurate Attack, All-out Attack, Assessment, Attractive 2, Benefit, Social Class 3 (nobility), Benefit, Wealth 2 (independently wealthy), Connected, Defensive Roll 4, Diehard, Eidetic Memory, Equipment 1, Fascinate (Persuasion), Favored Environment: Aquatic, Full Attack 2, Languages 1, Mana Sensitive, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 2, Ritualist, Skill Mastery: Acrobatics, Takedown 2, Teamwork, Well-informed, White Knight

Skills
Acrobatics 8 (+12), Athletics 4 (+14), Close Combat: Brawling 2 (+10), Deception 8 (+12), Expertise: Magic 6 (+9), Insight 6 (+12), Intimidation 6 (+10), Investigation 4 (+7), Perception 6 (+12), Persuasion 6 (+10), Ranged Combat: Throwing 4 (+7), Ranged Combat: Water Control 4 (+7), Treatment 4 (+7)

Powers
Aquatic Movement: Array
. . Dolphin Leap: Leaping 3 (talent, Leap 60 feet at 16 miles/hour; Limited: to Leaping From Water)
. . Speed-Swimming: Swimming 8 (talent, Speed: 120 miles/hour, 1800 feet/round)
Highborn Atlantean Physiology
. . Adapted Senses: Senses 7 (racial, Accurate (Type): Auditory Senses, Darkvision, Ultra-hearing)
. . Aquatic Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
. . Built for the Depths: Impervious Toughness 4 (racial)
. . Invulnerabilities: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
Water Control: Array
. . Aqua-Healing: Healing 7 (atlantean magic; Stabilize; Check Required: DC 10 - Treatment)
. . Blinding Splash: Cumulative Burst Area Affliction 10 (atlantean magic, water, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Cumulative, Increased Range: ranged; Limited: to Vision)
. . Hard Water Constructs: Create 10 (atlantean magic, water, Volume: 1000 cft., DC 20; Movable)
. . Hydrokinesis: Move Object 10 (atlantean magic, water, 25 tons, DC 25; Damaging, Increased Range: perception; Limited: to Water)
. . Water Blast: Damage 15 (atlantean magic, water, DC 30; Increased Range: ranged)
. . Water Burst: Burst Area Damage 10 (atlantean magic, water, DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)

Equipment
Light Armor

Offense
Initiative +4
Blinding Splash: Cumulative Burst Area Affliction 10 (DC Fort 20)
Grab, +10 (DC Spec 20)
Hydrokinesis: Move Object 10 (DC 25)
Throw, +9 (DC 25)
Unarmed, +10 (DC 25)
Water Blast: Damage 15, +9 (DC 30)
Water Burst: Burst Area Damage 10 (DC 25)

Complications
- Curse Sworn: Much like the other inhabitants of Atlantis and the neighboring colonies, Mera is now effectively a subject of the conquerors of Atlantis, and more to the point she has been tasked with locating and seducing the sole remaining heir to the Atlantean Throne so that she can then assassinate him.
- Motivation: Justice: Mera truly wishes to be free from the shackles that bind her, but sees no real effective way in which to obtain her freedom.
- Relationship: Mera is the daughter of Ryus, former King of Xebel.
- Weakness: Mera dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before her condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Languages
Atlantean [Instinctual], English

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 14/8 (Imp. 4), Will 13

Power Points
Abilities 92 + Powers 60 + Advantages 36 + Skills 34 (68 ranks) + Defenses 18 = 240
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Fleur / The MCs / Warriors

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Dowager Fleur Weasley (née Delacour) - PL 12
Age: 21 / Height: 5' 7" / Weight: 134 lbs
Hair Color: Blonde / Eye Color: Blue

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

Advantages
Agile Feint, Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Social Class 2 (land owning), Benefit, Wealth 2 (independently wealthy), Connected, Daze (Deception), Defensive Roll 4, Equipment 3, Fascinate (Deception), Great Endurance, Improved Aim, Instant Up, Interpose, Languages 2, Lionheart 2, Mana Sensitive, Move-by Action, Power Attack, Quick Draw, Ranged Attack 4, Ritualist, Set-up, Skill Mastery: Expertise: Magic, Teamwork, Trance, White Knight

Skills
Acrobatics 10 (+15), Athletics 6 (+10), Deception 10 (+16), Expertise: Magic 10 (+13), Expertise: Paleolinguistics 8 (+11), Insight 6 (+10), Intimidation 4 (+10), Investigation 4 (+7), Perception 8 (+12), Persuasion 6 (+12), Sleight of Hand 4 (+8), Stealth 12 (+17), Treatment 10 (+13)

Powers
Highborn Veela Hybrid Physiology
. . Adapted Perception: Senses 7 (racial, Analytical (Type): Visual Senses, Detect: Emotional State [Visual] 2: ranged, Detect: Physical State [Visual] 2: ranged, Low-light Vision)
. . Body Resistance: Protection 2 (racial, +2 Toughness)
. . Disarming Beauty: Impervious Toughness 8 (racial; Limited: to Protecting Fleur from enemies who could be attracted to humanoid females)
. . Resistances: Immunity 4 (racial, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Poison; Limited - Half Effect)
Rosewood & Veela Hair Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Appare Vestigium: Burst Area Senses 4 (wizarding magic, Postcognition; Affects Others, Burst Area: 30 feet radius sphere, DC 14, Sustained; Limited: to Depicting events that revolve around magic, Quirk: Limited to showing events no further back in time than 10 minutes)
. . . . Confringo: Shapeable Area Damage 8 (fire, wizarding magic, DC 23; Shapeable Area: 30 cft., DC 18, Increased Duration: concentration, Increased Range: ranged)
. . . . Ignis Furore: Burst Area Damage 6 (fire, wizarding magic, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Duration: concentration, Increased Range: ranged, Selective)
. . . . Ignis Laqueis: Move Object 8 (fire, wizarding magic, 6 tons, DC 29; Damaging, Improvised Weapon 6, Reach (melee) 4: 20 ft.; Reduced Range: close)
. . . . Incendio: Damage 16 (fire, wizarding magic, DC 31; Increased Range: ranged)
. . . . Obliviate: Concentration Cumulative Affliction 10 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 20; Concentration, Cumulative, Increased Range: ranged; Distracting)
. . . . Protego: Cloud Area Deflect 10 (wizarding magic; Cloud Area: 15 feet radius sphere, DC 20, Redirection, Reflect; Limited: to Attacks Targeting Dodge)
. . . . Reducto: Burst Area Weaken 10 (force, wizarding magic, Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . . . Stupefy: Cumulative Affliction 10 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
. . Novum Spirare: Immunity 2 (wizarding magic, Poison, Suffocation: Drowning; Sustained; Quirk: Poison immunity is limited to inhaled or consumed toxins)
Veela Magic: Array
. . Charm Person: Cumulative Affliction 12 (faery, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception; Limited: Fleur doesn't control the target's actions, they merely act friendly towards her, Limited: to Targets who could be attracted to humanoid females)
. . Fearsome Visage: Progressive Affliction 6 (faery, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 16; Increased Range 2: perception, Progressive; Sense-dependent: Visual)
. . Irresistible Dance: Concentration Cumulative Affliction 8 (faery, 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Concentration, Cumulative, Extra Condition, Increased Range 2: perception; Limited: to Targets who could be attracted to humanoid females, Sense-dependent: Visual, Slow: Minutes)
Veela Magic: Talents
. . PassionFyre: Damage 16 (faery, fire, DC 31; Alternate Resistance (no cost): Will, Reach (ranged) 4: 20 ft.)

Equipment
Shell Cottage

Offense
Initiative +5
Charm Person: Cumulative Affliction 12 (DC Will 22)
Confringo: Shapeable Area Damage 8 (DC 23)
Fearsome Visage: Progressive Affliction 6 (DC Will 16)
Grab, +6 (DC Spec 14)
Ignis Furore: Burst Area Damage 6 (DC 21)
Ignis Laqueis: Move Object 8, +6 (DC 29)
Incendio: Damage 16, +8 (DC 31)
Irrisistible Dance: Concentration Cumulative Affliction 8 (DC Will 18)
Obliviate: Concentration Cumulative Affliction 10, +8 (DC Will 20)
PassionFyre: Damage 16, +8 (DC Will 31)
Reducto: Burst Area Weaken 10 (DC Fort 20)
Stupefy: Cumulative Affliction 10, +8 (DC Fort 20)
Throw, +8 (DC 19)
Unarmed, +6 (DC 19)

Complications
- Guy Magnet: One of the less pleasant, at least as far as Fleur is concerned, aspects of being a Veela, is that she tends to attract the attention of the more repulsive members of the human species without even trying, and the more desirable members of that same species tend to be able to ignore her presence.
- Motivation: Responsibility: Fleur views it as her personal responsibility to ensure that Harry doesn't drown himself in misery caused by the loss of countless lives he was simply incapable of saving, such as Fleur's late husband, William Weasley.
- My Sister is Off Limits: Fleur will seriously hurt any boy who tries to put 'the moves' on her twelve year old sister, and would be downright homicidal towards anyone who dares use her sister's naivety in order to take advantage of her.
- Relationship: Fleur is the elder sister of one, Gabrielle Delacour, and their parents are named Apolline and Jacques Delacour.
- Rivalry: Atlanteans and other aquatic creatures tend not to get along with Veela or Veela hybrids, which is why Fleur cherishes her friendship with Harry more than most of her other friendships, as he is completely unaware of the fact that Atlantis is in a Cold War with the Veela nation. Unfortunately, she is currently unaware of just who he happens to be the son of.
- Skoupaphobia: Fleur is absolutely TERRIFIED of brooms, despite the fact that she grew up within the Wizarding World. She is not however, terrified of magical creatures that are large enough to carry passengers and which can fly... Unless they happen to be a highly dangerous sort of magical creature.

Languages
English, French [Native], Gobbledegook

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

Power Points
Abilities 76 + Powers 86 + Advantages 42 + Skills 49 (98 ranks) + Defenses 27 = 280

--------------------
Shell Cottage (Tinworth, Cornwall) - PL 12

Toughness 10, Size Small

Features:
Dock, Dual Size: Large, Grounds, Habitat, Laboratory, Library, Living Space, Secret 4 (DC 35), Wards 2 (DC 25)

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 13 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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Daphne / The MCs / Warriors

Post by DalkonCledwin »

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Daphne Ophelia Greengrass - PL 12
Age: 19 / Height: 5' 7" / Weight: 142 lbs
Hair Color: Brown / Eye Color: Blue

Strength -1, Stamina 0, Agility 3, Dexterity 3, Fighting 0, Intellect 5, Awareness 7, Presence 4

Advantages
Accurate Attack, Artificer, Assessment, Attractive 2, Badgirl, Benefit, Social Class 3 (nobility), Benefit, Wealth 3 (millionaire), Connected, Contacts, Defensive Roll 6, Eidetic Memory, Equipment 3, Fascinate (Deception), Full Attack 2, Inspire 3, Leadership, Luck, Mana Sensitive, Power Attack, Quick Draw, Ranged Attack 3, Ritualist, Second Chance: Resisting Mental Control, Set-up, Skill Mastery: Expertise: Magic, Teamwork, Trance, Well-informed

Skills
Deception 8 (+12), Expertise: Magic 10 (+15), Expertise: Politics 6 (+11), Expertise: Wizarding History 8 (+13), Insight 10 (+17), Intimidation 8 (+12), Investigation 6 (+11), Perception 8 (+15), Persuasion 8 (+12), Sleight of Hand 4 (+7), Stealth 4 (+7), Treatment 6 (+11)

Powers
Laurel & Unicorn Hair Wand (Easily Removable)
. . Duro: Impervious Toughness 4 (wizarding magic; Sustained; Quirk: Daphne must be wearing her Battle Robes or a similar garment to use this spell)
. . Magical Aptitude: Array
. . . . Conjunctivia: Progressive Affliction 12 (wizarding magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 22; Increased Range: ranged, Progressive; Limited: to Vision)
. . . . Deprimo: Move Object 18 (gravity, wizarding magic, 6 ktons, DC 33; Damaging; Limited: to Pushing Target Downwards)
. . . . Devicto: Affliction 18 (stinging hex, wizarding magic, 1st degree: Dazed, Resisted by: Fortitude, DC 28; Increased Range: ranged, Multiattack; Limited Degree 2, Noticeable: The effects of this spell feel and look just like a bee sting , which is what gives it it's name)
. . . . Digitus Wibbly: Cumulative Affliction 18 (wizarding magic, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude, DC 28; Cumulative, Increased Range: ranged; Limited: to Attack Rolls that require manual dexterity, Limited Degree)
. . . . Expelliarmus: Damage 18 (force, wizarding magic, DC 33; Disarming, Increased Range: ranged)
. . . . Finite Incantatem: Nullify 12 (wizarding magic, Counters: Magical Effects, DC 22; Broad, Simultaneous)
. . . . Glacius Virilis: Progressive Affliction 10 (cold, custom magic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 20; Accurate: +2, Extra Condition, Increased Range: ranged, Progressive; Limited: to male targets, Limited Degree)
. . . . Legilimens: Cumulative Mind Reading 18 (wizarding magic, DC 28; Cumulative; Reduced Range: ranged)
. . Novum Spirare: Immunity 2 (wizarding magic, Poison, Suffocation: Drowning; Sustained; Quirk: Poison immunity is limited to inhaled or consumed toxins)
Wandless Magic
. . Occlumens: Impervious Will 18 (wizarding magic; Sustained)

Equipment
Battle Robes, Daphne's Flat

Offense
Initiative +3
Conjunctivia: Progressive Affliction 12, +6 (DC Fort 22)
Deprimo: Move Object 18, +6 (DC 33)
Devicto: Affliction 18, +6 (DC Fort 28)
Digitus Wibbly: Cumulative Affliction 18, +6 (DC Fort 28)
Expelliarmus: Damage 18, +6 (DC 33)
Finite Incantatem: Nullify 12, +6 (DC Will 22)
Glacius Virilis: Progressive Affliction 10, +8 (DC Fort 20)
Grab, +0 (DC Spec 9)
Legilimens: Cumulative Mind Reading 18, +6 (DC Will 28)
Throw, +6 (DC 14)
Unarmed, +0 (DC 14)

Complications
- Cursed: Daphne suffers from a Blood Malediction, which causes her to do whatever she can to avoid physical confrontations or performing physically strenuous activities... Unless of course, someone can provide a very convincing argument as to why she might want to engage in such activities.
- Guy Magnet: Daphne is easily the most attractive Pure-Blood Witch of her generation. As such, she is also the most desirable Pure-Blood Witch for those looking for a trophy wife. Sadly for them, she's only interested in the political capital she'd gain by being a member of the House of Black, and knows not to poach Draco from her sister.
- Honor: Daphne is someone who will never go back on her word of honour once she has given it to someone, which is why she so rarely makes promises.
- Motivation: Recognition: Daphne wishes to be a world renowned potions mistress, and is absolutely livid with the state of her potions education at Hogwarts now that she understands the damage it caused her. This is what caused her to seek out Madame Andromeda Tonks and beg for an apprenticeship that she would never have gotten if she asked anyone else.
- Obsession: Daphne will do just about anything to become Harry's new Lady Black.
- Rivalry: With Hermione Granger over their continuing disagreement over which of them is intellectually superior to the other.

Languages
English [Native]

Defense
Dodge 14, Parry 10, Fortitude 4, Toughness 10/0 (Imp. 4), Will 18 (Imp. 18)

Power Points
Abilities 42 + Powers 46 + Advantages 45 + Skills 43 (86 ranks) + Defenses 36 = 212

--------------------
Daphne's Flat - PL 12

Toughness 10, Size Tiny

Features:
Dual Size: Medium, Gym, Habitat, Laboratory, Library, Living Space, Wards 3

Power Points
Abilities -1 + Powers 0 + Advantages 0 + Features 9 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10
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Blaze / The MCs / Warriors

Post by DalkonCledwin »

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Blaze - PL 12
Age: 22 (8,476) / Height: 5' 6" / Weight: 168 lbs
Hair Color: Black / Eye Color: Yellow

Strength 9, Stamina 9, Agility 5, Dexterity 4, Fighting 8, Intellect 4, Awareness 4, Presence 4

General Advantages
All-out Attack, Attractive 2, Badgirl, Close Attack 2, Fascinate (Deception), Fearless, Great Endurance, Languages 3, Mana Sensitive, Power Attack, Ranged Attack 5, Ritualist, Seize Initiative, Skill Mastery: Deception, Takedown, Taunt

Enhanced Advantages
Diehard, Eidetic Memory

Skills
Athletics 4 (+13), Deception 18 (+22), Expertise: Abyssal Lore 8 (+12), Expertise: Magic 8 (+12), Expertise: Religion 8 (+12), Insight 10 (+14), Intimidation 8 (+12), Perception 6 (+10), Persuasion 10 (+14), Stealth 6 (+11)

Powers
Demonic Magic: Array
. . Abyssal Deception: Illusion 7 (abyssal, Affects: All Sense Types, Area: 125 cft., DC 17; Selective; Resistible: Will)
. . Hellfyre Projection: Cone Area Damage 12 (abyssal, fire, DC 27; Cone Area: 60 feet cone, DC 22, Secondary Effect [5 ranks only])
. . Telekinesis: Move Object 15 (abyssal, 800 tons)
. . Transmutation: Transform 7 (abyssal, Affects: Anything, Transforms: 100 lbs., DC 17)
Demonic Magic: Talents
. . Dimensional Portal: Movement 2 (abyssal, Dimensional: Mystical Dimensions 2: group, 50 lbs.; Portal; Limited: Blaze can't use this power to bypass Æthelthryth when trying to escape the Abyss)
. . Low-Level Telepathy: Mental Communication 1 (abyssal; Concentration, Limited: to Friends or Loved Ones)
. . Precognition: Senses 4 (abyssal, Precognition; Uncontrolled)
. . Reluctant Release: Morph 1 (abyssal, +20 Deception checks to disguise; Single form; Metamorph)
Demonic Physiology
. . Death is Only the Beginning: Immortality 10 (racial, Return after 1 hour; Limited: Must convince Æthelthryth to switch places in order to return to Earth)
. . Demonic Mind: Quickness 5 (racial, Perform routine tasks in -5 time ranks, Advantages: Eidetic Memory; Limited to One Type: Mental Tasks)
. . Demonic Perception: Senses 3 (racial, Darkvision, Extended: Visual & Auditory Senses 1: x10; Quirk: Extended is for Visual & Auditory Senses)
. . Fast Healing: Regeneration 5 (racial, Every 2 rounds, Advantages: Diehard; Feature: Heart or equivalent vital organs are not essential to Blaze's survival, Persistent)
. . Invulnerabilities: Immunity 10 (racial, Aging, Environmental Conditions (All), Suffocation (All), Uncommon Descriptor: pain effects)
. . Natural Weapons: Strength-based Damage 2 (claws / fangs, DC 26; Penetrating 6)
. . Protective Hide: Protection 5 (racial, +5 Toughness; Impervious)
. . Unified Language: Comprehend 3 (racial, Languages - Read All, Languages - Understand All, Languages - You're Understood; Sustained)

Offense
Initiative +5
Grab, +10 (DC Spec 19)
Hellfyre Projection: Cone Area Damage 12 (DC 27)
Natural Weapons: Strength-based Damage 2, +10 (DC 26)
Telekinesis: Move Object 15, +9 (DC 25)
Throw, +9 (DC 24)
Transmutation: Transform 7, +10 (DC Dog 17)
Unarmed, +10 (DC 24)

Complications
- Enemy: Blaze has existed for over 80 centuries, and has made countless enemies in that time, several of these enemies have even achieved a measure of immortality and are therefore capable of coming back to haunt her even in the modern age. One of the more noteworthy of these enemies, is her own brother, Lord Satanus. Another, is the Sorceress known as Morgaine Le Fey.
- Motivation: Greed: Blaze desires total dominion over the Abyss and is willing to do anything in order to accomplish it, even go against her demonic nature and act as a superheroine by helping rid the world of supernatural threats. Unfortunately, the only way for her to achieve that goal, is if Æthelthryth Hufflepuff freely chooses to release the shackles that bind their two souls together.
- Mythic Weakness: Blaze is bound by the same demonic laws as other demons. She can be bound or controlled by spells and powers that only influence demons and cannot enter holy ground.
- Power Loss: Aside from immunity to aging, precognition, telepathy and magic, Æthelthryth Hufflepuff retains none of the Blaze’s demonic powers when the two trade places between Earth and the Abyss. Though Æthelthryth has considerable magical ability she cannot cast hellfire like the Blaze (but may access other magical spells). The stat block for Æthelthryth is provided below.
- Weakness: Holy weapons and iron objects that strike Blaze completely ignore the Impervious ranks on her Toughness defense.

Languages
Abyssal [Native], Anglo-Saxon, Cumbric, English, Latin

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 14 (Imp. 5), Will 15

Power Points
Abilities 94 + Powers 116 + Advantages 24 + Skills 43 (86 ranks) + Defenses 18 = 295

--------------------
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Æthelthryth Hufflepuff - PL 11
Age: 22 (1,016) / Height: 5' 6" / Weight: 131 lbs
Hair Color: Dark Brown / Eye Color: Gray

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

Advantages
Animal Empathy, Artificer, Assessment, Attractive, Benefit, Cipher 2, Close Attack 4, Connected, Contacts, Daze (Deception), Defensive Roll 4, Equipment 1, Extraordinary Effort, Fascinate (Deception), Fearless, Languages 3, Mana Sensitive, Power Attack, Quick Draw, Ranged Attack 6, Ritualist, Second Chance: Resisting Mental Control, Skill Mastery: Expertise: Magic, Trance, Ultimate Effort: Expertise: Magic, Well-informed, White Knight

Skills
Acrobatics 6 (+9), Athletics 6 (+8), Deception 6 (+10), Expertise: History 10 (+13), Expertise: Magic 12 (+15), Insight 8 (+13), Intimidation 6 (+10), Investigation 8 (+11), Perception 6 (+11), Persuasion 6 (+10), Stealth 6 (+9), Treatment 10 (+13)

Powers
Demon Bound Physiology
. . Invulnerabilities: Immunity 1 (racial, Aging)
. . Low-Level Telepathy: Mental Communication 1 (racial; Concentration, Limited: to Friends or Loved Ones)
. . Precognition: Senses 4 (racial, Precognition; Uncontrolled)
. . Reluctant Summoning: Morph 1 (racial, talent, +20 Deception checks to disguise; Single form; Metamorph)
Demonic Magic: Array
. . Abyssal Deception: Illusion 5 (abyssal, Affects: All Sense Types, Area: 30 cft., DC 15; Selective; Resistible: Will)
. . Hellfyre Projection: Cone Area Damage 11 (abyssal, fire, DC 26; Cone Area: 60 feet cone, DC 21, Secondary Effect [5 ranks only])
. . Telekinesis: Move Object 14 (abyssal, 400 tons)
. . Transmutation: Transform 5 (abyssal, Affects: Anything, Transforms: 25 lbs., DC 15)
Hornbeam & Dragon Heartstring Wand (Easily Removable)
. . Magical Mastery: Array
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 7 (radiant, wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 3: 120 feet radius sphere, DC 17, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Limited: to Unnatural Creatures, Limited: to Causing Targets to Flee, Tiring)
. . . . Expelliarmus: Damage 14 (force, wizarding magic, DC 29; Disarming, Increased Range: ranged)
. . . . Intus Sunt
. . . . . . Toxin Purge: Healing 11 (Linked; wizarding magic; Persistent, Reach (ranged) 2: 10 ft., Restorative, Stabilize; Limited 2: to helping people recover from ingested power effects)
. . . . . . Upchuck Effect: Affliction 11 (Linked; 1st degree: Fatigued, Vulnerable, Resisted by: Fortitude, DC 21; Extra Condition, Reach (ranged) 2: 10 ft.; Limited Degree 2)
. . . . Locomotor Wibbly: Cumulative Affliction 14 (wizarding magic, 1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Fortitude, DC 24; Cumulative, Increased Range: ranged; Limited Degree)
. . . . Obliviate: Concentration Cumulative Affliction 9 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 19; Concentration, Cumulative, Increased Range: ranged; Distracting)
. . . . Omnifracto: Progressive Weaken 6 (wizarding magic, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Extended Range 5, Increased Range: ranged, Progressive)
. . . . Rennervate: Nullify 13 (wizarding magic, Counters: Magical Effects, DC 23; Broad, Simultaneous; Limited: to Magically Induced Incapacitation or Sleep)
. . . . Stupefy: Cumulative Affliction 9 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged)
. . Novum Spirare: Immunity 2 (wizarding magic, Poison, Suffocation: Drowning; Sustained; Quirk: Poison immunity is limited to inhaled or consumed toxins)

Equipment
Battle Robes

Offense
Initiative +3
Expecto Patronum: Concentration Cumulative Burst Area Affliction 7 (DC Will 17)
Expelliarmus: Damage 14, +8 (DC 29)
Grab, +8 (DC Spec 12)
Hellfyre Projection: Cone Area Damage 11 (DC 26)
Locomotor Wibbly: Cumulative Affliction 14, +8 (DC Fort 24)
Obliviate: Concentration Cumulative Affliction 9, +8 (DC Will 19)
Omnifracto: Progressive Weaken 6, +8 (DC Fort 16)
Rennervate: Nullify 13, +8 (DC Will 23)
Stupefy: Cumulative Affliction 9, +8 (DC Fort 19)
Telekinesis: Move Object 14, +8 (DC 24)
Throw, +8 (DC 17)
Transmutation: Transform 5, +8 (DC Dog 15)
Unarmed, +8 (DC 17)
Upchuck Effect: Affliction 11, +8 (DC Fort 21)

Complications
- Curse Sworn: Æthelthryth made the conscious choice to use her own soul as a prison for the demon known only as Blaze. In doing this she achieved a flawed form of immortality in that she does not age, and cannot die as long as the bond remains in place. Should she ever release Blaze from this prison, then Æthelthryth's body will rapidly age, until she is physically as old as she is chronologically. Naturally, such a situation is not survivable.
- Hatred: Æthelthryth adores libraries and learning new things, so those who would damage books or deny her the ability to learn something new will tend to aggravate her a whole lot.
- Motivation: Protector: Æthelthryth views it as her personal responsibility to protect the world from otherworldly mystical threats, a function she grudgingly shares with Doctor Fate. She didn't intervene with the recent Wizarding Wars due to the fact that it involved a completely homegrown mystical threat.

Languages
Abyssal, Anglo-Saxon [Native], Cumbric, English, Latin

Defense
Dodge 13, Parry 13, Fortitude 5, Toughness 9/1, Will 15

Power Points
Abilities 48 + Powers 65 + Advantages 40 + Skills 45 (90 ranks) + Defenses 33 = 231
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Alpha Unit / Mooks / Warriors

Post by DalkonCledwin »

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Alpha Unit - PL 14
Minion Rank: 13 / Sidekick Rank: 39

Strength 17, Stamina 14, Agility 6, Dexterity 6, Fighting 10, Intellect -1, Awareness -1, Presence -1

Advantages
All-out Attack, Fearless, Languages 2

Skills
Athletics 6 (+23), Intimidation 16 (+17)

Powers
Alpha Drone Physiology
. . Inhuman: Immunity 30 (racial, Fortitude Effects)
. . Large Size: Growth 4 (racial, +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Diving Suit (Removable)
. . Armor Plating: Protection 4 (armor, +4 Toughness; Impervious [14 extra ranks])
. . Insulated Padding: Immunity 30 (armor, Damage Effect: Cold Damage, Damage Effect: Fire Damage, Very Common Descriptor: Bludgeoning; Limited - Half Effect)
. . Massive Drill: Strength-based Damage 1 (piercing, DC 33; Dangerous, Penetrating 9)

Offense
Initiative +6
Grab, +10 (DC Spec 27)
Massive Drill: Strength-based Damage 1, +10 (DC 33)
Throw, +6 (DC 32)
Unarmed, +10 (DC 32)

Complications
- Disability: Alpha Units are incapable of communicating in more than moans, groans and wails.
- Made to Serve: Alpha Units exist for the sole purpose of destroying their assigned target, no matter who or what that target may be.
- No Finesse: Alpha Units simply smash through any obstacles in their path.

Languages
Understands Atlantean, Understands English, Understands German

Defense
Dodge 9, Parry 9, Fortitude Immune, Toughness 18 (Imp. 18), Will 10

Power Points
Abilities 84 + Powers 77 + Advantages 4 + Skills 11 (22 ranks) + Defenses 17 = 193

--------------------
Builder's Explanation: You can blame Gellert Grindelwald for these things existing in this scenario.
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Lancer Unit / Mook / Warriors

Post by DalkonCledwin »

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Lancer Unit - PL 10
Minion Rank: 10 / Sidekick Rank: 29

Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 8, Intellect 3, Awareness 1, Presence 0

Advantages
Accurate Attack, Assessment, Close Attack 5, Diehard, Equipment 4, Fearless, Improved Grab, Instant Up, Languages 2, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 8, Tracking

Skills
Acrobatics 4 (+8), Athletics 6 (+10), Insight 4 (+5), Intimidation 8 (+8), Perception 10 (+11), Sleight of Hand 4 (+8), Stealth 6 (+10), Technology 8 (+11), Treatment 4 (+7), Vehicles 6 (+10)

Powers
Diving Suit (Removable)
. . Active Camouflage: Concealment 2 (armor, Sense - Sight; Blending)
. . Armored Plating: Protection 5 (armor, +5 Toughness)
. . Diving Helmet: Immunity 3 (armor, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Giant Needle: Strength-based Damage 3 (piercing, DC 22)
Lancer Drone Physiology
. . Night Vision: Senses 2 (Darkvision)

Equipment
Weapon Arsenal (Fragmentation Grenade, Heavy Machine Gun, Knife)

Offense
Initiative +4
Fragmentation Grenade, +12 (DC Dog 15)
Giant Needle: Strength-based Damage 3, +13 (DC 22)
Grab, +13 (DC Spec 14)
Heavy Machine Gun, +12 (DC 21)
Knife, +13 (DC 20)
Throw, +12 (DC 19)
Unarmed, +13 (DC 19)

Complications
- Motivation: Thrills: Unlike the Alpha Units, Lancers actually enjoy their vocation, and will do whatever it takes to ensure they aren't removed from their position of power.
- Obsession: Lancer Units will focus their entire attention on whatever prey they have been assigned to hunt, track or otherwise deal with, caring not one bit whether they survive the hunt.

Languages
Atlantean, English, German [Native]

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

Power Points
Abilities 56 + Powers 12 + Advantages 28 + Skills 30 (60 ranks) + Defenses 19 = 145
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Erminhilt / Villains / Warriors

Post by DalkonCledwin »

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Empress Erminhilt - PL 15
Age: 53 (83) / Height: 5' 9" / Weight: 149 lbs
Hair Color: Blonde / Eye Color: Gray

Strength 13, Stamina 2, Agility 1, Dexterity 1, Fighting 8, Intellect 2, Awareness 7, Presence 7

Advantages
Artificer, Assessment, Attractive, Benefit, Wealth 3 (millionare), Improvised Tools, Languages 2, Mana Sensitive, Ranged Attack 7, Ritualist, Second Chance: Insight checks, Skill Mastery: Expertise: Magic, Takedown

Skills
Close Combat: Swords 4 (+12), Close Combat: Unarmed 6 (+14), Expertise: Magic 12 (+14), Insight 8 (+15), Intimidation 8 (+15), Investigation 4 (+6), Perception 4 (+11), Persuasion 8 (+15), Ranged Combat: Magic 6 (+7), Technology 12 (+14), Vehicles 4 (+5)

Powers
Imperial Battle Armor (Removable)
. . Aquatic Propulsion: Swimming 8 (magical, Speed: 120 miles/hour, 1800 feet/round)
. . Armor Plating: Protection 15 (armor, +15 Toughness; Impervious [10 ranks only])
. . Augmented Strength: Enhanced Strength 13 (magical, +13 STR)
. . Enchanted Perception: Senses 6 (magical, Darkvision, Direction Sense, Distance Sense, Infravision, Time Sense)
. . Sustenance Charm: Immunity 10 (magical, Life Support; Sustained)
Massive Sword (Easily Removable)
. . Sword Strike: Strength-based Damage 5 (slashing, DC 33; Dangerous)
Wizardkind Physiology
. . Resistances: Immunity 1 (Aging; Limited - Half Effect)

Offense
Initiative +1
Grab, +8 (DC Spec 23)
Sword Strike: Strength-based Damage 5, +12 (DC 33)
Throw, +8 (DC 28)
Unarmed, +14 (DC 28)

Complications
- Megalomania: Erminhilt is so completely convinced of her superiority over others, that she has intentionally started leaving her wand in her quarters so as to rely entirely on her martial skills instead.
- Pure-Blood Bias: Erminhilt is yet another example of a Pure-Blood who thinks anyone who isn't also a pure-blood is simply incapable of coming up with better plans than she herself is capable of.
- Usurper Queen: Erminhilt is obsessed with maintaining her tenuous grip on the Atlantean throne and will do whatever it takes to eradicate all threats to her rule.

Languages
Atlantean, English, German [Native]

Defense
Dodge 13, Parry 13, Fortitude 6, Toughness 17 (Imp. 10), Will 16

Power Points
Abilities 56 + Powers 65 + Advantages 21 + Skills 38 (76 ranks) + Defenses 30 = 210
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Re: Dalkon's Revised & Expanded Potterverse Thread

Post by DalkonCledwin »

Damn, I got that far and now can't think of how to start the idea. Well, guess I'm moving on to the next idea, whatever that may be.
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Child of the Magus Killer Brainstorm & Notes

Post by DalkonCledwin »

Child of the Magus Killer
Premise: Lily Potter has a secret, her daughter Karen is not the daughter of James Potter; but rather the offspring of an infamous mercenary. Emiya Kiritsugu may be a hard and ruthless man, but where his family is concerned, all bets are off…
Required Inclusions:
- This fic must be a merger between Potterverse and Nasuverse.
- Karen Potter, soon to be called Emiya Karen (衛宮 華蓮), is the daughter of Emiya Kiritsugu. The reasons for this are left up to the author to decide.
- At some point up to and including Karen’s third year at Hogwarts, she must be found and rescued by her father.
- Whether voluntarily or not, Karen must become involved in at least one Holy Grail War.
- Karen must get along with both of her siblings, and must be especially protective of Illya.
- If Karen is present for the events of the Fourth Holy Grail War, she must get along better with Artoria than her father does, to the point that she ends up the Master Proxy instead of Iri.
- No matter what else happens, Karen must inherit her father’s Thompson Contender and Origin Rounds after he passes on, as well as his Magic Crest.
Preferred Inclusions:
- Wrong Boy Who Lived Fic.
- Dumbledore not being a very decent person.
- Karen influences her father into considering a better wish than the one he had in the canonical series, though how or why she does this is left up to the author.
- Karen summoning Hassan of Serenity in the Fifth War, and securing the Assassin slot.
Optional Inclusions:
- Karen building a Shirou-oriented harem.
- Karen having been the one to deal with the Basilisk in her Second Year at Hogwarts, and in doing so,gaining immunity to Serenity’s toxins.
Forbidden Things:
- Karen the Emo Doormat.
- Karen or Shirou being paired with Illya.
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