Dalkon's Revised & Expanded Potterverse Thread

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DalkonCledwin
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Susan Bones / The MCs / Mischief-Maker

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Susan Merilyn Bones - PL 9
Age: 16 / Height: 5' 9" / Weight: 142 lbs
Hair Color: Auburn / Eye Color: Amber
Species: Hereditary Witch

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

Advantages
Artificer, Attractive, Benefit, Hereditary Rank 4 (head of house): (Bones), Benefit, Wealth 4 (multimillionaire), Connected, Defensive Roll 3, Equipment 1, Improved Initiative, Jack-of-all-trades, Languages 1, Lion Hearted, Power Attack, Ranged Attack 5, Skill Mastery: Expertise: Magic, Skill Mastery: Investigation, Tracking, Trance, Ultimate Effort: Will Checks, Well-informed, White Knight

Skills
Close Combat: Unarmed 6 (+11), Expertise: Criminology 4 (+7), Expertise: Magic 10 (+13), Insight 6 (+11), Intimidation 4 (+8), Investigation 6 (+9), Perception 12 (+17), Persuasion 4 (+8), Treatment 6 (+9)

Powers
Hereditary Witch Physiology
. . Body Resistance: Impervious Toughness 1 (racial)
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
Poplar & Phoenix Feather Wand (Easily Removable)
. . Yer A Witch, Susie: Array
. . . . Depulso: Teleport Attack 7 (wizarding magic, Carry 50 lbs., DC 17; Accurate, Attack: Dodge, Extended: 120 miles in 2 move actions, Increased Range: ranged; Limited: to Objects, Limited to Extended)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 9 (radiant, wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 19; Burst Area: 30 feet radius sphere, DC 19, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks; Distracting, Limited: to Unnatural Creatures, Limited: Compelled to Flee or Cower, Limited Degree, Tiring)
. . . . Expelliarmus: Damage 11 (force, wizarding magic, DC 26; Disarming, Increased Range: ranged)
. . . . Protego: Cloud Area Deflect 7 (wizarding magic; Cloud Area: 15 feet radius sphere, DC 17, Redirection, Reflect; Limited: to Attacks Targeting Dodge)
. . . . Reducto: Burst Area Weaken 7 (force, wizarding magic, Affects: Toughness, Resisted by: Fortitude, DC 17; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
. . . . Stupefy: Cumulative Affliction 7 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
. . . . Vera Verto: Transform 4 (wizarding magic, Affects: Anything, Transforms: 12 lbs., DC 14; Increased Duration: continuous; Limited: to Nonmagical Objects)

Equipment
Light Battle Robes

Offense
Initiative +7
Depulso: Teleport Attack 7, +7 (DC Dog 17)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 9 (DC Will 19)
Expelliarmus: Damage 11, +7 (DC 26)
Grab, +5 (DC Spec 11)
Reducto: Burst Area Weaken 7 (DC Fort 17)
Stupefy: Cumulative Affliction 7, +7 (DC Fort 17)
Throw, +7 (DC 16)
Unarmed, +11 (DC 16)
Vera Verto: Transform 4, +5 (DC Dog 14)

Complications
- Enemy: Voldemort wishes to eradicate the House of Bones for the simple reason that most of them have chosen to support Albus Dumbledore and his Order of the Phoenix.
- Motivation: Patriotism: Susan wishes to use her abilities to follow in her aunt's footsteps and pursue a career in Magical Law Enforcement.
- Relationship: Susan is friends with just about everyone in Hufflepuff House, but is also friends with one, Hermione Jean Granger, and through her has a way of connecting with Aldora Potter that Danica currently lacks.
- Stop Bugging Me!: During her fifth year at Hogwarts, Susan was constantly pestered by people who wanted to know more about the members of her family who were killed by Death Eaters during Voldemort's previous reign of terror due to the fact that a recent Azkaban escapee was responsible for at least one of those deaths. This year, they will likely begin pestering her about the most recent of those deaths, as Voldemort finally succeeded in killing Susan's last remaining living relative, the late Amelia Bones.

Languages
English [Native], Irish (Gaeilge)

Defense
Dodge 12, Parry 12, Fortitude 5, Toughness 6/1 (Imp. 1), Will 12

Power Points
Abilities 48 + Powers 22 + Advantages 32 + Skills 29 (58 ranks) + Defenses 27 = 158
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Re: Dalkon's Revised & Expanded Potterverse Thread

Post by marcoasalazarm »

The angle of Artemis being an Irish Amazon was a pretty cool one for an AU.
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Re: Dalkon's Revised & Expanded Potterverse Thread

Post by DalkonCledwin »

I can't claim credit for it, as the idea was thought up by Roy Westerman for his Earth-27 project.
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Legends Forever Brainstorm & Notes

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Legends Forever
Premise: “We are the chosen ones, we sacrifice our blood / We kill for honour / We are the holy ones, our armours stained with blood / We killed the dragon / We’re the chosen ones // It seems to me like a journey without end / So many years, too many battles / We've finally arrived, now we're standing at the gates / Heroes of the day, legends forever”
Required Inclusions:
- Lily and James Potter must have adopted an extraterrestrial child who would ordinarily be incapable of passing as a human due to their appearance.
- This child must be given the name of Aster Lillian Potter, and must therefore be a female version of Harry Potter.
- While James and Lily are allowed to have children of their own, Aster must remain the Child Who Lived in this scenario.
- Aster must remain a member of her original species, even if James and Lily were to blood adopt our heroine.
- Lily and James must be given something which will allow Aster to connect with her original species when the time is right for her to do such a thing.
- Aster eventually returning to the world she is from (Svartalfheim) whether through magic, a hologram or other means.
Preferred Inclusions:
- Albus Dumbledore places Aster under a long term Glamour after James and Lily pass away so as to at least attempt to protect her from the prejudices of the muggle world.
- Aster actually being a Dark Elf / Human hybrid with her birth mother having mated with James, making her a legitimate heiress to the House of Potter, and also negating some biological flaws.
- Aster being involved in a plural relationship as the Head of multiple Noble Houses.
- Aster possessing a Eurasian Brown Bear as a familiar.
Optional Inclusions:
- Using the Comic Book version of Dark Elves instead of the MCU version as an alternative to the notion that Aster is a Dark Elf / Human Hybrid in order to avoid the aforementioned flaws.
- James and Lily survive Voldemort’s attack on their family.
Forbidden Things:
- Aster the Weak Emo Doormat.
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Aster Potter / The MCs / Legends Forever

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Aster Lillian Potter - PL 12
Age: 23 / Height: 5' 8" / Weight: 130 lbs
Hair Color: White / Eye Color: Green
Species: Svartálfr

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

Advantages
Accurate Attack, Animal Empathy, Artificer, Attractive 2, Benefit, Alternate Identity: (Arzi Ghiminus of Svartálfheim), Benefit, Hereditary Rank 4 (head of house): (Black, Peverell), Benefit, Wealth 3 (millionaire), Connected, Conviction, Defensive Roll 2, Equipment 8, Guidance, Inspire 2, Languages 2, Lion Hearted 2, People Person, Power Attack, Ranged Attack 5, Ritualist, Second Chance: Resisting Mental Control, Sidekick 16, Skill Mastery: Expertise: Magic, Trance, Well-informed

Skills
Acrobatics 6 (+11), Athletics 6 (+13), Close Combat: Halberds 4 (+10), Deception 8 (+13), Expertise: Magic 12 (+16), Insight 8 (+15), Investigation 6 (+10), Perception 8 (+15), Persuasion 8 (+13), Stealth 8 (+13), Technology 6 (+10), Treatment 6 (+10), Vehicles 8 (+12)

Powers
Dark Elf Magic: Dynamic Array
. . Channel Dark Energy: Movement 6 ([0 active, 0/42 PP, 2/r], dark elf magic, Dimensional 3: any dimension, 50 lbs., Space Travel 3: other galaxies; Portal; Distracting, Tiring)
. . Element Control: Move Object 12 ([0 active, 0/42 PP, 3/r+6], dark elf magic, 1600 tons; Affects Insubstantial 2: full rank, Increased Mass 4, Increased Range: perception)
. . Energize: Healing 12 ([0 active, 0/42 PP, 2/r], dark elf magic; Energizing; Limited: to Energizing Only)
. . Greater Teleport: Teleport 15 ([0 active, 0/42 PP, 2/r+4], dark elf magic, Carry 800 lbs.; Accurate, Extended: 32000 miles in 2 move actions, Increased Mass 4; Limited to Extended, Tiring)
. . Paralysis: Cumulative Affliction 14 ([0 active, 0/42 PP, 3/r], dark elf magic, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 24; Cumulative, Increased Range: ranged)
. . Shapeshifting: Morph 4 ([0 active, 0/42 PP, 6/r+1], dark elf magic, +20 Deception checks to disguise; Any form; Feature: Aster is fertile regardless of what form she assumes, Selective)
Dark Elf Magic: Talents
. . Dancing Light: Environment 1 (dark elf magic, Light, Radius: 30 feet; Custom 3: Liberated (1 minute))
. . Darkness: Burst Area Concealment Attack 4 (dark elf magic, All Visual Senses, DC 14; Burst Area: 30 feet radius sphere, DC 14, Attack: Fortitude, Custom 6: Liberated (8 minutes))
. . Faerie Fire: Feature Attack 1 (dark elf magic, DC 11; Attack: Dodge, Custom 3: Liberated (1 minute), Extended Range 2, Increased Range: ranged, Sustained, Notes: Pale Glow Surrounds and Outlines Target)
. . Familiar Bond: Senses 1 (dark elf magic, Communication Link: Arthmael; Feature: Familiar Edge (+2 circumstance bonus on Athletics checks for Climbing))
Dark Elf Physiology
. . Body Resistance: Impervious Toughness 4 (racial)
. . Invulnerabilities: Immunity 6 (racial, Aging, Disease, Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Radiation, Poison)
. . Resistances: Immunity 1 (racial, Sleep; Limited - Half Effect)
. . Sprinting: Speed 2 (racial, Speed: 8 miles/hour, 120 feet/round; Check Required: DC 10 - Athletics)
. . Svartálfr Sight: Senses 8 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Vision 1: x10, Extended: Hearing 1: x10, Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
. . Vaulting: Leaping 2 (racial, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
Isto Rei, the Svartálfr Halberd (Easily Removable)
. . Unusual Wizarding Focus: Array
. . . . Confundo: Progressive Affliction 10 (wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Affects Objects, Increased Range: ranged, Progressive; Limited: Causing erratic or insane behavior, Tiring)
. . . . Evanesco: Progressive Affliction 10 (wizarding magic, 3rd degree: Transformed, Resisted by: Will, DC 20; Affects Objects, Increased Range: ranged, Progressive; Limited Degree (third only), Tiring, Notes: Transformed condition renders target invisible and insubstantial at 4 ranks each.)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 12 (radiant, wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 22; Burst Area 3: 120 feet radius sphere, DC 22, Concentration, Cumulative, Feature: Aster is immune to her own use of this power, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: to the Denizens of the Ginnungagap, Limited: Compelled to Cower & Flee, Limited Degree, Tiring)
. . . . Expelliarmus: Damage 15 (force, wizarding magic, DC 30; Disarming, Increased Range: ranged)
. . . . Halberd Strike: Strength-based Damage 3 (martial, DC 25; Dangerous, Reach (melee): 5 ft., Variable Descriptor: close group - Piercing or Slashing)
. . . . Reducto: Burst Area Weaken 10 (force, wizarding magic, Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . . . Stupefy: Cumulative Affliction 10 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
. . . . Vera Verto: Transform 6 (wizarding magic, Affects: Anything, Transforms: 50 lbs., DC 16; Increased Duration: continuous; Limited: to Nonmagical Objects)

Expanded Equipment
Black Hole Grenade
. . Implosion: Damage 15 (gravity, DC 30; Alternate Resistance: Fortitude, Increased Duration: concentration, Reach (ranged) 4: 20 ft.; Limited 2: Aster only has one of these things, and probably won't be able to get additional units)

Equipment
Black Hole Grenade, Cell Phone (Smartphone), Light Battle Robes, Peverell Manor

Offense
Initiative +5
Confundo: Progressive Affliction 10, +9 (DC Will 20)
Darkness: Burst Area Concealment Attack 4 (DC Fort 14)
Element Control: Move Object 12 (DC 22)
Evanesco: Progressive Affliction 10, +9 (DC Will 20)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 12 (DC Will 22)
Expelliarmus: Damage 15, +9 (DC 30)
Faerie Fire: Feature Attack 1, +9 (DC Dog 11)
Grab, +6 (DC Spec 17)
Halberd Strike: Strength-based Damage 3, +10 (DC 25)
Implosion: Damage 15, +9 (DC Fort 30)
Paralysis: Cumulative Affliction 14, +9 (DC Will 24)
Reducto: Burst Area Weaken 10 (DC Fort 20)
Stupefy: Cumulative Affliction 10, +9 (DC Fort 20)
Throw, +9 (DC 22)
Unarmed, +6 (DC 22)
Vera Verto: Transform 6, +10 (DC Dog 16)

Complications
- Bane: While Dark Elves can function just fine in normal lighting (eq. to a flashlight, candle or electric lamp), bright light (eq. to being outdoors at high noon on the sunniest day of the summer) impairs their eyesight (-2 penalty). They are also considered to be Vulnerable against light-based attacks.
- Impulsive: Aster is a tempestuous young woman, who will often act without considering the consequences, even when she is being advised of those consequences by those who might have some idea what they are talking about.
- Infamy: Because of how xenophobic wizarding society happens to be, any fame that Aster would normally have won when she defeated Voldemort six years ago, was quickly twisted around into infamy when the glamour that had concealed her extraterrestrial origins shattered in front of what must have been Wizarding Britain's entire population! Surprisingly enough, recent events in the Muggle world have made them much more open minded about a girl with gray skin.
- Motivation: Protector: More often than not, Aster will put her life in extreme danger just so she can save the life of some helpless damsel in distress.
- Power Loss: Aster’s Dancing Lights, Darkness, and Faerie Fire effects are each limited to one use per 24-hour period. It is also worth noting that Dark Elf Magic is incapable of interacting with pure Iron and will be nullified if it comes into contact with said metal. Fortunately, the same is not true for Wizarding Magic.
- Relationships: Aster is the elder adoptive sister of Owen Potter, who is in turn the presiding Head of House Potter having inherited the title from their father once he reached his majority. In turn, Aster inherited the title of Lady Peverell from their father as well as the title of Lady Black from their godfather, Sirius Black. She is also great friends with Luna Lovegood, who is one of her few remaining contacts within Wizarding Britain to this very day; although she does still keep in touch with her brother, from time to time.
- Reputation: Dark Elves are considered to be malevolent creatures that are often at odds with the other inhabitants of the Nine Realms.
- Weakness: Dark Elves are suffer an extra degree of failure against weapons forged from pure Iron, and lose the benefits of their Body Resistance power when defending against such weapons.

Languages
English [Native], French, Parseltongue

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 11/7 (Imp. 4), Will 13

Power Points
Abilities 90 + Powers 127 + Advantages 60 + Skills 47 (94 ranks) + Defenses 21 = 345

--------------------
Arthmael - PL 12

Strength 6, Stamina 6, Agility 1, Dexterity 0, Fighting 3, Intellect -1, Awareness 4, Presence 0

General Advantages
Daze (Intimidation), Diehard, Fast Grab, Great Endurance, Improved Hold, Startle

Enhanced Advantages
Evasion, Second Chance: Resisting Slams and Trips

Skills
Athletics 4 (+10), Close Combat: Nat. Weapons 2 (+5), Expertise (AWE): Survival 6 (+10), Intimidation 6 (+7), Perception 4 (+8), Stealth 4 (+3)

Powers
Brown Bear Physiology
. . Animal Senses: Senses 4 (racial, Acute: Olfactory, Extended: Olfactory 1: x10, Low-light Vision, Tracking: Olfactory 1: -1 speed rank)
. . Fast: Speed 1 (racial, Speed: 4 miles/hour, 60 feet/round)
. . Large Size: Growth 2 (racial, +2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
. . Natural Weapons: Strength-based Damage 2 (bite & claws, DC 23; Dangerous)
. . Protective Hide: Protection 2 (racial, +2 Toughness, Advantages: Second Chance: Resisting Slams and Trips)
Greater Familiar
. . Resilient: Protection 2 (bestowed, +2 Toughness, Advantages: Evasion)
. . The Bond: Senses 1 (bestowed, Communication Link: Aster Potter)

Offense
Initiative +1
Grab, +3 (DC Spec 16)
Natural Weapons: Strength-based Damage 2, +5 (DC 23)
Throw, +0 (DC 21)
Unarmed, +3 (DC 21)

Complications
- Disability: Bears cannot speak and have no hands.
- Temper: Bears are mean and highly territorial.

Languages
Understands English

Defense
Dodge 1, Parry 6, Fortitude 10, Toughness 10, Will 5

Power Points
Abilities 30 + Powers 20 + Advantages 6 + Skills 13 (26 ranks) + Defenses 10 = 79
--------------------
Peverell Manor - PL 12

Toughness 10, Size Large

Features:
Concealed 1, Habitat, Laboratory, Library, Living Space, Personnel, Sealed, Trophy Room, Wards 2, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
--------------------
Build Comments: I have basically decided to disregard the MCU's version of Dark Elves and go with one that falls more closely in line with how Drow are usually depicted in fantasy settings, including the use of a Drow language when it came to naming Aster's weapon. I will however, still be using the MCU when it comes to plot points and technology used in this scenario.

Regarding the Grenade, despite the name, it only has a blast radius of about 2 feet, so giving it an Area effect wouldn't really have worked very well.
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Re: Dalkon's Revised & Expanded Potterverse Thread

Post by marcoasalazarm »

DalkonCledwin wrote: Sat Feb 01, 2020 7:01 am I can't claim credit for it, as the idea was thought up by Roy Westerman for his Earth-27 project.
Still is a cool idea.
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Set It Off Brainstorm & Notes

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Set It Off
Premise: “All it takes is a spark to light the fuse / Strike it up, set it off, nothing to lose / Yeah, I’m the one // Don’t you know that I’m the one that you’ve been waiting for? / Take you higher, the messiah you’ve been praying for / Unleash me, let me go / Set it off, set it off, watch it” … “SHAZAM!!!”
Required Inclusions:
- Jebediah of Canaan (aka the archwizard Shazam) must choose Harry Potter to take up his mantle after reading about the toddler's part in Voldemort's demise.
- Shazam must remove Harry from #4 Privet Drive while using homunculi transformed to resemble Harry to conceal that fact from certain nosy busybodies (i.e. Dumbledore).
- Harry must spend the next ten years both training to take up the mantle and having fun, at the end of which time he’ll likely view Shazam as a surrogate grandfather.
- Jeb must survive until Harry is in his Fifth Year at Hogwarts, bare minimum.
- Harry must have an extremely low tolerance for idiocy, which will make any friendship with Ron Weasley short-lived.
- Jeb was a prominent figure in Ancient Egypt, and would immediately recognize the scarcrux for what it is and be more than capable of removing the soul fragment from Harry.
- This isn’t a requirement per se, but the fic does not need to be part of the greater DC comics, as the SHAZAM! Comics were originally owned by a rival company that got bought out.
Preferred Inclusions:
- During the scene in the Graveyard, Harry waits right up until Voldemort says he can touch him, before saying “Only one thing to say to that…” before uttering his favorite two-syllable word.
- Having Harry be sorted into Hufflepuff House instead of Gryffindor or Slytherin for a change.
- Harry being romantically paired with Hermione Granger, who not only looks remarkably similar to Mary Bromfield (Lady Shazam), but could also be related to Dawn and Holly Granger (although there is also another girl who looks similar to Mary who will start at Hogwarts in Harry's third year)
- Harry should already be capable of wandless magic by the time he starts at Hogwarts.
Optional Inclusions:
- Harry being a descendant of Jebediah through his mother.
- If Harry wears glasses at all, they aren’t for curing myopia as in canon, but rather to provide him with the benefits of Kryptonian-esque supervision (minus the heat beam eyes).
Forbidden Things:
- Harry being romantically paired with Ginevra Weasley.

--------------------
Important Notes: I am using the original name and backstory for the Wizard known as Shazam in this scenario, rather than the one which appears in the Post-Flashpoint setting, as I find that to be more in tune with the intent of the challenge. With that said however, I won’t be sticking to closely to either timeline.
Last edited by DalkonCledwin on Sun Feb 02, 2020 11:50 am, edited 2 times in total.
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King Shazam / The Marvels / Set It Off

Post by DalkonCledwin »

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King Shazam - PL 14
Apparent Age: 23 / Height: 6' 1" / Weight: 212 lbs
Hair Color: Black / Eye Color: Green

Strength 19, Stamina 12, Agility 6, Dexterity 5, Fighting 9, Intellect 5, Awareness 7, Presence 4

General Advantages
Animal Empathy, Artificer, Attractive, Cool: Persuasion, Fascinate (Persuasion), Guidance, Inspire 3, Interpose, Languages 3, Leadership, Move-by Action, Power Attack, Ranged Attack 4, Ritualist, Tactical Training, Teamwork, Trance, White Knight

Enhanced Advantages
Beginner's Luck, Conviction, Eidetic Memory, Fearless, Great Endurance, Jack-of-all-trades, People Person, Second Chance: Resisting Mental Control, Ultimate Effort: Strength Checks, Ultimate Effort: Toughness Checks, Ultimate Effort: Will Checks

Skills
Athletics 4 (+23), Deception 4 (+8), Expertise (AGL): Riding 6 (+12), Expertise (AWE): Tactics 6 (+17/+13), Expertise: Magic 12 (+17), Expertise: Mathematics 4 (+11/+9), Insight 4 (+11), Investigation 4 (+9), Perception 4 (+11), Persuasion 6 (+14/+10), Stealth 4 (+10), Treatment 4 (+9)

Powers
The Courage of Achilles
. . Deathless: Immortality 1 (divine, Return after 2 weeks; Limited: Can really be killed while in his civilian form)
. . Iron Will: Impervious Will 14 (divine)
. . Lion Hearted: Enhanced Trait 3 (divine, Advantages: Fearless, Second Chance: Resisting Mental Control, Ultimate Effort: Will Checks)
The Power of Zeus: Array
. . Healing Lightning: Healing 10 (divine magic; Increased Range: ranged, Restorative, Stabilize)
. . Lightning Fury: Damage 14 (divine electrokinesis, DC 29; Affects Insubstantial 2: full rank, Increased Range: ranged, Multiattack)
. . Thunderbolt: Damage 19 (divine electrokinesis, DC 34; Affects Insubstantial 2: full rank, Increased Range: ranged, Indirect 4: any point, any direction)
. . Thunderflash: Burst Area Damage 14 (divine electrokinesis, DC 29; Affects Insubstantial 2: full rank, Burst Area: 30 feet radius sphere, DC 24, Increased Range: ranged)
. . Travel to the Rock of Eternity: Movement Attack (+self) 11 (divine magic, Dimensional: The Rock of Eternity 1: one dimension, 3200 lbs., Extra Ranks 10, DC 21; Attack (+self): Dodge, Increased Mass 6, Increased Range: ranged)
The Speed of Mercury: Array
. . Fast Action: Quickness 8 (divine, Perform routine tasks in -8 time ranks)
. . Running Speed: Speed 8 (divine, Speed: 500 miles/hour, 1 mile/round)
. . Soar the Spaceways: Movement 3 (divine, Environmental Adaptation: Space, Space Travel 2: other solar systems)
. . True Flight: Flight 14 (divine, Speed: 32000 miles/hour, 60 miles/round)
The Stamina of Atlas
. . Body Resistance: Protection 6 (divine, +6 Toughness)
. . Invulnerabilities: Immunity 12 (divine, Aging, Life Support, Sleep, Advantages: Great Endurance)
. . True Invulnerability: Impervious Toughness 18 (divine, Advantages: Ultimate Effort: Toughness Checks)
The Strength of Hercules
. . Atlas Shrugged: Enhanced Strength 4 (divine, +4 STR, Advantages: Ultimate Effort: Strength Checks; Limited to Lifting, Notes: Has a punching strength of 12,000 tons, and a lifting strength of 200,000 tons)
. . Super-Leaping: Leaping 4 (divine, Leap 120 feet at 30 miles/hour)
The Wisdom of Solomon
. . Council of the Gods: Feature 3 (divine; Limited: Any uses of this power that were used up by Harry are also used up as King Shazam, and vice versa, Notes: King Shazam can gain the attention of the Gods who empower him, calling upon them for advice, council, or to render judgment in matters pertaining to them. This is essentially like a use of inspiration via hero points (Deluxe Hero’s Handbook, page 21) and under the Gamemaster’s control (portraying the cosmic beings). He can use this Feature once per rank per adventure.)
. . Divine Grace: Enhanced Trait 10 (divine, Persuasion +4 (+14), Expertise (AWE) +4 (+17), Expertise +2 (+11), Advantages: Beginner's Luck, Conviction, Eidetic Memory, Jack-of-all-trades, People Person)
. . Omnilingualism: Comprehend 3 (divine, Languages - Read All, Languages - Understand All, Languages - You're Understood)
Wizardkind Physiology
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)

Offense
Initiative +6
Grab, +9 (DC Spec 29)
Lightning Fury: Damage 14, +9 (DC 29)
Throw, +9 (DC 34)
Thunderbolt: Damage 19, +9 (DC 34)
Thunderflash: Burst Area Damage 14 (DC 29)
Travel to the Rock of Eternity: Movement Attack (+self) 11, +9 (DC Dog 21)
Unarmed, +9 (DC 34)

Complications
- Deceptive Age: King Shazam is really just a kid at heart, and sometimes makes foolish or impulsive choices.
- Enemy: The Dark Lord known as Voldemort is a constant thorn in King Shazam's side because wishes to kill King Shazam's civilian form. Fortunately he has yet to realize that King Shazam and Harry Potter are the same person.
- Motivation: Responsibility: It is King Shazam's responsibility to protect the inhabitants of Earth from all those use magic for nefarious purposes, and particularly to destroy the abominations known as Horcruxes and Dementors.
- Nemesis: Black Adam considers King Shazam to be a personal insult to his own powers and will do whatever it takes to prove that he is the better choice as the successor to the Wizard known as Shazam.
- Power Loss: King Shazam will immediately lose all right to his powers if he ever uses them to perform an act of outright villainy or for personal gain. He will also immediately revert to his civilian form (see the attached stat block) whenever he utters the word "SHAZAM!" and will be unable to change back until his next round begins.

Languages
Dynastic Egyptian, English [Native], Hebrew, Parseltongue, Phoenician

Defense
Dodge 10, Parry 10, Fortitude 14, Toughness 18 (Imp. 18), Will 14 (Imp. 14)

Power Points
Abilities 134 + Powers 166 + Advantages 25 + Skills 31 (62 ranks) + Defenses 14 = 370

--------------------
Harry James Potter - PL 6
Age: 11 / Height: 4' 11" / Weight: 107 lbs
Hair Color: Black / Eye Color: Green

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

General Advantages
Adorable, Animal Empathy, Artificer, Benefit, Hereditary Rank 2 (heir presumptive): (Black), Benefit, Hereditary Rank 3 (heir apparent): (Peverell & Potter), Benefit, Wealth 3 (millionaire), Defensive Roll 2, Equipment 1, Fascinate (Persuasion), Guidance, Inspire 2, Interpose, Languages 3, Leadership, Move-by Action, Power Attack, Ranged Attack 2, Ritualist, Tactical Training, Teamwork, Trance, White Knight

Enhanced Advantages
Diehard

Skills
Athletics 4 (+4), Deception 4 (+6), Expertise (AGL): Riding 6 (+9), Expertise (AWE): Tactics 6 (+10), Expertise: Magic 12 (+15), Expertise: Mathematics 4 (+7), Insight 4 (+8), Investigation 4 (+7), Perception 4 (+8), Persuasion 6 (+8), Stealth 4 (+7), Treatment 4 (+7)

Powers
Hand Wizardry: Array
. . Incendio: Damage 8 (fire, wizarding magic, DC 23; Increased Range: ranged)
. . Stupefy: Cumulative Affliction 5 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged)
. . Vera Verto: Transform 3 (wizarding magic, Affects: Anything, Transforms: 6 lbs., DC 13; Increased Duration: continuous; Limited: to Nonmagical Objects)
. . Wingardium Leviosa: Move Object 4 (wizarding magic, 800 lbs., DC 19; Damaging, Precise, Subtle: subtle)
The Power of Zeus
. . Accelerated Healing: Regeneration 5 (divine, Every 2 rounds, Advantages: Diehard; Persistent)
. . The Power of SHAZAM!: Feature 1 (divine, Notes: By calling out the word "SHAZAM!" Harry can transform into the superhuman paragon known as King Shazam.)
The Wisdom of Solomon
. . Council of the Gods: Feature 3 (divine; Limited: Any uses of this power that were used up by King Shazam are also used up as Harry, and vice versa, Notes: Harry can gain the attention of the Gods who empower him, calling upon them for advice, council, or to render judgment in matters pertaining to them. This is essentially like a use of inspiration via hero points (Deluxe Hero’s Handbook, page 21) and under the Gamemaster’s control (portraying the cosmic beings). He can use this Feature once per rank per adventure.)
Wizardkind Physiology
. . Magic Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)

Equipment
Light Battle Robes

Offense
Initiative +3
Grab, +4 (DC Spec 10)
Incendio: Damage 8, +4 (DC 23)
Stupefy: Cumulative Affliction 5, +4 (DC Fort 15)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)
Vera Verto: Transform 3, +4 (DC Dog 13)
Wingardium Leviosa: Move Object 4, +4 (DC 19)

Complications
- Destiny: Unfortunately, it turns out that there really is a prophecy which states that Harry is the only one who can ultimately defeat the Dark Lord known as Voldemort, and because of this he will have to one day battle the man to the death. That said, there is nothing which is stopping Harry from using the Power of Shazam to help him make certain he survives that battle.
- Honor: Harry will always keep his word, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harry is a tempestuous young 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.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about, and is just as willing to shout the name of his grandfather if the odds seem to be stacked against him.
- Power Loss: Unlike his year-mates at Hogwarts, Harry doesn't actually require a wand or incantations to cast his spells. However he does need to perform a hand gesture in order to focus the magic, which means that if his hands are bound in some way, he'll be unable to use his magic. His grandfather, the Wizard, is capable of performing magic simply by thinking of an effect and willing it to occur.
- Relationship: Harry is the adoptive grandson of the Archmage known only as Shazam, though who Harry regularly refers to simply as Grandpa Ozzy.

Languages
Dynastic Egyptian, English [Native], Hebrew, Parseltongue, Phoenician

Defense
Dodge 7, Parry 7, Fortitude 3, Toughness 5/1, Will 9

Power Points
Abilities 38 + Powers 37 + Advantages 32 + Skills 31 (62 ranks) + Defenses 14 = 152
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DalkonCledwin
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Not Gonna Die Brainstorm & Notes

Post by DalkonCledwin »

Not Gonna Die
Premise: “No, not gonna die tonight / We've gotta stand and fight forever (don't close your eyes) / No, not gonna die tonight / We've gotta fight for us together / No, we're not gonna die tonight // Break their hold / Cause I won't be controlled / They can't keep their chains on me / When the truth has set me free”
Required Inclusions:
- This story must center around Zinnia Potter, who is to be a female version of Harry.
- In this scenario, when Zinnia is struck by the Killing Curse for the second time, the only thing which allows her to survive it must be her indomitable willpower.
- In effect, Zinnia must become a Green Energy Being, although she must also retain enough of her organic nature to be capable of having children with a human or other compatible lifeforms.
- Zinnia must gain the ability to manipulate the very same energy that she is now composed of, allowing her to generate the same sort of effects as a Green Lantern Ring.
- Zinnia’s skin, hair and eye color must all change to varying shades of green due to her new nature as a Green Energy Being. If this causes her to break ties with Wizarding Britain, so be it.
- Zinnia must eventually become involved with either the Justice League or Young Justice, and take on the same role, appearance and general powers as are normally given to Jennie Hayden
- Zinnia must be paired with at least one of the following: Laira Omoto, Gabrielle Delacour, Arisia Rrab or Kara Zor-El.
Preferred Inclusions:
- Zinnia discovering that her new biology allows her to mimic the powers usually associated with Metamorphmagi in Wizarding Britain, and Martians in the wider world.
- Zinnia having an awkward relationship with the Guardians of the Galaxy due to her ability to harness Green Energy without needing to use a Lantern Ring.
- Giving a Star Sapphire Gem or Ring to someone from Wizarding Britain who had an unrequited crush on Zinnia, such as for instance, Ginevra Weasley or Hermione Granger.
Optional Inclusions:
- Sodam Yat being lucky in earning the right to date Zinnia and whichever of the required ladies she winds up being paired with. Don’t give Zinnia Metamorph powers if you choose this option.
- If Laira Omoto is chosen as a pairing option, then her descent to Red Lantern should be a major character development plot point, but she must ultimately survive the story arc.
Forbidden Things:
- Zinnia the Weak Emo Doormat.
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DalkonCledwin
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Vert (Zinnia) / The MCs / Not Gonna Die

Post by DalkonCledwin »

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Art by Santi-Ikari on DeviantArt

Vert (Zinnia Potter) - PL 12
Age: 23 / Height: 5' 9" / Weight: 129 lbs
Hair Color: Green / Eye Color: Green
Species: Green Energy H. Magi

Strength 0, Stamina 2, Agility 3, Dexterity 2, Fighting 6, Intellect 3, Awareness 5, Presence 4

General Advantages
Attractive, Benefit, Galactic Reputation, Benefit, Hereditary Rank 4 (head of house): (Black, Peverell, Potter), Benefit, Wealth 4 (multimillionaire), Connected, Conviction, Equipment 9, Extraordinary Effort, Fast Grab, Improved Hold, Interpose, Languages 2, Leadership, People Person, Power Attack, Ranged Attack 3, Teamwork

Enhanced Advantages
Fearless, Second Chance: Resisting Mental Control, Ultimate Effort: Will Checks

Skills
Acrobatics 4 (+7), Athletics 4 (+4), Deception 4 (+8), Expertise: Magic 10 (+13), Insight 6 (+11), Investigation 4 (+7), Perception 6 (+11), Persuasion 8 (+12), Ranged Combat: Green Energy 4 (+6), Stealth 8 (+11), Technology 4 (+7), Vehicles 6 (+8)

Powers
Cosmic Flight: Array
. . Soar the Spaceways: Movement 4 (cosmic, Environmental Adaptation: Space, Space Travel 3: other galaxies; Check Required 5: DC 14 - Expertise: Astrogation, Limited: Travel between Galaxies takes at least a week)
. . True Flight: Flight 12 (cosmic, Speed: 8000 miles/hour, 16 miles/round)
Green Energy Manipulation: Array
. . Counter Barrier: Cylinder Area Deflect 10 (cosmic; Cylinder Area: 30 feet cylinder, DC 20, Extended Range 2, Reflect, Selective)
. . Green Energy Bombardment: Damage 15 (cosmic, force, DC 30; Extended Range 2, Increased Range: ranged, Multiattack)
. . Green Energy Clamps: Move Object 15 (cosmic, 800 tons, DC 30; Damaging, Extended Range 2, Precise, Split 2: 3 targets)
. . Green Energy Constructs: Create 12 (cosmic, Volume: 4000 cft., DC 22; Extended Range 2, Movable, Precise, Selective)
. . Green Energy Spray: Burst Area Damage 12 (cosmic, DC 27; Burst Area: 30 feet radius sphere, DC 22, Extended Range 2, Increased Range: ranged, Selective)
. . Illuminating Rays: Burst Area Nullify 12 (cosmic, light, Counters: Darkness, DC 22; Burst Area: 30 feet radius sphere, DC 22, Effortless, Extended Range 2, Simultaneous)
. . Saviour Bubble
. . . . Force Bubble: Create 9 (Linked; cosmic, Volume: 500 cft., DC 19; Extended Range 2, Impervious, Stationary, Tether; Concentration, Limited: to Simple Geometric Shapes)
. . . . Life Support: Shapeable Area Immunity 9 (Linked; cosmic, Disease, Environmental Conditions (All), Poison, Suffocation (All); Affects Others Only, Shapeable Area 5: 500 cft., DC 19, Custom: Tether, Extended Range 2, Increased Range: ranged; Concentration, Distracting, Tiring)
. . Shock Bolts: Cumulative Affliction 12 (cosmic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Extended Range 2, Increased Range: ranged, Multiattack)
. . Wand Magic: Variable 8 (Easily Removable, wizarding magic; Action: move; Unreliable (5 uses), Notes: 40 pts of Traits; Wizarding Descriptors)
Green Energy Physiology
. . Green Energy Being: Immunity 11 (racial, Aging, Life Support)
. . Green Energy Shield: Protection 12 (cosmic, racial, +12 Toughness; Impervious, Sustained)
. . Green Energy Vision: Senses 25 (racial, Acute: Magic Awareness, Analytical (Type): Visual Senses, Awareness: Magic [Mental], Counters All Concealment: Vision, Counters Illusion: Vision, Darkvision, Detect: Hidden Doors [Visual] 2: ranged, Extended: Vision 3: x1k, Extended: Magic Awareness 1: x10, Low-light Vision, Microscopic Vision 2: cell-size, Radius: Magic Awareness, Tracking: Vision 2: full speed)
. . Green Fire: Feature Attack (+self) 1 (racial, DC 11; Attack (+self): Dodge, Custom 3: Liberated (1 minute), Extended Range 2, Increased Range: ranged, Sustained, Notes: Pale Glow Surrounds and Outlines Target)
. . Indomitable Will: Impervious Will 15 (racial, Advantages: Fearless, Second Chance: Resisting Mental Control, Ultimate Effort: Will Checks)
. . Not Gonna Die: Immortality 1 (racial, Return after 2 weeks; Check Required: DC 10 - Will, Notes: The check required on this is basically just a d20 roll with a result of natural 1 meaning she legitimately dies)

Expanded Equipment
GL Comm Ring
. . Cosmic Communication: Other Area Cosmic Communication 5 (technological, Sense Type: Subspace Audiovisual Projection; Area, Feature: Distress Beacon, Selective, Subtle: encrypted; Concentration, Limited: to Green Lantern Lantern Rings & Oa)
. . Universal Translator: Comprehend 2 (technological, Languages - Understand All, Languages - You're Understood)

Equipment
Cell Phone (Smartphone), Commlink, GL Comm Ring, Zinnia's Flat

Offense
Initiative +3
Grab, +6 (DC Spec 10)
Green Energy Bombardment: Damage 15, +9 (DC 30)
Green Energy Clamps: Move Object 15, +9 (DC 30)
Green Energy Spray: Burst Area Damage 12 (DC 27)
Green Fire: Feature Attack (+self) 1, +9 (DC Dog 11)
Illuminating Rays: Burst Area Nullify 12 (DC Will 22)
Shock Bolts: Cumulative Affliction 12, +9 (DC Fort 22)
Throw, +5 (DC 15)
Unarmed, +6 (DC 15)

Complications
- Fame: Zinnia is famous within Wizarding Britain for her victory over the Dark Lord known as Voldemort, as well as for her efforts in protecting her fellow Hogwarts students during her time attending that school.
- Honor: Zinnia will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Impulsive: Zinnia is a tempestuous young woman, who will often act without considering the consequences, even when she is being advised of those consequences by those who might have some idea what they are talking about.
- Motivation: Protector: More often than not, Zinnia will put her life in extreme danger just so she can save the life of some helpless damsel in distress.
- Prejudice: Zinnia has found that while they regard her as a hero, the people of Wizarding Britain are less than welcoming of her now that she has the green hair and skin to match her previously green eyes.
- Relationship: Zinnia is the life mate of one, Gabriel Delacour, as well as the training partner of the Green Lantern known as Arisia Rrab. Both Arisia and Zinnia will soon find themselves assigned to the task of assessing whether Sodam Yat is cut out for the role of becoming the new host of Ion, the Green Lantern Entity.

Languages
English [Native], French, Parseltongue

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 14 (Imp. 12), Will 15 (Imp. 15)

Power Points
Abilities 50 + Powers 172 + Advantages 34 + Skills 34 (68 ranks) + Defenses 25 = 315

--------------------
Zinnia's Flat - PL 12

Toughness 10, Size Large

Features:
Defense System, Dual Size: Tiny, Gym, Habitat, Laboratory, Library, Living Space, Personnel, Wards 3 (DC 30)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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DalkonCledwin
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The Alluring Tide Brainstorm

Post by DalkonCledwin »

The Alluring Tide
Premise: “The sea, once it casts its spell, holds one in its net of wonder forever.” ~~ Jacques-Yves Cousteau
Required Inclusions:
- All moral and ethical alignments are permissible.
- During the events of the Second Task of the Triwizard Tournament, Hyacinth Potter must discover that she is the Crown Princess of Atlantis.
- It turns out that Hyacinth’s mother, Lily; had been sent to the surface world for her own protection, as Poseidonis was about to engage in a potentially devastating war.
- This means Hyacinth is a Highborn Atlantean H. Magi Hybrid, and is also something which Dumbledore was already aware of, but never bothered to mention to Hyacinth.
- Hyacinth must be capable of communicating with all forms of aquatic life, and through this power she must gain the services of an aquatic familiar.
- In addition to her ability to communicate with sea creatures, Hyacinth must also possess the ability to manipulate water (Hydrokinesis).
- Sirius must eventually be freed, and must remain alive throughout most, if not all, of the story; even if he isn’t a major character in the story itself.
- All romantic pairings are permissible.
Preferred Inclusions:
- This fic being a crossover with DC Comics or the DCEU, with Hyacinth replacing Arthur Curry.
- Hyacinth being a metamorphmagus that simply prefers to remain in a female form.
- Dumbledore actually being a decent person, even if a somewhat negligent one. After all, he holds down three very important full time jobs, and does research to advance magic too.
- Hyacinth eventually securing whichever version of the “Royal Trident” is used in the setting as her own personal weapon.
Optional Inclusions:
- Assuming Hyacinth is a metamorphmagus, then having her pursue a relationship with another girl is preferable to one with a male character.
- Hyacinth being required to take multiple spouses due to the number of hereditary lines she has inherited from others.
Forbidden Things:
- Hyacinth the Weak Emo Doormat.
- Hyacinth being subservient to anyone.
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DalkonCledwin
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Aquawoman / The MCs / The Alluring Tide

Post by DalkonCledwin »

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Aquawoman (Hyacinth Potter) - PL 12
Age: 23 / Height: Usually 5' 9" / Weight: Usually 141 lbs
Hair Color: Usually Black / Eye Color: Usually Green
Species: Highborn Atlantean H. Magi Hybrid

Strength 13, Stamina 10, Agility 5, Dexterity 4, Fighting 8, Intellect 4, Awareness 7, Presence 6

General Advantages
Animal Empathy, Artificer, Attractive 2, Beautiful Voice, Benefit, Alternate Identity: (Queen N'Cidre Poseidonia Lollih), Benefit, Hereditary Rank 3 (heiress apparent): (Black), Benefit, Hereditary Rank 4 (head of house): (Peverell, Poseidonis, Potter), Benefit, Social Class 4 (royalty), Benefit, Wealth 4 (multimillionaire), Connected, Conviction, Defensive Attack, Defensive Roll 2, Equipment 5, Fascinate (Persuasion), Fast Grab, Favored Environment: (Aquatic), Guidance, Improved Hold, Inspire 4, Interpose, Languages 3, Leadership, People Person, Power Attack, Ranged Attack 5, White Knight

Enhanced Advantages
Diehard

Skills
Acrobatics 8 (+13), Athletics 6 (+19), Deception 6 (+12), Expertise (AGL): Riding 8 (+13), Expertise: Magic 12 (+16), Expertise: Marauder Lore 8 (+12), Insight 6 (+13), Investigation 6 (+10), Perception 8 (+15), Persuasion 10 (+16), Stealth 6 (+11), Technology 6 (+10), Treatment 6 (+10), Vehicles 6 (+10)

Powers
Atlantean Sorcery: Array
. . Drown: Progressive Cylinder Area Affliction 12 (atlantean magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cylinder Area: 30 feet cylinder, DC 22, Increased Range: ranged, Progressive; Source: Water)
. . Heavy Currents: Move Object 12 (atlantean magic, 100000 ktons; Increased Mass 20, Increased Range: perception; Limited Material: Water)
. . Maelstrom: Cylinder Area Move Object 12 (atlantean magic, 100 tons; Cylinder Area: 30 feet cylinder, DC 22, Increased Range: perception, Selective; Limited Material: Water)
. . Superdense Water: Create 12 (atlantean magic, Volume: 4000 cft., DC 22; Movable, Selective)
. . Wand Magic: Variable 8 (Easily Removable, wizarding magic; Action: move; Unreliable (5 uses), Notes: 40 pts of Traits; Wizarding Descriptors)
. . Water Blast: Damage 15 (atlantean magic, water, DC 30; Increased Range: ranged, Multiattack)
Highborn Atlantean H. Magi Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Built for the Depths: Impervious Toughness 10 (racial; Limited: Not vs. Fire, Heat or Magic)
. . Magical Atlantean Senses: Senses 14 (racial, Accurate (Type): Auditory Senses, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Ultra-Hearing 2: x100, Extended: Normal Hearing 2: x100, Extended: Magic Awareness 1: x10, Low-light Vision, Radius: Magic Awareness, Ultra-hearing)
. . Marine Empathy: Senses 17 (racial, Acute (Type): Mental Senses, Awareness: Sentience [Mental], Detect: Emotions [Mental] 2: ranged, Extended: Sentience Awareness 5: x100k, Extended: Detect Emotions 5: x100k, Radius (Type): Mental Senses; Limited: to Marine Life)
. . Marine Telepathy: Comprehend 2 (racial, Animals - Speak To, Animals - Understand; Subtle: subtle; Broad Type: Aquatic Creatures)
. . Speed-Swimming: Swimming 10 (racial, Speed: 500 miles/hour, 1 mile/round)
. . Water Affinity: Movement 1 (racial, Environmental Adaptation: Aquatic)
Metamorphmagus
. . Imitation: Feature 4 (morphic, Notes: Quick Change 2, Mimic Biometrics, Mimic Voices)
. . Lesser Shapeshifting: Variable 2 (morphic; Action: move, Increased Duration: continuous, Notes: 10 pts of Traits for Mimicking Physical Traits)
. . Metamorph: Morph 3 (morphic, +20 Deception checks to disguise; Broad group, Notes: Any humanoid)
. . Metamorphic Mind: Impervious Will 14 (morphic; Sustained; Limited: to Mental Effects)
. . Metamorphic Regeneration: Regeneration 2 (morphic, Every 5 rounds, Advantages: Diehard)
The Armor of Atlan (Removable (indestructible))
. . Sexy Scale Mail: Protection 2 (armor, +2 Toughness; Impervious)
The Trident of Atlan (Easily Removable (indestructible))
. . Queen of the Seven Seas: Array
. . . . Aquatic Mind Control: Cumulative Perception Area Affliction 12 (talent, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Perception Area: DC 22 - Mental, Cumulative, Selective; Limited: to Marine Life)
. . . . Marine Mastery I: Summon 8 (talent; Horde, Mental Link, Multiple Minions 2: 4 minions, Type (General): Marine Life; Limited: to Marine Environments, Self-Powered)
. . . . Marine Mastery II: Summon 4 (talent; Horde, Mental Link, Multiple Minions 4: 16 minions, Type (General): Marine Life; Limited: to Marine Environments, Self-Powered)
. . . . Mental Communication: Mental Area Communication 4 (talent; Area, Selective; Limited: to Marine Life, Notes: Worldwide Range)
. . Royal Trident: Array
. . . . Bounceback Attack: Deflect 10 (atlantean magic; Reflect; Reduced Range: close, Source: Water)
. . . . Conjure Storm: Environment 12 (atlantean magic, Impede Movement (2 ranks), Visibility (-2), Radius: 8 miles)
. . . . Energy Blast: Damage 18 (force, DC 33; Increased Range: ranged; Inaccurate 2: -4)
. . . . Trident Strike: Strength-based Damage 3 (piercing, DC 31; Dangerous, Disarming, Penetrating 16, Reach (melee): 5 ft.)
The Water Mage
. . Aquatic Tremorsense: Senses 5 (talent, Accurate: Ranged Tactile, Acute: Ranged Tactile, Radius: Ranged Tactile, Ranged: Tactile; Limited: to While Submerged in Water)
. . Go With the Flow: Immunity 5 (talent, Damage Effect: Water Damage)

Equipment
Commlink, Poseidonis, Potter Manor

Offense
Initiative +5
Aquatic Mind Control: Cumulative Perception Area Affliction 12 (DC Will 22)
Drown: Progressive Cylinder Area Affliction 12 (DC Fort 22)
Energy Blast: Damage 18, +5 (DC 33)
Grab, +8 (DC Spec 23)
Heavy Currents: Move Object 12 (DC 22)
Maelstrom: Cylinder Area Move Object 12 (DC 22)
Throw, +9 (DC 28)
Trident Strike: Strength-based Damage 3, +8 (DC 31)
Unarmed, +8 (DC 28)
Water Blast: Damage 15, +9 (DC 30)

Complications
- Fame: Hyacinth is famous within the cloistered communities belonging to the H. Magi of the surface world due to her efforts in defeating the man they refused to speak of in more direct terms than 'You Know Who', and for her efforts in protecting the students of Hogwarts School of Witchcraft and Wizardry these past many years.
- Honor: Hyacinth will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Impulsive: Hyacinth is a tempestuous young woman, who will often act without considering the consequences, even when she is being advised of those consequences by those who might have some idea what they are talking about
- Motivation: Responsibility: As Queen of Atlantis, Hyacinth must attend to the needs of her people and her duty to the Seven Seas, which can occasionally come into conflict with her responsibilities to the Justice League and the Wizarding World.
- Relationship: Hyacinth is the bondmate of Gabrielle Delacour, and also in a relationship with two others, Daphne Greengrass and Princess Y'Mera Xebella Challa. She also keeps in touch with her friends from her time at Hogwarts, such as Luna Lovegood, and Hermione Granger.

Languages
Atlantean [Instinctual], English, French, Parseltongue

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

Power Points
Abilities 114 + Powers 214 + Advantages 53 + Skills 51 (102 ranks) + Defenses 14 = 446

--------------------
Poseidonis - PL 12

Toughness 14, Size Colossal

Features:
Defense System, Grounds, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Personnel, Security System 2, Trophy Room, Variable Environment, Workshop

Power Points
Abilities 5 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 23

--------------------
Potter Manor - PL 12 (Alternate of Poseidonis)

Toughness 10, Size Large

Features:
Concealed 1, Dock, Grounds, Habitat, Laboratory, Library, Living Space, Personnel, Sealed, Trophy Room, Wards 2, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 16
--------------------
Aqualass (Hyacinth Potter) - PL 10
Age: 14 / Height: Usually 5' 6" / Weight: Usually 130 lbs
Hair Color: Usually Black / Eye Color: Usually Green
Species: Highborn Atlantean H. Magi Hybrid

Strength 10, Stamina 8, Agility 4, Dexterity 3, Fighting 7, Intellect 4, Awareness 6, Presence 4

General Advantages
Animal Empathy, Artificer, Attractive 2, Beautiful Voice, Benefit, Alternate Identity: (Princess N'Cidre Poseidonia Lollih), Benefit, Hereditary Rank 3 (heiress apparent): (Black, Peverell, Poseidonis, Potter), Benefit, Social Class 4 (royalty), Benefit, Wealth 3 (millionaire), Connected, Conviction, Defensive Attack, Defensive Roll 2, Fascinate (Persuasion), Fast Grab, Favored Environment: (Aquatic), Guidance, Improved Hold, Inspire 2, Interpose, Languages 2, Leadership, People Person, Power Attack, Ranged Attack 5, White Knight

Enhanced Advantages
Diehard

Skills
Acrobatics 6 (+10), Athletics 4 (+14), Deception 4 (+8), Expertise (AGL): Riding 8 (+12), Expertise: Magic 10 (+14), Expertise: Marauder Lore 6 (+10), Insight 4 (+10), Investigation 4 (+8), Perception 8 (+14), Persuasion 8 (+12), Stealth 4 (+8), Technology 4 (+8), Treatment 4 (+8)

Powers
Atlantean Sorcery: Array
. . Drown: Progressive Cylinder Area Affliction 10 (atlantean magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cylinder Area: 30 feet cylinder, DC 20, Increased Range: ranged, Progressive; Source: Water)
. . Heavy Currents: Move Object 10 (atlantean magic, 25000 ktons; Increased Mass 20, Increased Range: perception; Limited Material: Water)
. . Maelstrom: Cylinder Area Move Object 10 (atlantean magic, 25 tons; Cylinder Area: 30 feet cylinder, DC 20, Increased Range: perception, Selective; Limited Material: Water)
. . Superdense Water: Create 10 (atlantean magic, Volume: 1000 cft., DC 20; Movable, Selective)
. . Wand Magic: Variable 6 (Easily Removable, wizarding magic; Action: move; Unreliable (5 uses), Notes: 30 pts of Traits; Wizarding Descriptors)
. . Water Blast: Damage 12 (atlantean magic, water, DC 27; Increased Range: ranged, Multiattack)
Highborn Atlantean H. Magi Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Built for the Depths: Impervious Toughness 8 (racial; Limited: Not vs. Fire, Heat or Magic)
. . Magical Atlantean Senses: Senses 14 (racial, Accurate (Type): Auditory Senses, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Ultra-Hearing 2: x100, Extended: Normal Hearing 2: x100, Extended: Magic Awareness 1: x10, Low-light Vision, Radius: Magic Awareness, Ultra-hearing)
. . Marine Empathy: Senses 17 (racial, Acute (Type): Mental Senses, Awareness: Sentience [Mental], Detect: Emotions [Mental] 2: ranged, Extended: Sentience Awareness 5: x100k, Extended: Detect Emotions 5: x100k, Radius (Type): Mental Senses; Limited: to Marine Life)
. . Marine Telepathy: Comprehend 2 (racial, Animals - Speak To, Animals - Understand; Subtle: subtle; Broad Type: Aquatic Creatures)
. . Speed-Swimming: Swimming 7 (racial, Speed: 60 miles/hour, 900 feet/round)
. . Water Affinity: Movement 1 (racial, Environmental Adaptation: Aquatic)
Metamorphmagus
. . Imitation: Feature 4 (morphic, Notes: Quick Change 2, Mimic Biometrics, Mimic Voices)
. . Lesser Shapeshifting: Variable 2 (morphic; Action: move, Increased Duration: continuous, Notes: 10 pts of Traits for Mimicking Physical Traits)
. . Metamorph: Morph 3 (morphic, +20 Deception checks to disguise; Broad group, Notes: Any humanoid)
. . Metamorphic Mind: Impervious Will 10 (morphic; Sustained; Limited: to Mental Effects)
. . Metamorphic Regeneration: Regeneration 2 (morphic, Every 5 rounds, Advantages: Diehard)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Gaze: Concealment 4 (bestowed, cosmic, All Visual Senses; Affects Others, Custom: Counts as an opaque object when interacting with Sensory powers; Passive)
. . The Marauder's Map (Alternate; Easily Removable)
. . . . The Magical Mischief-Maker's Helpmate: Remote Sensing 8 (artifice, Affects: 1 Type - Mental, Range: 1 mile; No Conduit, Simultaneous; Check Required 4: DC 13 - Expertise: Marauder Lore, Limited: to Hogwarts & the Surrounding Ground, Quirk: Limited to showing names & footsteps of occupants of castle & grounds while active, Side Effect: on failure - on failure - Congratulations! You've just been insulted)
The Water Mage
. . Aquatic Tremorsense: Senses 5 (talent, Accurate: Ranged Tactile, Acute: Ranged Tactile, Radius: Ranged Tactile, Ranged: Tactile; Limited: to While Submerged in Water)
. . Go With the Flow: Immunity 5 (talent, Damage Effect: Water Damage)

Offense
Initiative +4
Drown: Progressive Cylinder Area Affliction 10 (DC Fort 20)
Grab, +7 (DC Spec 20)
Heavy Currents: Move Object 10 (DC 20)
Maelstrom: Cylinder Area Move Object 10 (DC 20)
Throw, +8 (DC 25)
Unarmed, +7 (DC 25)
Water Blast: Damage 12, +8 (DC 27)

Complications
- Destiny: It is Hyacinth's destiny to be the one who ultimately defeats, or is defeated by, the Dark Lord styling himself as Voldemort.
- Honor: Hyacinth will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Impulsive: Hyacinth is a tempestuous young woman, who will often act without considering the consequences, even when she is being advised of those consequences by those who might have some idea what they are talking about
- Motivation: Protector: Hyacinth is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Responsibility: Hyacinth is the sole surviving member of the Royal House of Poseidonis, and therefore she is the Crown Princess of the largest 'Kingdom' in the decentralized group of aquatic communities that are collectively known as the Empire of Atlantis. This means that sooner or later she will have to claim her birthright, an act which may or may not go over very well.

Languages
Atlantean [Instinctual], English, Parseltongue

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

Power Points
Abilities 92 + Powers 150 + Advantages 40 + Skills 37 (74 ranks) + Defenses 15 = 334
Last edited by DalkonCledwin on Mon Feb 03, 2020 2:19 pm, edited 3 times in total.
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Gabrielle Delacour / The MCs / The Alluring Tide

Post by DalkonCledwin »

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Gabrielle Delacour (Adult) - PL 9
Age: 17 / Height: 5' 4" / Weight: 124 lbs
Hair Color: Blonde / Eye Color: Blue
Species: Samovilas

Strength 0, Stamina 0, Agility 3, Dexterity 2, Fighting 4, Intellect 2, Awareness 4, Presence 8

Advantages
Artificer, Attractive 2, Beginner's Luck, Benefit, Athletics Based on Agility, Benefit, Hereditary Rank 2 (heiress presumptive): (Delacour), Benefit, Social Class 2 (aristocrat), Benefit, Status: (Lady Consort Presumptive for the House of Potter), Benefit, Wealth 2 (independently wealthy), Connected, Defensive Roll 4, Equipment 1, Favored Environment: (Aerial), Grabbing Finesse, Improved Defense, Improved Disarm, Improved Initiative 2, Improvised Weapon, Jack-of-all-trades, Languages 3, Lion Hearted 2, Move-by Action, Prone Fighting, Ranged Attack 5, Redirect, Startle, Takedown 2, Uncanny Dodge, Weapon Bind, White Knight

Skills
Acrobatics 10 (+13), Athletics 6 (+9), Close Combat: Talons 4 (+8), Expertise (AGL): Gymnastics 10 (+13), Expertise: Magic 10 (+12), Expertise: Meteorology 8 (+10), Expertise: The Planes 8 (+10), Insight 6 (+10), Intimidation 6 (+14), Investigation 4 (+6), Perception 6 (+10), Persuasion 10 (+18), Sleight of Hand 6 (+8), Stealth 8 (+11), Treatment 8 (+10)

Powers
Staff of Weather (Easily Removable)
. . Magical Staff: Array
. . . . Control Weather: Environment 10 (magical, Other: 3 points worth of effect 3, Radius: 2 miles; Selective; Unreliable (5 uses))
. . . . Fog Cloud: Cloud Area Concealment Attack 4 (magical, All Visual Senses, DC 14; Cloud Area 4: 120 feet radius sphere, DC 14, Attack: Fortitude, Increased Range: ranged; Unreliable (5 uses))
. . . . Gust of Wind: Line Area Move Object 7 (magical, wind, 3 tons; Line Area 2: 5 feet wide by 60 feet long, DC 17; Limited Direction: Away, Reduced Range: close, Unreliable (5 uses))
. . . . Ice Storm
. . . . . . Hailstorm: Burst Area Damage 8 (Linked; bludgeoning, DC 23; Burst Area: 30 feet radius sphere, DC 18, Indirect 2: any point away or fixed point in fixed direction, Selective; Unreliable (5 uses))
. . . . . . Snow Screen: Environment 1 (Linked; magical, Impede Movement (1 rank), Visibility (-2), Radius: 30 feet; Selective)
. . . . Sleet Storm
. . . . . . Ice Slick: Environment 1 (Linked; magical, Impede Movement (1 rank), Radius: 30 feet)
. . . . . . Snow Blind: Burst Area Concealment Attack 4 (Linked; magical, All Visual Senses, DC 14; Burst Area: 30 feet radius sphere, DC 14, Attack: Fortitude, Selective; Unreliable (5 uses))
. . . . Wind Wall: Line Area Move Object 8 (magical, wind, 6 tons; Line Area 3: 5 feet wide by 120 feet long, DC 18; Limited: to pushing targets away from front of the wall, Unreliable (5 uses))
Veela Physiology
. . Being of Fire and Air: Movement 2 (racial, Environmental Adaptation: Elemental Plane of Air, Environmental Adaptation: Elemental Plane of Fire)
. . Elemental Senses: Senses 7 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Magic Awareness 1: x10, Infravision, Radius: Magic Awareness)
. . Object of Desire: Burst Area Affliction 9 (racial, 1st degree: Entranced, Impaired, 2nd degree: Compelled, Disabled, Resisted by: Will, DC 19; Burst Area: 30 feet radius sphere, DC 19, Extra Condition, Reaction 3: reaction, Selective; Limited: to characters who find the feminine form attractive, Limited Degree, Sense-dependent: Visual)
. . Resistances: Immunity 12 (racial, Aging, Damage Effect: Fire Damage, Environmental Condition: Heat, Environmental Condition: Pressure, Poison, Sleep, Starvation & Thirst, Suffocation: Hypoxemia; Limited - Half Effect)
Veela Powers: Array
. . Adoration: Affliction 9 (talent, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 19; Increased Range 2: perception; Instant Recovery, Limited Degree, Sense-dependent: Visual)
. . Charm Person: Cumulative Affliction 9 (talent, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception; Limited: Gabi doesn't control the target's actions, they merely act friendly towards her, Sense-dependent: Visual)
. . PassionFyre: Damage 11 (fire, DC 26; Increased Range: ranged, Multiattack)
. . Talons: Strength-based Damage 3 (slashing, DC 18; Split: 2 targets)
. . Wand Magic: Variable 6 (Easily Removable, wizarding magic; Action: move; Unreliable (5 uses), Notes: 30 pts of Traits; Wizarding Descriptors)
. . Whirlwind: Cylinder Area Move Object 9 (wind, 12 tons, DC 24; Cylinder Area: 30 feet cylinder, DC 19, Damaging, Selective; Reduced Range: close)

Equipment
Commlink, Light Battle Robes

Offense
Initiative +11
Adoration: Affliction 9 (DC Will 19)
Charm Person: Cumulative Affliction 9 (DC Will 19)
Fog Cloud: Cloud Area Concealment Attack 4 (DC Fort 14)
Grab, +4 (DC Spec 12)
Gust of Wind: Line Area Move Object 7 (DC 17)
Hailstorm: Burst Area Damage 8 (DC 23)
Object of Desire: Burst Area Affliction 9 (DC Will 19)
PassionFyre: Damage 11, +7 (DC 26)
Snow Blind: Burst Area Concealment Attack 4 (DC Fort 14)
Talons: Strength-based Damage 3, +8 (DC 18)
Throw, +7 (DC 15)
Unarmed, +4 (DC 15)
Whirlwind: Cylinder Area Move Object 9 (DC 24)
Wind Wall: Line Area Move Object 8 (DC 18)

Complications
- Feud: Veela have been in a state of cold war with the various aquatic lifeforms of the world for such a long time, that neither side in the conflict really remembers what the original disagreement was about, or has any idea what it would take to end the conflict, save perhaps for a marriage between the opposing sides...
- Motivation: Responsibility: Not only is Gabrielle planning to marry Hyacinth because they happen to be bondmates, but it is her intent to use their marriage as a means of ending the feud that exists between the people of Atlantis and the Veela of the world.
- Relationship: Gabrielle is the younger sister of Fleur Delacour and youngest daughter of Apolline and Jaques Delacour, the latter of whom is the newly appointed French counterpart to the British Minister for Magic. Lastly, she is the bondmate of one, Hyacinth Potter and also the most likely person to become Lady Consort for the House of Potter.
- Temper: Gabrielle will fly into a rage if something has been done to restrict her full freedom of movement against her will.
- Weakness: Gabrielle is Toughness Impaired against cold damage (which often includes water-based attacks).

Languages
Auran, English, French [Native], Ignan

Defense
Dodge 12, Parry 12, Fortitude 4, Toughness 6/0, Will 14

Power Points
Abilities 46 + Powers 115 + Advantages 45 + Skills 55 (110 ranks) + Defenses 31 = 292

--------------------
Gabrielle Delacour (Child) - PL 5
Age: 8 / Height: 4' 6" / Weight: 82 lbs
Hair Color: Blonde / Eye Color: Blue
Species: Samovilas

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

Advantages
Adorable 2, Beginner's Luck, Benefit, Athletics Based on Agility, Benefit, Hereditary Rank 2 (heiress presumptive): (Delacour), Benefit, Social Class 2 (aristocrat), Benefit, Wealth (well-off), Connected, Defensive Roll 3, Favored Environment: (Aerial), Grabbing Finesse, Improved Defense, Improved Disarm, Improved Initiative, Improvised Weapon, Jack-of-all-trades, Languages 2, Lion Hearted, Move-by Action, Prone Fighting, Redirect, Startle, Takedown, Uncanny Dodge, Weapon Bind

Skills
Acrobatics 6 (+8), Athletics 2 (+4), Close Combat: Talons 4 (+4), Expertise (AGL): Gymnastics 6 (+8), Expertise: Magic 4 (+6), Expertise: Meteorology 6 (+8), Expertise: The Planes 6 (+8), Insight 4 (+6), Intimidation 4 (+8), Investigation 4 (+6), Perception 4 (+6), Persuasion 6 (+10), Sleight of Hand 6 (+7), Stealth 6 (+8), Treatment 4 (+6)

Powers
Veela Physiology
. . Being of Fire and Air: Movement 2 (racial, Environmental Adaptation: Elemental Plane of Air, Environmental Adaptation: Elemental Plane of Fire)
. . Elemental Senses: Senses 7 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Magic Awareness 1: x10, Infravision, Radius: Magic Awareness)
. . Object of Extreme Kawaii: Burst Area Affliction 5 (racial, 1st degree: Entranced, Impaired, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 15; Burst Area: 30 feet radius sphere, DC 15, Extra Condition, Reaction 3: reaction, Selective; Limited: to characters who have entered puberty and are attracted to girls, Limited Degree, Sense-dependent: Visual)
. . Resistances: Immunity 12 (racial, Aging, Damage Effect: Fire Damage, Environmental Condition: Heat, Environmental Condition: Pressure, Poison, Sleep, Starvation & Thirst, Suffocation: Hypoxemia; Limited - Half Effect)
Veela Powers: Array
. . PassionFyre: Damage 9 (fire, DC 24; Increased Range: ranged)
. . Talons: Strength-based Damage 3 (slashing, DC 17; Split: 2 targets)
. . Whirlwind: Cylinder Area Move Object 5 (wind, 1600 lbs., DC 20; Cylinder Area: 30 feet cylinder, DC 15, Damaging, Selective; Reduced Range: close)

Offense
Initiative +6
Grab, +0 (DC Spec 11)
Object of Extreme Kawaii: Burst Area Affliction 5 (DC Will 15)
PassionFyre: Damage 9, +1 (DC 24)
Talons: Strength-based Damage 3, +4 (DC 17)
Throw, +1 (DC 14)
Unarmed, +0 (DC 14)
Whirlwind: Cylinder Area Move Object 5 (DC 20)

Complications
- Age: Gabrielle is eight years old, which means there are a great many things she is forbidden from doing, and just as many things she can get away with that an adult would never be able to do.
- Feud: Veela have been in a state of cold war with the various aquatic lifeforms of the world for such a long time, that neither side in the conflict really remembers what the original disagreement was about, or has any idea what it would take to end the conflict, save perhaps for a marriage between the opposing sides...
- Motivation: Thrills: Gabrielle lives for the sole purpose of enjoying herself!
- Relationship: Gabrielle is the younger sister of the French Triwizard Champion, Fleur Delacour. She is also the youngest daughter of Apolline and Jaques Delacour, the latter of whom is the Head of the French Department of Magical Law Enforcement.
- Temper: Gabrielle will fly into a rage if something has been done to restrict her full freedom of movement against her will.
- Weakness: Gabrielle is Toughness Impaired against cold damage (which often includes water-based attacks).

Languages
Auran, French [Native], Ignan

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

Power Points
Abilities 20 + Powers 59 + Advantages 30 + Skills 36 (72 ranks) + Defenses 20 = 165
Last edited by DalkonCledwin on Mon Feb 03, 2020 1:56 pm, edited 1 time in total.
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DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Daphne Greengrass / The MCs / The Alluring Tide

Post by DalkonCledwin »

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Art by Liang-Xing on DeviantArt

Daphne Greengrass (Adult) - PL 10
Age: 24 / Height: 5' 7" / Weight: 129 lbs
Hair Color: Blonde / Eye Color: Blue
Species: Pure-Blood H. Magi

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

General Advantages
Artificer, Assessment, Attractive 2, Beginner's Luck, Benefit, Hereditary Rank 4 (head of house): (Greengrass), Benefit, Social Class 3 (noble peer), Benefit, Status: (Lady Consort Presumptive for the House of Peverell), Benefit, Wealth 4 (multimillionaire), Close Attack 3, Connected, Daze (Intimidation), Defensive Roll 3, Equipment 4, Fascinate (Persuasion), Guidance, Improved Initiative 2, Improved Treatment, Languages 1, Ritualist, Uncanny Dodge, Well-informed

The Cold Lady Advantages
Fearless, Startle

The Expert Fighter Advantages
All-out Attack, Cunning Fighter, Improved Disarm, Improved Trip, Takedown

The Responsible Lady Advantages
Inspire 2, Interpose, Leadership, Set-up

Skills
Acrobatics 6 (+9), Athletics 6 (+9), Close Combat: Fencing 8 (+11), Deception 8 (+14), Expertise: Magic 10 (+14), Insight 8 (+11), Intimidation 8 (+20/+14), Perception 6 (+9), Persuasion 8 (+14), Treatment 8 (+12)

Powers
Dueling Saber (Easily Removable)
. . Sword Strike: Strength-based Damage 3 (slashing, DC 21; Dangerous)
Regal Lady: Array
. . Frightening Charisma: Perception Area Affliction 10 (social, 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Perception Area: DC 20 - Vision; Limited: to Characters who are already attracted to Daphne)
. . Inspire Devotion: Cumulative Perception Area Affliction 10 (social, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Vision, Cumulative; Limited: to Characters who are already attracted to Daphne, Limited: to Inspiring Devotion (Targets will still act largely on their own accord))
. . Meaningful Gesture: Perception Area Affliction 10 (social, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Perception Area: DC 20 - Vision; Limited: to Characters who are already attracted to Daphne)
. . Wand Magic: Variable 8 (Easily Removable, wizarding magic; Action: move; Unreliable (5 uses), Notes: 40 pts of Traits; Wizarding Descriptors)
Regal Lady: Talents
. . The Perfect Lady: Variable 1 (talent; Action 3: reaction, Notes: 5 pts of Traits for duplicating the various Regal Lady talent suites)
. . The Seductive Lady: Enhanced Trait 4 (talent, Presence +2 (+6); Feature: Daphne is equally attractive to members of both genders)
Wizardkind Physiology
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)

Power Settings
. . The Cold Lady (Powers: The Cold Sempai: Enhanced Trait 5)
. . The Expert Fighter (Powers: The Expert Fighter: Enhanced Trait 5)
. . The Responsible Lady (Powers: The Responsible Sempai: Enhanced Trait 5)

Equipment
Commlink, Greengrass Manor

Offense
Initiative +11
Frightening Charisma: Perception Area Affliction 10 (DC Will 20)
Grab, +6 (DC Spec 13)
Inspire Devotion: Cumulative Perception Area Affliction 10 (DC Will 20)
Meaningful Gesture: Perception Area Affliction 10 (DC Will 20)
Sword Strike: Strength-based Damage 3, +14 (DC 21)
Throw, +2 (DC 18)
Unarmed, +6 (DC 18)

Complications
- Everyone Magnet: Now that she has graduated and made it abundantly clear that she is Hyacinth's representative in Wizarding Britain, everyone in that society has been trying there darnedest to gain Daphne's attention so that she might pass along a message of one sort or another to the otherwise impossible to reach Hyacinth Potter.
- Motivation: Doing Good: Daphne wishes to aid her beloved Hyacinth in all that she aims to achieve in both the political world, and the heroic one as well.
- Relationship: Daphne is the elder sister of Astoria Greengrass, and best friend of Tracey Davis (see the accompanying stat blocks for each). Daphne has also ascended to the role of Head of House Greengrass due to her father having died in the Battle of Hogwarts and her mother having retired from public life. Due to her mother's inability to have any further children, Daphne is also the heiress apparent to her family. She is also the person who Hyacinth selected to be the future Lady Consort to the House of Peverell.

Languages
English [Native], French

Defense
Dodge 11, Parry 11, Fortitude 8, Toughness 9/6, Will 12

Power Points
Abilities 56 + Powers 58 + Advantages 37 + Skills 38 (76 ranks) + Defenses 27 = 216

--------------------
Greengrass Manor - PL 10

Toughness 10, Size Large

Features:
Concealed 1, Grounds, Habitat, Laboratory, Library, Living Space, Personnel, Sealed, Trophy Room, Wards 2, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 16
--------------------
Daphne Greengrass (Teen) - PL 7
Age: 15 / Height: 5' 6" / Weight: 120 lbs
Hair Color: Blonde / Eye Color: Blue
Species: Pure-Blood H. Magi

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

General Advantages
Artificer, Assessment, Attractive 2, Beginner's Luck, Benefit, Hereditary Rank 3 (heiress apparent): (Greengrass), Benefit, Social Class 3 (noble peer), Benefit, Wealth 3 (millionaire), Connected, Daze (Intimidation), Defensive Roll 3, Fascinate (Persuasion), Guidance, Improved Initiative 2, Improved Treatment, Languages 1, Ritualist, Sidekick 18, Sidekick 21, Uncanny Dodge, Well-informed

The Cold Sempai Advantages
Fearless, Startle

The Expert Fighter Advantages
All-out Attack, Cunning Fighter, Improved Disarm, Improved Trip, Takedown

The Responsible Sempai Advantages
Inspire 2, Interpose, Leadership, Set-up

Skills
Acrobatics 4 (+6), Athletics 4 (+6), Close Combat: Fencing 8 (+10), Deception 4 (+8), Expertise: Magic 8 (+11), Insight 4 (+6), Intimidation 4 (+14/+8), Perception 4 (+6), Persuasion 4 (+8), Treatment 4 (+7)

Powers
Cool Sempai: Array
. . Frightening Charisma: Perception Area Affliction 7 (social, 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Will, DC 17; Perception Area: DC 17 - Vision; Limited: to Characters who are already attracted to Daphne)
. . Inspire Devotion: Cumulative Perception Area Affliction 7 (social, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Perception Area: DC 17 - Vision, Cumulative; Limited: to Characters who are already attracted to Daphne, Limited: to Inspiring Devotion (Targets will still act largely on their own accord))
. . Meaningful Gesture: Perception Area Affliction 7 (social, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 17; Perception Area: DC 17 - Vision; Limited: to Characters who are already attracted to Daphne)
. . Wand Magic: Variable 6 (Easily Removable, wizarding magic; Action: move; Unreliable (5 uses), Notes: 30 pts of Traits; Wizarding Descriptors)
Cool Sempai: Talents
. . The Perfect Sempai: Variable 1 (talent; Action 3: reaction, Notes: 5 pts of Traits for duplicating the various Cool Sempai talent suites)
. . The Seductive Sempai: Enhanced Trait 4 (talent, Presence +2 (+4); Feature: Daphne is equally attractive to members of both genders)
Waster (Easily Removable)
. . Sword Strike: Strength-based Damage 2 (bludgeoning, DC 19; Dangerous, Notes: A "Waster" is the European version of a Kendo Shinai, but they're usually made from Hickory, which is a hardwood and thus very painful to be hit by.)
Wizardkind Physiology
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)

Power Settings
. . The Cold Sempai (Powers: The Cold Sempai: Enhanced Trait 5)
. . The Expert Fighter (Powers: The Expert Fighter: Enhanced Trait 5)
. . The Responsible Sempai (Powers: The Responsible Sempai: Enhanced Trait 5)

Offense
Initiative +10
Frightening Charisma: Perception Area Affliction 7 (DC Will 17)
Grab, +2 (DC Spec 12)
Inspire Devotion: Cumulative Perception Area Affliction 7 (DC Will 17)
Meaningful Gesture: Perception Area Affliction 7 (DC Will 17)
Sword Strike: Strength-based Damage 2, +10 (DC 19)
Throw, +1 (DC 17)
Unarmed, +2 (DC 17)

Complications
- Accidental Seductions: Daphne is blissfully unaware of her attractiveness and how her actions tend to be seen by others. She often activates her "Social" descriptor powers unintentionally, leading to mishaps later on down the road.
- Motivation: Responsibility: Daphne feels it is her responsibility to keep an eye on the younger years in Slytherin House due to the fact that most of the upperclassmen in that house either wish to exploit the younger years, or else couldn't care less what happens to them.
- Relationship: Daphne is the elder sister of Astoria Greengrass, and best friend of Tracey Davis (see the accompanying stat blocks for each). She is also the eldest daughter of Cyrus and Elizabeth Greengrass. Due to her mother's inability to have any further children, Daphne is also the heiress apparent to her family.
- Rivalry: With her seeming perfection and high status Daphne is the largest target of Hermione Granger's ire, as she is jealous of Daphne's success and seeks to dethrone her.
- Too Cool For You: Thanks to her mystique Daphne is often left out of social activities, as she is either too intimidating for others to try approaching or people simply assume she has better things to do.

Languages
English [Native], French

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 7/4, Will 8

Power Points
Abilities 36 + Powers 49 + Advantages 67 + Skills 24 (48 ranks) + Defenses 18 = 194

--------------------
Astoria Greengrass - PL 6

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

Advantages
Artificer, Assessment, Attractive 2, Benefit, Hereditary Rank 2 (heiress presumptive): (Greengrass), Benefit, Social Class 3 (noble peer), Benefit, Wealth 2 (independently wealthy), Connected, Equipment 1, Improved Treatment, Languages 1, Luck 3, Ritualist

Skills
Deception 4 (+6), Expertise: Magic 6 (+10), Insight 4 (+7), Perception 4 (+7), Persuasion 4 (+6), Treatment 4 (+8)

Powers
Wizarding Wand (Easily Removable)
. . Magic Missile: Damage 5 (force, DC 20; Accurate 3: +6, Increased Range: ranged, Multiattack)
Wizardkind Physiology
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)

Equipment
Heavy Battle Robes

Offense
Initiative +2
Grab, +0 (DC Spec 9)
Magic Missile: Damage 5, +7 (DC 20)
Throw, +1 (DC 14)
Unarmed, +0 (DC 14)

Complications
- Age: Astoria is a second year, and as such is often considered inferior to anyone in the upper years simply because she hasn't learned enough to be a threat to them.
- Motivation: Doing Good: Astoria wishes to use her abilities for the betterment of the world.

Languages
English (Native), French

Defense
Dodge 7, Parry 7, Fortitude 3, Toughness 5, Will 9

Power Points
Abilities 24 + Powers 14 + Advantages 19 + Skills 13 (26 ranks) + Defenses 20 = 90
--------------------
Tracey Davis - PL 7

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

Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Hereditary Rank 2 (heiress presumptive): (Davis), Benefit, Social Class 2 (aristocrat), Benefit, Wealth (well-off), Connected, Daze (Intimidation), Equipment 1, Fascinate (Intimidation), Languages 1, Ritualist, Startle, Well-informed, White Knight

Skills
Expertise: Magic 8 (+11), Insight 4 (+8), Intimidation 6 (+10), Perception 2 (+6), Ranged Combat: Wizarding Wand 5 (+6)

Powers
Wizarding Physiology
. . Magical Awareness: Senses 4 (racial, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
Wizarding Wand (Easily Removable)
. . Yer A Witch, Trace: Array
. . . . Conjunctivia: Cumulative Affliction 8 (wizarding magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: to Vision)
. . . . Incendio: Damage 8 (fire, wizarding magic, DC 23; Increased Range: ranged)
. . . . Nebulus: Environment 12 (wizarding magic, Visibility (-5), Radius: 8 miles)
. . . . Petrificus Totalus: Progressive Affliction 6 (wizarding magic, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Will, DC 16; Extra Condition, Increased Range: ranged, Progressive; Limited Degree)
. . . . Wingardium Leviosa: Move Object 7 (wizarding magic, 3 tons, DC 22; Damaging, Precise, Subtle: subtle)

Equipment
Heavy Battle Robes

Offense
Initiative +1
Conjunctivia: Cumulative Affliction 8, +6 (DC Fort 18)
Grab, +0 (DC Spec 10)
Incendio: Damage 8, +6 (DC 23)
Petrificus Totalus: Progressive Affliction 6, +6 (DC Will 16)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)
Wingardium Leviosa: Move Object 7, +6 (DC 22)

Complications
- Debt: Tracey feels indebted to Daphne for placing her under the Greengrass family's aegis after they were both sorted into Slytherin House, as that is likely the only thing which has served to shield Tracey from the less savory members of Slytherin House these past several years on account of Tracey being a Half-Blood instead of a true and proper Pure-Blood.
- Motivation: Thrills: Tracey lives to enjoy herself to the best that she possibly can, and is often the sole reason that Daphne ever gets invited to any social events.

Languages
English [Native], French

Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 6, Will 10

Power Points
Abilities 30 + Powers 20 + Advantages 19 + Skills 13 (25 ranks) + Defenses 23 = 105
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DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Mera / The MCs / The Alluring Tide

Post by DalkonCledwin »

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Art by Didi-Esmeralda on DeviantArt

Mera (Y'Mera Xebella Challa) - PL 12
Age: 23 / Height: 5' 9" / Weight: 160 lbs
Hair Color: Crimson / Eye Color: Greenish-Blue
Species: Highborn Atlantean

Strength 10, Stamina 7, Agility 4, Dexterity 3, Fighting 8, Intellect 5, Awareness 4, Presence 4

Advantages
Agile Feint, All-out Attack, Artificer, Attractive 2, Benefit, Hereditary Rank 3 (heiress apparent): (Xebel), Benefit, Social Class 4 (royalty), Benefit, Status: (Queen Consort Presumptive for the Kingdom of Poseidonis), Benefit, Wealth 3 (millionaire), Defensive Roll 3, Eidetic Memory, Equipment 1, Evasion, Extraordinary Effort, Fascinate (Persuasion), Favored Environment: (Aquatic), Improved Critical: Water Blast, Improved Initiative 3, Improved Smash, Languages 1, Move-by Action, Power Attack, Ranged Attack 6, Ritualist, Takedown 2, Taunt

Skills
Acrobatics 4 (+8), Athletics 4 (+14), Close Combat: Unarmed 6 (+14), Deception 8 (+12), Expertise: Magic 12 (+17), Insight 8 (+12), Investigation 8 (+13), Perception 8 (+12), Persuasion 8 (+12), Sleight of Hand 4 (+7), Technology 4 (+9), Vehicles 6 (+9)

Powers
Atlantean Sorcery: Array
. . Dousing: Nullify 15 (atlantean magic, Counters: Water-Soluble Effects, DC 25; Broad, Simultaneous)
. . Drown: Progressive Cylinder Area Affliction 12 (atlantean magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cylinder Area: 30 feet cylinder, DC 22, Increased Range: ranged, Progressive; Source: Water)
. . Focused Water Burst: Cone Area Damage 12 (atlantean magic, water, DC 27; Cone Area 3: 250 feet cone, DC 22)
. . Heavy Currents: Move Object 12 (atlantean magic, 100000 ktons; Increased Mass 20, Increased Range: perception; Limited Material: Water)
. . Maelstrom: Cylinder Area Move Object 12 (atlantean magic, 100 tons; Cylinder Area: 30 feet cylinder, DC 22, Increased Range: perception, Selective; Limited Material: Water)
. . Superdense Water: Create 12 (atlantean magic, Volume: 4000 cft., DC 22; Movable, Selective)
. . Water Absorption: Regeneration 10 (atlantean magic, Every 1 round; Persistent; Concentration, Source: Water)
. . Water Blast: Damage 15 (atlantean magic, water, DC 30; Increased Range: ranged, Multiattack)
. . Water Construct: Summon 16 (atlantean magic; Active, Controlled; Source: Water)
Highborn Atlantean Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Built for the Depths: Impervious Toughness 7 (racial; Limited: Not vs. Fire, Heat or Magic)
. . Magical Atlantean: Senses 13 (racial, Accurate (Type): Auditory Senses, Acute: Magic Awareness, Awareness: Magic [Mental], Extended: Ultra-Hearing 1: x10, Extended: Normal Hearing 2: x100, Extended: Magic Awareness 1: x10, Low-light Vision, Radius: Magic Awareness, Ultra-hearing)
. . Speed-Swimming: Swimming 7 (racial, Speed: 60 miles/hour, 900 feet/round)
. . Water Affinity: Movement 1 (racial, Environmental Adaptation: Aquatic)
The Water Mage
. . Aquatic Tremorsense: Senses 5 (talent, Accurate: Ranged Tactile, Acute: Ranged Tactile, Radius: Ranged Tactile, Ranged: Tactile; Limited: to While Submerged in Water)
. . Go With the Flow: Immunity 5 (talent, Damage Effect: Water Damage)
. . Knows Where The Water Is: Senses 7 (talent, Accurate: Detect Water, Acute: Detect Water, Analytical: Detect Water, Detect: Water [Mental] 2: ranged, Radius: Detect Water; Quirk: Doesn't work on water inside a person's body, but will work on sweat or tears)

Equipment
Commlink, Light Battle Armor

Offense
Initiative +16
Dousing: Nullify 15, +9 (DC Will 25)
Drown: Progressive Cylinder Area Affliction 12 (DC Fort 22)
Focused Water Burst: Cone Area Damage 12 (DC 27)
Grab, +8 (DC Spec 20)
Heavy Currents: Move Object 12 (DC 22)
Maelstrom: Cylinder Area Move Object 12 (DC 22)
Throw, +9 (DC 25)
Unarmed, +14 (DC 25)
Water Blast: Damage 15, +9 (DC 30)

Complications
- Fish Out of Water: Mera is having an incredibly difficult time adjusting to life on the surface world.
- Motivation: Patriotism: Mera is devoted to both of the kingdoms that she is now affiliated with, as well as to Atlantis as a whole.
- Nemesis: Mera and her younger sister are at odds due to the fact that Hila desires to claim the throne of Xebel as her own, yet will never be able to do so while Mera continues to live. This wouldn't even be a problem if their father could be persuaded to elevate Hila to Crown Princess once Mera exchanges her wedding vows, but that is about as likely as warthogs invading of Atlantis!
- Relationship: Mera is the eldest of King Nereus' daughters, and thus is the next in line to claim the throne of the Atlantean kingdom of Xebel. Furthermore, she has secured the position of Queen Consort Presumptive for the Atlantean kingdom of Poseidonis, which is a kingdom that is historically one of Xebel's enemies.
- Temper: Mera is a redhead and has the fiery temper to match.
- Weakness: Mera dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before her condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Languages
Atlantean [Instinctual], English

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

Power Points
Abilities 90 + Powers 99 + Advantages 43 + Skills 40 (80 ranks) + Defenses 25 = 297
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