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DalkonCledwin
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Nerine of Atlantis / The MCs / Matrix of Water

Post by DalkonCledwin »

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Princess O'Nerine Posidaeja Atlanna - PL 11
Age: 15 / Height: 5' 7" / Weight: 147 lbs
Hair Color: Black / Eye Color: Blue

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

Advantages
All-out Attack, Animal Empathy, Artificer, Attractive, Benefit, Alternate Identity: (Nerine Anna Potter), Benefit, Hereditary Rank 2 (heiress presumptive): (Black, Posidaeja), Benefit, Hereditary Rank 3 (heiress apparent): (Peverell, Potter), Benefit, Social Class 4 (minor royalty), Benefit, Wealth 3 (millionaire), Connected, Defensive Attack, Defensive Roll, Equipment 1, Fascinate (Persuasion), Favored Environment: (Aquatic), Improved Grab, Improved Initiative, Interpose, Languages 2, Leadership, Power Attack, Ranged Attack 6, Second Chance: (Resisting Mental Control), Taunt, Teamwork

Skills
Acrobatics 4 (+8), Athletics 4 (+16), Close Combat: Grab 2 (+10), Deception 6 (+10), Expertise (AGL): Riding 6 (+10), Expertise: Icthyology 4 (+7), Expertise: Magic 10 (+13), Expertise: Oceanography 4 (+7), Expertise: Politics 4 (+7), Insight 6 (+12), Investigation 4 (+7), Perception 6 (+12), Persuasion 6 (+10), Sleight of Hand 4 (+7), Stealth 6 (+10), Technology 4 (+7), Treatment 4 (+7)

Powers
Elemental Affinity: Array
. . Aqua-Port: Teleport 12 (atlantean magic, Carry 800 lbs.; Accurate, Extended: 4000 miles in 2 move actions, Increased Mass 4; Limited to Extended, Medium: Bodies of Water (even ones as small as a faucet))
. . Blinding Splash: Cumulative Cone Area Affliction 11 (atlantean magic, water, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 21; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 21, Cumulative; Limited: to Visual Senses)
. . Dehydrate: Cumulative Affliction 7 (atlantean magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range 2: perception)
. . Earth Moving: Move Object 10 (personal magic, 6 ktons; Increased Mass 8, Increased Range: perception; Limited Material: Earth)
. . Earthworks: Create 7 (earth, personal magic, Volume: 125 cft., DC 17; Impervious, Movable)
. . Obscuring Mist: Environment 7 (atlantean magic, Visibility (-5), Radius: 1800 feet)
. . Spike Stones: Damage 6 (earth, personal magic, DC 21; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack, Penetrating 6)
. . Stone Grip: Affliction 13 (earth, personal magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 23; Extra Condition, Increased Range: ranged; Limited Degree)
. . Strength of Antaeus: Enhanced Strength 12 (personal magic, +12 STR; Limited to Lifting, Quirk 2: Only While Touching the Ground, Notes: Has a punching strength of 100 tons, and a lifting strength of 400,000 tons)
. . Wanded Magic: Variable 5 (Easily Removable, wizarding magic; Action: move; Unreliable (5 uses), Notes: 25 pts of Traits; Wizarding Magic descriptors)
. . Water Blast: Damage 13 (atlantean magic, water, DC 28; Increased Range: ranged)
Highborn Atlantean Hybrid Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Aquatic Senses: Senses 5 (racial, Acute: Olfactory, Extended: Hearing 1: x10, Extended: Vision 1: x10, Low-light Vision, Ultravision; Limited: to While Underwater)
. . Dense Flesh: Impervious Toughness 6 (racial)
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
. . Metamorphmagus: Morph 3 (racial, +20 Deception checks to disguise; Broad group; Feature: Nerine is fertile regardless of what form she assumes, Selective)
. . Water Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
Hyper-Swimming: Array
. . Lightning Speed: Speed 3 (talent, Speed: 16 miles/hour, 250 feet/round)
. . Speed-Swimming: Swimming 9 (talent, Speed: 250 miles/hour, 0.5 miles/round)
. . Super-Leaping: Leaping 3 (talent, Leap 60 feet at 16 miles/hour)
Marine Telepathy
. . Marine Dialogue: Comprehend 2 (psychic, Animals - Speak To, Animals - Understand; Subtle: subtle; Broad Type: Marine Life)
. . Marine Telepathy: Mental Area Communication 2 (psychic; Area, Subtle: encrypted; Limited: to Marine Creatures)
. . Mental Detection: Senses 8 (psychic, Acute: Marine Life Awareness, Awareness: Marine Life [Mental], Extended: Marine Life Awareness 5: x100k, Radius: Marine Life Awareness)

Equipment
Light Battle Armor, Team Communicator

Offense
Initiative +8
Blinding Splash: Cumulative Cone Area Affliction 11 (DC Dog/Fort/Will 21)
Dehydrate: Cumulative Affliction 7 (DC Fort 17)
Earth Moving: Move Object 10 (DC 20)
Grab, +10 (DC Spec 22)
Spike Stones: Damage 6, +9 (DC 21)
Stone Grip: Affliction 13, +9 (DC Fort/Will 23)
Throw, +9 (DC 27)
Unarmed, +8 (DC 27)
Water Blast: Damage 13, +9 (DC 28)

Complications
- Cultural Awkwardness: Nerine isn't exactly used to life at the bottom of the ocean, and thus is prone to performing socially awkward actions or statements, and thereby embarrassing herself once she realizes what she has done.
- Enemies: The minor supervillain known as Voldemort, has proven himself to be very persistent in his desire to both return fully to life and to see Nerine killed for the insult of having been directly involved in an act of magic that rendered him "Mostly Dead." Albus Dumbledore also seems to be maneuvering Nerine around in ways that imply he views her as a pawn in a massive game of chess.
- Fame: Nerine is famous within Wizarding Britain for being the only person in all of recorded history (to their knowledge) who has ever survived the Killing Curse.
- Honor: Nerine will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Impulsive: Nerine is a tempestuous young woman, 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.
- Motivation: Protector: Nerine is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Relationship: Nerine is the daughter of Queen Atlanna of Atlantis, and the wizard known as James Potter, making her one of two possible heirs to the Throne of Atlantis.
- Weakness: Nerine is amphibious. She will become Impaired if she is not totally immersed in water at least once each day.

Languages
Atlantean [Instinctual], English, Parseltongue

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 12/9 (Imp. 6), Will 13

Power Points
Abilities 98 + Powers 106 + Advantages 39 + Skills 42 (84 ranks) + Defenses 15 = 300

--------------------
Queen Nerine of Atlantis - PL 13
Age: 18 / Height: 5' 9" / Weight: 153 lbs
Hair Color: Black / Eye Color: Blue

Strength 14, Stamina 11, Agility 5, Dexterity 4, Fighting 9, Intellect 4, Awareness 7, Presence 5

General Advantages
All-out Attack, Animal Empathy, Artificer, Attractive 2, Benefit, Alternate Identity: (Nerine Anna Potter), Benefit, Hereditary Rank 4 (head of house): (Black, Peverell, Posidaeja, Potter), Benefit, Social Class 5 (major royalty), Benefit, Wealth 4 (multimillionaire), Connected, Contacts, Daze (Deception), Defensive Attack, Defensive Roll, Equipment 6, Fascinate (Deception), Fascinate (Persuasion), Favored Environment: (Aquatic), Improved Grab, Improved Initiative, Inspire 2, Interpose, Languages 3, Leadership, Power Attack, Ranged Attack 7, Second Chance: (Resisting Mental Control), Taunt, Teamwork, Well-informed

Enhanced Advantages
Luck 6

Skills
Acrobatics 6 (+11), Athletics 6 (+20), Close Combat: Grab 3 (+12), Deception 8 (+13), Expertise (AGL): Riding 8 (+13), Expertise: Icthyology 8 (+12), Expertise: Magic 12 (+16), Expertise: Oceanography 8 (+12), Expertise: Politics 10 (+14), Insight 8 (+15), Investigation 6 (+10), Perception 8 (+15), Persuasion 10 (+15), Sleight of Hand 6 (+10), Stealth 8 (+13), Technology 6 (+10), Treatment 6 (+10), Vehicles 4 (+8)

Powers
Elemental Affinity: Array
. . Aqua-Port: Teleport 14 (atlantean magic, Carry 800 lbs.; Accurate, Extended: 16000 miles in 2 move actions, Increased Mass 4; Limited to Extended, Medium: Bodies of Water (even ones as small as a faucet))
. . Blinding Splash: Cumulative Cone Area Affliction 13 (atlantean magic, water, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 23; Alternate Resistance (Dodge), Cone Area: 60 feet cone, DC 23, Cumulative; Limited: to Visual Senses)
. . Dehydrate: Cumulative Affliction 9 (atlantean magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range 2: perception)
. . Earth Moving: Move Object 12 (personal magic, 400 ktons; Increased Mass 12, Increased Range: perception; Limited Material: Earth)
. . Earthworks: Create 9 (earth, personal magic, Volume: 500 cft., DC 19; Impervious, Movable)
. . Obscuring Mist: Environment 9 (atlantean magic, Visibility (-5), Radius: 1 mile)
. . Spike Stones: Damage 8 (earth, personal magic, DC 23; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack, Penetrating 8)
. . Stone Grip: Affliction 15 (earth, personal magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 25; Extra Condition, Increased Range: ranged; Limited Degree)
. . Strength of Antaeus: Enhanced Strength 14 (personal magic, +14 STR; Limited to Lifting, Quirk 2: Only While Touching the Ground, Notes: Has a punching strength of 400 tons, and a lifting strength of 6,400,000 tons)
. . Wanded Magic: Variable 7 (Easily Removable, wizarding magic; Action: move; Unreliable (5 uses), Notes: 35 pts of Traits; Wizarding Magic descriptors)
. . Water Blast: Damage 13 (atlantean magic, water, DC 28; Increased Range: ranged)
Highborn Atlantean Hybrid Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Aquatic Senses: Senses 5 (racial, Acute: Olfactory, Extended: Hearing 1: x10, Extended: Vision 1: x10, Low-light Vision, Ultravision; Limited: to While Underwater)
. . Dense Flesh: Impervious Toughness 8 (racial)
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
. . Metamorphmagus: Morph 3 (racial, +20 Deception checks to disguise; Broad group; Feature: Nerine is fertile regardless of what form she assumes, Selective)
. . Water Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
Hyper-Swimming: Array
. . Lightning Speed: Speed 4 (talent, Speed: 30 miles/hour, 500 feet/round)
. . Speed-Swimming: Swimming 10 (talent, Speed: 500 miles/hour, 1 mile/round)
. . Super-Leaping: Leaping 4 (talent, Leap 120 feet at 30 miles/hour)
Marine Telepathy
. . Marine Dialogue: Comprehend 2 (psychic, Animals - Speak To, Animals - Understand; Subtle: subtle; Broad Type: Marine Life)
. . Marine Telepathy: Mental Area Communication 5 (psychic; Area, Dimensional 2: group - Mystical Dimensions, Subtle: encrypted; Limited: to Marine Creatures)
. . Mental Detection: Senses 9 (psychic, Acute: Marine Life Awareness, Awareness: Marine Life [Mental], Communication Link: Jiana, Extended: Marine Life Awareness 5: x100k, Radius: Marine Life Awareness)
Trident of Atlan (Easily Removable (indestructible))
. . Atlantean Weaponry: Array
. . . . Trident Strike: Strength-based Damage 3 (piercing, DC 32; Disarming, Penetrating 14, Reach (melee): 5 ft.)
. . . . Trident Throw: Strength-based Damage 1 (piercing, DC 30; Increased Range: ranged, Penetrating 12)
. . Magic Augmentation: Luck Control 1 (divine, Force a Re-roll, Advantages: Luck 6; Limited: to Forcing opponents to reroll Resistance checks vs. Nerine's Magic)
. . Master of the Seven Seas: Array
. . . . Call Deep Ones: Summon 14 (psychic; Heroic, Type (General): Deep Ones; Attitude: indifferent, Limited: to While In or Near Water, Self-Powered)
. . . . Call of Cthulhu: Summon 18 (psychic; Heroic, Type (General): Eldritch Horrors; Attitude: indifferent, Limited: to While In or Near Water, Self-Powered)
. . . . Marine Life Control: Cumulative Burst Area Affliction 11 (psychic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Burst Area 2: 60 feet radius sphere, DC 21, Cumulative, Increased Range 2: perception, Selective; Limited: to Marine Life)
. . . . Summon Bigger Fish: Summon 8 (Horde, Mental Link, Multiple Minions 3: 8 minions, Type (General): Marine Life; Limited: In or Near Water, Self-Powered)
. . . . Summon Smaller Fish: Summon 5 (psychic; Horde, Mental Link, Multiple Minions 5: 32 minions, Type (General): Marine Life; Limited: to While In or Near Water, Self-Powered)
. . Trident Defense: Enhanced Trait 4 (martial, Dodge +2 (+12), Parry +2 (+12))

Equipment
Light Battle Armor, Poseidonis, Team Communicator

Offense
Initiative +9
Blinding Splash: Cumulative Cone Area Affliction 13 (DC Dog/Fort/Will 23)
Dehydrate: Cumulative Affliction 9 (DC Fort 19)
Earth Moving: Move Object 12 (DC 22)
Grab, +12 (DC Spec 24)
Marine Life Control: Cumulative Burst Area Affliction 11 (DC Will 21)
Spike Stones: Damage 8, +11 (DC 23)
Stone Grip: Affliction 15, +11 (DC Fort/Will 25)
Throw, +11 (DC 29)
Trident Strike: Strength-based Damage 3, +9 (DC 32)
Trident Throw: Strength-based Damage 1, +11 (DC 30)
Unarmed, +9 (DC 29)
Water Blast: Damage 13, +11 (DC 28)

Complications
- Fame: Nerine is famous within Wizarding Britain for the part she played in defeating the Dark Lord styling himself as Voldemort.
- Honor: Nerine will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Protector: Nerine is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Relationship: Nerine is the daughter of Queen Atlanna of Atlantis, and the wizard known as James Potter, making her one of two possible heirs to the Throne of Atlantis.
- Significant Other: There are a couple of individuals who are important to Nerine, foremost among these are her Queen Consort, Mera of Xebel, and her Princess Consort, Fleur of the Veela Nation.
- Weakness: Nerine is amphibious. She will become Impaired if she is not totally immersed in water at least once each day.

Languages
Atlantean [Instinctual], English, French, Parseltongue

Defense
Dodge 12/10, Parry 12/10, Fortitude 12, Toughness 14/11 (Imp. 8), Will 14

Power Points
Abilities 118 + Powers 195 + Advantages 54 + Skills 66 (131 ranks) + Defenses 14 = 447

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Poseidonis - PL 13

Toughness 12, Size Colossal

Features:
Defense System, Grounds, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Personnel, Remote Feature (Dock, Secondary Living Space), Security System 2, Trophy Room, Variable Environment, Workshop

Power Points
Abilities 5 + Powers 0 + Advantages 0 + Features 17 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
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DalkonCledwin
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Cool as Ice Brainstorm & Notes

Post by DalkonCledwin »

Cool as Ice
Premise: Fire is seen as the most destructive element for a reason; wherever it goes it leaves ruin in its wake. But people often forget about the most silent killer, the cold that creeps into their bones. Dumbledore and Voldemort forgot that Eirlys Potter was her own person and not a pawn in their war. Now she's going to remind them why more people die during winter.
Required Inclusions:
- Eirlys Potter must be a Jotunn who has found her way to Midgard and was either adopted by the Potters, or else Lily herself was her mother, making Eirlys a half-Jotunn.
- The presence of Jotunn on Earth must be considered a rare event, much like how the presence of Asgardians on Earth should be considered a rare event, at least in modern times.
- Eirlys cannot have a true mentor in the use of her racial abilities, and must have largely taught herself anything she knows about how to utilize them.
- When Eirlys becomes angry, her temperament must become as cold as ice itself, leading to people believing themselves to be safe, when they really are anything but.
- At least once during the course of the story, Eirlys must leave icy footprints when she walks through a corridor within Hogwarts or some other location.
- All moral and ethical alignments are permissible.
- All romantic pairings are permissible.
Preferred Inclusions:
- This fic being a crossover with Marvel Comics, or better yet, the Marvel Cinematic Universe.
- There being descendants of people from the other Nine Realms attending Hogwarts.
- If the author decides to make it so Lily was also a Jotunn, then it is advised that Eirlys inherit the Metamorphic property that seems to exist within the House of Black from her father.
- This fic should begin during Order of the Phoenix in order to take advantage of the notion that it is about Eirlys showing Dumbledore and Voldemort who’s truly in control of her life.
Optional Inclusions:
- Eirlys having both a giant form, and a normal human-sized form, with appropriate alterations in her strength occurring whenever she switches between the two forms.
- The author is encouraged to borrow the notion that female Jotunn are attractive from Conan.
Forbidden Things:
- Eirlys’ racial powers granting her control over elements aside from those connected to winter.
- This fic being a crossover with Frozen, or making direct references to those movies.
- Eirlys the Weak Emo Doormat.
- Eirlys forsaking her heritage.
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DalkonCledwin
Posts: 7037
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Eirlys Potter / The MCs / Cool as Ice

Post by DalkonCledwin »

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Art by AyyaSAP on DeviantArt

Eirlys Lillian Potter - PL 12
Age: 15 / Gigant Height: 9' 9" / Human Height: 5' 4"
Weight: 1,002 lbs / Hair Color: Usually Blue / Eye Color: Usually Green

Strength 13/9, Stamina 12/8, Agility 6, Dexterity 3, Fighting 5, Intellect 2, Awareness 6, Presence 4

General Advantages
All-out Attack, Animal Empathy, Artificer, Attractive, Benefit, Hereditary Rank 2 (heiress presumptive): (Black), Benefit, Hereditary Rank 3 (heiress apparent): (Peverell, Potter), Benefit, Wealth 3 (millionaire), Connected, Daze (Intimidation), Equipment 1, Fascinate (Persuasion), Favored Environment: (Arctic), Heroic Valor, Improved Grab, Improved Smash, Inspire 2, Languages 2, Leadership, Move-by Action, Power Attack, Second Chance: (Resisting Mental Control), Startle, Takedown, Teamwork

Enhanced Advantages
Diehard

Skills
Acrobatics 4 (+10), Athletics 8 (+21), Close Combat: Ice Gen 2 (+7), Deception 4 (+8), Expertise (AGL): Riding 6 (+12), Expertise (AWE): Streetwise 4 (+10), Expertise: Magic 10 (+16/+12), Expertise: Marauder's Lore 6 (+8), Insight 6 (+12), Intimidation 8 (+14), Investigation 4 (+6), Perception 6 (+12), Persuasion 8 (+12), Ranged Combat: Ice Gen 7 (+10), Ranged Combat: Wizardry 9 (+12), Stealth 8 (+14/+10), Treatment 4 (+6)

Powers
Holly & Phoenix Feather Wand (Easily Removable)
. . Yer a Witch, Eirlys: Array
. . . . Bombarda Maxima: Burst Area Damage 6 (force, wizarding magic, DC 21; Burst Area 3: 120 feet radius sphere, DC 16, Feature: Extraordinary Effort for +2 effect rank, Increased Range: ranged; Tiring)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 10 (radiant, wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, 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; Check Required 8: DC 17 - Expertise: Magic, Limited: to Unnatural Creatures, Limited: Compelled to Cower or Flee, Limited Degree, Tiring)
. . . . Expelliarmus: Damage 12 (force, wizarding magic, DC 27; Disarming, Increased Range: ranged)
. . . . Finite Incantatem: Nullify 10 (wizarding magic, Counters: Magical Effects, DC 20; Broad, Simultaneous; Check Required 5: DC 14 - Insight)
. . . . Glacius Virilis: Progressive Affliction 8 (cold, wizarding magic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 18; Extra Condition, Increased Range: ranged, Progressive; Limited: to Male Targets, Limited Degree)
. . . . Stupefy: Cumulative Affliction 8 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Ice Generation: Array
. . Ice Blade: Strength-based Damage 4 (jotunn magic, slashing, DC 32; Aura: Cold [13 extra ranks]; Limited: Last 4 ranks of Aura are only available while in Giant Form)
. . Ice Claws: Strength-based Damage 1 (jotunn magic, slashing, DC 29; Aura: Cold [13 extra ranks], Dangerous, Multiattack [13 extra ranks]; Limited: Last 4 ranks of Multiattack & Aura are only available while in Giant Form [3 extra ranks])
. . Ice Spikes: Damage 8 (cold, jotunn magic, DC 23; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack, Penetrating 8)
. . Icicle Barrier: Shapeable Area Damage 8 (ice, jotunn magic, DC 23; Shapeable Area 2: 60 cft., DC 18, Increased Duration: concentration, Increased Range: ranged; Check Required 5: DC 14 - Expertise: Magic, Notes: Blade Barrier variant using icicles instead of blades, 60 cubic feet is also just over 448 gallons)
Ice Generation: Talents
. . Cold Feet: Feature 1 (jotunn magic, Notes: Eirlys can voluntarily choose whether or not she leaves a path of icy footprints as she walks across the ground. This is good for a +2 circumstance bonus on interaction checks such as Intimidation.)
. . Insta-Chill: Feature 1 (jotunn magic, Notes: Eirlys can cool small, hot items instantly by touch. For example, she can turn a cup of boiling water into ice water, or transform a bowl of hot food into chilled food.)
Jotunn Half-Blood Physiology
. . Dense Flesh: Impervious Toughness 5 (racial; Feature: Increased Mass even when not in Giant Form)
. . Fast Healing: Regeneration 2 (racial, Every 5 rounds, Advantages: Diehard)
. . Gigant Might: Enhanced Strength 1 (racial, +1 STR; Limited to Lifting, Notes: Allows Eirlys to lift 25 tons in Human Guise, and 400 tons in Giant Form)
. . Ice Walking: Movement 2 (racial, Environmental Adaptation: Arctic, Sure-footed 1; Quirk: Sure-footed is limited to ice and snow)
. . Invulnerabilities: Immunity 9 (racial, Damage Effect: Cold Damage, Disease, Environmental Condition: Radiation, Environmental Condition: Cold, Poison; Feature: Longevity (Up to 1,183 years))
. . Jotunn Senses: Senses 7 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Hearing 1: x10, Extended: Magic Awareness 1: x10, Extended: Vision 1: x10, Low-light Vision, Radius: Magic Awareness)
Jotunn Transformations: Array
. . Giant Form (Activation: Move Action)
. . . . Cold Burn: Damage 4 (cold, morphic, DC 19; Reaction 3: reaction)
. . . . Large and In Charge: Growth 4 (morphic, +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Increased Duration: continuous, Innate)
. . . . Polyphenism: Enhanced Trait 2 (morphic, Stealth +4 (+14); Limited: to Snowy or Arctic Environments)
. . . . Transformed Toughness: Protection 2 (morphic, +2 Toughness; Impervious)
. . Human Guise (Activation: Move Action)
. . . . Ducking and Dodging: Enhanced Trait 4 (talent, Dodge +2 (+12), Parry +2 (+12))
. . . . Metamorphmagus: Morph 3 (morphic, +20 Deception checks to disguise; Broad group; Feature: Eirlys is fertile regardless of what form she assumes, Selective)
. . . . Tough: Protection 2 (morphic, +2 Toughness)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Gaze: Concealment 10 (bestowed, cosmic, All Senses; Affects Others; Distracting, Passive)
. . The Marauder's Map (Alternate; Easily Removable)
. . . . The Magical Mischief-Maker's Helpmate: Remote Sensing 8 (artifice, Affects: 1 Type - Mental, Range: 1 mile; No Conduit, Simultaneous; Check Required 4: DC 13 - Expertise: Marauder Lore, Limited: to Hogwarts & the Surrounding Grounds, Quirk: Limited to showing names & footsteps of occupants of castle & grounds while active, Side Effect: on failure - Congratulations! You've just been insulted)

Expanded Equipment
Sirius' Penknife
. . Superior Lockpick: Enhanced Trait 2 (artifice, Expertise +4 (+16); Feature: Allows the use of Expertise: Magic in place of Technology for Security checks, Feature: The Penknife can also be used for the normal functions you'd expect from a Penknife; Limited: to Security Checks, Side Effect: on failure - The Penknife is destroyed due to a magical overload)

Equipment
Communication Mirror, Sirius' Penknife

Gigant Offenses
Initiative +6
Bombarda Maxima: Burst Area Damage 6 (DC 21)
Cold Burn: Damage 4, +5 (DC 19)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 10 (DC Will 20)
Expelliarmus: Damage 12, +12 (DC 27)
Finite Incantatem: Nullify 10, +12 (DC Will 20)
Glacius Virilis: Progressive Affliction 8, +12 (DC Fort 18)
Grab, +5 (DC Spec 23)
Ice Blade: Strength-based Damage 4, +7 (DC 32)
Ice Claws: Strength-based Damage 1, +7 (DC 29)
Ice Spikes: Damage 8, +10 (DC 23)
Icicle Barrier: Shapeable Area Damage 8 (DC 23)
Stupefy: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +3 (DC 28)
Unarmed, +5 (DC 28)

Human Offenses
Initiative +6
Bombarda Maxima: Burst Area Damage 6 (DC 21)
Cold Burn: Damage 4, +5 (DC 19)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 10 (DC Will 20)
Expelliarmus: Damage 12, +12 (DC 27)
Finite Incantatem: Nullify 10, +12 (DC Will 20)
Glacius Virilis: Progressive Affliction 8, +12 (DC Fort 18)
Grab, +5 (DC Spec 19)
Ice Blade: Strength-based Damage 4, +7 (DC 28)
Ice Claws: Strength-based Damage 1, +7 (DC 25)
Ice Spikes: Damage 8, +10 (DC 23)
Icicle Barrier: Shapeable Area Damage 8 (DC 23)
Stupefy: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +3 (DC 24)
Unarmed, +5 (DC 24)

Complications
- Confined: Eirlys can usually be found in one of three general locations, Hogwarts and its surrounding environs, the town of Little Whinging, or the town of Ottery St. Catchpole. At any time when she is found in a location other than the above three, she will likely have an escort that is tasked with keeping her 'safe' as well as ensuring she doesn't realize just how much influence she really has.
- Cursed: Eirlys had the misfortune of accidentally being transformed into one of the many Horcruxes of the Dark Lord styling himself as Voldemort. If one were to ask Albus Dumbledore, the only way for Eirlys to remedy her situation would be if she willingly allowed Voldemort to hit her with a Killing Curse. Eirlys however, is of the mind to make friends with those she might otherwise consider enemies, because she truly believes they can provide her with solutions that Dumbledore has purposefully chosen to ignore!
- Destiny: The Norns have decried that Eirlys is the only person who can defeat an as of yet unidentified Dark Lord. The identity of this Dark Lord remains clouded in mystery because the qualifier is that she has to be marked as the Dark Lord's equal, and there are two great but equally terrible Wizards who view her as an equal on multiple levels!
- Honor: Eirlys will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Impulsive: Eirlys 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.
- Motivation: Protector: Eirlys 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: Eirlys cannot enter her Giant Form when in environments that feature Intense or Extreme Heat. This basically means she can't use it when exposed to anything equal or greater than the heat during daytime hours in Sahara Desert.
- Relationships: Eirlys is the daughter of James and Lily Potter, with Lily herself having been a young Jotunn who got stranded on Midgard after falling through a spontaneously occuring portal between realms. Eirlys became Heiress Apparent to Houses Peverell & Potter when her parents died before giving her a brother. She is also the goddaughter of Sirius Black, Lord Black in Exile; that information combined with the fact that Eirlys' paternal grandmother was Dorea Black, makes her the highest ranking presumptive heir to the House of Black.
- Weakness: Eirlys is vulnerable against fire and heat based attacks. She also lacks Impervious Toughness against such attacks. On the bright side, these attacks usually won't trigger her Power Loss complication.

Languages
English, Old Norse [Instinctual], Parseltongue

Gigant Defenses
Dodge 10, Parry 10, Fortitude 12, Toughness 14 (Imp. 7), Will 12

Human Defenses
Dodge 14/12, Parry 14/12, Fortitude 8, Toughness 10 (Imp. 5), Will 12

Power Points
Abilities 86 + Powers 130 + Advantages 31 + Skills 52 (104 ranks) + Defenses 19 = 318
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Avimeleth / The MCs / Cool as Ice

Post by DalkonCledwin »

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Art by LeeJun35 on DeviantArt

Avimeleth the Charming - PL 11
Age: 128 / Height: 6' 5" / Weight: 349 lbs
Hair Color: White / Eye Color: Green

Strength 9, Stamina 9, Agility 8, Dexterity 5, Fighting 8, Intellect 2, Awareness 4, Presence 4

General Advantages
Agile Feint, All-out Attack, Animal Empathy, Benefit, Status 2: (Prince of Svartalfheim), Benefit, Wealth 2 (independently wealthy), Bishōnen 2, Daze (Deception), Defensive Attack, Equipment 22, Fascinate (Deception), Fascinate (Persuasion), Languages 3, Leadership, Power Attack, Ranged Attack 3, Ritualist, Takedown, Trance

Enhanced Advantages
Diehard

Skills
Acrobatics 6 (+14), Athletics 4 (+13), Close Combat: Swords 2 (+10), Deception 6 (+10), Expertise: Astrogation 6 (+8), Expertise: Magic 8 (+10), Expertise: Älfeneel Lore 6 (+8), Insight 8 (+12), Intimidation 6 (+10), Perception 8 (+12), Persuasion 8 (+12), Sleight of Hand 4 (+9), Stealth 4 (+12), Technology 6 (+8), Vehicles 6 (+11)

Powers
Enhanced Agility: Array
. . Sprinting: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Älfeneel Armor (Removable)
. . Armor Plating: Protection 2 (armor, +2 Toughness; Impervious)
Älfeneel Physiology
. . Fast Healing: Regeneration 2 (racial, Every 5 rounds, Advantages: Diehard)
. . Invulnerabilities: Immunity 6 (racial, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Poison)
. . Protective Hide: Impervious Toughness 4 (racial; Feature: Increased Mass)
. . Resistances: Immunity 4 (racial, Environmental Condition: Pressure, Environmental Condition: Vacuum, Suffocation (All); Limited - Half Effect)
. . Älfeneel Senses: Senses 8 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Hearing 1: x10, Extended: Vision 1: x10, Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
Älfeneel Rapier (Easily Removable)
. . Rapier Strike: Strength-based Damage 3 (piercing, DC 27; Dangerous 2, Penetrating 12)

Equipment
Harrow Fighter, Älfeneel Arsenal (Black Hole Grenade, Particle Rifle, Throwing Knives)

Offense
Initiative +8
Black Hole Grenade (DC Dog 20)
Grab, +8 (DC Spec 19)
Particle Rifle, +8 (DC 25)
Rapier Strike: Strength-based Damage 3, +10 (DC 27)
Throw, +8 (DC 24)
Throwing Knives, +8 (DC 25)
Unarmed, +8 (DC 24)

Complications
- Easily Distracted: Avimeleth can't help but be fascinated by a certain young giantess.
- Honor: Avimeleth would actually beat Fandral in any contest to decide which of them is the more dashing individual. Naturally, this means he has an impeccable sense of honor.
- Motivation: Recognition: Avimeleth has joined the Dark Elf military in hopes of gaining recognition from his parents, largely because it is the only way he has by which to legitimitize his claim to the Dark Elf throne.
- Prejudice: Asgardians dislike Dark Elves even more than they do Frost Giants!
- Relationships: Avimeleth is the youngest son of Queen Regnant Alflyse of Svartalfheim and her current King Consort, Malekith the Accursed.
- Weakness: Avimeleth, like all Dark Elves, is Vulnerable against Iron weapons, and loses the benefits of his Protective Hide against such implements.

Languages
English, German, Latin, Old Norse, Shiväisith [Native]

Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 11 (Imp. 6/4), Will 10

Power Points
Abilities 98 + Powers 40 + Advantages 46 + Skills 44 (88 ranks) + Defenses 15 = 243

--------------------
Harrow Fighter - PL 11

Strength 8, Defense 8, Toughness 9, Size Huge

Features:
Autopilot 1 (+4), Communications 1, Computer, Navigation System 1, Remote Control

Powers
Star Drive: Array
. . Star Drive: Movement 2 (technological, Space Travel 2: other solar systems; Feature: Check is only required for travel to other solar systems; Check Required 5: DC 14 - Expertise: Astrogation)
. . Sublight Engines: Flight 14 (technological, Speed: 32000 miles/hour, 60 miles/round; Feature: VTOL Capabilities)
Weapons Systems: Array
. . Gattling Blasters: Damage 9 (force, DC 24; Increased Range: ranged, Multiattack)
. . Massive Blade: Damage 14 (slashing, DC 29; Penetrating 14)

Offense
Gattling Blasters: Damage 9, +8 (DC 24)
Massive Blade: Damage 14, +8 (DC 29)

Power Points
Abilities 2 + Powers 59 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 12 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 78
--------------------
Build Comments: Instead of magic, this guy gets a really awesome space ship, even if it is one that can't actually perform intergalactic voyages...
Last edited by DalkonCledwin on Tue Mar 24, 2020 11:50 am, edited 2 times in total.
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DalkonCledwin
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Blaise Zabini / The MCs / Cool as Ice

Post by DalkonCledwin »

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Art by Axsens on DeviantArt

Blaise Siria Zabini - PL 10
Age: 15 / Height: 5' 8" / Weight: 135 lbs
Hair Color: Brown / Eye Color: Brown

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

Advantages
Artificer, Attractive, Benefit, Hereditary Rank 2 (heiress presumptive): (Zabini), Benefit, Wealth 2 (independently wealthy), Connected, Daze (Intimidation), Defensive Attack, Defensive Roll 3, Diehard, Equipment 1, Evasion, Great Endurance, Languages 1, Power Attack, Precise Attack (Ranged, Concealment), Ranged Attack 5, Ritualist, Skill Mastery: Athletics, Startle, Trance, Uncanny Dodge, Well-informed

Skills
Acrobatics 10 (+14), Athletics 10 (+12), Close Combat: Swords 6 (+12), Close Combat: Unarmed 4 (+10), Deception 8 (+11), Expertise: Magic 10 (+12), Expertise: Politics 6 (+8), Insight 6 (+10), Intimidation 12 (+15), Investigation 6 (+8), Perception 4 (+8), Persuasion 8 (+11), Stealth 4 (+8)

Powers
Cherry & Phoenix Feather Wand (Easily Removable)
. . Yer a Witch, Blaise: Array
. . . . Bombarda Maxima: Burst Area Damage 6 (force, wizarding magic, DC 21; Burst Area 3: 120 feet radius sphere, DC 16, Feature: Extraordinary Effort for +2 effect rank, Increased Range: ranged; Tiring)
. . . . Confringo: Shapeable Area Damage 6 (fire, wizarding magic, DC 21; Shapeable Area: 30 cft., DC 16, Increased Range: ranged, Secondary Effect)
. . . . Conjunctivia: Cumulative Affliction 12 (wizarding magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 22; Cumulative, Increased Range: ranged; Limited: to Vision)
. . . . Ignis Furore: Damage 12 (fire, DC 27; Increased Range: ranged, Multiattack; Tiring)
. . . . Incendio: Damage 8 (fire, wizarding magic, DC 23; Increased Range: ranged, Secondary Effect)
. . . . Ventus: Cone Area Move Object 10 (wind, wizarding magic, 25 tons; Cone Area 2: 120 feet cone, DC 20; Check Required 5: DC 14 - Expertise: Magic, Limited Direction: Away, Reduced Range: close)
Enchanted Rapier (Easily Removable)
. . Rapier Flourish: Strength-based Damage 3 (slashing, DC 20; Multiattack [2 extra ranks], Penetrating 5)
Probing Sight
. . Wandless Legilimens: Mind Reading 4 (wizarding magic, DC 14; Subtle: subtle; Limited to Surface Thoughts)
. . Wandless Revelio: Senses 2 (wizarding magic, Counters Concealment: Disillusionment [Vision]; Sustained, Notes: I am making a distinction between invisibility and disillusionment for powers like this)
Wizardkind Physiology
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic Awareness, Extended: Magic [Mental] 1: x10, Radius: Magic Awareness)
. . Tough: Impervious Toughness 2 (racial)

Equipment
Light Battle Robes

Offense
Initiative +4
Bombarda Maxima: Burst Area Damage 6 (DC 21)
Confringo: Shapeable Area Damage 6 (DC 21)
Conjunctivia: Cumulative Affliction 12, +8 (DC Fort 22)
Grab, +6 (DC Spec 12)
Ignis Furore: Damage 12, +8 (DC 27)
Incendio: Damage 8, +8 (DC 23)
Rapier Flourish: Strength-based Damage 3, +12 (DC 20)
Throw, +8 (DC 17)
Unarmed, +10 (DC 17)
Ventus: Cone Area Move Object 10 (DC 20)
Wandless Legilimens: Mind Reading 4 (DC Will 14)

Complications
- Cultural Awkwardness: Blaise has absolutely no understanding of the muggle world, and would likely make a fool of herself while trying to interact with that society.
- Escort Mission: One of Blaise's friends, Heiress Presumptive Daphne Greengrass, suffers from a malady that causes her to become fatigued incredibly swiftly, and could lead to her getting severely hurt if she's not particularly careful. And yet, Daphne refuses to let this hold her back, which means her friends, Blaise & Tracey Davis, have to constantly be on their guard for any signs of danger, like, oh I don't know; how about a young giantess who attracts trouble like a magnet would metal?
- Motivation: Acceptance: Blaise wants to be accepted for who she is, rather than feared for her mother's unfortunate marital problems.
- Relationships: Blaise is the only daughter of Caterina Zabini (yes that is her maiden name), and will likely inherit the title of Lady Zabini after her mother inherits the same title from the current Lord Zabini, who is Blaise's grandfather, Rufino Zabini.
- Reputation: Every single person who has ever married Blaise's mother seems to turn up dead about a week after the wedding vows are exchanged. No one ever finds any evidence which could implicate Blaise, her mother or her grandparents in any of these situations, but that doesn't stop people from starting rumors about it.

Languages
English, Italian [Native]

Defense
Dodge 13, Parry 13, Fortitude 6, Toughness 7/2 (Imp. 2), Will 12

Power Points
Abilities 52 + Powers 38 + Advantages 30 + Skills 47 (94 ranks) + Defenses 28 = 195
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Tracey Davis / The MCs / Cool as Ice

Post by DalkonCledwin »

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Art by Axsens on DeviantArt

Tracey Anne Davis - PL 10
Age: 15 / Height: 5' 3" / Weight: 125 lbs
Hair Color: Black / Eye Color: Brown

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

Advantages
Artificer, Assessment, Attractive, Benefit, Hereditary Rank (minor heiress): (Davis), Benefit, Wealth (well-off), Connected, Dazzling Performance (Expertise: Mischief), Defensive Roll 3, Equipment 1, Fascinate (Expertise: Mischief), Languages 1, Lionheart, Ranged Attack 5, Ritualist, Taunt, Teamwork, Trance, Well-informed

Skills
Deception 8 (+11), Expertise (AGL): Riding 4 (+8), Expertise (PRE): Mischief 10 (+13), Expertise: Magic 10 (+14), Expertise: Politics 6 (+10), Insight 6 (+11), Intimidation 4 (+7), Perception 8 (+13), Persuasion 4 (+7), Stealth 8 (+12), Technology 4 (+8), Treatment 6 (+10)

Powers
Larch & Dragon Heartstring Wand (Easily Removable)
. . Yer A Witch, Tracey: Array
. . . . Aqua Eructo: Cumulative Line Area Affliction 6 (water, wizarding magic, 1st degree: Dazed, 2nd degree: Prone, DC 16; Alternate Resistance (Dodge), Line Area 3: 5 feet wide by 120 feet long, DC 16, Cumulative; Limited Degree)
. . . . Ebublio: Cumulative Affliction 6 (water, wizarding magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, 3rd degree: Incapacitated, Resisted by: Dodge, Overcome by Strength, DC 16; Cumulative, Extra Condition, Increased Range: ranged)
. . . . Reparifarge: Nullify 12 (wizarding magic, Counters: Magical Effects, DC 22; Broad, Simultaneous; Limited: to Transformative Effects)
. . . . Reparifors: Healing 7 (wizarding magic; Increased Range: ranged, Restorative; Diminished Range 3)
. . . . Tergeo: Create 7 (water, wizarding magic, Volume: 125 cft., DC 17; Movable, Selective; Check Required 5: DC 14 - Expertise: Magic)
. . . . Vulnera Sanentur: Regeneration 5 (wizarding magic, Every 2 rounds; Affects Others Only, Increased Range: ranged, Persistent; Check Required 8: DC 17 - Expertise: Magic, Concentration, Diminished Range 3)
Runic Tattoos: Array
. . Blinding Flash: Cumulative Burst Area Affliction 8 (light, runic magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Burst Area 2: 60 feet radius sphere, DC 18, Cumulative; Limited: to Visual Senses)
. . Element Control: Move Object 6 (runic magic, 25 tons; Affects Insubstantial 2: full rank, Increased Mass 4, Increased Range: perception)
. . Energy Manipulation: Deflect 12 (runic magic; Redirection, Reflect; Limited: to Energy Attacks)
. . Variable Blast: Damage 12 (runic magic, DC 27; Increased Range: ranged, Variable Descriptor: close group - Electricity, Fire, Water or Wind)
Wizardkind Physiology
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
. . Tough: Impervious Toughness 1 (racial)

Equipment
Battle Robes

Offense
Initiative +4
Aqua Eructo: Cumulative Line Area Affliction 6 (DC Dog/Fort/Will 16)
Blinding Flash: Cumulative Burst Area Affliction 8 (DC Fort 18)
Ebublio: Cumulative Affliction 6, +8 (DC Fort/Will 16)
Element Control: Move Object 6 (DC 16)
Grab, +4 (DC Spec 11)
Reparifarge: Nullify 12, +8 (DC Will 22)
Throw, +8 (DC 16)
Unarmed, +4 (DC 16)
Variable Blast: Damage 12, +8 (DC 27)

Complications
- Debt: Tracey feels that she owes Heiress Daphne Greengrass a huge debt of gratitude, because their pre-existing friendship and the fact that House Greengrass is one of the Sacred Twenty-Eight, has allowed Tracey, a known Half-Blood, to live a nominally peaceful life in the Slytherin Dormitories.
- Escort Mission: Tracey's best friend, Heiress Presumptive Daphne Greengrass, suffers from a malady that causes her to become fatigued incredibly swiftly, and could lead to her getting severely hurt if she's not particularly careful. And yet, Daphne refuses to let this hold her back, which means her friends, Tracey & Blaise Zabini, have to constantly be on their guard for any signs of danger...
- Motivation: Thrills: Tracey is what Fred and George Weasley would be if they were a single female individual who can actually get decent grades in all of her classes. However because Fred and George are not in fact the same singular entity as Tracey, she can have fun making them take the blame for every single one of her pranks!
- Power Loss: Damage to the runic arrays that are tattooed into Tracey's flesh can cause her to lose access to any, or even all, of the spell effects that are listed in her Runic Tattoos array.
- Relationship: Tracey is the illegitimate daughter of Lord Hiram Davis, and while her father adores her, it is extremely unlikely that she will ever become the Lady Davis. He has however promised to provide her with a very generous dowry when she eventually finds someone she wishes to marry. Furthermore, their relationship is good enough that she is allowed to act as his representative at Hogwarts while she is a student therein.

Languages
English [Native], French

Defense
Dodge 12, Parry 12, Fortitude 5, Toughness 8/1 (Imp. 1), Will 12

Power Points
Abilities 50 + Powers 51 + Advantages 24 + Skills 39 (78 ranks) + Defenses 27 = 191
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DalkonCledwin
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Daphne Greengrass / The Beta Couple / Cool as Ice

Post by DalkonCledwin »

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Daphne Ophelia Greengrass - PL 6
Age: 16 / Height: 5' 5" / Weight: 109 lbs
Hair Color: Blonde / Eye Color: Blue

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

Advantages
Artificer, Attractive 2, Benefit, Hereditary Rank 2 (heiress presumptive): (Greengrass), Benefit, Status: (Primary Heiress to a Sacred Twenty-Eight Family), Benefit, Wealth 3 (millionaire), Connected, Equipment 1, Fascinate (Persuasion), Fearless, Languages 1, Luck, Ranged Attack 2, Ritualist, Takedown 2, Trance, Ultimate Effort: (Will Checks), Well-informed

Skills
Deception 4 (+8), Expertise: Magic 10 (+14), Expertise: Politics 4 (+8), Insight 8 (+14), Investigation 4 (+8), Perception 4 (+10), Persuasion 8 (+12)

Powers
Aspen & Unicorn Hair Wand (Easily Removable)
. . Yer A Witch, Daphne: Array
. . . . Expelliarmus: Damage 8 (force, wizarding magic, DC 23; Disarming, Increased Range: ranged)
. . . . Finite Incantatem: Nullify 6 (wizarding magic, Counters: Magical Effects, DC 16; Broad, Simultaneous)
. . . . Glacius Virilis: Progressive Affliction 6 (cold, wizarding magic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Extra Condition, Increased Range 2: perception, Progressive; Limited: to Male Characters)
. . . . Immobulus: Cone Area Affliction 6 (wizarding magic, 1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, 3rd degree: Incapacitated, Unaware, Resisted by: Will, DC 16; Cone Area: 60 feet cone, DC 16, Extra Condition)
. . . . Repello Muggletum: Burst Area Affliction 6 (wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Increased Duration 2: sustained, Insidious; Check Required 8: DC 17 - Expertise: Magic, Limited: to Compelling Muggles to Avoid the Affected Area, Limited Degree)
. . . . Wingardium Leviosa: Move Object 7 (wizarding magic, 3 tons, DC 22; Damaging, Precise, Subtle: subtle; Check Required 5: DC 14 - Expertise: Magic)
Natural Legilimens: Array
. . Clairvoyance: Remote Sensing 6 (psionic magic, Affects: Visual Senses, Range: 1800 feet)
. . Legilimentic Blast: Damage 6 (psionic magic, DC 21; Alternate Resistance (no cost): Will, Increased Range 2: perception)
. . Legilimentic Illusions: Illusion 6 (psionic magic, Affects: All Sense Types, Area: 60 cft., DC 16; Selective; Limited to One Subject, Resistible: Will)
. . Legilimentic Probe: Cumulative Effortless Mind Reading 6 (psionic magic, DC 16; Cumulative, Effortless)
Tricks of the Trade
. . Occlumens: Impervious Will 10 (wizarding magic; Sustained)
Wizardkind Physiology
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
. . Tough: Impervious Toughness 1 (racial)

Equipment
Battle Robes

Offense
Initiative +1
Expelliarmus: Damage 8, +4 (DC 23)
Finite Incantatem: Nullify 6, +4 (DC Will 16)
Glacius Virilis: Progressive Affliction 6 (DC Fort 16)
Grab, +0 (DC Spec 10)
Immobulus: Cone Area Affliction 6 (DC Will 16)
Legilimentic Blast: Damage 6 (DC Will 21)
Legilimentic Probe: Cumulative Effortless Mind Reading 6 (DC Will 16)
Repello Muggletum: Burst Area Affliction 6 (DC Will 16)
Throw, +4 (DC 15)
Unarmed, +0 (DC 15)
Wingardium Leviosa: Move Object 7, +4 (DC 22)

Complications
- Enemy of All Boy Things: Daphne became the undisputed Queen of Slytherin House on her first night as a student at Hogwarts when she used a single spell to incapacitate every single male student that was already taking NEWT level classes! This was something she felt fully justified in doing, as it derailed the hazing ceremony that those boys were planning to force upon the newly sorted First Year girls. Unfortunately, it also led to the complete and utter devastation of what could have been her romantic life!
- Escort Mission: Daphne's younger sister is just as frail and just as overly excitable as Daphne is, and it is Daphne's mission in life to keep her baby sister safe.
- Frail: Due to the Blood Malediction that she suffers from, Daphne is easily exhausted. At any time when she makes an Acrobatics, Athletics or other physically demanding skill check, as well as for every 5 rounds of sustained combat (even when using ranged attacks), she must simultaneously make a DC 10 Fortitude check. If she fails this check then she becomes Fatigued. Every time she uses one of the aforementioned skills within the same scene, as well as for every 5 rounds of combat within a single scene, the DC for her next Fortitude check in that same scene will increase by 1 point. Standard rules regarding additional degrees of fatigue apply.
- Motivation: Recognition: Daphne wants nothing more than to prove her worth as an Action Girl, yet more often than not this desire causes her to become a Damsel in Distress for her two closest friends.
- Relationships: Daphne is the eldest daughter of Lord Cyrus Greengrass and his wife, Lady Elizabeth Greengrass (née Rosier). This makes her the elder sister of Astoria Greengrass. She is also Draco Malfoy's second cousin by way of Druella Black (née Rosier), his maternal grandmother.

Languages
Bulgarian, English [Native]

Defense
Dodge 7, Parry 7, Fortitude 2, Toughness 5, Will 10

Power Points
Abilities 36 + Powers 63 + Advantages 23 + Skills 21 (42 ranks) + Defenses 18 = 161

--------------------
Build Comments: It is conceivable, if a bit improbable, that it only took Daphne 6 seconds to incapacitate the male half of Slytherin's NEWT level students during her first night at the school. This is because I built her around the notion that she is absurdly good at taking down male minions. She'd have a lot more trouble if she tried to take down someone like Avimeleth or even Draco Malfoy.
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DalkonCledwin
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Loki Laufeyson / The Beta Couple / Cool as Ice

Post by DalkonCledwin »

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Art by Setsuna1111 on DeviantArt

Loki Laufeyson - PL 13
Age: 1,048 / Height: 6' 4" / Weight: 525 lbs
Hair Color: Black / Eye Color: Green

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

General Advantages
Artificer, Benefit, Status: (Second Prince of Asgard), Benefit, Wealth 2 (independently wealthy), Bishōnen 2, Connected, Contacts, Conviction, Daze (Deception), Dazzling Performance (Expertise: Mischief), Equipment 1, Fascinate (Expertise: Mischief), Favored Foe: (Thor Odinson), Languages 2, Ranged Attack 8, Ritualist, Skill Mastery: Deception, Skill Mastery: Expertise: Magic, Taunt, Well-informed

Enhanced Advantages
Diehard

Skills
Deception 14 (+22), Expertise (PRE): Mischief 14 (+22), Expertise: Asgardian Lore 8 (+14), Expertise: Magic 14 (+20), Insight 8 (+14), Intimidation 4 (+12), Investigation 8 (+14), Perception 8 (+14), Persuasion 6 (+14), Sleight of Hand 6 (+9)

Powers
Asgardian Armor (Removable)
. . Armor Plating: Protection 2 (armor, +2 Toughness; Impervious)
God of Mischief: Dynamic Array
. . Eldritch Blast: Damage 15 ([0 active, 0/67 PP, 2/r], asgardian magic, force, DC 30; Increased Range: ranged)
. . Eldritch Shield: Deflect 13 ([0 active, 0/67 PP, 3/r], asgardian magic; Redirection, Reflect)
. . God of Mischief: Illusion 13 ([0 active, 0/67 PP, 5/r+2], asgardian magic, Affects: All Sense Types, Area: 8000 cft., DC 23; Dimensional 2: group - Adjacent Dimensions, Independent; Limited to One Subject)
. . Greater Teleport: Teleport 14 ([0 active, 0/67 PP, 3/r+6], asgardian magic, Carry 3200 lbs.; Accurate, Extended: 16000 miles in 2 move actions, Increased Mass 6; Limited to Extended)
. . Illusory Projection: Remote Sensing 15 ([0 active, 0/67 PP, 2/r+1], asgardian magic, Affects: 3 Types, inc. Visual, Range: 120 miles; Dimensional 2: group - Adjacent Dimensions; Noticeable: Illusory Image, Side Effect 2: always - physical body is defenseless and immobile)
. . Seductive Whispers: Cumulative Affliction 13 ([0 active, 0/67 PP, 2/r+4], asgardian magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 23; Cumulative, Dimensional 2: group - Adjacent Dimensions, Increased Range 2: perception, Insidious, Subtle: subtle; Limited Degree, Sense-dependent: Auditory)
. . Thought-Casting: Mental Cosmic Communication 5 ([0 active, 0/67 PP, 4/r+3], asgardian magic; Dimensional 2: group - Adjacent Dimensions, Subtle: encrypted)
God of Mischief: Talents
. . Prestidigitation: Feature 1 (racial, Notes: Loki can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings)
. . Tell Me No Secrets: Impervious Will 16 (racial; Sustained)
Jotunn Runt Physiology
. . Dense Flesh: Impervious Toughness 5 (racial; Feature: Increased Mass)
. . Fast Healing: Regeneration 2 (racial, Every 5 rounds, Advantages: Diehard)
. . Gigant Might: Enhanced Strength 1 (racial, +1 STR; Limited to Lifting, Notes: Allows Loki to lift as much as 50 tons)
. . Ice Walking: Movement 2 (racial, Environmental Adaptation: Arctic, Sure-footed 1; Quirk: Sure-footed is limited to ice and snow)
. . Invulnerabilities: Immunity 13 (racial, Common Descriptor: Cold Effects, Disease, Environmental Condition: Radiation, Poison; Feature: Longevity (Up to 8,403 years))
. . Jotunn Senses: Senses 7 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Hearing 1: x10, Extended: Magic Awareness 1: x10, Extended: Vision 1: x10, Low-light Vision, Radius: Magic Awareness)

Equipment
Throwing Knives

Offense
Initiative +4
Eldritch Blast: Damage 15, +11 (DC 30)
Grab, +8 (DC Spec 20)
Seductive Whispers: Cumulative Affliction 13 (DC Will 23)
Throw, +11 (DC 25)
Throwing Knives, +11 (DC 26)
Unarmed, +8 (DC 25)

Complications
- Belligerent Sexual Tension: Daphne Greengrass likes to freeze the bits of any boy who annoys her, and Loki is the sort of person who would annoy her a whole heck of a lot, and her annoyance with him will only get worse once she realizes that the only reason he notices her favorite spell is because of the accompanying flash of light!
- Motivation: Thrills: Loki is the Asgardian God of Mischief, and like all good mischiefmakers, he delights in performing and witnessing a wide assortment of pranks.
- Surveillance: Loki might be surprised to discover that whenever he's on Midgard he's being covertly monitored by not just S.H.I.E.L.D., but also HYDRA, the local Department of Mysteries, and the most powerful member of the monastic order known as the Masters of the Mystic Arts... all of which is due to the part he played in the Chitauri Invasion of Earth.
- Troubled Past: Loki has made a number of rather rash and somewhat foolish decisions over the past several centuries, but none was more foolish than allying himself with the Cosmic Threat known as Thanos. That alliance may very well come back to haunt Loki at the worst possible moment.
- Uncontrolled Polyphenism: Loki's skin will temporarily revert to the blue pigmentation it had when he was born, whenever he is exposed to Cold or Ice based attacks (including those which he is personally responsible for generating). Loki has absolutely no control over this physiological quirk, and thus can't benefit from it in the same way that Eirlys does. In fact, all it does is act as a sore reminder of his heritage. Oddly, this change in pigmentation only affects the portion of his body which was in direct contact with the associated attack.

Languages
English, German, Old Norse [Instinctive]

Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 12 (Imp. 7), Will 16

Power Points
Abilities 110 + Powers 134 + Advantages 29 + Skills 45 (90 ranks) + Defenses 26 = 344

--------------------
Build Comments: I decided not to give Loki the shapeshifting abilities I would normally have given him because to the best of my knowledge he doesn't actively demonstrate those abilities in the MCU, and because I'm pretty sure the MCU version of Sleipnir predated Loki's date of birth by at least a few decades, to say nothing of the extreme improbability of Loki siring the massive spectral snake that is apparently responsible for ensuring Earth's atmosphere doesn't fly off into space!

Also, Loki's Benefit, Status rank is lower than Avimeleth's because he's not actually a legitimate heir to the Throne of Asgard, despite being considered a Prince.
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Queen Alflyse / The Älfeneel / Cool as Ice

Post by DalkonCledwin »

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Queen Alflyse the Eternal - PL 12
Age: 13,800,000,000+ / Height: 5' 8" / Weight: 161 lbs
Hair Color: White / Eye Color: Aqua

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

Advantages
Animal Empathy, Artificer, Attractive 2, Beautiful Voice, Beloved: (Her Children), Benefit, Status 4: (Queen Regnant of Svartalfheim), Benefit, Wealth 5 (billionaire), Connected, Contacts, Daze (Deception), Dazzling Performance (Expertise: Violin), Enchanting: (Fascinate), Fascinate (Deception), Fascinate (Expertise: Violin), Great Endurance, Improved Initiative, Improved Treatment, Inspire 3, Languages 3, Leadership, People Person, Precise Attack (Ranged, Concealment), Ranged Attack 5, Ritualist, Taunt, Trance, Well-informed

Skills
Acrobatics 4 (+10), Athletics 4 (+13), Deception 8 (+22), Expertise (PRE): Violin 8 (+22), Expertise: Magic 10 (+19), Expertise: Älfeneel Lore 12 (+21), Insight 6 (+15), Investigation 4 (+13), Perception 6 (+15), Persuasion 6 (+20), Stealth 4 (+10), Technology 6 (+15), Treatment 8 (+17)

Powers
Enhanced Agility
. . Perfect Balance: Movement 2 (talent, Wall-crawling 2: full speed; Limited: to Upright Movement (i.e. walking tight ropes, or standing on impossibly narrow surfaces))
Fairy Queen: Array
. . Control Magic: Nullify 15 (ley line tap, Counters: Magical Effects, DC 25; Broad, Simultaneous)
. . Psychic Vampirism (Notes: Odin actually has a startlingly similar power)
. . . . Rejuvenation: Healing 12 (Linked; life force; Custom: Bonus Effect (Can Counter Extra Effort Fatigue); Limited: Self Only)
. . . . Vitality Drain: Cumulative Affliction 12 (Linked; life force, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception, Reversible, Subtle: subtle; Limited: to other Dark Elves, Quirk: Reversing this effect will simultaneously reverse the healing granted by the linked power)
. . Shift Dark Matter: Environment 15 (ley line tap, Impede Movement (2 ranks), Visibility (-2), Radius: 60 miles; Selective)
Fairy Queen: Talents
. . Accelerated Healing: Regeneration 15 (ley line tap, 1.5 per round)
. . Linguistic Font: Comprehend 3 (ley line tap, Languages - Read All, Languages - Understand All, Languages - You're Understood)
. . True Seeing: Senses 10 (ley line tap, Acute: Detect Hidden Doors, Counters All Concealment: Vision, Counters Illusion: Vision, Detect: Hidden Doors [Mental] 2: ranged)
Witch Queen: Array
. . Blur: Concealment 2 (faery magic, Sense - Sight; Partial)
. . Charm Person: Cumulative Affliction 12 (faery magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception; Limited: Alflyse doesn't control the target's actions, they merely act friendly towards her, Sense-dependent: Hearing)
. . Cure Wounds: Healing 12 (faery magic)
. . Eldritch Blast: Damage 15 (faery magic, force, DC 30; Increased Range: ranged)
. . Greater Teleport: Teleport 8 (faery magic, Carry 3200 lbs.; Accurate, Extended: 250 miles in 2 move actions, Increased Mass 6; Limited to Extended)
. . Gust of Wind: Cone Area Move Object 12 (faery magic, 100 tons; Cone Area 2: 120 feet cone, DC 22; Limited Direction: Away, Reduced Range: close)
. . Minor Image: Illusion 7 (faery magic, Affects: Three Sense Types - Visual, Auditory, Area: 125 cft., DC 17; Independent)
. . Whirlwind Form (Activation: Move Action)
. . . . Hard to Hurt: Immunity 2 (faery magic, morphic, Critical Hits)
. . . . Living Whirlwind: Insubstantial 2 (faery magic, morphic, Gaseous)
. . . . Wind-Riding: Flight 6 (faery magic, wind, Speed: 120 miles/hour, 1800 feet/round)
Älfeneel Physiology
. . Invulnerabilities: Immunity 6 (racial, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Poison)
. . Protective Hide: Impervious Toughness 4 (racial; Feature: Increased Mass)
. . Resistances: Immunity 4 (racial, Environmental Condition: Pressure, Environmental Condition: Vacuum, Suffocation (All); Limited - Half Effect)
. . Älfeneel Senses: Senses 8 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Hearing 1: x10, Extended: Magic Awareness 1: x10, Extended: Vision 1: x10, Radius: Magic Awareness)

Offense
Initiative +10
Charm Person: Cumulative Affliction 12 (DC Will 22)
Control Magic: Nullify 15, +9 (DC Will 25)
Eldritch Blast: Damage 15, +9 (DC 30)
Grab, +4 (DC Spec 19)
Gust of Wind: Cone Area Move Object 12 (DC 22)
Throw, +9 (DC 24)
Unarmed, +4 (DC 24)
Vitality Drain: Cumulative Affliction 12 (DC Will 22)

Complications
- Ley Line Bond: Alflyse's Stamina and Presence are considered to be Disabled whenever she is located somewhere other than Svartalfheim. She also loses access to her Fairy Queen powers when not located in Svartalfheim.
- Motivation: Hedonism: Alflyse will happily ignore her current consort's mad quest to plunge the universe into a perpetual state of darkness simply because it will keep him distracted while she locates and seduces a far more appealing bedwarmer...
- Significant Others: Alflyse absolutely adores each and every single one of her children, and will do anything and everything in her power to ensure they lead long and fulfilling lives.
- We Are Not Amused: Alflyse has a reputation for quickly becoming bored with her romantic partners, which is tantamount to a death sentence on Svartalfheim. It should be considered impressive that Malekith has survived for as long as he has.
- Weakness: Alflyse is Vulnerable against Iron weapons and loses the benefits of her Protective Hide against such implements.

Languages
English, German, Latin, Old Norse, Shiväisith [Native]

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

Power Points
Abilities 138 + Powers 154 + Advantages 43 + Skills 43 (86 ranks) + Defenses 11 = 389

--------------------
Build Comments: I opted not to include a royal palace in this stat block largely cause I don't think such a structure would last very long in the environment that exists on Svartalfheim. This is because the capital planet for the realm has been orbiting a black hole for at least 5,000 years, if not longer.
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Malekith / The Älfeneel / Cool as Ice

Post by DalkonCledwin »

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Malekith the Disdainful - PL 13
Age: 6,102+ / Height: 6' 9" / Weight: 245
Hair Color: White / Eye Color: Blue

Strength 13, Stamina 12, Agility 10, Dexterity 7, Fighting 10, Intellect 3, Awareness 4, Presence 4

Advantages
Agile Feint, All-out Attack, Animal Empathy, Benefit, Status 3: (King Consort of Svartalfheim), Benefit, Wealth 4 (multimillionaire), Daze (Intimidation), Equipment 7, Fascinate (Intimidation), Languages 3, Leadership, Power Attack, Ranged Attack 3, Ritualist, Takedown, Trance

Skills
Acrobatics 6 (+16), Athletics 4 (+17), Deception 8 (+12), Expertise: Astrogation 8 (+11), Expertise: Magic 10 (+13), Expertise: Älfeneel Lore 10 (+13), Insight 8 (+12), Intimidation 10 (+14), Perception 8 (+12), Persuasion 8 (+12), Sleight of Hand 4 (+11), Stealth 4 (+14), Technology 8 (+11), Vehicles 8 (+15)

Powers
Enhanced Agility: Array
. . Sprinting: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Älfeneel Armor (Removable)
. . Armor Plating: Protection 2 (armor, +2 Toughness; Impervious)
Älfeneel Physiology
. . Fast Healing: Regeneration 2 (racial, Every 5 rounds)
. . Invulnerabilities: Immunity 6 (racial, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Poison)
. . Protective Hide: Impervious Toughness 4 (racial)
. . Resistances: Immunity 4 (racial, Environmental Condition: Pressure, Environmental Condition: Vacuum, Suffocation (All); Limited - Half Effect)
. . Älfeneel Senses: Senses 8 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Hearing 1: x10, Extended: Magic Awareness 1: x10, Extended: Vision 1: x10, Radius: Magic Awareness)

Equipment
Älfeneel Arsenal (Black Hole Grenade, Bladed Gauntlet, Particle Rifle, Throwing Knives)

Offense
Initiative +10
Black Hole Grenade (DC Dog 20)
Bladed Gauntlet, +10 (DC 31)
Grab, +10 (DC Spec 23)
Particle Rifle, +10 (DC 25)
Throw, +10 (DC 28)
Throwing Knives, +10 (DC 29)
Unarmed, +10 (DC 28)

Complications
- Bane: Malekith has never read the Evil Overlords List and is therefore vulnerable to petard hoisting.
- Obsession: Malekith is obsessed with reverting the state of the universe back to the way it was when it had been known only as the Ginnungagap, or in other words, the vast primordial darkness that existed before the Big Bang. It was after all, in that primordial darkness that the Dark Elves first evolved.
- Relationships: Malekith is Queen Alflyse's longest lasting consort, and also the sire of Prince Avimeleth, although it is unclear whether Malekith even knows he has a son. However, Malekith is not the father of any of Alflyse's other children.
- Weakness: Malekith is Vulnerable against Iron weapons and loses the benefits of his Protective Hide against such implements.

Languages
English, German, Latin, Old Norse, Shiväisith [Native]

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

Power Points
Abilities 126 + Powers 27 + Advantages 30 + Skills 52 (104 ranks) + Defenses 8 = 243

--------------------
Malekith the Accursed - PL 16

Strength 18, Stamina 12, Agility 10, Dexterity 7, Fighting 10, Intellect 3, Awareness 4, Presence 4

Advantages
Agile Feint, All-out Attack, Animal Empathy, Benefit, Status 3: (King Consort of Svartalfheim), Benefit, Wealth 4 (multimillionaire), Daze (Intimidation), Equipment 7, Fascinate (Intimidation), Languages 3, Leadership, Power Attack, Ranged Attack 3, Ritualist, Takedown, Trance

Skills
Acrobatics 6 (+16), Athletics 4 (+22), Deception 8 (+12), Expertise: Astrogation 8 (+11), Expertise: Magic 10 (+13), Expertise: Älfeneel Lore 10 (+13), Insight 8 (+12), Intimidation 10 (+14), Perception 8 (+12), Persuasion 8 (+12), Sleight of Hand 4 (+11), Stealth 4 (+14), Technology 8 (+11), Vehicles 8 (+15)

Powers
Aether Fusing: Array
. . Cosmic Blast: Damage 18 (cosmic, force, DC 33; Increased Range: ranged, Penetrating 18)
. . Cosmic Control: Move Object 18 (cosmic, 1600000 ktons; Increased Mass 18)
. . Cosmic Conversion: Transform 18 (cosmic, Affects: Broad > 1 Thing - Anything > Dark Matter, Transforms: 100 tons, DC 28; Permanent)
Aether Fusing: Talents
. . Cosmic Armor: Protection 4 (cosmic, +4 Toughness; Impervious [8 extra ranks])
. . Cosmic Might: Enhanced Strength 5 (cosmic, +5 STR)
Enhanced Agility: Array
. . Sprinting: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Älfeneel Armor (Removable)
. . Armor Plating: Protection 2 (armor, +2 Toughness; Impervious)
Älfeneel Physiology
. . Fast Healing: Regeneration 2 (racial, Every 5 rounds)
. . Invulnerabilities: Immunity 6 (racial, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Poison)
. . Protective Hide: Impervious Toughness 4 (racial)
. . Resistances: Immunity 4 (racial, Environmental Condition: Pressure, Environmental Condition: Vacuum, Suffocation (All); Limited - Half Effect)
. . Älfeneel Senses: Senses 8 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Hearing 1: x10, Extended: Magic Awareness 1: x10, Extended: Vision 1: x10, Radius: Magic Awareness)

Equipment
Älfeneel Arsenal (Black Hole Grenade, Bladed Gauntlet, Particle Rifle, Throwing Knives)

Offense
Initiative +10
Black Hole Grenade (DC Dog 20)
Bladed Gauntlet, +10 (DC 36)
Cosmic Blast: Damage 18, +10 (DC 33)
Cosmic Control: Move Object 18, +10 (DC 28)
Cosmic Conversion: Transform 18, +10 (DC Dog 28)
Grab, +10 (DC Spec 28)
Particle Rifle, +10 (DC 25)
Throw, +10 (DC 33)
Throwing Knives, +10 (DC 34)
Unarmed, +10 (DC 33)

Complications
- Bane: Malekith has never read the Evil Overlords List and is therefore vulnerable to petard hoisting.
- Obsession: Malekith is obsessed with reverting the state of the universe back to the way it was when it had been known only as the Ginnungagap, or in other words, the vast primordial darkness that existed before the Big Bang. It was after all, in that primordial darkness that the Dark Elves first evolved.
- Relationships: Malekith is Queen Alflyse's longest lasting consort, and also the sire of Prince Avimeleth, although it is unclear whether Malekith even knows he has a son. However, Malekith is not the father of any of Alflyse's other children.
- Weakness: Malekith is Vulnerable against Iron weapons and loses the benefits of his Protective Hide against such implements.

Languages
English, German, Latin, Old Norse, Shiväisith [Native]

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 18 (Imp. 18), Will 12

Power Points
Abilities 126 + Powers 109 + Advantages 30 + Skills 52 (104 ranks) + Defenses 8 = 325
--------------------
Beauty & the Beast: Malekith is actually a member of the Dark Elf Warrior Caste in this scenario, and as such was never going to be as attractive as a member of the Ruling Caste. Avimeleth lucked out and inherited his mother's good looks.
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DalkonCledwin
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Kurse / The Älfeneel / Cool as Ice

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Algrim the Strong - PL 15
Age: 5,000+ / Height: 7' 0" / Weight: 840 lbs
Hair Color: Formerly White / Eye Color: Yellow

Strength 18, Stamina 15, Agility 4, Dexterity 3, Fighting 12, Intellect -2, Awareness 4, Presence 0

Advantages
All-out Attack, Fearless, Power Attack, Takedown, Tracking

Skills
Intimidation 10 (+10), Perception 8 (+12), Ranged Combat: Throw 6 (+9)

Powers
Kursed Physiology
. . Accelerated Healing: Regeneration 5 (racial, Every 2 rounds; Persistent)
. . Indomitable Will: Impervious Will 12 (racial)
. . Invulnerabilities: Immunity 12 (racial, Aging, Life Support, Sleep)
. . Kursed Might: Enhanced Strength 4 (racial, +4 STR; Limited to Lifting)
. . Kursed Senses: Senses 7 (racial, Danger Sense: Mental, Darkvision, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Extended: Vision 1: x10; Quirk 2: Direction & Distance Sense are limited to a single target within Perception Range)
. . Protective Hide: Impervious Toughness 18 (racial)
. . Tough: Protection 3 (racial, +3 Toughness)

Offense
Initiative +4
Grab, +12 (DC Spec 28)
Throw, +9 (DC 33)
Unarmed, +12 (DC 33)

Complications
- Black Hole Grenade: Algrim's no longer has the required mental acuity to realize that his Black Hole Grenade survived the incredibly volatile transformation sequence that occurs whenever a Dark Elf crushes a Kurse Stone.
- Weakness: Algrim is Vulnerable against Iron weapons and loses the benefits of his Protective Hide against such implements.

Languages
▂▂▃▃▄▄▅▅! [Native]

Defense
Dodge 12, Parry 12, Fortitude 15, Toughness 18 (Imp. 18), Will 12 (Imp. 12)

Power Points
Abilities 108 + Powers 64 + Advantages 5 + Skills 12 (24 ranks) + Defenses 16 = 205
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Hex an Elf / Älfeneel / Cool as Ice

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Dark Elf Soldiers - PL 8
Minion Rank: 10 / Sidekick Rank: 29

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

Advantages
Agile Feint, All-out Attack, Defensive Attack, Equipment 7, Languages 3, Power Attack, Ranged Attack 3, Takedown, Teamwork

Skills
Acrobatics 4 (+8), Athletics 4 (+12), Expertise: Astrogation 6 (+7), Expertise: Älfeneel Lore 4 (+5), Insight 4 (+6), Intimidation 4 (+6), Perception 4 (+6), Stealth 4 (+8), Technology 6 (+7), Vehicles 6 (+9)

Powers
Enhanced Agility: Array
. . Sprinting: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Älfeneel Armor (Removable)
. . Armor Plating: Impervious Toughness 2 (armor)
Älfeneel Physiology
. . Invulnerabilities: Immunity 6 (racial, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Poison)
. . Protective Hide: Impervious Toughness 4 (racial; Feature: Increased Mass)
. . Resistances: Immunity 4 (racial, Environmental Condition: Pressure, Environmental Condition: Vacuum, Suffocation (All); Limited - Half Effect)
. . Älfeneel Senses: Senses 4 (racial, Darkvision, Extended: Hearing 1: x10, Extended: Vision 1: x10)

Equipment
Älfeneel Arsenal (Black Hole Grenade, Blade Gauntlet, Particle Rifle)

Offense
Initiative +4
Black Hole Grenade (DC Dog 20)
Blade Gauntlet, +5 (DC 26)
Grab, +5 (DC Spec 18)
Particle Rifle, +6 (DC 25)
Throw, +6 (DC 23)
Unarmed, +5 (DC 23)

Complications
- Bane: At least 90% of the characters this stat block can represent are going to be male, and 100% of those same characters are going to follow the Minion rules. Which means...
- Weakness: Dark Elves are Vulnerable against Iron weapons and lose the benefits of their Protective Hide against such implements.

Languages
English, German, Old Norse, Shiväisith [Native]

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

Power Points
Abilities 66 + Powers 21 + Advantages 19 + Skills 23 (46 ranks) + Defenses 13 = 142
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Dementors / Ministry Mooks / Cool as Ice / General Potterverse

Post by DalkonCledwin »

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Dementors - PL 8
Minion Rank: 15 / Sidekick Rank: 43

Strength 6, Stamina 4, Agility 5, Dexterity 5, Fighting 7, Intellect 2, Awareness 4, Presence 6

Advantages
Defensive Roll, Fast Grab, Hide in Plain Sight, Improved Grab, Improved Team Attack, Languages 1, Skill Mastery: Stealth

Skills
Deception 8 (+14), Expertise (AWE): Survival 8 (+12), Expertise: History 8 (+10), Expertise: Torture 10 (+12), Insight 8 (+12), Intimidation 10 (+18), Perception 8 (+12), Stealth 10 (+11)

Powers
Native Outsider Physiology
. . Dementor's Kiss: Concentration Weaken 8 (racial, Affects: Stamina, Resisted by: Will, DC 18; Concentration; Grab-based, Slow: Minutes)
. . Fearsome Presence: Burst Area Affliction 8 (racial, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Burst Area 2: 60 feet radius sphere, DC 18, Subtle: subtle; Limited: Creatures who successfully resist this aura cannot be affected by it again for 24 hours)
. . Invisible to Muggles: Concealment 10 (racial, All Senses; Limited: to Characters who Lack the Magic Awareness Sense)
. . Invulnerabilities: Immunity 20 (racial, Common Descriptor: Cold Effects, Common Descriptor: Energetic Spell Effects; Limited: Loses Immunity to Energetic Spell Effects when being targeted by Radiant spells [10 ranks only], Notes: This only protects the Dementor from the aura attached to Eirlys' Ice Blade & Claws, not the actual cuts they would inflict)
. . Large Outsider: Growth 4 (racial, +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
. . Levitation: Flight 1 (racial, Speed: 4 miles/hour, 60 feet/round)
. . Life Sense: Senses 12 (racial, Acute: Detect Life, Acute: Olfactory, Counters All Concealment: Detect Life, Detect: Life [Mental] 2: ranged, Extended: Detect Life 2: x100, Tracking: Detect Life 1: -1 speed rank; Limited: to targets that the Ministry for Magic would classify as "Beings", Quirk: Counters All Concealment doesn't help a Dementor against an Animagus)
. . Protective Hide: Protection 6 (racial, +6 Toughness; Impervious)
. . Tap Fears: Cumulative Affliction 8 (racial, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited: to Creatures whom the Dementor has sensed using it's Detect Life ability)

Offense
Initiative +5
Dementor's Kiss: Concentration Weaken 8, +7 (DC Will 18)
Fearsome Presence: Burst Area Affliction 8 (DC Will 18)
Grab, +7 (DC Spec 16)
Tap Fears: Cumulative Affliction 8 (DC Will 18)
Throw, +5 (DC 21)
Unarmed, +7 (DC 21)

Complications
- Owned: Dementors are considered to be property by the British Ministry for Magic, with all the rights and privileges you might expect that such a distinction would grant them, or not grant them as the case may be.
- Weakness: Despite not being undead themselves, Dementors are vulnerable to the same things that an undead creature would normally be vulnerable to, such as Channeled Divine Energy, and the Patronus Charm.

Languages
Aklo [Native], Understands English

Defense
Dodge 5, Parry 5, Fortitude 8, Toughness 11/10 (Imp. 6), Will 8

Power Points
Abilities 62 + Powers 98 + Advantages 7 + Skills 35 (70 ranks) + Defenses 10 = 212
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Re: Dalkon's Revised & Expanded Potterverse Thread

Post by DalkonCledwin »

Well, with the Dementor posted, at least now I won't have to rebuild those again... but now, I want to move on to a different idea... the question is what to do?
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Worth It Brainstorm & Notes

Post by DalkonCledwin »

Worth It
Premise: Lahja Potter had always known what she was worth. That was how she knew to tell the difference between what she was being given and what she truly deserved. Now it was time to claim her divine birthright.
Required Inclusions:
- Lahja Potter must in reality be a female version of Loki Laufeyson who was stripped of her quasi-divine powers and sent to Earth to live life as a human.
- Lahja must possess an eidetic memory, though whether she admits to this fact or not is entirely up to the individual author to decide.
- Lahja’s continuing adventures at Hogwarts must go a long way towards proving her worthy of regaining her quasi-divine powers, though the author gets to choose when that happens.
- Even if she had once been a male deity, which is optional, Lahja must voluntarily choose to retain her female persona after regaining her quasi-divine status and keep the name Lahja.
- In the scenario of this fic, Loki’s role as the instigator of the Chitauri Invasion must be passed over to Amora the Enchantress or her sister, Lorelei as Lahja will likely refuse to participate.
- Lahja must replace Amora as the new Enchantress for the Asgardian Royal Court, which in my world setting is a position roughly equivalent to a Grand Vizier or Prime Minister.
Preferred Inclusions:
- Lahja retaining Loki’s ability to shapeshift and using it to her advantage in her romantic pursuits, much as Loki himself once did.
- Veela being a species that is closely connected to the Light Elves, and thus having a similar degree of longevity, with either Gabrielle or Fleur pursuing Lahja as a romantic interest.
- Lahja developing her very own version of the “Kiss of Power” technique, much like the ones which both Amora and Lorelei possess.
Optional Inclusions:
- While Lahja should share many similarities with Loki, she should also be her own distinct individual, with her own unique abilities and even her own unique divine portfolio.
- In addition to whichever Delacour sister is used, Sigyn’s presence in the pairing is encouraged.
Forbidden Things:
- Lahja the Weak Emo Doormat.
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