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DalkonCledwin
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Aps / Sick of It

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Aps - PL 12

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

Advantages
All-out Attack, Close Attack 3, Diehard, Fearless, Power Attack, Startle

Skills
Expertise (AWE): Survival 6 (+8), Intimidation 6 (+6)

Powers
Monstrous Attacks: Array
. . Lick: Affliction 12 (talent, 1st degree: Dazed, Fatigued, 2nd degree: Stunned, Exhausted, Resisted by: Fortitude, DC 22; Extra Condition; Limited Degree)
. . Sewer Tsunami: Line Area Damage 10 (ewww, gross!!!, DC 25; Line - Width Area 3: 60 feet feet wide, Line Area 4: 5 feet wide by 250 feet long, DC 20, Increased Range: ranged; Limited: Along Shoreline, Limited: Originating from Bodies of Sewage, Side Effect 2: always - Aps suffers half the damage of this effect)
. . Tail Attack: Strength-based Damage 11 (bludgeoning, DC 30; Reach (melee) 3: 15 ft.)
Monstrous Physiology
. . Protective Hide: Protection 8 (talent, +8 Toughness)

Offense
Initiative +1
Grab, +9 (DC Spec 14)
Lick: Affliction 12, +9 (DC Fort 22)
Sewer Tsunami: Line Area Damage 10 (DC 25)
Tail Attack: Strength-based Damage 11, +9 (DC 30)
Throw, +1 (DC 19)
Unarmed, +9 (DC 19)

Complications
- Weakness: Aps suffers an automatic degree of failure when resisting attacks with the Fire descriptor.

Languages
Not Applicable

Defense
Dodge 10, Parry 10, Fortitude 14, Toughness 14, Will 10

Power Points
Abilities 40 + Powers 60 + Advantages 8 + Skills 6 (12 ranks) + Defenses 29 = 143
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Motor Ball / Sick of It

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Motor Ball (Upright Form) - PL 14

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

Advantages
Close Attack 4, Improved Aim, Improved Initiative 5, Power Attack

Skills
Close Combat: Attack Array 6 (+12), Perception 8 (+10), Stealth 8 (+11)

Powers
Attack Array
. . Arm Attack: Strength-based Damage 6 (bludgeoning, DC 27; Grabbing, Smashing)
. . Rolling Fire: Burst Area Damage 14 (fire, DC 29; Burst Area: 30 feet radius sphere, DC 24, Increased Range: ranged)
. . X: Damage 12 (force, DC 27; Dangerous)
Construct Physiology
. . Fire Resistance: Immunity 5 (technological, Damage Effect: Fire Damage; Limited - Half Effect)
. . Form Shift: Morph 1 (technological, +20 Deception checks to disguise; Single form; Metamorph)
. . Super-Toughness: Protection 6 (technological, +6 Toughness)
Immunity to Fortitude Effects

Offense
Initiative +23
Arm Attack: Strength-based Damage 6, +16 (DC 27)
Grab, +10 (DC Spec 16)
Rolling Fire: Burst Area Damage 14 (DC 29)
Throw, +1 (DC 21)
Unarmed, +10 (DC 21)
X: Damage 12, +16 (DC 27)

Complications
- Predictable as all Hell: Motor Ball has a fixed attack pattern: Arm Attack, Arm Attack, Transform to Flamethrower form to use Twin Burner, Transform back to Upright form, use Rolling Fire, and then it will start from the first from Arm Attack in an endless cycle until defeated. There is no intelligence to this thing's battle tactics.
- Weakness: Motor Ball suffers an automatic degree of failure against attacks with the Lightning or Electricity descriptor, and such attacks that would normally affect Fortitude will instead interact with Motor Ball's Toughness defense.

Languages
Not Applicable

Defense
Dodge 14, Parry 14, Fortitude Immune, Toughness 14, Will Immune

Power Points
Abilities 6 + Powers 89 + Advantages 11 + Skills 11 (22 ranks) + Defenses 27 = 144

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Motor Ball (Flamethrower Form) - PL 14

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

Advantages
Agile Feint, Close Attack 5, Evasion, Improved Initiative 5, Move-by Action, Power Attack

Skills
Acrobatics 4 (+12), Perception 2 (+4), Stealth 2 (+10)

Powers
Attack Array
. . Highway: Damage 19 (bludgeoning, DC 34; Multiattack)
. . Twin Burner: Burst Area Damage 14 (fire, DC 29; Burst Area: 30 feet radius sphere, DC 24, Increased Range: ranged)
Construct Physiology
. . Fire Resistance: Immunity 5 (technological, Damage Effect: Fire Damage; Limited - Half Effect)
. . Shift Forms: Morph 1 (technological, +20 Deception checks to disguise; Single form; Metamorph)
Immunity to Fortitude Effects

Offense
Initiative +28
Grab, +9 (DC Spec 12)
Highway: Damage 19, +9 (DC 34)
Throw, +4 (DC 17)
Twin Burner: Burst Area Damage 14 (DC 29)
Unarmed, +9 (DC 17)

Complications
- Predictable as all Hell: Motor Ball has a fixed attack pattern: Arm Attack, Arm Attack, Transform to Flamethrower form to use Twin Burner, Transform back to Upright form, use Rolling Fire, and then it will start from the first from Arm Attack in an endless cycle until defeated. There is no intelligence to this thing's battle tactics.
- Weakness: Motor Ball suffers an automatic degree of failure against attacks with the Lightning or Electricity descriptor, and such attacks that would normally affect Fortitude will instead interact with Motor Ball's Toughness defense.

Languages
Not Applicable

Defense
Dodge 19, Parry 18, Fortitude Immune, Toughness 9, Will Immune

Power Points
Abilities 10 + Powers 82 + Advantages 14 + Skills 4 (8 ranks) + Defenses 34 = 144
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Gi Nattack / Sick of It

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Gi Nattack - PL 10

Strength 0, Stamina -, Agility 0, Dexterity 0, Fighting 2, Intellect 1, Awareness 4, Presence 5

Advantages
Benefit, Ambidexterity, Close Attack, Luck 2, Minion 8, Minion 8, Taunt

Skills
Perception 4 (+8), Sleight of Hand 2 (+2), Stealth 4 (+4)

Powers
Dynamic Attack Array
. . DeBarrier: Nullify 10 ([0 active, 0/50 PP, 5/r], magical, Counters: Defensive Magic, DC 20; Broad, Increased Duration: concentration, Increased Range: perception, Simultaneous)
. . Drain
. . . . Vampiric Healing: Regeneration 4 (Linked; [0 active, 0/50 PP, 1/r], magical, Every 2.5 rounds)
. . . . Vampirism: Weaken 4 (Linked; [0 active, 0/50 PP, 3/r], magical, Affects: Stamina, Resisted by: Fortitude, DC 14; Increased Range 2: perception)
Spear (Removable)
. . Spear Attack: Strength-based Damage 2 (piercing, DC 17; Accurate 7: +14, Dangerous, Reach (melee): 5 ft.)
Undead Physiology
. . Levitation: Flight 1 (talent, Speed: 4 miles/hour, 60 feet/round)
. . Protective Hide: Protection 5 (talent, +5 Toughness)
. . Unliving: Immunity 30 (talent, Fortitude Effects)

Offense
Initiative +0
DeBarrier: Nullify 10 (DC Will 20)
Grab, +3 (DC Spec 10)
Spear Attack: Strength-based Damage 2, +17 (DC 17)
Throw, +0 (DC 15)
Unarmed, +3 (DC 15)
Vampirism: Weaken 4 (DC Fort 14)

Complications
- Disability: Gi Nattack doesn't appear to have any legs, but can fly at the same speed as a human would walk so this is more of a quirk than an actual disability.
- Plot Relevant Boss Battle: This boss can be defeated with a single move, but doing so sort of demolishes Red XIII's epic moment of of heartwarming.
- Weakness: As an undead, Gi Nattack suffers damage when targeted by healing effects such as a healing potion, or cure spell. Furthermore, a Phoenix Down affects Gi Nattack in much the same way as the Killing Curse would affect a human (see the most recent Voldemort stat block for details). All such attacks are treated as though they had the "Affects Objects" extra for interacting with Gi Nattack's defensive scores.

Languages
Basic / English [Native]

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 5, Will 10

Power Points
Abilities 14 + Powers 99 + Advantages 21 + Skills 5 (10 ranks) + Defenses 16 = 155

--------------------
Soul Fire #1 - PL 6

Strength 2, Stamina 1, Agility 8, Dexterity 4, Fighting 4, Intellect -4, Awareness 0, Presence -1

Advantages
Favored Environment: Aerial, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack, Tracking

Skills
Athletics 2 (+4), Perception 2 (+2), Stealth 2 (+10)

Powers
Elemental Physiology
. . Fire Form: Insubstantial 3 (fire, Energy; Innate; Permanent)
. . Fire II: Damage 7 (fire, magical, DC 22; Increased Range: ranged)
. . . . Self-Immolation: Healing 6 (Alternate; fire, magical; Persistent, Restorative, Triggered: 1 use - when suffering two or more degrees of damage; Limited: Self Only)
. . Levitation: Flight 2 (talent, Speed: 8 miles/hour, 120 feet/round)
. . Take Over: Affliction 4 (preternatural, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 14; Increased Duration 2: sustained, Increased Range 2: perception, Subtle: subtle; Custom: Merges with subject, Instant Recovery)
. . Unearthly: Immunity 30 (talent, Fortitude Effects)

Offense
Initiative +8
Fire II: Damage 7, +5 (DC 22)
Grab, +4 (DC Spec 12)
Take Over: Affliction 4 (DC Will 14)
Throw, +5 (DC 17)
Unarmed, +4 (DC 17)

Complications
- Disability: Soul Fire's have no mouths and no limbs, they cannot speak or manipulate objects. They will also only cast Fire II unless directed to do otherwise by Gi Nattack.
- Weakness: Soul Fire's suffer an automatic degree of failure (i.e. they immediately die) when attacked with an effect that has the Wind descriptor, as well as when attacked by the Choco-Mog summon.

Languages
Not Applicable

Defense
Dodge 11, Parry 7, Fortitude Immune, Toughness 1, Will 0

Power Points
Abilities 28 + Powers 78 + Advantages 5 + Skills 3 (6 ranks) + Defenses 6 = 120
--------------------
Soul Fire #2 - PL 6
Identical Stat Block is identical
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Materia Keeper / Sick of It

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Materia Keeper - PL 14

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

Advantages
All-out Attack, Assessment, Close Attack 5, Defensive Roll 5, Diehard, Fearless, Power Attack, Precise Attack (Close, Concealment), Startle

Skills
Acrobatics 6 (+14), Close Combat: Attack Array 4 (+8), Deception 8 (+7), Expertise (AWE): Survival 8 (+10), Insight 8 (+10), Intimidation 8 (+7)

Powers
Annoying Monster Physiology
. . "God Dammit, Vincent!": Healing 8 (irony sucks; Custom: Can Counter Extra Effort Fatigue, Reaction 3: reaction; Limited: to Self, Limited: to absorbed damage rank, Source: the Beast Flare ability of Vincent's Gilian Beast Limit Break)
. . Armored Chitin: Protection 6 (talent, +6 Toughness; Impervious)
. . Cure II: Regeneration 5 (magical, Every 2 rounds, Notes: This isn't what Cure II normally does, but I refuse to use the Healing power in conjunction with the tactics this thing uses, so it gets Regeneration instead.)
Attack Array
. . Big Horn: Strength-based Damage 7 (piercing, DC 24; Dangerous 2)
. . Hell Combo: Strength-based Damage 12 (slashing, DC 29; Multiattack [2 extra ranks]; Limited: to a single target [2 extra ranks])
. . Keyclaw: Strength-based Damage 12 (slashing, DC 29; Dangerous)
. . Trine: Burst Area Damage 14 (electricity, DC 29; Burst Area 3: 120 feet radius sphere, DC 24, Increased Range: ranged; Unreliable (5 uses))

Offense
Initiative +8
Big Horn: Strength-based Damage 7, +13 (DC 24)
Grab, +9 (DC Spec 12)
Hell Combo: Strength-based Damage 12, +13 (DC 29)
Keyclaw: Strength-based Damage 12, +13 (DC 29)
Throw, +4 (DC 17)
Trine: Burst Area Damage 14 (DC 29)
Unarmed, +9 (DC 17)

Complications
- Disability: Materia Keeper cannot properly communicate with humans.
- Obsession: With protecting it's stash of natural materia.
- Weakness: Materia Keeper is vulnerable to poisons and time magic, but not explicitly weak against them.

Languages
Not Applicable

Defense
Dodge 15, Parry 15, Fortitude 14, Toughness 13/8, Will 8

Power Points
Abilities 34 + Powers 100 + Advantages 17 + Skills 21 (42 ranks) + Defenses 36 = 208
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The Tarot Initiative Brainstorm & Notes

Post by DalkonCledwin »

The Tarot Initiative
Premise: When witches and wizards hear the word ‘zombie’ they will usually conjure up images of the Inferius that wizarding necromancers have been using as foot-soldiers for centuries. They were never capable of imagining a situation where muggle ingenuity allowed them to create a truly superior version of zombie, nor did they ever dream of meeting the only person who could call himself the natural predator of the undead.
Required Inclusions:
- Harry isn’t the boy-who-lived. Instead the title has fallen to his younger sister of two years, Rosalind Lily Potter, though it has been suitably altered to read as “girl-who-lived’ instead.
- Harry was given to the Dursley’s by his mother and father because Dumbledore convinced them that as the Girl-Who-Lived Rosalind would take up all their time.
- Unlike in canon, Petunia and Vernon Dursley actually make a valid and honest attempt at doing right by Harry. Unfortunately the same can’t be said for Marge, so in order to protect Harry from the woman, they send him to a Wesker Foundation Orphanage.
- It shouldn’t come as any surprise that Harry was soon injected with the Prototype-virus, and by some miracle, likely because of his magic, manages to survive the incubation period.
- Also because of his magical nature, Harry gains all of the benefits that come from the Prototype-virus and none of the drawbacks, meaning that he is a totally new type of ‘creature.’ This causes him to gain the designation ‘Tarot’ due to the project leaders determining the cause.
- Due to the effects of the virus on his biochemistry, Harry feels emotions much more intensely than a human would, but retains all his higher brain functions, and is not happy with what his parents allowed to have happen to him.
- As is prone to happen in the R.E. franchise, a zombie apocalypse scenario occurs, and it is up to Harry to make sure all the *important people* survive (i.e. his sister and any other girls the author wishes to pair Harry with).
Preferred Inclusions:
- The story truly beginning around the time of the selection of Champions for the Triwizard Tournament. Also, keep in mind, Harry is much more prone to violence than in the canonical novels, having been ‘bred’ specifically to act as one of the attack dogs for the Umbrella Corp.
- Harry not responding to his birth name. He should only acknowledge people who use the name “Harold Wesker”, or the codename of “Tarot.”
- People shouldn’t initially recognize Harry when he shows up, but once they do, they, especially Dumbledore and his parents, try to cozy up to him. It doesn’t go well for them, but in a complete twist, he absolutely adores his little sister, possibly a bit too much.
Optional Inclusions:
- Harry managing to get his important people out of Britain before a nuclear strike is made, even if it isn’t easy to do so.
- Harry becoming Rosalind’s legal guardian after the Potter parents get killed in the initial stages of the outbreak.
- Other Resident Evil characters show up to complicate the situation for Harry.
Forbidden Things:
- Harry being a hero to anyone but his sister (aka his primary mate) and any secondary mates.
- Harry giving Dumbledore or his parents a chance to talk themselves out of their graves, unless he just wants to give them a false sense of hope.
- Voldemort’s death eaters managing to survive for very long, unless Harry rescues them.
- Rosalind becoming infected by any of the assorted virus strains, unless it is one of the few virus strains that allows her to remain gorgeous, such as the T-Veronica virus.

--------------------
Important Notes:
- This concept makes heavy use of Misfit Studio's "Your World No Longer - Zombies & Primer" sourcebook. In fact most of the monsters that one can find in a Resident Evil game are only slight modifications of the various templates and archetypes in that book. The exceptions to that general rule are those who tend to be the main antagonists of a given game, and for those I can generally supplement the Zombies book mentioned just now with the wonderful elements that can be found in the Official Green Ronin Supernatural Handbook for Mutants and Masterminds.
- There are two primary forms of corruption (see Supernatural Handbook page 65 for full details) that can affect a character in a Resident Evil Game, and a third that originates from Potterverse.
-- The first is the core element of Resident Evil's entire concept, the Biohazard Outbreaks. In M&M this translates to the Biological form of Corruption, as that is an external and in some cases man-made form of corruption.
-- The second form of corruption can be summarized with the following quote: "Whoever fights with monsters should see to it that he does not become a monster in the process. And when you gaze long into an abyss the abyss also gazes into you." We are of course talking about madness induced by encountering raw scenes of visceral horror.
-- The third and final form of corruption is largely self inflicted by willful acts of wickedness, and is in fact called "Wickedness Corruption." This is the sort of corruption that occurs if you create a Horcrux. All three types play an element in this scenario to one extent or another.
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Tarot / The Tarot Initiative

Post by DalkonCledwin »

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I was unable to identify the artist

Tarot (Harry Potter) - PL 12
Age: 16 / Height: 5' 10" / Weight: 211 lbs
Hair Color: Jet Black / Eye Color: Glowing Red Embers

Strength 14/10, Stamina 11, Agility 5, Dexterity 3, Fighting 9, Intellect 2, Awareness 3, Presence 2

Advantages
All-out Attack, Animal Empathy, Attractive 2, Benefit, Alternate Identity: Harold Wesker, Benefit, Cipher 2, Benefit, Security Clearance: UBCS Omega Squad, Benefit, Wealth (well-off), Chokehold, Contacts, Defensive Attack, Diehard, Equipment 11, Evasion, Fascinate (Intimidation), Great Endurance, Improved Defense, Improved Grab, Improved Hold, Improved Initiative, Inspire 3, Languages 1, Leadership, Luck (Instant Counter), Power Attack, Precise Attack (Close, Concealment), Precise Attack (Ranged, Concealment), Quick Draw, Ranged Attack 7, Takedown 2, Well-informed

Skills
Acrobatics 4 (+9), Athletics 4 (+18), Deception 4 (+6), Expertise (AWE): Streetwise 6 (+9), Expertise (AWE): Survival 4 (+7), Expertise: Magic 6 (+8), Expertise: Military 8 (+10), Insight 8 (+11), Intimidation 8 (+10), Investigation 8 (+10), Perception 6 (+9), Ranged Combat: Guns 4 (+7), Stealth 4 (+9), Treatment 2 (+4)

Powers
Prototype Virus Physiology
. . Adrenal Control: Enhanced Trait 8 (talent, Strength +4 (+14); Fades, Notes: While this is at it's maximum setting, Harry is capable of lifting 1,600 tons.)
. . Body Resistance: Impervious Toughness 5 (talent)
. . Deceptive Physique: Feature 1 (talent, Notes: Harry's mutations were primarily internal ones, and are so densely packed that it has caused him to be far heavier than you would expect him to be just by looking at him.)
. . Destroyer: Strength Effect (bludgeoning; Penetrating 14)
. . Fearsome Presence: Perception Area Affliction 4 (talent, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 14; Perception Area: DC 14 - Visual, Innate, Selective)
. . Long-Lived: Immunity 1 (talent, Aging; Limited - Half Effect)
. . Power-Lifting: Enhanced Strength 2 (talent, +2 STR; Limited to Lifting, Notes: Enables Harry to lift 100 tons even when he isn't benefiting from his Adrenal Control power.)
. . Quicker Than the Eye: Concealment 4 (talent, All Visual Senses; Concentration, Limited: While Moving, Partial)
. . Regrowth: Regeneration 2 (talent, Every 5 rounds; Persistent)
. . Super-Endurance: Immunity 10 (talent, Life Support; Quirk: limited to approximately 30 minutes at a time)
. . Superhuman Optics: Senses 12 (talent, Acute (Type): Visual Senses, Analytical (Type): Visual Senses, Darkvision, Detect: Magic [Visual] 2: ranged, Extended: Vision 1: x10, Rapid: Vision 3)
. . Vaulting: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Powerful but Untrained: Magic Array
. . Light Shine Forth: Progressive Burst Area Affliction 12 (magical, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 22; Burst Area 3: 120 feet radius sphere, DC 22, Progressive; Limited: to Unnatural Creatures & Bio-Weapons, Limited: to Holding at Bay, Limited Degree, Unreliable (roll))
. . Mystic Bolt: Damage 14 (magical, DC 29; Increased Range: ranged; Unreliable (roll))
. . Tesla Bolt: Cumulative Affliction 14 (electricity, magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Cumulative, Increased Range: ranged; Unreliable (roll))
Tricks of the Trade
. . Mental Hardening: Immunity 5 (training, Custom: Madness-type Corruption effects 5)

Equipment
Commlink, Hunter's Arsenal (Heavy Pistol, Knife, Shotgun), Infantry Mobility Vehicle, Undercover Shirt

Offense
Initiative +9
Fearsome Presence: Perception Area Affliction 4 (DC Will 14)
Grab, +9 (DC Spec 24)
Heavy Pistol, +14 (DC 19)
Knife, +9 (DC 30)
Light Shine Forth: Progressive Burst Area Affliction 12 (DC Will 22)
Mystic Bolt: Damage 14, +10 (DC 29)
Shotgun, +14 (DC 20 )
Tesla Bolt: Cumulative Affliction 14, +10 (DC Fort 24)
Throw, +10 (DC 29)
Unarmed, +9 (DC 29)

Complications
- Been There, Killed That: Harry has already participated in the cleansing of at least one T-Virus epidemic, and is just a bit jaded because of it. He has a tendency to be overconfident in his abilities, especially when encountering things that seem somewhat familiar to him, such as another T-Virus outbreak.
- Monstrous: Harry can technically be classified as an "Intelligent Zombie", that is to say he has undergone the same process that creates most of the other Bio-Weapons that the Umbrella Corporation has developed, yet at the same time is largely indistinguishable from a human save for his very hard to hide, glowing red eyes.
- Motivation: Greed: Harry truly loves his little sister and will slaughter anything that so much as threatens her if he can manage it. He also has a very simple understanding of the concept of love, to him there is no distinction in the various types of love, which, from Rosalind's perspective was an initially rather embarrassing.
- Pretend It's a Plan: Harry tends to shoot first and plan later, but only when the bullets don’t succeed in killing the monster.
- Relationship: Harry is the son of James and Lily Potter, and the older brother of Rosalind Potter, the Girl Who Lived. He is also the cast off of the family, having been left with Lily's sister and her family by his parents in favor of his sister when people noticed that she was the one marked as Voldemort's equal, rather than him. That wound up not working out, which led to a rather hellish situation that turned out to be just what the doctor ordered.
- Temper: Harry does not truly consider himself to be a member of the House of Potter, so calling him by the name "Harry Potter" is the quickest way to getting a fist shoved into your face that feels more like a brick. Instead, he prefers to be called by either the name "Harold Wesker" or the code name of "Tarot."

Corruption Levels
- Biological (10 / 10): Unlike the other candidates in the Wesker Project, Harry has undergone a complete mutation and cannot be be genetically altered any further by additional dosages of the various strains of the Progenitor Virus. This is both a good and a bad thing, because while it means he isn't going to degrade into a monstrous abomination, it also means he might one day run up against an enemy far too strong for him to overcome.
- Madness (Immune): Harry can't be inflicted with Madness-based Corruption due to the mental conditioning he underwent during his time at the Wesker Foundation. However there are still other ways to interfere with his mental state, such as appealing to his sense of morality or spiritual core.
- Wickedness (0 / 10): While Harry has committed incredible acts of violence, the majority of those acts were performed during an attempt to contain a biohazard outbreak. It is a boon to one's karmic balance to stop such outbreaks no matter what methods are employed.

Languages
English [Native], Latin

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

Power Points
Abilities 90 + Powers 103 + Advantages 51 + Skills 38 (76 ranks) + Defenses 18 = 300

--------------------
Infantry Mobility Vehicle - PL 12

Strength 12, Defense -4, Toughness 12, Size Huge

Powers
Cannon: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16 [4 ranks only], Increased Range: ranged)
Impervious Toughness (Saving Throw: Toughness; Impervious [5 extra ranks])
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Cannon: Burst Area Damage 6 (DC 21)

Power Points
Abilities 6 + Powers 28 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 37
Last edited by DalkonCledwin on Thu Feb 14, 2019 2:46 am, edited 1 time in total.
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Rosalind Potter / The Tarot Initiative

Post by DalkonCledwin »

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Art by Gpzang on DeviantArt

Rosalind Lily Potter - PL 9
Age: 14 / Height: 5' 4" / Weight: 119 lbs
Hair Color: Crimson / Eye Color: Blue
Measurements: 32E / 24 / 36 in.

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

Advantages
Artificer, Attractive 2, Beginner's Luck, Daze (Deception), Defensive Roll 5, Diehard, Equipment 6, Inspire, Languages 2, Luck, Ranged Attack 3, Seize Initiative, Trance, Uncanny Dodge, Well-informed

Skills
Acrobatics 6 (+10), Athletics 6 (+7), Close Combat: Unarmed 4 (+8), Deception 6 (+10), Expertise (AGL): Riding 8 (+12), Expertise: Magic 9 (+12), Insight 6 (+12), Intimidation 4 (+8), Investigation 6 (+9), Perception 8 (+14), Persuasion 4 (+8), Sleight of Hand 4 (+8), Stealth 8 (+12), Vehicles 8 (+12)

Powers
Firecracker: Magic Array
. . Bombarda: Cone Area Damage 7 (force, magical, DC 22; Affects Objects Only, Cone Area: 60 feet cone, DC 17, Penetrating 7; Quirk: Requires an appropriate magical focus)
. . Expecto Patronum: Progressive Burst Area Affliction 5 (magical, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 15; Burst Area 3: 120 feet radius sphere, DC 15, Increased Range: ranged, Progressive; Limited: Unnatural Creatures & Bioweapons, Limited: to causing targets to flee at their maximum speed for duration of affliction, Limited Degree, Quirk: Requires an appropriate magical focus)
. . Expelliarmus: Move Object 11 (magical, 50 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster, Quirk: Requires an Appropriate Magical Focus)
. . Incendio: Damage 11 (fire, magical, DC 26; Increased Range: ranged; Quirk: Requires an appropriate magical focus)
. . Protego: Impervious Toughness 4 (magical; Sustained; Concentration, Quirk: Requires an appropriate magical focus)
. . Stupefy: Cumulative Affliction 7 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged; Quirk: Requires an appropriate magical focus)
Paired Submachine Gun
. . More Dakka: Damage 6 (ballistic, DC 21; Increased Range: ranged, Multiattack, Penetrating 6, Split: 2 targets)
Revealing Leather Jacket
. . What Mum Doesn't Know...: Protection 1 (armor, +1 Toughness; Feature: +2 Circumstance Bonus on seduction attempts)
Wizarding Talents
. . Occlumency: Impervious Will 12 (talent; Sustained; Distracting)
. . Wizarding Optics: Senses 3 (talent, Acute: Detect Magic, Detect: Magic [Visual] 2: ranged)

Equipment
Commlink, Holly Wand 1, Paired Submachine Guns, Revealing Leather Jacket

Offense
Initiative +4
Bombarda: Cone Area Damage 7 (DC 22)
Expecto Patronum: Progressive Burst Area Affliction 5 (DC Will 15)
Expelliarmus: Move Object 11, +7 (DC 21)
Grab, +4 (DC Spec 11)
Incendio: Damage 11, +7 (DC 26)
More Dakka: Damage 6, +7 (DC 21)
Stupefy: Cumulative Affliction 7, +7 (DC Fort 17)
Throw, +7 (DC 16)
Unarmed, +8 (DC 16)

Complications
- Hatred: Rosalind hates her parents for abandoning Harry so that they could focus exclusively on her. She is just very good at hiding her hatred from them. She does occasionally have moments where she says or does something that reveals her hatred and in those moments, she gets a lot of worried looks.
- Motivation: Responsibility: Rosalind has overheard her parents mention the existence of a prophecy regarding either her or her brother and the fact that it means only one of them can kill Voldemort once and for all. She also is aware, if only peripherally, that Voldemort has created Horcruxes. She doesn't have any idea where he has hidden them, but she feels it is her purpose in life to eradicate those abominations against reality so that they can finally put Voldemort down for good.
- Relationships: Rosalind is the younger sister of Harry Potter, a boy who she both loves and is constantly embarrassed by due to the fact that he is far more affectionate towards her than is normally proper for siblings. She is also secretly the best friend of Daphne Greengrass, the two having needed to figure out all sorts of work arounds to conceal their friendship from their respective house-mates due to an ongoing rivalry between Gryffindor and Slytherin.
- Survival Upgrade Package: With the exception of her wand and her jacket, Rosalind doesn't obtain any of the Equipment she is listed as having in this stat block until she visits an Umbrella Corporation Quartermaster Depot for the first time. Prior to that she will likely end up being handed one of Harry's guns and given a rather stereotypical 'firearm safety 101' lesson from her brother.
- Survivor: Rosalind is someone who will survive, even if that requires her to leave a trail of bodies a mile long and causes her to burn all bridges between her and those she would call her loved ones along the way.
- Utterly Pointless Heirlooms: The Cloak of Invisibility only protects the people under it from visual methods of detection or from remote detection methods such as a scrying spell. It does jack against superhuman senses of smell, or equally superhuman senses of hearing. This means it is usually useless against a Bioweapon. Likewise, the Marauder's Map is only really helpful within Hogwarts Castle, and a castle with countless blind turns and secret passages is a freaking death trap in a zombie apocalypse scenario.
- Weakness: Rosalind is connected to Voldemort by means of one of an accidental Horcrux that exists in the scar on her forehead. This unfortunately means that she can be influenced by Voldemort. How much influence Voldemort can level against her, is largely unknown due to the fact that she is the first living Horcrux in history.

Corruption Levels
- Biological (0 / 10): Did I mention how over protective her brother is? He is fortunately not infectious, and will slaughter any bioweapon other than himself that he is aware of which comes within five feet of Rosalind.
- Madness (1 / 10): Roselind has suffered repeated exposures to the aura of a Dementor. You can't experience that and come out perfectly sane.
- Wickedness (1 / 10): She has a subconscious mental link with Voldemort. His wickedness is sort of filtering through to her, though it is as a drop in the ocean to her goodness.

Languages
English [Native], Latin, Parseltongue

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 8/3 (Imp. 4), Will 12 (Imp. 12)

Power Points
Abilities 56 + Powers 35 + Advantages 28 + Skills 44 (87 ranks) + Defenses 22 = 185
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Feel Invincible Brainstorm & Notes

Post by DalkonCledwin »

Feel Invincible
Premise: “You make me feel invincible. Earthquake, powerful. Just like a tidal wave. You make me brave. You’re my titanium. Fight song, raising up. Like a roar of victory in a stadium. Who can touch me cause I’m [I’m made of fire]. Who can stop me tonight [I’m hard wired]. You make me feel INVINCIBLE!”
Required Inclusions:
- Harry can’t figure out he’s Thor any earlier than his fourth year at Hogwarts, although certain traits can appear earlier than that, such as an affinity for Ancient Runes.
- Harry (aka Thor) should gain a harem that should include Hermione Granger, who is the one mentioned in the lyrics above that makes him feel invincible.
- During the course of his fourth year at Hogwarts, Loki tries repeatedly to kill Harry, and must fail each time.
- Dumbledore must be good, even if he is flawed.
- The Destroyer must appear at Hogwarts.
- The author must have Harry literally use Mjolnir to bash Ron, Draco, the Death Eaters, Voldemort, and at least a few Marvel villains (villainesses if redeemable are excluded).
- Avengers cannot assemble until after Harry figures out he is Thor and regains the majority of his divine powers.
- Nick Fury must have been related to Lily Evans, and must have been included in her Will as an acceptable guardian for Harry in the event that she died, but couldn’t take him for obvious reasons (namely his hazardous lifestyle).
- Lily must have been assisting her relative (Nick) with research on the Tesseract prior to her death at the hands of the Dark Lord Voldemort.
Preferred Inclusions:
- Harry must regain at least some of his divine powers no later than the second task of the Triwizard Tournament.
- Loki using runes or illusions to cause the Hungarian Horntail to try and kill Harry.
- The Destroyer making its appearance during the Final Task of the Triwizard Tournament.
- The Dursley family being forced to face an Asgardian Tribunal for their crimes against a Prince of Asgard, even if said Prince didn’t realize he was a prince at the time.
- Lady Sif being a part of the pairing.
Forbidden Things:
- Ginny being in the harem.
- Snape being a good guy.
- Harry being paired with any male characters
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DalkonCledwin
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Harry (Thor) / Feel Invincible

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Harry J. Potter (Semi-Worthy) - PL 10
Age: 14 (1,030) / Height: 6' 1" / Weight: 564 lbs
Hair Color: Currently Black / Eye Color: Currently Green

Strength 9, Stamina 9, Agility 5, Dexterity 5, Fighting 8, Intellect 3, Awareness 4, Presence 2

Advantages
All-out Attack, Animal Empathy, Artificer, Attractive, Beginner's Luck, Benefit, Alternate Identity: Thor, God of Thunder, Benefit, Status: Prince of Asgard, Benefit, Wealth 2 (independently wealthy), Defensive Attack, Diehard, Eidetic Memory, Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Favored Foe: Frost Giants, Great Endurance, Improved Aim, Improved Disarm, Improved Initiative, Inspire 5, Languages 3, Luck 3, Power Attack, Ranged Attack 3, Taunt

Skills
Acrobatics 2 (+7), Athletics 2 (+11), Close Combat: Mjolnir 4 (+12), Close Combat: Swords 2 (+10), Deception 2 (+4), Expertise (AGL): Riding 6 (+11), Expertise: Architecture 6 (+9), Expertise: Electricity 8 (+11), Expertise: Magic 10 (+13), Insight 4 (+8), Intimidation 4 (+6), Investigation 4 (+7), Perception 6 (+10), Persuasion 6 (+8), Stealth 6 (+11), Technology 2 (+5), Treatment 4 (+7), Vehicles 6 (+11)

Powers
Asgardian Physiology
. . Accelerated Healing: Regeneration 4 (divine, talent, Every 2.5 rounds)
. . Allspeak: Comprehend 3 (divine, skill, Languages - Read All, Languages - Understand All, Languages - You're Understood; Subtle 2: undetectable, Sustained)
. . Expanded Awareness: Senses 11 (divine, talent, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Voldemort [Mental] 2: ranged, Extended: Hearing 1: x10, Extended: Olfactory 1: x10, Extended: Visual 1: x10, Precognition; Limited: Precognition only works for predicting the weather [4 ranks only])
. . Incredibly Dense Biology: Density Growth 2 (divine, talent, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Resilient Physiology: Immunity 5 (divine, talent, Disease, Environmental Condition: Background Radiation, Environmental Condition: Heat, Environmental Condition: Cold, Poison; Feature 2: Extreme Longevity)
. . Super-Endurance: Immunity 3 (divine, talent, Environmental Condition: Vacuum, Suffocation (All); Limited: to no more than 30 minutes at a time)
. . True Invulnerability: Protection 1 (divine, talent, +1 Toughness; Impervious [4 extra ranks])
Blessings of Asgard
. . Divine Boon (Lightning Strike): Line Area Damage 9 (divine, electricity, DC 24; Line Area: 5 feet wide by 30 feet long, DC 19, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction; Limited: to while outdoors, Notes: From directly above the target)
. . Divine Companion (Hedwig): Summon 6 (divine; Heroic, Mental Link; Self-Powered)
. . Divine Gift (God of Strength): Enhanced Strength 10 (divine, talent, +10 STR; Limited to Lifting, Notes: Able to lift 12,000 tons without Extra Effort)
. . Divine Gift (Thunder Punch): Cumulative Burst Area Affliction 2 (divine, sonic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 12; Burst Area: 30 feet radius sphere, DC 12, Cumulative, Reaction 3: reaction; Limited: to Hearing, Notes: Reaction to having succeeded at landing a punch against an enemy)
Divine Triathlete: Array
. . Speed-Swimming: Swimming 6 (divine, skill, Speed: 30 miles/hour, 500 feet/round; Check Required: DC 10 - Athletics)
. . Sprinting: Speed 6 (divine, skill, Speed: 120 miles/hour, 1800 feet/round; Check Required: DC 10 - Athletics)
. . Vaulting: Leaping 4 (divine, skill, Leap 120 feet at 30 miles/hour; Check Required: DC 10 - Athletics)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Sight: Concealment 5 (cosmic, All Visual Senses, Other Sense: Remote Sensing)
The Holly Wand (Easily Removable)
. . Thunderous Magic: Dynamic Array
. . . . Accio Firebolt: Summon 4 ([4 active, 8/30 PP, 2/r], magical; Controlled; Self-Powered, Notes: This can be used as a model for other versions of the Accio charm as well)
. . . . Atmofulmus: Environment 10 ([0 active, 8/30 PP, 3/r], magical, weather, Impede Movement (1 rank), Visibility (-5), Radius: 2 miles)
. . . . Broccium Blicsum: Damage 9 ([0 active, 8/30 PP, 3/r+2], electricity, magical, DC 24; Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction, Multiattack, Notes: From directly above the target(s))
. . . . Expecto Patronum: Progressive Burst Area Affliction 7 ([0 active, 8/30 PP, 4/r+1], holy, magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 3: 120 feet radius sphere, DC 17, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged, Progressive; Limited: Unnatural Creatures, Limited: to causing the afflicted to flee at their maximum speed, Tiring)
. . . . Expelliarmus: Move Object 12 ([0 active, 8/30 PP, 1/3r], magical, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Fulgus: Damage 12 ([0 active, 8/30 PP, 2/r], electricity, magical, DC 27; Increased Range: ranged)
. . . . Quabbirus: Immunity 5 ([0 active, 8/30 PP, 1/r], magical, Damage Effect: Electricity Effects; Affects Others, Sustained; Limited: Immunity is removed after being struck with such an effect)
. . . . Stupefy: Cumulative Affliction 10 ([0 active, 8/30 PP, 3/r], magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
Messrs M, W, P & P, Proudly Present
. . The Marauder's Map: Remote Sensing 8 (magical, Affects: 1 Type - Identities, Range: 1 mile; Feature: Password Locked, Feature: Insults any who try to break the password, No Conduit, Simultaneous, Subtle: DC 20+rank; Activation: move action, Limited: to Hogwarts & the Grounds, Limited: Doesn't show all of Hogwarts, Medium: The Map, Quirk: Doesn't depict honorifics, titles, degrees or pseudonyms)

Equipment
The Marauder's Map

Offense
Initiative +9
Broccium Blicsum: Damage 9, +8 (DC 24)
Divine Boon (Lightning Strike): Line Area Damage 9 (DC 24)
Divine Gift (Thunder Punch): Cumulative Burst Area Affliction 2 (DC Fort 12)
Expecto Patronum: Progressive Burst Area Affliction 7 (DC Will 17)
Expelliarmus: Move Object 12, +8 (DC 22)
Fulgus: Damage 12, +8 (DC 27)
Grab, +8 (DC Spec 19)
Stupefy: Cumulative Affliction 10, +8 (DC Fort 20)
Throw, +8 (DC 24)
Unarmed, +8 (DC 24)

Complications
- Enemy: Between Loki and Voldemort, it is a race to see which of Harry's enemies actually manage to succeed in axing him first... presuming of course Harry doesn't manage to bash their skulls in before they get the chance to do him in.
- Fame: Harry is quite famous for having survived the Killing Curse when he was but a wee lad. But really, when you stop and think about what he actually is, is this really so surprising?
- Motivation: Doing Good: You can take the God of Thunder out of Asgard, but you can't take the daring heroics out of the God of Thunder!
- Relationship: Harry retains a firm loyalty to his friends, especially in he regards Hermione Granger.

Languages
English, Latin, Old Norse [Native], Parseltongue

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

Power Points
Abilities 82 + Powers 141 + Advantages 36 + Skills 42 (84 ranks) + Defenses 14 = 315

--------------------
Harry's Firebolt - PL 4

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

Advantages
Agile Feint, Evasion, Interpose, Move-by Action, Seize Initiative, Teamwork

Skills
Acrobatics 4 (+4), Athletics 4 (+8), Vehicles 4 (+4)

Powers
Immunity to Fortitude Effects
Levitation Charm: Flight 7 (magical, Speed: 250 miles/hour, 0.5 miles/round; Feature: Unbreakable Braking Charm)

Offense
Initiative +0
Grab, +0 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +0 (DC 19)

Complications
- Disability: A Firebolt is a broom, it has no intellect, hands or feet and thus is largely incapable of interacting with people beyond it's function of being a mount for a Witch, Wizard or in this particular case, a God of Thunder.
- Relationship: This Firebolt belongs to Harry James Potter (aka Thor, the God of Thunder).

Languages
Not Applicable

Defense
Dodge 2, Parry 2, Fortitude Immune, Toughness 6, Will Immune

Power Points
Abilities -22 + Powers 45 + Advantages 6 + Skills 6 (12 ranks) + Defenses 10 = 45
--------------------
Hedwig - PL 6

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

Advantages
Diehard, Evasion, Fast Grab, Improved Critical: Talons & Beak, Improved Hold, Interpose

Skills
Acrobatics 2 (+6), Athletics 6 (+4), Close Combat: Talons & Beak 4 (+8), Expertise (AWE): Survival 6 (+9), Expertise: Magic 4 (+4), Perception 12 (+15)

Powers
Mythical Creature
. . Accelerated Healing: Regeneration 4 (divine, talent, Every 2.5 rounds)
. . Allhearing: Comprehend 1 (divine, talent, Languages - Understand All; Sustained)
. . Celestial Resistance: Immunity 3 (divine, talent, Disease, Environmental Condition: Cold, Environmental Condition: Heat; Feature 2: Extreme Longevity)
. . Enhanced Flight: Flight 3 (divine, talent, Speed: 16 miles/hour, 250 feet/round; Stacks with: Feathered Wings: Flight 4+3)
Owlish Physiology
. . Animal Senses: Senses 4 (talent, Accurate: Hearing, Extended: Vision 1: x10, Low-light Vision)
. . Feathered Wings: Flight 4+3 ([Stacking ranks: +3], talent, Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Large Owl: Shrinking 2 (talent, -1 Intimidate, +2 Stealth, +1 active defenses; Innate; Permanent)
. . Natural Weapons: Strength-based Damage 4 (beak & talons, DC 17)
. . Tough: Protection 1 (talent, +1 Toughness)

Offense
Initiative +4
Grab, +4 (DC Spec 8)
Natural Weapons: Strength-based Damage 4, +8 (DC 17)
Throw, +0 (DC 13)
Unarmed, +4 (DC 13)

Complications
- Disability: Owls cannot speak to humans, nor can they use their talons to easily manipulate objects. Owls are also noteworthy as one of the few natural predators for skunks on accout of their absolutely terrible sense of smell.
- Fame: Hedwig is easily one of the most recognizable owls in Great Britain on account of the fact that she is the personal mail owl of Harry Potter.

Languages
Understands English

Defense
Dodge 7, Parry 7, Fortitude 3, Toughness 0, Will 7

Power Points
Abilities 18 + Powers 35 + Advantages 6 + Skills 17 (34 ranks) + Defenses 12 = 88
--------------------
Build Comments: I decided to handle Potterverse style magic differently this time around. Wandless magic from here on out is always going to be the realm of Power Stunts, and will require Extra Effort to achieve unless the character is particularly known for a specific type of wandless magic or has been trained in a specific style of magic that forsakes the wand (the way the African school of magic does). Meanwhile, wands are from now on going to be Devices, and because of this it is difficult, if not impossible, to use the wand of another character for the same reason it is difficult to use one of Tony Stark's Iron Man suits if it hasn't been specifically "tailored" for your use. This actually fits with how wands seem to reject people who haven't won their loyalty in Potterverse.
Last edited by DalkonCledwin on Fri Feb 15, 2019 6:05 am, edited 1 time in total.
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Hermione Granger / Feel Invincible

Post by DalkonCledwin »

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Hermione Jean Granger - PL 10
Age: 15 / Height: 5' 5" / Weight: 115 lbs
Hair Color: Brown / Eye Color: Brown
Measurements: 34B / 23 / 34 in.

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

Advantages
All-out Attack, Artificer, Attractive 2, Benefit, Wealth (well-off), Eidetic Memory, Favored Foe: Pansy Parkinson, Inspire 5, Languages 2, Leadership, Luck, Power Attack, Ranged Attack 5, Second Chance: Expertise: Magic checks, Seize Initiative, Sidekick 12, Skill Mastery: Expertise: Magic, Teamwork, Trance, Ultimate Effort: Will checks

Skills
Acrobatics 4 (+7), Athletics 4 (+6), Close Combat: K.O. Punch 14 (+18), Deception 4 (+13/+9), Expertise (AGL): Dancing 4 (+7), Expertise (AWE): Fashion 2 (+7), Expertise: Alchemy 4 (+8), Expertise: Arithmancy 4 (+8), Expertise: Astronomy 6 (+10), Expertise: History 8 (+12), Expertise: Magic 10 (+14), Expertise: Muggle Lore 8 (+12), Expertise: Runology 4 (+8), Insight 6 (+11), Intimidation 4 (+9), Investigation 4 (+8), Perception 8 (+13), Persuasion 6 (+15/+11), Stealth 6 (+9), Technology 2 (+6), Treatment 4 (+8)

Powers
Tricks of the Trade
. . Diamond in the Rough: Enhanced Trait 12 (skill, Attractive 2 +1 (+2), Deception +4 (+13), Persuasion +4 (+15), Presence +2 (+5), Inspire 5 +3 (+5); Feature: May use Teamwork to fulfill the Check Required flaw; Check Required: DC 10 - Expertise: Fashion, Distracting)
Vine Wood Wand (Easily Removable)
. . Intellectual Magic: Dynamic Array
. . . . Bombarda Maxima: Burst Area Damage 7 ([0 active, 16/24 PP, 3/r+1], force, magical, DC 22; Burst Area 3: 120 feet radius sphere, DC 17, Feature: Extraordinary Effort for +2 effect rank, Increased Range: ranged; Distracting, Tiring)
. . . . Depulso: Move Object 12 ([0 active, 16/24 PP, 2/r], magical, 100 tons, DC 27; Damaging; Limited Direction: Away from Caster)
. . . . Incendio Frigus: Environment 1 ([0 active, 16/24 PP, 2/r+1], harmless fire, magical, Heat, Light, Radius: 30 feet; Feature: Portable)
. . . . Incendio: Damage 12 ([0 active, 16/24 PP, 2/r], fire, magical, DC 27; Increased Range: ranged)
. . . . Leviosa Maxima: Shapeable Area Move Object 5 ([0 active, 16/24 PP, 4/r+4], magical, 6 tons; Shapeable Area 3: 125 cft., DC 15, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Mass 3; Tiring)
. . . . Petrificus Totalus: Cumulative Affliction 8 ([0 active, 16/24 PP, 3/r], magical, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Will, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Projected Protego: Create 10 ([0 active, 16/24 PP, 1/r+2], magical, Volume: 1000 cft., DC 20; Impervious, Stationary, Tether; Limited: to Walls, Proportional)
. . . . Protego: Protection 8 ([8 active, 16/24 PP, 2/r], magical, +8 Toughness; Impervious [5 ranks only], Sustained)
Wizarding Physiology
. . Wizarding Senses: Senses 2 (talent, Acute: Magic Awareness, Awareness: Magic [Mental])

Offense
Initiative +3
Bombarda Maxima: Burst Area Damage 7 (DC 22)
Depulso: Move Object 12, +8 (DC 27)
Grab, +4 (DC Spec 12)
Incendio: Damage 12, +8 (DC 27)
Leviosa Maxima: Shapeable Area Move Object 5 (DC 15)
Petrificus Totalus: Cumulative Affliction 8, +8 (DC Will 18)
Throw, +8 (DC 17)
Unarmed, +18 (DC 17)

Complications
- Enemy: Due to her going on four year friendship with Harry Potter, it can be said Hermione is one of the larger targets for elimination in Voldemort's bucket list.
- Motivation: Patriotism: Hermione wishes to protect the British Commonwealth.
- Relationship: Along with Harry Potter and Ron Weasley, Hermione makes up the membership of the Golden Trio. Despite that however, she is somewhat torn between her feelings for the two boys in the trio as she can't quite decide which to pursue romanticly.
- Reputation: Hermione is still occasionally referred to as a "Bossy Know It All" and various other mean terms of address due to her behavior in her first year more than any of the following years.
- Rivalry: With Pansy Parkinson, and to a lesser extent with Draco Malfoy.

Languages
English [Native], French, Latin

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 10 (Imp. 5), Will 14

Power Points
Abilities 52 + Powers 31 + Advantages 36 + Skills 58 (116 ranks) + Defenses 26 = 203

--------------------
Crookshanks - PL 10

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

General Advantages
Close Attack 2, Evasion, Eye of the Beholder, Fast Grab, Grabbing Finesse, Improved Initiative, Prone Fighting, Second Chance: Acrobatics Checks with Tumbling, Skill Mastery: Athletics

Enhanced Advantages
Uncanny Dodge

Skills
Acrobatics 4 (+7), Athletics 8 (+9/+5), Close Combat: Unarmed 2 (+3), Expertise (AWE): Survival 8 (+10), Expertise: Magic 4 (+4), Insight 2 (+4), Intimidation 4 (+0), Perception 4 (+6)

Powers
Feline Physiology
. . Animal Senses: Senses 5 (talent, Acute: Olfactory, Extended: Hearing 1: x10, Extended: Olfactory 1: x10, Low-light Vision, Ultra-hearing, Advantages: Uncanny Dodge)
. . Climbing Claws: Enhanced Trait 2 (talent, Athletics +4 (+9); Limited: to Climbing)
. . Tiny Size: Shrinking 8 (talent, -2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Innate; Permanent)

Offense
Initiative +7
Grab, +5 (DC Spec 10)
Throw, +0 (DC 12)
Unarmed, +5 (DC 12)

Complications
- Disability: Cats cannot speak and have no hands.
- Enemy: Crookshanks despises the rat formerly known as Scabbers.
- Relationship: Despite the reputation cats possess, Kneazles tend to form very close bonds with their owners. Crookshanks is no different in this regards, as he views Hermione almost as though she were his mother.
- Reputation: Cat behavior can be seen as mean. They don’t take orders and do not obey the commands of their owners. Cats are very independent-minded.

Languages
Understands English

Defense
Dodge 7, Parry 5, Fortitude 0, Toughness -2, Will 2

Power Points
Abilities 6 + Powers 24 + Advantages 10 + Skills 18 (36 ranks) + Defenses 2 = 60
--------------------
Build Comments: Eye of the Beholder is basically what the Attractive advantage would be if it had either the "Uncontrolled" or "Unreliable (Roll)" flaws tacked onto it.
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Fleur Delacour / Feel Invincible

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Fleur Isabelle Delacour - PL 10
Age: 17 / Height: 5' 5" / Weight: 131 lbs
Hair Color: Silver / Eye Color: Blue
Measurements: 32C / 24 / 32 in.

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

Advantages
Artificer, Attractive 2, Beginner's Luck, Benefit, Ambidexterity, Connected (French Veela), Daze (Deception), Defensive Roll 3, Fascinate (Deception), Fascinate (Persuasion), Great Endurance, Improved Initiative, Jack-of-all-trades, Languages 2, Luck 4, Quick Draw, Ranged Attack 4, Second Chance: Expertise: Magic checks, Startle, Throwing Mastery 2, Ultimate Effort: Expertise: Magic checks, Ultimate Effort: Will checks, Uncanny Dodge

Skills
Acrobatics 8 (+12), Athletics 4 (+5), Deception 10 (+14), Expertise (AGL): Dancing 6 (+10), Expertise: Fashion 6 (+10), Expertise: Magic 8 (+12), Expertise: Muggle Lore 6 (+10), Insight 4 (+7), Intimidation 4 (+8), Perception 12 (+15), Persuasion 4 (+8), Technology 4 (+8), Treatment 8 (+12)

Powers
Apparition Travel: Array
. . Apparition (Close): Teleport 10 (magical, 4 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout; Limited: Must pass through intervening distance in a gaseous form)
. . Apparition (Far): Teleport 8 (magical, Carry 50 lbs.; Accurate, Easy, Extended: 250 miles in 2 move actions; Limited: Must pass through intervening distance in a gaseous form, Limited to Extended)
Rosewood Wand (Easily Removable)
. . Magic with a Flourish: Dynamic Array
. . . . Expecto Patronum: Progressive Burst Area Affliction 7 ([0 active, 12/24 PP, 3/r+1], holy, magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged, Progressive; Limited: Unnatural Creatures, Limited: to causing the afflicted to flee at their maximum speed, Tiring)
. . . . Finite Incantatem: Burst Area Nullify 6 ([0 active, 12/24 PP, 4/r], magical, Counters: Magic, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous)
. . . . Hominem Revelio: Senses 5 ([0 active, 12/24 PP, 1/r], magical, Acute: Detect Humanoids, Detect: Humanoids [Mental] 2: ranged, Extended: Detect Humanoids 1: x10, Radius: Detect Humanoids; Sustained)
. . . . Incendio: Damage 12 ([0 active, 12/24 PP, 2/r], fire, magical, DC 27; Increased Range: ranged)
. . . . Protego Horribilis: Enhanced Trait 8 ([8 active, 12/24 PP, 1/2r], holy, magical, Dodge +2 (+12), Parry +2 (+12), Fortitude +2 (+7), Will +2 (+13); Limited: to Attacks from "Evil" or "Unholy" foes)
. . . . Protego Maxima: Create 10 ([0 active, 12/24 PP, 2/r+1], magical, Volume: 1000 cft., DC 20; Impervious, Stationary; Limited: Walls)
. . . . Protego: Protection 4 ([4 active, 12/24 PP, 2/r], magical, +4 Toughness; Impervious, Sustained)
. . . . Reducto: Weaken 8 ([0 active, 12/24 PP, 3/r], magical, Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects, Increased Range: ranged)
. . . . Somnus: Cumulative Affliction 8 ([0 active, 12/24 PP, 3/r], magical, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged)
. . . . Stupefy: Cumulative Affliction 8 ([0 active, 12/24 PP, 3/r], magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Tricks of the Trade
. . Occlumency: Impervious Will 10 (magical; Sustained; Distracting)
Veela Physiology
. . Hard to Impress: Immunity 5 (talent, Emotion Effects)
. . Rage Manifestation: Morph 1 (talent, +20 Deception checks to disguise; Single form; Metamorph; Uncontrolled)
. . Veela Allure: Progressive Burst Area Affliction 7 (emotions, talent, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Insidious, Progressive; Limited: to feelings of desire & lust, Sense-dependent: Visual)
. . Veela Attunement: Senses 8 (talent, Accurate (Type): Mental Senses, Awareness: Magic [Mental], Detect: Emotions [Mental] 2: ranged, Extended: Vision 1: x10)

Offense
Initiative +8
Expecto Patronum: Progressive Burst Area Affliction 7 (DC Will 17)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Grab, +3 (DC Spec 11)
Incendio: Damage 12, +8 (DC 27)
Reducto: Weaken 8, +8 (DC Fort 18)
Somnus: Cumulative Affliction 8, +8 (DC Will 18)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +8 (DC 18)
Unarmed, +3 (DC 16)
Veela Allure: Progressive Burst Area Affliction 7 (DC Will 17)

Complications
- Enemies: Certain aquatic species tend to react very negatively to being exposed to a Veela's allure. This can lead to all manner of problems for a Veela if they desire to go for a swim.
- Motivation: Greed: Fleur has noticed that Harry is far more powerful than most people seem to have realized, and has decided to make him her mate no matter what it takes to do so, even if that means she has to ultimately share him with other women.
- Mythic Weakness: Veela are actually a type of Fey, and are therefore vulnerable to iron. Such objects inflict a Rank 5 Fortitude resisted Affliction that has a 1st Degree of Dazed, a 2nd Degree of Stunned and a 3rd Degree of Incapacitated when used against a Veela. This is in addition to anything else the iron in question might otherwise be capable of doing to them.
- Power Loss: Veela lose the ability to transform and project their Allure if they are in physical contact with something made from iron.
- Relationship: Fleur is the elder daughter of Jacques and Apolline Delacour. Her sister's name is Gabrielle Delacour, and the two are close enough that one might say they are inseparable.
- Reputation: Veela have a rather nasty and largely undeserved reputation for being insatiable sex fiends. It's undeserved for the simple fact that it isn't their fault that most humans lack the athletic endurance that Veela tend to possess.
- Temper: The Veela have a lot in common with a certain "not so jolly" Green Giant. The one major difference is that they aren't anywhere near as strong as he is when they transform.

Languages
English, French [Native], Latin

Defense
Dodge 12/10, Parry 12/10, Fortitude 7/5, Toughness 8/1 (Imp. 4), Will 13/11 (Imp. 10)

Power Points
Abilities 48 + Powers 95 + Advantages 33 + Skills 42 (84 ranks) + Defenses 25 = 243

--------------------
Enraged Fleur - PL 10

Strength 13/4, Stamina 3, Agility 4, Dexterity 4, Fighting 5, Intellect 0, Awareness 5, Presence 1

General Advantages
All-out Attack, Benefit, Ambidexterity, Daze (Intimidation), Diehard, Fascinate (Intimidation), Great Endurance, Improved Initiative, Luck 4, Precise Attack (Close, Concealment), Ranged Attack 3, Startle, Ultimate Effort: Will checks, Uncanny Dodge

Enhanced Advantages
Fearless

Skills
Acrobatics 8 (+12), Athletics 4 (+17), Expertise: Magic 8 (+8), Insight 4 (+9), Intimidation 8 (+9), Perception 12 (+17), Stealth 8 (+12)

Powers
Flames of Passion: Array
. . PassionFyre Blast: Damage 9 (extradimensional, fire, DC 24; Increased Range: ranged, Split: 2 targets)
. . Scaled Wings: Flight 6 (talent, Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Talons: Strength-based Damage 2 (slashing, DC 30; Penetrating 7, Split: 2 targets)
War Veela Physiology
. . Berserker Rage: Enhanced Trait 19 (talent, Strength +9 (+13), Advantages: Fearless; Distracting)
. . Fearsome Presence: Perception Area Affliction 7 (magical, talent, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 17; Perception Area: DC 17 - Visual, Selective, Subtle: subtle; Check Required: DC 10 - Intimidation)
. . Hardened: Immunity 5 (talent, Damage Effect: Fire)
. . Hush Little Veela: Morph 1 (talent, +20 Deception checks to disguise; Single form; Metamorph; Uncontrolled)
. . Protective Hide: Protection 7 (talent, +7 Toughness; Impervious)
. . War Veela Senses: Senses 10 (talent, Accurate (Type): Mental Senses, Danger Sense: Mental, Darkvision, Detect: Emotions [Mental] 2: ranged, Tracking: via Detect Emotions 1: -1 speed rank)

Offense
Initiative +8
Fearsome Presence: Perception Area Affliction 7 (DC Will 17)
Grab, +5 (DC Spec 23)
PassionFyre Blast: Damage 9, +7 (DC 24)
Talons: Strength-based Damage 2, +5 (DC 30)
Throw, +7 (DC 28)
Unarmed, +5 (DC 28)

Complications
- Obsession: With eradicating whatever it is that enraged her.
- Relationship: Even while she is enraged like this, Fleur will do everything she can to protect her little sister.

Languages
French [Native]

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

Power Points
Abilities 52 + Powers 86 + Advantages 18 + Skills 26 (52 ranks) + Defenses 20 = 202
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DalkonCledwin
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Lady Sif / Feel Invincible

Post by DalkonCledwin »

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Sif Níodóttir - PL 12
Age: 2,312 / Height: 6' 2" / Weight: 425 lbs
Hair Color: Black (frm. Golden) / Eye Color: Blue
Measurements: 32D / 22 / 32 in.

Strength 11, Stamina 11, Agility 5, Dexterity 5, Fighting 12, Intellect 2, Awareness 4, Presence 6

General Advantages
Agile Feint, All-out Attack, Attractive 2, Beginner's Luck, Benefit, Status: Asgardian Goddess of War & Hunting, Benefit, Wealth (well-off), Connected (Asgard), Defensive Attack, Diehard, Eidetic Memory, Equipment 1, Fascinate (Intimidation), Favored Foe: Amora, the Enchantress, Great Endurance, Improved Initiative, Inspire 3, Languages 3, Leadership, Luck (Instant Counter) 3, Power Attack, Ritualist, Startle, Takedown,

Enhanced Advantages
Animal Empathy, Skill Mastery: Expertise (AWE): Survival, Skill Mastery: Perception, Skill Mastery: Stealth, Ultimate Effort: Expertise: Survival, Ultimate Effort: Perception, Ultimate Effort: Stealth

Skills
Acrobatics 4 (+9), Athletics 4 (+15), Deception 4 (+10), Expertise (AWE): Survival 10 (+18/+14), Expertise: Asgardian Lore 6 (+8), Expertise: History 6 (+8), Expertise: Magic 8 (+10), Expertise: Warfare 10 (+12), Insight 6 (+10), Intimidation 8 (+14), Perception 8 (+12), Persuasion 6 (+12), Ranged Combat: Throwing 6 (+11), Stealth 10 (+17/+15), Technology 2 (+4), Treatment 2 (+4)

Powers
Divine Boon (Daughter of the Nine)
. . Apport: Teleport Attack 5 (divine, Carry 50 lbs., DC 15; Attack: Dodge, Easy, Extended: 30 miles in 2 move actions; Limited to Extended)
. . Astroport: Movement 3 (divine, Space Travel 3: other galaxies)
. . Blink Teleport: Teleport 2 (divine, 120 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Triggered: 1 use - By being targeted with a Dodge resisted attack, Turnabout)
. . Fold Space: Teleport 4 (divine, 500 feet in a move action, carrying 50 lbs.; Easy, Extended: 16 miles in 2 move actions)
. . Leap Across Countries: Teleport 8 (divine, Carry 50 lbs.; Extended: 250 miles in 2 move actions; Limited to Extended)
Divine Gifts
. . Daughter of the Nine (Bend Space): Deflect 5 (divine; Reflect)
. . Goddess of the Hunt: Enhanced Trait 10 (divine, Expertise (AWE) +4 (+18), Stealth +2 (+17), Advantages: Animal Empathy, Skill Mastery, Skill Mastery, Skill Mastery, Ultimate Effort: Expertise: Survival, Ultimate Effort: Stealth, Ultimate Effort: Perception)
Enchanted Sword (Easily Removable)
. . Magical Sword: Array
. . . . Interdimensional Travel: Movement 3 (divine, Dimensional 3: any dimension, 50 lbs.; Portal; Activation 2: standard action, Limited: Can only be performed outside of combat rounds)
. . . . Sword Strike: Strength-based Damage 1 (divine, DC 27; Dangerous, Variable Descriptor: close group - Slashing or Bludgeoning)
Vanir Physiology
. . Accelerated Healing: Regeneration 4 (divine, talent, Every 2.5 rounds)
. . Allspeak: Comprehend 3 (divine, skill, Languages - Read All, Languages - Understand All, Languages - You're Understood; Subtle 2: undetectable, Sustained)
. . Deific Tracking: Senses 9 (divine, talent, Accurate: Vision, Acute: Vision, Awareness: Magic [Mental], Direction Sense, Distance Sense, Extended: Vision 1: x10, Tracking: Vision 2: full speed)
. . Incredibly Dense Biology: Density Growth 2 (divine, talent, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Resilient Physiology: Immunity 5 (divine, talent, Disease, Environmental Condition: Background Radiation, Environmental Condition: Cold, Environmental Condition: Heat, Poison; Feature 2: Extreme Longevity)
. . Super-Endurance: Immunity 3 (divine, talent, Environmental Condition: Vacuum, Suffocation (All); Limited: to no more than 30 minutes at a time)
. . True Invulnerability: Protection 1 (divine, talent, +1 Toughness; Impervious [4 extra ranks])
Ásynja Armor (Removable (indestructible))
. . Battle Armor: Impervious Toughness 7 (armor, divine)

Equipment
Asgardian Arsenal (Javelin, Knife)

Offense
Initiative +9
Apport: Teleport Attack 5, +12 (DC Dog 15)
Grab, +12 (DC Spec 21)
Javelin, +11 (DC 28)
Knife, +12 (DC 27)
Sword Strike: Strength-based Damage 1, +12 (DC 27)
Throw, +11 (DC 26)
Unarmed, +12 (DC 26)

Complications
- God Magnet: Sif is described as being the Fairest of the Fair, as well as Gentlest of the Gentle, and has been waiting patiently for Thor to get a ring on her finger for centuries. She also regularly has to contend with various morons trying to hit on her due to their belief that since Thor isn't paying her any attention, they might as well try and make a move on her. This never ends well for them.
- Motivation: Patriotism: They don't call Sif the "Shield-Maiden of Asgard" for nothing, folks!
- Power Limitation: Despite having a Strength Score that should make it possible for Sif to lift up to 50 tons, she is noted to only be capable of lifting 30 tons. She can exceed that limit, but needs to use Extra Effort to do so, just like anyone else who wishes to exceed the normal limits of their strength.
- Relationship: Sif was the first woman that Thor fell in love with when he first realized that love was a viable option. Sif's body is also Loki's preferred appearance when he turns himself into a woman. Lastly, Sif is the daughter of nine unnamed goddesses (don't ask), and Heimdall's sister.
- Rivalry: With Amora the Enchantress. This is mostly because Amora wants to make Thor hers and hers alone. Sif on the other hand, is incredibly patient and willing to wait for Thor to reciprocate her feelings, even if it takes centuries.
- Temper: One of Sif's epithets is "Sif the Unstoppable", so it's probably best not to get this woman riled up.

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

Defense
Dodge 12, Parry 12, Fortitude 15, Toughness 12 (Imp. 12), Will 8

Power Points
Abilities 104 + Powers 92 + Advantages 30 + Skills 50 (100 ranks) + Defenses 15 = 291

--------------------
What does "Níodóttir" mean: It is as close as I could get to a Matronym for Sif that encapsulates just how odd her parentage appears to be. Nío is the Old Norse word for the number nine, and dóttir should be self explanatory. My only issue with it, is that I don't know what the genitive case for Nío happens to be (if there even is one), since it isn't normally used as a proper noun, and as such I can't legitimately claim it is an authentic matronym.

Also, since Sif's father is even more difficult to identify than her mothers, it is utterly impossible to give her a patronym. Which is why I went for a matronym, even if it is a rather flimsy one.

Also, for those who are likely to complain about her being Heimdall's sister given their obvious difference in ethnicity if they were human... keep in mind I did say they had nine mothers... who knows what that does to a person's genome!
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DalkonCledwin
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Audacia Brainstorm & Notes

Post by DalkonCledwin »

AVDACIA PRO MVRO ET SCVTO OPVS
Premise: What if there was a third side in the Clone Wars? One that is led by someone that everyone has long thought dead? What if they were someone who practices neither the Light or the Dark Side of the Force, but manages to safely walk the thin line between the two? This is that story!
Required Inclusions:
- Revan must be powerful but not necessarily godlike.
- Revan must be a gray force user. They should go by a code that allows them to draw from both the Dark and the Light side of the force without fear.
- Revan was reincarnated about 15 to 20 years prior to the Phantom Menace. Revan’s reincarnations name is Harry James Potter.
- The events of the Star Wars timeline must be altered based upon Revan/Harry’s insertion into the events of the Clone Wars.
- Revan/Harry must not interfere in the events of the Star Wars timeline until the beginning of Phantom Menace at the earliest.
- The Star Forge must have survived and/or been rebuilt, and serve as Harry/Revan’s base of operation while he is participating in events within the Star Wars universe.
- Revan/Harry’s Lightsaber must not be the typical red colored Sith Lightsaber.
- Revan/Harry must acquire an apprentice.
- Revan/Harry must prevent the massacre of the younglings at the Jedi Temple.
- If it is the author’s intent that Revan/Harry is the chosen one, then the majority of people must still believe that Anakin Skywalker is the actual chosen one.
Preferred Inclusions:
- Suggestions for Revan/Harry’s apprentice include: Reincarnation of either Bastila Shan or Satele Shan, Aayla Secura, Serra Keto, Siri Tachi, Ahsoka Tano, or any of the Potterverse females.
- Suggestions for Revan/Harry’s primary pairing (if there is one): Reincarnation of Bastila Shan, Aayla Secura, Aurra Sing, Asajj Ventress, Serra Keto, Siri Tachi, Riyo Chuchi, or any of the Potterverse females.
- Bashing of bashable people is highly approved of.
- Revan/Harry allying with the Jedi Order.
Forbidden Things:
- Revan/Harry being paired with a male character.

--------------------
Why the Caps Lock?: Latin inscriptions are typically written in all capital letters.
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DalkonCledwin
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Revan (Harry) / Audacia

Post by DalkonCledwin »

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Revan (Harry Potter) - PL 10
Age: 28 / Height: 5' 10" / Weight: 176 lbs
Hair Color: Jet Black / Eye Color: Bottle Green

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

General Advantages
Artificer, Attractive, Benefit, Athletics Based on Agility, Benefit, Status 4: Peer to the Jedi High Council, Benefit, Wealth 2 (independently wealthy), Connected (Hutt Cartel), Contacts, Diehard, Equipment 10, Inspire 5, Inventor, Languages 3, Leadership, Ranged Attack 5, Ritualist, Skill Mastery: Expertise: The Force, Trance, Well-informed

Enhanced Advantages
Luck 3

Skills
Acrobatics 6 (+9), Athletics 6 (+9), Close Combat: Lightsabers 4 (+9), Deception 8 (+12), Expertise (AWE): Astrogation 2 (+8), Expertise (AWE): Cooking 4 (+10), Expertise (PRE): Oratory 6 (+10), Expertise: Philosophy 4 (+7), Expertise: Tactics 10 (+13), Expertise: The Force 10 (+13), Insight 8 (+14), Intimidation 2 (+6), Investigation 6 (+9), Perception 8 (+14), Persuasion 6 (+10), Sleight of Hand 4 (+7), Stealth 4 (+7), Technology 4 (+7), Treatment 2 (+5), Vehicles 4 (+7)

Powers
Force Manipulation: Array
. . Battle Meditation: Burst Area Luck Control 1 (mystic, Bestow Luck, Advantages: Luck 3; Burst Area 9: 1 mile radius sphere, DC 11, Selective; Increased Action 2: move, Reduced Range 2: close)
. . Force Blast: Damage 12 (force, DC 27; Increased Range: ranged)
. . Force Disarm: Move Object 12 (telekinetic, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Harry)
. . Force Light: Progressive Burst Area Affliction 10 (radiant, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area 2: 60 feet radius sphere, DC 20, Feature: Extraordinary Effort for +2 Effect Ranks, Progressive; Limited: to Unnatural Creatures & Dark Force Users, Limited: to Causing Targets to Flee, Tiring)
. . Force Shock: Cumulative Affliction 8 (electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . Force Vision: Mental Cosmic Communication Perception (Visual) Perception (One Sense) 4 (mystic; Feature: Directed Inspiration, Perception (One Sense): Mental, Perception (Visual): Visual; Side Effect 2: always - Physical body is defenseless and immobile)
. . Force Wizardry: Variable 4 (magical; Action: move; Check Required 5: DC 14 - Expertise: The Force, Distracting)
. . Ionize: Broad Simultaneous Weaken 6 (electricity, Affects: Electonics, Resisted by: Fortitude, DC 16; Affects Objects Only, Broad: Electronics, Increased Range: ranged, Simultaneous)
. . Resist the Force: Immunity 5 (mystic, Damage Effect: One damaging Force Power; Affects Others, Sustained, Variable Descriptor: close group - Any one Force power; Limited: Immunity removed after being subjected to chosen energy damage)
. . Telekinesis: Shapeable Area Move Object 5 (telekinetic, 12 tons; Shapeable Area 3: 125 cft., DC 15, Increased Mass 4; Distracting)
Force Sensitive Qualities
. . Force Sensitivity: Senses 11 (talent, Acute (Type): Mental Senses, Acute (Type): Visual Senses, Analytical: Detect Force Artefacts, Awareness: The Force [Mental], Awareness: Psionics [Mental], Detect: Force Spirits [Visual] 2: ranged, Detect: Force Artefacts [Visual] 2: ranged)
. . Master Linguist: Comprehend 3 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language)
. . Strong Mind: Impervious Will 6 (talent; Limited: to Mental Effects)
Lightsaber Combat: Array
. . Form I (Shii-Cho): Enhanced Trait 7 (martial, Advantages: All-out Attack, Daze (Deception), Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Quick Draw)
. . Form II (Makashi): Enhanced Trait 8 (martial, Advantages: Accurate Attack, Defensive Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Second Chance: to Resist being Disarmed, Taunt, Uncanny Dodge, Weapon Bind)
Violet Lightsaber (Easily Removable)
. . Saber Strike: Strength-based Damage 10 (radiant, slashing, DC 26; Dangerous 2, Penetrating 10)
. . . . Deflection: Deflect 12 (Alternate; skill; Reach (melee): 5 ft., Redirection, Reflect; Limited: to deflecting projectiles, Reduced Range: close)
White Revanchist Armor (Removable)
. . Armor Plating: Protection 6 (armor, +6 Toughness; Impervious)
. . Cloak of Invisibility Mod: Concealment 5 (cosmic, All Visual Senses, Other Sense: Remote Sensing; Activation: move action, Passive)
. . Helmet Package: Senses 7 (technological, Darkvision, Detect: Physical Condition [Visual] 2: ranged, Extended: Vision 2: x100, Low-light Vision; Feature: Commlink)

Equipment
The Defiant Dream

Offense
Initiative +3
Force Blast: Damage 12, +8 (DC 27)
Force Disarm: Move Object 12, +8 (DC 22)
Force Light: Progressive Burst Area Affliction 10 (DC Will 20)
Force Shock: Cumulative Affliction 8, +8 (DC Fort 18)
Grab, +5 (DC Spec 11)
Ionize: Broad Simultaneous Weaken 6, +8 (DC Fort 16)
Saber Strike: Strength-based Damage 10, +9 (DC 26)
Telekinesis: Shapeable Area Move Object 5 (DC 15)
Throw, +8 (DC 16)
Unarmed, +5 (DC 16)

Complications
Deceptive Color Scheme: While Revan (aka Harry Potter) tends to wear white colored robes, one should not make the assumption that this means he is by default a Jedi. Revan is not a Jedi, and he is not averse to taking a life if the situation calls for it. He is after all, the reincarnation of one of histories most dangerous Dark Lord of the Sith.
- Flashbacks: Revan (Harry) occasionally suffers flashbacks to the battle of Hogwarts, as well as various other times in his life when he suffered a traumatic event, or lost someone particularly important to him.
- Honor: the Force in Balance: There is no light without the dark, no dark without light / Through passion bound in patience, there is knowledge / Through knowledge forged in strength, there is power / Through power entwined with serenity, there is harmony / Through harmony unified with chaos, there is balance / Through balance, there is the Force / The Force shall set us free!
- Motivation: Doing Good: Despite being the reincarnation of a Dark Lord of the sith, Harry truly does wish to do good in the universe, and has felt the Force calling him back into space, which is why he left his homeworld in search of what it is drawing him out into the wider galaxy.
- Relationship: Oddly, the only person from his home world who was willing to accompany him out into space, was his godsister (who is ironically also his current girlfriend), Daphne Greengrass. She is someone who is truly terrifying in battle, because she uses an equivalent to Sith Alchemy Blades from their mutual native world, something the Jedi of the current era have all but forgotten the existence of.

Languages
English [Native], Galactic Basic, Latin, Parseltongue

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 8, Will 14

Power Points
Abilities 54 + Powers 93 + Advantages 41 + Skills 54 (108 ranks) + Defenses 28 = 270

--------------------
The Defiant Dream - PL 10

Strength 12, Defense -6, Toughness 11, Size Gargantuan

Features:
Communications 1, Computer, Library, Living Space, Navigation System 1

Powers
Stardrive Systems: Array
. . Hyeprdrive: Movement 2 (technological, Space Travel 2: other solar systems)
. . Sublight Drive: Flight 8 (technological, Speed: 500 miles/hour, 1 mile/round)
Weapons Systems: Array
. . Laser Cannons: Damage 12 (energy, DC 27; Increased Range: ranged)
. . Proton Torpedos: Burst Area Damage 10 (concussive, DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Penetrating 4; Unreliable (5 uses))

Offense
Laser Cannons: Damage 12, +8 (DC 27)
Proton Torpedos: Burst Area Damage 10 (DC 25)

Power Points
Abilities 3 + Powers 42 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 50
Last edited by DalkonCledwin on Sat Feb 16, 2019 7:18 am, edited 2 times in total.
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DalkonCledwin
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Daphne Greengrass / Audacia

Post by DalkonCledwin »

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Daphne Ophelia Greengrass - PL 10
Age: 28 / Height: 5' 10" / Weight: 145 lbs
Hair Color: Blonde / Eye Color: Blue-Green
Measurements: 34D / 24 / 34 in.

Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 7, Intellect 2, Awareness 5, Presence 5

Advantages
All-out Attack, Artificer, Assessment, Attractive 2, Benefit, Ambidexterity, Benefit, Status 3: Peer to the Jedi Knights, Benefit, Wealth 2 (independently wealthy), Connected (Hutt Cartel), Contacts, Daze (Deception), Defensive Roll 3, Diehard, Fascinate (Deception), Great Endurance, Improved Initiative, Languages 3, Power Attack, Precise Attack (Close, Cover), Quick Draw, Ritualist, Skill Mastery: Athletics, Skill Mastery: Expertise: The Force, Takedown, Trance, Well-informed

Skills
Acrobatics 6 (+12), Athletics 8 (+11), Close Combat: Swords 6 (+13), Close Combat: Unarmed 4 (+11), Deception 10 (+15), Expertise: History 6 (+8), Expertise: Philosophy 6 (+8), Expertise: The Force 10 (+12), Insight 8 (+13), Intimidation 4 (+9), Perception 6 (+11), Persuasion 4 (+9), Ranged Combat: The Force 4 (+10), Stealth 4 (+10)

Powers
Alchemical Warblades (Easily Removable (indestructible))
. . Sword Strikes: Strength-based Damage 3 (slashing, DC 21; Multiattack [3 extra ranks], Penetrating 6)
Force Manipulation: Array
. . Force Blast: Damage 10 (force, DC 25; Increased Range: ranged)
. . Force Disarm: Move Object 10 (telekinetic, 25 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Daphne)
. . Force Light: Progressive Burst Area Affliction 6 (radiant, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 2: 60 feet radius sphere, DC 16, Progressive; Limited: to Unnatural Creatures & Dark Force Users, Limited: to Causing Targets to Flee)
. . Force Stun: Cumulative Affliction 6 (mental, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Cumulative, Increased Range: ranged)
. . Force Wizardry: Variable 4 (magical; Action: move; Check Required 5: DC 14 - Expertise: The Force, Distracting)
. . Psychokinetic Flurry: Damage 8 (telekinetic, DC 23; Homing: 1 extra attempt, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack, Variable Descriptor: close group - force or by projectile; Diminished Range 2, Distracting)
. . Telekinesis: Move Object 10 (telekinetic, 25 tons, DC 25; Damaging; Distracting)
Force Sensitive Qualities
. . Composed Countenance: Morph 1 (illusory, +20 Deception checks to disguise; Single form; Limited to Minds, Notes: At will, Daphne can alter her appearance to appear perfectly at peace and free of illness, injury or any other negative condition. This is merely an illusion and has no effect on any condition or effect which she is currently being subjected to.)
. . Force Sensitivity: Senses 11 (talent, Acute (Type): Mental Senses, Acute (Type): Visual Senses, Analytical: Detect Force Artefacts, Awareness: The Force [Mental], Awareness: Psionics [Mental], Detect: Force Spirits [Visual] 2: ranged, Detect: Force Artefacts [Visual] 2: ranged)
. . Occlumency: Immunity 5 (training, Custom: Mind Reading 5; Sustained)
. . Reinforced Body: Impervious Toughness 6 (talent)

Offense
Initiative +10
Force Blast: Damage 10, +10 (DC 25)
Force Disarm: Move Object 10, +10 (DC 20)
Force Light: Progressive Burst Area Affliction 6 (DC Will 16)
Force Stun: Cumulative Affliction 6, +10 (DC Will 16)
Grab, +11 (DC Spec 13)
Psychokinetic Flurry: Damage 8, +10 (DC 23)
Sword Strikes: Strength-based Damage 3, +13 (DC 21)
Telekinesis: Move Object 10, +10 (DC 25)
Throw, +6 (DC 18)
Unarmed, +11 (DC 18)

Complications
- Honor: the Force in Balance: There is no light without the dark, no dark without light / Through passion bound in patience, there is knowledge / Through knowledge forged in strength, there is power / Through power entwined with serenity, there is harmony / Through harmony unified with chaos, there is balance / Through balance, there is the Force / The Force shall set us free!
- Motivation: Responsibility: Daphne has been tasked by the other members of Revan (Harry)'s family to keep him safe and that is what she intends to do, no matter the consequences thereof.
- Quirk: While Daphne is in a romantic relationship with Harry, she is also just as attracted to other women, and would be open to sharing him with other women depending on the circumstances.
- Relationship: Daphne is both Revan's godsister, as well as his girlfriend, the two having decided to become as such after he realized his relationship to her and after his falling out with Ginevra Weasley upon admitting he felt a desire to leave the planet, something no one could figure out how he was going to do, but which the Greengrass family as well as the remaining members of the House of Black wished to be supportive of. Lo and behold, he succeeded!

Languages
English [Native], French, Galactic Basic, Latin

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6/3 (Imp. 6), Will 11

Power Points
Abilities 74 + Powers 65 + Advantages 33 + Skills 43 (86 ranks) + Defenses 25 = 240
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