Dalkon's Revised & Expanded Potterverse Thread Mk II

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DalkonCledwin
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Tamaranean Elder / The Mooks / The Duke of Landria

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Tamaranean Elder - PL 5
Minion Rank: 8 / Sidekick Rank: 22

Strength 6, Stamina 6, Agility 0, Dexterity 1, Fighting 0, Intellect 2, Awareness 2, Presence 3

Advantages
Connected, Contacts, Equipment 1, Fascinate (Persuasion), Inspire, Second Chance: (Insight Checks)

Skills
Deception 6 (+9), Expertise: History 4 (+6), Expertise: Politics 6 (+8), Insight 6 (+8), Intimidation 4 (+7), Persuasion 8 (+11)

Powers
Tamaranean Physiology
. . Body Resistance: Impervious Toughness 6 (racial trait)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds; Source: Exposure to Direct Sunlight)
. . Invulnerabilities: Immunity 18 (racial trait, Common Descriptor: Heat, Disease, Environmental Conditions (All), Suffocation (All); Feature: Longevity; Quirk: Twilight Years)
. . Linguistic Assimilation: Comprehend 2 (racial talent, Languages - Speak All, Languages - Understand All; Limited: Can't be used to acquire languages another Tamaranean has 'absorbed' using their copy of this power, Quirk: Must thoroughly snog someone who knows a language in order to 'learn' that language)
. . Soar the Spaceways: Movement 2 (racial talent, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . Star Vision: Senses 3 (racial trait, Darkvision, Extended: Visual Senses 1: x10)
. . Starflight: Flight 5 (racial talent, Speed: 60 miles/hour, 900 feet/round)

Equipment
Knife

Offense
Initiative +0
Grab, +0 (DC Spec 16)
Knife, +0 (DC 22)
Throw, +1 (DC 21)
Unarmed, +0 (DC 21)

Languages
Tamaranean [Native]

Defense
Dodge 1, Parry 1, Fortitude 7, Toughness 6 (Imp. 6), Will 3

Power Points
Abilities 40 + Powers 43 + Advantages 6 + Skills 17 (34 ranks) + Defenses 4 = 110
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Cidadelian Warriors / The Mooks / The Duke of Landria

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Citadelian Warriors - PL 9
Minion Rank: 7 / Sidekick Rank: 20

Strength 5, Stamina 5, Agility 1, Dexterity 1, Fighting 6, Intellect 0, Awareness 0, Presence 0

Advantages
Equipment 3, Improved Initiative

Skills
Athletics 4 (+9), Close Combat: Space CQC 4 (+10), Expertise: Tactics 8 (+8), Intimidation 4 (+4), Perception 6 (+6), Ranged Combat: Energy Weapons 8 (+9)

Powers
Citadelian Physiology
. . Body Armor: Protection 4 (racial trait, +4 Toughness; Impervious [5 extra ranks])
. . Massive: Growth 1 (racial trait, +1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank; Innate; Permanent)
. . Sensors: Senses 5 (racial trait, Direction Sense, Distance Sense, Infravision, Radio, Time Sense)
. . Steady: Movement 1 (racial trait, Sure-footed 1)

Expanded Equipment
Energy Staff
. . Energy Blast: Damage 5 (energy, DC 20; Increased Range: ranged, Penetrating 2)

Equipment
Battleaxe, Energy Staff

Offense
Initiative +5
Battleaxe, +6 (DC 23)
Energy Blast: Damage 5, +9 (DC 20)
Grab, +10 (DC Spec 15)
Throw, +1 (DC 20)
Unarmed, +10 (DC 20)

Languages
Interlac [Native?]

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 9 (Imp. 9), Will 6

Power Points
Abilities 32 + Powers 23 + Advantages 4 + Skills 17 (34 ranks) + Defenses 21 = 97
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DalkonCledwin
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The Atlanteans / DC Comics Templates

Post by DalkonCledwin »

Generic Atlantean Template - PL 7
Minion Rank: 6 / Sidekick Rank: 18

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

Advantages
Strong Swimmer

Skills
Athletics 8 (+14), Expertise: Atlantean Lore 6 (+9), Perception 4 (+7)

Powers
Atlantean Physiology
. . Atlantean Sensitivity: Senses 3 (racial trait, Darkvision, Ultravision; Limited: to While Underwater)
. . Deep-Diver: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Speed-Swimming: Swimming 8 (supercavitation, Speed: 120 miles/hour, 1800 feet/round)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)

Offense
Initiative +3
Grab, +3 (DC Spec 16)
Throw, +0 (DC 21)
Unarmed, +3 (DC 21)

Complications
- Honor: Atlanteans are generally loyal to their tribe or city.
- Phobia: Atlanteans are slightly xenophobic towards surface dwellers.
- Water-Breather: Atlanteans require water to live. If removed from water, they begin to suffocate.

Languages
Atlantean [Native]

Defense
Dodge 5, Parry 5, Fortitude 8, Toughness 6, Will 5

Power Points
Abilities 56 + Powers 15 + Advantages 1 + Skills 9 (18 ranks) + Defenses 8 = 89
--------------------
Atlantean Soldier
Man of War - PL 7
Minion Rank: 9 / Sidekick Rank: 25

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

Advantages
Equipment 4, Favored Environment: (Underwater), Strong Swimmer

Skills
Athletics 8 (+14), Deception 4 (+8), Expertise: Atlantean Lore 6 (+9), Insight 4 (+7), Intimidation 6 (+10), Perception 4 (+7), Ranged Combat: Blasters 4 (+7), Vehicles 4 (+7)

Powers
Atlantean Mech Suit (Removable)
. . Life Support: Immunity 1 (armor, Suffocation: Air Breathing)
. . Power Armor: Protection 2 (armor, +2 Toughness; Impervious [4 extra ranks])
. . Power-Lifting: Enhanced Strength 2 (armor, +2 STR; Limited to Lifting, Notes: Lifting Strength 8: Up to 6 tons)
Atlantean Physiology
. . Atlantean Sensitivity: Senses 3 (racial trait, Darkvision, Ultravision; Limited: to While Underwater)
. . Deep-Diver: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Speed-Swimming: Swimming 8 (supercavitation, Speed: 120 miles/hour, 1800 feet/round)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)

Equipment
Atlantean Arsenal (Blaster Cannon, Sword)

Offense
Initiative +4
Blaster Cannon, +7 (DC 21)
Grab, +4 (DC Spec 16)
Sword, +4 (DC 24)
Throw, +3 (DC 21)
Unarmed, +4 (DC 21)

Complications
- Honor: Atlanteans are generally loyal to their tribe or city.
- Phobia: Atlanteans are slightly xenophobic towards surface dwellers.
- Water-Breather: Atlanteans require water to live. If removed from water, they begin to suffocate.

Languages
Atlantean [Native]

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 8 (Imp. 6), Will 5

Power Points
Abilities 66 + Powers 24 + Advantages 6 + Skills 20 (40 ranks) + Defenses 8 = 124
--------------------
Atlantean Mage
Silent School Acolyte - PL 6
Minion Rank: 8 / Sidekick Rank: 24

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

Advantages
Enchanter, Equipment 1, Extraordinary Effort, Ritualist, Strong Swimmer, Trance

Skills
Athletics 8 (+12), Close Combat: Daggers 4 (+6), Deception 6 (+9), Expertise: Magic 6 (+10), Expertise: Silent School Lore 6 (+10), Perception 4 (+6), Ranged Combat: Magic 4 (+6), Treatment 4 (+8)

Powers
Arcane Potential: Array
. . Dimension Door: Teleport 3 (magical travel, 250 feet in a move action, carrying 400 lbs.; Extended: 8 miles in 2 move actions, Increased Mass 3)
. . Eldritch Blast: Damage 6 (kinetic magic, DC 21; Increased Range: ranged)
. . Fear Fang: Affliction 6 (hypnosis magic, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 16; Increased Range: ranged)
. . Hydrokinesis: Move Object 6 (water magic, 3200 lbs.; Increased Range: perception; Limited Material: Water)
Atlantean Physiology
. . Atlantean Sensitivity: Senses 3 (racial trait, Darkvision, Ultravision; Limited: to While Underwater)
. . Deep-Diver: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Speed-Swimming: Swimming 8 (supercavitation, Speed: 120 miles/hour, 1800 feet/round)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)

Equipment
Knife

Offense
Initiative +2
Eldritch Blast: Damage 6, +6 (DC 21)
Fear Fang: Affliction 6, +6 (DC Will 16)
Grab, +2 (DC Spec 14)
Hydrokinesis: Move Object 6 (DC 16)
Knife, +6 (DC 20)
Throw, +2 (DC 19)
Unarmed, +2 (DC 19)

Complications
- Honor: Atlanteans are generally loyal to their tribe or city.
- Phobia: Atlanteans are slightly xenophobic towards surface dwellers.
- Water-Breather: Atlanteans require water to live. If removed from water, they begin to suffocate.

Languages
Atlantean [Native]

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

Power Points
Abilities 46 + Powers 30 + Advantages 6 + Skills 21 (42 ranks) + Defenses 15 = 118
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DalkonCledwin
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Guardian of the Deep Brainstorm & Notes

Post by DalkonCledwin »

Guardian of the Deep
Premise: Harry Potter always knew he was different, he just didn’t know exactly why he was different until the day on which a beautiful redhead walked into his life, informing him that he was the lost Prince of Atlantis.
Required Inclusions:
- Harry Potter must be a Highborn Atlantean / H. Magus Hybrid, which gives him the ability to perform seemingly miraculous feats of strength and mysticism.
- Harry’s mystical attunement must focus on the elements of air, lightning and water, allowing him to create vast fog banks, replicate the Force Lightning power, and various other things.
- Harry must be discovered by Princess Mera at some point after he has successfully dealt with the dark wizard commonly known as Voldemort or “You Know Who.”
- Harry must inherit the Trident of Atlanna from his true mother while visiting Gringotts after first encountering Mera, as well as securing a suit of Basiliskhide Plate Armor.
- Harry must acquire the services of one or two Manta Rays as his Familiars, allowing him to focus his ability to communicate with aquatic animals into those creatures.
- Harry must possess an Atlantean style name which differs from the name he goes by while interacting with the inhabitants of the surface world.
Preferred Inclusions:
- Harry should effectively replace Arthur Curry within the narrative of this story, right up to and including his relationship with Princess Mera.
- In addition to Mera, Harry should also end up in a romantic relationship with either Fleur or Gabrielle Delacour so as to forge an alliance between Atlantis and the Veela.
- Harry and Mera should pursue the canonical quest for Atlan’s Trident from the recent Aquaman movie so as to legitimize Harry’s claim to the Atlantean Throne.
Optional Inclusions:
- Harry could use Atlan’s Trident to elevate a portion of Atlantis above the waves so that his surface dwelling brides have somewhere to live that is close at hand to his palace.
- Harry could have gotten a hint to his true nature while visiting the Surrey Zoo.
Forbidden Things:
- Harry coming up with the epithets “Aquamage” or “Aquawizard” on his own.
- Harry being romantically paired with either Hermione or Ginny.
- Harry the Dark Emo Doormat.
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Aquamage / The MCs / Guardian of the Deep

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Aquamage (Harry Potter) - PL 12
Age: 21 / Height: 6' 1" / Weight: 205 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +20 / Rep Rank: +16 (w/Wizards) / +12 (w/Muggles)
Hero Type: The Ace
Knockback Mod: -14/-10

Strength 12, Stamina 10, Agility 5, Dexterity 3, Fighting 6, Intellect 3, Awareness 4, Presence 4

General Advantages
All-out Attack, Attractive, Benefit, Renown 2, Benefit, Status: (Lord Potter-Black), Benefit, Wealth 3 (millionaire), Connected, Conviction, Diehard, Dirty Fighting, Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Fast Grab, Favored Environment: (Underwater), Improved Grab, Improved Hold, Inspire 2, Languages 2, Last Stand, Leadership, Move-by Action, Potioneer, Strong Swimmer, Takedown, Trance, Withstand Damage

Enhanced Advantages
Animal Empathy

Skills
Acrobatics 4 (+9), Athletics 4 (+16), Deception 4 (+8), Expertise: Magic 12 (+15), Handle Animal 6 (+10), Insight 4 (+8), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Magic 6 (+9), Stealth 6 (+11), Vehicles 6 (+9)

Powers
Basiliskhide Armor (Removable)
. . Protective Hide: Protection 4 (armor, +4 Toughness; Impervious)
. . Spell Resistance: Immunity 20 (armor, Very Common Descriptor: Magical Effects; Limited: to Attacks Targeting Dodge, Limited - Half Effect)
Highborn Atlantean Hybrid Physiology
. . Atlantean Sensitivity: Senses 11 (racial trait, Accurate (Type): Auditory Senses, Darkvision, Extended: Auditory Senses 3: x1k, Ultra-hearing, Ultravision; Limited: to While Underwater)
. . Body Resistance: Impervious Toughness 8 (racial trait)
. . Invulnerabilities: Immunity 5 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Pressure, Poison, Suffocation: Drowning)
. . Magic Awareness: Senses 1 (racial trait, Awareness: Magic [Mental])
. . Marine Telepathy: Comprehend 2 (racial talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Subtle: subtle; Broad Type: Marine Creatures)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
Incredible Moves: Array
. . Hyper-Running: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round)
. . Speed-Swimming: Swimming 13 (supercavitation, Speed: 4000 miles/hour, 8 miles/round)
. . Super-Leaping: Leaping 4 (racial talent, Leap 120 feet at 30 miles/hour)
Special Qualities
. . Animal Companion: Summon 5 (atlantean talent; Heroic, Mental Link, Multiple Minions: 2 minions; Self-Powered)
Trident of Atlanna (Easily Removable)
. . Magical Trident: Array
. . . . Aqua Protego: Cloud Area Deflect 10 (water magic; Cloud Area: 15 feet radius sphere, DC 20, Increased Duration: concentration, Reflect; Reduced Range: close, Source: Water)
. . . . Blitsify: Cumulative Affliction 11 (lightning magic, 1st degree: Entranced, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 21; Cumulative, Increased Range: ranged, Split: 2 targets)
. . . . Catena Fulgur: Damage 8 (lightning magic, DC 23; Increased Range: ranged, Multiattack, Overwhelming Counter, Split: 2 targets)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 12 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Burst Area 3: 120 feet radius sphere, DC 22, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds and other similar creatures, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag, Tiring)
. . . . Expelliarmus: Damage 15 (charm, DC 30; Disarming, Enhanced Knockback 6, Increased Range: ranged; Nonlethal)
. . . . Fluctus: Move Object 12 (water magic, 100 tons; Increased Range: perception; Limited Direction: Attraction or Repulsion, Limited Material: Water)
. . . . Fulgus: Line Area Damage 6 (lightning magic, DC 21; Line Area 3: 5 feet wide by 120 feet long, DC 16, Diminishing Counter, Enhanced Knockback 5, Split: 2 targets)
. . . . Montarolas: Flight 2 (water magic, Speed: 8 miles/hour, 120 feet/round; Affects Others; Limited: to within 60 feet (distance rank 1) of Mean Sea Level, Platform)
. . . . Nebulus Maxima: Environment 12 (fog magic, Cold, Visibility (-5), Radius: 8 miles)
. . . . Tergeo: Move Object 12 (water magic, 100 tons; Increased Range: perception; Limited Material: Water)
. . . . Trident Strike: Strength-based Damage 3 (piercing, DC 30; Aura: Magical [12 extra ranks], Dangerous, Disarming, Reach (melee): 5 ft.)

Equipment
Team Communicator

Offense
Initiative +5
Blitsify: Cumulative Affliction 11, +9 (DC Will 21)
Catena Fulgur: Damage 8, +9 (DC 23)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 12 (DC Will 22)
Expelliarmus: Damage 15, +9 (DC 30)
Fluctus: Move Object 12 (DC 22)
Fulgus: Line Area Damage 6 (DC 21)
Grab, +6 (DC Spec 22)
Tergeo: Move Object 12 (DC 22)
Throw, +3 (DC 27)
Trident Strike: Strength-based Damage 3, +6 (DC 30)
Unarmed, +6 (DC 27)

Complications
- Fame: Harry is famous within Wizarding Society for the part he played in the defeat of a dark wizard who spent several years terrorizing the magical citizens of Great Britain.
- Honor: Harry will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harry is a tempestuous man who will often act without considering the consequences.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at great risk in order to defend innocents and those he cares about.
- Relationships: Harry retains a strong loyalty to past friends, such as Hermione Granger, Neville Longbottom and Luna Lovegood. He is also the godfather of Theodore 'Teddy' Lupin and as such, is on call in case Teddy's grandmother needs him for any reason.
- Water Dependency: Harry is Amphibious. For each turn that he suffers from Heat Damage, his Fighting, Strength and Stamina scores will be reduced by -1 rank until they reach a minimum score of 2. Furthermore, he suffers from the Impaired condition for each day in which he fails to immerse himself in water when he wakes up. These conditions are cleared when Harry is able to immerse himself in water for no less than an hour.

Languages
Atlantean, English [Native], Parseltongue (Secret)

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 14/10 (Imp. 12/8), Will 13

Power Points
Abilities 94 + Powers 110 + Advantages 31 + Skills 36 (72 ranks) + Defenses 18 = 289

--------------------
Harry's Animal Companions
Glyscas & Zoshyn - PL 5

Strength 3, Stamina 2, Agility 2, Dexterity 0, Fighting 2, Intellect -5, Awareness 2, Presence -1

General Advantages
Power Attack

Enhanced Advantages
Strong Swimmer

Skills
Athletics 8 (+11), Expertise (AWE): Survival 8 (+10), Perception 6 (+8)

Powers
Manta Ray Physiology
. . Animal Senses: Senses 13 (racial trait, Accurate: Detect Electrical Signals, Acute: Detect Electrical Signals, Acute (Type): Olfactory Senses, Detect: Detect Electrical Signals 2: ranged, Extended: Olfactory Sneses 2: x100, Extended: Visual Senses 1: x10, Low-light Vision, Ranged: Touch, Tracking: Olfactory Senses 1: -1 speed rank)
. . Aquatic: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Large Size: Growth 6 (racial trait, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank; Innate; Limited to Increasing Size Only, Permanent)
. . Protective Hide: Protection 1 (racial trait, +1 Toughness)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
. . Water Gliding: Swimming 6 (racial trait, Speed: 30 miles/hour, 500 feet/round, Advantages: Strong Swimmer; Subtle: subtle)

Offense
Initiative +2
Grab, +2 (DC Spec 13)
Throw, +0 (DC 18)
Unarmed, +2 (DC 18)

Complications
- Aquatic: Manta rays require water to survive and will die if removed from it. Additionally, they must be able to continue to swim to be able to breathe; if they become trapped, they will suffocate.
- Disability: Manta rays cannot speak and have no hands.

Languages
Not Applicable

Defense
Dodge 2, Parry 2, Fortitude 5, Toughness 3, Will 3

Power Points
Abilities 10 + Powers 31 + Advantages 1 + Skills 11 (22 ranks) + Defenses 10 = 63
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DalkonCledwin
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Princess Mera / The MCs / Guardian of the Deep

Post by DalkonCledwin »

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Art by Liang-Xing on DeviantArt

Princess Y'Mera Xebella Challa - PL 10
Age: 22 / Height: 5' 6" / Weight: 151 lbs
Hair Color: Crimson / Eye Color: Blue
Wealth Rank: +16 / Rep Rank: +12 (w/Atlanteans) / +10 (w/Surface Dwellers)
Heroine Type: Action Girl
Knockback Mod: -10/-8

Strength 9, Stamina 8, Agility 4, Dexterity 3, Fighting 6, Intellect 3, Awareness 4, Presence 4

Advantages
Ace Pilot, All-out Attack, Attractive, Benefit, Renown, Benefit, Wealth 2 (independently wealthy), Defensive Roll 2, Equipment 1, Evasion, Favored Environment: (Underwater), Improved Critical 2: Water Missiles, Improved Grab, Improved Initiative, Languages 2, Move-by Action, Power Attack, Ritualist, Strong Swimmer, Takedown, Taunt

Skills
Acrobatics 4 (+8), Athletics 6 (+15), Close Combat: Swords 2 (+8), Deception 8 (+12), Expertise: Atlantean Lore 8 (+11), Expertise: Magic 10 (+13), Insight 8 (+12), Investigation 8 (+11), Perception 8 (+12), Persuasion 8 (+12), Ranged Combat: Magic 5 (+8), Sleight of Hand 4 (+7), Technology 4 (+7), Vehicles 6 (+9)

Powers
Atlantean Physiology
. . Atlantean Sensitivity: Senses 8 (racial trait, Darkvision, Extended: Visual Senses 1: x10, Extended: Auditory Senses 3: x1k, Ultra-hearing, Ultravision; Limited: to While Underwater)
. . Body Resistance: Impervious Toughness 4 (racial trait)
. . Invulnerabilities: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Magic Awareness: Senses 1 (racial trait, Awareness: Magic [Mental])
. . Resistances: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
Atlantean Sorcery: Array
. . Dehydrate: Cumulative Affliction 9 (water magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range 2: perception)
. . Dousing: Nullify 12 (water magic, Counters: Water-Soluble Effects, DC 22; Broad, Simultaneous)
. . Hard Water Constructs: Create 10 (water magic, Volume: 1000 cft., DC 20; Impervious, Movable, Precise; Source: Water)
. . Hydrokinesis: Move Object 10 (water magic, 1600 ktons; Increased Mass 16, Increased Range: perception; Limited Material: Water)
. . Lifewater: Healing 10 (healing magic; Energizing, Stabilize; Limited: Energizing & Stabilize Only)
. . Water Cannon: Cumulative Line Area Affliction 10 (water magic, 1st degree: Dazed, 2nd degree: Prone, DC 20; Alternate Resistance (Dodge), Line Area 2: 5 feet wide by 60 feet long, DC 20, Cumulative; Limited Degree)
. . Water Missiles: Damage 12 (water magic, DC 27; Increased Range: ranged, Multiattack, Overwhelming Counter; Source: Water)
. . Water Tentacles: Linked Effect
. . . . Limb Extenders: Elongation 2 (Linked; water magic, Elongation: 30 feet, +2 to grab; Limited: to Extra Limbs)
. . . . The Tentacles: Extra Limbs 4 (Linked; water magic, 4 extra limbs, Advantages: Improved Grab; Projection)
. . Whirlpool: Cylinder Area Move Object 9 (water magic, 12 tons, DC 24; Cylinder Area 2: 60 feet cylinder, DC 19, Damaging; Limited Material: Water)
Incredible Moves: Array
. . Hyper-Running: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round)
. . Speed-Swimming: Swimming 8 (supercavitation, Speed: 120 miles/hour, 1800 feet/round)
. . Super-Leaping: Leaping 4 (racial talent, Leap 120 feet at 30 miles/hour)

Equipment
Team Communicator

Offense
Initiative +8
Dehydrate: Cumulative Affliction 9 (DC Fort 19)
Dousing: Nullify 12, +8 (DC Will 22)
Grab, +8 (DC Spec 21)
Hydrokinesis: Move Object 10 (DC 20)
Throw, +3 (DC 24)
Unarmed, +6 (DC 24)
Water Cannon: Cumulative Line Area Affliction 10 (DC Dog/Fort/Will 20)
Water Missiles: Damage 12, +8 (DC 27)
Whirlpool: Cylinder Area Move Object 9 (DC 24)

Complications
- Fish Out of Water: Mera is having an incredibly difficult time adjusting to life on the surface world.
- Motivation: Patriotism: Mera is entirely devoted to improving conditions for the people of Xebel, and also for the inhabitants of Atlantis as a whole.
- Relationships: Mera is the eldest of King Nereus' daughters, which means she is the next in line to claim the throne of the Atlantean kingdom of Xebel.
- Temper: The intensity of Mera's temper is matched only by the brilliance of her crimson colored hair.
- Water Dependency: Mera is amphibious. If she is removed from the water for an extended period, she begins to suffer ill effects. For every hour she is away from the water, or each turn she takes heat or fire damage, her Fighting, Strength, and
Stamina ranks drop -1 rank, until they all reach a rank of 2. She is also Impaired for each day that she goes without totally immersing herself in water after waking up. These conditions are cleared after Mera has immersed herself in water for no less than an hour.

Languages
Atlantean [Native], English, High Atlantean

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

Power Points
Abilities 82 + Powers 71 + Advantages 22 + Skills 45 (89 ranks) + Defenses 18 = 238
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DalkonCledwin
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Re: Dalkon's Revised & Expanded Potterverse Thread Mk II

Post by DalkonCledwin »

Okay, well that was an interesting attempt, but I think I'll need to go about the Atlantean idea from a different angle, since I don't really want to remove Arthur from the plot.
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Scioness of Fate Brainstorm & Notes

Post by DalkonCledwin »

Scioness of Fate
Premise: What no one knew, was that Hazel Potter’s maternal grandmother had never been as human as everyone believed her to be. In fact, she had the ability to utilize magic, even though she never realized it. This is because her grandmother had been none other than a Homunculus by the name of Clarissa Nelson…
Required Inclusions:
- Hazel must meet Kent Nelson at least once so that she can learn of her origins, or at least why her grandmother had been made, and so that Kent can discover the gift Nabu has given him.
- Hazel must have her primary residence in either Fawcett or Opal City, and must be attending remedial lessons at the local high school as part of her renewed muggle identity.
- Hazel’s status as a Quarter-Homunculus must enable her to utilize magic without a wand, or at least, it will do so once the Horcrux in her scar has been dealt with.
- Hazel must share the same general telekinetic abilities that are possessed by her grandfather and also by Nabu, which among other things, will allow her to fly without a broom.
- Hazel must continue studying magic alongside her muggle education, which will allow her to possess an incredibly diverse magical repertoire.
- Hazel’s skill in martial combat must be somewhat lacking so as to offset her incredibly powerful mystical abilities.
Preferred Inclusions:
- This story should start after Hazel awakens from her dirt nap in the Forbidden Forest during the events of the Battle of Hogwarts in Deathly Hallows.
- Hazel should initially be a member of the Young Justice Team, but will likely leave the team at some point so that she can pursue a career as a solo hero or join the JSA.
- Hazel should be a Metamorphmagus, having inherited that quality from her paternal lineage, which means that she is actually a “Genderfluid” character, like Loki of Marvel comics fame.
Optional Inclusions:
- Hazel’s romantic pairing from the DC side of things could be someone relatively unique, such as Fire (Beatriz da Costa), Ice (Tora Olafsdotter), Jade (Jennifer-Lynn Hayden), etc…
- Clarissa likely shared similarities to the type of Homunculi which appears in the Fate series.
Forbidden Things:
- Hazel assuming the identity of Doctor Fate, as she should be her own heroine.
- Hazel employing Zatanna’s style of backwards spell incantations.
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DalkonCledwin
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Moira / The MCs / Scioness of Fate

Post by DalkonCledwin »

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Art by Hui Jie on ArtStation

Moira (Hazel Potter) - PL 11
Age: 18+ / Height: Usually 5' 9" / Weight: Usually 133 lbs
Hair Color: Usually White / Eye Color: Usually Green
Wealth Rank: +20 / Rep Rank: +15
Heroine Type: The Ace
Knockback Mod: -12/-10/-2

Strength 1, Stamina 2, Agility 5, Dexterity 3, Fighting 3, Intellect 6, Awareness 4, Presence 8

Advantages
All-out Attack, Attractive, Benefit, Grand Sorcerer, Benefit, Renown 2, Benefit, Wealth 3 (millionaire), Connected, Conviction, Defensive Attack, Eidetic Memory, Equipment 8, Fascinate (Persuasion), Fast Grab, Favored Environment: (Aerial), Improved Grab, Improved Hold, Languages 2, Leadership, Potioneer, Power Attack, Second Chance: (Resisting Mental Control), Teamwork

Skills
Acrobatics 4 (+9), Close Combat: Grab 4 (+7), Deception 4 (+12), Expertise: Magic 12 (+18), Insight 4 (+8), Investigation 6 (+12), Perception 8 (+12), Persuasion 6 (+14), Ranged Combat: Magic 5 (+8), Stealth 6 (+11), Vehicles 6 (+9)

Powers
Heroine Costume (Removable)
. . Light Armor: Protection 2 (armor, +2 Toughness; Feature 3: Team Communicator (Communication, GPS, Tracking Device), Impervious)
Magical Mastery: Array
. . Episkey: Healing 12 (healing magic; Increased Range: ranged; Diminished Range 2)
. . Expecto Patronum: Concentration Cumulative Burst Area Affliction 11 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Burst Area 3: 120 feet radius sphere, DC 21, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds and other similar creatures, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Doe, Tiring)
. . Expelliarmus: Damage 14 (charm, DC 29; Disarming, Enhanced Knockback 7, Increased Range: ranged; Nonlethal)
. . Finite Maxima: Burst Area Nullify 11 (charm, Counters: Magicla Effects, DC 21; Burst Area: 30 feet radius sphere, DC 21, Broad, Simultaneous; Limited: Doesn't work on Alteration effects)
. . Flippendo: Progressive Burst Area Affliction 9 (jinx, 1st degree: Hindered, 2nd degree: Prone, DC 19; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged, Progressive; Limited Degree)
. . Force Constructs: Create 8 (kinetic magic, Volume: 250 cft., DC 18; Impervious, Movable, Subtle 2: invisible)
. . Greater Apparition: Teleport 9 (magical travel, 2 miles in a move action, carrying 200 lbs.; Accurate, Change Direction, Change Velocity, Extended: 500 miles in 2 move actions, Increased Mass 2, Turnabout; Distracting)
. . Impedimenta: Progressive Burst Area Affliction 8 (jinx, 1st degree: Hindered, 2nd degree: Immobile, Resisted by: Dodge, Overcome by Strength, DC 18; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . Kinetic Bullets: Damage 12 (projectile, DC 27; Increased Range: ranged, Multiattack; Quirk: Requires small objects as ammo)
. . Kinetic Burst: Burst Area Damage 11 (kinetic magic, DC 26; Burst Area: 30 feet radius sphere, DC 21, Increased Range: ranged)
. . Langlock: Affliction 11 (jinx, 3rd degree: Transformed, DC 21; Alternate Resistance (Dodge), Increased Duration 2: sustained, Increased Range 2: perception; Instant Recovery, Limited 2: to Sticking target's tongue to the roof of their mouth, Limited Degree (third only))
. . Stupefy: Cumulative Affliction 12 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Increased Range: ranged)
. . Telekinesis, Mass: Burst Area Move Object 8 (kinetic magic, 50 tons; Burst Area 2: 60 feet radius sphere, DC 18, Feature: Extraordinary Effort for +2 effect ranks, Increased Mass 3, Selective; Tiring)
. . Telekinesis: Move Object 10 (kinetic magic, 200 tons; Increased Mass 3, Increased Range: perception, Precise, Subtle 2: undetectable)
Metamorphmagus
. . Lesser Shapeshifting: Variable 2 (morphic; Action: move, Increased Duration: continuous, Notes: 10 pts of Traits for Mimicking Physical Traits)
. . Metamorphosis: Morph 3 (morphic, +20 Deception checks to disguise; Broad group; Feature 4: Quick Change 2, Mimic Biometrics, Mimic Voices, Notes: Any humanoid)
Quarter-Homunculus Physiology
. . Accelerated Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Homunculi Sensitivity: Senses 3 (racial trait, Awareness: Magic [Mental], Extended: Visual Senses 1: x10, Low-light Vision)
. . Hyper-Intelligence: Quickness 4 (racial trait, Perform routine tasks in -4 time ranks; Limited to One Type: Mental Tasks)
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Poison; Feature: Longevity)
. . Resistances: Immunity 6 (racial trait, Environmental Condition: Radiation, Environmental Condition: Vacuum, Environmental Condition: Pressure, Starvation & Thirst, Suffocation (All); Limited - Half Effect)
Telekinetic Magic
. . Kinetic Shield: Protection 8 (kinetic magic, +8 Toughness; Impervious, Sustained)
. . Levitation: Flight 6 (kinetic magic, Speed: 120 miles/hour, 1800 feet/round; Subtle: subtle)
. . Tactile Telekinesis: Enhanced Strength 8 (kinetic magic, +8 STR; Feature: Hazel can exert her Strength without moving; Limited to Lifting, Notes: Lifting Strength 9: Up to 12 tons)

Equipment
The Potter Estate

Offense
Initiative +5
Expecto Patronum: Concentration Cumulative Burst Area Affliction 11 (DC Will 21)
Expelliarmus: Damage 14, +8 (DC 29)
Finite Maxima: Burst Area Nullify 11 (DC Will 21)
Flippendo: Progressive Burst Area Affliction 9 (DC Dog/Fort/Will 19)
Grab, +7 (DC Spec 11)
Impedimenta: Progressive Burst Area Affliction 8 (DC Fort/Will 18)
Kinetic Bullets: Damage 12, +8 (DC 27)
Kinetic Burst: Burst Area Damage 11 (DC 26)
Langlock: Affliction 11 (DC Dog/Fort/Will 21)
Stupefy: Cumulative Affliction 12, +8 (DC Fort 22)
Telekinesis, Mass: Burst Area Move Object 8 (DC 18)
Telekinesis: Move Object 10 (DC 20)
Throw, +3 (DC 16)
Unarmed, +3 (DC 16)

Complications
- Fame: Hazel is famous within Wizarding Britain for the part she played in the defeat of the dark wizard styling himself as "Lord Voldemort."
- Honor: Hazel will always keep her word of honor, strives to uphold the common good, and is never underhanded in her dealings.
- Impulsive: Hazel is a tempestuous young woman, who will often act without considering the consequences, even when she is being advised of those consequences by someone who might have an idea what they're talking about.
- Motivation: Protector: Hazel is highly motivated to use her powers to protect others. She willingly puts herself at great risk in order to defend innocents and those she cares about.
- Relationships: Hazel retains a strong loyalty to past friends, such as Hermione Granger, Neville Longbottom and Luna Lovegood. She is also the godmother of Theodore 'Teddy' Lupin and as such, is on call in case Teddy's grandmother needs her for any reason.

Languages
English [Native], French, Parseltongue (Secret)

Defense
Dodge 10, Parry 8, Fortitude 6, Toughness 12/10/2 (Imp. 10/8), Will 14

Power Points
Abilities 64 + Powers 145 + Advantages 32 + Skills 33 (65 ranks) + Defenses 24 = 298

--------------------
Potter Manor
The Potter Estate - PL 11

Toughness 10, Size Large

Features:
Amplifier 3 (Magical Traits +2, Hazel Only), Artificer Lab, Concealed 2 (DC 25), ECM 4 (Vs. Magic, -8), Escape Tunnels 1 (DC 20), Fire Prevention Wards, Floo Connection, Grounds 2 (Huge w/Great Garden), Gym, Hero Point Bank 4, Kitchen & Mess, Library, Living Space, Luxury 5 (Up to 2 ea., 10), Mystic Locale, Owlery, Personnel (Winky), Pool, Ritual Chamber, Typewriter, Wards 3 (DC 30)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 36 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 40
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DalkonCledwin
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Power Girl / The MCs / Scioness of Fate

Post by DalkonCledwin »

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Art by Kim Sung Hwan on ArtStation

Power Girl (Karen Starr) - PL 13
Age: 23 / Height: 5' 11" / Weight: 180 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +20 / Rep Rank: +15
Heroine Type: Lightning Bruiser
Knockback Mod: -16

Strength 16, Stamina 12, Agility 5, Dexterity 5, Fighting 7, Intellect 4, Awareness 4, Presence 4

General Advantages
All-out Attack, Attractive 2, Benefit, Alternate Identity: (Kara Zor-L), Benefit, Renown, Benefit, Wealth 3 (millionaire), Connected, Daze (Intimidation), Eidetic Memory, Equipment 1, Fascinate (Deception), Fascinate (Persuasion), Languages 1, Last Stand, Leadership, Power Attack, Ranged Attack 4, Startle, Teamwork, Withstand Damage

Enhanced Advantages
Great Endurance, Improved Initiative 3, Interpose, Move-by Action, Redirect, Takedown 2

Skills
Acrobatics 4 (+9), Athletics 6 (+22), Deception 4 (+8), Expertise: Business 8 (+12), Expertise: Science 8 (+12), Insight 6 (+10), Intimidation 6 (+10), Investigation 6 (+10), Perception 8 (+12), Persuasion 4 (+8), Ranged Combat: Powers 4 (+9), Technology 8 (+12)

Powers
Kryptonian Physiology
. . Fast Action: Quickness 6 (racial talent, Perform routine tasks in -6 time ranks)
. . Invulnerabilities: Immunity 10 (racial trait, Damage Effect: Corrosive Damage, Environmental Conditions (All))
. . Lightning Reflexes: Enhanced Trait 8 (racial trait, Advantages: Improved Initiative 3, Interpose, Move-by Action, Redirect, Takedown 2)
. . Resistances: Immunity 2 (racial trait, Sleep, Starvation & Thirst; Limited - Half Effect)
. . Soar the Spaceways: Movement 2 (racial talent, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . Solar Healing: Regeneration 3 (racial trait, Every 3.33 rounds; Source: Direct Exposure to Yellow Sunlight)
. . Super-Endurance: Immunity 2 (racial trait, Suffocation (All), Advantages: Great Endurance; Quirk: limited to approximately 30 minutes at a time)
. . Superhuman Sensitivity: Senses 27 (racial trait, Accurate (Type): Auditory Senses, Acute (Type): Olfactory Senses, Analytical (Type): Auditory Senses, Analytical (Type): Visual Senses, Darkvision, Extended: Auditory Senses 3: x1k, Extended: Olfactory Senses 2: x100, Extended: Visual Senses 4: x10k, Microscopic Vision 1: dust-size, Penetrates Concealment: Vision, Ultra-hearing; Limited: Vision doesn't penetrate lead-based concealment [4 ranks only])
. . True Invulnerability: Protection 4 (racial trait, +4 Toughness; Impervious [12 extra ranks])
Kryptonian Superpowers: Dynamic Array
. . Freeze Breath (Binding): Cumulative Cone Area Affliction 13 ([0 active, 0/53 PP, 4/r], ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 23; Cone Area 2: 120 feet cone, DC 23, Cumulative, Extra Condition; Limited Degree)
. . Freeze Breath (Cone of Cold): Cone Area Damage 13 ([0 active, 0/53 PP, 3/r], cold, DC 28; Cone Area 2: 120 feet cone, DC 23)
. . Freeze Breath (Cooling): Cone Area Nullify 13 ([0 active, 0/53 PP, 4/r], cold, Counters: Heat & Flames, DC 23; Cone Area 2: 120 feet cone, DC 23, Broad, Simultaneous; Reduced Range: close)
. . Freeze Breath (Ice Block): Create 13 ([0 active, 0/53 PP, 2/r+2], ice, Volume: 8000 cft., DC 23; Increased Duration: continuous, Innate, Tether; Source: Water)
. . Heat Vision: Damage 13 ([0 active, 0/53 PP, 4/r+1], heat, DC 28; Increased Range: ranged, Multiattack, Overwhelming Counter, Precise)
. . Power-Lifting: Enhanced Strength 13 ([0 active, 0/53 PP, 1/r], racial talent, +13 STR; Limited to Lifting, Notes: Max Lifting Strength 29: Up to 12,500,000 tons)
. . Super-Breath: Cone Area Move Object 13 ([0 active, 0/53 PP, 3/r], wind, 200 tons; Cone Area 2: 120 feet cone, DC 23, Selective; Limited Direction: Attraction or Repulsion, Reduced Range: close)
. . Super-Inhalation: Cone Area Nullify 13 ([0 active, 0/53 PP, 4/r], racial talent, Counters: Gases & Fumes, DC 23; Cone Area 2: 120 feet cone, DC 23, Broad, Simultaneous; Reduced Range: close)
. . True Flight: Flight 13 ([0 active, 0/53 PP, 2/r+2], racial talent, Speed: 16000 miles/hour, 30 miles/round; Aquatic, Precise)

Equipment
Team Communicator

Offense
Initiative +17
Freeze Breath (Binding): Cumulative Cone Area Affliction 13 (DC Fort/Will 23)
Freeze Breath (Cone of Cold): Cone Area Damage 13 (DC 28)
Freeze Breath (Cooling): Cone Area Nullify 13 (DC Will 23)
Grab, +7 (DC Spec 26)
Heat Vision: Damage 13, +13 (DC 28)
Super-Breath: Cone Area Move Object 13 (DC 23)
Super-Inhalation: Cone Area Nullify 13 (DC Will 23)
Throw, +9 (DC 31)
Unarmed, +7 (DC 31)

Complications
- Bane: Kryptonians are as vulnerable to magic as anyone else. Karen's Toughness is not Impervious against magical attacks.
- Demeaning Perception: Karen's figure and rather revealing costume tend to cause some prurient controversy.
- Motivation: Doing Good: Karen is an altruist, and wants to do all she can to help humanity. Unlike her cousin, she is not afraid of her powers, viewing them as less important than what she can do in the world of business and technology.
- Overconfident: Karen can be arrogant, though it has to be said that she can nearly always back up her attitude.
- Power Loss: Kryptonians lose their powers under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive them of their powers. Attacks using Red Sun Radiation ignore the Impervious modifier on Toughness. However, Karen is only affected by Red Sun Radiation of her original reality, Earth-2, although she is still dependent on the Yellow Sun Radiation of the Sol System in the reality known as Earth-1.
- Shop Smart, Shop Doppelmart: Between the effects of Earth-2's Black Kryptonite, her clone, and the existence of countless parallel Earth's, Karen tends to run into alternate versions of herself more frequently than just about any other hero, save for her local counterpart.
- Weakness: Green Kryptonite. Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated. Long-term exposure (usually only a matter of minutes, less for a large enough quantities) imposes the dying condition and may lead to death. However, Karen is only affected by Kryptonite from her original reality of Earth-2 (at the present time there is no Earth-2 Kryptonite on Earth-1). There are also many other types of Kryptonite aside from just Green Kryptonite, each of which imposes a different series of conditions upon any Kryptonians who enters its area of effect.

Languages
English, Kryptonian [Native]

Defense
Dodge 10, Parry 10, Fortitude 15, Toughness 16 (Imp. 16), Will 11

Power Points
Abilities 114 + Powers 148 + Advantages 25 + Skills 36 (72 ranks) + Defenses 18 = 341
marcoasalazarm
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Re: Dalkon's Revised & Expanded Potterverse Thread Mk II

Post by marcoasalazarm »

How about an Alternate Universe idea where Harry is Cyborg? Lost body parts in a car or plane crash and got rebuilt Steve Austin-style (heck, have it be that the thing crashed because his magic flared up and disrupted the electronics). Trade-off is that Harry is pretty weak with conventional magic or areas where there’s little tech (he has a powerful blaster and physical abilities, but Expecto Patronus is beyond him) but he’s a beast within a city (can hack to any camera in the UK, for example).

Maybe one of the story idea threads is that he’s a weak magician because of the trauma so once he gets over it he becomes a techno-magician or something (subject to the writer, of course).
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DalkonCledwin
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Re: Dalkon's Revised & Expanded Potterverse Thread Mk II

Post by DalkonCledwin »

marcoasalazarm wrote: Tue Jan 26, 2021 3:41 pm How about an Alternate Universe idea where Harry is Cyborg? Lost body parts in a car or plane crash and got rebuilt Steve Austin-style (heck, have it be that the thing crashed because his magic flared up and disrupted the electronics). Trade-off is that Harry is pretty weak with conventional magic or areas where there’s little tech (he has a powerful blaster and physical abilities, but Expecto Patronus is beyond him) but he’s a beast within a city (can hack to any camera in the UK, for example).

Maybe one of the story idea threads is that he’s a weak magician because of the trauma so once he gets over it he becomes a techno-magician or something (subject to the writer, of course).
I'll consider it, but won't make any promises.
marcoasalazarm
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Re: Dalkon's Revised & Expanded Potterverse Thread Mk II

Post by marcoasalazarm »

That’s cool, dude.
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DalkonCledwin
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Wizarding Jobber Stat Block

Post by DalkonCledwin »

Wizarding Jobber - PL 8
Minion Rank: 7 / Sidekick Rank: 19

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

Advantages
Beginner's Luck, Close Attack 2, Improved Initiative, Potioneer, Power Attack, Takedown, Teamwork

Skills
Athletics 4 (+3), Expertise: Magic 8 (+10), Intimidation 6 (+8), Perception 4 (+6), Ranged Combat: Magic 7 (+8), Stealth 4 (+5)

Powers
Magical Human Physiology
. . Magical Awareness: Senses 1 (racial trait, Awareness: Magic [Mental])
. . Tough as Nails: Protection 7 (racial trait, +7 Toughness)
Wizarding Wand (Easily Removable)
. . Magical Powers: Array
. . . . Apparition: Teleport 3 (magical travel, 250 feet in a move action, carrying 200 lbs.; Change Direction, Change Velocity, Extended: 8 miles in 2 move actions, Increased Mass 2, Turnabout)
. . . . Eldritch Blast: Damage 8 (kinetic magic, DC 23; Increased Range: ranged)
. . . . Inanimatus Conjurus: Create 6 (transfiguration, Volume: 60 cft., DC 16; Increased Duration: continuous, Innate, Stationary, Subtle: look natural; Proportional)
. . . . Protego: Burst Area Deflect 8 (charm; Burst Area: 30 feet radius sphere, DC 18, Increased Duration: concentration, Selective; Limited: to Attacks Targeting Dodge, Reduced Range: close)
. . . . Stupefy: Cumulative Affliction 5 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged)

Offense
Initiative +5
Eldritch Blast: Damage 8, +8 (DC 23)
Grab, +6 (DC Spec 9)
Stupefy: Cumulative Affliction 5, +8 (DC Fort 15)
Throw, +1 (DC 14)
Unarmed, +6 (DC 14)

Complications
- Accident: Jobbers are especially prone to causing mayhem and accidents, or losing control of their powers.
- Goober: No one seems to take Jobbers seriously.
- Quirk: Wizarding Jobbers tend to have a personality quirk or obsession that is related to the culture in which they were raised.
- Responsibility: Jobbers hold obligations to more powerful villains, heroes or organizations.

Languages
English [Native]

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 8, Will 10

Power Points
Abilities 24 + Powers 20 + Advantages 8 + Skills 17 (33 ranks) + Defenses 23 = 92

--------------------
Build Comments: This stat block is representative of characters such as Voldemort's Inner Circle, or the more vocal (named) members of the Order of the Phoenix.
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DalkonCledwin
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Wizarding Minion Templates

Post by DalkonCledwin »

Opening Comments: The following stat blocks represent characters such as Mundungus Fletcher, Crabbe, Goyle and the parents of the latter two... can I call them young men, or are they better off being known as trolls?
--------------------
The Death Eaters
Death Eater Grunts - PL 6
Minion Rank: 6 / Sidekick Rank: 17

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

Advantages
Benefit, Wealth 2 (independently wealthy), Equipment 1, Extraordinary Effort, Potioneer, Ritualist

Skills
Close Combat: Daggers 4 (+6), Deception 4 (+7), Expertise: Magic 6 (+7), Intimidation 6 (+9), Ranged Combat: Magic 2 (+4), Stealth 4 (+6)

Powers
Magical Human Physiology
. . Magical Awareness: Senses 1 (racial trait, Awareness: Magic [Mental])
. . Tough: Protection 3 (racial trait, +3 Toughness)
Wizarding Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Apparition: Teleport 5 (magical travel, 900 feet in a move action, carrying 200 lbs.; Change Direction, Change Velocity, Extended: 30 miles in 2 move actions, Increased Mass 2, Turnabout; Distracting)
. . . . Confringo: Cloud Area Damage 5 (fire magic, DC 20; Cloud Area: 15 feet radius sphere, DC 15, Increased Range: ranged)
. . . . Eldritch Blast: Damage 8 (kinetic magic, DC 23; Increased Range: ranged)
. . . . Everte Statum: Move Object 8 (jinx, 6 tons, DC 23; Damaging; Limited Direction: Repulsion)

Equipment
Knife

Offense
Initiative +2
Confringo: Cloud Area Damage 5 (DC 20)
Eldritch Blast: Damage 8, +4 (DC 23)
Everte Statum: Move Object 8, +4 (DC 23)
Grab, +2 (DC Spec 10)
Knife, +6 (DC 16)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Languages
English [Native]

Defense
Dodge 8, Parry 8, Fortitude 3, Toughness 4, Will 9

Power Points
Abilities 28 + Powers 15 + Advantages 6 + Skills 13 (26 ranks) + Defenses 20 = 82
--------------------
The OotP
OotP Grunts - PL 6
Minion Rank: 6 / Sidekick Rank: 16

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

Advantages
Extraordinary Effort, Improved Ranged Disarm, Potioneer

Skills
Deception 6 (+8), Expertise: Magic 6 (+10), Investigation 4 (+8), Ranged Combat: Magic 2 (+4), Stealth 4 (+6)

Powers
Magical Human Physiology
. . Magical Awareness: Senses 1 (racial trait, Awareness: Magic [Mental])
. . Tough: Protection 3 (racial trait, +3 Toughness)
Wizarding Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Apparition: Teleport 5 (magical travel, 900 feet in a move action, carrying 200 lbs.; Change Direction, Change Velocity, Extended: 30 miles in 2 move actions, Increased Mass 2, Turnabout; Distracting)
. . . . Eldritch Blast: Damage 8 (kinetic magic, DC 23; Increased Range: ranged)
. . . . Impedimenta: Affliction 8 (jinx, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, DC 18; Alternate Resistance (Dodge), Increased Range: ranged)
. . . . Wingardium Leviosa: Move Object 3 (charm, 400 lbs., DC 18; Damaging, Increased Range: perception, Subtle: subtle)

Offense
Initiative +2
Eldritch Blast: Damage 8, +4 (DC 23)
Grab, +2 (DC Spec 10)
Impedimenta: Affliction 8, +4 (DC Dog/Fort/Will 18)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)
Wingardium Leviosa: Move Object 3 (DC 18)

Languages
English [Native]

Defense
Dodge 8, Parry 8, Fortitude 3, Toughness 4, Will 9

Power Points
Abilities 28 + Powers 15 + Advantages 3 + Skills 11 (22 ranks) + Defenses 22 = 79
--------------------
The Students
The Students of Hogwarts - PL 5
Minion Rank: 5 / Sidekick Rank: 14

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

Advantages
Beginner's Luck, Improved Ranged Disarm, Potioneer, Untapped Potential

Skills
Deception 6 (+8), Expertise: Magic 6 (+8), Insight 4 (+6), Ranged Combat: Magic 2 (+3), Stealth 4 (+6)

Powers
Magical Human Physiology
. . Magical Awareness: Senses 1 (racial trait, Awareness: Magic [Mental])
. . Tough: Protection 2 (racial trait, +2 Toughness)
Wizarding Wand (Easily Removable)
. . Magical Potential: Array
. . . . Eldritch Blast: Damage 7 (kinetic magic, DC 22; Increased Range: ranged)
. . . . Locomotor: Move Object 4 (charm, 800 lbs.; Increased Range: perception, Split: 2 targets)
. . . . Lumos: Environment 1 (charm, Light, Radius: 30 feet)

Offense
Initiative +2
Eldritch Blast: Damage 7, +3 (DC 22)
Grab, +2 (DC Spec 9)
Locomotor: Move Object 4 (DC 14)
Throw, +1 (DC 14)
Unarmed, +2 (DC 14)

Languages
English [Native]

Defense
Dodge 7, Parry 7, Fortitude 2, Toughness 3, Will 8

Power Points
Abilities 22 + Powers 13 + Advantages 4 + Skills 11 (22 ranks) + Defenses 17 = 67
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