Dalkon's Revised & Expanded Potterverse Thread

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DalkonCledwin
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Aqualad / The Team / Oh, Golden Lord of Darkness

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Aqualad (Kaldur'ahm) - PL 10
Age: 16 / Height: 5' 11" / Weight: 185 lbs
Hair Color: Blonde / Eye Color: Green

Strength 8, Stamina 7, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 4

Advantages
Agile Feint, Benefit, Status: Young Justice Team Leader, Defensive Roll, Equipment 1, Evasion, Favored Environment: Aquatic, Improved Critical 2: Water Weapons, Improved Initiative, Languages 1, Leadership, Power Attack, Ranged Attack 3, Ritualist, Takedown, Team Code, Teamwork

Skills
Acrobatics 8 (+12), Athletics 8 (+16), Expertise: Atlantean Magic 4 (+6), Insight 6 (+10), Perception 8 (+12), Persuasion 4 (+8), Ranged Combat: Water Pulses 2 (+5), Sleight of Hand 4 (+7), Technology 4 (+6), Vehicles 4 (+7)

Powers
Aquatic Movement: Array
. . Dolphin Leap: Leaping 3 (talent, Leap 60 feet at 16 miles/hour; Limited: to Leaping From Water)
. . Speed-Swimming: Swimming 8 (talent, Speed: 120 miles/hour, 1800 feet/round)
Atlantean Hybrid Physiology
. . Aquatic Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
. . Aquatic Perception: Senses 7 (racial, Accurate (Type): Auditory Senses, Darkvision, Ultra-hearing)
. . Built for the Depths: Impervious Toughness 6 (racial)
. . Invulnerabilities: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Resistances: Immunity 10 (racial, Common Descriptor: Cold Effects; Limited - Half Effect)
Electrocharge Coils: Array
. . Electrify Pulses: Cumulative Affliction 10 (atlantean magic, electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Linked: Water Pulses: Damage 10)
. . Electrify Wave: Cumulative Cone Area Affliction 10 (atlantean magic, electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Linked: Water Wave: Cone Area Move Object 10)
. . Electrify Weapons: Cumulative Affliction 12 (atlantean magic, electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Linked: Water Weapons: Strength-based Damage 4)
. . Scramble: Nullify 10 (atlantean magic, electricity, Counters: Electronics, DC 20; Affects Objects Only, Simultaneous)
Water Bearers (Easily Removable)
. . Hydrokinesis: Array
. . . . Water Pulses: Damage 10 (atlantean magic, water, DC 25; Accurate: +2, Increased Range: ranged, Split: 2 targets)
. . . . Water Shaping: Create 10 (atlantean magic, water, Volume: 1000 cft., DC 20; Reduced Range: close)
. . . . Water Wave: Cone Area Move Object 10 (atlantean magic, water, 25 tons, DC 25; Cone Area: 60 feet cone, DC 20, Damaging; Limited: to Pushing Targets Away from Kaldur, Limited Material: Water, Reduced Range: close)
. . . . Water Weapons: Strength-based Damage 4 (atlantean magic, DC 27; Reach (melee) 6: 30 ft., Variable Descriptor: close group - Bludgeoning, Piercing or Slashing)
. . Parry & Block: Enhanced Trait 4 (martial, Dodge +2 (+12), Parry +2 (+12))

Equipment
Commlink, GPS Receiver, Restraints

Offense
Initiative +8
Electrify Pulses: Cumulative Affliction 10, +6 (DC Fort 20)
Electrify Wave: Cumulative Cone Area Affliction 10 (DC Fort 20)
Electrify Weapons: Cumulative Affliction 12, +8 (DC Fort 22)
Grab, +8 (DC Spec 18)
Scramble: Nullify 10, +6 (DC Will 20)
Throw, +6 (DC 23)
Unarmed, +8 (DC 23)
Water Pulses: Damage 10, +10 (DC 25)
Water Wave: Cone Area Move Object 10 (DC 25)
Water Weapons: Strength-based Damage 4, +8 (DC 27)

Complications
- Dark Secret: Aqualad is unaware that his father is not Cal Durham, but Black Manta.
- Motivation: Responsibility: As an envoy of Atlantis, Aqualad is charged with protecting others and thwarting evil.
- Power Loss: Unlike other Atlanteans, Aqualad is entirely incapable of manipulating water without the assistance of his Water Bearers.
- Responsibility: Aqualad is the leade of The Team, making their problems his responsibility.
- Weakness: Aqualad dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Languages
Atlantean [Native], English

Defense
Dodge 12/10, Parry 12/10, Fortitude 11, Toughness 8/7 (Imp. 6), Will 9

Power Points
Abilities 80 + Powers 82 + Advantages 19 + Skills 26 (52 ranks) + Defenses 17 = 224
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Superboy / The Team / Oh, Golden Lord of Darkness

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Superboy (Conner Kent) - PL 11 (w/ Patch) & 10 (w/o Patch)
Age: Physically 16 / Height: 5' 8" / Weight: 158 lbs
Hair Color: Black / Eye Color: Green

Strength 16/13/2, Stamina 11/9/2, Agility 3, Dexterity 2, Fighting 6, Intellect 3/5, Awareness 3, Presence 3

General Advantages
All-out Attack, Animal Empathy, Attractive, Badboy, Beginner's Luck, Extraordinary Effort, Great Endurance, Interpose, Languages 1, Lionheart 2, Power Attack, Ranged Attack 3, Takedown, Team Code, Teamwork

Enhanced Advantages
Diehard, Fearless, Improved Initiative 2, Move-by Action

Skills
Athletics 4 (+20), Expertise: The Justice League 8 (+11), Expertise: The Sciences 4 (+7), Insight 4 (+7), Intimidation 4 (+7), Investigation 4 (+7), Perception 4 (+7), Technology 4 (+7), Treatment 4 (+7)

Powers
Advanced Movement: Array
. . Hyper Running: Speed 7 (racial, talent, Speed: 250 miles/hour, 0.5 miles/round)
. . Super-Leaping: Leaping 5 (racial, talent, Leap 250 feet at 60 miles/hour)
Gene Suppression Shield (Removable)
. . Augmented Assault: Array
. . . . Freeze Breath: Cumulative Cone Area Affliction 9 (cold, technological, 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 19; Cone Area: 60 feet cone, DC 19, Cumulative, Extra Condition; Limited Degree)
. . . . Heat Vision: Damage 13 (heat, technological, DC 28; Increased Range: ranged, Precise)
. . . . Super-Breath: Cone Area Move Object 9 (technological, wind, 12 tons; Cone Area 2: 120 feet cone, DC 19, Selective; Limited Direction: Towards / Away, Limited Material: Air, Reduced Range: close)
. . Augmented Locomotion: Array
. . . . Soar the Spaceways: Movement 2 (technological, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . . . Unsupported Flight: Flight 13 (technological, Speed: 16000 miles/hour, 30 miles/round)
. . Fast Action: Quickness 6 (technological, Perform routine tasks in -6 time ranks)
. . Humanity Suppression: Enhanced Trait 10 (technological, Strength +3 (+16), Stamina +2 (+11), Intellect -2 (+3), Advantages: Fearless, Improved Initiative 2, Move-by Action)
. . Self-Sustenance: Immunity 3 (technological, Sleep, Suffocation (All))
. . X-Ray Vision: Senses 4 (technological, Penetrates Concealment: Vision; Limited: Vision does not penetrate lead-based concealment)
Genomorph Physiology
. . Advanced Perception: Senses 6 (racial, Extended: Hearing 1: x10, Extended: Vision 2: x100, Microscopic Vision 2: cell-size, Ultra-hearing)
. . Body Resistance: Protection 4 (racial, +4 Toughness)
. . Fast Healing: Regeneration 3 (racial, Every 3.33 rounds, Advantages: Diehard)
. . Invulnerabilities: Immunity 7 (racial, Disease, Environmental Conditions (All), Poison; Feature: Longevity)
. . Living Solar Battery: Enhanced Trait 36 (racial, Strength +11 (+16), Stamina +7 (+11))
. . True Invulnerability: Impervious Toughness 13 (racial)

Offense
Initiative +11/3
Freeze Breath: Cumulative Cone Area Affliction 9 (DC Fort 19)
Grab, +6 (DC Spec 26/23)
Heat Vision: Damage 13, +5 (DC 28)
Super-Breath: Cone Area Move Object 9 (DC 19)
Throw, +5 (DC 31/28)
Unarmed, +6 (DC 31/28)

Complications
- Hatred: Conner absolutely despises Simians, and hates the ones that have become Supervillains even more.
- Motivation: Recognition: Conner wants acknowledgement from Superman, and was initially horrified to learn he had a connection to Lex Luthor. However, he doesn't want to look the gift horse in the mouth as Lex is both supplying him with Shields and seems to accept him as a son.
- Relationship: Conner has romantic feelings for M'gann.
- Temper: A Gene Suppression Shield is a small patch that will boost Conner's powers to a level where he approaches a true Kryptonian for up to an hour at a time. However, they do this by suppressing the component of his genome that is native to Earth, which can result in Conner entering a blood frenzy where he would be incapable of differentiating between friend and foe.
- Weakness: While not as susceptible as Superman, Conner is still vulnerable to Kryptonite in all of it's forms.

Languages
English [Native], Kryptonian

Defense
Dodge 7, Parry 7, Fortitude 15/13, Toughness 15/13 (Imp. 13), Will 7

Power Points
Abilities 52 + Powers 141 + Advantages 18 + Skills 20 (40 ranks) + Defenses 13 = 244
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Miss Martian / The Team / Oh, Golden Lord of Darkness

Post by DalkonCledwin »

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Miss Martian (M'gann M'orzz) - PL 10
Age: 16 (48) / Height: Usually 5' 6" / Weight: Usually 119 lbs
Hair Color: Usually Auburn / Eye Color: Usually Amber

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

General Advantages
Assessment, Attractive, Connected, Defensive Attack, Eidetic Memory, Equipment 10, Fascinate (Persuasion), Guidance, Improved Critical: Psychokinetic Flurry, Inspire 2, Interpose, Languages 1, Leadership, Lionheart 2, Move-by Action, Power Attack, Ranged Attack 4, Set-up, Takedown, Team Code, Teamwork, Untapped Potential, Well-informed, White Knight

Enhanced Advantages
Diehard, Great Endurance, Improved Grab, Luck 3

Skills
Acrobatics 4 (+8), Athletics 4 (+14), Deception 4 (+6), Expertise: Hello, Megan 10 (+13), Expertise: The Sciences 4 (+7), Insight 4 (+6), Investigation 4 (+7), Perception 6 (+8), Persuasion 8 (+10), Stealth 4 (+8), Technology 4 (+7), Treatment 4 (+7), Vehicles 4 (+7)

Powers
Martian Morphology: Array
. . Chameleon Camouflage: Concealment 4 (morphic, All Visual Senses; Blending)
. . Limb Multiplication: Extra Limbs 3 (morphic, 3 extra limbs, Advantages: Improved Grab)
Martian Movement: Array
. . Levitation: Flight 10 (telekinetic, Speed: 2000 miles/hour, 4 miles/round)
. . Soar the Spaceways: Movement 2 (telekinetic, Environmental Adaptation: Space, Space Travel 1: within solar system)
Martian Physiology
. . Body Resistance: Protection 4 (racial, +4 Toughness)
. . Invulnerabilities: Immunity 13 (racial, Critical Hits, Life Support, Sleep; Feature: Longevity)
. . Martian Perception: Senses 4 (racial, Darkvision, Extended: Hearing 1: x10, Extended: Vision 1: x10)
. . Mental Barrier: Impervious Will 12 (racial; Sustained)
. . Metaconcert: Mental Area Cosmic Communication Perception (All Senses) 1 (racial; Area, Perception (All Senses), Selective, Notes: Continental Range)
. . Metamorphic Regeneration: Regeneration 3 (racial, Every 3.33 rounds, Advantages: Diehard, Great Endurance; Persistent)
. . Shapeshifting: Morph 4 (racial, +20 Deception checks to disguise; Any form; Unreliable (roll) [2 ranks only], Notes: Unreliable is for when M'gann attempts to alter her apparent gender)
. . True Invulnerability: Impervious Toughness 12 (racial)
Psionic Potential: Array
. . Dispelling Buffer: Luck Control 1 (psychic, Spend on Other, Advantages: Luck 3; Limited: to boosting Resistance checks made against Mental powers)
. . Force Barrier: Create 10 (telekinetic, Volume: 1000 cft., DC 20; Movable, Selective)
. . Microcosm: Illusion 10 (psychic, Affects: All Sense Types, Area: 1000 cft., DC 20; Selective; Limited to One Subject, Resistible: Will)
. . Mind Control: Cumulative Affliction 10 (psychic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception)
. . Mind Probe: Cumulative Effortless Mind Reading 10 (psychic, DC 20; Cumulative, Effortless)
. . Psionic Blast: Damage 10 (psychic, DC 25; Alternate Resistance (no cost): Will, Increased Range 2: perception)
. . Psychokinetic Flurry: Damage 13 (telekinetic, DC 28; Homing 4: 4 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack, Variable Descriptor: close group - force or by projectile; Diminished Range 2, Resistible: Dodge)
. . Sense Minds: Senses 11 (psychic, Accurate: Detect Minds, Acute: Detect Minds, Detect: Minds [Mental] 2: ranged, Extended: Detect Minds 5: x100k, Radius: Detect Minds; Sustained)

Equipment
Martian Bio-Ship

Offense
Initiative +4
Grab, +8 (DC Spec 20)
Mind Control: Cumulative Affliction 10 (DC Will 20)
Mind Probe: Cumulative Effortless Mind Reading 10 (DC Will 20)
Psionic Blast: Damage 10 (DC Will 25)
Psychokinetic Flurry: Damage 13, +7 (DC Dog/Tou )
Throw, +7 (DC 25)
Unarmed, +8 (DC 25)

Complications
- Motivation: Doing Good: M'gann wants to use her powers to help the people of Earth.
- Power Loss: M'gann looses her powers and suffers a reduction of Str to 0 and Sta to 1 when she is exposed to fire.
- Prejudice: M'gann conceals her true form and heritage from everyone, thinking they'll reject her.
- Quirk: Everything M'gann knows about Earth comes from having watched a cheesy old Sitcom called "Hello, Megan" and it is based on this sitcom that she has basically modeled her entire life.
- Relationship: M'gann is romantically interested in Conner Kent.

Languages
English, Martian [Native]

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

Power Points
Abilities 80 + Powers 156 + Advantages 38 + Skills 32 (64 ranks) + Defenses 14 = 320

--------------------
Martian Bio-Ship - PL 10

Strength 13, Defense -4, Toughness 13, Size Gargantuan

Features:
Autopilot 3 (+12), Communications 2, Computer, Fire Prevention System, Holding Cells, Holding Cells (Impervious), Navigation System 3

Powers
Auxiliary Systems
. . Chameleon Camouflage: Concealment 4 (technological, All Visual Senses; Blending)
Stardrive: Array
. . Hyper-Drive: Movement 3 (technological, Space Travel 3: other galaxies)
. . Sublight Drive: Flight 12 (technological, Speed: 8000 miles/hour, 16 miles/round)

Power Points
Abilities 4 + Powers 29 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 49
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Maiglöckchen Brainstorm & Notes

Post by DalkonCledwin »

Maiglöckchen
Premise: “People assume that time is a strict progression of cause to effect, but actually — from a non-linear, non-subjective viewpoint — it's more like a big ball of wibbly-wobbly... timey-wimey... stuff.” ~ The Tenth Doctor, Doctor Who, ‘Blink.’
Required Inclusions:
- Rose Potter must travel back to the Marauder Era, and adopt the pseudonym of Rose Maiglöckchen.
- While in the Marauder Era, Rose must meet and befriend Lily Evans.
- Rose must eventually reveal who she is and where she came from to Lily.
- Rose must have a Gray moral alignment, and have no problems with using lethal force against her enemies, but only after they demonstrate a willingness to use such force themselves.
- Rose must also be willing to retaliate against the Marauders with pranks of equal measure.
- Rose must attempt to prevent certain individuals from becoming the Death Eaters of her era.
Preferred Inclusions:
- When Rose went back in time the name Maiglöckchen was fabricated, however upon her arrival in the past she discovers that it actually exists & has rather substantial holdings.
- Rose becomes a teacher at Hogwarts, rather than being a student.
- Rose somehow becoming the heir to one or more Founders and becoming Hogwarts’ owner.
- Rose being a Metamorphmagus who simply prefers a feminine form over a masculine one.
Optional Inclusions:
- Rose being paired with either Narcissa or Bellatrix (or both), as they should at least be close to graduating by the time Rose arrives in the Marauder era.
Forbidden Things:
- Pairing Rose with Sirius, Regulus or Andromeda Black.
- Rose becoming a follower of Dumbledore or Voldemort.
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DalkonCledwin
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Rose Maiglöckchen / Two Lilies / Maiglöckchen

Post by DalkonCledwin »

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Rose Bryana Maiglöckchen - PL 11
Age: 19 / Default Height: 5' 8" / Default Weight: 126 lbs
Default Hair Color: Brown / Default Eye Color: Green

Strength 1, Stamina 3, Agility 5, Dexterity 4, Fighting 6, Intellect 2, Awareness 7, Presence 4

General Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Alternate Identity: Rose Lillian Potter, Benefit, Social Class 3 (nobility), Benefit, Wealth 3 (millionaire), Chokehold, Daze (Deception), Defensive Roll 3, Equipment 4, Extraordinary Effort, Fascinate (Persuasion), Fast Grab, Favored Environment: When Fighting Favored Foe, Favored Foe: Dark Magicals, Fearless, Grabbing Finesse, Guidance, Improved Grab, Improved Hold, Improved Initiative, Improved Team Attack 2, Inspire 3, Interpose, Languages 3, Leadership, Luck, Mana Sensitive, Move-by Action, Power Attack, Quick Draw, Ranged Attack, Ritualist, Second Chance: Resisting Mental Control, Specialist: Magical Creatures: Expertise (AWE): Animal Handling, Taunt, Teamwork, Trance, Well-informed, White Knight

Enhanced Advantages
Diehard

Skills
Acrobatics 4 (+9), Athletics 4 (+5), Close Combat: Grab 4 (+10), Deception 6 (+10), Expertise (AGL): Riding 8 (+13), Expertise (AWE): Animal Handling 12 (+19), Expertise (AWE): Cooking 8 (+15), Expertise: History 10 (+12), Expertise: Magic 10 (+12), Insight 6 (+13), Intimidation 6 (+10), Investigation 6 (+8), Perception 8 (+15), Persuasion 6 (+10), Ranged Combat: Magic 2 (+6), Stealth 6 (+11), Technology 4 (+6), Treatment 4 (+6), Vehicles 4 (+8)

Powers
14" Spruce & Dragon Heartstring Wand (Easily Removable)
. . Yer A Witch, Rose: Array
. . . . Avis: Damage 8 (wizardry, DC 23; Homing 2: 2 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . . . Bombarda: Burst Area Damage 10 (force, wizardry, DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . . . Depulso: Move Object 15 (force, wizardry, 800 tons; Limited: to Flinging Targets Away)
. . . . Expelliarmus: Damage 15 (force, wizardry, DC 30; Disarming, Increased Range: ranged)
. . . . Finite Incantatem: Nullify 7 (wizardry, Counters: Magical Effects, DC 17; Broad, Effortless, Simultaneous)
. . . . Glacius Virilis: Progressive Affliction 10 (cold, wizardry, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 20; Extra Condition, Increased Range: ranged, Progressive; Limited: to Male Targets, Limited Degree)
. . . . Incendio Glacia: Environment 1 (wizardry, Heat, Light, Radius: 30 feet; Feature: Can be jarred)
. . . . Locomotor Wibbly: Affliction 15 (wizardry, 1st degree: Hindered, Resisted by: Fortitude, DC 25; Increased Range: ranged; Limited Degree 2)
. . . . Mimblewimble: Progressive Affliction 15 (wizardry, 3rd degree: Controlled, Resisted by: Will, DC 25; Increased Range: ranged, Progressive; Limited: to Halting Verbal Communication (Including Spellcasting), Limited Degree (third only))
. . . . Nullum Effugium: Burst Area Nullify 6 (wizardry, Counters: Magical Effects, DC 16; Burst Area 2: 60 feet radius sphere, DC 16, Broad, Increased Duration 2: sustained, Selective, Simultaneous; Limited: to Transportation spells, Reduced Range: close, Tiring)
. . . . Omnifracto: Progressive Weaken 10 (wizardry, Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Increased Range: ranged, Progressive; Tiring)
. . . . Point Me
. . . . . . Enhanced Tracking: Enhanced Trait 4 (Linked; wizardry, Perception +8 (+23); Limited: to Tracking)
. . . . . . Magical Tracking: Senses 4 (Linked; wizardry, Direction Sense, Distance Sense, Tracking: Mental 2: full speed; Sustained)
. . . . Reparifors: Healing 9 (wizardry; Reach (ranged) 2: 10 ft., Restorative)
. . . . Stupefy: Cumulative Affliction 10 (wizardry, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged)
Metamagic: Array
. . Careful Spell: Enhanced Extra 10 (talent; Selective, Variable Descriptor: close group - All Spells with the Area extra; Quirk: Lower of Spell or Extra's Rank, Unreliable (5 uses))
. . Distant Spell: Enhanced Extra 15 (talent; Extended Range, Variable Descriptor: close group - All Spells; Unreliable (5 uses))
. . Penetrating Spell: Enhanced Extra 15 (talent; Penetrating 15, Variable Descriptor: close group - All Spells; Quirk: Lower of Spell or Extra's Rank, Unreliable (5 uses))
. . Subtle Spell: Enhanced Extra 15 (talent; Subtle: subtle, Variable Descriptor: close group - All Spells; Unreliable (5 uses))
Metamorphmagus
. . Metamorphic Forms: Morph 2 (family magic, +20 Deception checks to disguise; Narrow group; Feature: Rose is fertile regardless of what form she has taken, Selective)
. . Metamorphic Mind: Immunity 10 (family magic, Common Descriptor: Mental Powers; Limited - Half Effect)
. . Metamorphic Regen: Regeneration 2 (family magic, Every 5 rounds, Advantages: Diehard)
Unusual Qualities
. . Parselmouth Protection: Immunity 10 (talent, Alteration Effects, Custom: Death Effects 5; Limited: to Visual Sense Dependent effects)
. . Sorcerous Resilience: Impervious Toughness 6 (accidental magic; Sustained)

Equipment
Battle Robes, Maiglöckchen Manor

Offense
Initiative +9
Avis: Damage 8, +7 (DC 23)
Bombarda: Burst Area Damage 10 (DC 25)
Depulso: Move Object 15, +7 (DC 25)
Expelliarmus: Damage 15, +7 (DC 30)
Finite Incantatem: Nullify 7, +7 (DC Will 17)
Glacius Virilis: Progressive Affliction 10, +7 (DC Fort 20)
Grab, +10 (DC Spec 14)
Locomotor Wibbly: Affliction 15, +7 (DC Fort 25)
Mimblewimble: Progressive Affliction 15, +7 (DC Will 25)
Nullum Effugium: Burst Area Nullify 6 (DC Will 16)
Omnifracto: Progressive Weaken 10, +7 (DC Fort 20)
Stupefy: Cumulative Affliction 10, +7 (DC Fort 20)
Throw, +5 (DC 16)
Unarmed, +6 (DC 16)

Complications
- Honor: Rose follows a strict code of honor when it comes to fights, and even when not fighting. She obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to her code of honor as she gets older. However, she is known to suspend these rules when engaging someone who is wearing any form of Death Eater regalia.
- Hot Teacher: Rose is only a year older than the oldest students in the castle, and her default appearance is that of an incredibly attractive female. It goes without saying that many of her students, and even some of her colleagues, have crushes on her.
- Motivation: Protector: is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Relationships: Not long after she arrived in this new timeline, Rose saved the girl who might one day be her mother from near certain death at the jaws of Fenrir Grayback. This led to a series of events that resulted in Rose becoming Lily's adoptive mother, and the two of them being invited to dine with the House of Black, where Rose would meet two other women who would soon become very important to her, as well as a very annoying 11 year old, who she had once upon a time called her Dogfather.
- Responsibility: As the new Care of Magical Creatures Professor at Hogwarts School of Witchcraft and Wizardry, it is Rose's job to ensure that there are no student fatalities that are caused by the staggering number of Class XXXXX Magical Beasts located in and around the castle environs. Which means that among other things, she'll likely need to fumigate the adjacent forest and will also need to head into the sewers in order to discuss dietary requirements for the castle's oldest living resident... of course, that assumes the Basilisk is open to negotiations.
- Temper: Rose is a tempestuous young lady, who will often act without considering the consequences, even when she is being advised of those consequences by those who might have some idea what they are talking about.

Languages
English [Native], French, German, Parseltongue

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 10/3 (Imp. 6), Will 15

Power Points
Abilities 64 + Powers 81 + Advantages 56 + Skills 59 (118 ranks) + Defenses 25 = 285

--------------------
Maiglöckchen Manor - PL 11

Toughness 10, Size Large

Features:
Concealed 1, Defense System, Grounds, Habitat, Laboratory, Library, Living Space, Personnel, Wards 2, Workshop

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

Post by DalkonCledwin »

Myth
Premise: A gentle breeze feels so relaxing, doesn’t it? Well not when you stop and realize that this same gentle breeze could accelerate to a speed that is capable of flaying you alive. Now, that same power is in the hands of an emotionally scarred young lady who happens to have multiple people gunning for her.
Required Inclusions:
- Evelyn ‘Eva’ Potter must be a mutant with the power to manipulate the wind/air.
- The magical world must mistake her mutant power for what they term ‘elementalism’, which itself is a relatively rare magical ability to begin with.
- Eva cannot have a true mentor in her abilities, and must be largely self-taught; although she can at a later point join the X-Men.
- Eva creates a localized whirlwind around herself when she gets angry, what this actually does to those caught in the whirlwind is up to the author.
- At some point someone must make a jab at Eva’s element, and learn that it is unwise to make fun of someone who can control the very air that we all rely on to breathe.
Preferred Inclusions:
- Eva having been abandoned by the Dursleys in some random forest, possibly even one so far abroad as to be a tropical rain forest.
- To go with the above, Eva’s mutation also including abilities that would help her survive in such an environment without the assistance of modern conveniences.
- This fic making use of Marvel’s Savage Land setting.
Optional Inclusions:
- Crossover with Marvel Comics, and in particular with the X-Men.
- There being some legitimate Wizarding Elementals in this story.
Pairing Requests:
- Due to the likelihood that Eva will be more comfortable with girls than with men, it is advised that she be paired with such.
- Suggestions include: X-23, Psylocke, Illyana Rasputina and/or one of the Witches from Potterverse. While Harems are encouraged, they aren’t necessary.
Forbidden Things:
- Eva forsaking her wind manipulation powers.
- Eva the Weak Emo Doormat.

--------------------
Important Notes: I've decided to experiment with a build optimization article for the characters in this scenario, so they probably will look a bit different to how I usually build the characters, but will also be only slightly over budget if I get this working properly.
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Myth / The MCs / Myth

Post by DalkonCledwin »

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Myth (Evelyn 'Eva' Potter) - PL 10
Age: 16 / Height: 5' 7" / Weight: 131 lbs
Hair Color: Black / Eye Color: Green

Strength 1, Stamina 2, Agility 4, Dexterity 1, Fighting 0, Intellect 2, Awareness 5, Presence 2

Advantages
Agile Feint, All-out Attack, Animal Empathy, Assessment, Attractive 2, Defensive Roll, Equipment 1, Extraordinary Effort, Favored Environment: Forests, Improved Initiative, Improvised Weapon, Interpose, Languages 1, Lionheart, Mana Sensitive, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ritualist, Second Chance: Perception Checks to Notice Concealed Doors, Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+10), Expertise (AWE): Survival 10 (+15), Expertise: Magic 6 (+8), Insight 6 (+11), Intimidation 4 (+6), Perception 6 (+11), Ranged Combat: Powers 5 (+6), Stealth 8 (+12), Treatment 4 (+6)

Powers
Aerokinetic Combat: Array
. . Aero Swarm: Damage 10 (wind, DC 25; Homing 2: 2 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack; Tiring)
. . Air Rifle: Damage 14 (wind, DC 29; Increased Range: ranged, Variable Descriptor: close group - Compressed Air or Small Projectiles)
. . Control Winds: Shapeable Area Move Object 8 (wind, 6 tons; Shapeable Area: 30 cft., DC 18, Indirect 4: any point, any direction, Selective; Tiring)
. . Flinging Gust: Move Object 14 (wind, 400 tons; Limited: to Flinging Targets Away)
. . Suffocation: Progressive Affliction 7 (air, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Increased Range: ranged, Progressive)
. . Whirlwind: Cylinder Area Move Object 7 (wind, 3 tons, DC 22; Cylinder Area: 30 feet cylinder, DC 17, Damaging, Selective; Reduced Range: close)
Aerokinetic Utilities: Array
. . Air Shield: Protection 7 (wind, +7 Toughness; Impervious [3 ranks only], Sustained)
. . Air Supply: Immunity 5 (air, Environmental Condition: Pressure, Environmental Condition: Cold, Environmental Condition: Vacuum, Suffocation (All); Affects Others, Sustained)
. . Gliding: Flight 10 (wind, Speed: 2000 miles/hour, 4 miles/round; Gliding)
. . Wind Conditions: Environment 5 (wind, Impede Movement (2 ranks), Radius: 500 feet; Selective; Concentration)
Random Mutant Physiology
. . Enhanced Perception: Senses 2 (racial, Extended: Vision 1: x10, Low-light Vision; Noticeable: Eva's eyes are bioluminescent)
. . Resistances: Immunity 7 (racial, Aging, Custom: Mental Control 5, Sleep; Limited - Half Effect)
. . Wilds Walking: Movement 2 (racial, Sure-footed 1, Trackless: Vision 1; Limited: to Natural Environments)

Equipment
Commlink, Modern Smart Phone (Primary Applications (Cell Phone, Computer, GPS) 3, Secondary Applications (Camera, Audio/Video Recorder 3)

Offense
Initiative +8
Aero Swarm: Damage 10, +6 (DC 25)
Air Rifle: Damage 14, +6 (DC 29)
Control Winds: Shapeable Area Move Object 8 (DC 18)
Flinging Gust: Move Object 14, +6 (DC 24)
Grab, +0 (DC Spec 11)
Suffocation: Progressive Affliction 7, +6 (DC Fort 17)
Throw, +1 (DC 16)
Unarmed, +0 (DC 16)
Whirlwind: Cylinder Area Move Object 7 (DC 22)

Complications
- Cultural Awkwardness: Eva has spent so long living in the wilderness that she doesn't entirely understand the reason for certain social conventions, nor is she particularly interested in conforming to those social conventions.
- Destiny: It would seem that it is Eva's destiny to deal with the man known as 'Dark Lord Voldybutt' once and for all (that's also how she chooses to pronounce the name).
- Easily Distracted: By shiny and whirly things, as they don't exactly exist in the forests she grew up in.
- Marked: Eva has a scar on her forehead in the shape of a lightning bolt that makes it incredibly difficult for her to conceal her identity from the denizens of Wizarding Britain.
- Motivation: Thrills: Eva exists for the explicit purpose of enjoying her life. Being able to help people while doing that is a huge bonus.
- One of Us: The denizens of Wizarding Britain are entirely unreasonable in how far they will go in order to ensure that they can control the girl who they believe to be their only salvation, and are known to use tactics such as mind control, brainwashing and other such mystical effects in order to force those who have Eva's best interests in mind to willingly hand her over to them. And that's without mentioning the Death Eaters.

Languages
English [Native], Parseltongue

Defense
Dodge 10, Parry 10, Fortitude 4, Toughness 10/2 (Imp. 3), Will 12

Power Points
Abilities 34 + Powers 54 + Advantages 24 + Skills 28 (55 ranks) + Defenses 25 = 165
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I'm Still Here Brainstorm & Notes

Post by DalkonCledwin »

I’m Still Here
Premise: “And you see the things they never see / All you wanted I could be / Now you know me and I'm not afraid / And I wanna tell you who I am / Can you help me be a dame / They can't break me / As long as I know who I am // They can't see me / But I'm still here”
Required Inclusions:
- Rhiannon ‘Rhia’ Potter is the reincarnation of the girl who in another reality became Queen Nehelenia, but in this reality was actually Princess Serenity’s fraternal twin sister.
- Meanwhile, Daphne Greengrass is the pre-incarnation of a girl who in another reality became Esmeraude of the Black Moon Clan (yes, this means she’ll have green hair).
- Both Rhia and Daphne must become Sailor Scouts and team up in their missions to protect justice, right wrongs and triumph over evil!
- Rhia’s Senshi name must be “Sailor Nea Selini”, which is a Anglicanized form of what may be the etymological root for “Nehelenia.” It refers to the New Moon phase of the Lunar Cycle.
- Daphne’s Senshi name must be “Sailor Eris”, with her representing the dwarf planet of the same name, which in turn places her as an Outer Senshi.
- Rhia must have her own version of the Crescent Moon Wand, though it is very likely that it will function differently to the one that Usagi possesses, primarily due to not having a Silver Crystal.
- There must be a scene where Hotaru uses the affectionates “Rhia-mama” and “Daffy-mama.”
Preferred Inclusions:
- Draco Malfoy being a pre-incarnation of Prince Demande, just like Daphne is the pre-incarnation of Esmeraude.
- Much like the other Outer Senshi, Rhia and Daphne should fit more in line with the behavior one expects from an Anti-Heroine than they do the White Knights of the Inner Senshi.
- Rhia being very fond of embarrassing both Usagi and Chibi-Usa, though making it very clear that she loves them both.
Optional Inclusions:
- If Draco is the pre-incarnation of Prince Demande, then he is allowed to be far more successful in the romance department than his counterpart was.
- If the Dark Moon Clan story arch does take place, then having a scene where Daphne fantasizes about her temporal counterpart.
Forbidden Things:
- Rhia being Dumbledore or Voldemort’s “Yes Woman.”
- Rhia becoming an agent of Chaos/Sailor Chaos.

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Mythological Equivalents:
- Mamoru = Helios
- Usagi = Eos
- Rhiannon = Selene.

I'm also going to freely admit that I assigned the feminine equivalencies based on hair color rather than divine portfolios. And on that note, anyone who tries to cry foul at me for equating Usagi and Mamoru to two of three deific siblings, with Rhiannon being equated to the third, needs to go watch/read the Black Moon arc all over again. That was not creepy. No siree, not creepy at all!
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Sailor Nea Selini / The MCs / I'm Still Here

Post by DalkonCledwin »

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Sailor Nea Selini - PL 11
Age: 19 / Height: 5' 10" / Weight: 146 lbs
Hair Color: Dark Blue / Eye Color: Greenish Blue

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

Advantages
All-out Attack, Artificer, Assessment, Attractive 2, Badgirl, Defensive Attack, Diehard, Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Improved Grab, Improved Hold, Inspire 2, Interpose, Languages 2, Leadership, Lionheart 2, Mana Sensitive, Power Attack, Ranged Attack 5, Second Chance: Resisting Mental Control, Set-up, Taunt, Teamwork

Skills
Acrobatics 4 (+8), Athletics 6 (+9), Close Combat: Grab 2 (+8), Deception 4 (+8), Expertise (AGL): Riding 6 (+10), Expertise (AWE): Cooking 6 (+11), Expertise (AWE): Popular Culture 6 (+11), Expertise (PRE): Dancing 6 (+10), Expertise: Wizardry 8 (+11), Insight 4 (+9), Investigation 4 (+7), Perception 6 (+11), Persuasion 4 (+8), Stealth 4 (+8), Treatment 4 (+7)

Powers
Crescent Moon Rod (Easily Removable)
. . Moon Healing Escalation!: Affliction 11 (senshi magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 21; Increased Duration 3: continuous, Increased Range: ranged; Limited 2: to willing or restrained targets, Tiring, Notes: Transformed from Corrupt to Purified form)
. . Moon Princess: Array
. . . . Magic Control Rod: Variable 6 (talent; Action: move; Limited: to One Power Effect per Reconfiguration, Unreliable (5 uses), Notes: 30 pts of Traits for duplicating Wizarding spell effects)
. . . . . . Expelliarmus (Powers: Expelliarmus: Damage 14)
. . . . . . . . Expelliarmus: Damage 14 (force, wizarding magic, DC 29; Disarming, Increased Range: ranged)
. . . . Moon Princess Obfuscation!: Environment 10 (senshi magic, shadow, Visibility (-5), Radius: 2 miles; Selective)
. . . . Moon Princess Rejection!: Cone Area Move Object 11 (force, senshi magic, 50 tons, DC 26; Alternate Resistance (no cost): Will, Cone Area 3: 250 feet cone, DC 21, Damaging; Distracting, Limited: to Pushing Targets Away from Sailor Nea Selini, Reduced Range: close)
. . . . Outer Planet Attack!: Burst Area Damage 11 (force, senshi magic, DC 26; Burst Area 2: 60 feet radius sphere, DC 21, Penetrating 5; Limited: Requires the other Outer Senshi)
. . . . Outer Planet Power!: Create 8 (senshi magic, Volume: 250 cft., DC 18; Impervious, Stationary; Limited: Requires the other Outer Senshi, Reduced Range: close)
. . . . Outer Teleport!: Teleport 14 (senshi magic, Carry 50 lbs.; Accurate, Extended: 16000 miles in 2 move actions; Limited: Requires the other Outer Senshi, Limited to Extended)
Hair Ribbons (Removable)
. . Dance Dance Revolution: Array
. . . . Moon Ribbon Flamenco!: Shapeable Area Nullify 8 (senshi magic, Counters: Mind Control, DC 18; Shapeable Area 2: 60 cft., DC 18, Broad, Simultaneous; Check Required: DC 10 - Expertise: Dancing, Reduced Range: close)
. . . . Moon Ribbon Refrain!: Cumulative Shapeable Area Affliction 7 (senshi magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 17; Shapeable Area 2: 60 cft., DC 17, Cumulative, Extra Condition, Reversible, Selective; Check Required: DC 10 - Expertise: Dancing, Limited Degree)
. . . . Moon Ribbon Waltz!: Shapeable Area Damage 9 (senshi magic, DC 24; Shapeable Area 2: 60 cft., DC 19, Selective; Check Required: DC 10 - Expertise: Dancing)
Lip Rod (Easily Removable)
. . Transformation Sequence: Morph 1 (senshi magic, +20 Deception checks to disguise; Single form; Feature: A Lip Rod can only be utilized by the Senshi it is keyed to, Metamorph; Quirk: A Lip Rod is only necessary to switch between her two forms, not to maintain them)
Senshi Armor (Removable)
. . Always Lands on Her Feet: Movement 1 (senshi magic, Safe Fall)
. . Body Armor: Protection 6 (armor, +6 Toughness; Impervious)
. . Senshi Leap: Leaping 2 (senshi magic, Leap 30 feet at 8 miles/hour)
. . Senshi Strike: Strength-based Damage 2 (bludgeoning, DC 20)

Power Settings
Expelliarmus (Powers: Expelliarmus: Damage 14)

Equipment
Commlink

Offense
Initiative +4
Expelliarmus: Damage 14, +8 (DC 29)
Grab, +8 (DC Spec 13)
Moon Healing Escalation!: Affliction 11, +8 (DC Fort 21)
Moon Princess Rejection!: Cone Area Move Object 11 (DC Will 26)
Moon Ribbon Flamenco!: Shapeable Area Nullify 8 (DC Will 18)
Moon Ribbon Refrain!: Cumulative Shapeable Area Affliction 7 (DC Fort/Will 17)
Moon Ribbon Waltz!: Shapeable Area Damage 9 (DC 24)
Outer Planet Attack!: Burst Area Damage 11 (DC 26)
Senshi Strike: Strength-based Damage 2, +6 (DC 20)
Throw, +8 (DC 18)
Unarmed, +6 (DC 18)

Complications
- Dude Magnet: You can't really be a Sailor Senshi without gaining this complication, but it's somewhat worse for Sailor Nea Selini because several of her attacks involve actual dancing.
- Motivation: Justice: "Protected by the Moon, the planet of Love and Justice. The Guardian of Determination. I am Sailor Nea Selini! Allow me to punish you with style."
- Power Loss: Sailor Senshi must be able to gesture and speak freely in order to utilize their powers. If they are bound or snared, they might lose the ability to use their powers.
- Relationship: Aside from Sailor Nea Selini, the only other Senshi to have awakened in Great Britain is Sailor Eris, and the two of them even had the interesting luck to be attending the same school. They are therefore often required to work together in order to tackle one or another threat that the other Senshi are just too far away from to handle due to living on different continents.
- Responsibility: Sailor Nea Selini is the reincarnation of one of Queen Serenity's two daughters, and is also the one who was given the task of being the leader of the Outer Senshi.
- Things That Go Bump in the Night: Tend to want to kill Sailor Nea Selini, as she is the Sailor Guardian who is responsible for protecting the solar system from the vast majority of them. Included in this is the Dark Lord Voldemort.

Languages
English [Native], Japanese, Parseltongue

Defense
Dodge 12, Parry 12, Fortitude 7, Toughness 10 (Imp. 6), Will 15

Power Points
Abilities 64 + Powers 85 + Advantages 32 + Skills 37 (74 ranks) + Defenses 27 = 245

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Rhiannon ‘Rhia’ Potter - PL 8
Age: 14 / Height: 5' 8" / Weight: 138 lbs
Hair Color: Dark Blue / Eye Color: Greenish-Blue

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

Advantages
All-out Attack, Artificer, Assessment, Attractive, Benefit, Social Class 2 (land owning), Benefit, Wealth 2 (independently wealthy), Connected, Defensive Attack, Defensive Roll 3, Equipment 4, Extraordinary Effort, Fascinate (Persuasion), Improved Grab, Improved Hold, Inspire 2, Languages 2, Leadership, Lionheart 2, Mana Sensitive, Power Attack, Ranged Attack 3, Second Chance: Resisting Mental Control, Set-up, Taunt, Teamwork, White Knight

Skills
Acrobatics 4 (+8), Athletics 6 (+6), Close Combat: Grab 2 (+4), Deception 4 (+8), Expertise (AGL): Riding 6 (+10), Expertise (AWE): Cooking 6 (+11), Expertise (AWE): Popular Culture 6 (+11), Expertise (PRE): Dancing 6 (+10), Expertise: Wizardry 8 (+11), Insight 4 (+9), Investigation 4 (+7), Perception 6 (+11), Persuasion 4 (+8), Stealth 4 (+8), Treatment 4 (+7)

Powers
Holly & Phoenix Feather Wand (Easily Removable)
. . Yer A Witch, Rhia: Array
. . . . Avis: Damage 5 (animal, wizarding magic, DC 20; Homing 2: 2 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack)
. . . . Bombarda: Burst Area Damage 7 (force, wizarding magic, DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (radiant, wizarding 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 Unnatural Creatures, Limited: to Causing Targets to Flee, Tiring)
. . . . Expelliarmus: Damage 10 (force, wizarding magic, DC 25; Disarming, Increased Range: ranged)
. . . . Finite Incantatem: Nullify 5 (wizarding magic, Counters: Magical Effects, DC 15; Broad, Effortless, Simultaneous)
. . . . Reparifors: Healing 6 (wizarding magic; Reach (ranged) 2: 10 ft., Restorative)
Lip Rod (Easily Removable)
. . Moon Shadow Power, Make Up!: Morph 1 (senshi magic, +20 Deception checks to disguise; Single form; Feature: A Lip Rod can only be utilized by the Senshi it is keyed to, Metamorph; Quirk: A Lip Rod is only necessary to switch between her two forms, not to maintain them)

Equipment
Casual Clothes, Commlink, Potter Manor

Offense
Initiative +4
Avis: Damage 5, +6 (DC 20)
Bombarda: Burst Area Damage 7 (DC 22)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +6 (DC 25)
Finite Incantatem: Nullify 5, +6 (DC Will 15)
Grab, +4 (DC Spec 10)
Throw, +6 (DC 15)
Unarmed, +2 (DC 15)

Complications
- Enemy: The Dark Lord Voldemort would very much like to kill Rhia, as well as anyone she cares about.
- Honor: Rhia follows a strict code of honor when it comes to fights, and even when not fighting. She obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to her code of honor as she gets older.
- Motivation: Protector: Rhia is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Temper: Rhia 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 know what they are talking about.

Languages
English [Native], Japanese, Parseltongue

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2, Will 11

Power Points
Abilities 46 + Powers 20 + Advantages 38 + Skills 37 (74 ranks) + Defenses 23 = 164

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Potter Manor - PL 11

Toughness 10, Size Large

Features:
Concealed 1, Dock, Grounds, Gym, Habitat, Laboratory, Library, Living Space, Personnel, Wards 2

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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Build Comments: I'm using Jab's Sailor Moon builds as a framework around which to build my three new characters, so it is safe to assume that the other Senshi and villains will be largely unaltered from their builds in his thread. The one major change I would make is the addition of the body armor on each of the Senshi. The civilian forms for anyone without innate magic are likely to be ranked at a Power Level no greater than 4 to 6.

The age difference between the two forms is because Rhiannon returns to the age she was when the Moon Kingdom was destroyed upon activating her transformation sequence... It's the only way that certain, uhem - features, make sense.
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Sailor Eris / The MCs / I'm Still Here

Post by DalkonCledwin »

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Sailor Eris - PL 10
Age: 20 / Height: 6' 0" / Weight: 154 lbs
Hair Color: Green / Eye Color: Green

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

Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Badgirl, Daze (Deception), Diehard, Eidetic Memory, Equipment 1, Extraordinary Effort, Fascinate (Deception), Improved Aim, Improved Team Attack 2, Interpose, Languages 2, Leadership, Lionheart 2, Move-by Action, Power Attack, Ranged Attack 2, Ritualist, Set-up, Takedown 2, Taunt, Teamwork, Ultimate Effort: Will, Well-informed

Skills
Acrobatics 6 (+11), Athletics 4 (+6), Close Combat: Unarmed 2 (+8), Deception 6 (+10), Expertise (AGL): Riding 4 (+9), Expertise: History 6 (+9), Expertise: Wizardry 8 (+11), Insight 6 (+11), Investigation 4 (+7), Perception 6 (+11), Persuasion 4 (+8), Ranged Combat: Erisean Princess 4 (+8), Stealth 4 (+9), Treatment 4 (+7)

Powers
Erisean Princess: Array
. . Gregale Slam: Concentration Cone Area Affliction 9 (senshi magic, wind, 1st degree: Hindered and Impaired, 2nd degree: Prone and Stunned, 3rd degree: Incapacitated, Resisted by: Strength, DC 19; Cone Area 2: 120 feet cone, DC 19, Concentration, Extra Condition; Limited: first two degrees are treated as though they had the Instant Recovery flaw)
. . Levant Blanc: Perception Area Nullify 9 (senshi magic, wind, Counters: Weather Effects, DC 19; Perception Area: DC 19 - Visual, Broad, Simultaneous)
. . Mistral Force: Environment 9 (senshi magic, wind, Cold, Impede Movement (2 ranks), Radius: 1 mile; Selective)
. . Ponente Bullet: Damage 10 (senshi magic, wind, DC 25; Increased Range: ranged)
. . Sirocco Gale: Cone Area Affliction 9 (heat, senshi magic, wind, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cone Area 3: 250 feet cone, DC 19)
Lip Rod (Easily Removable)
. . Transformation Sequence: Morph 1 (senshi magic, +20 Deception checks to disguise; Single form; Feature: A Lip Rod can only be utilized by the Senshi it is keyed to, Metamorph; Quirk: A Lip Rod is only necessary to switch between her two forms, not to maintain them)
Senshi Armor (Removable)
. . Always Lands on Her Feet: Movement 1 (senshi magic, Safe Fall)
. . Body Armor: Protection 6 (armor, +6 Toughness; Impervious)
. . Senshi Leap: Leaping 2 (senshi magic, Leap 30 feet at 8 miles/hour)
. . Senshi Strike: Strength-based Damage 1 (bludgeoning, DC 18)
Unusual Abilities
. . Hypercompetent Onee-san: Teleport 14 (senshi magic, 60 miles in a move action, carrying 50 lbs.; Easy, Extended: 16000 miles in 2 move actions, Reversible; Limited Location: set of loctions - Wherever Astoria happens to be, Uncontrolled, Notes: As long as she is in her Senshi form, this power will automatically activate the instant Astoria's life is jeopardized. It is also reversible in the sense that she can return to where she was prior to it activating.)
. . Occlumens: Impervious Will 14 (wizarding magic; Sustained)
. . Tramontane: Morph 2 (illusory, senshi magic, +20 Deception checks to disguise; Narrow group, Notes: Any humanoid female)
. . Wind-Riding: Flight 4 (senshi magic, Speed: 30 miles/hour, 500 feet/round)

Equipment
Commlink

Offense
Initiative +5
Grab, +6 (DC Spec 12)
Gregale Slam: Concentration Cone Area Affliction 9 (DC Fort/Will 19)
Levant Blanc: Perception Area Nullify 9 (DC Will 19)
Ponente Bullet: Damage 10, +10 (DC 25)
Senshi Strike: Strength-based Damage 1, +8 (DC 18)
Sirocco Gale: Cone Area Affliction 9 (DC Fort 19)
Throw, +6 (DC 17)
Unarmed, +8 (DC 17)

Complications
- Dude Magnet: You can't really be a Sailor Senshi without gaining this complication.
- Hatred: Eris absolutely despises Esmeraude of the Dark Moon Clan, who is either a clone of Eris or else a reincarnation that went horribly, horribly wrong.
- Motivation: Justice: "Protected by Eris, the planet of harmony. The Guardian of Fraternity. I am Sailor Eris! Allow me to punish you with style."
- Power Loss: Sailor Senshi must be able to gesture and speak freely in order to utilize their powers. If they are bound or snared, they might lose the ability to use their powers.
- Relationship: Eris regularly finds herself providing backup and support to Sailor Nea Selini due to the fact that she is really the only Senshi who is capable of reaching a battle involving Nea Selini in anything approaching a timely manner. Fortunately, Nea Selini is willing to return the favor when Eris is the one in need of backup.

Languages
English [Native], French, Japanese

Defense
Dodge 11, Parry 11, Fortitude 6, Toughness 9 (Imp. 6), Will 14 (Imp. 14)

Power Points
Abilities 64 + Powers 119 + Advantages 33 + Skills 34 (68 ranks) + Defenses 23 = 273

--------------------
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Daphne Ophelia Greengrass - PL 6
Age: 14-15 / Height: 5' 8" / Weight: 120 lbs
Hair Color: Green / Eye Color: Green

Strength -1, Stamina 0, Agility 2, Dexterity 1, Fighting 0, Intellect 3, Awareness 5, Presence 4

Advantages
Animal Empathy, Artificer, Assessment, Attractive, Badgirl, Daze (Deception), Defensive Roll 3, Eidetic Memory, Equipment 1, Fascinate (Deception), Improved Aim, Languages 2, Leadership, Power Attack, Ritualist, Set-up, Takedown 2, Taunt, Teamwork, Ultimate Effort: Will, Well-informed

Skills
Deception 6 (+10), Expertise (AGL): Riding 4 (+6), Expertise: History 6 (+9), Expertise: Wizardry 8 (+11), Insight 6 (+11), Investigation 4 (+7), Perception 6 (+11), Persuasion 4 (+8), Ranged Combat: Wizardry 3 (+4), Stealth 4 (+6), Treatment 4 (+7)

Powers
Laurel & Unicorn Hair Wand (Easily Removable)
. . Yer A Witch, Daphne: Array
. . . . Conjunctivia: Progressive Affliction 5 (wizarding magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Increased Range: ranged, Progressive; Limited: to Vision)
. . . . Devicto: Affliction 8 (force, wizarding magic, 1st degree: Dazed, Resisted by: Fortitude, DC 18; Multiattack; Limited Degree 2, Noticeable: The effects of this spell feel and look just like a bee sting , which is what gives it it's name)
. . . . Expelliarmus: Damage 8 (wizarding magic, DC 23; Disarming, Increased Range: ranged)
. . . . Glacius Virilis: Progressive Affliction 5 (cold, wizarding magic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 15; Extra Condition, Increased Range: ranged, Progressive; Limited: to Male Targets, Limited Degree)
. . . . Impedimenta: Progressive Affliction 5 (wizarding magic, 1st degree: Hindered, 2nd degree: Immobile, Resisted by: Dodge, Overcome by Strength, DC 15; Increased Range: ranged, Progressive; Limited Degree)
. . . . Legilimens: Cumulative Mind Reading 8 (wizarding magic, DC 18; Cumulative; Reduced Range: ranged)
Lip Rod (Easily Removable)
. . Eris Planet Power, Make Up!: Morph 1 (senshi magic, +20 Deception checks to disguise; Single form; Feature: A Lip Rod can only be utilized by the Senshi it is keyed to, Metamorph; Quirk: A Lip Rod is only necessary to switch between her two forms, not to maintain them)
Unusual Qualities
. . Occlumens: Impervious Will 10 (wizarding magic; Sustained)

Equipment
Casual Clothes, Commlink

Offense
Initiative +2
Conjunctivia: Progressive Affliction 5, +4 (DC Fort 15)
Devicto: Affliction 8, +0 (DC Fort 18)
Expelliarmus: Damage 8, +4 (DC 23)
Glacius Virilis: Progressive Affliction 5, +4 (DC Fort 15)
Grab, +0 (DC Spec 9)
Impedimenta: Progressive Affliction 5, +4 (DC Fort/Will 15)
Legilimens: Cumulative Mind Reading 8, +4 (DC Will 18)
Throw, +1 (DC 14)
Unarmed, +0 (DC 14)

Complications
- Disability: Daphne suffers from a hereditary blood malediction that has similar, though far less noticeable, symptoms to leukemia. The vast majority of these symptoms have already been accounted for in her lowered Power Level and physical stats, but one which hasn't is the fact that her spells are considered to be Distracting (as per the flaw) when used in highly stressful situations, such as a live battlefield, but lack the flaw when used in any other scenario. It is worth noting that Princess Eris had no such affliction, so transforming into Sailor Eris renders the curse temporarily nonexistent.
- Dude Magnet: Daphne is easily the most attractive Pure-Blood Witch of her generation. As such, she is also the most desirable Pure-Blood Witch for those looking for a trophy wife. Unfortunately, the only boy Daphne is interested in, seems to be obsessed with Rhiannon.
- Honor: Daphne is someone who will never go back on her word of honor once she has given it to someone, which is why she so rarely makes promises.
- Motivation: Um... Protection?: "You are all bad boys and girls for kidnapping my dear Astoria. You'll die for it!" is something which Daphne might say right before transforming into Sailor Eris. Daphne would probably react the same way towards anyone who dared to hurt Tomoe Hotaru.

Languages
English [Native], French, Japanese

Defense
Dodge 8, Parry 8, Fortitude 2, Toughness 4/0, Will 10 (Imp. 10)

Power Points
Abilities 28 + Powers 28 + Advantages 25 + Skills 28 (55 ranks) + Defenses 21 = 130
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DalkonCledwin
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Matrix of Water Brainstorm & Notes

Post by DalkonCledwin »

Matrix of Water
Premise: A lineage all thought lost has now been found, and the kingdom of Atlantis shall have a Queen once more. Only this Queen will be from the most unexpected place in the world, the magical society of Great Britain. All hail Princess Nerida of Atlantis, the daughter of James Potter and Queen Atlanna of Atlantis.
Required Inclusions:
- Nerida must be a hybridization of an Atlantean and a Wizard.
- Nerida must be capable of both Atlantean and Wizarding magic.
- Nerida’s magic must have a dual elemental attunement, one to Water and another to Air, the latter of which often includes the ability to generate electricity (see image).
- At some point either before or during her time at Hogwarts, Nerida must be found by a member of the Atlantean Royal Guard and taken to Atlantis for training in her abilities.
- Dumbledore must be a man who has made too many mistakes in his life to ever be able to make amends for those mistakes, but not one who is actually villainous.
- At some point in time, Nerida must gain control of Atlan’s Trident.
- Nerida must be capable of talking to marine life, and calling on them for assistance.
Preferred Inclusions:
- Nerida being involved in a plural relationship where the majority of the other members are girls, and at least one of those members is from the DC universe.
- Lily having been aware of the fact that James was involved with Atlanna, and even being encouraging of it. The reason for this is up to the author.
Optional Inclusions:
- Nerida gaining an Atlantean monster/creature as a familiar… just please, no giant world shattering monsters such as the one at the end of the Aquaman movie.
Forbidden Things:
- Nerida being romantically involved with either Hermione or Ginny.
- Nerida the Weak Emo Doormat.
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DalkonCledwin
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Aquawoman / The Royals / Matrix of Water

Post by DalkonCledwin »

Image
Art by TUBsLab on DeviantArt

Aquagirl (Nerida Potter) - PL 12
Age: 16 / Height: 5' 5" / Weight: 126 lbs
Hair Color: Blonde / Eye Color: Green

Strength 12, Stamina 8, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 5, Presence 5

Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Social Class 4 (royalty), Benefit, Status: Crown Princess of Atlantis, Benefit, Wealth 2 (independently wealthy), Close Attack, Defensive Roll 2, Equipment 1, Favored Environment: Aquatic, Improved Grab, Improved Initiative, Inspire 2, Languages 1, Leadership, Power Attack, Ranged Attack 5, Ritualist

Skills
Acrobatics 6 (+10), Athletics 6 (+18), Deception 4 (+9), Expertise (AGL): Riding 6 (+10), Expertise: Magic 12 (+14), Insight 6 (+11), Intimidation 6 (+11), Investigation 6 (+8), Perception 6 (+11), Persuasion 6 (+11), Stealth 4 (+8), Technology 4 (+6), Treatment 4 (+6)

Powers
Aquatic Movement: Array
. . Run Nerida! Run!: Speed 3 (talent, Speed: 16 miles/hour, 250 feet/round)
. . Speed-Swimming: Swimming 8 (talent, Speed: 120 miles/hour, 1800 feet/round)
. . Super-Leaping: Leaping 3 (talent, Leap 60 feet at 16 miles/hour)
Aquatic Telepathy
. . Aquatic Empathy: Comprehend 2 (talent, Animals - Speak To, Animals - Understand; Subtle: subtle; Broad Type: Marine Life & Snakes)
. . Telepathic Awareness: Senses 7 (talent, Acute: Aquatic Life Awareness, Awareness: Aquatic Life [Mental], Extended: Aquatic Life Awareness 4: x10k, Radius: Aquatic Life Awareness)
Atlantean Sorceress: Array
. . Blitsify: Cumulative Affliction 10 (electricity, wizarding magic, 1st degree: Entranced, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged)
. . Coral Growth: Create 8 (atlantean magic, Volume: 250 cft., DC 18; Increased Duration: continuous, Selective)
. . Coral Spears: Damage 8 (atlantean magic, piercing, DC 23; Increased Range: ranged, Multiattack, Secondary Effect)
. . Finite Incantatem: Nullify 8 (wizarding magic, Counters: Magical Effects, DC 18; Broad, Effortless, Simultaneous)
. . Fulgus: Damage 16 (electricity, wizarding magic, DC 31; Increased Range: ranged)
. . Healing Waters: Healing 8 (atlantean magic; Increased Range: ranged, Restorative)
. . Hydromancy: Move Object 12 (atlantean magic, 100 tons; Increased Range: perception; Limited Material: Water)
. . Mystical Concealment: Cloud Area Concealment Attack 4 (magical, All Visual Senses, DC 14; Cloud Area 4: 120 feet radius sphere, DC 14, Attack: Will, Increased Range: ranged, Variable Descriptor: close group - Fumos (Wizarding) / Dark Waters (Atlantean))
Atlantean Hybrid Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Aquatic Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
. . Aquatic Perception: Senses 5 (racial, Acute: Olfactory, Darkvision, Extended: Hearing 1: x10, Extended: Vision 1: x10; Limited: to While Underwater)
. . Built for the Deep: Impervious Toughness 8 (racial)
The Trident of Atlanna (Easily Removable)
. . Mystical Trident: Array
. . . . Bounceback Attack: Deflect 12 (talent; Reflect; Limited: to While in or Near Water, Reduced Range: close)
. . . . Stab: Strength-based Damage 3 (piercing, DC 30; Disarming, Penetrating 15, Reach (melee): 5 ft.)
. . . . Throw: Strength-based Damage 3 (piercing, DC 30; Increased Range: ranged, Penetrating 15)
. . Parry & Block: Enhanced Trait 4 (martial, Dodge +2 (+12), Parry +2 (+12))

Equipment
Light Armor

Offense
Initiative +8
Blitsify: Cumulative Affliction 10, +8 (DC Will 20)
Coral Spears: Damage 8, +8 (DC 23)
Finite Incantatem: Nullify 8, +8 (DC Will 18)
Fulgus: Damage 16, +8 (DC 31)
Grab, +9 (DC Spec 22)
Hydromancy: Move Object 12 (DC 22)
Mystical Concealment: Cloud Area Concealment Attack 4 (DC Will 14)
Stab: Strength-based Damage 3, +9 (DC 30)
Throw, +8 (DC 27)
Throw: Strength-based Damage 3, +8 (DC 30)
Unarmed, +9 (DC 27)

Complications
- Enemy: The Dark Lord Voldemort would very much like to kill Nerida with his own wand in as public a manner as he can possibly manage it.
- Honor: Nerida follows a strict code of honor when it comes to fights, and even when not fighting. She obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to her code of honor as she gets older.
- Motivation: Protector: Nerida is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Relationship: Nerida is best friends with Leontes Granger and a set of fraternal twins that are two years their senior, Winifred & George Weasley. She is also the rightful heiress to the Throne of Atlantis, as well as Heiress to the Houses of Potter & Black.
- Temper: Nerida is a tempestuous woman, one who will often act without considering the consequences, even when she is being advised of those consequences by those who might have some idea what they are talking about.

Languages
Atlantean [Instinctual], English

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

Power Points
Abilities 94 + Powers 92 + Advantages 30 + Skills 38 (76 ranks) + Defenses 19 = 273

--------------------
Aquawoman (Nerida Potter) - PL 14
Age: 18+ / Height: 5' 7" / Weight: 134 lbs
Hair Color: Blonde / Eye Color: Green

Strength 14, Stamina 10, Agility 4, Dexterity 3, Fighting 10, Intellect 2, Awareness 5, Presence 5

Advantages
All-out Attack, Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Social Class 4 (royalty), Benefit, Status: Queen Regnant of Atlantis, Benefit, Wealth 4 (multimillionaire), Close Attack, Defensive Roll 2, Equipment 1, Favored Environment: Aquatic, Improved Critical 2: Tridents, Improved Critical: Unarmed, Improved Grab, Improved Initiative, Inspire 2, Languages 1, Leadership, Power Attack, Ranged Attack 7, Ritualist, Takedown

Skills
Acrobatics 8 (+12), Athletics 8 (+22), Deception 4 (+9), Expertise (AGL): Riding 8 (+12), Expertise: Magic 14 (+16), Insight 6 (+11), Intimidation 8 (+13), Investigation 8 (+10), Perception 8 (+13), Persuasion 8 (+13), Stealth 4 (+8), Technology 4 (+6), Treatment 4 (+6)

Powers
Aquatic Movement: Array
. . Run Nerida! Run!: Speed 4 (talent, Speed: 30 miles/hour, 500 feet/round)
. . Speed-Swimming: Swimming 10 (talent, Speed: 500 miles/hour, 1 mile/round)
. . Super-Leaping: Leaping 4 (talent, Leap 120 feet at 30 miles/hour)
Aquatic Telepathy
. . Aquatic Empathy: Comprehend 2 (talent, Animals - Speak To, Animals - Understand; Subtle: subtle; Broad Type: Marine Life & Snakes)
. . Telepathic Awareness: Senses 8 (talent, Acute: Aquatic Life Awareness, Awareness: Aquatic Life [Mental], Extended: Aquatic Life Awareness 5: x100k, Radius: Aquatic Life Awareness)
Atlantean Grand Sorceress: Array
. . Blitsify: Cumulative Affliction 12 (electricity, wizarding magic, 1st degree: Entranced, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 22; Cumulative, Increased Range: ranged)
. . Coral Growth: Create 9 (atlantean magic, Volume: 500 cft., DC 19; Increased Duration: continuous, Selective)
. . Coral Spears: Damage 9 (atlantean magic, piercing, DC 24; Increased Range: ranged, Multiattack, Secondary Effect)
. . Finite Incantatem: Nullify 9 (wizarding magic, Counters: Magical Effects, DC 19; Broad, Effortless, Simultaneous)
. . Fulgus: Damage 18 (electricity, wizarding magic, DC 33; Increased Range: ranged)
. . Healing Waters: Healing 9 (atlantean magic; Increased Range: ranged, Restorative)
. . Hydromancy: Move Object 14 (atlantean magic, 400 tons; Increased Range: perception; Limited Material: Water)
. . Mystical Concealment: Cloud Area Concealment Attack 4 (magical, All Visual Senses, DC 14; Cloud Area 4: 120 feet radius sphere, DC 14, Attack: Will, Increased Range: ranged, Variable Descriptor: close group - Fumos (Wizarding) / Dark Waters (Atlantean))
Atlantean Hybrid Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Aquatic Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
. . Aquatic Perception: Senses 5 (racial, Acute: Olfactory, Darkvision, Extended: Hearing 1: x10, Extended: Vision 1: x10; Limited: to While Underwater)
. . Built for the Deep: Impervious Toughness 10 (racial)
The Trident of Atlan (Easily Removable (indestructible))
. . Call of the Deep: Array
. . . . Summon Bigger Fishies: Summon 8 (talent; Horde, Mental Link, Multiple Minions 3: 8 minions, Type (General): Marine Life; Limited: to While in a Large Body of Water, Self-Powered)
. . . . Summon Deep One: Summon 10 (talent; Heroic, Type (General): the Deep; Limited: to While in or Near an Ocean, Self-Powered)
. . . . Summon Many Fishies: Summon 5 (talent; Horde, Mental Link, Multiple Minions 5: 32 minions, Type (General): Marine Life; Limited: to While in a Large Body of Water, Self-Powered)
. . Mass Marine Telepathy: Mental Area Cosmic Communication 5 (talent; Area, Dimensional 2: group - Magical Dimensions, Selective, Subtle: encrypted; Concentration, Limited: to Marine Life, Notes: Universal Range)
. . Mystical Trident: Array
. . . . Bounceback Attack: Deflect 14 (talent; Reflect; Limited: to While in or Near Water, Reduced Range: close)
. . . . Stab: Strength-based Damage 3 (piercing, DC 32; Disarming, Penetrating 17, Reach (melee): 5 ft.)
. . . . Throw: Strength-based Damage 3 (piercing, DC 32; Increased Range: ranged, Penetrating 17)
. . Parry & Block: Enhanced Trait 4 (martial, Dodge +2 (+14), Parry +2 (+14))

Equipment
Light Armor

Offense
Initiative +8
Blitsify: Cumulative Affliction 12, +10 (DC Will 22)
Coral Spears: Damage 9, +10 (DC 24)
Finite Incantatem: Nullify 9, +10 (DC Will 19)
Fulgus: Damage 18, +10 (DC 33)
Grab, +11 (DC Spec 24)
Hydromancy: Move Object 14 (DC 24)
Mystical Concealment: Cloud Area Concealment Attack 4 (DC Will 14)
Stab: Strength-based Damage 3, +11 (DC 32)
Throw, +10 (DC 29)
Throw: Strength-based Damage 3, +10 (DC 32)
Unarmed, +11 (DC 29)

Complications
- Fame: Nerida has become quite famous within Wizarding Britain for the part she played in the final defeat of the Dark Lord known as Voldemort over the past year, as well as for her efforts in the newly formed Justice Guild.
- Honor: Nerida follows a strict code of honor when it comes to fights, and even when not fighting. She obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to her code of honor as she gets older.
- Motivation: Protector: Nerida is highly motivated to use her powers to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Relationship: Nerida retains a strong loyalty to past friends, such as Leontes Granger and Winifred Delacour (née Weasley). She is also the rightful Queen of Atlantis, as well as the newly ascended Lady for the Houses of Potter, Black & Slytherin.
- Temper: Nerida is a tempestuous woman, one who will often act without considering the consequences, even when she is being advised of those consequences by those who might have some idea what they are talking about.

Languages
Atlantean [Instinctual], English

Defense
Dodge 14/12, Parry 14/12, Fortitude 12, Toughness 14/10 (Imp. 10), Will 16

Power Points
Abilities 106 + Powers 156 + Advantages 39 + Skills 46 (92 ranks) + Defenses 23 = 370

--------------------
Deep One - PL 10

Strength 6, Stamina 4, Agility 3, Dexterity 1, Fighting 6, Intellect 0, Awareness 2, Presence 0

Advantages
Close Attack 2, Great Endurance, Improved Aim, Improved Initiative, Languages 1, Power Attack

Skills
Close Combat: Claws 4 (+10), Expertise: Religion 8 (+8), Perception 6 (+8), Stealth 4 (+7)

Powers
Deep One Physiology
. . Amphibious: Immunity 9 (racial, Aging, Damage Effect: Cold, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Aquatic Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
. . Aquatic Perception: Senses 3 (racial, Darkvision, Low-light Vision)
. . Claws: Strength-based Damage 2 (slashing, DC 23)
. . Fecund Nature: Feature 1 (racial, Notes: Deep Ones can interbreed with any upright vertebrate species, and while the resulting offspring will resemble the non-deep one parent, it will gain the Deep One Hybrid template.)
. . Protective Hide: Protection 6 (racial, +6 Toughness)
. . Speed-Swimming: Swimming 6 (racial, Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +7
Claws: Strength-based Damage 2, +12 (DC 23)
Grab, +8 (DC Spec 16)
Throw, +1 (DC 21)
Unarmed, +8 (DC 21)

Complications
- Enemies: Most other Atlanteans consider the Deep to be nothing more than savage monsters, which is really not that far from the truth. They do make for really good soldiers when trying to save a kingdom, though.
- Monstrous: Members of the Deep look very much like the Deep Ones from the Cthulhu Mythos by H.P. Lovecraft, which is why this character's name is "Deep One" instead of anything else. As such, they have a very hard time blending in with humans, or even other Atlanteans.

Languages
Atlantean, Deep Speak [Native]

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

Power Points
Abilities 44 + Powers 29 + Advantages 7 + Skills 11 (22 ranks) + Defenses 23 = 114
--------------------
Build Comments: For those who are wondering why I gender-swapped everyone... look up "Earth 11" in DC Comics :D

Granted, not everyone in Earth 11 is gender-swapped, case in point being the Star Sapphires, but I got a kick out of the notion that the Veela in this universe are all males and wanted to use the name Winifred. Atlanna is still a woman in this idea, since Atlantis will be a Matriarchy.
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DalkonCledwin
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Wonder Witch Brainstorm & Notes

Post by DalkonCledwin »

Wonder Witch
Premise: What if there existed a world where Zeus had sufficient time to travel centuries into the future and ensure that Diana of Themyscira had a sibling? And what happens when the younger of these two siblings doesn’t exactly rejoice when Diana finally tracks her down?
Required Inclusions:
- Vivian Potter must have a gray moral alignment, though her ethical alignment can be whatever the author chooses for it to be.
- Vivian must be powerful, and possibly even rather OP.
- When the main part of the story begins is up to the author.
- Zeus must have tricked Lily into believing he was James in order to impregnate her with the girl who would go on to be known as Vivian Potter. The exact nature of the trick is discretionary.
- Vivian’s divine portfolio must focus on elementalism, as well as magic, with her elementalism covering the typical thunder, lightning and weather aspects of being Zeus’ daughter.
- Diana must be made aware of Vivian’s existence and seek the girl out so as to help her become a heroine. The problem is that Vivian and Diana have different concepts of heroism.
- All romantic pairings are acceptable, but a suggestion of “Vivian / Circe” or “Vivian / Ivy” is being made at this point in time.
Preferred Inclusions:
- This fic including a full DC / YJ / JL crossover.
- References to other fandoms being included.
- Constantine having a hand in raising Vivian.
- Vivian establishing a new Olympus.
- Another demigod and/or goddess exists who attempts to oppose Vivian.
Optional Inclusions:
- Ares miraculously survived his encounter with Diana, and extends an olive branch to Vivian that results in her protecting him from their mutual sister.
- Vivian being required to take multiple spouses (the preferences is for female spouses).
Forbidden Things:
- Vivian the Weak Emo Doormat.
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DalkonCledwin
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Vivian Potter / New Olympus / Wonder Witch

Post by DalkonCledwin »

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Art by Axsens on DeviantArt

Vivian Nerys Potter - PL 14
Age: 18 / Height: 5' 8" / Weight: 132 lbs
Hair Color: Brown / Eye Color: Green

Strength 14, Stamina 10, Agility 6, Dexterity 5, Fighting 10, Intellect 4, Awareness 6, Presence 3

General Advantages
Accurate Attack, All-out Attack, Animal Empathy, Artificer, Assessment, Attractive 2, Benefit, Social Class 4 (royalty), Benefit, Status: Queen Regnant of New Olympus, Benefit, Wealth 5 (billionaire), Connected, Defensive Attack, Defensive Roll, Equipment 7, Extraordinary Effort, Fascinate (Persuasion), Favored Foe: Dark Wizards, Favored Type: Dark Witches, Fearless, Improved Defense, Inspire 2, Languages 2, Leadership, Luck, Mana Sensitive, Power Attack, Ranged Attack 3, Ritualist, Takedown 2, Taunt, Teamwork, Ultimate Effort: Stealth, Ultimate Effort: Toughness Checks

Enhanced Advantages
Agile Feint, Diehard, Evasion 2, Improved Initiative 4, Instant Up, Interpose, Luck (Inspiration) 3, Move-by Action, Seize Initiative, Uncanny Dodge

Skills
Acrobatics 4 (+10), Athletics 4 (+18), Deception 8 (+11), Expertise (AGL): Riding 10 (+16), Expertise (AWE): Cooking 6 (+12), Expertise: Magic 14 (+18), Expertise: Mythology 8 (+12), Insight 8 (+14), Intimidation 6 (+9), Investigation 6 (+10), Perception 10 (+16), Persuasion 12 (+15), Ranged Combat: Magic 2 (+7), Stealth 6 (+12), Treatment 6 (+10), Vehicles 4 (+9)

Powers
Divine Locomotion: Array
. . Soar the Spaceways: Movement 4 (racial, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . Soaring: Flight 11 (racial, Speed: 4000 miles/hour, 8 miles/round)
Goddess of Elements: Dynamic Array
. . Blood Bending: Concentration Cumulative Affliction 14 ([0 active, 97/98 PP, 3/r-1], divine, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Controlled, Resisted by: Fortitude, DC 24; Concentration, Cumulative, Increased Range 2: perception; Distracting, Instant Recovery, Quirk: The target has to have water-based blood (plasma))
. . Dimensional Portal: Movement 2 ([0 active, 97/98 PP, 4/r], divine, Dimensional: New Olympian Realms 2: group, 50 lbs.; Portal)
. . Electrical Conductor: Immunity 10 ([0 active, 97/98 PP, 2/r], divine, Common Descriptor: Electrical Effects; Redirect, Reflect; Concentration)
. . Elemental Blast: Damage 18 ([16 active, 97/98 PP, 2/r+2], divine, DC 31; Increased Range: ranged, Variable Descriptor 2: broad group - Air, Earth, Fire, Ice, Lava, Lightning or Water)
. . Elemental Volley: Damage 12 ([0 active, 97/98 PP, 3/r+2], divine, DC 27; Increased Range: ranged, Multiattack, Variable Descriptor 2: broad group - Air, Earth, Fire, Ice, Lava, Lightning or Water)
. . Expecto Patronum: Concentration Cumulative Burst Area Affliction 14 ([0 active, 97/98 PP, 3/r+1], radiant, wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Burst Area 3: 120 feet radius sphere, DC 24, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: to Unnatural Creatures, Limited: to Causing Targets to Flee, Tiring)
. . Power Bestowal: Summon 14 ([0 active, 97/98 PP, 2/r+1], divine; Feature: Abilities granted by this power are considered permanent, but Vivian can also take them back, Type (General): Empowered Version; Limited: to Available Subjects)
. . Queen of the Gods: Variable 14 ([9 active, 97/98 PP, 7/r], divine; Action: move; Unreliable (5 uses), Notes: Up to 70 pts of Traits; Any Power Effect)
. . . . Metamorphmagic (Powers: Metamorphic Forms: Morph 4, Metamorphic Mind: Immunity 10, Metamorphic Regen: Regeneration 5)
. . . . . . Metamorphic Forms: Morph 4 (morphic, +20 Deception checks to disguise; Any form; Feature: Vivian is fertile regardless of what form she has taken, Selective)
. . . . . . Metamorphic Mind: Immunity 10 (morphic, Common Descriptor: Mental Powers; Limited - Half Effect)
. . . . . . Metamorphic Regen: Regeneration 5 (morphic, Every 2 rounds, Advantages: Diehard; Persistent)
. . Teleportal: Teleport 14 ([0 active, 97/98 PP, 5/r], divine, Carry 50 lbs.; Accurate, Extended: 16000 miles in 2 move actions, Portal; Limited to Extended)
New Olympian Physiology
. . Deathless: Immortality 1 (racial, Return after 2 weeks; Limited: to Non-magical Damage)
. . Invulnerabilities: Immunity 15 (racial, Aging, Custom: Immune-System Effects 5, Environmental Conditions (All), Poison, Starvation & Thirst, Suffocation (All); Quirk: Vivian can still be affected by the First Degree of a mind control affliction)
. . Lightning Reflexes: Enhanced Trait 12 (racial, Advantages: Agile Feint, Evasion 2, Improved Initiative 4, Instant Up, Interpose, Move-by Action, Seize Initiative, Uncanny Dodge)
. . Omnilingualism: Comprehend 5 (racial, Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Understand All, Languages - You're Understood; Sustained)
. . Sky Mother Awareness: Senses 30 (racial, Acute: Cosmic Awareness, Analytical: Hearing, Analytical: Vision, Awareness: Cosmic [Mental], Counters All Concealment: Vision, Counters Illusion: Vision, Extended: Hearing 2: x100, Extended: Vision 2: x100, Extended: Cosmic Awareness 10: x10bn, Precognition, Radius: Cosmic Awareness, Advantages: Luck (Inspiration) 3; Limited: Precognition of Weather Only [17 ranks only])
. . Strength of Zeus: Enhanced Strength 8 (racial, +8 STR; Limited to Lifting, Notes: Has a punching strength of 400 tons, and a lifting strength of 100,000 tons)
. . True Invulnerability: Impervious Toughness 10 (racial)

Power Settings
Metamorphmagic (Powers: Metamorphic Forms: Morph 4, Metamorphic Mind: Immunity 10, Metamorphic Regen: Regeneration 5)

Equipment
Battle Robes, Communication Mirror, New Olympus

Offense
Initiative +22
Blood Bending: Concentration Cumulative Affliction 14 (DC Fort 24)
Elemental Blast: Damage 18, +10 (DC 31)
Elemental Volley: Damage 12, +10 (DC 27)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 14 (DC Will 24)
Grab, +10 (DC Spec 24)
Throw, +8 (DC 29)
Unarmed, +10 (DC 29)

Complications
- Enemies: Hades, Nekron & Darkseid are Vivian's three greatest enemies at the current point in time.
- Motivation: Responsibility: To rule and protect New Olympus.
- Relationships: With her Princess Consort (Circe), as well as with the various other members of the New Olympian Pantheon, several of whom are using their membership in said Pantheon as a form of political asylum.
- Rivalry: With the Justice League due to their differing opinions on what 'Justice' is really all about.

Languages
English [Native], French, Greek

Defense
Dodge 13, Parry 13, Fortitude 12, Toughness 15/10 (Imp. 10), Will 16

Power Points
Abilities 116 + Powers 217 + Advantages 51 + Skills 57 (114 ranks) + Defenses 22 = 463

--------------------
New Olympus - PL 14

Toughness 16, Size Awesome

Features:
Defense System, Dimensional Portal, Gym, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel, Sealed, Self-repairing 1, Shrine, Trophy Room, Wards 3, Workshop

Power Points
Abilities 6 + Powers 0 + Advantages 0 + Features 18 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 29
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Kore-Chloe Brainstorm & Notes

Post by DalkonCledwin »

Kore-Chloe
Premise: What if there was more to Lily Potter (née Evans) than anyone in the Wizarding World knew? What if she had really been the Greek Goddess Demeter taking a mortal form for a vacation? Well, it would mean that her child is in fact a Demigod. And we know that the Fates love to make any Demigods life «interesting» in the sense of the infamous Chinese curse.
Required Inclusions:
- Chloe Deio’ne Potter, who most people know as Chloe Lillian Potter, must be a Greek Demigoddess and the daughter of Demeter.
- At the very least, Lily Potter (née Evans) must have been a mortal shell used by the goddess Demeter for the goal of getting away from Olympus for a few decades.
- At a bare minimum, this fic must be a crossover with DC Comics.
- Due to her duties as a goddess on the Olympian Council resuming after the death of her mortal shell, Demeter would be incapable of raising Chloe, and thus must make other arrangements for her care in light of Dumbledore's arrangements not being valid.
- At some point in the story, Chloe must be approached with an offer to join the Young Justice Team, or a similar heroic group (such as the Outsiders), though she doesn’t have to accept.
- Chloe must bond with Neville and Luna (who can be a year above her canonical Hogwarts year) rather than Ron & Hermione, over their shared interests in nature.
- There are a number of things that go bump in the night that would be interested in Chloe; whether for good or ill, due to her demigoddess status.
Preferred Inclusions:
- Chloe joining Luna and her father on their many excursions to track down various magical creatures due to her own sense of wanderlust.
- Hogwarts and the other magical schools being considered neutral ground for the various pantheons, where they can interact without tripping up their assorted ancient laws.
- Chloe having the ability to manipulate wood, similar to Mokuton from Naruto, and using it for the purpose of creating a variety of clothing, armor and weapons (among other things).
Optional Inclusions:
- Chloe developing her own counterpart to Naruto’s Sage Mode.
- Chloe eventually being paired with one or more of the following: Neville, Luna, Daphne, Fleur, Manannan Mac Lir, the Morrigan, Artemis, Hestia and/or Pamela Isley/Poison Ivy.
- The Floo Network being a continuous offering to Hestia, and working to make her incredibly powerful in comparison to most of the other Greek Deities.
Forbidden Things:
- Chloe being an accidental Horcrux.
- Chloe the Weak Emo Doormat.
- Bashing characters for no other reason than to bash them.
- Pairing Chloe with more than a single male character.
- Chloe joining Voldemort & his Death Eaters; or for that matter, any other villainous organizations.
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