Dalkon's Revised & Expanded Potterverse Thread Mk II

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DalkonCledwin
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Aquamage Brainstorm & Notes

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Aquamage
Premise: From the depths of time rises a prophecy foretold in salt and sea - a child born of land, water and magic shall rise up to unite the world; or else to drown it in chaos. “The tide beckons Mister Potter, and not even you can escape its pull…”
Required Inclusions:
- Lily Evans must have been a High Born Atlantean from Poseidonis who wound up in the care of the Evans family after fleeing Atlantis due to an insurrection from within Poseidonis.
- Lily and her son, Harry, must attend Hogwarts due to the fact that they are both capable of using the magic of Atlantis as well as the Magical Humans who dwell on the surface.
- Harry must be a Highborn Atlantean Hybrid, with the other half of his heritage being that of a Highborn Magical Human, giving him a number of abilities other Atlanteans lack.
- Harry must discover one of those abilities, in this case Animal Dialogue (Aquatic), while on a visit to the Surrey Zoo with the Dursley family.
- Harry’s other powers must include those which are typically found in Highborn Atlanteans, as well as an affinity for Hydrokinesis and Atmokinesis.
- This fic must be set in an alternate continuity to the one which was featured in the recent Aquaman movie, and thus may not feature certain characters from that movie.
Preferred Inclusions:
- Harry should eventually seek out a Queen to rule at his side within the Kingdom of Atlantis, but this shouldn’t happen until his fourth year at Hogwarts at the absolute earliest.
- This fic should start after the conclusion of Harry’s fifth year, which means that Mera will have a very difficult time convincing Harry to up and leave Wizarding Britain to aid Atlantis.
- This fanfic should be a full crossover with the DC Comics fandom so that Harry can actively interact with the characters who make up the Justice League.
Optional Inclusions:
- Harry could eventually go on a mission that will see him retrieving Atlan’s Trident; or else a similar trident, such as the Trident of Poseidon.
- Harry could elevate a portion of Atlantis above the waves so that his surface dwelling brides have a place to live.
Forbidden Things:
- Don’t include DCEU’s Man of Steel or Dawn of Justice in the plot of this fic. The rest of the DCEU is available for use, though Aquaman would be heavily altered if used.
- Harry ending up romantically involved with a male character.
- Harry the Weak Emo Doormat.
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Harry Potter / The MCs / Aquamage

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Harry James Potter - PL 11
Age: 16 / Height: 5' 9" / Weight: 194 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +20 / Rep Rank: +13

Strength 14, Stamina 10, Agility 5, Dexterity 3, Fighting 6, Intellect 4, Awareness 6, Presence 6

Advantages
All-out Attack, Animal Empathy, Assessment, Attractive, Benefit, Renown, Benefit, Sixth Sense, Benefit, Social Class 3 (Magical Peer: Lord Potter-Black), Benefit, Social Class 5 (Major Royalty: Rightful King of Atlantis), Benefit, Spiritual Diplomat, Benefit, Wealth 3 (millionaire), Connected, Conviction, Defensive Roll 2, Diehard, Equipment 12, Fascinate (Persuasion), Fast Grab, Favored Environment: (Aquatic), Great Endurance, Improved Grab, Improved Hold, Inspire 2, Interpose, Iron Chef, Languages 1, Leadership, Motivate, Move-by Action, Potioneer, Power Attack, Ranged Attack 3, Second Chance: (Resisting Mental Control), Set-up, Strong Swimmer, Teamwork, Trance

Skills
Acrobatics 4 (+9), Athletics 4 (+18), Close Combat: Grab 2 (+8), Deception 4 (+10), Expertise (AWE): Cooking 6 (+12), Expertise (DEX): Broom Flight 8 (+11), Expertise: History 6 (+10), Expertise: Magic 10 (+14), Expertise: Marine Biology 6 (+10), Insight 6 (+12), Intimidation 4 (+10), Investigation 6 (+10), Perception 8 (+20/+14), Persuasion 8 (+14), Ranged Combat: Magic 4 (+7), Stealth 6 (+11), Technology 4 (+8), Treatment 4 (+8)

Powers
Atlantean Sorcery: Array
. . Call Lightning: Damage 8 (lightning magic, DC 23; Diminishing Counter, Enhanced Knockback 4, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . Control Water: Move Object 8 (water magic, 100 ktons; Increased Mass 14, Increased Range: perception; Limited Material: Water)
. . Horrid Wilting: Burst Area Damage 6 (water magic, DC 21; Alternate Resistance: Fortitude, Burst Area 2: 60 feet radius sphere, DC 16, Increased Range: ranged)
. . Obscuring Mist: Environment 3 (water magic, Visibility (-5), Radius: 120 feet; Diminishing Counter)
. . Whirlwind: Cylinder Area Move Object 7 (wind magic, 3 tons, DC 22; Cylinder Area 2: 60 feet cylinder, DC 17, Damaging; Tiring)
Heir of Atlan
. . Marine Telepathy: Comprehend 2 (family talent, Animals - Speak To, Animals - Understand; Feature: Also works with Snakes, Subtle: subtle; Broad Type: Aquatic Animals)
Highborn Atlantean Hybrid Physiology
. . Body Resistance: Impervious Toughness 8 (racial trait)
. . Deep-Diver: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning; Feature: Longevity (Up to 513 years))
. . Deepsight: Senses 4 (racial trait, Darkvision, Extended: Darkvision 2: x100; Limited: to While Underwater)
. . Hydrated Vitality: Regeneration 2 (racial trait, Every 5 rounds; Quirk: Requires uncontaminated water, Source: Complete Immersion in Water)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
. . Sonar: Senses 7 (racial trait, Accurate (Type): Auditory Senses, Extended: Auditory Senses 2: x100, Ultra-hearing; Limited: to While Underwater)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
Holly & Phoenix Feather Wand (Easily Removable)
. . Yer A Wizard, Harry: Array
. . . . Bombarda: Burst Area Damage 7 (curse, DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged, Penetrating 7)
. . . . Ebublio: Concentration Burst Area Affliction 10 (water magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobile, 3rd degree: Incapacitated, Resisted by: Dodge, Overcome by Strength or Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Concentration, Extra Condition, Increased Range: ranged; Distracting, Tiring)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 10 (charm, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area 3: 120 feet radius sphere, DC 20, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & Similar Creatures, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests in the form of a glowing stag, Tiring)
. . . . Expelliarmus: Damage 12 (charm, DC 27; Disarming, Enhanced Knockback 6, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Nullify 10 (charm, Counters: Magical Effects, DC 20; Broad, Simultaneous)
. . . . Point Me: Linked Effect
. . . . . . Enhanced Tracking: Enhanced Trait 3 (Linked; divination, Perception +6 (+20); Limited: to Tracking)
. . . . . . Magical Compass: Senses 3 (Linked; divination, Direction Sense, Distance Sense, Tracking: Visual [Wand Acts as Compass] 1: -1 speed rank; Sustained)
. . . . Relashio: Damage 7 (jinx, DC 22; Extended Range, Increased Range: ranged, Multiattack, Secondary Effect, Selective; Limited: to Targets that are touching or holding another object or person, Nonlethal)
. . . . Reparifors: Healing 9 (healing magic; Reach (ranged): 5 ft., Restorative)
. . . . Stupefy: Cumulative Affliction 10 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
Incredible Moves: Array
. . Natural Acrobat: Leaping 4 (racial talent, Leap 120 feet at 30 miles/hour; Acrobatics Check Required)
. . Natural Athlete: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round; Athletics Check Required)
. . Supercavitation: Swimming 13 (racial talent, Speed: 4000 miles/hour, 8 miles/round)

Expanded Equipment
League Telecomm
. . Telecomm Transceiver: Mental Area Cosmic Communication 2 (martian tech; Area, Selective, Subtle: encrypted; Limited: to Other League Telecomms or any Martian located in the Watchtower, Notes: Range: Worldwide)

Equipment
12 Grimmauld Place, Communication Mirror, League Telecomm

Offense
Initiative +5
Bombarda: Burst Area Damage 7 (DC 22)
Call Lightning: Damage 8, +10 (DC 23)
Control Water: Move Object 8 (DC 18)
Ebublio: Concentration Burst Area Affliction 10 (DC Fort/Will 20)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 10 (DC Will 20)
Expelliarmus: Damage 12, +10 (DC 27)
Finite Incantatem: Nullify 10, +10 (DC Will 20)
Grab, +8 (DC Spec 24)
Horrid Wilting: Burst Area Damage 6 (DC Fort 21)
Relashio: Damage 7, +10 (DC 22)
Stupefy: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +6 (DC 29)
Unarmed, +6 (DC 29)
Whirlwind: Cylinder Area Move Object 7 (DC 22)

Complications
- Destiny: It is Harry's destiny to liberate the people of magical Britain from the tyrannical rule of the dark wizard known as Voldemort, as well as to perform the same function for the people of Atlantis, who are suffering under the rule of a man known as Corum Rath.
- Honor: Harry will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.
- 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 his friends, such as Hermione Granger, Neville Longbottom and Luna Lovegood. However, those friends who have shown themselves to be disloyal to him over the course of multiple encounters, such as Ronald and Ginevra Weasley, can go sod off for all that he cares.
- Responsibilities: Harry is the rightful King of Atlantis, as well as the Lord of the Houses Potter and Black. He is thus responsible for ensuring the wellbeing of his subjects within Atlantis, as well as for overseeing the interests of his paternal families within the British Wizengamot while also attempting to finish his magical education.
- Unlockable Content: Harry's League Telecomm will only be available to him after he officially joins the Justice League as an Active Duty member. A similar rule would apply to the Trident of Atlan, but as it hasn't been included in this stat block, the actual complication is a nonfactor.
- Water Dependency: Harry will become Impaired if he's not totally immersed in water at least
once every day.

Languages
Atlantean, English [Native]

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

Power Points
Abilities 108 + Powers 99 + Advantages 59 + Skills 50 (100 ranks) + Defenses 15 = 331

--------------------
12 Grimmauld Place - PL 11

Toughness 10, Size Huge

Features:
Amplifier 3 (Magic Traits +2, Lord Black Only), Concealed 4 (DC 35), Dining Area, Dual Size: Medium, ECM 4 (Vs. Magic, -8), Floo Connection, Hero Point Bank 4, Kitchen & Mess, Library, Living Space, Basic 4 (Up to 2 ea., 8), Living Space, Luxury 4 (Up to 2 ea., 8), Meeting Room, Mystic Locale, Personnel (Kreacher), Sealed, Secret 4 (DC 35), Typewriter, Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 40 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 45
Last edited by DalkonCledwin on Wed Nov 25, 2020 5:38 pm, edited 1 time in total.
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Tracey Davis / The MCs / Aquamage

Post by DalkonCledwin »

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Tracey Anne Davis - PL 10
Age: 16 / Height: 5' 4" / Weight: 124 lbs
Hair Color: Brown / Eye Color: Green
Wealth Rank: +12 / Rep Rank: +10

Strength 1, Stamina 2, Agility 5, Dexterity 3, Fighting 4, Intellect 3, Awareness 6, Presence 8

General Advantages
Agile Feint, Assessment, Attractive 2, Benefit, Athletics Based on Agility, Benefit, Sixth Sense, Benefit, Social Class 2 (Aristocrat: Minor Heiress to House Davis), Benefit, Spiritual Diplomat, Benefit, Wealth (well-off), Connected, Contacts, Daze (Deception), Defensive Roll 2, Equipment 1, Evasion, Fascinate (Persuasion), Flirtation, Hide in Plain Sight, Improved Aim, Languages 3, Potioneer, Ranged Attack 3, Redirect, Ritualist, Rumor Monger, Runesmith, Second Chance: (Acrobatics Checks for Tumbling), Set-up, Uncanny Dodge, Well-informed

Enhanced Advantages
Luck 4, Second Chance: (Interaction Skill Checks)

Skills
Acrobatics 8 (+13), Athletics 4 (+9), Deception 6 (+14), Expertise (AWE): Gossip 8 (+14), Expertise (AWE): Muggle Savvy 6 (+12), Expertise: Ancient Runes 8 (+11), Expertise: History 6 (+9), Expertise: Magic 10 (+13), Insight 6 (+12), Intimidation 4 (+12), Perception 6 (+12), Persuasion 6 (+14), Ranged Combat: Magic 4 (+7), Sleight of Hand 6 (+9), Stealth 6 (+11)

Powers
Magical Human Physiology
. . Longevity: Immunity 1 (racial trait, Aging; Limited - Half Effect, Quirk: This power won't fully activate until Tracey is 17 years of age)
. . Tough as Nails: Protection 4 (racial trait, +4 Toughness; Impervious)
Rogue Tactics: Array
. . Disarming Smile: Cone Area Affliction 6 (social talent, 1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 16; Cone Area: 60 feet cone, DC 16, Subtle 2: undetectable; Instant Recovery, Limited: to Male Targets Who Find Tracey Attractive, Limited Degree, Quirk 2: Targets may become resistent to this effect with repeated applications, Sense-dependent: Visual)
. . Sneak Attack: Damage 10 (wizarding talent, DC 25; Increased Range: ranged, Penetrating 10; Diminished Range 2, Limited: to Vulnerable or Defenseless Targets, Quirk: Limited to the lesser between Sneak Attack Damage or the Spell's Effect Rank)
Special Qualities
. . Just Kidding: Luck Control 1 (social talent, Force a Re-roll, Advantages: Luck 4, Second Chance: (Interaction Skill Checks); Limited: Can Only be used to Force Targets to Reroll Resistance Checks for Interaction Skills)
. . Works Like a Charm: Feature 3 (social talent, Notes: Once per scene per power rank, Tracey may use her Presence modifier in place of the ability modifier normally applied to a particular skill. She isn't allowed have more than 5 ranks in this power and her effective modifier is subject to the series power level limits)
Spruce & Phoenix Feather Wand (Easily Removable)
. . Novum Spirare: Immunity 3 (charm, Poison, Suffocation (All); Affects Others, Sustained; Limited: Conjures a bubble over the recipients mouth and nose which can be popped, Quirk: The recipient is immune to airborne toxins only)
. . Reparo: Transform 6 (charm, Affects: 1 Thing > 1 Thing - Broken Objects into Repaired Ones, Transforms: 50 lbs., DC 16; Reach (ranged): 5 ft.; Permanent)
. . Yer A Witch, Tracey: Array
. . . . Confundo: Cumulative Affliction 8 (charm, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Controlled, Resisted by: Will, DC 18; Affects Objects, Cumulative, Increased Range: ranged; Limited: to Causing Target to Behave Erratically)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Enhanced Knockback 6, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Nullify 8 (charm, Counters: Magical Effects, DC 18; Broad, Simultaneous)
. . . . Fumos: Cloud Area Concealment Attack 6 (charm, All Visual Senses, Extra Ranks 2, DC 16; Cloud Area: 15 feet radius sphere, DC 16, Attack: Dodge, Increased Range: ranged)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . . . Ventus: Cone Area Move Object 10 (wind magic, 25 tons, DC 25; Cone Area: 60 feet cone, DC 20, Damaging; Limited Direction: Away from Tracey, Reduced Range: close)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +5
Confundo: Cumulative Affliction 8, +10 (DC Will 18)
Disarming Smile: Cone Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +10 (DC 25)
Finite Incantatem: Nullify 8, +10 (DC Will 18)
Fumos: Cloud Area Concealment Attack 6 (DC Dog 16)
Grab, +4 (DC Spec 11)
Reparo: Transform 6, +10 (DC Dog 16)
Sneak Attack: Damage 10, +10 (DC 25)
Stupefy: Cumulative Affliction 8, +10 (DC Fort 18)
Throw, +6 (DC 16)
Unarmed, +4 (DC 16)
Ventus: Cone Area Move Object 10 (DC 25)

Complications
- Destiny: It is Tracey's destiny to become the new Lady Potter once Harry finally decides that he is ready to marry the girls who are most important to him in his life.
- Motivation: Thrills: Tracey lives solely for the joy she can wring from life, and would be pleased as punch if her post-Hogwarts career involved dancing at nightclubs, skydiving, and swimming her way along as many major coastlines as she possibly can.
- Prejudice: Tracey is a half-blood who refused to listen to the Sorting Hat's advice so that she could follow her best friend to Slytherin House. Naturally, this means she's going to be one of the more popular targets for internal pranks, bullying and who knows what else, all because of something she had no control over. What makes this even worse, is that she has decided to actively pursue Harry as a romantic partner, and every single member of her house, save for her best friend, will consider this an act of treason.
- Significant Other: Tracey is the best friend of Daphne Greengrass, and the highly over protective surrogate big sister to Astoria Greengrass. She'd happily attempt to fulfill any task either of them requested of her, even those which might actually be impossible for her.

Languages
English [Native], French, Old Norse, Welsh (Cymraeg)

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 8/6 (Imp. 4), Will 10

Power Points
Abilities 64 + Powers 65 + Advantages 36 + Skills 47 (94 ranks) + Defenses 23 = 235
Last edited by DalkonCledwin on Wed Nov 25, 2020 12:18 pm, edited 1 time in total.
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Daphne Greengrass / The MCs / Aquamage

Post by DalkonCledwin »

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Daphne Ophelia Greengrass - PL 10
Age: 16 / Height: 5' 7" / Weight: 130 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +16 / Eye Color: +12

Strength 1, Stamina 2, Agility 5, Dexterity 3, Fighting 4, Intellect 4, Awareness 4, Presence 8

General Advantages
Assessment, Attractive 2, Benefit, Renown, Benefit, Sixth Sense, Benefit, Social Class 2 (Aristocrat: Heiress Presumptive to House Greengrass), Benefit, Spiritual Diplomat, Benefit, Wealth 2 (independently wealthy), Connected, Contacts, Daze (Deception), Fascinate (Deception), Fighting Style: Spell-Slinging, Inspire 2, Interpose, Languages 3, Leadership, Potioneer, Ritualist, Runesmith, Second Chance: (Resisting Mental Control), Taunt, Well-informed

Fighting Style Advantages
Accurate Attack, Defensive Attack, Evasion, Improved Defense, Improved Ranged Disarm, Instant Up, Move-by Action, Redirect, Set-up

Skills
Deception 8 (+16), Expertise: Ancient Runes 8 (+12), Expertise: History 6 (+10), Expertise: Magic 10 (+14), Expertise: Politics 8 (+12), Insight 8 (+12), Intimidation 6 (+14), Investigation 6 (+10), Perception 4 (+8), Persuasion 6 (+14), Ranged Combat: Magic 7 (+10), Stealth 4 (+9), Treatment 4 (+8)

Powers
Aspen & Dragon Heartstring Wand (Easily Removable)
. . Yer A Witch, Daphne: Array
. . . . Bombarda: Burst Area Damage 6 (curse, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged, Penetrating 6)
. . . . Deprimo: Burst Area Move Object 8 (charm, 6 tons, DC 23; Burst Area: 30 feet radius sphere, DC 18, Damaging; Limited Direction: Downwards)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Enhanced Knockback 6, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Nullify 8 (charm, Counters: Magical Effects, DC 18; Broad, Simultaneous)
. . . . Glacius Virilis: Progressive Affliction 6 (jinx, 1st degree: Dazed, Impaired, 2nd degree: Defenseless, Stunned, 3rd degree: Incapacitated, DC 16; Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged, Progressive; Limited: to Male Targets)
. . . . Legilimens: Cumulative Mind Reading 10 (divination, DC 20; Cumulative; Side Effect: on failure - Psychic Backlash)
. . . . Specialis Revelio: Senses 3 (divination, Acute: Detect Magic Item Properties, Analytical: Detect Magic Item Properties, Detect: Magic Item Properties [Mental] 1; Concentration)
. . . . Spell Deflection: Deflect 14 (wizarding talent; Redirection, Reflect; Limited: to Magical Attacks, Reduced Range: close)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Leadership Talents: Array
. . Cutting Question: Perception Area Immunity 5 (social talent, Interaction Skills; Affects Others, Perception Area: DC 15 - Aural, Selective, Sustained; Check Required 5: DC 14 - Insight, Quirk: Daphne must perform a "Gather Information" Routine Check prior to activating this power)
. . Discredit: Broad Progressive Weaken 8 (social talent, Affects: Social Talents, Resisted by: Will, DC 18; Broad: Social Talents, Increased Range 2: perception, Progressive; Check Required 5: DC 14 - Insight, Sense-dependent: Aural)
. . Inspiring Rhetoric: Burst Area Healing 7 (social talent; Burst Area 3: 120 feet radius sphere, DC 17, Selective, Subtle: subtle; Check Required: DC 10 - Persuasion, Quirk 2: Doesn't heal the Dying or Incapacitated conditions, Temporary)
Magical Human Physiology
. . Longevity: Immunity 1 (racial trait, Aging; Limited - Half Effect, Quirk: This power won't fully activate until Daphne is 17 years of age)
. . Tough as Nails: Protection 4 (racial trait, +4 Toughness; Impervious)
Special Qualities
. . Occlumens: Immunity 3 (wizarding talent, Rare Descriptor: Veritaserum, Uncommon Descriptor: Mind Reading; Feature: Can load false memories into Reflect effect by using Hold effect, Hold [2 ranks only], Reflect [2 ranks only], Sustained)

Offense
Initiative +5
Bombarda: Burst Area Damage 6 (DC 21)
Deprimo: Burst Area Move Object 8 (DC 23)
Discredit: Broad Progressive Weaken 8 (DC Will 18)
Expelliarmus: Damage 10, +10 (DC 25)
Finite Incantatem: Nullify 8, +10 (DC Will 18)
Glacius Virilis: Progressive Affliction 6, +10 (DC Dog/Fort/Will 16)
Grab, +4 (DC Spec 11)
Legilimens: Cumulative Mind Reading 10 (DC Will 20)
Stupefy: Cumulative Affliction 8, +10 (DC Fort 18)
Throw, +3 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Destiny: It is Daphne's destiny to become the new Lady Black once Harry finally decides that he is ready to marry the girls who are most important to him in his life. She will however make it a condition of her marriage that their first male child be named the Heir to House Greengrass so that her father has an heir to his legacy.
- Guy Magnet: Daphne tends to attract male attention wherever she goes due to the fact that she is possibly the single most attractive Pure-Blood witch of her generation.
- Honor: Daphne will always keep her word of honor, and strives to uphold the common good.
- Motivation: Protector: Daphne will do whatever it takes to keep her loved ones safe from harm, and it is only her sense of honor that prevents her from becoming truly yandere in her attempts to achieve that goal.
- Relationships: Daphne is the best friend of Tracey Davis, and also the elder sister of Astoria Greengrass. She is furthermore, the eldest daughter of the late Elizabeth Greengrass (née Rosier), and her husband Cyrus Greengrass.
- Significant Other: Daphne is the highly overprotective older sister of Astoria Greengrass, a girl who suffers from a magical malady that will one day claim her life, no matter what Daphne might try to do in order to avert such a catastrophe.

Languages
English [Native], French, Old Norse, Welsh (Cymraeg)

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 6 (Imp. 4), Will 10

Power Points
Abilities 62 + Powers 74 + Advantages 36 + Skills 43 (85 ranks) + Defenses 17 = 232
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Princess Mera / The MCs / Aquamage

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Princess Y'Mera Xebella Challa - PL 10
Age: 19 / Height: 5' 4" / Weight: 143 lbs
Hair Color: Crimson / Eye Color: Blue
Wealth Rank: +16 / Rep Rank: +10

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

General Advantages
Assessment, Attractive, Benefit, Sixth Sense, Benefit, Social Class 4 (Minor Royalty: Crown Princess of Xebel), Benefit, Spiritual Diplomat, Benefit, Wealth 2 (independently wealthy), Charming, Connected, Conviction, Daze (Intimidation), Diehard, Equipment 3, Fascinate (Persuasion), Favored Environment: (Aquatic), Fighting Style: Savage Dragon, Great Endurance, Guidance, Inspire 2, Languages 3, Leadership, Motivate, Reviving Team Attack, Ritualist, Runesmith, Strong Swimmer, Teamwork

Fighting Style Advantages
Accurate Attack, All-out Attack, Defensive Attack, Evasion, Fast Grab, Improved Disarm, Improved Trip, Move-by Action, Power Attack

Skills
Acrobatics 6 (+9), Athletics 6 (+16), Expertise (AWE): Governing 6 (+10), Expertise (AWE): Pedagogy 6 (+10), Expertise (AWE): Survival 6 (+10), Expertise: Ancient Runes 8 (+11), Expertise: History 8 (+11), Expertise: Magic 10 (+13), Expertise: Politics 8 (+11), Handle Animal 4 (+12/+8), Insight 6 (+10), Intimidation 6 (+10), Investigation 6 (+9), Perception 6 (+10), Persuasion 8 (+16/+12), Ranged Combat: Magic 8 (+10), Riding 6 (+8), Stealth 6 (+9), Treatment 6 (+9)

Powers
Highborn Xebellian Physiology
. . Body Resistance: Impervious Toughness 4 (racial trait)
. . Cold Damage: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
. . Deep-Diver: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning; Feature: Longevity (Up to 514 years))
. . Deepsight: Senses 4 (racial trait, Darkvision, Extended: Darkvision 2: x100; Limited: to While Underwater)
. . Hydrated Vitality: Regeneration 2 (racial trait, Every 5 rounds; Quirk: Requires uncontaminated water, Source: Complete Immersion in Water)
. . Sonar: Senses 7 (racial trait, Accurate (Type): Auditory Senses, Extended: Auditory Senses 2: x100, Ultra-hearing; Limited: to While Underwater)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
Incredible Moves: Array
. . Hyper-Swimming: Swimming 8 (racial talent, Speed: 120 miles/hour, 1800 feet/round)
. . Natural Acrobat: Leaping 4 (racial talent, Leap 120 feet at 30 miles/hour; Acrobatics Check Required)
. . Natural Athlete: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round; Athletics Check Required)
Special Qualities
. . Barter: Enhanced Trait 2 (social talent, Persuasion +4 (+16); Limited: to Trade Negotiations)
. . Decipher Script: Comprehend 1 (training, Languages - Read All; Check Required 5: DC 14 - Expertise: Ancient Runes, Limited: to Interpreting the Targeted Script's General Meaning)
. . Expert Handler: Enhanced Trait 2 (training, Handle Animal +4 (+12); Limited: to Aquatic Animals)
. . Old Hand: Immunity 5 (social talent, Interaction Skills; Reflect; Check Required 2: DC 11 - Expertise: Survival, Limited: to Intimidation Attempts)
Xebellian Sorcery: Array
. . Control Water: Move Object 8 (water magic, 100 ktons; Increased Mass 14, Increased Range: perception; Limited Material: Water)
. . Obscurring Mist: Environment 5 (water magic, Visibility (-5), Radius: 500 feet; Diminishing Counter)
. . Slipstream: Flight 6 (water magic, Speed: 120 miles/hour, 1800 feet/round; Affects Others; Limited: to within 60 feet (distance rank 1) of Mean Sea Level, Platform)
. . Surge: Move Object 10 (water magic, 25 tons; Limited Direction: Attraction or Repulsion, Limited Material: Water)
. . Tsunami: Line Area Damage 6 (water magic, DC 21; Line - Width Area 3: 60 feet feet wide, Line Area 4: 5 feet wide by 250 feet long, DC 16, Increased Range: ranged; Distracting, Limited: to Along Shorelines, Limited: must originate from a body of water, Tiring)
. . Vortex: Cylinder Area Move Object 7 (water magic, 3 tons, DC 22; Cylinder Area 2: 60 feet cylinder, DC 17, Damaging, Extended Range 2; Limited Material: Water)
. . Water Shaping: Create 10 (water magic, Volume: 1000 cft., DC 20; Movable, Selective; Proportional)
. . Waters of Life: Healing 9 (water magic; Reach (ranged): 5 ft., Restorative, Stabilize)

Expanded Equipment
League Telecomm
. . Telecomm Transceiver: Mental Area Cosmic Communication 2 (martian tech; Area, Selective, Subtle: encrypted; Limited: to Other League Telecomms or any Martian located in the Watchtower, Notes: Range: Worldwide)

Equipment
League Telecomm, Light Armor

Offense
Initiative +3
Control Water: Move Object 8 (DC 18)
Grab, +8 (DC Spec 20)
Surge: Move Object 10, +10 (DC 20)
Throw, +2 (DC 25)
Tsunami: Line Area Damage 6 (DC 21)
Unarmed, +8 (DC 25)
Vortex: Cylinder Area Move Object 7 (DC 22)

Complications
- Destiny: It is Mera's destiny to become the new Queen of Atlantis once Harry finally decides that he is ready to marry the girls who are most important to him in his life.
- Fish Out of Water: Mera is having an incredibly difficult time adjusting to life on the surface world.
- Motivation: Patriotism: Mera is entirely devoted to improving conditions for the people of Xebel, and also for the inhabitants of Atlantis as a whole.
- Relationship: Mera is the eldest of King Nereus' daughters, which means she is the next in line to claim the throne of the Atlantean kingdom of Xebel.
- Temper: The intensity of Mera's temper is matched only by the brilliance of her crimson colored hair.
Unlockable Content: Mera's League Telecomm will only be available to him after she officially joins the Justice League as an Active Duty member.
- Water Dependency: Mera is amphibious. If she's removed from the water for an extended period of time (approximately 24 hours), she'll begin to suffer adverse effects; her Fighting, Strength, and Stamina ranks will drop by -1 rank per additional day until they all reach a rank 2. She is also Impaired if she's not totally immersed in water at least once each day.

Languages
Atlantean [Native], English, Greek, High Atlantean

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

Power Points
Abilities 84 + Powers 73 + Advantages 43 + Skills 63 (126 ranks) + Defenses 17 = 280
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The D.A. / Wizarding Britain P2 / Aquamage

Post by DalkonCledwin »

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Dumbledore's Army - PL 6
Minion Rank: 6 / Sidekick Rank: 18

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

Advantages
Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Extraordinary Effort, Improved Ranged Disarm, Potioneer

Skills
Deception 6 (+8), Expertise: Magic 6 (+9), Investigation 4 (+7), Ranged Combat: Magic 2 (+4), Stealth 4 (+6)

Powers
Magical Human Physiology
. . Longevity: Immunity 1 (racial trait, Aging; Limited - Half Effect)
. . Tough as Nails: Protection 3 (racial trait, +3 Toughness; Impervious)
Wand Magic: Array (Easily Removable)
. . Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (charm, 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 Dementors, Lethifolds and other similar creatures, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests in the form of a glowing animal, Tiring)
. . Expelliarmus: Damage 8 (charm, DC 23; Disarming, Enhanced Knockback 6, Increased Range: ranged; Nonlethal)
. . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . Wingardium Leviosa: Move Object 6 (charm, 3200 lbs., DC 21; Damaging, Increased Range: perception, Precise, Subtle: subtle)

Offense
Initiative +2
Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 8, +4 (DC 23)
Grab, +2 (DC Spec 11)
Stupefy: Cumulative Affliction 8, +4 (DC Fort 18)
Throw, +2 (DC 16)
Unarmed, +2 (DC 16)
Wingardium Leviosa: Move Object 6 (DC 21)

Languages
English [Native]

Defense
Dodge 8, Parry 8, Fortitude 3, Toughness 4 (Imp. 3), Will 9

Power Points
Abilities 28 + Powers 24 + Advantages 5 + Skills 11 (22 ranks) + Defenses 22 = 90

--------------------
Build Comments: This stat block is intended to act as a continuation to the stat blocks listed in the Wizarding Britain section of the Black Prince of Tamaran index, which itself contains updated stat blocks for Voldemort, Dumbledore, the Order and the Death Eaters.
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Men-of-War / Atlantis / Aquamage

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Men-of-War - PL 8
Minion Rank: 10 / Sidekick Rank: 30

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

Advantages
Beginner's Luck, Close Attack 2, Equipment 1, Favored Environment: (Aquatic), Improved Initiative, Power Attack, Takedown, Teamwork, Ultimate Effort: (Toughness Checks)

Skills
Athletics 4 (+10), Expertise: Military 8 (+10), Insight 4 (+6), Intimidation 6 (+8), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: Blasters 5 (+8), Technology 4 (+6), Vehicles 4 (+7)

Powers
Atlantean Armor (Removable)
. . Battle Armor: Protection 4 (armor, +4 Toughness; Impervious)
. . Life Support: Immunity 1 (technological, Suffocation: Emersion)
Atlantean Arsenal: Array (Easily Removable)
. . Heat Shotel: Strength-based Damage 2 (slashing, DC 23; Dangerous 2, Penetrating 8)
. . Plasma Rifle: Damage 8 (energy, DC 23; Extended Range 5, Increased Range: ranged, Penetrating 8)
Atlantean Physiology
. . Deep-Diver: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning; Feature: Longevity (Avg. of 156 years))
. . Deepsight: Senses 2 (racial trait, Darkvision; Limited: to While Underwater)
. . Sonar: Senses 6 (racial trait, Accurate (Type): Auditory Senses, Extended: Auditory Senses 1: x10, Ultra-hearing)
. . Speed-Swimming: Swimming 6 (racial talent, Speed: 30 miles/hour, 500 feet/round)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)

Equipment
Commlink

Offense
Initiative +9
Grab, +8 (DC Spec 16)
Heat Shotel: Strength-based Damage 2, +8 (DC 23)
Plasma Rifle: Damage 8, +8 (DC 23)
Throw, +3 (DC 21)
Unarmed, +8 (DC 21)

Complications
- Motivation: Patriotism: Men-of-War are fanatical in their loyalty to the current ruler of Atlantis, however they'd also be quick to turn on that ruler if someone succeeded in proving they had a superior claim to the throne.
- Water-Breather: Most Atlanteans require water in order to live. When removed from the water they'll quickly begin to suffocate.

Languages
Atlantean [Native]

Defense
Dodge 6, Parry 6, Fortitude 9, Toughness 10 (Imp. 4), Will 7

Power Points
Abilities 64 + Powers 44 + Advantages 10 + Skills 22 (43 ranks) + Defenses 9 = 149
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Magister Kadaver / Atlantis / Aquamage

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Magister Kadaver - PL 11
Age: 54 / Height: 6' 0" / Weight: 192 lbs
Hair Color: Black / Eye Color: Red
Wealth Rank: +12 / Infamy Rank: +13

Strength 10, Stamina -, Agility 5, Dexterity 3, Fighting 6, Intellect 2, Awareness 4, Presence 4

Advantages
Accurate Attack, Assessment, Benefit, Infamy, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Status: (Magister of the Silent School), Benefit, Wealth (well-off), Contacts, Defensive Attack, Defensive Roll 2, Evasion 2, Favored Environment: (Aquatic), Improved Aim, Improved Critical: Eldritch Bolts, Improved Grab, Improved Initiative 2, Languages 1, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 3, Ritualist, Takedown, Uncanny Dodge

Skills
Acrobatics 8 (+13), Athletics 8 (+18), Close Combat: Coral Weapons 2 (+8), Deception 8 (+12), Expertise (AWE): Streetwise 8 (+12), Expertise: Covert Ops 8 (+10), Expertise: Magic 8 (+10), Expertise: Tactics 6 (+8), Insight 8 (+12), Intimidation 6 (+10), Perception 8 (+12), Ranged Combat: Magic 4 (+7), Sleight of Hand 8 (+11), Stealth 8 (+13), Treatment 4 (+6), Vehicles 4 (+7)

Powers
Incredible Moves: Array
. . Hyper-Swimming: Swimming 8 (racial talent, Speed: 120 miles/hour, 1800 feet/round)
. . Natural Acrobat: Leaping 4 (racial talent, Leap 120 feet at 30 miles/hour; Acrobatics Check Required)
. . Natural Athlete: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round; Athletics Check Required)
King's Ghoul Physiology
. . Deepsight: Senses 3 (racial trait, Darkvision, Extended: Darkvision 1: x10; Limited: to While Underwater)
. . Protective Hide: Protection 8 (racial trait, +8 Toughness; Impervious)
. . Sonar: Senses 6 (racial trait, Accurate (Type): Auditory Senses, Extended: Auditory Senses 1: x10, Ultra-hearing)
. . Unliving: Immunity 31 (racial trait, Aging, Fortitude Effects)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
Sorcerer of the Ninth Tride: Array
. . Coral Forms: Create 10 (atlantean magic, Volume: 1000 cft., DC 20; Increased Duration: continuous, Subtle: look natural, Tether)
. . Coral Weapons: Strength-based Damage 3 (atlantean magic, DC 28; Variable Descriptor: close group - Replicates any single 1 pt modifier based on weapon form and type)
. . Eldritch Bolts: Damage 12 (atlantean magic, DC 27; Increased Range: ranged, Multiattack, Overwhelming Counter; Diminished Range 2)
. . Eldritch Wave: Cone Area Damage 8 (atlantean magic, DC 23; Cone Area 3: 250 feet cone, DC 18, Diminishing Counter, Enhanced Knockback 6)
. . Touch of Corruption: Cumulative Progressive Affliction 8 (necromantic, 1st degree: Dazed, Impaired, 2nd degree: Compelled, Disabled, 3rd degree: Transformed, Controlled, Resisted by: Will, DC 18; Cumulative, Extra Condition, Progressive; Grab-based, Limited: Has no effect against Heroic characters)

Offense
Initiative +13
Coral Weapons: Strength-based Damage 3, +8 (DC 28)
Eldritch Bolts: Damage 12, +10 (DC 27)
Eldritch Wave: Cone Area Damage 8 (DC 23)
Grab, +6 (DC Spec 20)
Throw, +6 (DC 25)
Touch of Corruption: Cumulative Progressive Affliction 8, +6 (DC Will 18)
Unarmed, +6 (DC 25)

Complications
- Arrogant: Kadaver believes he is superior to any Atlantean who has been 'Changed by the Sea', while completely failing to realize that his new status as the King's Ghoul makes him the very thing which he hates more than anything else in the entire world!
- Disability: Kadaver is incapable of articulate verbal communication, and is therefore reliant upon a minion's assistance when delivering a villainous monologue.

Languages
Atlantean [Native], High Atlantean

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

Power Points
Abilities 58 + Powers 117 + Advantages 31 + Skills 53 (106 ranks) + Defenses 19 = 278
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King Rath / Atlantis / Aquamage

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Corum Rath, the Usurper King - PL 14
Age: 59 / Height: 6' 0" / Weight: 220 lbs
Hair Color: Brown / Eye Color: Blue
Wealth Rank: +24 / Infamy Rank: +18

Strength 14, Stamina 10, Agility 5, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 4

General Advantages
Assessment, Benefit, Infamy 2, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Status: (Usurper King of Atlantis), Benefit, Wealth 4 (multimillionaire), Diehard, Favored Environment: (Aquatic), Fighting Style: Tiger, Great Endurance, Improvised Tools, Languages 2, Leadership, Power Attack, Ranged Attack 7, Ritualist, Second Chance: (Insight Checks), Skill Mastery: Technology, Strong Swimmer

Fighting Style Advantages
All-out Attack, Defensive Attack, Improved Critical: Unarmed, Improved Smash, Move-by Action, Skill Mastery: Athletics, Startle, Takedown, Weapon Break

Skills
Close Combat: Unarmed 2 (+10), Expertise: Engineering 8 (+10), Expertise: Military 8 (+10), Expertise: Oceanography 8 (+10), Insight 8 (+12), Intimidation 8 (+12), Investigation 4 (+6), Perception 4 (+8), Persuasion 8 (+12), Technology 12 (+14), Vehicles 4 (+7)

Powers
Atlantean Battle Armor (Removable)
. . Body Armor: Protection 4 (armor, +4 Toughness; Impervious)
. . Life Support: Immunity 1 (technological, Suffocation: Emersion)
. . Stealth Field: Concealment 2 (technological, Sense - Sight; Activation: move action, Blending)
Atlantean Physiology
. . Body Resistance: Impervious Toughness 8 (racial trait)
. . Deep-Diver: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning; Feature: Longevity (Up to 160 years))
. . Deepsight: Senses 3 (racial trait, Darkvision, Extended: Darkvision 1: x10; Limited: to While Underwater)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
. . Sonar: Senses 6 (racial trait, Accurate (Type): Auditory Senses, Extended: Auditory Senses 1: x10, Ultra-hearing)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
Darkness Beyond Blackest Pitch: Array
. . Clairvoyance: Remote Sensing 13 (atlantean magic, Affects: Visual Senses, Range: 30 miles; Subtle: DC 20+rank; Feedback, Limited: Corum is Defenseless while using this power, since it displaces his optic sensory input)
. . Necromancy: Summon 1 (necromantic; Controlled, Horde, Multiple Minions 5: 32 minions)
. . Touch of Corruption: Cumulative Progressive Affliction 12 (necromantic, 1st degree: Dazed, Impaired, 2nd degree: Compelled, Disabled, 3rd degree: Transformed, Controlled, Resisted by: Will, DC 22; Cumulative, Extra Condition, Progressive; Grab-based, Limited: Has no effect against Heroic characters)
Heat Shotel (Easily Removable)
. . Sword Strike: Strength-based Damage 2 (slashing, DC 31; Dangerous 2, Penetrating 8)
Incredible Moves: Array
. . Natural Acrobat: Leaping 4 (racial talent, Leap 120 feet at 30 miles/hour; Acrobatics Check Required)
. . Natural Athlete: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round; Athletics Check Required)
. . Supercavitation: Swimming 12 (racial talent, Speed: 2000 miles/hour, 4 miles/round)
Necrotic Empowerment (Activation: Standard Action)
. . Berserker's Strength: Enhanced Trait 16 (morphic, Strength +4 (+18), Stamina +4 (+14); Permanent)
. . Feral: Immunity 5 (morphic, Interaction Skills; Side Effect 2: always - Corum can't use any Interaction skills, except Intimidation, while in this form)
Special Qualities
. . Ignore Pain: Healing 6 (demonic talent; Persistent, Reaction 3: reaction; Activation: move action, Limited: Affects Self Only, Temporary, Notes: This can, and probably will, lead to Corum's untimely demise)

Offense
Initiative +5
Grab, +8 (DC Spec 24)
Sword Strike: Strength-based Damage 2, +8 (DC 31)
Throw, +10 (DC 29)
Touch of Corruption: Cumulative Progressive Affliction 12, +10 (DC Will 22)
Unarmed, +10 (DC 29)

Complications
- Curse Sworn: Corum has effectively sold his soul to the demonic entity known as the Abyssal Dark, and will go to great lengths in order to ensure that demon's goals are achieved, even if that means sacrificing his own ambitions in order to favor those of his benefactor.
- Cursed: Corum is utterly incapable of turning off his Necrotic Empowerment effect, and will quickly discover the massive boost it provides him to his strength and stamina is simply not worth the loss of his higher cognitive functions.
- Hatred: Corum absolutely despises anyone who has been "Changed by the Sea" and wishes to raise the entirety of Atlantis above the waves so that he can purge the world of their taint. He doesn't actually care that this action would simultaneously kill every single Atlantean Commoner. Fortunately, he has absolutely no idea how to go about achieving this goal and his demonic patron isn't exactly very talkative.
- Obsession: Corum is obsessed with power and will do anything he can in order to ensure his control over the Kingdom of Atlantis is never disrupted.
- Temper: Corum will relentlessly attack anything he perceives as a threat while under the effects of his Necrotic Empowerment.
- Water-Breather: Most Atlanteans require water in order to live. When removed from the water they'll quickly begin to suffocate.

Languages
Atlantean [Native], English, High Atlantean

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

Power Points
Abilities 100 + Powers 127 + Advantages 38 + Skills 37 (74 ranks) + Defenses 17 = 319
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The Hammer's Coming Down Brainstorm & Notes

Post by DalkonCledwin »

The Hammer’s Coming Down
Premise: Diana wasn't the only child of the Gods born among mortals: there was another; a child born of Might and Magic destined to be a great hero… or possibly, the end of us all!
Required Inclusions:
- Harry Potter must in reality be Wonder Woman’s twin brother, who is known to the people of her island as Prince Jason of Themyscira.
- Either Ares or Albus Dumbledore must have been involved in the event that led to Harry/Jason being raised, at least initially, by James and Lily Potter.
- Harry must be a powerful Demigod, who is capable of achieving superhuman stunts which would rival those of his sister(s).
- Harry must be willing to kill his adversaries if they prove to be too dangerous to allow to live, which means he would be what Batman would refer to as an “Anti-Hero.”
- Harry must have full access to the Potter family’s assets, although he doesn’t need to be excessively rich because of this money.
- Harry must eventually leave the Wizarding World behind, although it is up to the author to decide when he leaves. However, either Winky or Dobby must go with him.
Preferred Inclusions:
- Harry should employ a hammer that acts as a magical focus for his Atmokinesis powers in a manner similar to how Mjolnir acts as such a focus for Thor in the MCU.
- It is preferred that this fic be a crossover with Arrowverse as well as Wonder Woman.
- Harry should eventually gain access to the Armor of Zeus, even if not the Spear of Hypollita.
- Harry should be paired with one or more of the following: Alex Danvers, Lena Luthor, Kara Danvers, an Amazon, a Daughter of Black, and/or Fleur Delacour.
Optional Inclusions:
- Batman may develop an intense dislike for all things magical due to the extreme lack of information which exists for the people who dwell within the magical world.
- Poison Ivy could become infatuated with Harry after discovering he is immune to her toxins.
Forbidden Things:
- Harry siding with Darkseid’s daughter, Grail, the way his comic book counterpart did.
- Harry the Weak Emo Doormat.
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Harry Potter / The MCs / The Hammer's Coming Down

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Harry James Potter - PL 12
Age: 16 / Height: 5' 9" / Weight: 174 lbs
Hair Color: Currently Brown / Eye Color: Currently Brown
Wealth Rank: +20 / Rep Rank: +14
Knockback Modifier: -12

Strength 14, Stamina 10, Agility 7, Dexterity 4, Fighting 6, Intellect 3, Awareness 6, Presence 6

General Advantages
Accurate Attack, Animal Empathy, Attractive, Benefit, Alternate Identity 4: (Prince Jason of Themyscira), Benefit, Renown, Benefit, Sixth Sense 2, Benefit, Social Class 3 (Magical Peer: Lord Potter-Black), Benefit, Spiritual Diplomat, Benefit, Wealth 3 (millionaire), Connected, Conviction, Equipment 9, Fascinate (Expertise: Cooking), Fast Grab, Favored Environment: (Aerial), Hide in Plain Sight, Improved Grab, Improved Hold, Inspire 2, Languages 1, Leadership, Potioneer, Ranged Attack 6, Second Chance: (Resisting Mental Control), Set-up, Teamwork, Trance

Enhanced Advantages
Improved Initiative 2, Interpose, Move-by Action, Redirect, Takedown

Skills
Acrobatics 4 (+11), Athletics 6 (+20), Close Combat: Grab 4 (+10), Deception 4 (+10), Expertise (AWE): Cooking 6 (+12), Expertise (DEX): Broom Flight 6 (+10), Expertise: History 6 (+9), Expertise: Magic 10 (+13), Insight 6 (+12), Investigation 6 (+9), Perception 6 (+12), Persuasion 6 (+12), Ranged Combat: Wizardry 4 (+8), Stealth 6 (+13), Treatment 4 (+7)

Powers
Demigod Physiology
. . Body Resistance: Impervious Toughness 5 (racial trait)
. . Divine Senses: Senses 5 (racial trait, Awareness: Divinity [Mental], Darkvision, Extended: Visual Senses 2: x100)
. . Fast Action: Quickness 6 (racial trait, Perform routine tasks in -6 time ranks)
. . Invulnerabilities: Immunity 6 (racial trait, Aging, Disease, Poison, Rare Descriptor: Poison Ivy's Toxic Biochemistry, Uncommon Descriptor: Weather Conditions; Quirk: Immunity to Aging won't kick in until Harry is in his mid-twenties)
. . Lightning Reflexes: Enhanced Trait 6 (racial trait, Advantages: Improved Initiative 2, Interpose, Move-by Action, Redirect, Takedown)
. . Powerful Build: Enhanced Strength 4 (racial trait, +4 STR; Limited to Lifting, Notes: Lifting Strength 18: Up to 6,000 tons)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Electricity Damage; Limited - Half Effect)
. . Super-Endurance: Immunity 7 (racial trait, Environmental Conditions (All), Suffocation (All); Quirk: limited to approximately 30 minutes at a time)
Divine Discharge: Array
. . Density Control: Insubstantial 4 (divine talent, Incorporeal; Precise)
. . Energy Bending: Deflect 10 (divine talent; Redirection, Reflect; Limited: to Energy Attacks, Quirk: Requires the use of both hands, Reduced Range: close)
. . Stormbolt: Damage 10 (lightning magic, DC 25; Increased Range: ranged; Diminished Range 2)
Incredible Moves: Array
. . Lightning Speed: Speed 13 (racial talent, Speed: 16000 miles/hour, 30 miles/round)
. . Soar the Spaceways: Movement 2 (racial talent, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . Soaring: Flight 13 (racial talent, Speed: 16000 miles/hour, 30 miles/round)
Special Qualities
. . Disguise Self: Feature 1 (divine talent, Notes: Harry can change minor elements of his appearance, such as eye and hair color, at will. This grants him a +5 circumstance bonus to Deception checks when disguising himself as another character, and may qualify as a bonus on interaction checks made to impress or intimidate others under the right circumstances.)
. . Parseltongue: Comprehend 2 (accidental, Animals - Speak To, Animals - Understand; Feature: Made for Her Pleasure, Feature: Acts as an Encrypted form of Communication with other Parselmouths; Narrow Type: Snakes)
Stormweaver (Easily Removable)
. . Divine Hammer: Array
. . . . Call Lightning: Damage 14 ([0 active, 0/50 PP, 3/r+8], lightning magic, DC 29; Diminishing Counter, Enhanced Knockback 6, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . . . Chain Lightning: Damage 12 ([0 active, 0/50 PP, 4/r], lightning magic, DC 27; Increased Range: ranged, Multiattack, Overwhelming Counter)
. . . . Fog Cloud: Burst Area Concealment Attack 8 ([0 active, 0/50 PP, 6/r], divine magic, All Visual Senses, Extra Ranks 4, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Attack: Fortitude, Increased Range: ranged)
. . . . Hammer Strike: Strength-based Damage 4 ([0 active, 0/50 PP, 1/r+10], bludgeoning, DC 33; Penetrating 9, Smashing)
. . . . Weather Control: Environment 10 ([0 active, 0/50 PP, 5/r], divine magic, Cold, Impede Movement (1 rank), Visibility (-2), Radius: 2 miles; Diminishing Counter, Selective)
. . Holly & Phoenix Feather Wand (Alternate; Easily Removable)
. . . . Yer A Wizard, Harry: Array
. . . . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (charm, 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 Dementors, Lethifolds and other similar creatures, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing stag, Tiring)
. . . . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Enhanced Knockback 6, Increased Range: ranged; Nonlethal)
. . . . . . Finite Incantatem: Nullify 8 (charm, Counters: Magical Effects, DC 18; Broad, Simultaneous)
. . . . . . Reparifors: Healing 8 (healing magic; Reach (ranged): 5 ft., Restorative)
. . . . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)

Equipment
Heavy Jacket, Team Communicator, The Potter Estate

Offense
Initiative +15
Call Lightning: Damage 14, +10 (DC 29)
Chain Lightning: Damage 12, +10 (DC 27)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Damage 10, +14 (DC 25)
Finite Incantatem: Nullify 8, +14 (DC Will 18)
Fog Cloud: Burst Area Concealment Attack 8 (DC Fort 18)
Grab, +10 (DC Spec 24)
Hammer Strike: Strength-based Damage 4, +6 (DC 33)
Stormbolt: Damage 10, +10 (DC 25)
Stupefy: Cumulative Affliction 8, +14 (DC Fort 18)
Throw, +10 (DC 29)
Unarmed, +6 (DC 29)

Complications
- Destiny: It is Harry's destiny to be the one who vanquishes the dark wizard who styles himself as "Lord Voldemort."
- Impulsive: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.
- 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 is the fraternal twin brother of the superhero known as Wonder Woman, which makes him the son of the Queen of Themyscira, Hippolyta, and the King of Olympus, Zeus.

Languages
Ancient Greek [Instinctual], English

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 12 (Imp. 5), Will 14

Power Points
Abilities 112 + Powers 131 + Advantages 49 + Skills 42 (84 ranks) + Defenses 19 = 353

--------------------
The Potter Estate - PL 12

Toughness 10, Size Huge

Features:
Amplifier 3 (Magic Traits +2, Harry Only), Artificer Lab, Barrier (Athletics, DC 16), Concealed 2 (DC 25), Dining Area, Dueling Hall, ECM 4 (Vs. Magic, -8), Escape Tunnels 1 (DC 20), Floo Connection, Grounds (Awesome), Hero Point Bank 4, Kitchen & Mess, Library, Living Space, Luxury 5 (Up to 2 ea., 10), Mystic Locale, Owlery (Hedwig), Personnel (Dobby & Winky), Pool, Typewriter, Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 35 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 40
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DalkonCledwin
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Fleur Delacour / The MCs / The Hammer's Coming Down

Post by DalkonCledwin »

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Fleur Isabelle Delacour - PL 10
Age: 19 / Height: 5' 7" / Weight: 110 lbs
Hair Color: Blonde / Eye Color: Ice Blue
Wealth Rank: +12 / Rep Rank: +12
Knockback Modifier: -8

Strength 1, Stamina 2, Agility 7, Dexterity 4, Fighting 3, Intellect 4, Awareness 6, Presence 10

General Advantages
Agile Feint, Animal Empathy, Assessment, Attractive 2, Benefit, Athletics Based on Agility, Benefit, Renown, Benefit, Sixth Sense, Benefit, Social Class 2 (Aristocrat: Heiress Presumptive of House Delacour), Benefit, Spiritual Diplomat, Benefit, Wealth (well-off), Charming, Connected, Defensive Attack, Defensive Roll 2, Equipment 1, Evasion, Fascinate (Persuasion), Flirtation, Great Endurance, Improved Treatment, Languages 3, Potioneer, Ritualist, Runesmith, Second Chance: (Acrobatics Checks for Tumbling), Set-up, Skill Mastery: Persuasion, Teamwork

Enhanced Advantages
Luck 4

Skills
Acrobatics 8 (+15), Athletics 6 (+13), Deception 4 (+14), Expertise (AWE): Wizarding Culture 8 (+14), Expertise: Ancient Runes 8 (+12), Expertise: Business & Finance 6 (+10), Expertise: Magic 10 (+14), Insight 6 (+12), Intimidation 6 (+16), Investigation 4 (+8), Perception 4 (+10), Persuasion 8 (+18), Ranged Combat: Magic 6 (+10), Stealth 4 (+11), Treatment 8 (+12)

Powers
Faerie Magic: Array
. . Burning Hands: Cone Area Damage 10 (passionfyre, DC 25; Cone Area: 60 feet cone, DC 20; Limited: to a 15-foot spread)
. . Charm: Affliction 10 (allure, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception; Limited: Fleur doesn't control the target's actions, they merely act friendly towards her, Limited: to Male Targets, Sense-dependent: Visual)
. . Enthrall: Concentration Burst Area Affliction 8 (allure, 1st degree: Entranced, Impaired, Resisted by: Will, DC 18; Burst Area 2: 60 feet radius sphere, DC 18, Concentration, Extra Condition, Selective; Limited: to Male Targets, Limited Degree 2, Sense-dependent: Visual)
. . Fire Bolts: Damage 10 (passionfyre, DC 25; Increased Range: ranged, Split: 2 targets; Diminished Range 2)
Faerie Talents
. . Adoration: Luck Control 1 (allure, Force a Re-roll, Advantages: Luck 4; Limited: to Male Targets, Sense-dependent: Visual)
Rosewood & Veela Hair Wand (Easily Removable)
. . Yer A Witch, Fleur: Array
. . . . Anapneo: Healing 10 (healing magic; Reach (ranged): 5 ft.; Limited: to Dying Targets)
. . . . Apparition: Teleport 7 (magical travel, 0.5 miles in a move action, carrying 200 lbs.; Change Direction, Change Velocity, Increased Mass 2, Turnabout)
. . . . Bombarda: Burst Area Damage 5 (curse, DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged, Penetrating 5)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Nullify 6 (charm, Counters: Magical Effects, DC 16; Broad, Simultaneous)
. . . . Noncorporeal Patronus: Create 10 (charm, Volume: 1000 cft., DC 20; Impervious, Stationary, Tether; Fades, Limited: Fleur can only use this to defend herself from Dementors, Lethifolds and other similar creatures, Proportional, Reduced Range: close)
. . . . Reparifors: Healing 6 (healing magic; Reach (ranged): 5 ft., Restorative)
. . . . Somnus: Concentration Cumulative Affliction 6 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Asleep, Resisted by: Will, DC 16; Concentration, Cumulative, Increased Range: ranged; Distracting)
Veela Physiology
. . Daydreamer: Feature 2 (racial trait, Notes: Fleur only needs one degree of success on a hearing-based Perception check in order to awaken from the asleep condition, rather than three. Furthermore, she can enter the asleep condition while in a light trance state similar to the entranced condition (Deluxe Hero’s Handbook, page 19), keeping her eyes open and maintaining her position (sitting up, even riding a walking mount, but not moving under her own power). Daydreamer fulfills the requirement for dream powers which would require her to be asleep)
. . Interspecies Romance: Feature 1 (racial trait, Notes: Fleur is capable of being impregnated by a male of any species that could qualify as a Being according to the British Ministry for Magic, no matter how inhuman that species may appear to be)
. . Invulnerabilities: Immunity 12 (racial trait, Damage Effect: Fire Damage, Damage Effect: Wind Damage, Environmental Condition: Heat, Suffocation: Tracheal Obstructions; Feature: Longevity (Up to 517 years))
. . Resistances: Immunity 7 (racial trait, Custom: Mental Control 5, Disease, Sleep; Limited - Half Effect)
. . Tough as Nails: Protection 4 (racial trait, +4 Toughness; Impervious)

Equipment
Team Communicator

Offense
Initiative +7
Bombarda: Burst Area Damage 5 (DC 20)
Burning Hands: Cone Area Damage 10 (DC 25)
Charm: Affliction 10 (DC Will 20)
Enthrall: Concentration Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Damage 10, +10 (DC 25)
Finite Incantatem: Nullify 6, +10 (DC Will 16)
Fire Bolts: Damage 10, +10 (DC 25)
Grab, +3 (DC Spec 11)
Somnus: Concentration Cumulative Affliction 6, +10 (DC Will 16)
Throw, +4 (DC 16)
Unarmed, +3 (DC 16)

Complications
- Cultural Awkwardness: Fleur is a French Veela who regularly finds herself living in countries other than her own. There are going to be situations where she says or does something to annoy the magical citizens of whichever country she is residing in, and these aren't always going to be her fault.
- Easily Distracted: Fleur finds it incredibly difficult to focus on anything but her sister when Gabrielle is in close proximity to her. This isn't because she is attracted to her sister or anything, but rather because she is very protective of the younger Veela.
- Honor: Fleur will always keep her word, strives to uphold the Greater Good, and is never underhanded in her dealings.
- Motivation: Responsibility: Fleur has been inspired by the likes of Madame Maxime and Albus Dumbledore to fight the good fight and help herald in a future of equality for all the citizens of the Wizarding World.
- Relationships: Fleur is the eldest child of Apolline and Jacques Delacour, and therefore the older sister of Gabrielle Delacour. She has also admitted to having a wand with one of her grandmother's hairs as it's core, indicating that they have a remarkably close relationship.
- Superior Airs: Because of their long and cultured history, as well as their inhuman beauty, Veela tend to view most other races as inferior and boring.
- Weakness: Fleur is Toughness Impaired against Cold & Ice attacks.

Languages
Dynastic Egyptian, English, French [Native], Gobbledegook

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 8/6 (Imp. 4), Will 10

Power Points
Abilities 74 + Powers 72 + Advantages 33 + Skills 48 (96 ranks) + Defenses 22 = 249
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DalkonCledwin
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The All-New Martian Who Lived

Post by DalkonCledwin »

The All-New Martian Who Lived
Premise: Two young Martians send their daughter to Earth in order to allow the girl a chance to grow up with the freedom to make her own life choices. This little girl would be found by James and Lily Potter shortly after her arrival, changing the course of wizarding history forever.
Required Inclusions:
- Erika Potter must actually be a Martian who was sent to Earth in order to prevent her from being forcibly enrolled in the Martian School of High Sorcery.
- Erika must possess all of the usual powers one would expect from the Martians of DC Comics, as well as a genetic predisposition towards Magic Manipulation (aka Sorcery).
- Erika must encounter and befriend Rachel ‘Raven’ Roth prior to their eleventh birthdays.
- Raven must help Erika develop the skills necessary to perform Sorcery, while they must each have contributions to make while improving their psionic abilities.
- Erika and Raven must have taken on an active role in protecting their local community from supervillains by the time they reach their seventeenth birthdays.
- Erika and Raven must be approached by two members of the League with an offer to join Young Justice at around the same time as Artemis Crock’s admission to the Team.
- Erika and Raven must be willing to permanently incapacitate those villains who have proven themselves to be completely irredeemable.
- Martians must reach physical maturity at the same age as humans, but will usually refrain from considering themselves adults until they are about 54 years of age.
- Erika must eventually use her Mayavana ability on Raven, which is intended to act as the Martian counterpart to what the Potterverse fandom refers to as a “Soul Bond.”
Preferred Inclusions:
- Erika should run away from the Dursley residence shortly after her initial encounter with Raven, which could also cause the wards around that home to collapse.
- Erika and Raven should refuse to attend Hogwarts after sensing malevolent emotions coming from Severus Snape, who was tasked with hand-delivering their Hogwarts Acceptance Letters.
- Erika should use her Telepathy to force Voldemort into a permanent grade 6 coma on the GCS, with Raven placing Snape or Bellatrix into a permanent grade 8 coma.
- A Martian’s gender should have more to do with their state of mind than it does their actual biology, meaning that female martians could mate with other women and have children.
Optional Inclusions:
- Erika could instinctively use her Density Shifting ability in order to render herself immune to Voldemort’s Killing Curse during their initial encounter with one another.
- Martians prefer to use Mayavana on the person they love the most, but that doesn’t mean their love is exclusive to that individual. This means that Martian harems are possible, though rare.
Forbidden Things:
- Erika and Raven, the Weak Emo Doormats.
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DalkonCledwin
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Sparrow / The MCs / The All-New Martian Who Lived

Post by DalkonCledwin »

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Sparrow (Erika Potter) - PL 10
Age: 15 / Height: 5' 6" / Weight: 124 lbs
Hair Color: Pink / Eye Color: Green
Wealth Rank: +16 / Rep Rank: +12
Knockback Modifier: -8 / -14

Strength 10, Stamina 8, Agility 5, Dexterity 3, Fighting 4, Intellect 3, Awareness 6, Presence 4

General Advantages
Assessment, Attractive, Beloved: (Rachel Roth), Benefit, Renown, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (independently wealthy), Connected, Daze (Deception), Durable Lie, Equipment 4, Fascinate (Deception), Fascinate (Expertise: Cooking), Iron Chef, Languages 4, Luck 2, Ranged Attack 3, Reviving Team Attack, Ritualist, Runesmith, Second Chance: (Resisting Mental Control), Skill Mastery: Expertise: Magic, Taunt, Trance

Enhanced Advantages
Diehard

Skills
Acrobatics 4 (+9), Athletics 4 (+14), Deception 8 (+16/+12), Expertise (AWE): Cooking 6 (+12), Expertise: Ancient Runes 8 (+11), Expertise: Magic 10 (+13), Insight 6 (+12), Investigation 4 (+7), Perception 6 (+12), Persuasion 6 (+14/+10), Ranged Combat: Eldritch Bolts 5 (+8), Stealth 4 (+9), Treatment 4 (+7)

Powers
Martian Morphology: Array
. . Chameleon Cloak: Concealment 4 (psychometabolism, All Visual Senses; Blending)
. . Density Downscale: Insubstantial 4 (psychometabolism, Incorporeal; Precise)
. . Density Upscale: Protection 2 (psychometabolism, +2 Toughness; Feature 4: Biomass Increase, Impervious [2 extra ranks])
. . Martian Levitation: Flight 10 (psychokinesis, Speed: 2000 miles/hour, 4 miles/round)
. . Shokanification: Extra Limbs 2 (psychometabolism, 2 extra limbs, Advantages: Improved Grab)
Martian Physiology
. . Bio-Garb: Feature 1 (racial talent, Notes: Erika can use her shapeshifting to replicate the style and texture of any type of clothing she can imagine, effectively negating the need to actually go out and purchase the garments in question. This power is otherwise identical to the Quick Change feature described on page 161 of the Deluxe Hero's Handbook)
. . Body Resistance: Impervious Toughness 6 (racial trait)
. . Invulnerabilities: Immunity 8 (racial trait, Critical Hits, Disease, Environmental Conditions (All); Feature: Longevity (Up to 318 years); Quirk: Erika is only immune to Nonmagical Terran Diseases)
. . Martian Senses: Senses 7 (racial trait, Darkvision, Extended: Hearing 2: x100, Extended: Visual Senses 2: x100, Low-light Vision)
. . Natural Psion: Senses 17 (racial trait, Accurate: Detect Minds, Acute (Type): Mental Senses, Awareness: Mental, Detect: Minds [Mental] 2: ranged, Extended: Mental Awareness 2: x100, Extended: Detect Minds 6: x1m, Radius (Type): Mental Senses)
. . Psionic Interference: Impervious Will 12 (racial talent; Sustained)
. . Reconstitution: Regeneration 2 (racial trait, Every 5 rounds, Advantages: Diehard; Persistent)
. . Resistances: Immunity 2 (racial trait, Poison, Sleep; Limited - Half Effect)
. . Shapeshifting: Morph 4 (racial talent, +20 Deception checks to disguise; Any form; Feature: Erika is fertile regardless of her form; Quirk: This effect gains the "Unreliable (Roll)" flaw when Erika attempts to shift into a male form)
. . Smooth Talker: Enhanced Trait 6 (racial trait, Deception +4 (+16), Intimidation +4 (+8), Persuasion +4 (+14); Limited to Minds)
Martian Sorcerer Priestess: Array
. . Dimension Door: Teleport 8 (high sorcery, 1 mile in a move action, carrying 200 lbs.; Change Direction, Change Velocity, Increased Mass 2, Turnabout)
. . Eldritch Bolts: Damage 9 (high sorcery, DC 24; Increased Range: ranged, Multiattack, Overwhelming Counter)
. . Eldritch Wave: Cone Area Damage 7 (high sorcery, DC 22; Cone Area 2: 120 feet cone, DC 17, Diminishing Counter, Enhanced Knockback 6)
. . False Sensory Input: Illusion 10 (telepathy, Affects: All Sense Types, Area: 1000 cft., DC 20; Selective; Concentration, Limited to One Subject, Resistible: Will)
. . Gate: Movement 2 (high sorcery, Dimensional: Mystical Dimensions 2: group, 50 lbs.; Feature: Characters are allowed to remain in the new dimension after Erika switches powers, Portal)
. . Greater Teleport: Teleport 12 (high sorcery, Carry 200 lbs.; Accurate, Extended: 4000 miles in 2 move actions, Increased Mass 2; Limited to Extended, Tiring)
. . Intellect Fortress: Burst Area Immunity 10 (telepathy, Common Descriptor: Mental Powers; Affects Others, Burst Area: 30 feet radius sphere, DC 20, Selective; Concentration, Limited - Half Effect)
. . Kinetic Force Bolt: Damage 14 (psychokinesis, DC 29; Increased Range: ranged)
. . Metaconcert: Mental Area Communication 3 (telepathy; Area, Selective, Subtle: encrypted, Notes: Range: Statewide / Small Nation)
. . Mind Probe: Cumulative Mind Reading 10 (telepathy, DC 20; Cumulative)
. . Mind Thrust: Damage 9 (telepathy, DC 24; Alternate Resistance: Will, Increased Range 2: perception)
. . Psychic Crush: Progressive Affliction 8 (telepathy, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Will, DC 18; Feature: Subject experiences Brain Death after scoring four degrees of failure, Increased Range 2: perception, Progressive; Slow: Daily)
. . Puppetry: Concentration Cumulative Affliction 9 (telepathy, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Concentration, Cumulative, Increased Range 2: perception; Instant Recovery)
. . Telekinesis: Move Object 10 (psychokinesis, 25 tons; Increased Range: perception)
. . Telekinetic Shield: Create 9 (psychokinesis, Volume: 500 cft., DC 19; Movable, Selective)

Equipment
Communication Mirror, Meadowside Manor, Team Communicator

Offense
Initiative +5
Eldritch Bolts: Damage 9, +11 (DC 24)
Eldritch Wave: Cone Area Damage 7 (DC 22)
Grab, +4 (DC Spec 20)
Kinetic Force Bolt: Damage 14, +6 (DC 29)
Mind Probe: Cumulative Mind Reading 10 (DC Will 20)
Mind Thrust: Damage 9 (DC Will 24)
Psychic Crush: Progressive Affliction 8 (DC Will 18)
Puppetry: Concentration Cumulative Affliction 9 (DC Will 19)
Telekinesis: Move Object 10 (DC 20)
Throw, +6 (DC 25)
Unarmed, +4 (DC 25)

Complications
- Conditional Ownership: Erika & Raven can't rightfully claim to be the legitimate owners of Meadowside Manor, as they used their telepathic and empathic abilities in order to convince the Realtor to sell it to them for far less than the home was actually worth, and also to trick the Realtor into believing that he was selling it to a pair of adults, rather than to children.
- Destiny: It is currently Erika's destiny to be the one who vanquishes the dark wizard who styles himself as "Lord Voldemort."
- Impulsive: Erika is a tempestuous young woman, who will often act without considering the consequences, even when she is being advised of those consequences by someone who might have an idea what they're talking about.
- Motivation: Protector: Erika 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: Erika suffers from a crippling case of pyrophobia that will deprive her of her powers and reduce her Strength and Stamina to a rank of 1 each whenever she is exposed to the triggering stimuli. Naturally, this means it is nearly impossible for her to make use of Wizarding Floo Apertures.

Languages
Azaranian, English [Native], German, Latin, Romanian, Sanskrit, Sumerian

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10/8 (Imp. 10/6), Will 12

Power Points
Abilities 86 + Powers 155 + Advantages 34 + Skills 38 (75 ranks) + Defenses 17 = 330

--------------------
Meadowside Manor - PL 10

Toughness 10, Size Large

Features:
Amplifier 3 (Magical Traits), Artificer Lab, Concealed 2 (DC 25), ECM 4 (Vs. Magic, -8), Game Room, Hero Point Bank 4, Kitchen & Mess, Library, Living Space, Luxury 2 (Up to 2 ea., 4), Mystic Locale, Owlery, Ritual Chamber, Typewriter, Wards 3 (DC 30)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 26 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15 (30)
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DalkonCledwin
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The Black Family Brainstorm & Notes

Post by DalkonCledwin »

The Black Family
Premise: Instead of being left in the care of Vernon and Petunia Dursley, young Harry Potter is brought up by the most unlikely woman you could ever hope to find: Bellatrix Black!
Required Inclusions:
- Bellatrix must avoid being captured or identified as a Death Eater during the aftermath of Voldemort’s initial defeat at the hands of Lady Potter.
- Bellatrix must be successful in her bid to claim legal custody of Harry Potter, effectively keeping him out of Vernon and Petunia Dursley’s less than stellar care.
- Harry and Danica Malfoy must be raised together, which will cause them to view each other as siblings and maybe something more once they are older.
- Harry and Danica must take after their respective parental role models, with Harry being more likely to blast in the front door, while Danica tries to find the unlocked back door.
- Harry must understand and be proficient in utilizing politics to his advantage, even if he dislikes doing so unless absolutely necessary.
- Harry and Danica must both be sorted into Slytherin House, which will likely cause some waves amongst the upper years due to Harry’s status as the Boy Who Lived.
- Bellatrix must be entirely loyal to her son, and thus will be unable to return to Voldemort’s service, assuming of course that she was ever a marked Death Eater.
- Bellatrix must yell at Dumbledore at least once after Harry starts attending Hogwarts regarding the subject of her son’s safety while at said school.
Preferred Inclusions:
- Harry should avoid utilizing the word ‘Mudblood’ out of respect for his mother and the sacrifice she performed, even if he will likely harbor some animosity towards Hermione Granger.
- Snape should still dislike Harry due to who his father is, but should also be willing to tolerate the boy due to his membership in Slytherin House.
- Bellatrix should begin instructing Harry in the Dark Arts and Occlumency prior to the date on which he starts attending Hogwarts.
- Harry should possess two wands, one of which is the standard wand from Ollivanders, and the other is an unregistered wand that he uses when performing the Dark Arts.
Optional Inclusions:
- Harry’s status as the Lord/Heir for both the Houses of Potter and Black could very well mean that he requires two brides, with an additional number for girls who require Line Continuance.
- Harry’s ‘Best Mate’ should be either Blaise Zabini, Theodore Nott or even possibly Neville Longbottom, with the latter being due to his status as Harry’s godbrother.
Forbidden Things:
- Harry becoming romantically involved with a male character.
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