Dalkon's Revised & Expanded Potterverse Thread Mk II

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DalkonCledwin
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Geiger / The Young Defenders / Arcane Tempest

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Geiger (Delilah Dearborn) - PL 8
Age: 18 / Height: 5' 8" / Weight: 122 lbs / Hair Color: Green (Nat. Brown) / Eye Color: Blue
Group Affiliations: The Young Defenders / Protectorate: Staten Island, New York

Strength 8/1, Stamina 10/2, Agility 3/0, Dexterity 0, Fighting 3, Intellect 3, Awareness 2, Presence 2

Advantages
Accurate Attack, Attractive, Beginner's Luck, Connected, Daze (Intimidation), Equipment 1, Startle, Ultimate Effort: (Toughness Checks)

Skills
Expertise (AWE): Popular Culture 4 (+6), Expertise: Physics 8 (+11), Insight 4 (+6), Intimidation 4 (+6), Perception 4 (+6), Ranged Combat: Throwing 4 (+4)

Powers
Altered Human Physiology
. . Gamma Power Mimicry: Variable 13 (racial talent; Feature: Delilah carries a lock of Doc Samson's hair which acts as a Catalyst for his powers; Limited: to Catalysts within Perception Range, Quirk: Limited to Powers Possessed by Gamma Beasts, Uncontrolled, Notes: 65 Pts of Traits for Replicating Powers Possessed by Catalyst)
. . . . Doc Samson (Powers: Acquired Invulnerabilities: Immunity 3, Monstrous Strength: Enhanced Strength 4, Protective Hide: Protection 3, Super-Leaping: Leaping 6, Strength +7 (+8), Stamina +8 (+10), Agility +3 (+3))
. . . . . . Acquired Invulnerabilities: Immunity 3 (morphic, Disease, Environmental Condition: Cold, Environmental Condition: Heat)
. . . . . . Monstrous Strength: Enhanced Strength 4 (morphic, +4 STR; Limited to Lifting)
. . . . . . Protective Hide: Protection 3 (morphic, +3 Toughness; Impervious [10 extra ranks])
. . . . . . Super-Leaping: Leaping 6 (talent, Leap 500 feet at 120 miles/hour)
. . Invulnerabilities: Immunity 2 (racial trait, Uncommon Descriptor: Gamma Radiation; Feature: Longevity (Up to 151 years))

Power Settings
Doc Samson (Powers: Acquired Invulnerabilities: Immunity 3, Monstrous Strength: Enhanced Strength 4, Protective Hide: Protection 3, Super-Leaping: Leaping 6, Strength +7 (+8), Stamina +8 (+10), Agility +3 (+3))

Equipment
Cell Phone

Offense
Initiative +3
Grab, +3 (DC Spec 18)
Throw, +4 (DC 23)
Unarmed, +3 (DC 23)

Complications
- Accident: Delilah is constantly on guard against causing damage to her surroundings, but sometimes she slips.
- Enemy: Because of the nature of her powers, there are those who would like to get their hands on Delilah so that they can use her as the basis for creating even more monsters like the Incredible Hulk.
- Motivation: Responsibility: Delilah takes her powers very seriously, because she knows that it wouldn't be all that difficult for her to lose control of them and go on a mindless rampage.
- Personality Overload: Whenever Delilah mimics the powers of another Gamma Beast, she also takes on an aspect of that character's personality. So if she were to mimic the powers of a villainous character, then she herself could become a villain, even if only temporarily. If multiple Gamma Beasts congregate within her Perception Range, then it could leave her Dazed and Vulnerable for the entire duration of that congregation.
- Weakness: Delilah has been encoded with a post-hypnotic suggestion that will cause her to lose consciousness whenever she hears the phrase "Freudian Slippers."

Languages
English [Native]

Base Defense
Dodge 0, Parry 3, Fortitude 2, Toughness 2, Will 6

Doc Samson Defense
Dodge 3, Parry 3, Fortitude 10, Toughness 13 (Imp. 13), Will 6

Power Points
Abilities 26 + Powers 68 + Advantages 8 + Skills 14 (28 ranks) + Defenses 4 = 120
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Aceso / The SCs / Arcane Tempest

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Aceso (Daphne Greengrass) - PL 8
Age: 16 / Height: 5' 7" / Weight: 128 lbs / Hair Color: Brown / Eye Color: Blue
Group Affiliations: Pukwudgie House / Base of Operations: The Greengrass Mansion, Manhattan, New York

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

Advantages
Artificer, Attractive 2, Beginner's Luck, Benefit, Dowry 2 (Moderately Wealthy), Connected, Daze (Intimidation), Equipment 2, Improved Treatment, Languages 1, Ritualist, Teamwork, Trance, Well-read

Skills
Close Combat: Edged Weapons 2 (+7), Expertise (AWE): Research 4 (+12), Expertise: Magic 8 (+14), Insight 4 (+12), Intimidation 6 (+14), Perception 4 (+12), Persuasion 4 (+12), Treatment 6 (+12)

Powers
Aspen & Dragon Heartstring Wand (Easily Removable)
. . External Energies: Array
. . . . Expelliarmus: Damage 12 (charm, DC 27; Disarming, Increased Range: ranged; Nonlethal)
. . . . Glacius Duo: Line Area Affliction 8 (ice magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Line Area 2: 5 feet wide by 60 feet long, DC 18)
. . . . Immobulus: Cone Area Affliction 8 (charm, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Will, DC 18; Cone Area 2: 120 feet cone, DC 18, Extra Condition; Limited: Visually Impaired/Disabled/Unaware Only)
. . . . Inanimatus Conjurus: Create 7 (transfiguration, Volume: 125 cft., DC 17; Increased Duration: continuous, Innate, Precise)
. . . . Reparifors: Healing 8 (healing magic; Restorative)
Internal Energies: Array
. . Burst of Speed: Speed 6 (strengthening magic, Speed: 120 miles/hour, 1800 feet/round; Tiring)
. . Damage Transferal: Healing 12 (healing magic; Empathic)
. . Occlumens: Immunity 10 (defensive magic, Common Descriptor: Mental Effects; Sustained; Distracting)
Magical Human Physiology
. . Invulnerabilities: Immunity 1 (racial trait, Disease; Feature: Longevity (Up to 149 years); Quirk: Daphne is only immune to nonmagical diseases)
. . Magical Awareness: Senses 5 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Radius: Magic Awareness)

Equipment
Heavy Robes, Silver Dagger

Offense
Initiative +4
Expelliarmus: Damage 12, +4 (DC 27)
Glacius Duo: Line Area Affliction 8 (DC Fort 18)
Grab, +5 (DC Spec 11)
Immobulus: Cone Area Affliction 8 (DC Will 18)
Silver Dagger, +7 (DC 17)
Throw, +4 (DC 16)
Unarmed, +5 (DC 16)

Complications
- Guy Magnet: Daphne tends to attract male attention wherever she goes due to the fact that she is possibly the single most attractive Pure-Blood Witch of her generation.
- Honor: Daphne will always keep her word of honor, and strives to uphold the common good.
- Motivation: Responsibility: Daphne has begun training as a Magical Healer in hopes that she can eventually find a cure to the curse which even now ravages her younger sister's body, ensuring that young Astoria will die far earlier than she truly deserves.
- Relationships: Daphne is the elder sister of Astoria Greengrass and was the best friend of a young woman known as Tracey Davis until her family decided to relocate to the MaCUSA so that they could hopefully avoid being drawn into Voldemort's war with Albus Dumbledore. Her parents are the late Elizabeth Greengrass (née Rosier) and the still living Lord Cyrus Greengrass.
- Wand Confiscation: The American School for Magic, Ilvermorny, regularly confiscates their students wands before sending them home for their summer holiday so that they can't violate the Decree Against Underage Sorcery and in doing so, ignore the fact that this leaves their students vulnerable to the growing number of superhuman villains that populate the world.

Languages
English [Native], French

Defense
Dodge 10, Parry 10, Fortitude 4, Toughness 6, Will 12

Power Points
Abilities 78 + Powers 36 + Advantages 16 + Skills 19 (38 ranks) + Defenses 16 = 165
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Diamond / The SCs / Arcane Tempest

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Diamond (Emma Frost) - PL 8
Age: 15 / Height: 5' 6" / Weight: 105 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: Frost International / Base of Operations: The Frost Mansion, Boston, Massachusetts

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

Advantages
Assessment, Attractive 2, Beginner's Luck, Benefit, Wealth 2 (Independently Wealthy), Connected, Cynical, Daze (Deception), Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 1, Fascinate (Deception), Languages 1, Leadership, Well-informed

Skills
Deception 8 (+12), Expertise (AWE): Popular Culture 8 (+14), Expertise: Business 6 (+9), Expertise: Electronics 6 (+9), Insight 6 (+12), Intimidation 4 (+8), Perception 6 (+12), Persuasion 6 (+10), Technology 6 (+9), Treatment 4 (+7), Vehicles 4 (+6)

Powers
Superior Human Physiology
. . Invulnerabilities: Immunity 1 (racial trait, Disease; Feature: Longevity (Up to 145 years); Quirk: Emma is only immune to Muggle diseases)
. . Mental Awareness: Senses 5 (racial trait, Acute: Mental Awareness, Awareness: Mental, Counters Concealment: Astral Bodies [Vision], Radius: Mental Awareness)
. . Telepathy: Mental Communication 3 (racial talent; Subtle: encrypted, Notes: Range: Statewide or a Small Nation)
Telepathic Potential: Array
. . Mind Probe: Cumulative Mind Reading 8 (telepathy, DC 18; Cumulative)
. . Mind Thrust: Damage 8 (telepathy, DC 23; Alternate Resistance: Will, Increased Range 2: perception)
. . Psionic Control: Burst Area Nullify 8 (telepathy, Counters: Mental Powers, DC 18; Burst Area: 30 feet radius sphere, DC 18, Broad, Increased Duration: concentration, Simultaneous; Distracting, Reduced Range: close)
. . Psychic Sedation: Progressive Affliction 8 (telepathy, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 18; Increased Range 2: perception, Progressive, Subtle: subtle; Slow: Every 15 minutes)
. . Sense Link: Linked Effect
. . . . Sensory Link: Mind Reading 6 (Linked; clairsentience, DC 16; Sensory Link, Subtle: subtle; Limited: Affects Willing Targets Only, Limited to Sensory Link)
. . . . Telepathic Scrying: Remote Sensing 14 (Linked; clairsentience, Affects: 1 Type - Mental, Range: 60 miles; Subtle: DC 20+rank; Limited 2: to Targeting the Linked Power)
. . Telepathic Projection: Illusion 8 (telepathy, Affects: Three Sense Types - Visual, Auditory, Area: 4000 cft., DC 18; Illusion Area 4, Selective; Concentration, Distracting, Limited to One Subject, Resistible: Will)
. . Thought Shield: Impervious Will 10 (telepathy; Concentration)

Equipment
Cell Phone

Offense
Initiative +2
Grab, +3 (DC Spec 10)
Mind Probe: Cumulative Mind Reading 8 (DC Will 18)
Mind Thrust: Damage 8 (DC Will 23)
Psionic Control: Burst Area Nullify 8 (DC Will 18)
Psychic Sedation: Progressive Affliction 8 (DC Will 18)
Sensory Link: Mind Reading 6 (DC Will 16)
Throw, +2 (DC 15)
Unarmed, +3 (DC 15)

Complications
- Demeaning Perception: Emma is fully aware of how beautiful she is and makes every effort to use her beauty to her advantage. Unfortunately, this sort of behavior has a tendency to make her enemies out of other young woman.
- Motivation: Doing Good: Emma wishes to make the world a better place for everyone, and doesn't care whether the people she is aiding happen to be mutants, magical or mundane; although, she is rather reluctant to believe magic is anything other than another form of mutation.
- Power Loss: Emma is unable to use her Telepathy on members of her immediate family, and they are likewise unable to use their own powers on her.
- Relationships: Emma is the middle child out of the three Frost sisters, and while she has a decent enough relationship with her younger sister, her eldest sister wants to utterly destroy Emma and everything she holds dear. She is also quite fond of her elder brother and wishes to help him recover from his many addictions.

Languages
English [Native], French

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 6/4, Will 10 (Imp. 10/0)

Power Points
Abilities 48 + Powers 58 + Advantages 18 + Skills 32 (64 ranks) + Defenses 11 = 167
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Shadows of the Night Brainstorm & Notes

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Shadows of the Night
Premise: There are things that go bump in the night which aren’t part of the Bat family. Those things come in both good and bad. One of the good ones decided to make it his mission to hunt down and exterminate the bad ones before they could prey upon humanity. Harry Potter didn’t expect to end up in a world full of metahumans after tracking down a Phantom Zone escapee.
Required Inclusions:
- The interdimensional space prison known as the Phantom Zone must be the nexus point allowing for travel between multiple interconnecting dimensions.
- At some point in his life, Harry must awaken a talent for shadow magic, but not just any kind of shadow magic, it will specifically be that of the Twili tribe from the Legend of Zelda.
- While Twili shadow magic is not countered by regular light magic, it will still be vulnerable to Holy and Divine light, just like it was in the Legend of Zelda: Twilight Princess.
- Most, if not all, of the denizens of the Phantom Zone have no affinity for Shadow magic, so Harry won't be threatened by the inmates during his layovers in the Zone between dimensions.
- While Harry isn’t the Zone’s Warden, the fact is that an inmate somehow followed him through his portal, forcing him to take responsibility and to seek aid in capturing the escapee.
- The identity of the Phantom Zone’s escapee will be left to the author’s discretion, even if it is recommended that it be the Kryptonian known as Lor-Zod.
- While Harry can still use Wizarding magic, a wooden wand is a liability against super-powered individuals, causing Harry to rely more on his Shadow Magic than what he learned at Hogwarts.
- While not the most gifted in physical combat, Harry must be able to defend himself and hold his own against most assailants.
- He must also be resistant enough so that only the strongest of Kryptonians will be able to break him in half even while benefiting from the effects of a yellow sun.
- The cocktail of basilisk venom and phoenix tears in Harry’s bloodstream must act as an immunization against all forms of toxins and give him great resistance against pheromones.
- Despite his shadow powers and intimidating attitude while on the clock, Harry will still be the loving individual we’ve all come to love with an incredibly good sense of justice.
- Harry’s primary pairing for this story will be left open to the author’s discretion, but it is suggested that he end up becoming involved with Kara Zor-El.
Preferred Inclusions:
- Harry should be the new master of the Fused Shadows, with the young hero making use of the Twili Relic at least once during his time as a hero in the World of Light.
- Harry should solve the problem that is known as the Joker by dosing the Clown Prince of Crime with Drought of the Living Death and tossing him into a Phantom Zone Portal.
- Harry’s dimensional counterpart should be an incredibly beautiful young woman, with her still living mother being equally attractive.
- Harry should be the one who travels to the Phantom Zone in order to fetch either Kara or Clark after one of the two young heroes is unexpectedly trapped within the Zone.
- Harry should have already met Brainiac and managed to escape with his life simply due to the fact that the Coluan has little to no understanding of magical phenomena.
- Harry should make a sport out of mocking General Zod during his layovers in the Phantom Zone due to the man’s desire to have men bowing at his feet instead of women.
Optional Inclusions:
- Rachel ‘Raven’ Roth could be incredibly miffed by the fact that Harry’s Shadow Magic trumps her own, causing her to demand intimate lessons on how to improve said powers.
- Harry could find great enjoyment in watching as Batman fruitlessly endeavors to dig up any information on the former’s background within various internet databases.
- Harry could be very reluctant to bring “passengers” with him while traveling to other dimensions due to the risk of allowing other Phantoms to escape from the Zone.
Forbidden Things:
- Harry’s Twili & Light Worlder magic being removed, since he was born with them.
- Harry officially joining the Justice League or other superhero group.
- Harry being intentionally negligent with his Shadow Portals.
- Harry becoming romantically involved with a male.
- Harry the Malevolent Emo Doormat.
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Umbriel / The MCs / Shadows of the Night

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Umbriel (Harry Potter) - PL 12
Age: 21? / Height: 5' 11" / Weight: 180 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: Caer Peverell, Near Godric’s Hollow, England

Strength 6, Stamina 10, Agility 3, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 6

Advantages
Ace Pilot, Artificer, Assessment, Attractive, Benefit, Alternate Identity 3: (Lord Henry Peverell), Benefit, Wealth 3 (Millionaire), Defensive Attack, Diehard, Equipment 6, Fascinate (Persuasion), Favored Foe: (Phantom Zone Escapees), Fearless, Great Endurance, Improved Grab, Improved Hold, Inspire 2, Languages 1, Leadership, Ranged Attack 3, Ritualist, Second Chance: (Resisting Mental Control), Skill Mastery: (Expertise: Magic), Teamwork

Skills
Athletics 6 (+12), Close Combat: Grab 2 (+10), Deception 4 (+10), Expertise (AWE): Cooking 6 (+10), Expertise: Magic 12 (+14), Insight 6 (+10), Intimidation 4 (+10), Investigation 6 (+8), Perception 8 (+12), Persuasion 6 (+12), Ranged Combat: Magic 4 (+7), Stealth 6 (+9), Technology 4 (+6), Vehicles 6 (+9)

Powers
External Sorcery: Array
. . Apparition: Teleport 12 (magical travel, 16 miles in a move action, carrying 400 lbs.; Accurate, Change Direction, Extended: 4000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . Expelliarmus: Damage 14 (charm, DC 29; Disarming, Increased Range: ranged; Nonlethal)
. . Gloom: Environment 13 (shadow magic, Visibility (-5), Radius: 16 miles; Feature 9: Liberated (1 hour), Selective; Build Up)
. . Shadow Bolts: Damage 10 (shadow magic, DC 25; Accurate 2: +4, Increased Range: ranged, Multiattack)
. . Shadow Gate: Movement 6 (shadow magic, Dimensional 3: any dimension, 50 lbs., Space Travel 3: other galaxies; Portal; Activation 2: standard action, Quirk: Requires a short “layover” in the Phantom Zone)
. . Shadow Snare: Cumulative Affliction 10 (shadow magic, 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Will, DC 20; Accurate 2: +4, Affects Insubstantial: half ranks, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Shadow Tendrils: Burst Area Move Object 9 (shadow magic, 12 tons; Burst Area: 30 feet radius sphere, DC 19, Selective)
. . Telereformation: Movement 3 (shadow magic, Permeate 3: full speed; Noticeable: Harry's body deconstructs on one side of an object, and reconstitutes itself on the other)
Internal Sorcery: Array
. . Confundus: Concentration Affliction 8 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Auditory)
. . Dark Flight: Flight 10 (shadow magic, Speed: 2000 miles/hour, 4 miles/round)
. . Shadow Imitation: Linked Effect
. . . . Disguise Self: Morph 3 (Linked; shadow magic, +20 Deception checks to disguise; Broad group; Resistible: Will, Notes: Any humanoid)
. . . . Vocal Mimicry: Illusion 2 (Linked; shadow magic, Affects: One Sense Type - Aural, Area: 4 cft., DC 12; Limited: For Mimicking Voices Only)
Magical Human Physiology
. . Accelerated Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Body Resistance: Impervious Toughness 10 (racial trait; Limited: Not vs. Radiant Damage)
. . Expanded Awareness: Senses 7 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Darkvision, Radius: Magic Awareness)
. . Invulnerabilities: Immunity 8 (racial trait, Aging, Damage Effect: Shadow Damage, Disease, Poison)
. . Resistances: Immunity 2 (racial trait, Uncommon Descriptor: Pheromones; Limited - Half Effect)
. . Zoner: Movement 1 (racial trait, Environmental Adaptation: The Phantom Zone)
Shadow Vestments (Removable)
. . Rejuvenation Charm: Healing 8 (very rare object; Restorative, Triggered: 1 use - when suffering two or more degrees of damage; Limited: Affects Self Only, Tiring)
. . Shadow Thread: Protection 3 (very rare object, +3 Toughness; Impervious)
. . Sustenance Charm: Immunity 7 (very rare object, Environmental Conditions (All), Suffocation (All); Quirk: limited to approximately 30 minutes at a time)

Equipment
Caer Peverell, Commlink, Signet Ring

Offense
Initiative +3
Confundus: Concentration Affliction 8 (DC Will 18)
Expelliarmus: Damage 14, +10 (DC 29)
Grab, +10 (DC Spec 16)
Shadow Bolts: Damage 10, +14 (DC 25)
Shadow Snare: Cumulative Affliction 10, +14 (DC Will 20)
Shadow Tendrils: Burst Area Move Object 9 (DC 19)
Throw, +6 (DC 21)
Unarmed, +8 (DC 21)

Complications
- Existence from Outside the Domain: Harry is not originally from the reality he now finds himself inhabiting, and will occasionally say or do something which puts him at odds with the local inhabitants. Furthermore, his mere existence seems to put him at odds with the superheroes known as the Batman Family, since he lacks anything that could remotely resemble a paper trail in this new reality... or at least, he lacks any that could be found using purely technological methods.
- 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 young man, who will often act without considering the consequences, even when he is being advised of those consequences by people 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.
- Nemesis: Harry knows full well what sort of man the local version of Albus Dumbledore likely is, and means to put a stop to his manipulations of the child chosen by Trelawney's first prophecy, if such a child truly exists in this reality. The problem is that he doesn't seem to have an exact counterpart in this reality, which makes it far more difficult to locate said Chosen One.
- Responsibility: Harry feels that it is his duty to track down the Phantom Zone denizen that escaped when he made his way into his new reality and return it to the prison dimension in question so that it won't be an ongoing threat to the unsuspecting inhabitants of Harry's new home.

Languages
English [Native], Parseltongue (Secret)

Defense
Dodge 11, Parry 11, Fortitude 10, Toughness 13/10 (Imp. 13/10), Will 14

Power Points
Abilities 84 + Powers 107 + Advantages 35 + Skills 40 (80 ranks) + Defenses 21 = 287

--------------------
Home Sweet Home
Caer Peverell - PL 12

Toughness 12, Size Huge

Features:
Artificer's Lab, Deathtraps (DC 12, Thresh 6), Fire Prevention Charms, Floo Aperture, Grounds, Habitat, Holding Cells (Null 12), Library, Living Space, Mystic Locale, Personnel (House Elves), Ritual Chamber, Secret 3 (DC 30), Trophy Room, Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 19 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
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The Light Walker Brainstorm & Notes

Post by DalkonCledwin »

The Light Walker
Premise: Those Who Sit Above and Watch In Shadow initiated countless Ragnaroks to feed on their energies. Not even the Mighty Odin could stop them. Until Mistress Death decided that it was time to remind them of their place. Balder would be reborn on Midgard, free of their influence on the Nine Realms.
Required Inclusions:
- Those Who Sit Above and Watch In Shadow have pulled the strings of the Nine Realms for countless Ragnarok cycles, feeding from the energies they release to increase their powers.
- The Shadows’ immeasurable greed for power has caused a blatant imbalance in the Cosmic scales between Life and Death, which is simply unacceptable.
- Mistress Death must intervene in a way that will solve this problem during the climax of the last Ragnarok by sending the soul of the Norse god of light, Balder, to incarnate elsewhere.
- Balder will be incarnated as the young boy who will be known to the inhabitants of Midgard as Harry Potter, the Boy Who Lived and Chosen One of Sybil Trelawney’s first prophecy.
- Harry must have a very durable body, even by the standards of the Royal Aesir, meaning that it is extremely difficult, but not outright impossible, to make him bleed.
- Balder’s famous sword, Svraden, must eventually appear in front of Harry when he is in great and urgent need of a weapon.
- Harry’s primary romantic pairing for this scenario will be Hela Odinsdottir, although other girls are permissible provided they have Hela’s blessing.
- To thwart the Shadows’ plans, Harry must do everything in his power to avoid the creation of another Ragnarok event.
- To help in his mission, Mistress Death made it so that Harry can’t be corrupted by the Shadows in any way and altered his Light so that it’ll cleanse those who are already corrupted.
- Harry’s divine light must operate on a different magical wavelength from wizarding magic, allowing him to use it while away from Hogwarts without getting into trouble.
- The veracity of Trelawney’s first prophecy is unimportant since Voldemort will never let Harry live in peace for as long as the Dark Lord still draws breath.
Preferred Inclusions:
- Harry’s nature as a Midgardbound Aesir and/or his affinity with Divine Light should make it impossible for him to become an accidental Horcrux.
- Following the previous recommendation, it could have been either of those factors which made the Killing Curse rebound on Voldemort when Harry was but a toddler.
- Harry’s famous temper should be something he inherited from his previous life, since Odin and his sons were very well known for their fiery tempers during the days of their youth.
- Asgard should send a squad of Einherjar to Little Hangleton’s graveyard in an effort to rescue Harry after Voldemort calls on those of his followers who managed to escape imprisonment.
- Under Harry’s advice, Sirius Black should seek political asylum either in Asgard itself or one of the other Upper Realms, thus avoiding his fateful meeting with the Veil of Death.
Optional Inclusions:
- Odin could be just as baffled as anyone else when he learns about the seemingly spontaneous birth of what seems to be a Royal Aesir on Midgard of all places.
- Hela could find a way around her imprisonment that Odin is ignorant of, and her partial liberation could lead to her abandonment of any plans for intergalactic domination.
- The Dwarves of Nidavellir could reforge a broken Svraden, giving it powers like Stormbreaker.
Forbidden Things:
- Harry possessing the same level of invulnerability as the mythological Balder.
- Harry harboring the same bias against giants as other Aesir.
- Harry being as physically strong as Thor Odinson.
- Harry and Hela, the Malevolent Emo Doormats.
- Harry being romantically involved with a male.
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Harry Potter / The MCs / The Light Walker

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Harry James Potter - PL 12
Age: 14 / Height: 5' 6" / Weight: 476 lbs / Hair Color: Brown / Eye Color: Blue
Group Affiliations: Autonomous / Base of Operations: Breiðablik, Asgard or Potter Manor, Stinchcombe

Strength 8, Stamina 11, Agility 3, Dexterity 3, Fighting 6, Intellect 2, Awareness 4, Presence 4

General Advantages
Artificer, Attractive 2, Benefit, Wealth 2 (Independently Wealthy), Connected, Conviction, Defensive Attack, Diehard, Equipment 5, Fascinate (Persuasion), Fearless, Great Endurance, Improved Grab, Inspire 2, Interpose, Languages 3, Leadership, Power Attack, Second Chance: (Resisting Mental Control), Tactical Training, Teamwork

Enhanced Advantages
Animal Empathy, Second Chance: (Intimidation Checks for Coercing), Second Chance: (Persuasion Checks for Negotiation)

Skills
Athletics 6 (+14), Close Combat: Grab 2 (+8), Close Combat: Swords 2 (+8), Expertise: Magic 12 (+14), Expertise: Norse Mythology 6 (+8), Expertise: Tactics 8 (+10), Handle Animal 8 (+12), Insight 6 (+10), Investigation 4 (+6), Perception 8 (+12), Persuasion 8 (+12), Ranged Combat: Magic 6 (+9), Ride 6 (+9), Stealth 6 (+9), Vehicles 6 (+9)

Powers
Holly & Phoenix Feather Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Bombarda: Burst Area Damage 6 (curse, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . . . Confundo: Concentration Affliction 9 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 19; Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Auditory)
. . . . Devicto: Damage 7 (hex, DC 22; Increased Range: ranged, Multiattack; Nonlethal)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & other similar creatures, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests in the form of a glowing silvery stag, Tiring)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Burst Area Nullify 6 (charm, Counters: Magical Effects, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous; Limited: Not vs. Alteration effects)
. . . . Reparifors: Healing 10 (charm; Restorative; Tiring)
. . . . Stupefy: Cumulative Affliction 6 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged)
. . Svraden (Alternate; Easily Removable (indestructible))
. . . . Sword Strike: Strength-based Damage 6 (slashing, DC 29; Aura: Divine Radiance, Dangerous, Impressive, Split: 2 targets, Summonable)
Master of Divine Radiance: Array
. . Blinding Flash: Cumulative Burst Area Affliction 12 (divine radiance, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 22; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 22, Cumulative; Limited: Affects Visual Senses Only)
. . Call Bifrost I: Movement 3 (magical travel, Space Travel 3: other galaxies; Portal; Activation 2: standard action, Check Required 5: DC 14 - Persuasion)
. . Call Bifrost II: Teleport 15 (magical travel, Carry 50 lbs.; Accurate, Extended: 32000 miles in 2 move actions, Portal; Activation: move action, Check Required 5: DC 14 - Persuasion, Limited to Extended, Transit Time 8: 8 minutes, Unreliable (1 use), Notes: Unreliable recharges after an hour has passed Harry by)
. . Fire Shield: Protection 3 (divine fire, +3 Toughness; Impervious, Sustained; Limited: Affects Flammable Weapons Only)
. . Flame Strike: Cylinder Area Damage 12 (divine fire, DC 27; Cylinder Area: 30 feet cylinder, DC 22, Increased Range: ranged)
. . Heat Metal: Damage 15 (divine fire, DC 30; Increased Range: ranged, Secondary Effect; Limited: to targets that are touching a metal object)
. . Liberation: Linked Effect
. . . . Divine Grace: Movement 2 (Linked; divine talent, Sure-footed 2; Unreliable (5 uses))
. . . . Freedom of Movement: Immunity 5 (Linked; divine talent, Entrapment; Unreliable (5 uses))
. . Nimbus of Light: Linked Effect
. . . . Burning Brilliance: Burst Area Damage 12 (Linked; divine radiance, DC 27; Burst Area 2: 60 feet radius sphere, DC 22; Limited: Affects Undead Creatures Only)
. . . . Daylight: Environment 2 (Linked; divine radiance, Light (Bright), Radius: 60 feet)
. . Remove Curse: Nullify 18 (divine blessing, Counters: Magical Effects, DC 28; Broad, Simultaneous; Limited: May only be used to nullify harmful magic, Reduced Range: close)
. . Remove Fear: Burst Area Nullify 12 (divine blessing, Counters: Fear Effects, DC 22; Burst Area: 30 feet radius sphere, DC 22, Simultaneous)
. . Sunbeam: Linked Effect
. . . . Blinding Beam: Cumulative Line Area Affliction 7 (Linked; divine radiance, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 17; Line Area 2: 5 feet wide by 60 feet long, DC 17, Cumulative; Limited: Affects Visual Senses Only)
. . . . Burning Beam: Line Area Damage 7 (Linked; divine radiance, DC 22; Line Area 2: 5 feet wide by 60 feet long, DC 17; Limited: Affects Undead Creatures Only)
. . Symbol of Persuasion: Progressive Burst Area Affliction 8 (runic magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area 2: 60 feet radius sphere, DC 18, Progressive, Triggered: 1 use - Whenever someone reads the activation rune; Limited: Harry doesn't control the afflicted targets, they merely act favorably towards him)
Midgardbound Aesir Physiology
. . Accelerated Healing: Regeneration 3 (racial trait, Every 3.33 rounds)
. . Aesir Perception: Senses 9 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Darkvision, Extended: Auditory Senses 1: x10, Extended: Visual Sesnes 1: x10, Radius: Magic Awareness)
. . Animal Dialogue: Comprehend 2 (racial trait, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy)
. . Dense Tissue: Density Growth 2 (racial trait, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Invulnerabilities: Immunity 7 (racial trait, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Poison, Uncommon Descriptor: Visual Sensory Afflictions; Quirk: Immunity to aging won't kick in until Harry is 22 years old)
. . Might of the Aesir: Enhanced Strength 3 (racial trait, +3 STR; Limited to Lifting, Notes: Max Lifting Strength 11: Up to 50 tons)
. . Super-Endurance: Immunity 5 (racial trait, Environmental Condition: Pressure, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Quirk: limited to approximately 30 minutes at a time)
. . True Invulnerability: Impervious Toughness 11 (racial trait)
Special Qualities
. . Incarnation Awareness: Senses 2 (wild talent, Postcognition (Limited): Balder Odinson; Uncontrolled)
. . Powerful Persuader: Enhanced Trait 2 (divine talent, Advantages: Second Chance: (Persuasion Checks for Negotiation), Second Chance: (Intimidation Checks for Coercing))
The Cloak of Invisibility (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 4 (cosmic relic, All Visual Senses; Affects Others, Feature: This cloak's effect can't be nullified by Thief's Downfall; Distracting, Limited: Can only conceal a single adult or up to three children at any given time, Passive)

Equipment
Breiðablik, Potter Manor

Offense
Initiative +3
Blinding Beam: Cumulative Line Area Affliction 7 (DC Fort 17)
Blinding Flash: Cumulative Burst Area Affliction 12 (DC Dog/Fort/Will 22)
Bombarda: Burst Area Damage 6 (DC 21)
Burning Beam: Line Area Damage 7 (DC 22)
Burning Brilliance: Burst Area Damage 12 (DC 27)
Confundo: Concentration Affliction 9 (DC Will 19)
Devicto: Damage 7, +9 (DC 22)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +9 (DC 25)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Flame Strike: Cylinder Area Damage 12 (DC 27)
Grab, +8 (DC Spec 18)
Heat Metal: Damage 15, +9 (DC 30)
Remove Curse: Nullify 18, +6 (DC Will 28)
Remove Fear: Burst Area Nullify 12 (DC Will 22)
Stupefy: Cumulative Affliction 6, +9 (DC Fort 16)
Sword Strike: Strength-based Damage 6, +8 (DC 29)
Symbol of Persuasion: Progressive Burst Area Affliction 8 (DC Will 18)
Throw, +3 (DC 23)
Unarmed, +6 (DC 23)

Complications
- Enemies: Both the self-proclaimed "Lord Voldemort" and his followers, the Death Eaters, wish to kill Harry simply because he exists and is therefore a threat to the so-called Lord in question. Furthermore, Those Who Sit Above in Shadow have recognized Harry as a threat to their continued existence and are beginning to make plays in an attempt to remove said threat from existence.
- 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 young man, who will often act without considering the consequences, even when he is being advised of those consequences by people 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.
- Nemesis: Albus Dumbledore wishes to sculpt Harry into a sacrificial lamb that he can throw at Voldemort in hopes that the lad's death will act as catalyst which will allow the old goat to swoop in and defeat the so-called Dark Lord once and for all. Defeat, but certainly not vanquish.
- Significant Other: Mistress Death has, for whatever reason, decided to use her vast cosmic powers in order to bind Harry to Lady Hela Odinsdottir in an unbreakable betrothal bond that will eventually force the two deities into Hallowed Matrimony.

Languages
English [Native], German, Old Norse, Parseltongue (Secret)

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 14/11 (Imp. 14/11), Will 13

Power Points
Abilities 74 + Powers 117 + Advantages 29 + Skills 47 (94 ranks) + Defenses 20 = 287

--------------------
Home Sweet Home
Breiðablik - PL 12

Toughness 12, Size Huge

Features:
Artificer's Lab, Cold Storage (Food & Mead), Defensive Enchantments (Blast 12), Fire Prevention Charms, Grounds (Colossal), Kitchen / Mess Hall, Library, Living Space, Mystic Locale, Ritual Chamber, Trophy Room, Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20

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Potter Manor - PL 12 (Alternate of Breiðablik)

Toughness 10, Size Huge

Features:
Artificer's Lab, Concealed 2 (DC 25), Dual Size: (Medium), Grounds (Gargantuan), Gym, Library, Living Space, Mystic Locale, Personnel (Dobby), Ritual Chamber, Sealed, Self-repairing 1, Wards 2 (DC 25)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20
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DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Hela Odinsdottir / The MCs / The Light Walker

Post by DalkonCledwin »

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Art by ShuraKRGT on DeviantArt

Helena Dietrich - PL 12
Age: Looks 17 / Height: 5' 9" / Weight: 454 lbs / Hair Color: Black / Eye Color: Blue
Group Affiliations: Autonomous / Base of Operations: The Royal Palace of Helheim

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

Advantages
Artificer, Assessment, Attractive 2, Benefit, Alternate Identity 4: (Princess Hela Odinsdottir), Benefit, Sorcerer Rank 4 (Master of the Mystic Arts), Connected, Diehard, Equipment 4, Favored Environment: (Helheim), Improved Critical 2: (Unarmed), Improvised Weapon, Languages 2, Ranged Attack 6, Ritualist, Second Chance: (Insight Checks for Assessment), Skill Mastery: (Expertise: Norse Mythology), Spiritual Diplomat 2, Takedown, Weapon Break

Skills
Close Combat: Necroswords 2 (+10), Deception 6 (+10), Expertise: Magic 12 (+15), Expertise: Norse Mythology 8 (+11), Insight 8 (+12), Intimidation 8 (+12), Investigation 4 (+7), Perception 4 (+8), Persuasion 8 (+12), Ranged Combat: Magic 4 (+6), Technology 6 (+9), Vehicles 4 (+6)

Powers
External Sorcery: Array
. . Destruction: Damage 12 (necrotic magic, DC 27; Alternate Resistance: Fortitude, Increased Range: ranged)
. . Gentle Rest: Cumulative Affliction 12 (necrotic magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Asleep, Resisted by: Fortitude, DC 22; Cumulative; Instant Recovery)
. . Gift of Life: Healing 8 (divine blessing; Resurrection; Temporary)
. . Mass Cure Wounds: Burst Area Healing 8 (healing magic; Burst Area 2: 60 feet radius sphere, DC 18, Feature: Extraordinary Effort for +2 effect ranks, Selective; Tiring)
. . Necrosword Slash: Strength-based Damage 3 (slashing, DC 28; Dangerous, Split: 2 targets)
. . Necrosword Throw: Strength-based Damage 2 (piercing, DC 27; Dangerous, Increased Range: ranged, Multiattack)
. . Obscuring Mist: Environment 8 (fog magic, Visibility (-5), Radius: 0.5 miles; Feature 8: Liberated (30 minutes))
. . Rest Eternal: Transform 8 (necromantic, Affects: 1 Thing > 1 Thing - Corpse into Corpse That Can't Be Raised as Undead, Transforms: 200 lbs., DC 18; Feature: Also stops Divination spells from providing communication with the soul of the affected corpse, Innate; Permanent)
. . Walk the Old Paths: Movement 5 (magical travel, Dimensional: Mystical Dimensions 2: group, 50 lbs., Space Travel 3: other galaxies; Check Required 2: DC 11 - Perception, Quirk: Only While Moving)
Internal Sorcery: Array
. . Illusion Casting: Illusion 8 (illusory magic, Affects: Three Sense Types - Visual, Auditory, Area: 250 cft., DC 18; Selective; Concentration, Resistible: Will)
. . Levitation: Flight 8 (magical travel, Speed: 500 miles/hour, 1 mile/round)
. . Lore Keeper: Senses 3 (divination, Analytical: Detect Weakness, Detect: Weakness [Visual] 2: ranged; Sustained)
. . Remote Viewing: Mental Cosmic Communication Perception (Visual) Perception (One Sense) 4 (divination; Dimensional 2: group - Mystical Dimensions, Perception (One Sense): Auditory, Perception (Visual): Visual, Subtle: encrypted; Concentration, Distracting, Limited: to Perception, Notes: Range: Galactic)
Midgardbound Aesir Physiology
. . Aesir Perception: Senses 7 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Extended: Auditory Senses 1: x10, Extended: Visual Senses 1: x10, Radius: Magic Awareness)
. . Body Resistance: Impervious Toughness 6 (racial trait; Limited: Not vs. Piercing Damage)
. . Dense Tissue: Density Growth 2 (racial trait, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Invulnerabilities: Immunity 4 (racial trait, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat)
. . Might of the Aesir: Enhanced Strength 10 (racial trait, +10 STR; Limited to Lifting)
. . Super-Endurance: Immunity 5 (racial trait, Environmental Condition: Pressure, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Quirk: limited to approximately 30 minutes at a time)

Equipment
Heavy Armor, The Royal Palace of Helheim

Offense
Initiative +2
Destruction: Damage 12, +12 (DC Fort 27)
Gentle Rest: Cumulative Affliction 12, +8 (DC Fort 22)
Grab, +8 (DC Spec 20)
Necrosword Slash: Strength-based Damage 3, +10 (DC 28)
Necrosword Throw: Strength-based Damage 2, +12 (DC 27)
Rest Eternal: Transform 8, +8 (DC Dog 18)
Throw, +8 (DC 25)
Unarmed, +8 (DC 25)

Complications
- Honor: Helena follows a strict warrior's code of honor that will see her providing no quarter to those she regards as enemies, while also going out of her way to give people a chance to avoid becoming her enemies and also ensuring that noncombatants live to see the end of any battles she is involved in.
- Life Linked: Helena draws power from Asgard, which means that she'll experience great pain, and could possibly even die if Asgard were to ever be destroyed.
- Motivation: Acceptance: Helena wishes to find acceptance among the gods of Asgard, since it is only in those hallowed halls that she can at last receive the recognition which will allow her to survive her eventual demise and exist forevermore as a spirit who resides in the halls of Valhalla or Folkvang.
- Relationships: As Hela Odinsdottir, Helena is the daughter of King Odin Borson and the late Queen Gullveig Freysdottir, which means that she is technically the elder half-sister of Thor Odinson and the adoptive sister of Loki Laufeyson. In another time and place she could have also been the elder sister of Balder Odinson.
- The Forgotten Princess: Helena will soon discover that her father has performed what might as well be heretical act among Asgardians by writing Hela's name out of the histories told to their people, which will guarantee her a spot in an incredibly unpleasant afterlife unless certain preventative measures are taken.

Languages
English, German, Old Norse [Native]

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

Power Points
Abilities 78 + Powers 103 + Advantages 37 + Skills 37 (74 ranks) + Defenses 18 = 273

--------------------
Home Sweet Home
The Royal Palace of Helheim - PL 12

Toughness 10, Size Huge

Features:
Artificer's Lab, Deathtraps (DC 12, Thresh 6), Grounds, Holding Cells, Isolated, Library, Living Space, Mystic Locale, Ritual Chamber, Spectral Habitat

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Keyðr Surtsdóttir / The MCs / The Light Walker

Post by DalkonCledwin »

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Kaya (Keyðr Surtsdóttir) - PL 10
Age: Looks 15 / Height: 13' 7" / Weight: 1,920 lbs / Hair Color: Black / Eye Color: Red
Group Affiliations: The Fire Giants / Base of Operations: The Royal Palace of Muspelheim

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

General Advantages
Attractive, Benefit, Wealth 3 (Millionaire), Daze (Intimidation), Equipment 3, Improved Smash, Improved Treatment, Inspire 2, Languages 2, Leadership, Power Attack, Ritualist, Second Chance: (Resisting Mental Control), Startle, Takedown, Trance

Enhanced Advantages
Improved Initiative, Uncanny Dodge

Skills
Athletics 6 (+14), Close Combat: Unarmed 2 (+8), Expertise: Magic 8 (+10), Expertise: Norse Mythology 6 (+8), Insight 8 (+12), Intimidation 6 (+12), Perception 6 (+10), Persuasion 4 (+8), Ranged Combat: Throw 4 (+7), Treatment 8 (+10)

Powers
Fire Giant Physiology
. . Fire Shield: Protection 2 (racial talent, +2 Toughness; Impervious [8 extra ranks], Sustained; Limited: Affects Flammable Weapons Only)
. . Gigant Perception: Senses 7 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Infravision, Low-light Vision, Radius: Magic Awareness)
. . Immunity: Immunity 8 (racial trait, Aging, Damage Effect: Fire Damage, Disease, Environmental Condition: Heat)
. . Large Humanoid: Growth 4 (racial trait, +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
. . Long Arms: Strength Effect 8 (racial trait; Reach (melee): 5 ft.)
. . Rock Catching: Deflect 10 (racial talent; Recoverable; Limited: to overly large projectiles, Reduced Range: close)
. . Super-Endurance: Immunity 5 (racial trait, Environmental Condition: Pressure, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Quirk: limited to approximately 30 minutes at a time)
Oracle of Flame: Array
. . Burning Hands: Cone Area Damage 10 (divine fire, DC 25; Cone Area: 60 feet cone, DC 20; Limited: to a 15-foot spread)
. . Cinder Dance: Linked Effect
. . . . Fleet of Foot: Speed 2 (Linked; divine talent, Speed: 8 miles/hour, 120 feet/round)
. . . . Sure of Foot: Movement 1 (Linked; divine talent, Sure-footed 1)
. . Fireball: Burst Area Damage 10 (divine fire, DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . Resist Energy: Immunity 5 (defensive magic, Damage Effect: Fire Damage; Affects Objects Only, Sustained; Limited - Half Effect)
. . Touch of Flame: Strength-based Damage 4 (divine fire, DC 27)
. . Wall of Fire: Line Area Damage 6 (divine fire, DC 21; Line Area 2: 5 feet wide by 60 feet long, DC 16, Increased Duration: concentration, Increased Range: ranged)
. . Wings of Fire: Flight 5 (fire magic, Speed: 60 miles/hour, 900 feet/round)
Special Qualities
. . Impotent Portent: Enhanced Trait 2 (divine curse, Advantages: Improved Initiative, Uncanny Dodge)

Equipment
Gigant Arsenal (Large Rock, Sword)

Offense
Initiative +7
Burning Hands: Cone Area Damage 10 (DC 25)
Fireball: Burst Area Damage 10 (DC 25)
Grab, +6 (DC Spec 18)
Large Rock, +7 (DC 22)
Sword, +6 (DC 26)
Throw, +7 (DC 23)
Touch of Flame: Strength-based Damage 4, +8 (DC 27)
Unarmed, +8 (DC 23)
Wall of Fire: Line Area Damage 6 (DC 21)

Complications
- Feud: As one of countless daughters to the Elder Fire Giant, Surtur, Kaya can expect to face heavy opposition if she ever decides to grace the Halls of Asgard with her presence.
- Motivation: Responsibility: Kaya is one of several Oracular Priestesses who preside over the people of Muspelheim, and is as such required to tend to her people's injuries and guide them towards a brighter future.
- Powerless Prophecy: Kaya is unable to act during surprise rounds, and also becomes Impaired during the first round of any combat encounter which lacks a surprise round.
- Weakness: Kaya suffers an additional degree of effect from cold-based attacks.

Languages
English, Jotunild [Native], Old Norse

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10/8 (Imp. 10/0), Will 10

Power Points
Abilities 60 + Powers 82 + Advantages 21 + Skills 29 (58 ranks) + Defenses 23 = 215
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DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Fleur Delacour / The MCs / The Light Walker

Post by DalkonCledwin »

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Art by Yoha Xu on ArtStation

Fleur Isabelle Delacour - PL 10
Age: 17 / Height: 5' 5" / Weight: 117 lbs / Hair Color: Silver / Eye Color: Blue
Group Affiliations: The Beauxbatons Student Body / Base of Operations: Delacour Manor, France

Strength 6, Stamina 6, Agility 7, Dexterity 4, Fighting 5, Intellect 3, Awareness 4, Presence 8

Advantages
Agile Feint, Artificer, Attractive 2, Benefit, Dowry (Well-established), Connected, Daze (Persuasion), Defensive Roll 2, Equipment 1, Evasion, Fascinate (Persuasion), Flirtation, Great Endurance, Improved Treatment, Languages 2, Power Attack, Quick Draw, Ritualist, Teamwork

Skills
Acrobatics 6 (+13), Athletics 4 (+10), Close Combat: Swords 2 (+7), Expertise: Magic 8 (+11), Investigation 4 (+7), Perception 4 (+8), Persuasion 8 (+16), Ranged Combat: Magic 6 (+10), Stealth 4 (+11), Treatment 8 (+11)

Powers
Novice of Faerie Magic: Array
. . Fire Bolts: Damage 6 (passionfyre, DC 21; Increased Range: ranged, Multiattack)
. . Fireball: Burst Area Damage 6 (passionfyre, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Mystic Pass: Healing 6 (tantric magic; Energizing; Quirk 2: Treatment requires at least 10 minutes of carnal activity with the patient)
. . Veela Gate: Movement 1 (magical travel, Dimensional: Buyan 1: one dimension, 50 lbs.; Portal; Activation 2: standard action, Limited: Male characters can't use this effect to reach Buyan)
Rosewood & Veela Hair Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Apparition: Teleport 7 (magical travel, 0.5 miles in a move action, carrying 400 lbs.; Accurate, Change Direction, Extended: 120 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . . . Episkey: Healing 10 (healing magic; Increased Range: ranged; Diminished Range 2, Tiring)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Ignis Laqueis: Cumulative Affliction 5 (fire magic, 1st degree: Dazed, Impaired, 2nd degree: Defenseless, Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 15; Cumulative, Extra Condition, Reach (melee) 4: 20 ft.)
. . . . Obliviate: Concentration Burst Area Affliction 7 (charm, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 17; Burst Area: 30 feet radius sphere, DC 17, Concentration, Increased Range: ranged, Insidious, Selective; Diminished Range 2, Distracting, Limited: to Blanking Out Recent Memories)
. . . . Patronus Shield: Concentration Burst Area Affliction 10 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Concentration; Limited: to Dementors, Lethifolds & other similar creatures, Limited: to Holding Affected Creatures at Bay, Limited Degree)
. . . . Somnus: Concentration Cumulative Affliction 6 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Asleep, Resisted by: Will, DC 16; Concentration, Cumulative, Increased Range: ranged; Distracting)
. . Novum Spirare: Immunity 2 (charm, Suffocation (All); Sustained)
. . Shearing Sword (Alternate; Easily Removable)
. . . . Sword Strike: Strength-based Damage 5 (slashing, DC 26; Dangerous, Penetrating 5; Bane: Inanimate Objects)
Veela Physiology
. . Enthralling Presence: Burst Area Affliction 5 (racial trait, 1st degree: Entranced, Impaired, 2nd degree: Compelled, Disabled, Resisted by: Will, DC 15; Burst Area: 30 feet radius sphere, DC 15, Extra Condition, Reaction 3: reaction; Limited: Affects Male Targets Only, Limited Degree, Notes: Compelled: [to Impress Fleur])
. . Invulnerabilities: Immunity 3 (racial trait, Disease, Environmental Condition: Heat, Suffocation: Tracheal Obstructions; Feature: Longevity (Up to 557 years))
. . Resistances: Immunity 11 (racial trait, Custom: Mental Control 5, Damage Effect: Fire Damage, Sleep; Feature 2: Daydreamer; Limited - Half Effect)
. . Veela Perception: Senses 8 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Counters Illusion: Vision, Low-light Vision, Radius: Magic Awareness)

Equipment
Light Armor

Offense
Initiative +7
Enthralling Presence: Burst Area Affliction 5 (DC Will 15)
Expelliarmus: Damage 10, +10 (DC 25)
Fire Bolts: Damage 6, +10 (DC 21)
Fireball: Burst Area Damage 6 (DC 21)
Grab, +5 (DC Spec 16)
Ignis Laqueis: Cumulative Affliction 5, +5 (DC Will 15)
Obliviate: Concentration Burst Area Affliction 7 (DC Will 17)
Patronus Shield: Concentration Burst Area Affliction 10 (DC Will 20)
Somnus: Concentration Cumulative Affliction 6, +10 (DC Will 16)
Sword Strike: Strength-based Damage 5, +7 (DC 26)
Throw, +4 (DC 21)
Unarmed, +5 (DC 21)

Complications
- Aerophobia: Fleur experiences intense fear whenever she thinks about getting on a magical broomstick and flying about in the air. However, this fear doesn't seem to bother her if she is riding as a passenger on a magical beast, such as a hippogriff, or using her Battle Form's wings.
- Guy Magnet: Fleur's heritage as a Veela means that she is a living and breathing personification of this concept.
- Honor: Fleur will always keep her word, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Recognition: Fleur decided to participate in the Triwizard Tournament because she wants to prove her worth to the other students of Beauxbatons.
- Relationships: Fleur is the eldest child of Apolline and Jacques Delacour, and therefore the older sister of Gabrielle Delacour. She has also admitted to having a wand with one of her grandmother's hairs as it's core, indicating that they have a remarkably close relationship.
- Weakness: Fleur suffers an additional degree of effect from cold-based attacks and wrought iron weaponry.

Languages
English, French [Native], Veelish

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 10/6, Will 10

Power Points
Abilities 86 + Powers 78 + Advantages 21 + Skills 27 (54 ranks) + Defenses 14 = 226

--------------------
Build Comments
I've decided to add a Daze feature using Persuasion as the base skill, since there are characters, such as Veela, who have such forceful personalities to be capable of using said skill for dazing an enemy. The only reason Harry lacks the advantage, is because I intend for it to be more of a seduction tactic than a negotiation tool.
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Iunctis Viribus Brainstorm & Notes

Post by DalkonCledwin »

Iunctis Viribus
Premise: Harry Potter had always wondered what sort of secret was so important that it required a Basilisk gate bouncer. Of course, he should have known that some secrets are better left undisturbed, because now he knew that extraterrestrials were real, and that the ones from Klyntar can form symbiotic relationships with unsuspecting humans! «Venom Movie AU»
Required Inclusions:
- Harry must discover and form a bond with one of the Symbiotes from Klyntar at some point during the course of his fourth or fifth years at Hogwarts School of Witchcraft and Wizardry.
- Harry is allowed to express hesitance in regards to his Symbiote, but must ultimately accept his new companion in a way that sets him apart from Peter Parker, who rejected Venom.
- This story must be set in an alternate reality from the Marvel Cinematic Universe, meaning that events from the movies may not occur in exactly the same way, if they occur at all.
- Harry’s magic must somehow combine with the Symbiote and effectively rid the thing of its two inherent weaknesses (sonic vibrations that give off 4 to 6 kHz frequencies and fire).
- Unfortunately, Harry’s Symbiote will have no idea how to handle his emotions, causing it to occasionally react in ways which are not at all appropriate to the situation at hand.
- Harry must still have friends and allies in spite of the Symbiote’s existence, with their individual identities, House affiliations (if any) and origin stories being entirely negotiable.
Preferred Inclusions:
- Out of pure irony, Harry and his Symbiote could gain respect, and possibly even admiration, from the Acromantula who live within the Forbidden Forest at Hogwarts.
- Harry should allow his Symbiote to declare open season on Voldemort and his Death Eaters, knowing that it would be entirely futile to try stopping the thing from eating their enemies.
- Harry and his Symbiote should interfere in the events which are depicted in the movie “Spider-Man: Into the Spider-Verse” since that isn’t actually part of the MCU.
Optional Inclusions:
- Harry’s Symbiote could actually be one that arrived on Earth centuries ago and remained in stasis within the Chamber of Secrets until Harry visits the place during his 4th or 5th years.
- Harry’s Symbiote could reproduce and bestow it’s child(ren) upon his lover(s).
Forbidden Things:
- Harry being completely abandoned due to his new powers and abilities.
- Harry losing access to his Symbiote for more than an hour.
- Harry rejecting his bond with the Symbiote.
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Requiem / The MCs / Iunctis Viribus

Post by DalkonCledwin »

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Requiem (Harry Potter) - PL 11
Age: 14 / Height: 5' 4" / Weight: 152 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Potter-Longbottom Alliance / Base of Operations: Potter Manor, Stinchcombe

Strength 8/1, Stamina 10/3, Agility 3, Dexterity 3, Fighting 3, Intellect 3, Awareness 5, Presence 5

General Advantages
All-out Attack, Artificer, Attractive, Beginner's Luck, Benefit, Social Class 2 (Land Owning), Benefit, Wealth 2 (Independently Wealthy), Connected, Conviction, Daze (Intimidation), Equipment 5, Fascinate (Persuasion), Improved Grab, Improved Hold, Inspire 2, Languages 1, Leadership, Second Chance: (Resisting Mental Control), Startle, Teamwork

Enhanced Advantages
Accelerated Climb, Agile Feint, Evasion, Fighting Climb, Move-by Action, Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+13/+9), Close Combat: Brawling 2 (+7/+5), Expertise (AWE): Popular Culture 4 (+9), Expertise (DEX): Broom Flight 6 (+9), Expertise: Magic 8 (+11), Insight 4 (+9), Intimidation 4 (+9), Investigation 4 (+7), Perception 8 (+13), Persuasion 6 (+11), Ranged Combat: Magic 5 (+8), Stealth 6 (+9)

Powers
Holly & Phoenix Feather Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Bombarda: Burst Area Damage 8 (curse, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Confundo: Concentration Affliction 8 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Auditory)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: to Dementors, Lethifolds & other similar creatures, Limited: to Forcing Targets Away from Warded Area, Tiring)
. . . . Expelliarmus: Damage 12 (charm, DC 27; Disarming, Increased Range: ranged; Nonlethal)
. . . . Point Me: Senses 12 (divination, Accurate: Detect Target Object, Acute: Detect Target Object, Detect: Target Object [Mental] 2: ranged, Direction Sense, Distance Sense, Extended: Detect Target Object 3: x1k, Radius: Detect Target Object, Tracking: Detect Target Object 1: -1 speed rank; Sustained, Variable Descriptor 2: broad group - Targeted Object)
. . . . Relashio: Linked Effect
. . . . . . Let Go!: Cumulative Affliction 5 (Linked; jinx, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 15; Cumulative, Increased Range: ranged; Limited Degree)
. . . . . . Unbind: Nullify 5 (Linked; jinx, Counters: Bindings & Restraints, DC 15; Broad, Simultaneous)
. . . . Reparifors: Healing 12 (healing magic; Restorative; Tiring)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Magical Human Physiology
. . Fast Healing: Regeneration 2+5 ([Stacking ranks: +5], racial trait, Every 1.42 rounds)
. . Invulnerabilities: Immunity 4 (racial trait, Uncommon Descriptor: All Diseases, Uncommon Descriptor: All Poisons; Feature: Longevity (Up to 297 years))
. . Magical Awareness: Senses 5 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Radius: Magic Awareness)
The Cloak of Invisibility (Easily Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 4 (cosmic relic, All Visual Senses; Affects Others, Feature: This Cloak's effect is not nullified by Thief's Downfall; Distracting, Limited: Can only conceal a single adult or up to three children at any given time, Passive)
The Requiem Symbiote (Removable)
. . Accelerated Healing: Regeneration 5 (symbiosis, Every 2 rounds; Feature: Also allows the Symbiote itself to recover from "Injuries", Stacks with: Fast Healing: Regeneration 2+5)
. . Alter Ego: Enhanced Trait 35 (symbiosis, Acrobatics +4 (+13), Stamina +7 (+10), Strength +7 (+8), Close Combat +2 (+7), Advantages: Accelerated Climb, Agile Feint, Fighting Climb, Takedown)
. . Cellular Morphing
. . . . Camouflage: Concealment 4 (bio-sculpting, Other Sense Type: Magical Senses, Sense - Sight; Blending [2 ranks only], Notes: Blending is for Visual concealment only)
. . . . Imitation: Morph 2 (bio-sculpting, +20 Deception checks to disguise; Narrow group; Feature: Quick Change, Notes: People of roughly the same size and gender as Harry)
. . Constituent-Matter Manipulation: Array
. . . . Climbing Claws: Movement 1 (bio-sculpting, Wall-crawling 1: -1 speed rank; Limited: to Surfaces Where the Claws Can Get Purchase)
. . . . Constituent-Matter Shield: Create 10 (bio-sculpting, Volume: 1000 cft., DC 20; Stationary, Tether; Diminished Range 3, Permanent, Quirk 3: No Complex Objects, Requires an Anchor, Dissolves after an hour)
. . . . Eldritch Bolts: Damage 8 (power duplication, DC 23; Increased Range: ranged, Multiattack, Variable Descriptor 2: broad group - Any Magical)
. . . . Organic Weaponry: Strength-based Damage 2 (bio-sculpting, DC 25; Variable Descriptor: close group - Piercing or Slashing)
. . . . Symbiote Tendrils: Move Object 11 (bio-sculpting, 50 tons; Accurate 4: +8, Split: 2 targets, Tether; Diminished Range 2)
. . Hard to Hit: Feature 1 (symbiosis, Notes: Attacking the Symbiote directly always imposes the standard (-5) penalty on the Smash Maneuver's Attack Roll even if the assailant possesses the Improved Smash advantage.)
. . Incredible Moves: Array
. . . . Fleet of Foot: Speed 2 (symbiosis, Speed: 8 miles/hour, 120 feet/round)
. . . . Super-Leaping: Leaping 2 (symbiosis, Leap 30 feet at 8 miles/hour)
. . Limb Extension: Elongation 1 (bio-sculpting, Elongation: 15 feet, +1 to grab)
. . Protective Hide: Protection 2 (symbiosis, +2 Toughness; Impervious [4 extra ranks], Sustained)
. . Spaceworthy: Immunity 5 (symbiosis, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All))
. . Symbiotic Perception: Senses 7 (symbiosis, Communication Link: The Nocturne Symbiote & Host, Danger Sense: Vision, Infravision, Radius (Type): Visual Senses, Tracking: Infravision 2: full speed, Advantages: Evasion, Move-by Action, Uncanny Dodge; Feature 3: Symbiotic Mind Link (Directed Inspiration))

Equipment
Potter Manor

Offense
Initiative +3
Bombarda: Burst Area Damage 8 (DC 23)
Confundo: Concentration Affliction 8 (DC Will 18)
Eldritch Bolts: Damage 8, +8 (DC 23)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Damage 12, +8 (DC 27)
Grab, +8 (DC Spec 19)
Let Go!: Cumulative Affliction 5, +8 (DC Will 15)
Organic Weaponry: Strength-based Damage 2, +7 (DC 25)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Symbiote Tendrils: Move Object 11, +11 (DC 21)
Throw, +3 (DC 23)
Unarmed, +7 (DC 23)
Unbind: Nullify 5, +8 (DC Will 15)

Complications
- Destiny: It is Harry's destiny to be the one that ultimately vanquishes the dark wizard who styles himself as "Lord Voldemort."
- 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 young man, who will often act without considering the consequences, even when he is being advised of those consequences by people 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.
- Nemesis: Albus Dumbledore wishes to sculpt Harry into a sacrificial lamb that he can throw at Voldemort in hopes that the lad's death will act as catalyst which will allow the old goat to swoop in and defeat the so-called Dark Lord once and for all. Defeat, but certainly not vanquish.
- Obsession: The Symbiotes of Klyntar are predators of the first order, but in lieu of viable prey they will settle for chocolate... lots, and lots of chocolate; and if it's a Chocolate Frog, even better!
- Quirk: The Requiem Symbiote will often react to both danger and societal stressors in rather odd ways that could have a negative influence on Harry’s reaction to those same situations.

Languages
English [Native], Parseltongue (Secret)

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

Power Points
Abilities 52 + Powers 125 + Advantages 26 + Skills 32 (63 ranks) + Defenses 21 = 256

--------------------
Home Sweet Home
Potter Manor - PL 11

Toughness 10, Size Huge

Features:
Artificer's Lab, Concealed 2 (DC 25), Dual Size: (Medium), Floo Aperture, Grounds (Gargantuan), Gym, Library, Living Space, Mystic Locale, Personnel (Dobby), Ritual Chamber, Sealed, Self-repairing 1, Wards 2 (DC 25)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 16 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 21
--------------------
Build Comments
I've made the Symbiote a removable device because it can actually be "removed" in certain situations, and because it can also be attacked independently of Harry, even if it isn't easy to do.
Last edited by DalkonCledwin on Mon Oct 18, 2021 5:36 pm, edited 6 times in total.
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Neville Longbottom / The MCs / Iunctis Viribus

Post by DalkonCledwin »

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Neville Harfang Longbottom - PL 8
Age: 14 / Height: 5' 5" / Weight: 143 lbs / Hair Color: Brown / Eye Color: Amber
Group Affiliations: The Potter-Longbottom Alliance / Base of Operations: Longbottom Manor, Sherborne, Dorset, England

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

Advantages
Artificer, Attractive, Benefit, Social Class 2 (Land Owning), Benefit, Wealth 2 (Independently Wealthy), Connected, Conviction, Cool: (Expertise (PRE): Dancing), Defensive Roll 2, Equipment 2, Fascinate (Persuasion), Improved Critical: (Swords), Improved Disarm, Improved Smash, Inspire 2, Leadership, Weapon Bind

Skills
Athletics 8 (+9), Close Combat: Swords 2 (+6), Expertise (AWE): Gardening 8 (+12), Expertise (PRE): Dancing 6 (+10), Expertise: Herbology 8 (+10), Expertise: Magic 8 (+10), Insight 4 (+8), Perception 4 (+8), Persuasion 6 (+10), Ranged Combat: Magic 4 (+6), Stealth 4 (+6)

Powers
Ash & Dragon Heartstring Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Bumastus: Burst Area Affliction 6 (verdant magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 16; Burst Area: 30 feet radius sphere, DC 16, Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . . . Episkey: Healing 10 (healing magic; Increased Range: ranged; Diminished Range 3, Tiring)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Burst Area Nullify 6 (charm, Counters: Magical Effects, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous; Limited: Doesn't work on Alteration effects)
. . . . Herbivicus Duo: Environment 6 (verdant magic, Impede Movement (2 ranks), Visibility (-2), Radius: 900 feet; Increased Duration: continuous, Selective; Build Up, Tiring)
. . . . Herbivicus: Create 6 (verdant magic, Volume: 60 cft., DC 16; Increased Duration: continuous, Innate)
. . . . Immobulus: Cone Area Affliction 7 (charm, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Will, DC 17; Cone Area 2: 120 feet cone, DC 17, Extra Condition; Limited: Visually Impaired/Disabled/Unaware Only)
. . . . Locomotor Mortis: Cumulative Affliction 10 (curse, 1st degree: Hindered and Impaired, 2nd degree: Prone and Disabled, Resisted by: Dodge, Overcome by Strength, DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited: Agility Impaired/Disabled Only, Limited Degree)
Magical Human Physiology
. . Invulnerabilities: Immunity 1 (racial trait, Rare Descriptor: Muggle Diseases; Feature: Longevity (Up to 159 years))
. . Magical Awareness: Senses 5 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Radius: Magic Awareness)

Equipment
Fencing Foil, Heavy Robes

Offense
Initiative +2
Bumastus: Burst Area Affliction 6 (DC Fort/Will 16)
Expelliarmus: Damage 10, +6 (DC 25)
Fencing Foil, +6 (DC 18)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Grab, +4 (DC Spec 11)
Immobulus: Cone Area Affliction 7 (DC Will 17)
Locomotor Mortis: Cumulative Affliction 10, +6 (DC Fort/Will 20)
Throw, +2 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Accident Prone: Neville must roll on a 20 sided dice each time he wishes to brew a potion, and will suffer a catastrophic accident whenever the result comes up as a 10 or less. This also has the usual drawbacks for failing the die roll associated with the Unreliable (Roll) flaw.
- Honor: Neville will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Motivation: Justice: Neville wishes to take revenge on Bellatrix Lestrange and her cronies for what they did to his parents all those many years ago, and has decided to accept Harry's offer of assistance in reaching that goal.
- Reputation: A lot of people consider Neville to be nothing more than a useless Squib.
- Unreliable Wand: Ash wands are notorious for their unwillingness to work properly for anyone but their original owner. As such, Neville is treated as though his spells had the Unreliable (Roll) flaw since he inherited his current wand from his father.

Languages
English [Native]

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

Power Points
Abilities 48 + Powers 23 + Advantages 21 + Skills 31 (62 ranks) + Defenses 13 = 136
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Spider-UK / The MCs / Iunctis Viribus

Post by DalkonCledwin »

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Spider-Man - PL 11
Age: 18 / Height: 5' 7" / Weight: 157 lbs / Hair Color: Light Brown / Eye Color: Blue
Group Affiliations: The Captain Britain Corps / Base of Operations: Braddock Manor, Maldon, Essex, England

Strength 15/8, Stamina 11/8, Agility 6, Dexterity 6, Fighting 7, Intellect 4, Awareness 5, Presence 2

General Advantages
Attractive, Benefit, Social Class 3 (Nobility), Benefit, Wealth (Well-Off), Connected, Daze (Deception), Eidetic Memory, Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Improved Initiative, Inspire 2, Interpose, Inventor, Languages 1, Leadership, Lionheart 2, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Second Chance: (Perception Checks for Noticing Concealed Doors), Takedown, Taunt, Teamwork, Well-informed

Enhanced Advantages
Agile Feint, Defensive Attack, Evasion 2, Fighting Climb, Improved Defense, Move-by Action, Redirect, Skill Mastery: (Acrobatics)

Skills
Acrobatics 0 (+14/+6), Athletics 0 (+21/+15), Deception 6 (+8), Expertise (AWE): Photography 8 (+13), Expertise (AWE): Streetwise 4 (+9), Expertise: British Folklore 6 (+10), Expertise: The Sciences 10 (+14), Insight 4 (+9), Investigation 4 (+8), Perception 6 (+11), Persuasion 4 (+6), Ranged Combat: Archery 2 (+8), Ranged Combat: Web-Spinners 6 (+12), Stealth 4 (+10), Technology 8 (+12)

Powers
Incredible Moves: Array
. . Lightning Speed: Speed 5 (racial talent, Speed: 60 miles/hour, 900 feet/round; Limited: The last three ranks only apply while Spider-Man is swinging around a city's skyline [3 ranks only])
. . Super-Leaping: Leaping 2 (racial talent, Leap 30 feet at 8 miles/hour)
Otherworlder Hybrid Physiology
. . Body Resistance: Impervious Toughness 5 (racial trait; Limited: Not vs. Wrought Iron)
. . Expanded Awareness: Senses 10 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Darkvision, Extended: Ranged Touch 1: x10, Low-light Vision, Radius: Magic Awareness, Ranged: Touch)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Otherworlder Resistance: Immunity 6 (racial trait, Custom: Mental Control 5, Sleep; Feature 2: Daydreamer; Limited - Half Effect)
. . Spider-Balance: Enhanced Trait 15 (racial trait, Acrobatics +8 (+14), Athletics +6 (+21), Advantages: Agile Feint, Defensive Attack, Evasion 2, Improved Defense, Move-by Action, Redirect, Skill Mastery)
. . Spider-Locomotion: Movement 3 (racial trait, Sure-footed 1, Wall-crawling 2: full speed, Advantages: Fighting Climb)
. . Spidey-Proofing: Immunity 5 (racial trait, Custom: Immune-System Effects 5; Feature: Longevity (Up to 451 years); Quirk: Doesn't protect Spider-Man from effects which specifically target Spiders)
. . Tough: Protection 1 (racial trait, +1 Toughness)
Spider-UK Costume (Removable)
. . Alter Ego: Enhanced Trait 20 (legendary object, Stamina +3 (+11), Strength +7 (+15))
. . Flight Generator: Flight 8 (legendary object, Speed: 500 miles/hour, 1 mile/round; Concentration)
. . Personal Force Field: Impervious Toughness 7 (legendary object; Sustained)
Web-Spinners (Removable)
. . A Utility Belt by Any Other Name: Array
. . . . Slingshot: Leaping 10 (chemical, Leap 1 mile at 250 miles/hour in 12 seconds; Affects Others; Quirk: Requires an Anchor)
. . . . Web-Balls: Damage 5 (projectile, DC 20; Increased Range: ranged, Multiattack; Nonlethal)
. . . . Web-Blinders: Cumulative Affliction 10 (chemical, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Dodge, Overcome by Fortitude or Strength, DC 20; Cumulative, Increased Range: ranged, Split: 2 targets; Diminished Range)
. . . . Web-Glider: Flight 3 (chemical, Speed: 16 miles/hour, 250 feet/round; Gliding)
. . . . Web-Nets: Shapeable Area Movement 3 (chemical, Extra Ranks 2, Safe Fall; Affects Others, Shapeable Area 6: 1000 cft., DC 13, Increased Range: ranged; Quirk: Requires an Anchor)
. . . . Web-Shield: Create 10 (chemical, Volume: 1000 cft., DC 20; Stationary, Tether; Diminished Range 3, Permanent, Quirk 3: No Complex Objects, Requires an Anchor, Webbing dissolves after an hour)
. . . . Web-Snare: Cumulative Affliction 10 (chemical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 20; Cumulative, Extra Condition, Increased Range: ranged, Split: 2 targets; Diminished Range, Limited Degree, Quirk: Webbing disolves after an hour)
. . . . Web-Throwing: Move Object 10 (chemical, 25 tons; Split: 2 targets, Tether; Diminished Range 2)
. . Swing Line: Movement 1 (chemical, Swinging)

Equipment
Camera, Mini-tracer, Multi-tool

Offense
Initiative +10
Grab, +7 (DC Spec 25)
Throw, +6 (DC 30)
Unarmed, +7 (DC 30)
Web-Balls: Damage 5, +12 (DC 20)
Web-Blinders: Cumulative Affliction 10, +12 (DC Fort/Will 20)
Web-Snare: Cumulative Affliction 10, +12 (DC Fort/Will 20)
Web-Throwing: Move Object 10, +12 (DC 20)

Complications
- Aerophobia: Spider-Man is absolutely terrified of flying, as opposed to swinging around on his Web-Spinners, and is therefore considered to be Vulnerable while using his Spider-UK Costume's Flight Generator.
- Honor: Spider-Man lives by a personal code of honor. He will never take undue advantage of an enemy who he has already beaten, and he prefers to avoid hurting women, even if they are his enemies. Lastly, he will never lie, and he always attempts to uphold the common good.
- Motivation: Patriotism: Spider-Man is also known as Spider-UK, and as such is regarded as one of Great Britain's more notable defenders right alongside of his father, the presiding Captain Britain.
- Prejudice: Spider-Man is but a mere cadet within the Captain Britain Corps, and is also the only member of the Corps who has an alternative set of powers from the norm. As such, he is usually regarded with a level of derision by the higher-ups in the organization, with this being most notable in the case of Lady Saturnyne.
- Relationships: Spider-Man is the younger brother of Jimmy, Betsy and Brian Braddock, as well as the son of Baron James Braddock Snr and his Lady Wife, Elizabeth Braddock.
- Secret Identity: Spider-Man tries to keep his civilian identity as The Honourable William Edwin 'Billy' Braddock a secret from the nefarious criminals who populate the streets of the Greater London and Essex metropolitan areas.
- Watchers: Spider-Man was once a member of the Captain Britain Corps, and is even now monitored by the members therein as they feel it is their responsibility to ensure that he does not become a threat to the Greater Good.

Languages
English [Native], French

Defense
Dodge 10, Parry 10, Fortitude 11/8, Toughness 12/9 (Imp. 12/5), Will 10

Power Points
Abilities 92 + Powers 112 + Advantages 28 + Skills 36 (72 ranks) + Defenses 12 = 280
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Gotta Be Somebody Brainstorm & Notes

Post by DalkonCledwin »

Gotta Be Somebody
Premise: Leaving his friends and family behind in Great Britain was quite possibly the hardest thing Harry Potter was ever asked to do, but it would also prove to be one of the most rewarding things he’s ever done in his entire life as he would now be able to help shape young minds, while also protecting the world from far greater threats than Voldemort ever was.
Required Inclusions:
- Harry Potter’s friends and loved ones must basically order him to leave Great Britain and pursue a life of his choosing, instead of continuing to float along the tide of popular opinion.
- In response to this demand, Harry must collect any essential belongings and procure a Gringotts Black Card before making his way across the Atlantic Ocean.
- Harry must begin looking for both a job and a sound business investment once he arrives in the United States, leading to his discovery of Xavier’s School for Gifted Youngsters.
- Harry must secure a meeting with Headmaster Charles Xavier and his acting Deputy Headmistress, Ororo Munroe, so that he can inquire about a job and investment opportunities.
- Naturally, Harry will be floored by Ororo’s beauty, and she’ll also be attracted to him almost immediately. This will naturally sell all interested parties on a lasting relationship.
- Harry ‘s primary responsibility will be helping students with transformative, energetic and mystical mutations learn how to control their superhuman abilities.
Preferred Inclusions:
- Harry should operate on approximately the same level of power as a Master of the Mystic Arts, even if not the same level as the presiding Sorcerer Supreme of Earth.
- Harry should take advantage of Xavier’s advanced psychic powers in order to properly master Occlumency, so he can help Ororo develop that same skill, which will liberate her emotions.
- Harry and Ororo should share the role of Field Leaders for the X-Men until such time as the First Class is ready to take on leadership roles of their own.
Optional Inclusions:
- Instead of becoming Mistress Death’s master, uniting the Deathly Hallows could actually give someone an unlimited lifespan, much like how the Ancient One didn’t look a day over thirty.
- To go along with that, Ororo Munroe could actually become a bona fide deity.
Forbidden Things:
- Harry and Ororo, the Malevolent Emo Doormats.
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