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DalkonCledwin
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Scientiae Cedit Mare Brainstorm & Notes

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Scientiae Cedit Mare
Premise: When Grindelwald rose to power, one place he dearly desired to lay claim to was Atlantis. He never made it himself, but in the late 1950’s to early 1960’s his last remaining supporters managed to find the fabled city. When they did, the ruling family of Atlantis was almost completely eradicated in the ensuing conflict. This is the story of the remaining heir’s quest to reclaim his birthright.
Required Inclusions:
- Lily Evans must have been the daughter of the King and Queen of Atlantis in the early 1960’s. Lily must have fled Atlantis when survivors of the Grindelwald war decided to conquer it.
- Harry must therefore be half-Atlantean, Half-Wizard, but can only initially discover his powers either when visiting the Surrey Zoo prior to his first year, or during the Second Task.
- Harry must be able to communicate with all aquatic creatures, up to and including those creatures that spend only part of the time in the water (snakes, frogs, etc…).
- Harry must have access to at least a limited degree of Hydrokinesis, along with the other powers typically associated with an Atlantean.
- Harry will require a Queen, but it is preferred that pairing him with someone happen no earlier than his fourth year at Hogwarts.
Preferred Inclusions:
- This fic being a crossover with DC Comics. Although, Arthur Curry has been replaced by Harry and Ocean Master just shouldn’t exist. Black Manta, Mera and others might still exist though.
- Harry’s moral alignment being “Light” or “Gray.”
Optional Inclusions:
- Harry eventually obtaining the Trident of Poseidon.
- Harry choosing to return Atlantis, or a portion thereof, to the surface.
Forbidden Things:
- Making this a crossover with Snyder's movies.
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Harry Potter / Scientiae Cedit Mare

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Harry James Potter - PL 10
Age: 14 / Height: 5' 5" / Weight: 148 lbs
Hair Color: Black / Eye Color: Green

Strength 9/1, Stamina 10/2, Agility 6, Dexterity 6, Fighting 4, Intellect 3, Awareness 4, Presence 2

General Advantages
All-out Attack, Animal Empathy, Artificer, Attractive, Benefit, Wealth 2 (independently wealthy), Equipment 6, Improved Initiative, Languages 2, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 2, Second Chance: Resisting Mind Control

Enhanced Advantages
Favored Environment: Aquatic

Skills
Acrobatics 4 (+10), Deception 4 (+6), Expertise (AGL): Riding 6 (+12), Expertise (AWE): Cooking 4 (+8), Expertise: Magic 8 (+11), Expertise: Oceanography 4 (+7), Insight 6 (+10), Investigation 4 (+7), Perception 6 (+10), Persuasion 6 (+8), Stealth 4 (+10), Treatment 2 (+5), Vehicles 6 (+12)

Powers
Messrs M, W, P & P, Proudly Present
. . The Marauder's Map: Remote Sensing 8 (artifice, 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)
Atlantean Movement: Array
. . Speed-Swimming: Swimming 10 (talent, Speed: 500 miles/hour, 1 mile/round)
. . Super-Leaping: Leaping 4 (talent, Leap 120 feet at 30 miles/hour)
Holly & Phoenix Feather Wand (Easily Removable)
. . Wizarding Magic: Array
. . . . Bombarda: Burst Area Damage 8 (magical, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Expecto Patronum: Progressive Burst Area Affliction 6 (light of creation, magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged, Progressive; Check Required 5: DC 14 - Will, Diminished Range 2, Limited: to Unnatural Creatures, Limited: to causing targets to flee)
. . . . Expelliarmus: Move Object 12 (magical, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Glacius: Damage 12 (cold, magical, DC 27; Increased Range: ranged)
. . . . Protego: Burst Area Deflect 8 (magical; Burst Area: 30 feet radius sphere, DC 18, Increased Duration: concentration, Redirection, Reflect; Distracting, Reduced Range: close)
. . . . Relashio
. . . . . . Repulsion: Move Object 6 (Linked; magical, 3200 lbs.; Limited Direction: Away from caster)
. . . . . . Snare: Cumulative Affliction 6 (Linked; magical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 16; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Stupefy: Cumulative Affliction 8 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Hybrid Physiology
. . Amphibious: Immunity 12 (talent, Common Descriptor: Cold Effects, Environmental Condition: Pressure, Suffocation: Drowning)
. . Built for the Depths: Protection 1 (talent, +1 Toughness; Impervious [4 extra ranks])
. . Ghost Whisperer: Comprehend 1 (talent, Spirits - Communicate)
. . Hybridized Senses: Senses 10 (talent, Acute: Magic Awareness, Analytical: Hearing, Awareness: Magic [Mental], Darkvision, Detect: Ghosts [Visual] 2: ranged, Extended: Hearing 2: x100, Ultra-hearing)
. . Power-Lifting: Enhanced Strength 2 (talent, +2 STR; Limited to Lifting)
. . Superhuman Condition: Enhanced Trait 32 (talent, Strength +8 (+9), Stamina +8 (+10))
. . Water Freedom: Movement 1 (talent, Environmental Adaptation: Aquatic, Advantages: Favored Environment: Aquatic)
Hydromancy: Array
. . Dehydrate: Cumulative Affliction 6 (magical, water, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Feature: This power can fulfill the "Source" requirement of the other two powers in this array, Increased Range 2: perception)
. . Water Blast: Damage 8 (magical, water, DC 23; Increased Range: ranged; Source: Water)
. . Water Shaping: Create 8 (hard water constructs, magical, Volume: 250 cft., DC 18; Impervious, Movable; Source: Water)
Marine Telepathy: Array
. . Marine Mastery: Summon 4 (psychic; Horde, Mental Link, Multiple Minions 4: 16 minions, Type (General): Marine Life; Limited: In or Near Water, Self-Powered)
. . Marine Telepathy: Mental Communication 4 (psychic; Limited: to Marine Life)
Marine Telepathy: Talents
. . Marine Translation: Comprehend 2 (psychic, Animals - Speak To, Animals - Understand; Feature 2: Includes Serpents & Amphibians; Broad Type: Marine Life)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Sight: Concealment 6 (cosmic, All Visual Senses, Other Sense Type: A Black Lantern's Spectral Sight; Affects Others; Passive)

Equipment
A Hero's Gear (The Marauder's Map), The Firebolt

Offense
Initiative +10
Bombarda: Burst Area Damage 8 (DC 23)
Dehydrate: Cumulative Affliction 6 (DC Fort 16)
Expecto Patronum: Progressive Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Move Object 12, +8 (DC 22)
Glacius: Damage 12, +8 (DC 27)
Grab, +4 (DC Spec 19)
Repulsion: Move Object 6, +8 (DC 16)
Snare: Cumulative Affliction 6, +8 (DC Fort/Will 16)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +8 (DC 24)
Unarmed, +4 (DC 24)
Water Blast: Damage 8, +8 (DC 23)

Complications
- Enemies: Harry has numerous enemies, none more fierce than the Dark Lord Voldemort, and his Death Eaters. However, in addition to that faction, he has also got to contend with those who have conquered Atlantis, but most importantly the self-styled "Duchess of Atlantis", one Lydia Victoria Kreszentia von Essen.
- Honor: Harry adheres to a strict code of honor. He always keeps his given word.
- Motivation: Patriotism: Harry is devoted to the protection of both Atlantis and the Wizarding World, as well as to their respective peoples.
- Weakness: Harry will become Impaired after going 24 hours without being totally immersed in water for at least an hour. For every 2 hours beyond that point he will become Disabled, then Incapacitated before finally Dying. Submersion in water immediately negates all accumulated conditions, except for the last one.

Languages
Atlantean, English [Native], Latin

Defense
Dodge 9, Parry 9, Fortitude 10, Toughness 11 (Imp. 5), Will 10

Power Points
Abilities 56 + Powers 178 + Advantages 20 + Skills 32 (64 ranks) + Defenses 14 = 300

--------------------
The Firebolt - PL 10

Strength 3, Defense 0, Toughness 8, Size Medium

Powers
Levitation Charm: Flight 7 (artifice, Speed: 250 miles/hour, 0.5 miles/round; Feature: Unbreakable Braking Charm)

Power Points
Abilities 3 + Powers 15 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 21
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Mera / Scientiae Cedit Mare

Post by DalkonCledwin »

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Mera, Daughter of Ryus - PL 10
Age: 19 / Height: 5' 9" / Weight: 160 lbs
Hair Color: Crimson / Eye Color: Blue
Measurements: 34C / 24 / 32 in.

Strength 8/1, Stamina 10/1, Agility 4, Dexterity 4, Fighting 4, Intellect 3, Awareness 4, Presence 2

General Advantages
Attractive 2, Benefit, Wealth (well-off), Daze (Deception), Defensive Roll 2, Equipment 1, Extraordinary Effort, Fascinate (Deception), Fighting Style: Krav Maga, Inspire 3, Languages 3, Leadership, Ranged Attack 4, Ritualist, Second Chance: Deception checks, Set-up, Skill Mastery: Deception, Teamwork, Weapon Element: Tridents

Fighting Style Advantages
All-out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Power Attack

Skills
Athletics 4 (+12), Close Combat: Tridents 5 (+9), Deception 8 (+10), Expertise: Governing 6 (+9), Expertise: History 8 (+11), Expertise: Magic 10 (+13), Expertise: Politics 6 (+9), Insight 8 (+12), Perception 8 (+12)

Powers
Xebelian Movement: Array
. . Speed-Swimming: Swimming 8 (talent, Speed: 120 miles/hour, 1800 feet/round)
. . Super-Leaping: Leaping 2 (talent, Leap 30 feet at 8 miles/hour)
Xebelian Physiology
. . Amphibious: Immunity 3 (talent, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Atlantean Senses: Senses 3 (Darkvision, Extended: Vision 1: x10)
. . Body Resistance: Impervious Toughness 4 (talent)
. . Power-Lifting: Enhanced Strength 2 (talent, +2 STR; Limited to Lifting)
. . Superhuman Condition: Enhanced Trait 32 (talent, Strength +7 (+8), Stamina +9 (+10))
. . Water Freedom: Movement 1 (talent, Environmental Adaptation: Aquatic)
Xebelian Sorcery: Array
. . Ball Lightning: Burst Area Damage 8 (electricity, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . Dehydrate: Cumulative Affliction 6 (magical, water, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Feature: This power can fulfill the "Source" requirement of the powers in this array, Increased Range 2: perception)
. . Electrical Shock: Cumulative Affliction 8 (electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . Hydrokinesis: Move Object 10 (magical, water, 25 tons; Increased Range: perception; Limited Material: Water)
. . Illusions of the Deep: Illusion 5 (magical, Affects: All Sense Types, Area: 30 cft., DC 15; Selective; Resistible: Will)
. . Tsunami: Line Area Damage 5 (magical, water, DC 20; Line - Width Area 3: 60 feet feet wide, Line Area 4: 5 feet wide by 250 feet long, DC 15, Increased Range: ranged; Limited: Along Shoreline, Limited: Originating from Bodies of Water, Tiring, Unreliable (5 uses))
. . Water Blast: Damage 12 (magical, water, DC 27; Increased Range: ranged; Source: Water)
. . Water Shaping: Create 6 (hard water constructs, magical, Volume: 60 cft., DC 16; Impervious, Movable; Source: Water)
. . Water Spouts: Burst Area Flight 6 (magical, water, Speed: 120 miles/hour, 1800 feet/round; Affects Others, Aquatic, Burst Area: 30 feet radius sphere, DC 16, Selective; Limited: to while in or near a body of water)
. . Water Whip: Strength-based Damage 2 (magical, slashing, DC 25; Aura: Water [8 extra ranks], Grabbing, Reach (melee) 2: 10 ft.; Source: Water)

Equipment
Shell of Sounds 1, Trident

Offense
Initiative +4
Ball Lightning: Burst Area Damage 8 (DC 23)
Dehydrate: Cumulative Affliction 6 (DC Fort 16)
Electrical Shock: Cumulative Affliction 8, +8 (DC Fort 18)
Grab, +4 (DC Spec 18)
Hydrokinesis: Move Object 10 (DC 20)
Throw, +8 (DC 23)
Trident, +9 (DC 26)
Tsunami: Line Area Damage 5 (DC 20)
Unarmed, +4 (DC 23)
Water Blast: Damage 12, +8 (DC 27)
Water Whip: Strength-based Damage 2, +4 (DC 25)

Complications
- Curse Sworn: Much like the other inhabitants of Atlantis and the neighboring colonies, Mera is now effectively a subject of the conquerors of Atlantis, and more to the point she has been tasked with locating and seducing the sole remaining heir to the Atlantean Throne so that she can then assassinate him.
- Motivation: Justice: Mera truly wishes to be free from the shackles that bind her, but sees no real effective way in which to obtain her freedom.
- Relationship: Mera is the daughter of Ryus, former King of Xebel. With Xebel being sort of a penal colony for Atlantis, it was far easier for Grindelwald's supporters to conquer the kingdom and kill Ryus.
- Weakness: Mera will become Impaired after going 24 hours without being totally immersed in water for at least an hour. For every 2 hours beyond that point she will become Disabled, then Incapacitated before finally Dying. Submersion in water immediately negates all accumulated conditions, except for the last one.

Languages
Atlantean, English, Greek, Xebelian [Native]

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

Power Points
Abilities 46 + Powers 89 + Advantages 33 + Skills 32 (63 ranks) + Defenses 14 = 214
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DalkonCledwin
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Thunder Brainstorm & Notes

Post by DalkonCledwin »

Thunder
Premise: “Just a young gun, with a quick fuse; I was uptight, wanna let loose; I was dreaming of bigger things, and wanna leave my own life behind; not a yes sir, not a follower; fit the box, fit the mold; have a seat in the foyer, take a number; I was lightning, before the thunder [Thunder, Thunder, Thunder, Thun-Thunder…]”
Required Inclusions:
- Harry must be abandoned by (or run away from) the Dursley’s in Africa.
- Either while in Cairo or Serengeti, Harry must meet and befriend a young Ororo Munroe.
- The pairing must eventually revolve around Harry & Ororo.
Preferred Inclusions:
- Harry & Ororo are both capable of magic, as well as both being mutants.
- If Harry is just a wizard, and Ororo is just a mutant, then Harry doesn’t go to a magic school; having instead learnt his magic independently and having a unique style while Ororo learns to control the weather the way that she typically does.
- When Ororo becomes worshiped as a goddess, Harry must be worshiped as her lover (bare minimum), if not a god in his own right.
Optional Inclusions:
- Ororo & Harry meeting Thor & Loki and commenting on the fact that they have a far better relationship as Storm Deity & Mage than the brothers.
Forbidden Things:
- Harry or Ororo the Emo Doormats.
- Harry being in a romance with a male.
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Harry Potter / Thunder

Post by DalkonCledwin »

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Harry James Potter - PL 10
Age: 14 / Height: 5' 5" / Weight: 148 lbs
Hair Color: Dark Brown / Eye Color: Bottle Green

Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 4, Intellect 3, Awareness 6, Presence 4

General Advantages
All-out Attack, Assessment, Attractive, Beginner's Luck, Benefit, Status: Consort to the Goddess of Storms, Benefit, Wealth 2 (independently wealthy), Close Attack 2, Connected (Uagadou), Equipment 2, Inspire 3, Languages 3, Leadership, Luck 2, Power Attack, Ritualist, Second Chance: Resisting Mind Control, Teamwork, Trance, Well-informed

Enhanced Advantages
Artificer

Skills
Close Combat: Spears 2 (+6), Deception 6 (+10), Expertise (AGL): Riding 8 (+11), Expertise (AWE): Cooking 6 (+12), Expertise (AWE): Streetwise 4 (+10), Expertise: Magic 8 (+15/+11), Insight 6 (+12), Intimidation 8 (+12), Investigation 4 (+7), Perception 8 (+14), Persuasion 4 (+8), Ranged Combat: Magic 5 (+8), Sleight of Hand 6 (+9), Stealth 4 (+7), Technology 4 (+7), Vehicles 6 (+9)

Powers
Feel the Thunder: Array
. . Electrical Shock: Cumulative Affliction 8 (electricity, magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . EMP: Burst Area Broad Simultaneous Weaken 6 (electricity, magical, Affects: Electonics, Resisted by: Fortitude, DC 16; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 16, Broad: Electronics, Simultaneous)
. . Lightning Bolt: Damage 12 (electricity, magical, DC 27; Increased Range: ranged)
. . Lightning Flash: Cumulative Perception Area Affliction 10 (lightning, magical, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Perception Area: DC 20 - Vision, Cumulative; Limited: Vision)
. . Static Electricity: Move Object 4 (electricity, magical, 800 lbs., DC 27; Damaging, Throwing Mastery 8)
Feel the Thunder: Talents
. . Arc Riding: Leaping 7 (electricity, magical, Leap 900 feet at 250 miles/hour)
. . Electromagnetic Field: Protection 10 (electricity, magical, +10 Toughness; Impervious, Sustained)
. . Immune to Electricity: Immunity 5 (magical, talent, Damage Effect: Electricity)
. . Shock Field: Cumulative Affliction 3 (electricity, magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Reaction 3: reaction; Activation 2: standard action)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (talent, Spirits - Communicate, Spirits - Medium)
. . Magical Awareness: Senses 4 (talent, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Ghosts [Visual] 2: ranged)
. . Magical Education: Enhanced Trait 3 (training, Expertise +4 (+15), Advantages: Artificer)

Equipment
Multi-tool, Spear, Toolkit (Basic)

Offense
Initiative +3
Electrical Shock: Cumulative Affliction 8, +8 (DC Fort 18)
EMP: Burst Area Broad Simultaneous Weaken 6 (DC Fort 16)
Grab, +6 (DC Spec 10)
Lightning Bolt: Damage 12, +8 (DC 27)
Lightning Flash: Cumulative Perception Area Affliction 10 (DC Dog/Fort/Will 20)
Shock Field: Cumulative Affliction 3, +6 (DC Fort 13)
Spear, +8 (DC 18)
Static Electricity: Move Object 4, +8 (DC 27)
Throw, +3 (DC 15)
Unarmed, +6 (DC 15)

Complications
- Accident: Carrying around small electronic devices, such as a flashlight or cellphone, will tend not to work too well for Harry due to the fact that the instant he begins channeling electricity they tend to short out. The general exception to this rule is the sorts of commlinks that the X-Men, S.H.I.E.L.D. and the Avengers use.
- Enemy: The Dark Lord Voldemort would very much like to see Harry put into an early grave. To this end, he has had Harry's name entered into the Triwizard Tournament. It is yet to be seen whether Harry will actually turn up or not.
- Motivation: Doing Good: Harry believes in doing the right thing because it is the right thing to do, not because some higher authority says it needs to be done.
- Power Loss: Surrounding Harry in insulating materials will prevent his electrical magic from escaping into the world, thereby leaving him effectively powerless.
- Temper: Bringing up the Dursley family, especially with the intention of trying to convince Harry to return to them, will not end well for you as he has absolutely no love for that family after they abandoned him in Cairo.
- Weakness: Being doused with water while Harry is actively channeling electricity will tend to cause him to become Dazed until the start of his next turn after using the power.

Languages
English [Native], Kenyan, Parseltongue, Russian

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

Power Points
Abilities 50 + Powers 84 + Advantages 27 + Skills 45 (89 ranks) + Defenses 19 = 225
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Ororo Munroe / Thunder

Post by DalkonCledwin »

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Art by NOPEYS on DeviantArt

Ororo 'Storm' Munroe - PL 10
Age: 15 / Height: 5' 1" / Weight: 108 lbs
Hair Color: White / Eye Color: Blue
Measurements: 30D / 21 / 30 in.

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

General Advantages
Accurate Attack, Assessment, Benefit, Status: Goddess of Storms, Connected (Uagadou), Defensive Attack, Defensive Roll 3, Equipment 1, Extraordinary Effort, Inspire 2, Languages 2, Leadership, Luck, Ritualist, Teamwork, Trance, Well-informed

Enhanced Advantages
Beginner's Luck

Skills
Acrobatics 4 (+7), Athletics 2 (+3), Deception 6 (+10), Expertise (AWE): Streetwise 4 (+10), Expertise: Magic 8 (+10), Insight 6 (+12), Intimidation 2 (+6), Investigation 4 (+6), Perception 4 (+10), Persuasion 6 (+10), Sleight of Hand 8 (+10), Stealth 8 (+11), Technology 2 (+4)

Powers
Leather Jacket
. . Leathers: Protection 2 (armor, +2 Toughness)
Mutantkind Physiology (Advantages: Beginner's Luck)
. . Power-Lifting: Enhanced Strength 1 (talent, +1 STR; Limited to Lifting)
. . Resistances: Immunity 11 (talent, Common Descriptor: Weather Effects, Disease; Limited - Half Effect [1 rank only])
Weather Control: Dynamic Array
. . Cyclone: Concentration Burst Area Affliction 6 ([0 active, 0/30 PP, 5/r], wind, 1st degree: Hindered and Impaired, 2nd degree: Prone and Stunned, 3rd degree: Incapacitated, Resisted by: Strength, DC 16; Burst Area 2: 60 feet radius sphere, DC 16, Concentration, Extra Condition, Increased Range: ranged; Instant Recovery)
. . Dense Fog: Burst Area Concealment Attack 5 ([0 active, 0/30 PP, 6/r], weather, All Visual Senses, Extra Ranks 1, DC 15; Burst Area 3: 120 feet radius sphere, DC 15, Attack: Fortitude, Selective)
. . Electric Shock: Cumulative Affliction 9 ([0 active, 0/30 PP, 3/r+3], electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Accurate 3: +6, Cumulative, Increased Range: ranged)
. . Lightning Bolt: Damage 12 ([0 active, 0/30 PP, 2/r+6], electricity, DC 27; Accurate 3: +6, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Notes: Any point downwards)
. . Pacify Weather: Perception Area Nullify 10 ([0 active, 0/30 PP, 3/r], weather, Counters: Weather Effects, DC 20; Perception Area: DC 20 - Visual, Broad, Simultaneous; Reduced Range: close)
. . Stormy Weather: Environment 10 ([0 active, 0/30 PP, 3/r], weather, Cold, Impede Movement (1 rank), Visibility (-2), Radius: 2 miles)
Weather Control: Talents
. . Weather Prediction: Senses 4 (talent, Precognition; Limited: Weather)
. . Wind Shield: Enhanced Trait 16 (wind, Dodge +8 (+12), Parry +8 (+12))
. . Wind-Riding: Flight 5 (wind, Speed: 60 miles/hour, 900 feet/round)

Equipment
Cell Phone, Leather Jacket, Multi-tool, Toolkit (Basic)

Offense
Initiative +3
Cyclone: Concentration Burst Area Affliction 6 (DC Fort/Will 16)
Dense Fog: Burst Area Concealment Attack 5 (DC Fort 15)
Electric Shock: Cumulative Affliction 9, +8 (DC Fort 19)
Grab, +4 (DC Spec 11)
Lightning Bolt: Damage 12, +8 (DC 27)
Pacify Weather: Perception Area Nullify 10 (DC Will 20)
Throw, +2 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Accident: Controlling a primal force such as the weather, tends to take a great deal of self control and discipline. With a power like this, it is very possible for Ororo's very emotions to be reflected by her environment. For example, a sudden downpour might occur if she were to get sad, or a tornado might happen if she feels particularly angry. These can sometimes occur whether she intends for them too or not.
- Environmental Weakness: Ororo's powers are incapable of creating weather patterns from out of nowhere. So in order to create torrential rains in one location, she has to draw the water from the surrounding areas. This can lead to an unstable ecosystem if she isn't incredibly careful in how she uses her powers, which is partly why she has learned how to perform magical rituals, as they can supplement her abilities and allow her to manipulate weather patterns without destabilizing the environment.
- Motivation: Responsibility: Ororo has a strong sense of responsibility with regards of how she uses her powers, and tries not to abuse them too heavily.
- Phobia: Ororo was trapped beneath rubble in Cairo near her mother, who was dying, for three days. She therefore suffers from extreme claustrophobia that has the potential to render her nearly completely helpless.
- Relationship: Ororo is quite close with Harry Potter, as he was a moral support during the time when she was recovering from the death of her mother.
- Weakness: Ororo's powers are tied to her force of will and physical condition. It is possible, if using her powers to manipulate the weather too extensively, that she will exhaust herself to the point where she is at risk of dying.

Languages
English, Kenyan [Native], Russian

Defense
Dodge 12/4, Parry 12/4, Fortitude 7, Toughness 8/5, Will 12

Power Points
Abilities 50 + Powers 82 + Advantages 20 + Skills 32 (64 ranks) + Defenses 11 = 195
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Pignus Amoris Brainstorm & Notes

Post by DalkonCledwin »

Pignus Amoris
Premise: We all know that whoever unites the Deathly Hallows becomes the Master of Death. But what if the title “Master of Death” were a lie? What if it were in reality a method by which Odin planned to find a worthy husband for his first born child, Hela?
Required Inclusions:
- Harry’s pairing for this story must include Hela at the very least, though others may be added if the author wishes for that to happen.
- Harry must be friends with Bruce Banner, and the Hulk must, tentatively at least, trust Harry.
- Lily must be alive and living with a cousin/half-sibling (though the relationship can be to James), that isn’t Jean Grey, but who is well known all the same. Suggestions for this include Pepper Potts, Ben Grimm, Peter Parker, etc…
- Harry must be working on a way to help the Hulk and Bruce to coexist peacefully.
Preferred Inclusions:
- Gabrielle Delacour having some sort of role, such as being Harry’s personal assistant.
- Harry owning a medical company that doesn’t discriminate between race or species. The name of this company should be one that Lily won’t immediately connect to her past.
- Logan Howlett being Lily’s father.
Optional Inclusions:
- Harry being a mutant whose X-Gene works with his magic.
- Lily being a mutant, or else a mutate like the Fantastic Four.
- Lily being the Sorcerer Supreme of Earth, instead of it being Doctor Strange.
Forbidden Things:
- Harry the Emo Doormat.
- Harry actually being paired with Bruce/Hulk or any other male.

Translation of Title: "A token of love."
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DalkonCledwin
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Harry Potter / Pignus Amoris

Post by DalkonCledwin »

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Harry James Potter - PL 13
Age: 32 / Height: 6' 1" / Weight: 184 lbs
Hair Color: Black / Eye Color: Green

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

General Advantages
Agile Feint, Assessment, Attractive, Benefit, Status 2: Masters of Science (Chemistry & Genetics), Benefit, Status: Doctor of Medicine, Benefit, Status: Masters in Business Administration, Benefit, Wealth 4 (multimillionaire), Daze (Deception), Equipment 6, Hide in Plain Sight, Improved Initiative 2, Inspire 3, Interpose, Languages 3, Leadership, Move-by Action, Power Attack, Ranged Attack 6, Second Chance: Resisting Mind Control, Skill Mastery: Expertise: Magic, Teamwork, Trance

Enhanced Advantages
Artificer, Eidetic Memory, Speed of Thought

Skills
Acrobatics 2 (+8), Athletics 4 (+6), Deception 4 (+10), Expertise (AGL): Riding 6 (+12), Expertise (AWE): Cooking 2 (+8), Expertise: Business Admin 8 (+16), Expertise: Chemistry 8 (+16), Expertise: Genetics 8 (+16), Expertise: Magic 10 (+22/+18), Expertise: Tactics 8 (+16), Insight 6 (+12), Investigation 4 (+12), Perception 10 (+16), Persuasion 6 (+12), Stealth 8 (+14), Technology 6 (+14), Treatment 12 (+20), Vehicles 6 (+12)

Powers
Blessed by the Founders
. . Basilisk Anti-Venom: Immunity 10 (accidental, Custom: Immune-System Effects 5, Environmental Condition: Vacuum, Environmental Condition: Radiation, Environmental Condition: Cold, Suffocation (All))
. . Blood of the Phoenix: Regeneration 5 (bestowed, Every 2 rounds; Feature 2: Extreme Longevity, Persistent)
Breed Mutant (Wizard) Physiology
. . Computer Mind: Quickness 4 (random mutation, Perform routine tasks in -4 time ranks, Advantages: Eidetic Memory; Limited to One Type: Mental Tasks)
. . Ghost Whisperer: Comprehend 1 (wizarding mutation, Spirits - Communicate)
. . Hyper-Intelligence: Enhanced Intellect 6 (random mutation, +6 INT, Advantages: Speed of Thought)
. . Magical Awareness: Senses 4 (wizarding mutation, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Ghosts [Visual] 2: ranged)
. . Magical Eductation: Enhanced Trait 3 (training, Expertise +4 (+22), Advantages: Artificer)
Incredible Movement: Array
. . Apparition (Close): Teleport 12 (magical, 16 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 10 (magical, Carry 50 lbs.; Accurate, Easy, Extended: 1000 miles in 2 move actions; Limited: Must pass through intervening distance in a gaseous form, Limited to Extended)
. . Run Harry, Run!: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round)
. . Running Jump: Leaping 1 (talent, Leap 15 feet at 4 miles/hour; Quirk: Requires a running start)
Sneakoscope
. . What're Ya Doing?: Senses 4 (artifice, Detect: Duplicity 2: ranged, Extended: Detect Duplicity 1: x10, Radius: Detect Duplicity; Sustained; Noticeable: It lights up, spins, and whistles if someone is doing something untrustworthy nearby.)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Heimdall's Sight: Concealment 5 (magical, All Visual Senses, Other Sense: Remote Sensing; Affects Others; Passive)
The Elder Wand (Easily Removable (indestructible))
. . Wand of Destiny: Enhanced Extra (magical; Penetrating 6, Variable Descriptor: close group - All Wizarding Magic Effects; Quirk: Lower of Effect or Extra's Rank)
. . Wizarding Magic: Array
. . . . Bifrost Summoning: Burst Area Movement 2 (cosmic, magical, Space Travel 2: other solar systems; Affects Others, Burst Area: 30 feet radius sphere, DC 12)
. . . . Eldritch Bolt: Damage 14 (magical, DC 29; Increased Range: ranged, Variable Descriptor 2: broad group - Any Magical; Check Required: DC 10 - Expertise: Magic)
. . . . Eldritch Missiles: Damage 12 (force, magical, DC 27; Increased Range: ranged, Multiattack; Check Required: DC 10 - Expertise: Magic)
. . . . Expecto Patronum: Progressive Burst Area Affliction 13 (good, magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 23; Burst Area 3: 120 feet radius sphere, DC 23, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged, Progressive; Check Required 5: DC 14 - Expertise: Magic, Diminished Range, Distracting, Limited: to Unnatural Creatures, Limited: to Causing Afflicted to Flee, Quirk 5: Will Check Required (DC 14), Tiring)
. . . . Expelliarmus: Move Object 14 (magical, 400 tons; Check Required: DC 10 - Expertise: Magic, Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Obliviate: Concentration Cumulative Affliction 10 (magical, 3rd degree: Transformed, Resisted by: Will, DC 20; Concentration, Cumulative, Increased Range: ranged; Limited Degree (third only))
. . . . Protego Maxima: Create 10 (magical, Volume: 1000 cft., DC 20; Impervious, Stationary; Check Required: DC 10 - Expertise: Magic, Limited: to Walls)
. . . . Protego: Protection 7 (magical, +7 Toughness; Impervious [5 extra ranks], Sustained; Check Required: DC 10 - Expertise: Magic)
. . . . Stupefy: Cumulative Affliction 12 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Increased Range: ranged; Check Required: DC 10 - Expertise: Magic)
. . . . Vulnera Sanentur: Healing 6 (magical; Increased Range: ranged, Persistent, Restorative, Stabilize; Check Required 5: DC 14 - Expertise: Magic, Diminished Range 2)
. . . . Wingardium Leviosa: Move Object 5 (magical, 1600 lbs., DC 25; Damaging, Extended Range, Throwing Mastery 5; Check Required: DC 10 - Expertise: Magic)
The Resurrection Stone (Easily Removable (indestructible))
. . Speak With the Dead: Senses 4 (cosmic, magical, Postcognition; Feature: Uses an Interaction skill, rather than a Perception check, Sustained)

Equipment
Fabian Prewett's Watch 1, Glasses, Mokeskin Pouch (Camera, Cell Phone (Smartphone), Multi-tool, Sneakoscope), Rose Gardens Clinic

Offense
Initiative +16
Eldritch Bolt: Damage 14, +12 (DC 29)
Eldritch Missiles: Damage 12, +12 (DC 27)
Expecto Patronum: Progressive Burst Area Affliction 13 (DC Will 23)
Expelliarmus: Move Object 14, +12 (DC 24)
Grab, +4 (DC Spec 12)
Obliviate: Concentration Cumulative Affliction 10, +12 (DC Will 20)
Stupefy: Cumulative Affliction 12, +12 (DC Fort 22)
Throw, +12 (DC 17)
Unarmed, +4 (DC 17)
Wingardium Leviosa: Move Object 5, +12 (DC 25)

Complications
- Curse Sworn: Harry doesn't quite realize it just yet, but he is quite possibly the only thing standing between Hela Odinsdottir and the complete eradication of Asgard. This is due to the fact that she will intrinsically identify him as the best suitable candidate for her mate the instant she lays eyes on him, and she really needs to get... well, yeah!
- Disability: Harry becomes Perception Disabled without his glasses, his vision is that bad.
- Fame: Harry is quite famous as the one to have defeated the Dark Lord Voldemort, not once, but two times. This combined with his new career as one of the world's best medical practitioners both in the mundane and magical world, and he is highly sought after by people from all walks of life.
- Motivation: Doing Good: Gee, when Hermione said Harry had a "Saving People Thing", she never meant for him to take her literally and pursue a career in medicine!
- Relationship: Harry's closest relationship is with his personal assistant, one Gabrielle Delacour. This is because it is Gabrielle who has proven to be the most supportive of his new choice in career out of all the people he knew growing up in Wizarding Britain. He is also good friends with Doctor Bruce Banner, and is working very hard to help Bruce find a way to coexist with Big Green.

Languages
English [Native], French, Latin, Parseltongue

Defense
Dodge 14, Parry 14, Fortitude 9, Toughness 12 (Imp. 12), Will 16

Power Points
Abilities 74 + Powers 124 + Advantages 41 + Skills 59 (118 ranks) + Defenses 32 = 330

--------------------
Rose Gardens Clinic - PL 13

Toughness 12, Size Large

Features:
Communications, Computer, Concealed 1 (DC 20), Defense System (Wards), Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Living Space, Personnel, Power System, Security System 1 (DC 20), Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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DalkonCledwin
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Hela / Pignus Amoris

Post by DalkonCledwin »

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Hela Odinsdottir - PL 15
Age: 2,690 / Height: 5' 8" / Weight: 405 lbs
Hair Color: Black / Eye Color: Blue
Measurements: 33B / 25 / 35 in.

Strength 12, Stamina 16/12, Agility 9, Dexterity 9, Fighting 14, Intellect 4, Awareness 8, Presence 5

General Advantages
Agile Feint, Attractive 2, Beginner's Luck, Benefit, Cipher, Benefit, Wealth 5 (billionaire), Diehard, Fighting Style: Boxing, Fighting Style: Escrima, Fighting Style: Fencing, Fighting Style: Karate, Great Endurance, Inspire 4, Languages 1, Leadership, Ritualist, Specialization (Acrobatics~Tumbling), Ultimate Effort: Toughness Checks

Fighting Style Advantages
Accurate Attack, All-out Attack, Defensive Attack, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Smash, Instant Up, Power Attack, Quick Draw, Takedown, Taunt, Weapon Bind

Enhanced Advantages
Close Attack 4

Skills
Acrobatics 8 (+17), Athletics 8 (+20), Expertise (AWE): Asgard 10 (+18), Expertise: Magic 10 (+14), Expertise: Tactics 8 (+12), Insight 6 (+14), Intimidation 8 (+13), Perception 8 (+16)

Powers
Asgardian Battle Armor (Removable (indestructible))
. . Armor: Impervious Toughness 6 (armor)
. . Self-Repairing: Feature 1 (armor, Notes: This armor repairs damage it has taken over time, as per the Self-Repairing installation feature.)
. . Shapeshifting: Feature 1 (armor, Notes: Hela can change the appearance of her armor as a Free Action.)
Asgardian Physiology
. . Accelerated Healing: Regeneration 2 (racial, Every 5 rounds)
. . Allspeak: Comprehend 3 (racial, Languages - Read All, Languages - Understand All, Languages - You're Understood; Subtle 2: undetectable, Sustained)
. . Divine Awareness: Senses 9 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Harry [Mental] 2: ranged, Detect: Death [Mental] 2: ranged, Extended: Hearing 1: x10, Extended: Olfactory 1: x10, Extended: Visual 1: x10)
. . Invulnerabilities: Immunity 9 (racial, Disease, Environmental Conditions (All), Poison, Suffocation (All); Feature 2: Extreme Longevity)
. . Power-Lifting: Enhanced Strength 18 (talent, +18 STR; Limited to Lifting, Notes: Able to lift 25,000,000 tons)
. . Super-Dense: Density Growth 2 (racial, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . True Invulnerability: Impervious Toughness 6 (racial)
. . Worthy: Feature 1 (cosmic, Notes: Despite all odds, Hela is still Worthy to bear Mjolnir. This unfortunately also means that she is capable of destroying the hammer should she choose to do so.)
Empowered by Asgard
. . By the Power of Asgard: Enhanced Trait 12 (odinforce, Stamina +4 (+16), Advantages: Close Attack 4; Fades, Source: Odinforce Tap)
. . Odinforce Tap: Perception Area Broad Weaken 10 (odinforce, Affects: Asgard & it's people, Resisted by: Will, DC 20; Affects Objects, Perception Area: DC 20 - Visual, Broad: Asgard; Check Required: DC 10 - Expertise: Asgard, Limited: to while within Asgard)
Goddess of Death: Dynamic Array
. . Necrosword Strike: Strength Effect ([0 active, 32/53 PP, 1/0r+9], slashing; Dangerous 2, Penetrating 6, Split: 2 targets)
. . Necrosword Throw: Strength Effect ([0 active, 32/53 PP, 2/r+5], piercing; Increased Range: ranged, Multiattack, Penetrating 5)
. . Palace of Blades: Shapeable Area Damage 6 ([0 active, 32/53 PP, 8/r+1], slashing, DC 21; Shapeable Area 5: 500 cft., DC 16, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Duration 2: sustained, Secondary Effect; Tiring)
. . Resurrection: Healing 13 ([0 active, 32/53 PP, 4/r+1], divine; Persistent, Restorative, Resurrection)
. . Summon Berserkers: Summon 8 ([8 active, 32/53 PP, 4/r], divine; Active, Controlled)

Offense
Initiative +13
Grab, +18 (DC Spec 22)
Odinforce Tap: Perception Area Broad Weaken 10 (DC Will 20)
Palace of Blades: Shapeable Area Damage 6 (DC 21)
Throw, +9 (DC 27)
Unarmed, +18 (DC 27)

Complications
- Hatred & Obsession: Hela hates her father for having imprisoned her within Helheim when she believes it was her right to succeed him and lead the conquest of the Nine Realms. She also believes he denied her the opportunity to look for a suitable husband/mate, and will thus do everything in her power to destroy anything that tries to stop her from finding such a person upon her release.
- Honor: She is considered worthy to weild Mjolnir, so it stands to reason that Hela does have a sense of honor that would enable her to do so. The trick is figuring out how to convince the woman to show her sense of honor.
- Motivation: Patriotism: In another bizarre twist, all Hela really wants is to do what she believes is right for Asgard and it's people. The problem is what she believes is right for Asgard and it's people, at the moment, entails the subjugation of pretty much every other society she could care to name.
- Rivalry: With her brothers, Thor and Loki.

Languages
Ancient Scandinavian [Native], Latin

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

Power Points
Abilities 138 + Powers 164 + Advantages 30 + Skills 33 (66 ranks) + Defenses 11 = 376

--------------------
Berserker Swarm - PL 8

Strength 10, Stamina -, Agility 0, Dexterity 0, Fighting 6, Intellect -, Awareness -1, Presence -1

Advantages
Diehard, Improved Grab, Power Attack

Skills
Intimidation 8 (+7)

Powers
Berserker Physiology
. . Protective Hide: Protection 2 (talent, +2 Toughness; Impervious)
. . Super-Leaping: Leaping 2 (talent, Leap 30 feet at 8 miles/hour)
. . Unliving: Immunity 33 (talent, Aging, Critical Hits, Fortitude Effects)
Swarm Form
. . Hard to Hit: Insubstantial 2 (talent, Gaseous; Innate; Permanent, Quirk 2: Limited by the fact that individual components are roughly human-sized)
. . Swarm Attack: Concentration Cumulative Affliction 6 (talent, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Concentration, Cumulative)

Offense
Initiative +0
Grab, +6 (DC Spec 20)
Swarm Attack: Concentration Cumulative Affliction 6, +6 (DC Fort 16)
Throw, +0 (DC 25)
Unarmed, +6 (DC 25)

Complications
- Disability: Berserkers have no will of their own and rarely have any need to talk.
- Monstrous: Berserkers are undead and look the part.

Languages
Not Applicable

Defense
Dodge 8, Parry 6, Fortitude Immune, Toughness 2 (Imp. 2), Will None

Power Points
Abilities 8 + Powers 66 + Advantages 3 + Skills 4 (8 ranks) + Defenses 15 = 96
--------------------
Build Comments: So some things of note here. Rather than trying to figure out how to build such a giant freaking army as the Berserkers tend to be, I just gave them the "Summon Swarm" treatment. Next up, without her augments from the Odinforce, Hela is the exact same Power Level as Harry happens to be, in other words Power Level 13. The Odinforce bumps her up to 15, which is what makes her as much of a threat as she actually is.
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DalkonCledwin
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Ragnarök Unglued Brainstorm & Notes

Post by DalkonCledwin »

Ragnarök Unglued
Premise: The realm of Asgard has existed in an endless cycle of death and rebirth. Those Who Sit Above in Shadow have lived off the energy released by Ragnarök, and caused the cycle to continue. But now, everything is in jeopardy because an Asgardian has ‘flown the cuckoo’s nest’ it were.
Required Inclusions:
- During one of the preceding Ragnarök cycles, Loki must have engineered a scenario whereby he will be reborn on Midgard rather than Jotunheim or Asgard, yet with all his powers.
- What actually wound up happening, is that he split his essence, so there are actually two Loki’s running around: Loki Laufeyson the God of Lies, and Harry Potter the God of Stories.
- Until he reaches adulthood, Harry shouldn’t be quite as physically powerful as Laufeyson is.
- Harry first awakens his memories of life during the previous Ragnarök Cycle either during his encounter with the Dementors in his third year, or in the forest during the Battle of Hogwarts.
- This new Ragnarök Cycle bearing close parallels to the events of the Marvel Cinematic Universe, with events happening on approximately the stated dates.
- As one of his sons in his previous life had been the Midgard Serpent, it should stand to reason that Harry is gifted with what can be described as “Parselmagic.”
Preferred Inclusions:
- Upon awakening his memories as Loki, Harry realizes he has Metamorphic abilities and can skip out on his minders, if he still has them, pretty much at will.
- Harry retaining Loki’s ability to empower mortals, and using it to grant a favored few the longevity they would need to join him through the ages.
Optional Inclusions:
- Harry and his favored ones taking part in the events of the MCU. This will be especially funny, if they show up in time to see Laufeyson discover he is a “puny god.”
Forbidden Things:
- Harry being in a romance with another male.
- Harry the weak emo doormat.
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Harry Potter / Ragnarök Unglued

Post by DalkonCledwin »

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Harry James Potter - PL 12
Age: 14 / Height: 5' 8" / Weight: 407 lbs
Hair Color: Black / Eye Color: Green

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

General Advantages
Artificer, Attractive, Beginner's Luck, Benefit, Status 3: God of Stories, Mischief & Merriment, Benefit, Status: Cultural Icon, Benefit, Wealth 3 (millionaire), Daze (Deception), Equipment 9, Fascinate (Deception), Fascinate (Expertise: Storytelling), Fascinate (Persuasion), Inspire 3, Jack-of-all-trades, Languages 2, Leadership, Ranged Attack 4, Ritualist, Set-up 3, Taunt, Teamwork

Enhanced Advantages
Eidetic Memory. Skill Mastery: Expertise: Myths & Legends, Ultimate Effort: Expertise: Myths & Legends, Well Informed

Skills
Acrobatics 4 (+10), Athletics 4 (+12), Close Combat: Daggers 4 (+8), Deception 10 (+13), Expertise (AGL): Riding 6 (+12), Expertise (PRE): Storytelling 10 (+13), Expertise: History 4 (+7), Expertise: Magic 10 (+13), Expertise: Myths & Legends 8 (+11), Insight 6 (+12), Intimidation 4 (+7), Investigation 6 (+13/+9), Perception 6 (+12), Persuasion 8 (+11), Sleight of Hand 6 (+12), Stealth 6 (+12), Vehicles 6 (+12)

Powers
Blessed by the Founders
. . Basilisk Anti-Venom: Immunity 6 (accidental, magical, Custom: Immune-System Effects 5, Poison)
. . Blood of the Phoenix: Regeneration 5 (bestowed, magical, Every 2 rounds; Persistent)
God of Stories: Array
. . A Cautionary Tale: Concentration Cumulative Affliction 6 (divine, magical, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 16; Concentration, Cumulative, Increased Range 2: perception; Limited Degree, Sense-dependent: Hearing, Notes: Compelled to heed the warning given in the story)
. . A Fascinating Tale: Concentration Cumulative Burst Area Affliction 6 (divine, magical, 1st degree: Impaired, Entranced, 2nd degree: Disabled, Compelled, Resisted by: Will, DC 16; Burst Area: 30 feet radius sphere, DC 16, Concentration, Cumulative, Extra Condition; Limited Degree, Sense-dependent: Hearing, Notes: Compelled to sit and listen)
. . A Frightening Tale: Concentration Burst Area Affliction 10 (divine, magical, 1st degree: Impaired, Vulnerable, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Concentration, Extra Condition; Limited Degree 2, Sense-dependent: Hearing)
. . Fearsome Fangs of Farraloh: Damage 10 (parselmagic, entreaty, DC 25; Homing 3: 3 extra attempts, Increased Range: ranged; Check Required 5: DC 14 - Persuasion)
. . Illusory Projection: Remote Sensing 12 (divine, magical, Affects: 3 Types, inc. Visual - Visual, Aural, Mental, Range: 16 miles; Noticeable: Illusory Image, Side Effect 2: always - physical body is defenseless and immobile)
. . Inspire Greatness: Summon 4 (divine, magical; Feature: Can be made permanent using a "Talisman", Heroic, Type (General): Empowered Version; Limited: Available Subjects)
. . Light Casting: Environment 5 (divine, magical, Light, Radius: 500 feet)
. . Telepathic Communication: Mental Communication 5 (divine, magical; Dimensional 2: group - Mystical Dimensions)
. . Vile Venom of Farraloh: Progressive Weaken 8 (parselmagic, entreaty, Affects: Strength, Resisted by: Fortitude, DC 18; Progressive, Variable Descriptor: close group - Weakens Stamina after Strength reaches 0; Check Required 7: DC 16 - Persuasion)
. . Your Prayers Are Heard: Senses 10 (divine, magical, Analytical: Hearing, Extended: Hearing 9: x1bn; Dimensional 2: group - Mystical Dimensions, Reaction: reaction, Sustained, Notes: Reaction to someone calling upon the name & title: Loki, God of Mischief.)
God of Stories: Talents
. . Imitation: Morph 4 (divine, skill, +20 Deception checks to disguise; Any form)
. . Lore Master: Enhanced Trait 6 (divine, skill, Investigation +4 (+13), Advantages: Eidetic Memory, Skill Mastery, Ultimate Effort: Expertise: Myths & Legends, Well-informed; Limited: Investigation bonus is restricted to Gathering Information [2 ranks only])
. . Magic Resistance: Immunity 5 (divine, talent, Damage Effect: Magical Damage; Limited - Half Effect)
Holly & Phoenix Feather Wand (Easily Removable)
. . Wizarding Magic: Array
. . . . Cantis: Cumulative Affliction 12 (hex, magical, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Feature: If target doesn't know the lyrics to any songs, they will sing random nonsense instead, Increased Range: ranged; Quirk: Affliction is immediately cured once target completes a single song, Notes: Compelled & Controlled to Sing)
. . . . Colloshoo: Cumulative Affliction 12 (hex, magical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 22; Cumulative, Extra Condition, Increased Range: ranged; Limited: to targets whose feet are on a solid surface, Limited Degree)
. . . . Eldritch Bolt: Damage 12 (charm, magical, DC 27; Increased Range: ranged, Variable Descriptor 2: broad group - Any magical)
. . . . Expecto Patronum: Progressive Burst Area Affliction 12 (charm, magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Burst Area 3: 120 feet radius sphere, DC 22, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged, Progressive; Check Required 5: DC 14 - Will, Diminished Range 2, Limited: to Unnatural Creatures, Limited: to causing afflicted to flee, Limited: to once per scene, Tiring)
. . . . Expelliarmus: Move Object 14 (charm, magical, 400 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Impedimenta: Cumulative Affliction 12 (hex, magical, 1st degree: Dazed, 2nd degree: Prone, DC 22; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited Degree)
. . . . Protego: Burst Area Deflect 11 (counter, magical; Burst Area: 30 feet radius sphere, DC 21, Increased Duration: concentration, Redirection, Reflect; Distracting, Reduced Range: close)
. . . . Stupefy: Cumulative Affliction 12 (charm, magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Increased Range: ranged)
. . . . Transfiguration: Transform 6 (transfiguration, magical, Affects: Anything, Transforms: 6 tons, DC 16; Increased Mass 8, Increased Range: ranged; Limited: Must obey Gamp's Laws of Elemental Transfiguration)
Incarnation Physiology
. . Allspeak: Comprehend 4 (racial, Languages - Read All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate; Subtle 2: undetectable, Sustained)
. . Divine Awareness: Senses 12 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Divinity [Mental] 2: ranged, Detect: Voldemort [Mental] 2: ranged, Detect: Ghosts [Visual] 2: ranged, Extended: Magic Awareness 1: x10, Extended: Hearing 1: x10, Extended: Olfactory 1: x10, Extended: Vision 1: x10)
. . Invulnerabilities: Immunity 17 (racial, Common Descriptor: Cold Effects, Environmental Conditions (All), Suffocation (All); Feature 2: Extreme Longevity)
. . Power-Lifting: Enhanced Strength 3 (racial, +3 STR; Limited to Lifting)
. . Super Dense: Density Growth 2 (racial, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . True Invulnerability: Protection 5 (racial, +5 Toughness; Impervious)
Incredible Movement: Array
. . Running Speed: Speed 8 (talent, Speed: 500 miles/hour, 1 mile/round)
. . Super-Leaping: Leaping 4 (talent, Leap 120 feet at 30 miles/hour)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Remove Thyself from Heimdall's Gaze: Concealment 5 (cosmic, All Visual Senses, Other Sense: Remote Sensing; Affects Others; Passive)
Messrs M, W, P & P, Proudly Present
. . The Marauder's Map: Remote Sensing 8 (artifice, 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
Paired Daggers (Double 1, Knife), Potter Manor, The Firebolt, The Marauder's Map

Offense
Initiative +6
A Cautionary Tale: Concentration Cumulative Affliction 6 (DC Will 16)
A Fascinating Tale: Concentration Cumulative Burst Area Affliction 6 (DC Will 16)
A Frightening Tale: Concentration Burst Area Affliction 10 (DC Will 20)
Cantis: Cumulative Affliction 12, +10 (DC Will 22)
Colloshoo: Cumulative Affliction 12, +10 (DC Fort/Will 22)
Eldritch Bolt: Damage 12, +10 (DC 27)
Expecto Patronum: Progressive Burst Area Affliction 12 (DC Will 22)
Expelliarmus: Move Object 14, +10 (DC 24)
Fearsome Fangs of Farraloh: Damage 10, +10 (DC 25)
Grab, +4 (DC Spec 18)
Impedimenta: Cumulative Affliction 12, +10 (DC Dog/Fort/Will 22)
Paired Daggers, +8 (DC 24)
Stupefy: Cumulative Affliction 12, +10 (DC Fort 22)
Throw, +10 (DC 23)
Transfiguration: Transform 6, +10 (DC Dog 16)
Unarmed, +4 (DC 23)
Vile Venom of Farraloh: Progressive Weaken 8, +4 (DC Fort 18)

Complications
- Cultural Icon: Harry is well known within the Wizarding Communities of the world as the so-called "Boy Who Lived." Unfortunately, most people tend to ignore the fact that Harry is likely the wrong person to be celebrating. It was likely the death of Lily Potter that did more to ensure his survival than anything else.
- Enemy: The Dark Lord Voldemort would give just about anything to see to it that Harry is put into an early grave.
- Honor: Harry prefers to refrain from using potentially lethal countermeasures to resolve a conflict... unless the Unforgivable Curses, a Class 50 Threat (as measured by the Initiative), or worse are involved. In fact, more often than not he tends to use prank spells and the stunning charm for conflict resolution.
- Motivation: Doing Good: Now that he knows who he was, Harry wishes for nothing more than to make amends for his subversive tendencies in his previous life. It was to that end that he redubbed himself as the God of Stories, rather than choosing to remain the God of Lies.
- Power Loss: Almost all of Harry's spells involve a verbal component as befits the God of Stories. This means that binding his mouth is the easiest way to stop him from using any magic at all.
- Relationships: Due to the sacrifice they made in order to protect him, Harry views Lily and James Potter as his true family, even if the local Asgardian Royals bear striking resemblances to the family he had in his previous lifetime. Harry also has a bond of frienship with Hermione Granger, and a flimsier one with Ron Weasley.
- True Identity: Harry is the reincarnation of a Loki Laufeyson from another reality whose soul managed to slip through the gaps in the fabric of the multiverse when his own reality was destroyed by an unprecedented disaster that occured during a Ragnarök event. No matter how similar they are, Harry is not the local Loki.

Languages
English [Native], Latin, Parseltongue

Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 13 (Imp. 5), Will 12

Power Points
Abilities 80 + Powers 179 + Advantages 40 + Skills 54 (108 ranks) + Defenses 22 = 375

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Potter Manor - PL 12

Toughness 10, Size Huge

Features:
Concealed 1, Defense System (Wards), Laboratory, Library, Living Space, Personnel (Mipsy, Jipsy and Jane), Sealed, Security System 1, Self-repairing 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
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The Firebolt - PL 12

Strength 4, Defense 0, Toughness 8, Size Medium

Features:
Unbreakable Braking Charm 1

Powers
Levitation Charm: Flight 7 (magical, Speed: 250 miles/hour, 0.5 miles/round)

Power Points
Abilities 4 + Powers 14 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 22
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DalkonCledwin
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Daphne Greengrass / Ragnarök Unglued

Post by DalkonCledwin »

Image
Art by munette on DeviantArt

Daphne Ophelia Greengrass - PL 12
Age: 14 / Height: 5' 6" / Weight: 124 lbs
Hair Color: Blonde / Eye Color: Blue
Measurements: 29C / 21 / 29 in.

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

General Advantages
Artificer, Assessment, Attractive 2, Benefit, Athletics Based on Agility, Benefit, Wealth 3 (millionaire), Connected (Grey Faction), Contacts, Daze (Deception), Defensive Roll 2, Eidetic Memory, Equipment 1, Fascinate (Deception), Favored Foe: Hermione Granger, Fighting Style: Fencing, Improved Aim, Inspire 2, Languages 3, Leadership, Quick Draw, Ritualist, Ultimate Effort: Will Checks, Weapon Element: Rapier & Wand, Well-informed

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

Enhanced Advantages
Defensive Roll 2, Diehard

Skills
Acrobatics 6 (+11), Athletics 6 (+11), Close Combat: Rapier 4 (+8), Deception 10 (+18), Expertise (AGL): Riding 4 (+9), Expertise: Magic 8 (+17/+13), Expertise: Politics 6 (+11), Insight 8 (+14), Intimidation 4 (+12), Investigation 2 (+7), Perception 6 (+14/+12), Persuasion 6 (+16/+14), Ranged Combat: Magic 3 (+12/+8), Stealth 2 (+7), Treatment 4 (+9)

Powers
Cursed With Awesome
. . Fast Healing: Regeneration 5 (magical, talent, Every 2 rounds)
. . Internal Oven: Immunity 7 (magical, talent, Custom: Immune-System Effects 5, Environmental Condition: Cold, Poison; Quirk: Ephemerality, Notes: "Ephemerality" is the most direct antonym to "Immortality." I am using it here to denote someone who has a shorter than normal lifespan.)
. . Resilient Biology: Protection 3 (magical, talent, +3 Toughness)
Laural & Short-Snout Heartstring Wand (Easily Removable)
. . Wizarding Magic: Array
. . . . Eldritch Bolt: Damage 12 (charm, magical, DC 27; Increased Range: ranged, Variable Descriptor 2: broad group - Any Magical)
. . . . Expelliarmus: Move Object 12 (charm, magical, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Glacius Virilis: Cumulative Affliction 12 (jinx, cold, magical, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 22; Cumulative, Extra Condition, Increased Range: ranged; Limited: to Male Targets, Limited Degree, Resistible: Dodge)
. . . . Legilimens: Cumulative Mind Reading 12 (charm, magical, DC 22; Cumulative; Reduced Range: ranged)
. . . . Protego: Burst Area Deflect 8 (counter, magical; Burst Area: 30 feet radius sphere, DC 18, Increased Duration: concentration, Redirection, Reflect; Distracting, Reduced Range: close)
. . . . Transfiguration: Transform 5 (transfiguration, magical, Affects: Anything, Transforms: 25 lbs., DC 15; Increased Range: ranged; Limited: Must obey Gamp's Laws of Elemental Transfiguration)
. . . . Vulnera Sanentur: Healing 7 (healing, magical; Increased Range: ranged, Persistent, Restorative, Stabilize; Diminished Range 2, Distracting)
Storykeeper Talisman (Removable (indestructible))
. . Allspeak: Comprehend 3 (bestowed, Languages - Read All, Languages - Understand All, Languages - You're Understood; Subtle: subtle, Sustained)
. . Cosmic Awareness: Senses 1 (bestowed, Awareness: Cosmic [Mental]; Feature 3: Directed Inspiration)
. . Extreme Longevity: Feature 3 (bestowed, Notes: This both negates Daphne's Ephemerality quirk elsewhere on this stat block, and also grants Daphne the same degree of longevity that a typical Asgardian would possess.)
. . Foresight: Enhanced Trait 6 (bestowed, Dodge +2 (+14), Parry +2 (+14), Defensive Roll 4 +2 (+4))
. . Heroic Attributes: Enhanced Trait 19 (bestowed, Intellect +2 (+5), Strength +2 (+4), Presence +2 (+8), Persuasion +2 (+16), Perception +2 (+14), Expertise +4 (+17), Ranged Combat +4 (+12), Advantages: Diehard)
. . Legend Lore: Senses 3 (bestowed, Analytical: Detect History, Detect: History [Visual] 2: ranged; Sustained)
. . Running Speed: Speed 6 (bestowed, Speed: 120 miles/hour, 1800 feet/round)
. . True Seeing: Senses 11 (bestowed, Acute: Detect Hidden Things, Counters All Concealment: Vision, Counters Illusion: Vision, Danger Sense: Visual, Detect: Hidden Things [Visual] 2: ranged; Linked: Foresight: Enhanced Trait 6 [1 rank only], Notes: Only the Danger Sense is linked)
. . Vaulting: Leaping 2 (bestowed, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Tricks of the Trade
. . Occlumency: Immunity 5 (magical, skill, Custom: Mind Reading Effects 5; Sustained; Distracting)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 1 (racial, Spirits - Communicate)
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Ghosts [Visual] 2: ranged)

Equipment
Rapier

Offense
Initiative +9
Eldritch Bolt: Damage 12, +12 (DC 27)
Expelliarmus: Move Object 12, +12 (DC 22)
Glacius Virilis: Cumulative Affliction 12, +12 (DC Dog/Fort 22)
Grab, +4 (DC Spec 14)
Legilimens: Cumulative Mind Reading 12, +12 (DC Will 22)
Rapier, +8 (DC 22)
Throw, +5 (DC 19)
Transfiguration: Transform 5, +12 (DC Dog 15)
Unarmed, +4 (DC 19)

Complications
- Motivation: Patriotism: While Daphne doesn't really support the notion of Blood Purity the way others in Slytherin House might, she does hold a strong sense of pride in the cultural heritage of Wizarding Britain.
- Relationship: Daphne is the best friend of Tracey Davis, and the older sister of Astoria Greengrass. She is also the daughter of Cyrus Greengrass, although her mother Elizabeth Greengrass has passed on to her Next Great Adventure.
- Rivalry: With Hermione Granger for the title of "Brightest Witch of Her Age."
- Temper: Anyone who makes an attempt to ask Daphne for a date, or who smacks her on the rear end risks retribution against their family jewels. This isn't so much that Daphne is uninterested as it is that she doesn't want to be in a situation where she might actually die, as becoming a mother has a very good chance of killing the women in Daphne's family. She will eventually make an exception for Harry.
- Weakness: Daphne is Fortitude Disabled when it comes to her attempts to resist Environmental Heat, and always suffers at least one degree of failure from fire or heat-based attacks. This is due to just how hot her core body temperature actually is.

Languages
English [Native], French, Greek, Latin

Defense
Dodge 14/12, Parry 14/12, Fortitude 7, Toughness 10/6, Will 12

Power Points
Abilities 68 + Powers 92 + Advantages 36 + Skills 40 (79 ranks) + Defenses 25 = 261

--------------------
Build Comments: This stat block gave me a basic framework for what I will be doing with the Talismans that will be used to empower Harry's new family. The members of that family won't be true powerhouses... not unless they get their hands on upgrades from sources other than Harry. This is largely because Harry is empowering them off his own muscle, and can only make two or three such talismans if he wants to retain his own power levels.
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DalkonCledwin
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Tracey Davis / Ragnarök Unglued

Post by DalkonCledwin »

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Art by munette on DeviantArt

Tracey Anne Davis - PL 12
Age: 14 / Height: 5' 7" / Weight: 128 lbs
Hair Color: Crimson / Eye Color: Blue
Measurements: 30C / 22 / 31 in.

Strength 6/4, Stamina 9/7, Agility 6, Dexterity 6, Fighting 10, Intellect 4/2, Awareness 6, Presence 2

General Advantages
Artificer, Assessment, Attractive 2, Benefit, Athletics Based on Agility, Connected (The Grey Faction), Contacts, Daze (Deception), Defensive Roll 1, Eidetic Memory, Equipment 1, Fascinate (Persuasion), Fighting Style: Escrima, Fighting Style: Fencing, Fighting Style: Krav Maga, Languages 3, Ritualist, Specialization (Acrobatics~Tumbling), Weapon Element: Rapier & Wand, Well-informed

Fighting Style Advantages
Accurate Attack, All-Out Attack, Chokehold, Defensive Attack, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Quick Draw, Taunt, Weapon Bind

Enhanced Advantages
Defensive Roll 2, Diehard

Skills
Acrobatics 6 (+12), Athletics 6 (+12), Close Combat: Rapier 3 (+15/+13), Deception 6 (+8), Expertise (AGL): Martial Showoman 6 (+12), Expertise (AGL): Riding 2 (+8), Expertise: Cosmology 4 (+8), Expertise: Magic 8 (+16/+12), Expertise: Politics 4 (+8), Insight 8 (+14), Intimidation 2 (+4), Investigation 4 (+8), Perception 6 (+14/+12), Persuasion 10 (+20/+12), Stealth 6 (+12)

Powers
Birch & Short-Snout Heartstring Wand (Easily Removable)
. . Wizarding Magic: Array
. . . . Eldritch Bolt: Damage 14 (magical, DC 29; Increased Range: ranged, Variable Descriptor 2: broad group - Any Magical)
. . . . Expelliarmus: Move Object 10 (magical, 25 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Protego: Burst Area Deflect 10 (magical; Burst Area: 30 feet radius sphere, DC 20, Increased Duration: concentration, Redirection, Reflect; Distracting, Reduced Range: close)
Storykeeper Talisman (Removable (indestructible))
. . Allspeak: Comprehend 3 (bestowed, Languages - Read All, Languages - Understand All, Languages - You're Understood; Subtle: subtle, Sustained)
. . Calm Emotions: Enhanced Trait 3 (bestowed, Persuasion +6 (+20); Limited: to Improving a Target's Attitude)
. . Cosmic Awareness: Senses 1 (bestowed, Awareness: Cosmic [Mental]; Feature 3: Directed Inspiration)
. . Dazing Touch: Affliction 10 (bestowed, 1st degree: Dazed, Resisted by: Will, DC 20; Limited Degree 2)
. . Heroic Attributes: Enhanced Trait 20 (bestowed, Stamina +2 (+9), Intellect +2 (+4), Strength +2 (+6), Persuasion +2 (+20), Perception +2 (+14), Expertise +4 (+16), Defensive Roll 3 +2 (+3), Close Combat +2 (+15), Advantages: Diehard)
. . Resistances: Immunity 3 (bestowed, Disease, Environmental Condition: Cold, Environmental Condition: Heat; Feature 2: Extreme Longevity)
. . Running Speed: Speed 6 (bestowed, Speed: 120 miles/hour, 1800 feet/round)
. . Suggestion: Cumulative Affliction 3 (bestowed, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 13; Cumulative, Increased Range 2: perception, Insidious; Limited Degree, Notes: Compelled to Heed Suggestion)
. . Vaulting: Leaping 2 (bestowed, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Tricks of the Trade
. . Disks of Denak: Damage 8 (entreaty, demonic, DC 23; Increased Range: ranged, Multiattack; Check Required: DC 10 - Persuasion)
. . Occlumency: Immunity 5 (magical, skill, Custom: Mind Reading 5; Sustained; Distracting)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 1 (racial, Spirits - Communicate)
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Ghosts [Visual] 2: ranged)

Equipment
Rapier (Sword)

Offense
Initiative +10
Dazing Touch: Affliction 10, +10 (DC Will 20)
Disks of Denak: Damage 8, +6 (DC 23)
Eldritch Bolt: Damage 14, +6 (DC 29)
Expelliarmus: Move Object 10, +6 (DC 20)
Grab, +10 (DC Spec 16)
Rapier, +15 (DC 24)
Suggestion: Cumulative Affliction 3 (DC Will 13)
Throw, +6 (DC 21)
Unarmed, +10 (DC 21)

Complications
- Hatred: Tracey absolutely despises anyone who makes the blunder of referring to the members of Slytherin House as "slimy Snakes." This is because her family has a pet snake, and she is more than fully aware that the species as a whole have dry and smooth skin, not wet and slimy skin. Her ire is especially intense with regards to Ron Weasley though, as the boy has numerous other flaws.
- Honor: Tracey has a very strict code of honor that she follows. It is generally one that is held in common by most career martial artists, and that is to only use her skills to their maximum potential in a life or death situation.
- Motivation: Responsibility: Tracey is the Knight in Shining Armor to Daphne's Damsel in Distress. Much like how, Draco Malfoy is the Prince Charming to Daphne's younger sister as problematic as that may seem. Naturally, this means that Tracey is usually the one to fight in Daphne's honor if an honor duel is invoked. Tracey is very protective of her best friend.
- Power Loss: Tracey spends so much of her time keeping her fighting skills up to snuff that her wand waving skills have suffered. She has only a handful of spells that she can truly use in a combat scenario, most of them are the more damaging eldritch bolt style spells. Other than that, she usually just casts spells outside of combat, preferring to let her sword do the talking in a battle situation.
- Soul Sisters: Despite the fact that their outward personalities are completely contrary to one another, Tracey and Daphne hold a closer bond to one another than Daphne shares with her biological sister. The most visible difference between them though, is that Tracey doesn't go out of her way to punish boys when they hit on her the way Daphne does, which has only made the "Ice Queen" myth worse.

Languages
English [Native], French, Greek, Latin

Defense
Dodge 12, Parry 12, Fortitude 12, Toughness 12/9, Will 10

Power Points
Abilities 86 + Powers 100 + Advantages 32 + Skills 41 (81 ranks) + Defenses 15 = 274

--------------------
Build Comments: Take a good look at the images I used for these two ladies and then look at their wands. Once you've done that, note the name of one of Tracey's complications. Given what Harry is the god of, I couldn't think of a better idea here.
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DalkonCledwin
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Harry Peverell Yggdmillennia Brainstorm & Notes

Post by DalkonCledwin »

Harold Peverell Yggdmillennia
Premise: Harry was abandoned and left alone, until he was adopted into the Yggdmillennia clan headed by Darnic. Becoming one of the Masters of the Black Faction, Harry is fighting for his own reasons. But when he realises Darnic's full plans, as well as the plans of Shirou Kotomine, what will he do?
Required Inclusions:
- Harry, somehow, ends up being adopted into the Yggdmillennia clan headed up by Darnic.
- He thus, by the time the Holy Grail War comes around, becomes one of the Masters of the Black Faction.
- Which Servant he summons is up to you, Harry can also potentially replace anyone save for Darnic himself, though the challenger would prefer if Fiore and Roche to remain as well.
- Harry will eventually defect from Yggdmillennia, once Darnic meets his end, though he can defect sooner, depending on the circumstances.
Preferred Inclusions:
- Wrong Girl Who Lived Fic.
- Merged Potterverse/Nasuverse Fic.
- Harry somehow being the Clocktower’s mole within Yggdmillennia.
- During the confrontation with Jackie, instead of Ruler exorcising Jackie, Harry manages to win Jackie's allegiance as his Servant...and preventing Atalanta's wrath.
- Harry / Fiore / Medusa (Harry’s Servant) pairing. Any others involved in the pairing are far more optional than the aforementioned two.
Optional Inclusions:
- Fiore managing to purge the Horcrux in Harry’s scar, assuming one exists.
- Harry being a distant descendant of Vlad Dracula, and calling the Lancer “Uncle Vlad” or some such embarrassingly familiar term of endearment.
Forbidden Things:
- Harry being in a relationship with a male character, especially not Astolfo.
- Harry being in a relationship with Jackie or Celenike.
- Harry the Emo Doormat.
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DalkonCledwin
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Harold / Harold Peverell Yggdmillennia

Post by DalkonCledwin »

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Art by SUF78 on DeviantArt

Harold Peverell Yggdmillennia - PL 10
Age: 22 / Height: 5' 9" / Weight: 147 lbs
Hair Color: Black / Eye Color: Vivid Green

Strength 0, Stamina 2, Agility 5, Dexterity 5, Fighting 6, Intellect 2, Awareness 4, Presence 2

Advantages
Artificer, Attractive, Benefit, Wealth (well-off), Defensive Roll 5, Equipment 1, Languages 2, Ranged Attack 2, Ritualist, Second Chance: Resisting Mind Control

Skills
Deception 2 (+4), Expertise (AWE): Cooking 2 (+6), Expertise: Antiquities 2 (+4), Expertise: Wizarding Magic 8 (+10), Insight 2 (+6), Investigation 2 (+4), Perception 2 (+6), Persuasion 2 (+4), Stealth 2 (+7), Vehicles 2 (+7)

Powers
Ash & Unicorn Hair Wand (Easily Removable)
. . Wizarding Magic: Array
. . . . Disillusionment: Concealment 4 (magical, All Visual Senses; Blending, Check Required: DC 10 - Expertise: Wizarding Magic, Passive)
. . . . Expelliarmus: Move Object 13 (magical, 200 tons; Check Required: DC 10 - Expertise: Wizarding Magic, Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Mystic Bolt: Damage 13 (magical, DC 28; Increased Range: ranged, Variable Descriptor 2: broad group - Any Magical; Check Required: DC 10 - Expertise: Wizarding Magic)
. . . . Obliviate: Concentration Cumulative Affliction 8 (magical, 3rd degree: Transformed, Resisted by: Will, DC 18; Concentration, Cumulative, Increased Range: ranged; Check Required: DC 10 - Expertise: Wizarding Magic, Limited Degree (third only))
. . . . Petrificus Totalus: Cumulative Affliction 6 (magical, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Will, DC 16; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Protego: Burst Area Deflect 5 (magical; Burst Area: 30 feet radius sphere, DC 15, Increased Duration: concentration, Redirection, Reflect; Check Required: DC 10 - Expertise: Wizarding Magic, Reduced Range: close)
. . . . Stupefy: Cumulative Affliction 8 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Check Required: DC 10 - Expertise: Wizarding Magic)
Incredible Movement: Array
. . Apparition
. . . . Apparition Sickness: Affliction 9 (Linked; magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Limited: to Apparition Passengers, Uncontrolled)
. . . . Apparition: Teleport 9 (Linked; 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; Check Required 5: DC 14 - Expertise: Wizarding Magic, Custom: Can Teleport Blind (Complete Power Profiles p. 197), Limited: must pass through intervening space in a gaseous form, Noticeable: departure and arrival are accompanied by a loud cracking nois, Side Effect: on failure - Affliction 9 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated))
. . Run Harry, Run: Speed 3 (skill, Speed: 16 miles/hour, 250 feet/round; Check Required: DC 10 - Athletics)
Master of Black
. . Command Spells: Cumulative Affliction 5 (magecraft, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Cumulative, Feature: Can sacrifice a use to gain a Hero Point that must be used before the end of the Encounter, Increased Range 2: perception; Limited: Can only be used 3 times, Limited: to Alter Ego (Gorgon))
. . The Contract: Senses 1 (magecraft, Communication Link: Alter Ego (Gorgon); Sustained)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 1 (racial, Spirits - Communicate)
. . Mana Core: Immunity 5 (racial, Fatigue Effects; Sustained; Activation: move action, Limited: to just 5 turns, Quirk: Must wait an hour before activating again)
. . Wizarding Senses: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Ghosts [Visual] 2: ranged)

Equipment
Cell Phone, Glasses, Undercover Shirt

Offense
Initiative +5
Apparition Sickness: Affliction 9, +6 (DC Fort 19)
Command Spells: Cumulative Affliction 5 (DC Will 15)
Expelliarmus: Move Object 13, +7 (DC 23)
Grab, +6 (DC Spec 10)
Mystic Bolt: Damage 13, +7 (DC 28)
Obliviate: Concentration Cumulative Affliction 8, +7 (DC Will 18)
Petrificus Totalus: Cumulative Affliction 6, +7 (DC Will 16)
Stupefy: Cumulative Affliction 8, +7 (DC Fort 18)
Throw, +7 (DC 15)
Unarmed, +6 (DC 15)

Complications
- Curse Sworn: Due to his decision to provide valuable insight into the Yggdmillennia organization to the Clocktower and their operatives, Harry's life is in constant danger, and if his cover is blone he could be killed and used as an attempt to see if a Wizarding Mana Core is a viable choice in powering the Golem.
- Enemies: As a Master of Black, it can be said that Harry's enemies are the Masters of Red, but in reality there is only one such Master who is actually a true enemy for Harry since Sisigou Kairi is aware of the fact that Harry is the Clocktower's mole within Yggdmillennia.
- Honor: Harry adheres to a strict code of honor. He always keeps his given word. It is partly for this reason that he plans to at least attempt to help Fiore Forvedge survive the Great Holy Grail War, even if she is technically a part of the organization that he is supposed to be helping to stop.
- Motivation: Greed: Becoming a Master in a Grail War tends to require at least some level of greed. Harry is no different. His greed is focused on the desire to claim what he feels is rightfully his, something which has been denied to him by various political agents within Wizarding Britain for several years.
- Relationship: Harry has given Fiore Forvedge Yggdmillennia his solemn vow that in exchange for her having removed a Horcrux from his scar, that he will marry her after the completion of the Grail War. In addition to that relationship, Harry also has a sister living somewhere in Great Britain who is famed for having survived a curse that no one could have survived, evidence however seems to point to Harry being the one who survived that curse.

Languages
English, Parseltongue, Romanian

Defense
Dodge 11, Parry 11, Fortitude 6, Toughness 9/2, Will 12

Power Points
Abilities 52 + Powers 47 + Advantages 15 + Skills 13 (26 ranks) + Defenses 23 = 150
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