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DalkonCledwin
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Artemis Agrotera / Wonder Mage

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Artemis Agrotera - PL 12
Age: App. 134,000 years / Height: 5' 7" / Weight: 148 lbs
Hair Color: Red / Eye Color: Bluish-Green
Wealth Rank: +28 / Rep Rank: +18

Strength 10, Stamina 10, Agility 6, Dexterity 6, Fighting 12, Intellect 3, Awareness 4, Presence 9

Advantages
Accurate Attack, All-out Attack, Assessment, Attractive, Benefit, Renown 3, Benefit, Status: Olympian Goddess of the Hunt, Benefit, Wealth 5 (billionaire), Chokehold, Close Attack, Defensive Attack, Equipment 1, Evasion, Fast Grab, Improved Aim, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 2, Instant Up, Interpose, Move-by Action, Power Attack, Prone Fighting, Redirect, Seize Initiative, Skill Mastery: Expertise (AWE): Animal Handling, Skill Mastery: Expertise (AWE): Hunting, Takedown, Tracking, Ultimate Effort: Checks made to escape holds

Skills
Acrobatics 8 (+14), Athletics 4 (+14), Expertise (AWE): Animal Handling 12 (+16), Expertise (AWE): Hunting 12 (+16), Expertise: Magic 8 (+11), Expertise: Olympian Lore 10 (+13), Insight 6 (+10), Intimidation 6 (+15), Perception 10 (+14), Persuasion 8 (+17), Ranged Combat: The Ultima Bow 6 (+12), Stealth 6 (+12)

Powers
Goddess of the Hunt: Array
. . Friend to All Living Things: Enhanced Trait 3 ([0 active, 0/72 PP, 1/3r], divine, Persuasion +6 (+23); Limited: to improving target’s attitude, Limited: to animals and fey)
. . Mesmerism: Cumulative Affliction 12 ([0 active, 0/72 PP, 3/r], divine, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception; Limited: to Animals)
. . Pan's Labyrinth: Progressive Affliction 12 ([0 active, 0/72 PP, 6/r], divine, preternatural, 1st degree: Entranced, Vulnerable, 2nd degree: Defenseless, Immobile, 3rd degree: Incapacitated, Resisted by: Will, DC 22; Extra Condition, Increased Range 2: perception, Progressive)
. . Tanglevines: Burst Area Affliction 12 ([0 active, 0/72 PP, 3/r+3], divine, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 22; Burst Area: 30 feet radius sphere, DC 22, Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . Telekinesis: Move Object 12 ([0 active, 0/72 PP, 3/r], divine, 100 tons; Increased Range: perception)
. . Transmutation: Transform 4 ([0 active, 0/72 PP, 5/r+8], divine, Affects: Anything, Transforms: 3200 lbs., DC 14; Increased Mass 8)
. . Wild Growth: Environment 12 ([0 active, 0/72 PP, 5/r], divine, plant, Impede Movement (2 ranks), Visibility (-5), Radius: 8 miles; Selective)
Olympian Battle Armor (Removable (indestructible))
. . Armor Plating: Impervious Toughness 4 (armor)
Olympian Physiology
. . Body Resistance: Protection 2 (racial, +2 Toughness)
. . Deathless: Immortality 2 (racial, Return after 1 week; Limited: Only the attacks of Gods and Demigods can truly kill Artemis)
. . Omnilingualism: Comprehend 5 (divine, Languages - Read All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
. . Otherworldly: Immunity 13 (racial, Aging, Disease, Life Support, Poison)
. . Strength of Sagittarius: Enhanced Strength 4 (racial, +4 STR; Limited to Lifting, Notes: Able to lift 400 tons)
. . True Invulnerability: Impervious Toughness 8 (racial)
One With the Wind: Array
. . Fast Action: Quickness 12 (divine, Perform routine tasks in -12 time ranks)
. . Hyper-Leaping: Leaping 5 (divine, Leap 250 feet at 60 miles/hour)
. . Running Speed: Speed 12 (divine, Speed: 8000 miles/hour, 16 miles/round)
The Ultima Bow (Easily Removable (indestructible))
. . Ultimate Arrows: Array
. . . . Energy Arrow: Damage 10 (energy, divine, DC 25; Increased Range: ranged, Penetrating 10)
. . . . Explosive Arrow: Burst Area Damage 10 (energy, divine, DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . . . Siege Arrow: Progressive Weaken 7 (energy, divine, Affects: Toughness, Resisted by: Fortitude, DC 17; Affects Objects Only, Extended Range, Increased Range: ranged, Progressive)

Equipment
Knife

Offense
Initiative +14
Energy Arrow: Damage 10, +12 (DC 25)
Explosive Arrow: Burst Area Damage 10 (DC 25)
Grab, +13 (DC Spec 20)
Knife, +13 (DC 26)
Mesmerism: Cumulative Affliction 12 (DC Will 22)
Pan's Labyrinth: Progressive Affliction 12 (DC Will 22)
Siege Arrow: Progressive Weaken 7, +12 (DC Fort 17)
Tanglevines: Burst Area Affliction 12 (DC Fort/Will 22)
Telekinesis: Move Object 12 (DC 22)
Throw, +6 (DC 25)
Transmutation: Transform 4, +13 (DC Dog 14)
Unarmed, +13 (DC 25)

Complications
- Enemy: Ares would like very much to capture Artemis so that he might use her to obtain the location of Themyscira. Unfortunately for Ares, he has had little to no luck in that regard, due to Artemis having far greater skill evading capture than any other deity.
- Motivation: Responsibility: Artemis is responsible for protecting the wilderness and all creatures that call said regions of the world their home. If she is in the area when a direct attack on the environment is executed, she will execute a counterattack, however she won't go out of her way to look for such situations as that would blow her cover.
- Relationships: Artemis is the many centuries older half-sister of Harry Potter. She is the last remaining Olympian who has any notion of freedom other than Ares himself. She is also the Secret Keeper (as it were) for the Island of Themyscira. It is worth noting, that only the Olympians, of which there were eleven, engaged Ares in battle, and only they suffered the consequences of that war, most of the lesser deities, such as Pan, still exist in one form or another.
- Reputation: For killing any boy who so much as asks her for a date. This however is a large over exaggeration of what was actually a rather tragic point in her life, and was actually why she swore off dating, it wasn't to protect her from unwanted suitors, but rather to protect those same men from her rather yandere twin brother... a twin brother who actually did die in that war several centuries ago.

Languages
Ancient Greek [Native]

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

Power Points
Abilities 120 + Powers 163 + Advantages 38 + Skills 48 (96 ranks) + Defenses 14 = 383

--------------------
The Bow's Name: The word 'Ultimate" in Japanese is VERY similar in spelling to how the word "Artemis" would be spelled. In fact, if you were to spell it as "Ultimus" instead of how it is properly spelled, it would basically become a Homograph. This is why most localizations of Final Fantasy 8 spell the main antagonist's name as "Artemisia" instead of "Ultimecia", because who in their right mind would name their little girl "Ultimecia"?

That combined with the fact that "Ultima Bow" just about sums up what this bow is depicted as doing in the DC Cinematic Universe, and I couldn't think of a better name for the thing.

--------------------
Build Comments: I didn't make Artemis immune to fortitude effects in this scenario. This is because the Killing Curse lacks the 'Divine' descriptor and thus would be incapable of permanently killing her (see the Deathless Power). That is also what I will be doing with Ares in this fic. It actually goes a lot farther to explain how it is that we actually have a situation where Ares has killed the other Olympians than would be possible if I had included an immunity to fortitude effects.

Also, another thing, Artemis isn't a spellcaster by default, so that is why her spell selection is rather pathetic... though what she lacks in versatility she makes up for with absurd levels of power and back breaking effects. That Pan's Labyrinth spell for instance... it causes the target's mind to be mired in an illusion of.... well, basically The Labyrinth, from the movie of the same name staring David Bowie.
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DalkonCledwin
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The Young God Brainstorm & Notes

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The Young God
Premise: Harry James Potter. British Wizard and Hero. Except he's not. British, that is. In fact, Harry Potter isn't even from this planet... weird right?
Required Inclusions:
- Harry must be from an alien species that could pass themselves off as being human.
- There needs to be something about Harry’s species that is different from run of the mill humans, even if they otherwise look like run of the mill humans.
- Crossover elements to explain where Harry’s species originates from.
- Either when he was a baby, or else before he was born, Harry and/or his mother, traveled to the Wizarding Earth and met James and/or Lily, whereupon Harry was adopted by him/them.
- Harry’s discovery of his extraterrestrial nature must happen no earlier than the end of his third year at Hogwarts.
- Any moral and ethical alignment is acceptable.
- Any romantic pairing is acceptable except for those involving another male character.
Preferred Inclusions:
- If Harry’s mother traveled from her world to Earth with him, then she left memories for Harry to access in the Potter family vault.
- Items belonging to Harry or his mother are being stored in the Potter family vault for him to access at a later date.
- Magical blood tests would register Harry as some form of “Non-Human Wizard.”
Optional Inclusions:
- Harry having been a Squib and living in the Muggle World until his name came out of the Goblet of Fire in what would have been his fourth year at Hogwarts had he attended (No).
- Alternatively, Harry’s magic comes from the Horcrux in his scar, and when it is destroyed, he loses access to it (No).
Forbidden Things:
- Harry the Emo Doormat.
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Harry Potter / The Young God

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Harry James Potter - PL 12
Age: 18 / Height: 5' 9" / Weight: 171 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +24 / Rep Rank: +16 (w/ Wizards) / +12 (w/ Muggles)

Strength 10, Stamina 10, Agility 8, Dexterity 7, Fighting 4, Intellect 2, Awareness 6, Presence 2

General Advantages
Animal Empathy, Artificer, Assessment, Attractive, Benefit, Renown 2, Benefit, Status: Master of Death, Benefit, Wealth 4 (multimillionaire), Connected, Daze (Deception), Equipment 4, Extraordinary Effort, Fascinate (Persuasion), Fighting Style: Fencing, Inspire 3, Languages 3, Leadership, Ranged Attack 5, Second Chance: Resisting Mind Control, Set-up 2, Skill Mastery: Expertise: Magic, Teamwork, Trance, Ultimate Effort: Expertise: Riding checks

Fighting Style Advantages
Accurate Attack, Defensive Attack, Improved Defense, Improved Disarm, Improved Initiative 2, Power Attack, Taunt

Enhanced Advantages
Evasion, Instant Up, Interpose, Luck 5, Move-by Action, Seize Initiative, Uncanny Dodge

Skills
Acrobatics 4 (+12), Athletics 4 (+14), Close Combat: Fury 6 (+10), Deception 8 (+10), Expertise (AGL): Riding 8 (+16), Expertise (AWE): Cooking 4 (+10), Expertise: Magic 12 (+14), Insight 6 (+12), Intimidation 4 (+6), Investigation 6 (+8), Perception 8 (+14), Persuasion 6 (+8), Sleight of Hand 4 (+11), Stealth 6 (+14), Treatment 4 (+6), Vehicles 2 (+9)

Powers
Enid's Cloak of Invisibility (Removable (indestructible))
. . Body Armor: Impervious Toughness 3 (armor, divine)
. . Hide Thyself from Death's Gaze: Concealment 7 (divine, All Visual Senses, Other Sense: Divine Senses, Other Sense Type: Remote Observation; Activation: move action, Passive)
God of Luck: Array
. . Apparition: Teleport 8 ([0 active, 0/24 PP, 2/r+5], magical, 1 mile in a move action, carrying 400 lbs.; Accurate, Change Direction, Change Velocity, Extended: 250 miles in 2 move actions, Increased Mass 3; Distracting, Limited: Must pass through intervening distance in a gaseous form)
. . Chaos Bolts: Burst Area Affliction 12 ([0 active, 0/24 PP, 2/r], divine, luck, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 22; Burst Area: 30 feet radius sphere, DC 22, Increased Range: ranged; Limited Degree)
. . Chaos Field: Environment 8 ([0 active, 0/24 PP, 3/r], divine, luck, Impede Movement (2 ranks), Radius: 0.5 miles; Selective)
. . Levitation: Flight 8 ([0 active, 0/24 PP, 2/r], magical, Speed: 500 miles/hour, 1 mile/round)
. . Lumos Maxima: Environment 7 ([0 active, 0/24 PP, 2/r], magical, Light (Bright), Radius: 1800 feet)
. . Probability Alteration: Burst Area Luck Control 2 ([0 active, 0/24 PP, 9/r+5], divine, luck, Bestow Luck, Spend on Other, Advantages: Luck 5; Burst Area 9: 1 mile radius sphere, DC 12, Selective; Increased Action 2: move, Reduced Range 2: close)
. . Probability Stabilization: Burst Area Nullify 8 ([0 active, 0/24 PP, 3/r], divine, luck, Counters: Luck Control, DC 18; Burst Area: 30 feet radius sphere, DC 18, Increased Duration: concentration)
God of Luck: Talents
. . Gambler: Feature 1 (divine, luck, Notes: Harry can automatically win at games of chance, unless pitted against an opponent with this Feature (in which case, resolve the game normally). The GM may wish to require ranks of Benefit if he uses this ability to become especially wealthy or influential, although a known Gambler is likely to quickly become banned from casinos and the like.)
. . Lucky Dodge: Enhanced Trait 13 (divine, luck, Dodge +5 (+13), Parry +5 (+13), Advantages: Evasion, Instant Up, Uncanny Dodge)
. . The Quickening: Speed 7 (divine, luck, Speed: 250 miles/hour, 0.5 miles/round, Advantages: Interpose, Move-by Action, Seize Initiative)
Holly & Phoenix Feather Wand (Easily Removable)
. . Arcane Aptitude: Array
. . . . Eldritch Bolt: Damage 12 (magical, DC 27; Increased Range: ranged, Variable Descriptor 2: broad group - Any Magical)
. . . . Everte Statum Duo: Cone Area Move Object 8 (force, magical, 6 tons, DC 23; Cone Area 2: 120 feet cone, DC 18, Damaging; Limited: to Pushing Away, Reduced Range: close)
. . . . Expecto Patronum: Progressive Perception Area Affliction 12 (magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Perception Area: DC 22 - Visual, Feature: Extraordinary Effort for +2 Effect Ranks, Progressive; Limited: to Unnatural Creatures, Limited: to Causing Targets to Flee, Tiring)
. . . . Expelliarmus: Move Object 12 (magical, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Incarcerous: Cumulative Affliction 8 (magical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Obliviate: Concentration Cumulative Affliction 8 (magical, 3rd degree: Transformed, Resisted by: Will, DC 18; Concentration, Cumulative, Increased Range: ranged; Limited Degree (third only))
. . . . Protego: Burst Area Deflect 8 (magical; Burst Area: 30 feet radius sphere, DC 18, Increased Duration: concentration, Redirection, Reflect; Distracting, 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)
. . Fury Brand, Charm of the Lionheart (Alternate; Easily Removable)
. . . . Sword Strike: Strength-based Damage 2 (slashing, DC 27; Aura: Divine Fire [10 extra ranks], Penetrating 12)
. . Starlight, Gem of Illumination (Alternate; Easily Removable)
. . . . A Mother's Memoire: Feature 1 (divine, Notes: Starlight houses a recorded message left to Harry by his birth mother.)
. . . . Star Burst: Burst Area Damage 10 (cosmic, divine, DC 25; Burst Area 3: 120 feet radius sphere, DC 20, Feature: Extraordinary Effort for +2 effect rank; Distracting, Tiring)
New God Physiology
. . Body Resistance: Protection 1 (racial, +1 Toughness)
. . Deific Awareness: Senses 6 (racial, Acute (Type): Mental Senses, Awareness: Divinity [Mental], Awareness: Magic [Mental], Detect: Spirits [Visual] 2: ranged)
. . Deific Linguist: Comprehend 3 (racial, Languages - Read All, Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language)
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Otherworldly: Immunity 11 (racial, Aging, Life Support; Quirk: Harry will continue to age until he reaches about the age of 25)
. . Power-Lifting: Enhanced Strength 4 (racial, +4 STR; Limited to Lifting, Notes: Able to lift 400 tons)
. . True Invulnerability: Impervious Toughness 8 (racial)

Equipment
12 Grimmauld Place

Offense
Initiative +16
Chaos Bolts: Burst Area Affliction 12 (DC Will 22)
Eldritch Bolt: Damage 12, +12 (DC 27)
Everte Statum Duo: Cone Area Move Object 8 (DC 23)
Expecto Patronum: Progressive Perception Area Affliction 12 (DC Will 22)
Expelliarmus: Move Object 12, +12 (DC 22)
Grab, +4 (DC Spec 20)
Incarcerous: Cumulative Affliction 8, +12 (DC Fort/Will 18)
Obliviate: Concentration Cumulative Affliction 8, +12 (DC Will 18)
Probability Stabilization: Burst Area Nullify 8 (DC Will 18)
Star Burst: Burst Area Damage 10 (DC 25)
Stupefy: Cumulative Affliction 8, +12 (DC Fort 18)
Sword Strike: Strength-based Damage 2, +10 (DC 27)
Throw, +12 (DC 25)
Unarmed, +4 (DC 25)

Complications
- Fame: Harry is famous due to the fact that he is the one who ultimately defeated the Dark Lord Voldemort, as well as because of several other feats of daring do that he has accomplished over the course of his young life.
- Honor: Harry will not break his word once he has given it to someone, and he will always save a damsel in distress if he learns that such an occurrence has cropped up.
- Motivation: Responsibility: During Harry's time at Hogwarts, he heard a great many bits of inspirational wisdom from Albus Dumbledore, and while the man had many faults the one thing he did say that Harry keeps in mind even to this day was: "there will be a time when we must choose between what is easy and what is right."
- Mythic Origins: Harry is the son of Nuena, the Goddess of Fire in the pantheon residing on New Genesis. However, she had little time left to live after giving birth to Harry, and left him in the care of Lily and James Potter. Unfortunately the Potter family was soon targeted by Voldemort and the rest as they say, is history.
- Mythic Weakness: Harry does not benefit from his True Invulnerability against the element known as Radion, and if injured by said element, he will immediately become Dazed & Impaired, then Stunned & Disabled on the following round and Incapacitated on the third round. If he does not receive treatment before the fourth round, he will die.
- Relationships: Harry's strongest bonds are with Hermione Granger, Luna Lovegood, and Professor Flitwick. The former two because they have been the most consistent in their friendship to him, and the latter because it was Flitwick who taught Harry to use a sword after he pulled a special sword from a noisy hat.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.

Languages
English [Native], French, Latin, Parseltongue

Defense
Dodge 13/8, Parry 13/8, Fortitude 12, Toughness 11 (Imp. 11/8/3), Will 12

Power Points
Abilities 98 + Powers 128 + Advantages 46 + Skills 46 (92 ranks) + Defenses 12 = 330

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

Toughness 10, Size Huge

Features:
Concealed 3, Deathtraps, Dual Size: Medium, Garage, Holding Cells, Laboratory, Library, Living Space, Personnel, Sealed, Security System 2, Trophy Room

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20
Last edited by DalkonCledwin on Wed May 01, 2019 7:11 pm, edited 2 times in total.
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Diana Prince / The Young God

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Diana of Themyscira - PL 12
Phys. Age: 25 / Height: 5' 6" / Weight: 165 lbs
Hair Color: Black / Eye Color: Blue
Wealth Rank: +12 / Rep Rank: +20 (w/ Muggles) / +12 (w/ Wizards)

Strength 11, Stamina 12, Agility 8, Dexterity 7, Fighting 9, Intellect 4, Awareness 6, Presence 6

General Advantages
Assessment, Attractive 2, Benefit, Renown 4, Benefit, Status 2: Princess of the Amazons, Benefit, Wealth (well-off), Chokehold, Diehard, Fighting Style: Aikido, Fighting Style: Boxing, Fighting Style: Capoeira, Fighting Style: Muay Thai, Fighting Style: Tae Kwon Do, Great Endurance, Improved Aim, Inspire 2, Leadership, Ranged Attack 2, Second Chance: Acrobatics checks for Tumbling, Teamwork, Weapon Bind

Fighting Style Advantages
Agile Feint, All-out Attack, Defensive Attack, Defensive Roll, Evasion, Fast Grab, Grabbing Finesse, Improved Critical: Unarmed, Improved Defense, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Power Attack, Prone Fighting, Takedown, Uncanny Dodge

Enhanced Advantages
Improved Disarm, Improved Initiative 2, Interpose, Move-by Action, Seize Initiative, Weapon Break

Skills
Acrobatics 10 (+18), Athletics 8 (+19), Close Combat: Melee Weapons 2 (+11), Expertise (AWE): Animal Handling 8 (+14), Expertise: History 8 (+12), Expertise: Magic 4 (+8), Expertise: Psychology 4 (+8), Expertise: Tactics 8 (+12), Insight 12 (+18), Intimidation 6 (+12), Investigation 8 (+12), Perception 8 (+14), Persuasion 12 (+18), Ranged Combat: Lasso of Truth 4 (+11), Sleight of Hand 6 (+13), Stealth 6 (+14), Treatment 6 (+10), Vehicles 6 (+13)

Powers
Bracers of Submission (Removable (indestructible))
. . Divine Aegis: Array
. . . . Bracer Deflection: Deflect 9 (skill; Redirection, Reflect; Reduced Range: close)
. . . . Enhanced Block: Enhanced Trait 2 (skill, Advantages: Improved Disarm, Weapon Break)
. . . . Shockwave: Cone Area Move Object 12 (force, 100 tons, DC 27; Cone Area: 60 feet cone, DC 22, Damaging; Limited: Pushing Away, Reduced Range: close)
Demigod Physiology
. . Deific Reflexes: Enhanced Trait 6 (racial, Advantages: Improved Initiative 2, Interpose, Move-by Action, Seize Initiative)
. . Enhanced Hearing: Senses 5 (racial, Analytical: Hearing, Extended: Hearing 2: x100, Tracking: Hearing 2: full speed)
. . Expanded Awareness: Senses 8 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Spirits [Visual] 2: ranged, Extended: Vision 2: x100, Tracking: Vision 2: full speed)
. . Hera, Grant Me Strength!: Enhanced Strength 5 (racial, +5 STR; Limited to Lifting, Notes: Able to lift 1,600 tons)
. . Immortality: Immunity 11 (racial, Aging, Life Support)
. . Omnilingualism: Comprehend 7 (racial, Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
. . True Invulnerability: Impervious Toughness 9 (racial)
Divine Electrokinesis: Array
. . EMP Discharge: Burst Area Broad Simultaneous Weaken 5 ([0 active, 0/28 PP, 5/r+1], divine, electricity, Affects: Electonics, Resisted by: Fortitude, DC 15; Affects Objects Only, Burst Area 3: 120 feet radius sphere, DC 15, Broad: Electronics, Feature: Extraordinary Effort for +2 Effect Ranks, Simultaneous; Tiring)
. . Lightning Bolt: Damage 14 ([0 active, 0/28 PP, 2/r], divine, electricity, DC 29; Increased Range: ranged)
. . Stormy Weather: Environment 8 ([0 active, 0/28 PP, 3/r], divine, weather, Cold, Impede Movement (1 rank), Visibility (-2), Radius: 0.5 miles)
Lasso of Truth (Easily Removable (indestructible))
. . Magic Lasso
. . . . Lasso Snare: Move Object 11 (Linked; divine, 50 tons; Custom: Tether; Diminished Range)
. . . . Tell, Me, The, Truth!: Cumulative Mind Reading 11 (Linked; divine, DC 21; Cumulative; Diminished Range, Limited by Language, Quirk: Must ask a verbal question that can be verbally answered by the target, Reduced Range: ranged)
Speed of Hermes: Array
. . Fleet of Foot: Speed 12 (divine, Speed: 8000 miles/hour, 16 miles/round)
. . Soar the Spaceways: Movement 2 (divine, Environmental Adaptation: Zero-G, Space Travel 1: within solar system)
. . Soaring: Flight 12 (divine, Speed: 8000 miles/hour, 16 miles/round)
The Sword of Athena (Easily Removable (indestructible))
. . Sword Strike: Strength-based Damage 1 (slashing, DC 27; Dangerous 4, Penetrating 12)
War Shield (Easily Removable (indestructible))
. . Defensive Emplacement: Enhanced Trait 4 (armor, Dodge +2 (+11), Parry +2 (+11))

Offense
Initiative +16
EMP Discharge: Burst Area Broad Simultaneous Weaken 5 (DC Fort 15)
Grab, +9 (DC Spec 17)
Lasso Snare: Move Object 11, +13 (DC 21)
Lightning Bolt: Damage 14, +9 (DC 29)
Shockwave: Cone Area Move Object 12 (DC 27)
Sword Strike: Strength-based Damage 1, +11 (DC 27)
Tell, Me, The, Truth!: Cumulative Mind Reading 11, +13 (DC Will 21)
Throw, +9 (DC 26)
Unarmed, +9 (DC 26)

Complications
- Enemies: Wonder Woman has been active as a hero since at least the time of World War II, and even before that has been the Princess of the Amazons for about 5,000 years. This means she has who knows how many enemies, some of which still live to this very day and age.
- Motivation: Patriotism: Diana has a significant burden of responsibility to the people of Themyscira, as she is the one to act as their voice in the world that exists outside the borders of their island paradise.
- Secret: Wonder Woman is really Diana Prince, who in turn is really Princess Diana of Themyscira.

Languages
Ancient Greek [Native]

Defense
Dodge 11/9, Parry 11/9, Fortitude 12, Toughness 13/12 (Imp. 9), Will 10

Power Points
Abilities 126 + Powers 173 + Advantages 39 + Skills 63 (126 ranks) + Defenses 5 = 406
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Enid of New Genesis / The Young God

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Enid of New Genesis - PL 12
Age: 25 (Physically) / 1,000 (Chronologically) / Height: 6' 0" / Weight: 172 lbs
Hair Color: Black / Eye Color: Glowing Green
Wealth Rank: +28 / Rep Rank: +14 (w/ Wizards) / +6 (w/ Muggles)

Strength 8, Stamina 8, Agility 6, Dexterity 5, Fighting 4, Intellect 2, Awareness 6, Presence 9

Advantages
Artificer, Assessment, Attractive, Benefit, Renown, Benefit, Status: New Genesis Goddess of the Afterlife, Benefit, Wealth 5 (billionaire), Close Attack 2, Daze (Intimidation), Fascinate (Intimidation), Ritualist, Second Chance: Resisting Mind Control, Skill Mastery: Expertise: Death Lore, Trance, Well-informed

Skills
Close Combat: Grab 4 (+8), Close Combat: Power Rod 6 (+10), Deception 6 (+15), Expertise: Death Lore 12 (+14), Expertise: Magic 10 (+12), Expertise: New Genesis Lore 6 (+8), Insight 6 (+12), Intimidation 8 (+17), Perception 4 (+10), Persuasion 4 (+13), Ranged Combat: Divine Magic 4 (+9), Stealth 6 (+12), Technology 6 (+8), Treatment 4 (+6)

Powers
Goddess of the Afterlife: Array
. . Astral Projection: Remote Sensing 11 ([0 active, 0/28 PP, 2/r+5], divine, Affects: 3 Types, inc. Visual - Visual, Aural, and Mental, Range: 8 miles; Dimensional 3: any dimension, Subtle 2: looks normal; Side Effect 2: always - physical body is defenseless and immobile)
. . Commander of the Dead: Perception Area Affliction 12 ([0 active, 0/28 PP, 2/r+1], death, divine, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Affects Objects, Perception Area: DC 22 - hearing, Feature: Will affect Dementors due to their preferred diet; Limited: to Undead)
. . Dark Blast: Damage 14 ([0 active, 0/28 PP, 2/r], darkness, divine, DC 29; Increased Range: ranged)
. . Dark Flight: Flight 6 ([0 active, 0/28 PP, 2/r], darkness, divine, Speed: 120 miles/hour, 1800 feet/round)
. . Life Draining Touch: Weaken 14 ([0 active, 0/28 PP, 1/2r+1], divine, necromantic, Affects: Stamina, Resisted by: Fortitude, DC 24; Reversible; Grab-based)
. . Night Terrors: Perception Area Affliction 7 ([0 active, 0/28 PP, 4/r-1], darkness, divine, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Perception Area: DC 17 - Visual, Reaction 3: reaction, Selective; Activation: move action, Limited: to causing targets to flee or cower in terror, Limited: to living targets, Notes: Reaction to laying eyes upon Enid when this power is active)
. . Resurrection: Healing 9 ([0 active, 0/28 PP, 3/r], divine; Resurrection)
. . Shadow Shaping: Create 7 ([0 active, 0/28 PP, 4/r], divine, shadow, Volume: 125 cft., DC 17; Impervious, Movable)
. . Shadow Tendrils: Burst Area Move Object 9 ([0 active, 0/28 PP, 3/r+1], divine, shadow, 12 tons; Burst Area: 30 feet radius sphere, DC 19, Precise, Selective; Concentration)
. . Shadow Walk: Teleport 7 ([0 active, 0/28 PP, 4/r], divine, shadow, Carry 50 lbs.; Easy, Extended: 120 miles in 2 move actions, Portal; Limited to Extended, Medium: shadows )
Goddess of the Afterlife: Talents
. . Crypt Goddess: Immunity 31 (divine, Aging, Fortitude Effects)
. . Death Awareness: Senses 10 (divine, Awareness: Death [Mental], Detect: The Dying [Visual] 2: ranged, Extended: Death Awareness 6: x1m, Radius: Death Awareness; Dimensional 3: any dimension)
New God Physiology
. . Body Resistance: Protection 2 (racial, +2 Toughness)
. . Deific Awareness: Senses 6 (racial, Acute (Type): Mental Senses, Awareness: Divinity [Mental], Awareness: Magic [Mental], Detect: Spirits [Visual] 2: ranged)
. . Omnilingualism: Comprehend 5 (racial, Languages - Read All, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium)
. . Power-Lifting: Enhanced Strength 3 (racial, +3 STR; Limited to Lifting, Notes: Able to lift 50 tons)
. . True Invulnerability: Impervious Toughness 6 (racial)
Power Rod (Easily Removable)
. . Power Rod: Array
. . . . Astral Portal: Movement 3 (divine, Space Travel 3: other galaxies; Portal)
. . . . Dimensional Portal: Movement 3 (divine, Dimensional 3: any dimension, 50 lbs.; Portal)
. . . . Heavy Strike: Strength-based Damage 4 (bludgeoning, DC 27; Dangerous)

Offense
Initiative +6
Commander of the Dead: Perception Area Affliction 12 (DC Will 22)
Dark Blast: Damage 14, +9 (DC 29)
Grab, +10 (DC Spec 18)
Heavy Strike: Strength-based Damage 4, +12 (DC 27)
Life Draining Touch: Weaken 14, +10 (DC Fort 24)
Night Terrors: Perception Area Affliction 7 (DC Will 17)
Shadow Tendrils: Burst Area Move Object 9 (DC 19)
Throw, +5 (DC 23)
Unarmed, +6 (DC 23)

Complications
- Curse Sworn: Enid could have wound up with a far worse situation than she did, if someone other than Harry had managed to unite her Hallows. Fortunately, it was Harry who united the things, and though she definitely regrets creating them, she is more or less happy with the situation she now finds herself forced into.
- Fame: Enid has a rather understated fame within the Wizarding Communities of the world as having been the figure that Beedle the Bard referred to as "Death" in the Tale of Three Brothers. She is not however, THE Death.
- Motivation: Responsibility: Enid is the Goddess of the Afterlife, and is tasked with shepherding recently departed souls to their final destination. She isn't technically supposed to decide when those souls die, but rather to show up and ferry them to the afterlife when they do die.
- Mythic Weakness: Enid does not benefit from her True Invulnerability against the element known as Radion, and if injured by said element, she will immediately become Dazed & Impaired, then Stunned & Disabled on the following round and Incapacitated on the third round. If she does not receive treatment before the fourth round, she will die.
- Reputation: Most of her fellow Gods of New Genesis do not like Enid at all. They consider her to be little better than the Gods of Apokalips in terms of what she represents. They don't like admitting that they're just as vulnerable as anyone else to acts of violence or nature.
- Temper: Enid tends to get very angry when she encounters a ghost who has for whatever reason, decided not to move on to their final destination in the afterlife, and will try to intimidate them into doing so. She is rarely ever successful in this endeavor.

Languages
New Genesisian [Native]

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

Power Points
Abilities 96 + Powers 126 + Advantages 19 + Skills 43 (86 ranks) + Defenses 25 = 309
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Daphne Greengrass / The Young God

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Daphne Ophelia Greengrass - PL 10
Age: 18 / Height: 5' 6" / Weight: 121 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +20 / Rep Rank: +12 (w/ Wizards) / +4 (w/ Muggles)

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

Advantages
Accurate Attack, Artificer, Assessment, Attractive 2, Benefit, Renown, Benefit, Wealth 3 (millionaire), Connected, Contacts, Daze (Deception), Defensive Roll 2, Eidetic Memory, Fascinate (Deception), Improved Initiative, Inspire 3, Languages 2, Leadership, Power Attack, Quick Draw, Ranged Attack 3, Ritualist, Second Chance: Resisting Mind Control, Set-up 3, Skill Mastery: Deception, Speed of Thought, Teamwork, Well-informed

Skills
Deception 12 (+15), Expertise: Business 8 (+13), Expertise: Magic 10 (+15), Expertise: Politics 6 (+11), Insight 8 (+12), Intimidation 8 (+11), Investigation 4 (+9), Perception 4 (+8), Persuasion 6 (+9), Ranged Combat: Magic 4 (+7), Stealth 4 (+8), Treatment 8 (+13)

Powers
Laurel & Unicorn Hair Wand (Easily Removable)
. . Arcane Aptitude: Array
. . . . Expelliarmus: Move Object 5 (magical, 1600 lbs.; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Finite: Nullify 5 (magical, Counters: Magic, DC 15; Broad, Simultaneous)
. . . . Glacius Missilia: Damage 10 (cold, magical, DC 25; Increased Range: ranged, Multiattack)
. . . . Legilimens: Cumulative Mind Reading 8 (magical, DC 18; Cumulative; Reduced Range: ranged)
. . . . Obliviate: Concentration Cumulative Affliction 8 (magical, 3rd degree: Transformed, Resisted by: Will, DC 18; Concentration, Cumulative, Increased Range: ranged; Limited Degree (third only))
. . . . Protego: Burst Area Deflect 6 (magical; Burst Area: 30 feet radius sphere, DC 16, Increased Duration: concentration, Redirection, Reflect; Distracting, Reduced Range: close)
. . . . Stupefy: Cumulative Affliction 6 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged)
. . . . Vulnera Sanentur: Healing 5 (magical; Increased Range: ranged, Persistent, Restorative, Stabilize; Diminished Range 3, Distracting)
Wandless Magic: Array
. . Apparition: Teleport 8 (magical, 1 mile in a move action, carrying 400 lbs.; Accurate, Change Direction, Change Velocity, Extended: 250 miles in 2 move actions, Increased Mass 3; Distracting, Limited: Must pass through intervening distance in a gaseous form)
. . Glacius: Damage 8 (cold, magical, DC 23; Increased Range: ranged)
. . Occlumens: Immunity 5 (magical, Custom: Mind Reading 5; Sustained)
Wizardkind Physiology
. . Body Resistance: Protection 3 (racial, +3 Toughness)
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Spirits [Visual] 2: ranged)

Offense
Initiative +9
Expelliarmus: Move Object 5, +10 (DC 15)
Finite: Nullify 5, +10 (DC Will 15)
Glacius Missilia: Damage 10, +10 (DC 25)
Glacius: Damage 8, +10 (DC 23)
Grab, +4 (DC Spec 11)
Legilimens: Cumulative Mind Reading 8, +10 (DC Will 18)
Obliviate: Concentration Cumulative Affliction 8, +10 (DC Will 18)
Stupefy: Cumulative Affliction 6, +10 (DC Fort 16)
Throw, +6 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Frail: Due to the Blood Malediction that she suffers from, Daphne is easily exhausted. At any time when she makes an Acrobatics, Athletics or other physically demanding skill check, as well as for every 5 rounds of sustained combat (even when using ranged attacks), she must simultaneously make a DC 10 Fortitude check. If she fails this check then she becomes Fatigued. Every time she uses one of the aforementioned skills within the same scene, as well as for every 5 rounds of combat within a single scene, the DC for her next Fortitude check in that same scene will increase by 1 point. Standard rules regarding additional degrees of fatigue apply.
- Motivation: Responsibility: Daphne idolizes Narcissa Malfoy, as do many young Slytherins, and uses her as a role model for how she should live her life, right up to and including the notion that she is to locate and marry the most influential Wizard in her year group, which just so happens to be Harry Potter.
- Relationship: Daphne is very close with Tracey Davis, and adores her younger sister, Astoria.
- Quirk: Daphne is willing to share Harry with other women, just not with ones she absolutely abhors.
- Rivalry: With Ginevra Weasley, primarily due to the fact that neither one of the two young ladies can stand one another, and the fact that they both have set their eyes on the exact same young Lord.

Languages
English [Native], French, Latin

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 8/6, Will 10

Power Points
Abilities 54 + Powers 57 + Advantages 37 + Skills 41 (82 ranks) + Defenses 26 = 215
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Note Regarding the Justice League

Post by DalkonCledwin »

Just a slight note, Batman and Superman are largely unchanged from the last two times I built stat blocks for them. The main difference being a matter of terminology and complications in Batman's case more than anything else.
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Aquaman / The Young God

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Arthur Curry / Orin - PL 12
Age: 29 / Height: 6' 1" / Weight: 325 lbs
Hair Color: Dark Brown / Eye Color: Blue
Wealth Rank: +8 / Rep Rank: +10 (on the Surface) / +14 (within Atlantis)

Strength 11, Stamina 11, Agility 6, Dexterity 5, Fighting 9, Intellect 2, Awareness 4, Presence 4

General Advantages
Animal Empathy, Assessment, Benefit, Renown, Daze (Intimidation), Extraordinary Effort, Fighting Style: Boxing, Great Endurance, Improved Initiative, Inspire 3, Languages 1, Leadership, Precise Attack (Close, Concealment), Second Chance: Resisting Mind Control, Startle

Fighting Style Advantages
All-out Attack, Defensive Attack, Improved Defense, Improved Smash, Power Attack, Takedown

Enhanced Advantages
Favored Environment: Aquatic

Skills
Acrobatics 4 (+10), Athletics 4 (+15), Close Combat: Unarmed 2 (+11), Expertise: Marine Biology 8 (+10), Expertise: Oceanography 8 (+10), Insight 6 (+10), Intimidation 6 (+10), Perception 4 (+8), Ranged Combat: Thrown Weapons 6 (+11), Stealth 4 (+10), Technology 4 (+6), Vehicles 4 (+9)

Powers
Atlantean Movement: Array
. . Fastest Sea Animal: Swimming 10 (talent, Speed: 500 miles/hour, 1 mile/round)
. . Super-Leaping: Leaping 4 (talent, Leap 120 feet at 30 miles/hour)
Atlantean Physiology
. . Aquatic Lifeform: Immunity 8 (racial, Damage Effect: Cold Damage, Environmental Condition: Pressure, Environmental Condition: Cold, Suffocation: Drowning; Limited - Half Effect [5 ranks only])
. . Aquatic Senses: Senses 8 (racial, Analytical: Hearing, Darkvision, Extended: Hearing 3: x1k, Tracking: Hearing 1: -1 speed rank, Ultra-hearing)
. . Body Resistance: Protection 3 (racial, +3 Toughness)
. . Water Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic, Advantages: Favored Environment: Aquatic)
Marine Telepathy: Array
. . Marine Mastery I: Summon 6 (skill; Horde, Mental Link, Multiple Minions 2: 4 minions, Type (General): Marine Life; Limited: to while in or near water, Self-Powered)
. . Marine Mastery: Summon 3 (skill; Horde, Mental Link, Multiple Minions 4: 16 minions, Type (General): Marine Life; Limited: to while in or near water, Self-Powered)
. . Marine Telepathy: Mental Communication 3 (skill; Limited: to Marine Life)
Marine Telepathy: Talents
. . Fish Whisperer: Comprehend 2 (skill, Animals - Speak To, Animals - Understand; Limited: to Marine Life)
Scale Armor (Removable)
. . Armor Plating: Impervious Toughness 6 (armor)
Trident of Atlanna (Easily Removable)
. . Quindent Assault: Array
. . . . Quindent Strike: Strength-based Damage 4 (piercing, DC 30; Dangerous, Disarming, Penetrating 15, Reach (melee): 5 ft., Tripping)
. . . . Tsunami: Line Area Damage 12 (water, DC 27; Line - Width Area 3: 60 feet feet wide, Line Area 4: 5 feet wide by 250 feet long, DC 22, Increased Range: ranged; Limited: to Along Shoreline, Limited: Must originate from Bodies of Water)

Offense
Initiative +10
Grab, +9 (DC Spec 21)
Quindent Strike: Strength-based Damage 4, +9 (DC 30)
Throw, +11 (DC 26)
Tsunami: Line Area Damage 12 (DC 27)
Unarmed, +11 (DC 26)

Complications
- Motivation: Thrills: Aquaman hasn't quite found what he is looking for in life just yet, and is mostly living each day as they come.
- Temper: Aquaman is known for his fierce temper.
- Weakness: Aquaman dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Languages
Atlantean, English [Native]

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

Power Points
Abilities 104 + Powers 127 + Advantages 21 + Skills 30 (60 ranks) + Defenses 14 = 296

--------------------
Continuity Note: Since I have all but thrown the "official" Harry Potter timeline out the window for this, I should probably explain what year the ages I am using in this fic are relevant for. The Battle of Hogwarts occurred on May 2nd, 2015. Meanwhile the battle between Superman and Batman that took place in Gotham City and was intruded upon by Doomsday, occurred on November 13th, that same year. This story starts around the same time as the battle with Doomsday.
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The Flash / The Young God

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Barry Allen - PL 12
Age: 23 / Height: 6' 0" / Weight: 195 lbs
Hair Color: Black / Eye Color: Brown
Wealth Rank: +8 / Rep Rank: +12

Strength 2, Stamina 7, Agility 10, Dexterity 10, Fighting 3, Intellect 3, Awareness 5, Presence 2

General Advantages
Beginner's Luck, Contacts, Eidetic Memory, Languages 1, Move-by Action, Seize Initiative, Set-up, Takedown, Teamwork, Ultimate Effort: Athletics Checks, Well-informed

Enhanced Advantages
Agile Feint, Close Attack 5, Defensive Roll, Evasion 2, Improved Initiative 10, Instant Up, Interpose

Skills
Acrobatics 4 (+14), Athletics 6 (+8), Close Combat: Unarmed 2 (+5), Deception 4 (+6), Expertise: Forensics 8 (+11), Expertise: Legal Procedure 4 (+7), Insight 8 (+13), Investigation 8 (+11), Perception 6 (+11), Persuasion 6 (+8), Technology 8 (+11)

Powers
Speed Force Conduit
. . Absurd Movement: Movement 3 (cosmic, Wall-crawling 2: full speed, Water Walking 1: you sink if you are prone; Limited: to while moving)
. . Fast Action: Quickness 20 (cosmic, Perform routine tasks in -20 time ranks)
. . Fast Healing: Regeneration 5 (cosmic, Every 2 rounds)
. . Frictionless Aura: Immunity 1 (cosmic, Rare Descriptor: Friction Heat)
. . Hyper-Running: Speed 20 (cosmic, Speed: 2 million miles/hour, 4000 miles/round)
. . Quicker Than the Eye: Concealment 4 (cosmic, All Visual Senses; Limited: to While Moving)
. . Resistances: Immunity 1 (cosmic, Poison; Feature: +2 Circumstance Bonus to Fortitude checks for Resisting the effects of Cold Environments; Limited - Half Effect)
. . Speedster Reflexes: Enhanced Trait 36 (cosmic, Dodge +6 (+16), Parry +6 (+16), Advantages: Agile Feint, Close Attack 5, Defensive Roll, Evasion 2, Improved Initiative 10, Instant Up, Interpose, Move-by Action, Seize Initiative, Takedown)
Speed Force Stunts: Array
. . Dimension Travel: Movement 3 (cosmic, Dimensional 3: any dimension, 50 lbs.; Check Required 2: DC 11 - Perception, Quirk: Only While Moving)
. . Electro-Wind: Cone Area Move Object 10 (cosmic, electricity, wind, 25 tons, DC 25; Cone Area: 60 feet cone, DC 20, Damaging; Limited: to Pushing Away, Reduced Range: close)
. . Rapid Attack: Damage 4 (bludgeoning, DC 19; Accurate 2: +4, Multiattack, Selective)
. . Shatter: Weaken 14 (cosmic, vibration, Affects: Toughness, Resisted by: Fortitude, DC 24; Affects Objects Only)
. . Speed Force Aura: Burst Area Broad Simultaneous Weaken 8 (cosmic, electricity, Affects: Electonics, Resisted by: Fortitude, DC 18; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 18, Broad: Electronics, Simultaneous; Limited: to while moving)
. . Throwback: Deflect 14 (cosmic; Reflect; Limited: to Projectiles)
. . Vibrational Phasing: Movement 3 (cosmic, Permeate 3: full speed; Distracting)
The Flash Suit (Removable)
. . Armor Plating: Impervious Toughness 6 (armor)
. . Insulation: Immunity 2 (armor, Environmental Condition: Cold, Environmental Condition: Heat; Limited - Half Effect)

Offense
Initiative +50
Electro-Wind: Cone Area Move Object 10 (DC 25)
Grab, +8 (DC Spec 12)
Rapid Attack: Damage 4, +14 (DC 19)
Shatter: Weaken 14, +10 (DC Fort 24)
Speed Force Aura: Burst Area Broad Simultaneous Weaken 8 (DC Fort 18)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)

Complications
- Enemies: The Flash has an extensive Rogues Gallery of foes out to get him.
- Motivation: Recognition: Flash is eager to work with the other heroes, but also very determined to keep his identity a secret from others.
- Relationship: The Flash is the son of Doctor Henry Allen and the late Nora Allen. Following Nora's murder, Henry was convicted of the crime and is now imprisoned within Iron Heights Penitentiary. Henry as it happens, is innocent of that crime.
- Rivalry: With Harry. This is mostly because Harry used his luck control to cause the Flash to slip on a banana peel (that simply had to have appeared out of nowhere) and face plant because of it!
- Secret Identity: Barry Allen, forensic investigator for the Central City Police Department.
- Weakness: Extra Effort involving Speed threatens to irrevocably draw Flash into the Speed Force.

Languages
American Sign Language, English [Native]

Defense
Dodge 16/10, Parry 16/10, Fortitude 9, Toughness 8/7 (Imp. 6), Will 10

Power Points
Abilities 84 + Powers 127 + Advantages 8 + Skills 32 (64 ranks) + Defenses 14 = 265

--------------------
Build Comments: In the Harry Potter fandom, time travel that actually results in noticeable changes to the time stream is really more of an application of dimension travel, so the Flash's ability to run fast enough to go into alternate time lines is covered by his Dimension Travel power, rather than a time travel version of the Movement Power Effect.
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Cyborg / The Young God

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Victor Stone - PL 12
Age: 21 / Height: 6' 6" / Weight: 385 lbs
Hair Color: Black / Eye Color: Brown
Wealth Rank: +12 / Rep Rank: +12

Strength 11, Stamina 11, Agility 5, Dexterity 5, Fighting 6, Intellect 3, Awareness 2, Presence 2

Advantages
Accurate Attack, Benefit, Wealth (well-off), Close Attack, Diehard, Great Endurance, Improved Aim, Improved Grab, Improved Smash, Power Attack, Ranged Attack 3

Skills
Athletics 6 (+17), Close Combat: Unarmed 6 (+12), Expertise (AWE): Streetwise 4 (+6), Expertise: American Football Lore 8 (+11), Perception 6 (+8), Ranged Combat: Sonic Blaster 6 (+11), Technology 8 (+11)

Powers
Cyberneitc Assault: Array
. . Plasma Cannon: Damage 10 (force, DC 25; Increased Range: ranged)
. . Plasma Spread: Cone Area Damage 10 (force, DC 25; Cone Area: 60 feet cone, DC 20)
Cybernetic Body
. . Amplified Perception: Senses 10 (technological, Analytical: Vision, Analytical: Hearing, Darkvision, Extended: Vision 1: x10, Extended: Hearing 1: x10, Infravision, Radio, Ultra-hearing, Ultravision)
. . Body Armor: Protection 4 (armor, +4 Toughness; Impervious [6 extra ranks])
. . Cyber-Lifting: Enhanced Strength 5 (technological, +5 STR; Limited to Lifting, Notes: Able to lift 1,600 tons)
. . Face Shielding: Immunity 5 (armor, Sensory Affliction Effects; Sustained; Activation: move action)
. . Headlink: Radio Communication 3 (technological; Subtle: encrypted)
. . Interface: Comprehend 2 (technological, Machines / Electronics)
. . Life Support: Immunity 10 (technological, Life Support)
. . Rocket Thrusters: Flight 6 (technological, Speed: 120 miles/hour, 1800 feet/round)
. . Self-Repair: Regeneration 3 (technological, Every 3.33 rounds)
Mother Box (Removable (indestructible))
. . Power Cosmic: Array
. . . . Bio-Sculpting: Cumulative Affliction 12 (cosmic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Fortitude, DC 22; Cumulative, Increased Range 2: perception)
. . . . Boom Tube I: Movement 3 (cosmic, Dimensional 3: any dimension, 50 lbs.; Portal)
. . . . Boom Tube II: Movement 3 (cosmic, Space Travel 3: other galaxies; Portal)
. . . . Total Healing: Healing 12 (cosmic; Increased Range 2: perception, Persistent, Restorative, Resurrection; Limited 2: Only works on deceased targets, Unreliable (5 uses))

Offense
Initiative +5
Bio-Sculpting: Cumulative Affliction 12 (DC Fort 22)
Grab, +7 (DC Spec 21)
Plasma Cannon: Damage 10, +14 (DC 25)
Plasma Spread: Cone Area Damage 10 (DC 25)
Throw, +8 (DC 26)
Unarmed, +13 (DC 26)

Complications
- More Machine Than Man: Almost the entirety of Victor's body has been transformed into a machine, and it is all but impossible to hide this fact from observation. This makes it incredibly difficult, if not outright impossible, for him to blend in with mundane society.
- Motivation: Acceptance: Victor has many of the same goals and desires as such famous people as the Beast from Beauty and the Beast, the Hunchback from Hunchback of Notre Dame, and even the Frankenstein Monster. He wants people to accept him as a valued part of human society, rather than shunning him because he looks like a monster.
- Weakness: While his human side is a part of Victor's strength, it also contributes his greatest weakness. He is still vulnerable to things such as the Killing Curse, as they target his heart and soul, rather than his mechanical components.

Languages
English [Native]

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

Power Points
Abilities 90 + Powers 138 + Advantages 12 + Skills 22 (44 ranks) + Defenses 18 = 280

--------------------
Build Comments: The reason Cyborg has a Mother Box, while Harry and Enid do not, is because in the DC Cinematic Universe these things are absurdly massive in size, and the one Cyborg has has reconfigured itself so that it is actually a component of his body, rather than something the character would have to carry around.
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The Unthought Known Brainstorm & Notes

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The Unthought Known
Premise: Having the innate ability to shield your mind from external intrusions would seem like a blessing in a world that is inhabited by who knows how many unscrupulous psychics. But for one young man, it was as much a curse as it was a blessing, at least until he met one particular psychic.
Required Inclusions:
- The fic must include a Wrong Child Who Lived.
- Harry must be a mutant, and according to Albus Dumbledore, he must be a squib. This is because, for some reason, Albus used Legilimency when looking for Harry’s magical core.
- Harry must run away from the Potter family, who survived, due to the fact that they took Dumbledore at his word, leading to all his accidental magic being attributed to the WCWL.
- While living on the streets, Harry must encounter a young Emma Frost, who for some reason was in Great Britain at the time. This meeting results in him arousing her curiosity due to her inability to read him, which prior to Harry, had only been the case with her sisters.
- Emma must help Harry, either by bringing him supplies, or else by bringing him back home with her, which causes Harry to consider her his closest ally.
- When Emma joins the Hellfire Club, Harry must also join, with the two eventually becoming the White Queen and White Knight respectively.
- As far as pairings go, the only one that is required is Harry/Emma, others are strictly optional.
- When it is discovered that Harry is the one that Voldemort had targeted, and people begin looking for him, Emma must go with Harry back to England to deal with the Dark Git.
Preferred Inclusions:
- Harry saving Emma’s life using his mutant abilities when they first meet.
- Harry’s powers being more physical and/or opposite to Telepathy.
- Emma and by proxy, Harry, joining the X-Men or Generation X when they are founded.
- The story taking place in the X-Men Evolution universe, with a younger Emma that is trying to take over the Hellfire Club for benevolent reasons.
Optional Inclusions:
- The story involving a Wrong Girl Who Lived, who is infatuated with her AWOL brother.
- Harry having powers that are similar to the Void power set from the Homestuck comics, and also to the Dark Type Pokemon from the Pokemon video games.
- Despite his general immunity to telepathic abilities, Harry and Emma developing a psychic rapport, or better yet, a Soul Bond.
Forbidden Things:
- Harry being romantically paired with any male characters.
- Emma becoming romantically involved with Scott Summers.
- Harry & Emma, the Emo Doormats.
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DalkonCledwin
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White Knight / The Unthought Known

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White Knight (Harry Potter) - PL 12
Age: 16 / Height: 5' 7" / Weight: 158 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +16 / Rep Rank: +12

Strength 4, Stamina 6, Agility 7, Dexterity 7, Fighting 12, Intellect 2, Awareness 4, Presence 3

General Advantages
Assessment, Attractive, Benefit, Status: Hellfire Club Member, Benefit, Status: X-Men Member, Benefit, Wealth 2 (independently wealthy), Close Attack 2, Connected, Contacts, Daze (Deception), Eidetic Memory, Equipment 3, Fascinate (Deception), Fighting Style: Boxing, Hide in Plain Sight, Inspire 2, Interpose, Languages 3, Leadership, Ranged Attack 3, Ritualist, Set-up, Teamwork, Well-informed

Fighting Style Advantages
All-out Attack, Defensive Attack, Improved Defense, Improved Smash, Power Attack, Takedown

Skills
Acrobatics 4 (+11), Athletics 6 (+10), Close Combat: Unarmed 6 (+18), Deception 6 (+9), Expertise: Business 6 (+8), Expertise: Magic 6 (+8), Expertise: Psychology 8 (+10), Insight 8 (+12), Intimidation 4 (+7), Investigation 4 (+6), Perception 8 (+12), Persuasion 6 (+9), Stealth 8 (+15), Treatment 4 (+6), Vehicles 6 (+13)

Powers
Selene's Disciple: Array
. . Mystic Portal: Teleport 10 (magical, Carry 50 lbs.; Extended: 1000 miles in 2 move actions, Portal; Limited to Extended, Unreliable (5 uses))
. . Pyromantic Barrage: Damage 10 (fire, magical, DC 25; Increased Range: ranged, Multiattack; Quirk: requires a pre-existing, albeit insignificant, source of fire)
. . Pyromantic Conversion: Healing 10 (fire, magical; Custom: Can Counter Extra Effort Fatigue, Reaction 3: reaction; Limited: to Self, Limited: to Absorbed Fire Ranks, Source: Directed Fire Attacks)
Selene's Disciple: Talents
. . Soul Bond: Senses 1 (magical, Communication Link: Emma Frost; Dimensional 3: any dimension)
Shadowcasting: Dynamic Array
. . Gloom: Environment 9 ([0 active, 0/28 PP, 3/r], shadow, Visibility (-5), Radius: 1 mile; Selective)
. . Mental Gloom: Burst Area Broad Concentration Simultaneous Weaken 7 ([0 active, 0/28 PP, 4/r], shadow, Affects: Mental Powers, Resisted by: Will, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Broad: Mental Powers, Concentration, Simultaneous; Distracting, Unreliable (5 uses))
. . Scry Through Shadow: Remote Sensing 14 ([0 active, 0/28 PP, 2/r], shadow, Affects: 2 Types, inc. Visual - visual, auditory, Range: 60 miles; Medium: shadows and darkness)
. . Shadow Bolt: Damage 14 ([0 active, 0/28 PP, 2/r], shadow, DC 29; Increased Range: ranged)
. . Shadow Flight: Flight 7 ([0 active, 0/28 PP, 2/r], shadow, Speed: 250 miles/hour, 0.5 miles/round)
. . Shadow Shaping: Create 7 ([0 active, 0/28 PP, 4/r], shadow, Volume: 125 cft., DC 17; Impervious, Movable)
. . Shadow Tendrils: Burst Area Move Object 6 ([0 active, 0/28 PP, 4/r+1], shadow, 3200 lbs.; Burst Area: 30 feet radius sphere, DC 16, Precise, Selective)
Shadowcasting: Talents
. . Resistance: Immunity 10 (shadow, Common Descriptor: Shadow Effects; Limited - Half Effect)
. . Shadow Vision: Senses 2 (shadow, Darkvision)
. . Unthought Known: Immunity 10 (shadow, Common Descriptor: Mental Powers; Innate; Quirk: Has no effect on the Soul Bond power)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Astral Beings [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)

Equipment
Commlink, Motorcycle, Zippo Lighter 1

Offense
Initiative +7
Grab, +14 (DC Spec 14)
Mental Gloom: Burst Area Broad Concentration Simultaneous Weaken 7 (DC Will 17)
Pyromantic Barrage: Damage 10, +10 (DC 25)
Shadow Bolt: Damage 14, +10 (DC 29)
Shadow Tendrils: Burst Area Move Object 6 (DC 16)
Throw, +10 (DC 19)
Unarmed, +20 (DC 19)

Complications
- Enemy: Harry is who Voldemort is truly interested in killing, since Voldemort totally noticed that Harry was immune to Legilimency the first and only time they've so far met.
- Motivation: Doing Good: Harry can't seem to stop himself from saving a damsel in distress.
- Relationships: Harry is the son of Lily and James Potter, making him the older brother of Dahlia Potter, the so-called "Girl Who Lived." Furthermore, he is the apprentice of Selene Gallio, and the boyfriend and soul-bound mate of Emma Frost.
- Reputation: Harry has a reputation as something of a 'bad boy' within the X-Mansion. This is in part due to the fact that he is in a romantic relationship with the resident 'bad girl', but also because he drives a motorcycle and makes no secret of the fact that he carries a zippo for no better reason than it facilitates his magic.
- Rivalry: With Scott Summers, but mostly cause Scott considers Harry's very existence to be some sort of personal insult... or it might have something to do with the googly eyes Jean Grey keeps shooting in Harry's direction.
- Weakness: When exposed to light that is as bright as a Sunlit day, Harry becomes Vision Impaired, and all of his Shadowcasting powers, except for his Immunity to Mental Powers and Resistance to Shadow effects, also become Impaired.

Languages
English [Native], French, Latin, Parseltongue

Defense
Dodge 15, Parry 15, Fortitude 10, Toughness 9, Will 10

Power Points
Abilities 90 + Powers 105 + Advantages 37 + Skills 45 (90 ranks) + Defenses 21 = 298

--------------------
Motorcycle - PL 12

Strength 3, Defense 0, Toughness 8, Size Medium

Powers
Wheelset: Speed 6 (technological, Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 3 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 12
Last edited by DalkonCledwin on Fri May 03, 2019 9:24 pm, edited 4 times in total.
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White Queen / The Unthought Known

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White Queen (Emma Frost) - PL 12
Age: 17 / Height: 5' 7" / Weight: 132 lbs (400 lbs when transformed)
Hair Color: Blonde (Dyed) / Eye Color: Blue
Wealth Rank: +20 / Rep Rank: +12

Strength 8/1, Stamina 11/9, Agility 3, Dexterity 2, Fighting 3, Intellect 5, Awareness 6, Presence 6

General Advantages
Assessment, Attractive 2, Benefit, Status: Hellfire Club Member, Benefit, Status: X-Men Member, Benefit, Wealth 3 (millionaire), Close Attack 3, Connected, Contacts, Daze (Deception), Equipment 1, Fascinate (Deception), Fighting Style: Jujutsu, Inspire 2, Languages 2, Leadership, Second Chance: Resisting Mind Control, Speed of Thought, Taunt, Well-informed

Fighting Style Advantages
Accurate Attack, Defensive Attack, Improved Disarm, Improved Grab, Improved Hold, Improved Trip

Skills
Acrobatics 6 (+9), Athletics 4 (+12), Close Combat: Grab 6 (+9), Deception 8 (+14), Expertise (AWE): Teaching 4 (+10), Expertise: Business 6 (+11), Expertise: Psychology 8 (+13), Insight 6 (+12), Intimidation 4 (+10), Investigation 4 (+9), Perception 6 (+12), Persuasion 6 (+12), Stealth 4 (+7), Technology 4 (+9), Vehicles 4 (+6)

Powers
Induced Squib Physiology
. . Ghost Whisperer: Comprehend 2 (magical, Spirits - Communicate, Spirits - Medium)
. . Magical Awareness: Senses 4 (magical, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Astral Beings [Visual] 2: ranged)
. . Soul Bond: Senses 1 (magical, Communication Link: Harry Potter; Dimensional 3: any dimension)
. . Tough: Protection 3 (magical, +3 Toughness)
Telepathy: Array
. . Agonizing Touch: Cumulative Affliction 12 (mental, psychic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, Resisted by: Will, DC 22; Cumulative, Extra Condition; Grab-based, Limited Degree)
. . Hallucination: Illusion 12 (mental, psychic, Affects: All Sense Types, Area: 4000 cft., DC 22; Selective; Limited to One Subject, Resistible: Will)
. . Mental Blast: Damage 12 (mental, psychic, DC 27; Alternate Resistance: Will, Increased Range 2: perception)
. . Mental Detection: Senses 5 (mental, Accurate: Detect Minds, Acute: Detect Minds, Detect: Minds 2: ranged; Sustained)
. . Mental Link: Mental Area Communication 4 (mental, psychic; Area, Selective, Subtle: encrypted)
. . Mind Probe: Cumulative Mind Reading 12 (mental, psychic, DC 22; Cumulative)
. . Organic Diamond Form (Activation: Move Action)
. . . . Alter-Ego: Enhanced Trait 18 (morphic, Strength +7 (+8), Stamina +2 (+11))
. . . . Resistances: Immunity 10 (morphic, Damage Effect: Corrosive Damage, Damage Effect: Electricity Damage)
. . . . Self-Sustenance: Immunity 11 (morphic, Aging, Life Support)
. . . . Transformed Toughness: Protection 3 (morphic, +3 Toughness; Impervious [11 extra ranks])
. . Psi-Screen: Burst Area Impervious Will 12 (mental; Affects Others, Burst Area: 30 feet radius sphere, DC 22, Selective, Sustained; Limited: to Mental Powers)
. . Psionic Control: Cumulative Affliction 12 (mental, psychic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception)
Tricks of the Trade
. . Reactive Healing: Healing 10 (talent; Stabilize, Triggered: 1 use - by turning off Organic Diamond Form; Limited: Self Only)

Equipment
Commlink

Offense
Initiative +5
Agonizing Touch: Cumulative Affliction 12, +12 (DC Will 22)
Grab, +12 (DC Spec 18)
Mental Blast: Damage 12 (DC Will 27)
Mind Probe: Cumulative Mind Reading 12 (DC Will 22)
Psionic Control: Cumulative Affliction 12 (DC Will 22)
Throw, +2 (DC 23)
Unarmed, +6 (DC 23)

Complications
- Curse Sworn: Whether she likes to admit it or not, Emma is aware of the fact that the Black Court of the Hellfire Club wishes to use both her and Harry to their own ends. This has led to some of the only arguments she has ever had with Harry, because he trusts Selene Gallio a bit more than Emma would in his place.
- Motivation: Doing Good: Through her membership within the Hellfire Club, Emma is attempting to reform the organization into a group that will help to make the world a better place for both mutants and magicals, as well as for humanity as a whole.
- Power Loss: Emma can't use her telepathic powers to interact with the minds of either of her sisters. On the other hand, they can't use their own telepathic powers to interact with her mind.
- Relationship: Emma is the soul bound mate to Harry Potter. She is also the younger sister of Adrienne Frost, and the older sister of Cordelia Frost, making her one of three daughters to Winston and Hazel Frost. She does have a brother, but rarely ever sees him due to his being confined in a psychiatric institution.

Languages
English [Native], French, Latin

Defense
Dodge 7, Parry 7, Fortitude 12, Toughness 17/12 (Imp. 14/0), Will 12 (Imp. 12)

Power Points
Abilities 70 + Powers 90 + Advantages 31 + Skills 40 (80 ranks) + Defenses 15 = 246
Last edited by DalkonCledwin on Fri May 03, 2019 9:23 pm, edited 5 times in total.
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Polaris / The Unthought Known

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Polaris (Lorna Dane) - PL 12
Age: 17 / Height: 5' 4" / Weight: 140 lbs (Mostly muscle)
Hair Color: Green / Eye Color: Green
Wealth Rank: +8 / Rep Rank: +12

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

General Advantages
Assessment, Attractive 2, Benefit, Status: X-Men Member, Close Attack 3, Daze (Deception), Extraordinary Effort, Fighting Style: Jujutsu, Great Endurance, Languages 1, Ranged Attack 2, Taunt, Teamwork

Fighting Style Advantages
Accurate Attack, Defensive Attack, Improved Disarm, Improved Grab, Improved Hold, Improved Trip

Skills
Acrobatics 6 (+9), Athletics 6 (+7), Close Combat: Grab 6 (+9), Deception 4 (+8), Expertise: Geophysics 8 (+10), Expertise: Popular Culture 6 (+8), Insight 4 (+8), Investigation 4 (+6), Perception 8 (+12), Persuasion 4 (+8), Ranged Combat: Magnetism 8 (+10), Stealth 4 (+7), Vehicles 4 (+6)

Powers
Battle Outfit (Removable)
. . Body Armor: Protection 5 (armor, +5 Toughness; Impervious)
. . Commlink: Senses 1 (technological, Communication Link: The Other X-Men)
. . Insulation: Immunity 2 (armor, Environmental Condition: Cold, Environmental Condition: Heat; Limited - Half Effect)
Magnetism: Dynamic Array
. . Ferrokinesis: Move Object 12 ([0 active, 0/35 PP, 2/r], magnetic, 100 tons; Increased Range: perception; Limited Material: Ferrous Metals)
. . Magnetic Binding: Cumulative Affliction 12 ([0 active, 0/35 PP, 3/r-1], magical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobile, Resisted by: Dodge, Overcome by Damage, DC 22; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree, Quirk: Requires Metal Objects)
. . Magnetic Deflection: Deflect 12 ([0 active, 0/35 PP, 2/r], magnetic; Redirection, Reflect; Limited: to Metallic Attacks)
. . Magnetic Sundering: Weaken 12 ([0 active, 0/35 PP, 2/r], magnetic, Affects: Toughness, Resisted by: Fortitude, DC 22; Affects Objects Only, Increased Range 2: perception; Limited: to Mechanical Constructs)
. . Metal Sorm: Cloud Area Damage 8 ([0 active, 0/35 PP, 4/r], projectile, DC 23; Cloud Area 3: 60 feet radius sphere, DC 18, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged; Quirk: requires metal objects, Tiring)
. . Railgun: Damage 12 ([0 active, 0/35 PP, 3/r-1], projectile, DC 27; Increased Range: ranged, Multiattack; Quirk: requires metal objects as ammo)
. . Shocking Blast: Cumulative Affliction 10 ([0 active, 0/35 PP, 3/r], electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
. . Shocking Touch: Cumulative Affliction 12 ([0 active, 0/35 PP, 1/r], electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative; Grab-based)
Magnetism: Talents
. . Magnetic Flight: Flight 5 (magnetic, Speed: 60 miles/hour, 900 feet/round; Subtle: subtle)
. . Magnetic Sense: Senses 7 (magnetic, Detect: Magnetic Fields [Mental] 2: ranged, Direction Sense, Extended: Detect Magnetic Fields 3: x1k, Radius: Detect Magnetic Fields)

Offense
Initiative +3
Ferrokinesis: Move Object 12 (DC 22)
Grab, +12 (DC Spec 11)
Magnetic Binding: Cumulative Affliction 12, +12 (DC Fort/Will 22)
Magnetic Sundering: Weaken 12 (DC Fort 22)
Metal Sorm: Cloud Area Damage 8 (DC 23)
Railgun: Damage 12, +12 (DC 27)
Shocking Blast: Cumulative Affliction 10, +12 (DC Fort 20)
Shocking Touch: Cumulative Affliction 12, +12 (DC Fort 22)
Throw, +4 (DC 16)
Unarmed, +6 (DC 16)

Complications
- Accident: It isn't relevant yet, and may never be, but Lorna has a secondary mutation that will activate if her primary mutation is ever stripped from her for any reason. If this occurs then she will gain superhuman strength and invulnerability by absorbing the negative emotions in her environment, but at the same time will constantly be releasing those absorbed emotions back into her environment at a much higher intensity, and she won't even realize the latter is happening.
- Embarrassing Name: Lorna's full name is 'Lorna Sally Dane', which has a rather unfortunate acronym. Her thoughts on the matter? "Explains a lot, doesn't it?"
- Motivation: Acceptance: Lorna just wants to live her life without the concerns associated with being a mutant. Unfortunately, she rarely ever gets what she truly desires.
- Power Loss: Lorna can't use her magnetism to interfere with the magnetism of her father. On the other hand, her father can't use his personal magnetism to interfere with her own magnetism.
- Relationship: Her Father: Lorna's father is known by the name of Erik Magnus Lehnsherr, though originally he was named Max Eisenhardt. He is also the international terrorist most commonly referred to by the name of Magneto, and Lorna absolutely despises the man.
- Relationship: The White Court: Lorna was Emma's primary sparring partner when it came to their mutual decision to learn Jujutsu. This fact made it so the two have become incredibly close friends, and therefore, Lorna will very likely be invited to join Emma's relationship with Harry, sooner or later.

Languages
English [Native], Spanish

Defense
Dodge 12, Parry 12, Fortitude 11, Toughness 12 (Imp. 5), Will 10

Power Points
Abilities 52 + Powers 78 + Advantages 21 + Skills 36 (72 ranks) + Defenses 28 = 215
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Himechan / The Unthought Known

Post by DalkonCledwin »

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Himechan (Astoria Greengrass) - PL 9
Age: 13 / Height: 5' 3" / Weight: 107 lbs
Hair Color: Black / Eye Color: Blue
Wealth Rank: +20 / Rep Rank: +9

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

General Advantages
Accurate Attack, Animal Empathy, Artificer, Attractive, Beginner's Luck, Benefit, Status: Honorary X-Men, Benefit, Wealth 3 (millionaire), Connected, Daze (Deception), Equipment 1, Fascinate (Deception), Improved Aim, Languages 2, Power Attack, Ranged Attack 2, Ritualist, Second Chance: Deception checks for Seduction, Skill Mastery: Deception, Taunt, Well-informed

Enhanced Advantages
Eidetic Memory

Skills
Deception 8 (+12), Expertise: Astronomy 6 (+7), Expertise: Eschatology 6 (+7), Expertise: Magic 8 (+9), Insight 6 (+12), Intimidation 4 (+8), Perception 4 (+10), Persuasion 4 (+8), Ranged Combat: Magic 4 (+6), Technology 2 (+3), Treatment 4 (+5)

Powers
Wandless Magic: Talents
. . Occlumens: Immunity 5 (magical, Custom: Mind Reading 5, Advantages: Eidetic Memory; Sustained)
Willow & Phoenix Feather Wand (Easily Removable)
. . Wanded Magic: Array
. . . . Bombarda: Burst Area Damage 6 (force, magical, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . . . Everte Statum Duo: Cone Area Move Object 8 (force, magical, 6 tons, DC 23; Cone Area 2: 120 feet cone, DC 18, Damaging; Limited: Pushing Away, Reduced Range: close)
. . . . Expelliarmus: Move Object 10 (magical, 25 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Glacius: Damage 10 (cold, magical, DC 25; Increased Range: ranged)
. . . . Stupefy: Cumulative Affliction 6 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Detect: Astral Beings [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)

Equipment
Commlink (Obtained after becoming an Honorary X-Men)

Offense
Initiative +3
Bombarda: Burst Area Damage 6 (DC 21)
Everte Statum Duo: Cone Area Move Object 8 (DC 23)
Expelliarmus: Move Object 10, +8 (DC 20)
Glacius: Damage 10, +8 (DC 25)
Grab, +3 (DC Spec 11)
Stupefy: Cumulative Affliction 6, +8 (DC Fort 16)
Throw, +4 (DC 16)
Unarmed, +3 (DC 16)

Complications
- Frail: Due to the Blood Malediction that she suffers from, Astoria is easily exhausted. At any time when she makes an Acrobatics, Athletics or other physically demanding skill check, as well as for every 5 rounds of sustained combat (even when using ranged attacks), she must simultaneously make a DC 10 Fortitude check. If she fails this check then she becomes Fatigued. Every time she uses one of the aforementioned skills within the same scene, as well as for every 5 rounds of combat within a single scene, the DC for her next Fortitude check in that same scene will increase by 1 point. Standard rules regarding additional degrees of fatigue apply.
- Motivation: Doing Good: Astoria wants a world where mutants, magicals and mundane people can co-exist without fighting one another in meaningless conflicts. To this end she has opted to do what she can to support the X-Men in their efforts to purge Wizarding Britain of the people who might cause possibly the worst conflict of all time, the Death Eaters and those who oppose them.
- Relationship: Astoria is the youngest daughter of Cyrus and Elizabeth Greengrass, and as such, she is the younger sister of Daphne Greengrass. Much like Daphne, Astoria considers Tracey Davis to be as good as a sister.
- Rivalry: With Dahlia Potter, and also with many of the members of Gryffindor House, but mostly because they can't seem to make a distinction between one Slytherin and the next.

Languages
English [Native], French, Latin

Defense
Dodge 11, Parry 11, Fortitude 8, Toughness 7, Will 10

Power Points
Abilities 48 + Powers 33 + Advantages 24 + Skills 28 (56 ranks) + Defenses 24 = 157

--------------------
Code Name: This was decided upon by Logan, and her sister got Himesan.
Last edited by DalkonCledwin on Fri May 03, 2019 9:30 pm, edited 2 times in total.
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