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DalkonCledwin
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Kiritsugu Emiya / Aoi Takes a Stand

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Kiritsugu Emiya - PL 10
Age: 28 / Height: 5' 9" / Weight: 148 lbs
Hair Color: Black / Eye Color: Brown

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

Advantages
Artificer, Bad Boy, Beloved: Iris & Illya, Defensive Roll 2, Equipment 9, Evasion, Improved Initiative, Jack-of-all-trades, Languages 1, Ranged Attack 6, Uncanny Dodge

Skills
Acrobatics 4 (+6), Athletics 4 (+6), Close Combat: Unarmed 6 (+10), Expertise: Magecraft 6 (+8), Insight 4 (+7), Investigation 4 (+6), Perception 4 (+7), Stealth 4 (+6), Technology 4 (+6), Vehicles 4 (+6)

Powers
Personal Qualities
. . Combat Training: Enhanced Trait 10 (training, Dodge +4 (+12), Parry +4 (+12), Advantages: Defensive Roll 2)
. . Command Spells: Feature 3 (magecraft, Notes: This feature basically operates in many respects like the Luck advantage. However, unlike the Luck advantage, it allows the person with this feature to use any of the aspects of the Hero Point Rules. Unfortunately, in exchange for such versatility, once a person uses this feature a number of times equal to the number of Ranks that they have in the feature, they lose the ability to utilize it ever again, unless they are granted additional Command Spells, or harvest Command Spells from an enemy Master. Kiritsugu currently has 3 / 3 uses left.)
Thompson Contender (Easily Removable)
. . Origin Rounds: Broad Simultaneous Weaken 12 (Affects: Magecraft, Resisted by: Fortitude, DC 22; Broad: Magic, Increased Range: ranged, Incurable, Penetrating 12, Simultaneous; Limited: Doesn't affect Harry or Servants due to lack of Magic Circuits, Unreliable (5 uses))
Time Alter Magecraft
. . Blink Action: Quickness 4 (Linked; Perform routine tasks in -4 time ranks; Subtle 2: undetectable; Tiring)
. . Blink Speed: Speed 4 (Linked; Speed: 30 miles/hour, 500 feet/round; Subtle 2: undetectable; Tiring)

Equipment
Bulletproof Vest, Kiritsugu's Arsenal (Anti-Personnel Land Mines, Flash Grenade, Flash-bang, Fragmentation Grenade, Plastic Explosive, Sleep Gas Grenade, Smoke Grenade, Sniper Rifle, Submachine gun, Tear Gas Grenade)

Offense
Initiative +6
Anti-Personnel Land Mines (DC 20)
Flash Grenade, +8 (DC Dog/Fort 14)
Flash-bang, +8 (DC Dog/Fort 14)
Fragmentation Grenade, +8 (DC Dog 15)
Grab, +4 (DC Spec 12)
Origin Rounds: Broad Simultaneous Weaken 12, +8 (DC Fort 22)
Plastic Explosive (DC Dog 20)
Sleep Gas Grenade, +8 (DC Dog/Fort 14)
Smoke Grenade, +8 (DC 19)
Sniper Rifle, +8 (DC 20)
Submachine gun, +8 (DC 19)
Tear Gas Grenade, +8 (DC Dog/Fort 14)
Throw, +8 (DC 17)
Unarmed, +10 (DC 17)

Complications
- Addiction: Kiritsugu is a rather heavy chain smoker, with all the drawbacks that one would expect from such a habit. However, this really just serves to exacerbate the drawbacks of his Time Alter magic, as he isn't actually allowed to spend a Hero Point to avoid the fatigue from the Tiring flaw because of this habit.
- Enemy: Kayneth Archibald, current Lord of the House of El-Melloi, wants nothing more than to see Kiritsugu die in the Fourth Holy Grail War. It would be better, in Kayneth's opinion, if Kiritsugu died by means of either Kayneth's own magecraft, or by the actions of his Servant. Kiritsugu is happy to reciprocate.
- Motivation: Hero of Justice: Differing from fighting for the sake of others (altruism) or oneself (glory) as a hero, those who hold the concept of being a hero of justice will fight for the concepts of benevolence, justice, loyalty, and love, all of which they believe in. Kiritsugu is struggling to hold onto these ideals, but wants to use the Grail to help him achieve a world where these ideals are universal.
- Relationship: Kiritsugu is the doting husband of Irisviel von Einsbern, and also the adoring father of Illyasviel von Einzbern. He also has a 'friends with benefits' relationship with his assistant, Maiya Hisau. Lastly, he is the true and authentic Master of the Saber in the Fourth Holy Grail War, even if it initially appears that Irisviel is her Master instead.
- Rivalry: Kiritsugu doesn't actually acknowledge the existence of the rivalry, but one does exist between him and Kirei Kotomine.

Languages
English, Japanese

Defense
Dodge 12/8, Parry 12/8, Fortitude 9, Toughness 8/2, Will 9

Power Points
Abilities 38 + Powers 44 + Advantages 23 + Skills 22 (44 ranks) + Defenses 23 = 150

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Regarding Maiya: Her build, if I were to build her, would be virtually identical to that of Kiritsugu. The main difference is she doesn't have the Thompson, Time Alter or the Command Seals, and her Beloved Advantage tags Kiritsugu rather than Irisviel or Illya.
Last edited by DalkonCledwin on Wed Dec 19, 2018 12:01 pm, edited 1 time in total.
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Irisviel von Einzbern / Aoi Takes a Stand

Post by DalkonCledwin »

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Irisviel von Einzbern - PL 10
Age: 10 / Height: 5' 2" / Weight: 115 lbs
Hair Color: Snowy-White / Eye Color: Wine-Red
Measurements: 33D / 22 / 33 in.

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

Advantages
Artificer, Assessment, Attractive 2, Beginner's Luck, Beloved: Kiri & Illya, Defensive Roll 4, Disarming (DC 16), Eidetic Memory, Equipment 5, Extraordinary Effort, Fascinate (Persuasion), Inspire 3, Languages 2, Luck 1, Ritualist

Skills
Acrobatics 4 (+5), Athletics 4 (+3), Deception 2 (+4), Expertise: Magecraft 10 (+14), Expertise: Mythology 6 (+10), Expertise: Otaku Culture 2 (+6), Insight 6 (+9), Perception 6 (+9), Persuasion 6 (+8), Ranged Combat: Magecraft 11 (+13), Treatment 4 (+8), Vehicles 4 (+6)

Powers
Einzbern Magecraft Array
. . Healing Magecraft: Healing 4 (magecraft; Energizing, Increased Range: ranged, Restorative, Stabilize)
. . Mystic Shield: Protection 9 (magecraft, +9 Toughness; Impervious [7 ranks only], Sustained)
. . Storch Ritter, Degen: Damage 5 (magecraft, DC 20; Increased Range: ranged, Indirect 4: any point, any direction, Penetrating 5, Precise, Split 3: 4 targets)
. . Storch Ritter, Zelle: Damage 7 (magecraft, DC 22; Homing 2: 2 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Precise, Split 3: 4 targets)
Einzbern Magecraft Talents
. . Vessel of the Lesser Grail: Healing 9 (magecraft; Energizing; Limited: Energizing Only, Limited: to Self Only)
Homunculi Physiology
. . Doll-Like Thing: Immunity 2 (Aging, Starvation & Thirst)
. . Mystic Senses: Senses 3 (racial, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)

Equipment
Car, Einzbern Castle

Offense
Initiative +1
Grab, +0 (DC Spec 9)
Storch Ritter, Degen: Damage 5, +13 (DC 20)
Storch Ritter, Zelle: Damage 7, +13 (DC 22)
Throw, +2 (DC 14)
Unarmed, +0 (DC 14)

Complications
- Mistaken Identity: The vast majority of participants in the Grail War labored under the delusion that Irisviel happened to be Saber's Master, at least initially, due to the fact that it was Irisviel who was the visible Magus in Saber's company.
- Motivation: Responsibility: Irisviel has internalized Kiritsugu's vision of how the world should operate and made it her own ideal image for the world.
- Mythic Weakness: Upon the death of the fourth participating Servant in the Grail War, Irisviel's body will disintegrate and be replaced by the manifestation of the Holy Grail. The only way to delay this effect is by having Avalon, which is arguably the most powerful Noble Phantasm in Saber's bag of tricks, housed inside her body.
- Quirk: While Irisviel does know how to drive a car, as indicated by her ranks in Vehicles, she tends to not pay attention to street signs or traffic lights and has absolutely no understanding of traffic laws. This tends to make her a traffic accident waiting to happen, especially as she considers her car to be a toy.
- Relationship: Irisviel is the loving wife of Kiritsugu Emiya, and the doting mother of Illyasviel von Einzbern. She is also the individual who frequently accompanies Saber onto the battlefield due to a need to have someone on hand who can heal Saber in the event that she is injured in battle.
- Technology Inept: With the exception of her car, Irisviel has little to no understanding of modern conveniences and tends to only manage the ability to operate a television remote most of the time.
- With a Body Like That...: You'd never expect that she is only 3 years older than her own daughter, and a mere four years older than Sakura. Naturally, this fact negates all of what would have been Kiritsugu's few redeeming qualities due to what it means he actually happens to be from a purely legalistic standpoint.

Languages
English, German, Japanese

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 14/1, Will 11

Power Points
Abilities 24 + Powers 41 + Advantages 28 + Skills 33 (65 ranks) + Defenses 24 = 150

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Car - PL 10
Strength 5, Defense -2, Toughness 8, Size Large
Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8

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Einzbern Castle - PL 10
Toughness 10, Size Huge
Features:
Concealed 2, Defense System, Grounds, Holding Cells, Library, Living Space, Power System, Security System 1, Workshop
Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
Last edited by DalkonCledwin on Wed Dec 19, 2018 12:02 pm, edited 1 time in total.
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Saber / Aoi Takes a Stand

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Saber - PL 12
DoB 1020 C.E. / Height: 5' 1" / Weight: 93 lbs
Hair Color: Blonde / Eye Color: Vivid Green
Measurements: 29B / 21 / 30 in / Source: British Mythology

Strength 6, Stamina 9, Agility 9, Dexterity 9, Fighting 6, Intellect 3, Awareness 6, Presence 8/2

Advantages
Accurate Attack, Agile Feint, Animal Empathy, Attractive, Defensive Attack, Diehard, Equipment 4, Evasion, Fascinate (Persuasion), Great Endurance, Inspire 4, Interpose, Languages 2, Leadership, Luck 2, Power Attack, Precise Attack (Close, Concealment), Takedown, Teamwork, Ultimate Effort: Toughness Checks, Uncanny Dodge

Skills
Acrobatics 6 (+15), Athletics 6 (+12), Close Combat: Swords 8 (+14), Expertise (AGL): Riding 9 (+22/+18), Expertise: Politics 6 (+9), Insight 4 (+10), Perception 6 (+12), Persuasion 6 (+18/+14), Vehicles 9 (+22/+18)

Powers
Avalon (Removable (indestructible))
. . Miracle of the Fey: Healing 4 (ex rank, barrier; Energizing, Persistent, Reaction 3: to being injured, Restorative, Resurrection; Limited: to whomever the Scabbard is currently inside of)
. . . . The Everdistant Utopia: Deflect 9 (Alternate; ex rank, barrier; Increased Duration: concentration; Limited: Excalibur must be placed within Avalon to use this effect, Reduced Range: close)
Blue Plate Armor (Removable)
. . Regal Armor: Protection 6 (a rank, magical, +6 Toughness; Feature: Summonable, Impervious [3 extra ranks])
Class Skills
. . Magic Resistance
. . . . Impervious Mind: Impervious Will 9 (Linked; a rank)
. . . . Resistance: Immunity 20 (Linked; a rank, Common Descriptor: Magecraft, Common Descriptor: Wizarding Magic; Limited - Half Effect)
. . Riding: Enhanced Trait 5 (a rank, Vehicles +4 (+22), Expertise (AGL) +4 (+22), Advantages: Animal Empathy; Quirk: Still can't ride Phantasmal or Divine Beasts)
Excalibur (Easily Removable (indestructible))
. . Golden Sword of Promised Victory
. . . . Ekskalibaa!: Line Area Damage 11 (a++ rank, anti-fortress, DC 26; Line Area 3: 5 feet wide by 120 feet long, DC 21, Impressive, Penetrating 11; Tiring, Unreliable (5 uses))
. . . . Invisible Air: Strength-based Damage 4 (c rank, anti-unit, DC 25; Dangerous, Subtle: subtle)
Mana Burst (Personal Skill Array)
. . Jump Burst: Leaping 6+3 ([Stacking ranks: +3], a rank, Leap 0.5 miles at 250 miles/hour in 6 seconds)
. . Movement Burst: Movement 4 (a rank, Wall-crawling 2: full speed, Water Walking 2)
Personal Skills
. . Charisma: Enhanced Trait 21 (b rank, Presence +6 (+8), Persuasion +4 (+18), Advantages: Fascinate (Persuasion), Inspire 4, Leadership, Teamwork)
. . Instinct: Senses 5 (a rank, Danger Sense: Mental, Precognition, Advantages: Evasion, Uncanny Dodge; Limited: Precognition only works for momentary glimpses of impending danger [4 ranks only])
Servant Container Physiology
. . Lightning Speed: Speed 9 (a rank, Speed: 1000 miles/hour, 2 miles/round)
. . . . Super-Leaping: Leaping 3 (Alternate; a rank, Leap 60 feet at 16 miles/hour; Stacks with: Jump Burst: Leaping 6+3)
. . Modern Understanding: Comprehend 3 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood)

Equipment
Custom Motorcycle

Offense
Initiative +9
Ekskalibaa!: Line Area Damage 11 (DC 26)
Grab, +6 (DC Spec 16)
Invisible Air: Strength-based Damage 4, +14 (DC 25)
Throw, +9 (DC 21)
Unarmed, +6 (DC 21)

Complications
- Curse Sworn: Saber has agreed to a contract with the Common Sense of Mankind that states that she is to be granted an infinite number of opportunities to try and obtain the Holy Grail and make her fondest wish come true, but should she ever falter in her ideals sufficiently enough to stop desiring that wish, she will immediately become one of Alaya's pet Counter Guardians for the rest of eternity.
- Honor: When you think of knights in shining armor who ride forth and do battle in order to impress damsels in ivory towers, you very likely imagine the Knights of the Round Table and their extremely famous King, Arthur Pendragon. Yeah, that was this woman's life story, which means she naturally follows the most classic version of the code of chivalry that exists.
- Motivation: Greed: Given what Arturia plans to wish for should she manage to obtain the Grail, she really can't be said to have any of the other default motivations that are available, as her wish would unravel the tapestry of human history and destroy the Common Sense of Mankind, at least for the world she happens to exist in.
- Power Loss: Unlike the other Servants in the Grail War, Saber is not actually enshrined in the Throne of Heroes yet, and as such she has no capacity for the ability known as Astralization. This means of course that she must sleep on a regular basis in order to conserve her energy, where as other Servants simply Astralize for the same purpose.
- Relationship: Saber is the servant of Kiritsugu Emiya, although her relationship with that man is more akin to the relationship between a hammer and a blacksmith rather than anything else it could wind up being. She has a much more equal relationship with his wife, Irisviel von Einzbern.
- Rock, Paper, Scissors: Sabers gain a +2 Circumstance Bonus when engaging a Lancer in battle, however they also suffer from Impairment when engaging an Archer in battle. Furthermore, when attempting to damage a Ruler, a Saber's attacks are Impaired. Sabers gain a +2 Circumstance Bonus on their Toughness defense when being attacked by Alter Ego Servants. And last but not least, as is true for all Servants, Sabers gain a +2 Circumstance Bonus to their damaging effects against Berserkers, but suffer from Toughness Impairment when being attacked by the same.
- True Identity: Saber's true identity is that of Artoria Pendragon, a woman who decided to hide her gender when she was crowned as the ruler over all of Britain and therefore came to be known as King Arthur Pendragon.

Languages
Anglo-Norman, Anglo-Saxon, Latin

Defense
Dodge 9, Parry 9, Fortitude 12, Toughness 15, Will 12

Power Points
Abilities 100 + Powers 134 + Advantages 19 + Skills 30 (60 ranks) + Defenses 12 = 295

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Custom Motorcycle - PL 12
Strength 1, Defense 0, Toughness 14, Size Medium
Powers
. . Invisible Air Augment: Speed 7 (c rank, Speed: 250 miles/hour, 0.5 miles/round)
. . Saber Motored Cuirassier: Protection 6 (magical, +6 Toughness; Sustained)
Power Points
Abilities 1 + Powers 13 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17

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Build Comments: Yes, Avalon is absurdly broken and no, it was never intended to see use in a campaign as a part of a player character's toolkit.

Continuity Snarl: The earliest known references to the "Battle of Camlann" specifically date the battle to 537 CE (or 539 CE), meaning that Arthur, or in this case Artoria, would have most likely lived during the early to mid 5th century. Unfortunately the style of armor Artoria wears in Nasuverse is still going to be anachronistic as of the year 1036 CE, when Artoria would be 16 based on the Date of Birth I gave her, as that style of armor didn't start being used until the late 13th Century (1250+ CE). However since I also know that Hogwarts was built in 990 CE, I decided to just place her date of birth around the time when the Merlin of Potterverse would have been in his late 30's to early 40's.

That entire issue is even more problematic with Mordred though, because the style of armor she wears is completely impossible for a couple of reasons, but the primary one of which is that Full Plate Armor didn't reach a level of development where something like that was even remotely possible until the late 15th to early 16th Centuries and by then, guns were the newest asset to armies the world over!

I'll also point out that trying to add Arthur to the timeline any later than 1484 is pretty much impossible due to the establishment of the College of Arms. It isn't really viable before that date, at least until you get into the very distant past, either for the same reason, they are VERY good at their jobs.
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Waver Velvet / Aoi Takes a Stand

Post by DalkonCledwin »

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Waver Velvet - PL 8
Age: 18 / Height: 5' 2" / Weight: 110 lbs
Hair Color: Black / Eye Color: Grey

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

Advantages
Assessment, Beginner's Luck, Defensive Roll 4, Diehard, Equipment 1, Languages 1, Lion Hearted, Luck 4, Ritualist, Speed of Thought, Well-informed

Skills
Acrobatics 4 (+5), Athletics 4 (+4), Deception 4 (+6), Expertise: Magecraft 8 (+11), Expertise: Popular Culture 4 (+7), Expertise: Research 4 (+7), Insight 4 (+9/+7), Investigation 4 (+7), Perception 4 (+7), Persuasion 4 (+6), Stealth 4 (+5), Technology 4 (+7)

Powers
Modern Magecraft Array
. . Hypnotic Suggestion: Cumulative Perception Area Affliction 8 (magecraft, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Hearing, Cumulative; Uncontrolled)
. . Mystic Shield: Protection 6 (magecraft, +6 Toughness; Sustained; Check Required 3: DC 12 - Expertise: Magecraft)
. . Transmutation: Transform 5 (alchemy, Affects: Anything, Transforms: 400 lbs., DC 15; Increased Mass 4; Unreliable (roll))
Modern Magecraft Talents
. . Command Spells: Feature 3 (magecraft, Notes: This feature basically operates in many respects like the Luck advantage. However, unlike the Luck advantage, it allows the person with this feature to use any of the aspects of the Hero Point Rules. Unfortunately, in exchange for such versatility, once a person uses this feature a number of times equal to the number of Ranks that they have in the feature, they lose the ability to utilize it ever again, unless they are granted additional Command Spells, or harvest Command Spells from an enemy Master. Waver currently has 3 / 3 uses left.)
Personal Talents
. . Brilliant Deduction: Senses 4 (talent, Postcognition; Check Required 2: DC 11 - Investigation)
. . Mental Database: Enhanced Trait 2 (talent, Insight +2 (+9), Advantages: Assessment)
. . Polymath: Quickness 4 (talent, Perform routine tasks in -4 time ranks; Limited to One Type: Mental Tasks)

Equipment
Cell Phone

Offense
Initiative +3
Grab, +2 (DC Spec 10)
Hypnotic Suggestion: Cumulative Perception Area Affliction 8 (DC Will 18)
Throw, +1 (DC 15)
Transmutation: Transform 5, +2 (DC Dog 15)
Unarmed, +2 (DC 15)

Complications
- Enemy: Waver intentionally stole the Catalyst that Kayneth Archibald El-Melloi was planning to use in order to summon a Servant for the Fourth Holy Grail War as a form of petty revenge against the "Lord" for having torn his essay to ribbons during a lecture. Naturally, Kayneth now wants to eradicate Waver for that transgression, and he wants to do so in as brutal and messy a manner as he possibly can.
- Motivation: Doing Good: Waver is one of the few Magi who hasn't allowed himself to become morally bankrupt in his efforts to reach Akasha. In fact hasn't quite reached the stage of his education where he is entirely aware that is the ultimate goalpost most Magi are aiming for.
- Out of His Depth: "Join the Grail War" they said, "get your fondest wishes granted" they said... nowhere did anyone say anything about fighting eldritch horrors from beyond the stars on a regular basis, nor did they say anything about homicidal monsters from out of Greek Mythology. Waver definitely wasn't ready for this war
- Power Limitation: The main difference between Waver and someone like Aoi, is that Waver actually has inherent magic circuits, even if he lacks a family crest to back himself with. Unfortunately his Magic Circuits are of exceptionally low quality, meaning his Magecraft is liable to not work as intended.
- Relationship: Waver is the Master of the Rider servant in the Fourth Holy Grail War. He has also conned his way into the family home of Glen and Martha MacKenzie, though they will soon truly consider him to be a part of their family even though he never was.

Languages
English, Japanese

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 11/1, Will 9

Power Points
Abilities 26 + Powers 35 + Advantages 16 + Skills 26 (52 ranks) + Defenses 17 = 120
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Rider / Aoi Takes a Stand

Post by DalkonCledwin »

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Rider - PL 12
DoB: 356 B.C.E. / Height: 6' 11" / Weight: 287 lbs
Hair Color: Crimson / Eye Color: Red
Source: Greek History

Strength 6, Stamina 4, Agility 2, Dexterity 2, Fighting 6, Intellect 1, Awareness 3, Presence 11/2

Advantages
All-out Attack, Agile Feint, Animal Empathy, Bad Boy, Benefit, Status: History's Greatest Conqueror, Defensive Roll 6, Diehard, Equipment 1, Fascinate (Persuasion), Fearless, Great Endurance, Improved Critical: Sword, Inspire 5, Interpose, Leadership, Luck (Heroic Feat) 4, Luck (Instant Counter) 3, Luck (Recover) 4, Luck 3, Power Attack, Set-up, Takedown, Teamwork, Ultimate Effort: Toughness Checks, Untapped Potential

Skills
Acrobatics 6 (+8), Athletics 6 (+12), Close Combat: Swords 4 (+10), Expertise (AGL): Riding 10 (+17/+12), Expertise: Military History 6 (+7), Expertise: Popular Culture 6 (+7), Expertise: Tactics 6 (+10/+7), Insight 4 (+7), Intimidation 6 (+17), Perception 6 (+9), Ranged Combat: Gordius Wheel 12 (+14), Technology 6 (+7), Vehicles 10 (+17/+12)

Powers
Calvary Armor (Removable (indestructible))
. . Bad Arse Armor: Protection 4 (a rank, +4 Toughness; Impervious [5 extra ranks])
Class Skills
. . Magic Resistance: Impervious Will 4 (d rank)
. . Riding: Enhanced Trait 6 (a+ rank, Vehicles +5 (+17), Expertise (AGL) +5 (+17), Advantages: Animal Empathy; Quirk: Can ride anything that isn't a Dragon)
Gordius Wheel (Noble Phantasm Array) (Removable)
. . Distant Trampling Domination: Damage 10 (a rank, anti-army, DC 25; Increased Range: ranged, Multiattack)
. . Wheel of Heaven's Authority: Flight 10 (a+ rank, anti-army, Speed: 2000 miles/hour, 4 miles/round; Affects Others; Check Required 2: DC 11 - Vehicles, Platform)
Personal Skills
. . Charisma: Enhanced Trait 30 (a rank, Presence +9 (+11), Persuasion +6 (+17), Advantages: Fascinate (Persuasion), Inspire 5, Leadership, Set-up, Teamwork)
. . Divinity: Enhanced Trait 5 (c rank, Advantages: Luck (Recover) 4, Untapped Potential; Limited: Luck (Recover) only works for Fatigue caused by Untapped Potential [4 ranks only])
. . Military Tactics: Enhanced Trait 1.5 (b rank, Expertise +3 (+10))
Servant Container Physiology
. . Astralization
. . . . Intangible: Movement 3 (Linked; talent, Permeate 3: full speed; Custom: Passive)
. . . . Invisible: Concealment 4 (Linked; talent, All Visual Senses; Passive)
. . Lightning Speed: Speed 2 (d rank, Speed: 8 miles/hour, 120 feet/round)
. . . . Super-Leaping: Leaping 2 (Alternate; d rank, Leap 30 feet at 8 miles/hour)
. . Well Traveled: Comprehend 3 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood)

Equipment
Cell Phone, Sword

Offense
Initiative +2
Distant Trampling Domination: Damage 10, +14 (DC 25)
Grab, +6 (DC Spec 16)
Sword, +10 (DC 24)
Throw, +2 (DC 21)
Unarmed, +6 (DC 21)

Complications
- Larger Than Life: In more than one sense. First, Rider is easily as big a ham as Brian Blessed. Secondly, when he was actually alive, Rider was a mere 5' to 5' 3" in height, however for some reason the container he was given upon being summoned into the Grail War is a staggering 6' 11" in height, making him a little over a foot shorter than Hercules himself.
- Motivation: Greed: Rider is a bizarre Servant, because his wish was granted the second he got summoned into the modern world. His wish was to be given a second chance at life. The only thing holding him back from achieving what he wants to do with his new life, is the pesky Grail War that he has promised to help Waver win. As for what he wants to do with his new life? Why he wants to continue doing what he does best, conquering the whole damn world!
- Obsession: With owning his very own B2 Stealth Bomber.
- Plot-Stopping Superpower: Rider technically has two primary Noble Phantasms. The problem is that one of them is so completely broken that it can't realistically be modeled. That combined with the fact that said power is really more of a plot device means that Ionioi Hetairoi will be relagated to the land of GM Fiat. This is especially true since it can't be used more than twice in this particular Grail War without Rider's immediate banishment back to the Throne of Heroes.
- Relationship: Rider does not acknowledge the existence of a Servant to Master relationship between himself and Waver Velvet. Instead he views their relationship to be that of comrades in arms... kudos if you understand what that actually implies about his views regarding their relationship.
- Rock, Paper, Scissors: Riders gain a +2 Circumstance Bonus when engaging Caster's in battle, but suffer Impairment when in Battle against an Assassin. Riders are damage impaired against Rulers and toughness impaired against Alter Ego servants. The standard rules regarding combat with Berserkers still apply.
- True Identity: Rider's true identity is that of Iskander, or as he is better known, Alexander the Great, former ruler of one of history's largest chunks of imperial real estate.
- Weakness: Rider couldn't ever be stealthy in a million years! As such he is to be considered Debilitated with regards to the Stealth skill, even when he is in his Astralized form.
- Wrong Genre Savvy: Rider is the most dangerous Servant in the Grail War, not because he is the most powerful, nor is it because he is more intelligent than any of the others. Rather it is because he has made himself aware of the sorts of weapons that exist in the current day and age, and is more than willing to use such weaponry if it helps him to achieve his ambitions.

Languages
Master of Many Tongues

Defense
Dodge 10, Parry 10, Fortitude 13, Toughness 14/8, Will 11

Power Points
Abilities 52 + Powers 96 + Advantages 29 + Skills 44 (88 ranks) + Defenses 29 = 250

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Build Comments: Iskander is listed as having an A+ Rank in Luck. This is a truly frightening degree of luck because there is no way to properly represent it without simply giving him a toolkit of Luck advantages. The only character I have thus far built a stat block for who has approached Iskander's level of good fortune is Medea, and her Luck rank was easy enough to have all as part of a single Luck advantage and still fit within the confines of her Power Level limit. Incidentally, "Luck (Recover)" will almost never be used to represent the Luck parameter from Nasuverse as that parameter doesn't help deal with the stuff that Luck (Recover) deals with, same goes for "Luck (Inspiration)" and "Luck (Edit Scene)."
Last edited by DalkonCledwin on Wed Dec 19, 2018 6:06 pm, edited 2 times in total.
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Zouken Matou / Aoi Takes a Stand

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Zouken Matou - PL 9
Age: 190+ / Height: 4' 9" / Weight: 95 lbs
Hair Color: Bald / Eye Color: Black sclera, white pupils

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

Advantages
Assessment, Benefit, Wealth 4 (multimillionaire), Equipment 5, Evasion, Favored Environment: Matou Manor, Great Endurance, Hide in Plain Sight, Improved Initiative, Languages 3, Ritualist, Trance, Uncanny Dodge

Skills
Athletics 4 (+9), Expertise: Magecraft 17 (+19), Intimidation 12 (+13), Investigation 6 (+8), Perception 4 (+7), Stealth 6 (+10)

Powers
Body Horror Physiology
. . Blinding Barrage: Burst Area Concealment 4 (magecraft, All Visual Senses; Burst Area: 30 feet radius sphere, DC 14)
. . Deathless: Immortality 17 (magecraft, Return after 30 seconds; Limited: Only the eradication of every single Crest Worm will lead to his final death)
. . Swarm Perception: Senses 2 (magecraft, Communication Link: Every Crest Worm he created, Danger Sense: Vision, Radius: Vision)
Swarm Form (Activation: Move Action)
. . Hard to Hit: Insubstantial 2 (magecraft, Gaseous; Innate, Precise)
. . Wings of the Damned: Flight 5 (magecraft, Speed: 60 miles/hour, 900 feet/round)

Equipment
Matou Manor

Offense
Initiative +8
Grab, +3 (DC Spec 15)
Throw, -1 (DC 20)
Unarmed, +3 (DC 20)

Complications
- Disability: Zouken is over 190 years old, and has also utilized an extremely flawed method to ensure his longevity, one which bears startling similarities to the Horcruxes of Harry's world. In effect, he is Disabled on his attempts to remember anything that occured more than ten years prior to the current date, unless it is directly related to his specific brand of Magecraft.
- Monstrous: Zouken might as well be a Dead Apostle, even if he hasn't officially been recognized as such by the Clocktower or Church. Very few people would actually have a problem with his eradication as long as the rest of the Matou family is spared.
- Mythic Weakness: Finding and eradicating the Crest Worm that is acting as Zouken's "Heart" is the most efficient method by which to kill this mad man. However it is also the most problematic because their are millions of possible Crest Worms it could be. Fortunately, if you succeed in finding and destroying the "Heart Worm" you won't need to kill the others as it will create a feedback loop that does that for you.
- Obsession: Zouken's ambition is a sick and twisted parody of the one that Kiritsugu himself holds. Zouken wants to eliminate all suffering in the world, but is willing to execute the most horrible of attrocities against his own family in order to achieve that goal. He's also the sort of person who would happily lobotomize Alaya if it meant an end to mankind's suffering.
- Old Man of the Grail Wars: As has been mentioned, Zouken is over 190 years old. He was one of the people who helped create the cogs that would one day become the Heaven's Feel Ritual (aka the Holy Grail Wars of Fuyuki City). He has stood as witness to all three of the previous wars, and even participated in the first. And despite the fact that he is effectively a Dead Apostle, he will never be as strong as a Dead Apostle who went through the normal stages of evolution, as he is still using his original body.
- True Identity: Zouken was born under the name of Zolgen Makiri, however at some point in his life he changed his name to Zouken Matou and became the Patriarch of the previously nonexistent Matou family.

Languages
English, German, Japanese, Russian

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 4, Will 11

Power Points
Abilities 42 + Powers 53 + Advantages 21 + Skills 25 (49 ranks) + Defenses 17 = 158

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Matou Manor - PL 9
Toughness 10, Size Huge
Features:
Defense System, Fire Prevention System, Garage, Grounds, Holding Cells, Holding Cells (Punishment), Library, Living Space, Personnel, Power System, Sealed, Security System 1, Self-repairing 1, Trophy Room, Workshop, Worm Pit 1
Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 16 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 21

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Regarding Crest Worms: Stating these things is largely meaningless on an individual basis as they would die as soon as you hit them. However as a united front, they are to be treated as the Insect Swarm minion from page 135 of the Gamemasters Guide.

Build Comments: As far as the characters who are listed as Villains or Anti-Villains in my Aoi Takes a Stand setting are concerned, they are all to be treated as NPC's in terms of how many points they are built on.
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Kariya Matou / Aoi Takes a Stand

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Kariya Matou - PL 8
Age: 26 / Height: 5' 8" / Weight: 121 lbs
Hair Color: Shock White / Eye Color: Naturally Black

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

Advantages
Beloved: Aoi, Diehard, Great Endurance, Languages 2, Ritualist, Second Chance: Will Checks, Ultimate Effort: Will Checks

Skills
Deception 2 (+1), Expertise: Magecraft 5 (+7), Expertise: Photojournalism 2 (+4), Insight 2 (+5), Intimidation 4 (+3), Perception 4 (+7), Stealth 5 (+4)

Powers
Body Horror Physiology
. . Blade Wing Worms: Cone Area Damage 8 (magecraft, DC 23; Cone Area: 60 feet cone, DC 18, Penetrating 8)
. . Sub-Dermal Armor: Protection 10 (magecraft, +10 Toughness)
. . Swarm Perception: Senses 2 (magecraft, Danger Sense: Vision, Radius: Vision)
Matou Magecraft Talents
. . Command Spells: Feature 3 (magecraft, Notes: This feature basically operates in many respects like the Luck advantage. However, unlike the Luck advantage, it allows the person with this feature to use any of the aspects of the Hero Point Rules. Unfortunately, in exchange for such versatility, once a person uses this feature a number of times equal to the number of Ranks that they have in the feature, they lose the ability to utilize it ever again, unless they are granted additional Command Spells, or harvest Command Spells from an enemy Master. Kariya currently has 3 / 3 uses left, but will likely use one relatively early on in the war.)

Offense
Initiative -1
Blade Wing Worms: Cone Area Damage 8 (DC 23)
Grab, +0 (DC Spec 9)
Throw, +2 (DC 14)
Unarmed, +0 (DC 14)

Complications
- Disability: The entire left side of Kariya's body might as well not exist as he seems to have suffered a stroke at some point during his training, or else is suffering from symptoms remarkably similar to what stroke victims are known to suffer from. This means that he is effectively Speed Impaired, in addition to having shoddy active defenses and agility. In other words, when he is putting everything he has into moving around, he can only move at a speed of 1 mile per hour, which is a distance of about 15 feet in a 6 second period of time.
- Enemies: In any other universe, Tokiomi Tohsaka and Zouken Matou would be Kariya's main antagonists. In this one however, there are two absurdly dangerous Greek women who would be more than happy to eradicate him if he comes anywhere close to being a true danger to one of their loved ones.
- Monstrous: While he was once a roguishly handsome individual, he now greatly resembles a man Harry is very well acquainted with, one Alastor "Mad Eye" Moody. The difference is that Kariya is nowhere near as sane.
- Motivation: Big Damn Hero: Kariya has only one reason for participating in the Fourth Holy Grail War, and that reason is to save Sakura from ever having to spend another night in the worm infested pits of hell.
- Mythic Weakness: Even if by some miracle Kariya manages to survive the Grail War, he won't live for more than maybe two or three weeks at the most before his body simply shuts down from all the damage that the Crest Worms he had implanted into his body wound up inflicting upon it.
- Obsession: Part of the reason that Kariya is a villain, is because he fully intends to kill both Harry and Tokiomi so that he can have Aoi and her daughters all to himself. He is also willing to go to any lengths to achieve that goal, including the complete and utter devastation of his own body.
- Relationship: Kariya is the Master of the Berserker in the Fourth Holy Grail War.
- Weakness: Due to Kariya being only a "Makeshift Magus" and the fact that Berserker's in general are one of, if not the, most mana intensive Servants imaginable, every single time Berserker enters the field of battle Kariya is rendered Defenseless and Stunned for the duration of the fight due to the excruciating pain it causes him to maintain his Servant in a corporeal form.

Languages
English, Japanese, Latin

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 11, Will 9

Power Points
Abilities 10 + Powers 39 + Advantages 8 + Skills 12 (24 ranks) + Defenses 21 = 90
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Berserker / Aoi Takes a Stand

Post by DalkonCledwin »

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Berserker - PL 14
DoB: 1018 C.E. / Height: 6' 3" / Weight: 179 lbs
Hair Color: Black / Eye Color: Bloodshot

Strength 13/9, Stamina 4, Agility 10, Dexterity 10, Fighting 9, Intellect -1/1, Awareness 3, Presence 0/2

Advantages
All-out Attack, Assessment, Defensive Roll 3, Fearless, Improved Initiative, Inspire, Interpose, Languages 2, Leadership, Luck 6, Power Attack, Skill Mastery: Insight, Skill Mastery: Persuasion, Takedown

Skills
Acrobatics 10 (+20), Athletics 10 (+23), Close Combat: Swords 1 (+10), Close Combat: Unarmed 4 (+13), Deception 8 (+8), Expertise (AGL): Riding 6 (+16), Expertise: Politics 6 (+5), Expertise: Tactics 6 (+5), Intimidation 8 (+8), Persuasion 8 (+8), Ranged Combat: Bows 4 (+14), Stealth 4 (+14)

Powers
Arondight (Noble Phantasm) (Easily Removable (indestructible))
. . The Unfading Light of the Lake: Strength-based Damage 5 (a++ rank, anti-unit, DC 33; Multiattack; Bane: Dragons or Dragon Attribute Servants, Limited: Multiattack can only be used against one enemy at a time, Notes: The Saber of the Fourth War counts as a Dragon Attribute Servant despite it not being listed in her stat block.)
Class Skills
. . Mad Enhancement: Enhanced Trait 1 (c rank, Strength +4 (+13), Intellect -2 (-1), Presence -2 (+0), Advantages: Fearless, Notes: Berserker can effectively lift 200 tons, making him the second strongest Servant in this war after Avenger in terms of raw brute strength)
For Someone's Glory (Noble Phantasm) (Removable)
. . Anachronistic Armor: Protection 6 (a rank, +6 Toughness; Impervious [6 extra ranks])
. . Not for One's Own Glory: Concealment 10 (b rank, anti-unit, All Senses; Partial)
Knight of Owner (Noble Phantasm)
. . A Knight Does Not Die with Empty Hands: Cumulative Affliction 11 (a++ rank, anti-unit, 3rd degree: Controlled, Resisted by: Fortitude, DC 21; Affects Objects Only, Cumulative; Grab-based, Limited Degree (third only))
Personal Skills
. . Eternal Arms Mastership: Immunity 5 (a+ rank, Custom: mental effects that inhibit ranged or close attack rolls 5)
. . Magic Resistance: Impervious Will 2 (ranked down to e)
. . Protection of the Faeries: Luck Control 2 (a rank, Force a Re-roll, Negate Luck; Quirk: can only be used during combat situations... uh...)
Servant Container Physiology
. . Astralization
. . . . Intangible: Movement 3 (Linked; talent, Permeate 3: full speed; Custom: Passive)
. . . . Invisible: Concealment 4 (Linked; talent, All Visual Senses; Passive)
. . Lightning Speed: Speed 10 (a+ rank, Speed: 2000 miles/hour, 4 miles/round)
. . . . Super-Leaping: Leaping 3 (Alternate; a+ rank, Leap 60 feet at 16 miles/hour)
. . Modern Understanding: Comprehend 3 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood)

Offense
Initiative +14
A Knight Does Not Die with Empty Hands: Cumulative Affliction 11, +9 (DC Fort 21)
Grab, +9 (DC Spec 23)
The Unfading Light of the Lake: Strength-based Damage 5, +10 (DC 33)
Throw, +10 (DC 28)
Unarmed, +13 (DC 28)

Complications
- Crippling Overspecialization: Every single one of Berserker's Noble Phantasms is classified as an "Anti-Unit" Noble Phantasm. In otherwords he would be utterly and completely screwed in a battle where more than one enemy is after his head, which considering how the chips are falling, might actually wind up happening. Berserkers as a whole are also at a distinct disadvantage against all other Servant Classes due to the fact that they are Toughness Impaired against those other Servants. On the other hand, they also benefit from a +2 Circumstance bonus to their damage ranks against all other Servant classes (in the case of this particular Berserker that bonus instantly jumps to a +5 when engaging Artoria if he is using Arondight, due to the effects of the Bane flaw).
- Embarrassing Nickname: Harry is of the firm opinion that Lancelot is of a member of the "Toaster" servant class, and absolutely nothing anyone will ever say can disuade him of that opinion. Unfortunately, the only person on the version of Earth this war is occuring upon that wouldn't need the reference explained to them, is Zelretch.
- Fell for the Wrong Woman: Berserker is one of the most unfortunate men in the history of the Moonlit World. He likely would have become the Prince Consort of Camelot if he had realized that his best mate was in reality this really attractive waifu known as Artoria. Instead, he went after the girl that was Artoria's Lawfully Wedded "Beard", cue instant scandal!
- Hatred: Berserker has a psychopathic hatred for everything and everyone that is even remotely associated with the circumstances of Queen Guinevere's death and that is especially true in regards to the person he recognizes as King Arthur Pendragon.
- Mana Hungry: Berserker can only remain corporeal for a short period of time before his Master cuts the supply of mana entering him off. Berserker also has absolutely no natural means of regenerating his mana, so when his mana supply is cut off, he will be forced to immediately Astralize or else risk fading from the world before completing the task he has set for himself.
- Power Loss: Berserker can't utilize the Inspire, Leadership or Skill Mastery (Persuasion) advantages while he is actively under the effects of his Mad Enhancement, which is basically all of the time due to the way that the ritual used to summon him was worded.
- Psychosis: Berserker's entire psychosis can be explained by the fact that he actually WANTED to be punished for the crimes that he committed against his Liege, yet was instead forgiven those crimes. He simply couldn't understand why he was forgiven for crimes he could not forgive himself for committing, and trying to figure it out drove him completely and utterly insane, which is what qualified him as a Berserker.
- True Identity: Berserker is in reality the Peerless Knight, Lancelot du Lac. He is also the only Servant who it will be virtually impossible to identify unless he wants you to identify him due to the way the Noble Phantasm incorporated into his armor functions. This is actually more of a problem for him than an advantage, because it means people aren't going to hold anything back when they fight him due to the fact that they don't know what his capabilities truly are (see Crippling Overspecialization for why this is bad).

Languages
Anglo-Norman, Anglo-Saxon, Latin

Defense
Dodge 15, Parry 15, Fortitude 12, Toughness 13/10, Will 16

Power Points
Abilities 96 + Powers 67 + Advantages 21 + Skills 38 (75 ranks) + Defenses 32 = 254

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Explanation: Explicitly stating what Lancelot's armor makes him look like wouldn't have been appropriate handling of the situation for the only member of the Marauder Dynasty to exist in this universe, now would it? I will laugh at people who don't recognize the reference based solely on the appearance of Lancelot's armor and the release date of the first issue of Fate/Zero's Light Novel.
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The Remainder / Aoi Takes a Stand

Post by DalkonCledwin »

The main issue I am faced with in regards to the remaining Masters and Servants, is that each and every single one of them has at least one ability that is going to be horrendously difficult to properly model. Let me explain...

First on the list is Kirei Kotomine, he doesn't start off with it, but if things play out for him in this story the way they did in the canonical Fate/Zero, then by the conclusion of what was the first season of the series, he will either have very likely acquired what is basically an infinite supply of Command Spells. Now given what those things do in my builds, you can naturally understand why having an infinite supply of Command Spells is a pain in the royal arse when trying to actually build a character. Therefore, Kirei gets classified as a Power Level X character. He can be defeated, but only by means of what is usually referred to as a "Deus Ex Machina," which is ironic considering what wound up ending the fight between Kirei and Kiritsugu in the final episode of Fate/Zero, isn't it?

Next on the list is Kirei's Servant, who is someone that weaponized their Dissociative Identity Disorder. While Kirei is only supporting a single Servant in terms of how much it costs him in terms of the drain on his mana, he in reality has a grand total of 100 Servants. This is because his Servant can effectively "summon" up to 80 of the 100 shards of it's personality onto the field of battle at the same time. This would in effect be at least a Rank 10 Summon effect with the Heroic, Horde, Mental Link and Sacrifice modifiers, combined with a rank 7 Multiple Minions modifier, which is necessary to match the 80 clones at a time quota. In other words, this nightmare would cost at least 192 power points, and that is before my mentioning the fact that these aren't proper clones because each of these shards would have different advantages and skills due to the "Expert of Many Specializations" power that the this absurd servant possesses. I am not building 100 virtually identical characters, people. Unfortunately I can't even flub it by giving a single character the Immortality power because there are instances where more than one of these personality shards get seen in the same place by people other than those who are initially aware of this particular Assassin's trick. This servant is beyond problematic from a build standpoint.

Now we get to Tokiomi Tohsaka. The main problem with Tokiomi is that if one were to build a proper stat block for this guy, he would very likely need to possess a Power Level of 11 just to account for the fact that he is arguably the most powerful human involved in this debacle. So the question one needs to ask oneself, is how a Power Level 11 character with a better mastery of his family's style of 'magic' than his absolutely prodigious daughter will ever have in the normal course of her life, wound up getting killed by a Power Level 8 one-trick pony? The answer is that despite all his skill and power, Tokiomi is nothing more than what Mutants and Masterminds classifies as a "Minion" and therefore is a complete waste of my time when it comes to building stat blocks.

Kayneth, Sola-Ui and Lancer present a problem not because they are hard to build... but more because of the fact that the only one of the three of them who doesn't deserve what happens to them, is Lancer. These three are also effectively Minions. Although Lancer's possession of that quality is more to do with the fact that Lancers are notorious for how bad their luck is.

With regards to Ryuunosuke and Bluebeard, the main reason they do not get stat blocks is they most definitely do not get the Mother Goose seal of approval. Also, Giles is considered the False Caster, not because he is in someway fake, but rather because both he and Ryuunosuke have been violating the rules of the Grail War on a regular basis. No one in their right mind would recognize him as an authentic Servant in a Grail War if there is a much more cooperative alternative.

Finally we get to Archer. Gilgamesh is someone who I would likely give a baseline Power Level that is no higher than Artoria's... however, due to the fact that his primary Noble Phantasm contains pretty much everything mankind has the capacity of making a reality, as well as a staggering number of things that can only exist in myth and legend, he can literally jack his stats up to a point where the only viable threats to him would be the Berserker and Avenger of this War. He is again, a Power Level X character.
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Illya Loves Company Brainstorm & Notes

Post by DalkonCledwin »

Illya Love Company
Premise: Imaginary friends. Sometimes, when your childhood is crap, they can be the one and only highlight of your life. But what if the imaginary friend you met was real, separated by space, time, even other dimensions? What if they are your soulmate? And what happens when an imaginary friend turns out to be very real after all? «Response to Quatermass’ Misery Loves Company Challenge»
Required Inclusions:
- A pair of fictional characters, who have had canonical trauma or neglect or just a crappy childhood happen to them in their childhood, are somehow linked. They HAVE to be from separate franchises, and MUST be divided by, at the very least, significant geographical distance, if not distance in time, or even from another universe entirely.
- They meet each other through dreams, and MUST believe them to be imaginary friends, even if they still are on good terms.
- Somehow, whether through some contrivance of the author's devising or through a canonical ability or device, these two come to meet.
- These two characters MUST end up romantically paired, though their ages should be relatively compatible to avoid squick, obviously. This can happen after the main part of the story's events if necessary, as an epilogue.
Preferred Inclusions:
- Illya & Harry, though they can each have one or more Servants
- A twist: one of the pairing is a villain, albeit a canonically sympathetic and potentially redeemable one, and it is through the more heroic side of the pairing that they are redeemed. No redeeming a villain who is, canonically, irredeemable, unless they encounter their soulmate before they cross the moral event horizon or evil.
Forbidden Things:
- m!Slash or m!Preg

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Important Notes:
- I will not be sticking to Power Level Limits for the characters in this, the way I did in the previous idea.
Last edited by DalkonCledwin on Sat Dec 22, 2018 5:26 pm, edited 2 times in total.
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Harry Potter / Illya Loves Company

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Harry James Potter - PL 9
Age: 18 / Height: 5' 10" / Weight: 180 lbs
Hair Color: Dark Brown / Eye Color: Vivid Green

Strength 0, Stamina 0, Agility 3, Dexterity 3, Fighting 4, Intellect 2, Awareness 5, Presence 4

Advantages
Artificer, Assessment, Attractive, Beloved: Illyasviel, Benefit, Wealth 2 (independently wealthy), Equipment 5, Fascinate (Expertise: Home Economics), Favored Environment: Aerial, Favored Foe: Dark Wizards, Languages 2, Luck 2, Power Attack, Ranged Attack 5, Ritualist, Second Chance: Resisting Mind Control

Skills
Acrobatics 4 (+7), Athletics 4 (+4), Deception 2 (+6), Expertise (AWE): Home Economics 4 (+9), Expertise (DEX): Quidditch 6 (+9), Expertise: Magic 8 (+10), Insight 4 (+9), Investigation 4 (+6), Perception 6 (+11), Persuasion 4 (+8), Ranged Combat: Magic 2 (+5), Stealth 6 (+9)

Powers
Master of Death Array
. . Apparition: Teleport 9 (magical, 2 miles in a move action, carrying 400 lbs.; Change Direction, Change Velocity, Extended: 500 miles in 2 move actions, Increased Mass 3, Turnabout; Distracting, Tiring, Transit Time 3: 12 seconds)
. . Aqua Eructo: Cumulative Line Area Affliction 5 (magical, water, 1st degree: Dazed, 2nd degree: Prone, DC 15; Alternate Resistance (Dodge), Line Area 2: 5 feet wide by 60 feet long, DC 15, Cumulative; Limited Degree)
. . Bombarda Maxima: Burst Area Damage 5 (magical, DC 20; Burst Area 2: 60 feet radius sphere, DC 15, Feature: Extraordinary Effort for +2 effect rank, Increased Range: ranged; Tiring)
. . Dimensional Portal: Movement 3 (magical, Dimensional 3: any dimension, 50 lbs.; Portal)
. . Episkey: Healing 5 (magical; Restorative)
. . Incendio: Damage 8 (fire, magical, DC 23; Increased Range: ranged)
. . Protego Maxima: Create 7 (magical, Volume: 125 cft., DC 17; Impervious, Stationary; Limited: to Walls)
. . Protego: Protection 10 (magical, +10 Toughness; Impervious [6 ranks only], Sustained)
. . Stupefy: Cumulative Affliction 5 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged)
Master of Death Talents
. . Command Spells: Feature 3 (mystic, Notes: This feature basically operates in many respects like the Luck advantage. However, unlike the Luck advantage, it allows the person with this feature to use any of the aspects of the Hero Point Rules. Unfortunately, in exchange for such versatility, once a person uses this feature a number of times equal to the number of Ranks that they have in the feature, they lose the ability to utilize it ever again, unless they are granted additional Command Spells, or harvest Command Spells from an enemy Master. Harry currently has 3 / 3 uses left.)
. . Parseltongue: Comprehend 2 (magical, Animals - Speak To, Animals - Understand; Feature: Can communicate with others who possess Parseltongue; Narrow Type: Snakes)
. . Soul Bond: Senses 1 (magical, Communication Link: Illyasviel von Einzbern)
. . Timeless: Immunity 7 (bestowed, Custom: Temporal effects 5, Disease, Poison; Feature: Chronal Bulwark, Feature: Chronal Memory, Notes: Harry has the ability to “remember” other timelines. If someone changes history, his memory contains two versions of events: the current timeline and the original one. These differing recollections let him know, first, that history has been changed and, second, may provide clues as to how and when it changed and what he can do about it. Harry is “fixed” in time such that when history is changed he does not change with it. The difficulty is that only Harry (and others like him) remember the original timeline and he is now unfamiliar with the “new” world. Since he has both the Chronal Bulwark and the Chronal Memory Features, he retains his traits from the original timeline, and remembers both.)
The Cloak of Destiny (Easily Removable (indestructible))
. . Hide Thyself from Death's Sight: Immunity 5 (bestowed, Damage Effect: Death Effects)
. . It's An Invisibility Cloak: Concealment 4 (bestowed, All Visual Senses; Affects Others; Passive)
The Stone of Destiny (Easily Removable (indestructible))
. . Speak With the Dead: Senses 4 (bestowed, Postcognition; Feature: Uses Interaction skills rather than Perception; Limited: to Knowledge known by summoned spirit)
The Wand of Destiny (Easily Removable (indestructible))
. . Magical Focus: Feature 1 (bestowed, Notes: Counts as a Magical Focus)
. . Nemesis: Variable 3 (bestowed; Action: move; Limited: to Advantages or Skills, Notes: 15 pts of Traits for Effects to assist in overcoming a single enemy)
Wizarding Physiology
. . Clairvoyance: Senses 7 (talent, Analytical: Magic Awareness, Awareness: Magic [Mental], Detect: Fast Moving Objects [Visual] 2: ranged, Extended: Vision 2: x100, Radius: Magic Awareness)
. . Lucky Escape: Healing 5 (luck, talent; Subtle 2: undetectable; Limited: Self)
. . Running Speed: Speed 1 (talent, Speed: 4 miles/hour, 60 feet/round)
. . Tough: Protection 1 (talent, +1 Toughness)

Equipment
Firebolt Mk II

Offense
Initiative +3
Aqua Eructo: Cumulative Line Area Affliction 5 (DC Dog/Fort/Will 15)
Bombarda Maxima: Burst Area Damage 5 (DC 20)
Grab, +4 (DC Spec 10)
Incendio: Damage 8, +10 (DC 23)
Stupefy: Cumulative Affliction 5, +10 (DC Fort 15)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Complications
- Enemy: Rin Tohsaka feels that Harry's magic is an affront to the system she is used to using, and wants to do everything in her power to bring an end to it. She is also not very fond of Illyasviel, making Harry more than willing to return the grudge tit for tat.
- Fame: Within his own reality Harry is incredibly famous. This is on account of the fact that he has defeated the Dark Lord Voldemort twice, and also because he has survived the Killing Curse at least twice. No one else can be said to have done this. There is also the fact that he is now the Master of Death.
- Motivation: Doing Good: While he isn't as bad about it as Shirou, Harry would gladly walk to his death if it meant saving a greater number of people, as he did during the Battle of Hogwarts, much to Illyasviel's ire.
- Power Loss: If he does not have access to a Magical Focus, the Effect Ranks for Harry's Master of Death Array will be cut in half (round down).
- Relationship: Harry is the Master of Assassin in the Fifth Fuyuki Grail War, and has also been the Soul Bonded Mate of Illyasviel von Einzbern for many years. The two have agreed to ally themselves in the Grail War, and refrain from actively targeting one another.

Languages
English, Japanese, Latin

Defense
Dodge 7, Parry 7, Fortitude 5, Toughness 11 (Imp. 6), Will 13

Power Points
Abilities 42 + Powers 80 + Advantages 26 + Skills 27 (54 ranks) + Defenses 20 = 195

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Firebolt Mk II - PL 9
Strength 3, Defense 0, Toughness 8, Size Medium
Features:
Alarm 2
Powers
- Levitation Charm: Flight 8 (magical, Speed: 500 miles/hour, 1 mile/round; Feature: Unbreakable Braking Charm)
Power Points
Abilities 3 + Powers 17 + Advantages 0 + Features 2 + 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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Illyasviel von Einzbern / Illya Loves Company

Post by DalkonCledwin »

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Illyasviel von Einzbern - PL 9
Age: 18 / Height: 5' 2" / Weight: 115 lbs
Hair Color: White / Eye Color: Red
Measurements: 33D / 22 / 33 in.

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

Advantages
Artificer, Assessment, Attractive 2, Beloved: Harry, Benefit 3: Readied Rituals, Benefit, Wealth 3 (millionaire), Connected, Contacts, Daze (Deception), Eidetic Memory, Equipment 4, Extraordinary Effort, Fascinate (Deception), Favored Environment: Einzbern Castle, Fearless, Languages 2, Luck 2, Ranged Attack 4, Ritualist, Trance, Ultimate Effort: Expertise: Magecraft

Skills
Acrobatics 4 (+7), Athletics 4 (+4), Deception 10 (+14), Expertise: Greek Mythology 6 (+10), Expertise: Magecraft 12 (+16), Expertise: Politics 8 (+12), Expertise: Research 10 (+14), Insight 6 (+10), Intimidation 8 (+12), Perception 4 (+8), Persuasion 4 (+8), Ranged Combat: Magecraft 3 (+6), Stealth 2 (+5), Treatment 4 (+8)

Powers
Einzbern Magecraft Array
. . Healing Magecraft: Healing 4 (mystic; Energizing, Increased Range: ranged, Restorative, Stabilize)
. . Mystic Shield: Protection 10 (mystic, +10 Toughness; Impervious [5 ranks only], Sustained)
. . Storch Ritter, Degen: Damage 6 (mystic, DC 21; Increased Range: ranged, Indirect 4: any point, any direction, Penetrating 6, Precise, Split 3: 4 targets)
. . Storch Ritter, Zelle: Damage 8 (mystic, DC 23; Homing 2: 2 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Precise, Split 3: 4 targets)
Einzbern Magecraft Talents
. . Child of Nature: Healing 6 (vessel of the lesser grail; Energizing; Limited: Energizing Only, Limited: Self Only)
. . Command Spell: Feature 1 (mystic; Noticeable: When activated, Illya's entire body flares in crimson colored light, Notes: Unlike a normal Command Spell, this one never permanently goes away, however it isn't nearly as versatile as the normal versions of Command Spells, as she can only use it to perform the Edit Scene function of Hero Points, and may only use it once per 24 hour period.)
. . Soul Bond: Senses 1 (magical, Communication Link: Harry Potter)
Homunculi Physiology
. . Cycle Od: Impervious Will 4 (talent; Sustained)
. . Doll-Like Physique: Immunity 2 (talent, Aging, Starvation & Thirst)
. . Emotional Freezing: Immunity 5 (talent, Emotion Effects; Sustained)
. . Mystic Senses: Senses 3 (talent, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Running Speed: Speed 1 (talent, Speed: 4 miles/hour, 60 feet/round)
. . Tough: Protection 1 (talent, +1 Toughness)

Equipment
Einzbern Castle

Offense
Initiative +3
Grab, +4 (DC Spec 10)
Storch Ritter, Degen: Damage 6, +10 (DC 21)
Storch Ritter, Zelle: Damage 8, +10 (DC 23)
Throw, +7 (DC 15)
Unarmed, +4 (DC 15)

Complications
- Awesome but Impractical: Illya has an infinite supply of mana, and in theory that woud mean she could maintain her Berserker's full Mad Enhancement Rank indefinitely, but controlling him when he is in such a state without having a battle to direct him towards is nearly impossible, so Illya usually uses the power of her Command Spell to drastically reduce his Mad Enhancement so he is more manageable. This incidentally, just makes him more dangerous in battle.
- Motivation: Doing Good: Thanks to the moral compass that Harry provided to her over the years, Illyasviel is not the fratricidal little girl she would have been without him. Instead, she is someone who strives to do the right thing when and where possible, although she is still capable of being devious when push comes to shove.
- Plot Device: Illyasviel can obtain use of the Dress of Heaven, but given what it does this particular Mystic Code is best treated as a Power Level X ability. This is especially true as Illyasviel would have to sacrifice the life of one of her maids in order to utilize it.
- Rivalry: While Harry is mostly bemused by it, both Illyasviel and Sakura Matou are intensely interested in him, although Illya is definitely in the lead in that department. Ironically, both girls are also interested in Shirou Emiya for differing reasons.
- Vessel of the Grail: Due to her Soul Bond with Harry, Illya is actually capable of surviving the Grail War provided no more than four Servants die. Unfortunately, if five or more Servants die, then it is possible that her body will disintegrate and be replaced by the Lesser Grail.

Languages
English, German, Japanese

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 11 (Imp. 5), Will 12 (Imp. 4)

Power Points
Abilities 44 + Powers 53 + Advantages 34 + Skills 43 (85 ranks) + Defenses 21 = 195

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Einzbern Castle - PL 9
Toughness 10, Size Huge
Features:
Concealed 3, Defense System, Grounds, Holding Cells, Holding Cells (Impervious), Infirmary, Isolated, Library, Living Space, Power System, Security System 1, Workshop
Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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DalkonCledwin
Posts: 6996
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Location: Gallifrey

Khaotic Marauder's Brainstorm & Notes

Post by DalkonCledwin »

Khaotic Marauders
Premise: Never let it be said that Harry Potter didn’t enjoy a little Khaos. Unfortunately for the the world, so does his girlfriend, one Kuroka of the Nekoshou.
Required Inclusions:
- Story must be a crossover between Harry Potter and High School DxD.
- Harry must be paired with Kuroka of the Nekoshou, how this transpires is up to the author.
- Harry must not have attended Hogwarts School of Witchcraft & Wizardry. He must also be considered missing by the denizens of Wizarding Britain.
- Harry’s relationship with Kuroka must be serious, and she must go with him when he is persuaded, forced, bribed or kidnapped into dealing with the Dark Lord Voldemort.
- Kuroka and Harry must both be willing to use questionable methods to get what needs to be done, done! This naturally means that they will be at odds with the OotP.
Preferred Inclusions:
- Wrong Girl Who Lived fic, with said Wrong Girl being a massive “Brocon.”
- Despite being associated with the Khaos Brigade, neither Harry nor Kuroka asking for the assistance of the other members during their missions together unless they really need it.
- Ophis having removed the Horcrux in Harry’s scar in exchange for his Loyalty.
Optional Inclusions:
- Harry and Kuroka becoming involved in the events at Kuoh Town.
- Harry having a Sacred Gear of his own, which drew Ophis’ attention to him.
- Ophis considering Harry and Kuroka her parents instead of Issei and Rias.
Forbidden Things:
- Harry the Emo Doormat.
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DalkonCledwin
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Harry Potter / Khaotic Marauders

Post by DalkonCledwin »

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Harry James Potter - PL 10
Age: 16 / Height: 5' 10" / Weight: 180 lbs
Hair Color: Black / Eye Color: Vivid Green

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

Advantages
Artificer, Assessment, Attractive, Bad Boy, Beloved: Kuroka, Benefit, Security Clearance: Khaos Brigade, Benefit, Wealth (well-off), Connected, Contacts, Daze (Deception), Equipment 4, Fascinate (Persuasion), Hide in Plain Sight, Improved Initiative, Inspire 3, Languages 2, Leadership, Luck 3, Move-by Action, Power Attack, Quick Draw, Ranged Attack 7, Ritualist, Second Chance: Resisting Mind Control, Trance

Skills
Acrobatics 4 (+7), Athletics 4 (+4), Deception 4 (+8), Expertise (AWE): Home Economics 4 (+8), Expertise: Cosmology 6 (+9), Expertise: Khaos Brigade 8 (+11), Expertise: Magic 10 (+13), Insight 4 (+8), Intimidation 2 (+6), Investigation 4 (+7), Perception 8 (+12), Persuasion 6 (+10), Stealth 4 (+7), Treatment 2 (+5), Vehicles 8 (+11)

Powers
Blessings of Ophis
. . Cosmic Awareness: Senses 6 (bestowed, cosmic, Acute: Cosmic Awareness, Awareness: Cosmic, Precognition; Limited: Cosmic Events [4 ranks only])
. . Ophis' Champion: Feature 1 (bestowed, cosmic, Notes: Harry is the chosen champion of Ophis, which gives him recognition and regard in certain circles, but also earns him the Enemy in the form of the members of Qlippoth. This Feature is good for a circumstance bonus when appropriate and provides access to other Benefits.)
. . Ouroboros Counsel: Feature 3 (bestowed, cosmic, Notes: Harry can call upon Ophis for advice, counsel, or to render judgment in matters pertaining to him. This is essentially like a use of inspiration via hero points (Deluxe Hero’s Handbook, page 21) and under the Gamemaster’s control (portraying Ophis). He can use this Feature once per rank per adventure.)
. . Timeless: Immunity 5 (bestowed, cosmic, Custom: Temporal effects 5; Feature: Chronal Memory, Feature: Chronal Bulwark, Notes: Harry has the ability to “remember” other timelines. If someone changes history, his memory contains two versions of events: the current timeline and the original one. These differing recollections let him know, first, that history has been changed and, second, may provide clues as to how and when it changed and what he can do about it. Harry is “fixed” in time such that when history is changed he does not change with it. The difficulty is that only Harry (and others like him) remember the original timeline and he is now unfamiliar with the “new” world. Since he has both the Chronal Bulwark and the Chronal Memory Features, he retains his traits from the original timeline, and remembers both.)
. . Unified Language: Comprehend 3 (bestowed, cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood)
Contract Magic Array
. . Dimensional Portal: Movement 2 (magical, Dimensional: Earth & the Underworld 2: group, 50 lbs.; Portal)
. . Elemental Blast: Damage 10 (magical, DC 25; Increased Range: ranged, Variable Descriptor: close group - Weather Effects)
. . Hallucination: Illusion 5 (magical, Affects: All Sense Types, Area: 30 cft., DC 15; Selective; Limited to One Subject, Resistible: Will)
. . Mental Probe: Cumulative Effortless Mind Reading 5 (magical, DC 15; Cumulative, Effortless)
. . Mind Control: Cumulative Affliction 5 (magical, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Cumulative, Increased Range 2: perception)
. . Teleportation Portal: Teleport 5 (magical, Carry 50 lbs.; Easy, Extended: 30 miles in 2 move actions, Portal; Limited Location: set of locations - Locations with a Teleportation Array, Limited to Extended)
Telos Karma: Balance Breaker Array
. . Find Weakness: Enhanced Extra 10 (luck; Penetrating 10, Variable Descriptor: close group - All Attacks; Quirk: Lower of Attack or Extra's Rank, Tiring)
. . Lucky Shot: Enhanced Extra 10 (luck; Increased Range: ranged, Variable Descriptor: close group - Attacks; Quirk: Lower of Attack or Extra's Rank, Tiring)
Telos Karma: Baseline Array
. . Catastrophe: Damage 5 (luck, DC 20; Increased Range 2: perception, Indirect 4: any point, any direction, Subtle 2: undetectable, Variable Descriptor: close group - Accidents)
. . Jinx: Affliction 5 (luck, 1st degree: Impaired, Vulnerable, 2nd degree: Defenseless, Disabled, Resisted by: Will, DC 15; Extra Condition, Increased Range 2: perception, Indirect 4: any point, any direction, Insidious, Subtle 2: undetectable; Limited Degree)
. . Lucky Escape: Healing 7 (luck; Energizing, Restorative, Stabilize, Subtle 2: undetectable; Limited: Self)
Telos Karma: Baseline Talents
. . Charmed Life: Feature 1 (luck, Notes: Harry is largely immune to routine “bad luck”. He never gets a flat tire, has to wait in line, or runs into delays due to traffic accidents or weather. Essentially, the GM is prohibited from troubling him with complications related to such misfortunes. On the other hand, he is denied the hero point awards that come with those same complications.)
. . Defensive Luck: Protection 9 (luck, +9 Toughness; Impervious [6 ranks only], Sustained)
. . Gambler: Feature 1 (luck, Notes: Harry can automatically win at games of chance, unless pitted against an opponent who also has this Feature (in which case, resolve the game normally). The GM may wish to require ranks of Benefit if Harry uses this ability to become especially wealthy or influential, although a known Gambler is likely to be quickly banned from casinos and the like.)
Wizarding Physiology
. . Mystic Awareness: Senses 3 (talent, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Tough: Protection 3 (talent, +3 Toughness)

Equipment
Sailing Cutter

Offense
Initiative +7
Catastrophe: Damage 5 (DC 20)
Elemental Blast: Damage 10, +10 (DC 25)
Grab, +4 (DC Spec 10)
Jinx: Affliction 5 (DC Will 15)
Mental Probe: Cumulative Effortless Mind Reading 5 (DC Will 15)
Mind Control: Cumulative Affliction 5 (DC Will 15)
Throw, +10 (DC 15)
Unarmed, +4 (DC 15)

Complications
- Enemies: Harry is not happy about the fact that he has been summoned back to Great Britain to deal with the Dark Lord Voldemort, and because of this, he plans on making it so that there very well may never be a Dark Lord in that country ever again.
- Motivation: Thrills: Harry is a Marauder in the truest sense of the word, having an enjoyment for life in all it's aspects and being someone who loves to prank others, especially the Hero Faction when and where possible. He has been known to visit the prank shops in Magical France for exactly this purpose.
- Prejudice: If only because the Hero Faction despise humans who have romantic liasons with those who aren't human even more than they do the non-humans themselves. This naturally just causes Harry to return the grudge tit for ta (see Motivation for what he does)
- Relationship: Harry is both the Contract Magician, and boyfriend for Kuroka of the Nekoshou. He is also, alongside of Kuroka, the individuals who are primarily responsible for acting as Ophis' parental figures, if only because the two of them are the only ones who aren't afraid of her. Lastly, he is the older brother of Dahlia Potter, the so-called Girl Who Lived.

Languages
English, Latin, Parseltongue

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12 (Imp. 6), Will 13

Power Points
Abilities 42 + Powers 111 + Advantages 39 + Skills 39 (78 ranks) + Defenses 24 = 255

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Sailing Cutter - PL 10
Strength 13, Defense -6, Toughness 12, Size Gargantuan
Features:
Alarm 3, Communications 1, Computer, Defense System, Dimensional Portal, Library, Living Space, Navigation System 1, Teleport Lock
Powers
- Full Sail: Swimming 5 (Speed: 16 miles/hour, 250 feet/round; Source: Wind)
Power Points
Abilities 4 + Powers 3 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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DalkonCledwin
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Kuroka / Khaotic Marauders

Post by DalkonCledwin »

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Kuroka of the Nekoshou - PL 12
Age: 17 / Height: 5' 3" / Weight: 108 lbs
Hair Color: Black / Eye Color: Hazel-Gold
Measurements: 39E / 23 / 35 in.

Strength 11, Stamina 7, Agility 4, Dexterity 2, Fighting 8, Intellect 4, Awareness 5, Presence 2

Advantages
Animal Empathy, Attractive 2, Bad Girl, Beloved: Harry Potter, Chokehold, Close Attack 3, Daze (Deception), Fascinate (Deception), Fighting Style: Escrima, Improved Grab, Inspire, Languages 1, Luck (Recover) 6, Ranged Attack 5, Ritualist, Set-up, Trance, Untapped Potential, Well-informed

Escrima Advantages
Accurate Attack, Defensive Attack, Improved Disarm, Improved Hold, Power Attack, Quick Draw, Weapon Bind

Skills
Acrobatics 6 (+10), Athletics 6 (+17), Deception 14 (+16), Expertise: Cosmology 6 (+10), Expertise: Khaos Brigade 8 (+12), Expertise: Magic 10 (+14), Insight 10 (+15), Intimidation 4 (+6), Perception 8 (+13), Persuasion 4 (+6), Ranged Combat: Magic 3 (+5), Sleight of Hand 4 (+6), Stealth 8 (+12), Treatment 8 (+12)

Powers
Blessings of Ophis
. . Ouroboros Counsel: Feature 3 (bestowed, cosmic, Notes: Kuroka can call upon Ophis for advice, counsel, or to render judgment in matters pertaining to her. This is essentially like a use of inspiration via hero points (Deluxe Hero’s Handbook, page 21) and under the Gamemaster’s control (portraying Ophis). She can use this Feature once per rank per adventure.)
Devilish Magic Dynamic Array
. . Decoys: Concealment 4 ([0 active, 0/29 PP, 1/r], magical, All Visual Senses; Limited: Decoy Images)
. . Dimensional Portal: Movement 2 ([0 active, 0/29 PP, 4/r], magical, Dimensional: Earth & the Underworld 2: group, 50 lbs.; Portal)
. . Earthquake: Burst Area Affliction 5 ([0 active, 0/29 PP, 5/r], chi, earth, 1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 15; Burst Area 3: 120 feet radius sphere, DC 15, Extra Condition, Increased Range: ranged, Secondary Effect; Limited: Along the ground, Limited Degree)
. . Elemental Blast: Damage 14 ([0 active, 0/29 PP, 2/r+1], magical, DC 29; Increased Range: ranged, Variable Descriptor: close group - Weather Effects)
. . Hallucination: Illusion 7 ([0 active, 0/29 PP, 4/r], magical, Affects: All Sense Types, Area: 125 cft., DC 17; Selective; Limited to One Subject, Resistible: Will)
. . Hypnosis: Burst Area Affliction 9 ([0 active, 0/29 PP, 3/r], magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Burst Area 2: 60 feet radius sphere, DC 19, Selective; Sense-dependent: Visual)
. . Kasha Blast: Damage 12 ([0 active, 0/29 PP, 2/r+4], chi, magical, DC 27; Dangerous 2, Homing 2: 2 extra attempts, Increased Range: ranged)
. . Look Manipulation: Morph 4 ([0 active, 0/29 PP, 5/r], magical, +20 Deception checks to disguise; Any form)
. . Mental Probe: Cumulative Effortless Mind Reading 7 ([0 active, 0/29 PP, 4/r], magical, DC 17; Cumulative, Effortless)
. . Mind Control: Cumulative Affliction 7 ([0 active, 0/29 PP, 4/r], magical, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Cumulative, Increased Range 2: perception)
. . Poisonous "Fangs": Progressive Affliction 9 ([0 active, 0/29 PP, 3/r+1], chi, plant, 1st degree: Dazed, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 19; Accurate: +2, Progressive)
. . Tanglevines: Burst Area Affliction 8 ([0 active, 0/29 PP, 3/r+3], chi, plant, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 18; Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . Teleportation Portal: Teleport 7 ([0 active, 0/29 PP, 4/r], magical, Carry 50 lbs.; Easy, Extended: 120 miles in 2 move actions, Portal; Limited Location: set of loctions - Places with a Teleportation Array, Limited to Extended)
Nekoushou Physiology
. . Animal Senses: Senses 3 (talent, Acute: Olfactory, Low-light Vision, Tracking: Olfactory 1: -1 speed rank)
. . Claws: Strength-based Damage 1 (slashing, DC 27; Dangerous)
Reincarnated Devil Physiology
. . Devilish Physique: Protection 4 (talent, +4 Toughness)
. . Devilish Senses: Senses 4 (talent, Analytical: Magic Awareness, Awareness: Magic [Mental], Extended: Hearing 1: x10, Radius: Magic Awareness)
. . Devilish Wings: Flight 6 (talent, Speed: 120 miles/hour, 1800 feet/round; Feature: Wings disappear when not in use; Wings)
. . Double Bishops: Enhanced Trait 7 (talent, Advantages: Luck (Recover) 6, Untapped Potential; Quirk: Luck (Recover) is limited to Untapped Potential Fatigue)
. . Otherworldly: Immunity 3 (talent, Disease, Environmental Condition: Sunburns, Poison; Feature 2: Extreme Longevity (roughly 10,000 years); Limited: to Nonmagical Diseases & Poisons [2 ranks only])
. . Unified Language: Comprehend 3 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood)
Touki Form (Activation: Standard Action)
. . Chi Armor: Protection 3 (chi, +3 Toughness; Impervious [4 extra ranks], Sustained)
. . Chi Jump: Leaping 3 (chi, Leap 60 feet at 16 miles/hour)
. . Chi Might: Enhanced Strength 6 (chi, +6 STR, Advantages: Close Attack 3; Limited to Lifting [3 ranks only], Notes: Can lift 400 Tons)
. . Chi Speed: Speed 7 (chi, Speed: 250 miles/hour, 0.5 miles/round)

Offense
Initiative +4
Claws: Strength-based Damage 1, +11 (DC 27)
Earthquake: Burst Area Affliction 5 (DC Fort/Will 15)
Elemental Blast: Damage 14, +10 (DC 29)
Grab, +11 (DC Spec 21)
Hypnosis: Burst Area Affliction 9 (DC Will 19)
Kasha Blast: Damage 12, +10 (DC 27)
Mental Probe: Cumulative Effortless Mind Reading 7 (DC Will 17)
Mind Control: Cumulative Affliction 7 (DC Will 17)
Poisonous "Fangs": Progressive Affliction 9, +13 (DC Fort 19)
Tanglevines: Burst Area Affliction 8 (DC Fort/Will 18)
Throw, +7 (DC 26)
Unarmed, +11 (DC 26)

Complications
- Mating Season: Every now and then a Nekomata will be overcome with an intense desire to have a child. This desire can and will overcome all other thoughts in her mind, though the older a Nekomata gets the more control she has over these impulses. It is good then, that Kuroka has settled upon her mate.
- Motivation: Thrills: As the girlfriend of a Marauder, as well as a known hedonist, Kuroka is more than willing to live for the thrills that life has to offer her.
- Mythic Weakness: Devils become Impaired when exposed to holy symbols or prayers of or to the Biblical God, and suffer an additional degree of failure against Radiant Damage.
- Relationship: Kuroka is the holder of Harry's Contract, as well as his Girlfriend ("Mate, Nya~!"). She is also the older sister of Shirone of the Nekoshou, and along with Harry she is effectively the adoptive parent of Ophis, the Ouroboros Dragon.
- Reputation: SS-Class Criminal: Kuroka has the equivalent to a 30,000,000 Galleon Bounty on her head due to having killed her King and Peerage while a member of the House of Naberius. She is to be treated with all due caution and respect that one can muster when challenging such a dangerous enemy. (30,000,000 Galleons is equivalent to 147,900,000 Pounds Sterling as of the year 2010). Bounty can be claimed dead or alive, but preference is on dead.
- Weakness: When using Senjutsu (Chi Descriptor) effects in combination with Extra Effort, Kuroka must make a DC22 Fortitude check. If she fails, she acquires 1 point of Corruption. That increases to 2 points of Corruption if she used Extraordinary Effort, and 3 points of Corruption if she used Untapped Potential. This is considered "Madness" Corruption. She does not need to roll for this weakness if she is not using Extra Effort in conjunction with Senjutsu. Corruption in this setting can go up to a maximum of 20 before the character becomes an "NPC."

Corruption
- Senjutsu Madness (3): Dipping too strongly or too often into Senjutsu can have unfortunate side effects for the unwary.

Languages
English, Japanese

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 14 (Imp. 7), Will 15

Power Points
Abilities 80 + Powers 123 + Advantages 27 + Skills 50 (99 ranks) + Defenses 20 = 300
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