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DalkonCledwin
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Herz aus Schwarzem Blut Brainstorm & Notes

Post by DalkonCledwin »

Herz aus Schwarzem Blut
Premise: Blood calls to blood, and a life changes forever as the Eclipse Princess of Black Blood finds he who is to be her mate at a time when he needs her help the most! «Inspired by Whitetigerwolf’s “Servant” challenge»
Required Inclusions:
- Harry must be the “Servant” of a powerful Vampire, or in this case a Dead Apostle Ancestor.
- Harry must NOT have attended Hogwarts, instead having been instructed in “magic” by his Vampiric “Master” (or someone who took him for his Master).
- Harry must have been taken due to the Vampire, or Dead Apostle Ancestor, sensing the power of Harry’s blood calling out to them.
- Harry must have been raised to be, and by the time he is found by the Wizarding World actively is, his Master’s lover.
- Harry’s master must be rather possessive of him.
- While Harry doesn’t need to ally with the Ministry, Order, Dumbledore or etc…, he also must not ally himself with Voldemort (stealing Death Eaters out from under Voldemort is acceptable).
- Harry must be loyal to his master above all else, even his own wellbeing.
- Since Harry will be being turned into a vampire in this fic, it must be as his Master’s mate.
Preferred Inclusions:
- Wrong Girl Who Lived fic.
- Altrouge Brunestud as Harry’s Master.
- Harry seducing various witches and adding them to a harem at Altrouge’s behest.
Optional Inclusions:
- Fou-kun being the form Primate Murder takes in this fic, rather than the evil Beast of Gaia.
Forbidden Things:
- Harry being romantically involved with another male.

--------------------
Concessions: I wasn't able to fit everything I want these characters to do within the confines of a normal budget, so I decided to forgo that, and have instead tried to stay within a 'divisible by 15' milestone for the Power Points I used when building these characters.
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DalkonCledwin
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Harry Potter / Herz aus Schwarzem Blut

Post by DalkonCledwin »

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"Herz aus Schwarzem Blut"

Harry James Potter - PL 10
Age: 14 / Height: 5' 9" / Weight: 156 lbs
Hair Color: Jet Black / Eye Color: Blood Red

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

General Advantages
Artificer, Assessment, Attractive, Benefit, Status 2: Potential "Successor", Benefit, Wealth 2 (independently wealthy), Close Attack 3, Defensive Roll 2, Equipment 1, Fascinate (Deception), Languages 3, Ranged Attack 5, Ritualist, Ultimate Effort: Will Checks

Enhanced Advantages
Evasion, Improved Initiative 2, Instant Up, Interpose, Move-by Action, Seize Initiative

Skills
Athletics 4 (+7), Close Combat: Swords 5 (+9), Deception 4 (+9), Expertise: Magecraft 10 (+14), Insight 6 (+12), Investigation 4 (+8), Perception 8 (+14), Persuasion 6 (+11), Stealth 4 (+9)

Powers
Personal Magecraft: Array
. . Cycle Od: Nullify 4 (magecraft, Counters: Magic, DC 14; Broad, Reaction 3: reaction, Simultaneous; Reduced Range: close)
. . Finn Shot: Damage 8 (magecraft, DC 23; Increased Range: ranged, Penetrating 8)
. . Gandr Gatling: Damage 8 (magecraft, DC 23; Increased Range: ranged, Multiattack)
. . Gandr Shot: Damage 12 (magecraft, DC 27; Increased Range: ranged)
. . Projection: Create 10 (magecraft, Volume: 1000 cft., DC 20; Innate, Precise, Subtle: subtle)
. . Rejuvenation: Healing 4 (magecraft; Energizing, Increased Range: ranged, Persistent, Restorative, Stabilize)
Speed of the Dead
. . Quicker Than the Eye: Concealment 6 (talent, All Olfactory Senses, All Visual Senses; Limited: Only While Moving, Partial)
. . Running Speed: Speed 5 (talent, Speed: 60 miles/hour, 900 feet/round, Advantages: Evasion, Improved Initiative 2, Instant Up, Interpose, Move-by Action, Seize Initiative; Stacks with: Wolf Form: Speed 3+5)
Vampiric Bite: Talents
. . Blood Drain: Concentration Weaken 2 (Linked; necromantic, Affects: Stamina, Resisted by: Fortitude, DC 12; Concentration; Grab-based)
. . Bloody Repast: Healing 2 (Linked; necromantic; Limited: to Self)
. . Kiss of the Vampire: Concentration Cumulative Affliction 5 (Linked; necromantic, 1st degree: Dazed, Fatigued, 2nd degree: Stunned, Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 15; Concentration, Cumulative, Extra Condition; Distracting, Grab-based, Injected)
Vampiric Powers: Array
. . Maleable Form: Morph 4 ([3 active, 20/20 PP, 5/r], morphic, talent, +20 Deception checks to disguise; Broad group)
. . Mystic Eyes of Enchantment: Cumulative Affliction 4 ([2 active, 20/20 PP, 3/r-1], magecraft, talent, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 12; Cumulative, Increased Range 2: perception; Activation: move action, Sense-dependent: Visual)
. . Wolf Form: Speed 3+5 ([0 active, 20/20 PP, 1/r+3], [Stacking ranks: +5], morphic, talent, Speed: 500 miles/hour, 1 mile/round, Advantages: Fast Grab, Improved Hold, Improved Trip)
Vampiric Powers: Talents
. . Accelerated Healing: Regeneration 3 (talent, Every 3.33 rounds)
. . Blood Bond: Senses 2 (talent, Communication Link: Altrouge Brunestud, Communication Link: Those Whom Harry has drinken the blood of)
. . Deathless: Immortality 6 (talent, Return after 16 hours; Limited: Truly dies if beheaded or burned)
. . Protective Hide: Protection 6 (talent, +6 Toughness; Impervious)
. . Unliving: Immunity 33 (talent, Aging, Critical Hits, Fortitude Effects)
. . Vampiric Senses: Senses 11 (talent, Acute: Olfactory, Analytical: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Vision 1: x10, Extended: Hearing 1: x10, Extended: Olfactory 1: x10, Radius: Magic Awareness, Tracking: Olfactory 1: -1 speed rank, Ultra-hearing)

Equipment
Cell Phone, Sword

Offense
Initiative +13
Blood Drain: Concentration Weaken 2, +7 (DC Fort 12)
Cycle Od: Nullify 4, +7 (DC Will 14)
Finn Shot: Damage 8, +8 (DC 23)
Gandr Gatling: Damage 8, +8 (DC 23)
Gandr Shot: Damage 12, +8 (DC 27)
Grab, +7 (DC Spec 13)
Kiss of the Vampire: Concentration Cumulative Affliction 5, +7 (DC Fort 15)
Mystic Eyes of Enchantment: Cumulative Affliction 4 (DC Will 12)
Sword, +12 (DC 21)
Throw, +8 (DC 18)
Unarmed, +7 (DC 18)

Complications
- Addiction: Whether they are Ghouls, Vampires, Dead Apostles or Ancestors, all stages of this species are linked by a common biological need to consume blood in order to stop their bodies from decomposing at an accelerated rate. The methods by which they acquire this blood tends to vary from specimen to specimen, as their personalities tend to dictate their methods.
- Curse Sworn: Harry's mind, body and soul are invariably bound to Altrouge Brunestud and he's every action has to in some way further her ambitions in the world. Fortunately, her ambitions seem to coincide with making him one of the happiest men alive... take that how you will.
- Enemies: The Holy Church and Mage's Association generally try to eradicate Ghouls, Vampires and Dead Apostles whenever and wherever they come across them. They have lesser success with Dead Apostle Ancestors due to how powerful such tend to be. Harry is the enemy of the Dark Lord known as "Voldemort", who seems hell bent on the eradication of his family line.
- Motivation: Doing Good: Even though he is now a Vampire, the fact remains that Harry deeply desires to do good by the vast majority of the world. This is why he tries very hard never to kill those whom he drinks blood from, preferring to form lasting relationships with his donors instead of converting them into Ghouls straight away.
- Mythic Weakness: Being in even normal sunlight has the same effects on Harry as being exposed to Extreme Heat would have on a normal character (substituting Toughness Checks for Fortitude for these purposes, as per the rules for the "Affects Objects" extra). Traveling over large bodies of water is also difficult for someone like Harry, although he can use advances such as a Plane or a Ship to do so more easily.
- Relationship: Unlike the typical relationship between a Vampire and his Sire, Harry has no interest in killing Altrouge, as he views her to be his Mate, and she also views him as her Mate. The two are utterly enchanted by one another, and do not wish to be parted by something as pointless as Dead Apostle politics. Harry is also the brother of the alleged "Girl Who Lived" though Altrouge doubts the veracity of everyone's assumptions as to what happened the night Voldemort attacked Harry's family.
- Weakness: Harry suffers an additional degree of failure when trying to resist the effects of Sacraments of the Holy Church, such as the Black Keys used by Executors. The Black Keys in particular are especially dangerous when used against Harry as they have the "Bane (Descendants of the Crimson Moon)" flaw, allowing them to deal even more damage against Ghouls, Vampires, Dead Apostles and Dead Apostle Ancestors than they would against anything else.

Languages
English, French, German, Latin, Parseltongue

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

Power Points
Abilities 50 + Powers 145 + Advantages 24 + Skills 26 (51 ranks) + Defenses 25 = 270
Last edited by DalkonCledwin on Tue Jan 15, 2019 8:02 am, edited 2 times in total.
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DalkonCledwin
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Altrouge / Herz aus Schwarzem Blut

Post by DalkonCledwin »

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"Sonnenfinsternis Prinzessin aus schwarzem Blut"
— No, I don't know if that is the correct translation...

Altrouge Brunestud - PL 13
Age: 4,980 / Height: 5' 8" / Weight: 124 lbs
Hair Color: Jet Black / Eye Color: Blood Red
Measurements: 36 / 20 / 36 in.

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

General Advantages
Agile Feint, Artificer, Assessment, Attractive 2, Bad Girl, Benefit, Status 5: Elder Title: League of the Age of Gods, Benefit, Wealth 4 (multimillionaire), Close Attack 5, Connected, Contacts, Daze (Deception), Eidetic Memory, Equipment 7, Fascinate (Deception), Favored Environment: Territorial Field, Fearless, Inspire 3, Languages 3, Leadership, Power Attack, Ritualist, Speed of Thought, Takedown, Taunt

Enhanced Advantages
Evasion 2, Improved Initiative 3, Instant Up, Interpose, Move-by Action, Seize Initiative

Skills
Acrobatics 2 (+8), Athletics 2 (+8), Close Combat: Grab 12 (+14), Deception 8 (+16), Expertise: Contracts 4 (+11), Expertise: Magecraft 10 (+17), Insight 6 (+12), Intimidation 4 (+12), Investigation 4 (+11), Perception 6 (+12), Persuasion 6 (+14), Stealth 10 (+16), Treatment 4 (+11)

Powers
Inhuman Speed
. . Quicker Than the Eye: Concealment 6 (talent, All Olfactory Senses, All Visual Senses; Limited: Only While Moving, Partial)
. . Running Speed: Speed 8 (talent, Speed: 500 miles/hour, 1 mile/round, Advantages: Evasion 2, Improved Initiative 3, Instant Up, Interpose, Move-by Action, Seize Initiative)
Vampiric Bite: Talents
. . Blood Drain: Concentration Weaken 3 (Linked; necromantic, Affects: Stamina, Resisted by: Fortitude, DC 13; Concentration; Grab-based)
. . Bloody Repast: Healing 3 (Linked; necromantic; Limited: to Self)
. . Kiss of the Apostle: Concentration Cumulative Affliction 7 (Linked; necromantic, 1st degree: Dazed, Fatigued, 2nd degree: Stunned, Exhausted, 3rd degree: Asleep, Transformed, Resisted by: Fortitude, DC 17; Concentration, Cumulative, Extra Condition; Distracting, Grab-based, Injected)
Vampiric Powers: Array
. . Maleable Form: Morph 4 ([0 active, 0/37 PP, 5/r], morphic, talent, +20 Deception checks to disguise; Any form)
. . Master Magus: Variable 5 ([0 active, 0/37 PP, 7/r], magecraft; Action: move; Unreliable (5 uses), Notes: 25 pts of Traits; Any Magecraft effect up to the level of High Thaumaturgy but not including True Sorcery or alternative Mystic Eyes)
. . Mystic Eyes of Contract: Progressive Affliction 13 ([0 active, 0/37 PP, 3/r-2], magecraft, talent, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 23; Increased Range 2: perception, Progressive; Activation: move action, Check Required: DC 10 - Expertise: Contracts, Limited to Minds, Sense-dependent: Visual)
Vampiric Powers: Talents
. . Accelerated Healing: Regeneration 4 (talent, Every 2.5 rounds)
. . Blood Bond: Senses 1 (talent, Communication Link: Those whom Altrouge has drinken the blood of, including Harry)
. . Deathless: Immortality 6 (talent, Return after 16 hours; Limited: Can only be killed by superior Mysteries to her)
. . Eclipse Princess Senses: Senses 27 (talent, Accurate: Olfactory, Acute: Olfactory, Analytical: Magic Awareness, Awareness: Magic [Mental], Darkvision, Direction Sense, Distance Sense, Extended: Olfactory Senses 6: x1m, Extended: Mental Senses 6: x1m, Extended: Vision 1: x10, Extended: Hearing 1: x10, Radius: Magic Awareness, Tracking: Olfactory & Mental 2: full speed, Ultra-hearing)
. . Inhuman: Immunity 33 (talent, Aging, Critical Hits, Fortitude Effects)
. . Protective Hide: Protection 7 (talent, +7 Toughness; Impervious)

Equipment
Cell Phone, Territorial Field, Yacht

Offense
Initiative +19
Blood Drain: Concentration Weaken 3, +19 (DC Fort 13)
Grab, +19 (DC Spec 16)
Kiss of the Apostle: Concentration Cumulative Affliction 7, +19 (DC Fort 17)
Mystic Eyes of Contract: Progressive Affliction 13 (DC Will 23)
Throw, +4 (DC 21)
Unarmed, +7 (DC 21)

Complications
- Addiction: Whether they are Ghouls, Vampires, Dead Apostles or Ancestors, all stages of this species are linked by a common biological need to consume blood in order to stop their bodies from decomposing at an accelerated rate. The methods by which they acquire this blood tends to vary from specimen to specimen, as their personalities tend to dictate their methods.
- Father, Please!: Whether she likes it or not, Altrouge ultimately serves the whims of her "father", Brunestud of the Crimson Moon. He is not as dead as the world would like to believe; rather, he is simply in a seemingly eternal slumber. She, like every other Dead Apostle Ancestor, must eventually heed his accursed demands.
- I Will Not Sully My Hands: Altrouge prefers to remain aloof and at a distance whenever possible.
- Infamy: Altrouge is one of the most infamous Dead Apostles in the history of the world. She has caused more strife and blood shed in her time than even the war god known as Ares. She is not normally a pleasant person to be around, though has in recent years calmed down considerably.
- Motivation: Thrills: Altrouge is a hedonist of the truest sort. She lives primarily for whatever enjoyment she can find in a given moment, no matter how fleeting. It is her hedonism that has caused her to be at the heart of some of the bloodiest wars in the history of the world.
- Relationships: Altrouge is the older half-sister to Arcueid Brunestud, and is the Sire to Harry Potter. Furthermore, she decided to make Harrry her progeny because she recognized him as a potential mate, and wished to pursue such a course of romance, as it had been so long since she had any inkling of an appropriate equal.
- Weakness: Altrouge suffers an additional degree of failure when trying to resist the effects of Sacraments of the Holy Church, such as the Black Keys used by Executors. The Black Keys in particular are especially dangerous when used against her as they have the "Bane (Descendants of the Crimson Moon)" flaw, allowing them to deal even more damage against Ghouls, Vampires, Dead Apostles and Dead Apostle Ancestors than they would against anything else.

Languages
English, French, German, Greek, Latin

Defense
Dodge 12, Parry 12, Fortitude Immune, Toughness 14 (Imp. 7), Will 13

Power Points
Abilities 92 + Powers 160 + Advantages 46 + Skills 39 (78 ranks) + Defenses 23 = 360

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Territorial Field - PL 13

Toughness 10, Size Large

Features:
Concealed 4, Deathtraps, Library, Living Space, Security System 3, 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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Yacht - PL 13

Strength 13, Defense -6, Toughness 11, Size Gargantuan

Features:
Autopilot 1 (+4), Communications 1, Computer, Library, Living Space, Navigation System 1

Powers
Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)

Power Points
Abilities 4 + Powers 5 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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DalkonCledwin
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Virtute Duce Comite Fortuna Brainstorm & Notes

Post by DalkonCledwin »

Virtute Duce Comite Fortuna
Premise: When Harry Potter decides to look into his magic more deeply than he ever had before, he finds within himself a power that he had never imagined was possible. Harry discovers that though he has been led by virtue, he has always been accompanied by fortune so great it can scarcely be imagined.
Required Inclusions:
- All alignments are welcome for the purposes of this setting.
- Harry must discover his power in 5th year or earlier.
- Harry’s new power/element must either award him with, or help him to find, a familiar that is in synch with this new power/element.
- Harry must be far smarter than he has allowed people to assume that he is.
- Either Dumbledore, Voldemort, someone in the Ministry, or even someone attending Hogwarts, must have already sensed Harry’s ‘new’ power/element prior to him discovering it.
- The canonical prophecy is either a false prophecy or an incomplete prophecy.
- Harry’s new power/element cannot originate from the Horcrux.
- Sirius must eventually get a trial and be freed of all charges, as well as remaining alive.
- All pairings are allowed for the purposes of this setting.
Preferred Inclusions:
- Crossover with DC Comics is highly suggested. Crossover with Disney’s Frozen setting has also been requested for the purposes of explaining the Greengrass family’s origins.
- Super Powerful or an OP Harry.
- More than one new power/element being under Harry’s control.
- Harry being granted the privilege of being resorted and going somewhere other than Gryffindor the second time around.
- Harry being able to grant similar powers/elements to those who are precious to him.
- Good!Dumbledore.
- Harems / Multi-pairings.
- Lily and/or James being alive or somehow being returned to life.
- Harry’s gaining control of either Black Ice, Darkness, or Death as his new power/element.
Forbidden Things:
- A weak, dumb or imbecilic Harry.
- Harry joining Voldemort as a Death Eater.
- Sirius dying for any reason other than old age.
- Harry relinquishing his powers, no matter what they are.
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DalkonCledwin
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Harry Potter / Virtute Duce Comite Fortuna

Post by DalkonCledwin »

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"You don't need a reason to help people"
— Harry's response to complaints about his "Saving People" thing

Harry J. Potter (NPC) - PL 12
Age: 15 / Height: 5' 9" / Weight: 152 lbs
Hair Color: Jet Black / Eye Color: Bottle Green

Strength 11/0, Stamina 0, Agility 3, Dexterity 3, Fighting 4, Intellect 3, Awareness 6, Presence 2

General Advantages
Artificer, Attractive, Benefit, Wealth 2 (independently wealthy), Defensive Attack, Defensive Roll, Eidetic Memory, Equipment 2, Inspire 3, Languages 3, Leadership, Power Attack, Ranged Attack 5, Ritualist, Trance

Enhanced Advantages
Close Attack 7

Skills
Athletics 6 (+17), Deception 2 (+4), Expertise (AWE): Cooking 4 (+10), Expertise: Magic 10 (+13), Insight 8 (+14), Investigation 6 (+9), Perception 8 (+14), Persuasion 6 (+8), Ranged Combat: Magic 2 (+5), Sleight of Hand 6 (+9), Stealth 4 (+7)

Powers
Power of the Nightwing: Array
. . Darkness by the Nightwing: Cumulative Perception Area Affliction 12 (darkness, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 22; Perception Area: DC 22 - Visual, Cumulative; Limited: to Vision)
. . Dispel Maigc: Nullify 14 (divine, Counters: Magic, DC 24; Broad, Simultaneous)
. . Eyes of the Nightwing: Remote Sensing 16 (divine, Affects: 2 Types, inc. Visual - Visual, Mental, Range: 250 miles)
. . Maw of the Nightwing: Movement Attack 14 (dimensions, Dimensional: shadow world 1: one dimension, 50 lbs., Extra Ranks 13, DC 24; Attack: Will, Increased Range: ranged)
. . Shadow of the Nightwing: Burst Area Concealment Attack 9 (shadow, All Visual Senses, Extra Ranks 5, DC 19; Burst Area 2: 60 feet radius sphere, DC 19, Attack: Will, Increased Range: ranged)
. . Strength of the Nightwing: Enhanced Strength 11 (shadow, +11 STR, Advantages: Close Attack 7)
. . Talons of the Nightwing: Burst Area Damage 12 (piercing, DC 27; Burst Area: 30 feet radius sphere, DC 22, Increased Range: ranged, Selective)
. . Visage of the Nightwing: Perception Area Affliction 12 (mental, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Perception Area: DC 22 - Visual; Limited: Fleeing or cowering in terror)
. . Wings of the Nightwing: Damage 14 (bludgeoning, shadow, DC 29; Increased Range: ranged, Multiattack)
. . Wizarding Magic: Variable 4 (magical; Action 2: free; Check Required 6: DC 15 - Expertise: Magic, Limited: Must have an appropriate focusing implement in order to utilize this ability, Notes: 20 pts of Traits for any Magical Descriptor effect)
Power of the Nightwing: Talents
. . Dark Flight: Flight 7 (dark force, Speed: 250 miles/hour, 0.5 miles/round)
. . . . Faster Than Light: Movement 2 (Alternate; darkness, Space Travel 2: other solar systems)
. . Deific Resilience: Immunity 12 (divine, Damage Effect: Darkness Effects, Environmental Conditions (All), Suffocation (All); Feature 2: Extreme Longevity)
. . Magical Awareness: Senses 6 (talent, Analytical: Magic Awareness, Awareness: Magic [Mental], Darkvision, Extended: Magic Awareness 1: x10, Radius: Magic Awareness)
. . Shadow Shield: Protection 13 (dark force, +13 Toughness; Impervious, Sustained)
. . Torquasm Vo: Impervious Will 15 (mental)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Sight: Concealment 5 (bestowed, All Visual Senses, Other Sense: Lifeline Detection; Affects Others; Passive)
Messrs M, W, P & P, Proudly Present
. . The Marauder's Map: Remote Sensing 8 (Affects: 1 Type - Identities, Range: 1 mile; Feature: Password Locked, Feature: Insults those who try to break password, No Conduit, Simultaneous, Subtle: DC 20+rank; Activation: move action, Limited: to Hogwarts & Grounds, Limited: Doesn't show all of Hogwarts, Medium: The Map, Quirk: Doesn't depict the prefixes & suffixes of a person's name)

Equipment
Holly Wand, The Marauder's Map

Offense
Initiative +3
Darkness by the Nightwing: Cumulative Perception Area Affliction 12 (DC Fort 22)
Dispel Maigc: Nullify 14, +10 (DC Will 24)
Grab, +11 (DC Spec 21)
Maw of the Nightwing: Movement Attack 14, +10 (DC Will 24)
Shadow of the Nightwing: Burst Area Concealment Attack 9 (DC Will 19)
Talons of the Nightwing: Burst Area Damage 12 (DC 27)
Throw, +8 (DC 26)
Unarmed, +11 (DC 26)
Visage of the Nightwing: Perception Area Affliction 12 (DC Will 22)
Wings of the Nightwing: Damage 14, +10 (DC 29)

Complications
- Curse Sworn: Harry is the Host body for the Kryptonian Deity known as the Nightwing, and while he is usually allowed full autonomy, there are certain matters that the Nightwing will demand Harry's full attention for, such as locating and romancing the Host Body of the Kryptonian Deity known as the Flamebird.
- Enemy: While it may or may not turn out that the prophecy isn't true, the fact remains that Voldemort largely believes it to be true, and because of that fact Harry will be hounded by Voldemort and his followers in their quest to see him killed. Thus it is up to Harry to bring their regime to an end once and for all.
- Honor: Harry will never break his word. He never ignores an insult to himself, a lady who is not an enemy or his flag and such insults may only be expunged by an apology or a duel (which need not be to the death). Harry never takes advantage of an opponent in any way; weapons and circumstances must be equal (except in open war). However, all of the above only applies between Harry and other "Gentlemen."
- Motivation: Doing Good: Harry strives always to do the right thing. This is such a huge component of his life, that his friends have come to believe he has a "Saving People" problem.
- Relationship: Harry has close bonds to the Weasley family, Rubeus Hagrid, Hermione Granger, and also to his godfather and surrogate uncle, Sirius Black & Remus Lupin. His relationship with his other Professors at Hogwarts is somewhat more strained due to their tendency to overlook certain issues he has had to deal with in their place over the years.

Languages
English, Kryptonian, Latin, Parseltongue

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 14/0 (Imp. 13), Will 15 (Imp. 15)

Power Points
Abilities 42 + Powers 140 + Advantages 24 + Skills 31 (62 ranks) + Defenses 30 = 267

--------------------
Harry J. Potter (PC) - PL 12

Strength 11/0, Stamina 0, Agility 3, Dexterity 3, Fighting 4, Intellect 3, Awareness 6, Presence 2

General Advantages
Artificer, Attractive, Benefit, Wealth 2 (independently wealthy), Equipment 2, Languages 1, Ranged Attack 5, Trance

Enhanced Advantages
Close Attack 7

Skills
Athletics 2 (+13), Expertise (AWE): Cooking 2 (+8), Expertise: Magic 10 (+13), Insight 6 (+12), Investigation 4 (+7), Perception 6 (+12), Persuasion 4 (+6), Ranged Combat: Magic 2 (+5), Stealth 4 (+7)

Powers
Divine Magic: Array
. . Blinding Blast: Affliction 14 (darkness, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 24; Alternate Resistance (Dodge), Increased Range: ranged; Limited: Vision)
. . Dark Blast: Damage 14 (darkness, DC 29; Increased Range: ranged, Variable Descriptor: close group - Cold or Force)
. . Shadow of the Nightwing: Burst Area Concealment Attack 5 (shadow, All Visual Senses, Extra Ranks 1, DC 15; Burst Area 2: 60 feet radius sphere, DC 15, Attack: Dodge, Increased Range: ranged)
. . Strength of the Nightwing: Enhanced Strength 11 (shadow, +11 STR, Advantages: Close Attack 7)
. . Wings of the Nightwing: Move Object 10 (shadow, 25 tons, DC 25; Damaging)
. . Wizarding Magic: Variable 4 (magical; Action 2: free; Check Required 6: DC 15 - Expertise: Magic, Limited: Must have an appropriate focusing implement in order to utilize this ability, Notes: 20 pts of Traits for any Magical Descriptor effect)
Innate Powers: Talents
. . Astral Projection: Remote Sensing 9 (divine, Affects: 3 Types, inc. Visual - Visual, Auditory, Mental, Range: 2 miles; Subtle 2: undetectable; Limited: Physical Body is Defenseless)
. . . . Dark Flight & Shadow Shield
. . . . . . Dark Flight: Flight 4 (Linked; darkness, Speed: 30 miles/hour, 500 feet/round)
. . . . . . Shadow Shield: Protection 14 (Linked; dark force, +14 Toughness; Impervious [7 ranks only], Sustained)
. . Magical Awareness: Senses 3 (talent, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Sight: Concealment 5 (bestowed, All Visual Senses, Other Sense: Lifeline Detection; Affects Others; Passive)
Messrs M, W, P & P, Proudly Present
. . The Marauder's Map: Remote Sensing 8 (Affects: 1 Type - Identities, Range: 1 mile; Feature: Password Locked, Feature: Insults those who try to break password, No Conduit, Simultaneous, Subtle: DC 20+rank; Activation: move action, Limited: to Hogwarts & Grounds, Limited: Doesn't show all of Hogwarts, Medium: The Map, Quirk: Doesn't depict the prefixes & suffixes of a person's name)

Equipment
Holly Wand, The Marauder's Map

Offense
Initiative +3
Blinding Blast: Affliction 14, +10 (DC Dog/Fort/Will 24)
Dark Blast: Damage 14, +10 (DC 29)
Grab, +11 (DC Spec 21)
Shadow of the Nightwing: Burst Area Concealment Attack 5 (DC Dog 15)
Throw, +8 (DC 26)
Unarmed, +11 (DC 26)
Wings of the Nightwing: Move Object 10, +10 (DC 25)

Complications
- Notes: See the entry above for complication suggestions

Languages
English, Parseltongue

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 14 (Imp. 7), Will 15

Power Points
Abilities 42 + Powers 75 + Advantages 13 + Skills 20 (40 ranks) + Defenses 30 = 180
--------------------
Build Comments: A couple things of note here. First, I designed two builds here, the first is my usual over the top build that is meant to encapsulate what I want to portray for my setting, which I owe credit to Gamebook for, as he designed the groundwork for what I want to portray in this particular story setting when he made his Arcane Supergirl build, which I will be borrowing a good deal of for my Flamebird Host when I get to her. I've spoken to him, and he seems okay with me using the stat block in this manner. Oh, and Gamebook, if you are reading this, I would love to hear feedback from you on my "Nightwing!Harry" build.

The second build is one that could be used in an actual M&M campaign by a player if they wanted to portray Harry with powers similar to the Nightwing Avatar, though whether the Nightwing Avatar ever actually had these sorts of powers in a canonical DC Comic Book I have no clue as this is mostly my head-canon here.

Last thing of note, I came up with both a new way of handling the versatility of Wizarding Magic, and also the effects of the Cloak of Invisibility. The Cloak is easy enough to discover my method for, while the versatility of wizarding magic will be handled as shown above using the variable effect, but also by having a handful of alternate effects in an array that the variable power shares that are considered 'staples' of the character the variable effect is attached to. The high rank of the Check Required flaw is to represent the fact that it takes long hours of repetitive casting just to master a spell, and even then it doesn't seem to be a surefire thing. Please note, I'm pretty sure the Check Required flaw only applies to configuring the Variable effect in a particular manner. Credit to Squirrely-Sama for the new way of handling Wizarding Magic by the way...
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Daphne / Virtute Duce Comite Fortuna

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"The Cold Never Bothered Me Anyways"
- House Greengrass Maxim

Daphne O. Greengrass (NPC) - PL 12
Age: 15 / Height: 5' 6" / Weight: 131 lbs
Hair Color: Blonde / Eye Color: Blue
Measurements: 32 / 23 / 33 in.

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

Advantages
Accurate Attack, Artificer, Attractive 2, Benefit, Wealth 4 (multimillionaire), Contacts, Defensive Roll, Eidetic Memory, Equipment 1, Inspire 3, Languages 3, Leadership, Power Attack, Ritualist, Taunt, Well-informed

Skills
Acrobatics 6 (+9), Deception 6 (+8), Expertise: Magic 10 (+12), Insight 8 (+10), Investigation 6 (+8), Perception 6 (+8), Persuasion 8 (+10), Ranged Combat: Magic 5 (+8), Sleight of Hand 4 (+7), Stealth 6 (+9)

Powers
Power of the Flamebird: Array
. . Dispel Magic: Nullify 16 (divine, Counters: Magic, DC 26; Broad, Simultaneous)
. . Eyes of the Flamebird: Remote Sensing 16 (divine, Affects: 2 Types, inc. Visual - Visual, Mental, Range: 250 miles)
. . Heat of the Flamebird: Cumulative Burst Area Affliction 12 (heat, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Burst Area: 30 feet radius sphere, DC 22, Cumulative, Increased Range: ranged)
. . Light of the Flamebird: Cumulative Burst Area Affliction 12 (radiant, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Burst Area: 30 feet radius sphere, DC 22, Cumulative, Increased Range: ranged; Limited: to Sight)
. . Magnificence of the Flamebird: Environment 8 (weather, Cold (Extreme), Light (Bright), Visibility (-5), Radius: 0.5 miles)
. . Talons of the Flamebird: Burst Area Damage 12 (piercing, DC 27; Burst Area: 30 feet radius sphere, DC 22, Increased Range: ranged, Selective)
. . Wings of the Flamebird: Damage 16 (bludgeoning, DC 31; Increased Range: ranged, Multiattack, Variable Descriptor: close group - Fire or Ice)
. . Wizarding Magic: Variable 4 (magical; Action 2: free; Check Required 6: DC 15 - Expertise: Magic, Limited: Must have an appropriate focusing implement to utilize this ability)
. . . . Ice Queen of Slytherin (Powers: Glacius: Damage 9)
. . . . . . Glacius: Damage 9 (cold, DC 24; Dangerous, Increased Range: ranged, Precise)
Power of the Flamebird: Talents
. . Deific Resilience: Immunity 12 (divine, Damage Effect: Fire Damage, Environmental Conditions (All), Suffocation (All); Feature 2: Extreme Longevity)
. . Fire Flight: Flight 7 (fire, Speed: 250 miles/hour, 0.5 miles/round)
. . . . Faster Than Light: Movement 2 (Alternate; fire, Space Travel 2: other solar systems)
. . Flaming Aura: Damage 2 (fire, DC 17; Reaction 3: reaction; Activation: move action)
. . Girl on Fire: Protection 11 (fire, +11 Toughness; Impervious, Sustained; Limited: Impervious is restricted to flammable weapons)
. . Magical Awareness: Senses 5 (Analytical: Magic Awareness, Awareness: Magic [Mental], Extended: Magic Awareness 1: x10, Infravision, Radius: Magic Awareness)
. . Torquasm Vo: Impervious Will 14 (mental)
. . Transfigurable Wardrobe: Feature 1 (magical, Notes: Using transfiguration, Daphne can change the entirety of what she is wearing as a Free Action.)

Power Settings
Ice Queen of Slytherin (Powers: Glacius: Damage 9)

Equipment
Laurel Wand

Offense
Initiative +3
Dispel Magic: Nullify 16, +8 (DC Will 26)
Flaming Aura: Damage 2, +3 (DC 17)
Glacius: Damage 9, +8 (DC 24)
Grab, +3 (DC Spec 10)
Heat of the Flamebird: Cumulative Burst Area Affliction 12 (DC Fort 22)
Light of the Flamebird: Cumulative Burst Area Affliction 12 (DC Fort 22)
Talons of the Flamebird: Burst Area Damage 12 (DC 27)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)
Wings of the Flamebird: Damage 16, +8 (DC 31)

Complications
- Curse Sworn: Daphne is the host for the Kryptonian Deity known as the Flamebird. It is partially for this reason that she has decided that no male is appropriate for her just yet, because she is waiting for the right male to find her.
- Motivation: Legacy: As a descendant of the Royal Family of Arendelle, Daphne has a great deal of responsibility that she has to deal with, one of the most important of which is finding a suitable husband that will allow her to continue the family legacy by granting her children her maiden name, rather than demanding her children take his name.
- Relationship: Daphne is especially close with her younger sister, Astoria, due to the curse that Astoria is forced to live under. She is also good friends with Tracey Davis, and is chiefly responsible for protecting the latter from the disatisfaction of the other Slytherin Students at having a Half-Blood in their House.
- Reputation: Daphne has something of a reputation for viciously freezing certain parts of the male anatomy whenever someone decides to make a pass at her using the Glacius Charm. This has therefore earned her the epithet of "Slytherin's Ice Queen" which is funny considering one of her Aunts a while back was Queen Elsa of Arendelle, with Daphne being descended from Elsa's sister.

Languages
English, French, Kryptonian, Latin

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 14/2 (Imp. 11), Will 14 (Imp. 14)

Power Points
Abilities 34 + Powers 123 + Advantages 23 + Skills 33 (65 ranks) + Defenses 34 = 247

--------------------
Daphne O. Greengrass (PC) - PL 9

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

Advantages
Artificer, Attractive, Equipment 1, Taunt

Skills
Deception 2 (+4), Expertise: Magic 5 (+7), Insight 2 (+4), Investigation 1 (+3), Persuasion 2 (+4), Ranged Combat: Magic 4 (+7)

Powers
Wizarding Magic: Array
. . Glacius Maximus!: Create 7 (ice constructs, magical, Volume: 125 cft., DC 17; Increased Duration: continuous)
. . Glacius Ultima!!: Environment 11 (magical, weather, Cold, Visibility (-2), Radius: 4 miles)
. . Glacius: Damage 11 (cold, magical, DC 26; Increased Range: ranged, Precise)
. . Wizarding Magic: Variable 3 (magical; Action 2: free; Check Required 4: DC 13 - Expertise: Magic, Limited: Must have an appropriate focusing implement to utilize this ability)
Wizarding Magic: Talents
. . Freezing Aura: Damage 2 (cold, magical, DC 17; Reaction 3: reaction; Activation: move action)
. . Ice Gown: Protection 9 (cold, magical, +9 Toughness; Impervious)
. . Scrying: Remote Sensing 7 (magical, Affects: Visual Senses - visual, Range: 0.5 miles; Medium: Ice)
. . The Cold Never Bothered Me Anyways: Immunity 10 (talent, Common Descriptor: Cold Effects)
. . Transfigurable Wardrobe: Feature 1 (magical, Notes: Using transfiguration, Daphne can change the entirety of what she is wearing as a Free Action.)

Equipment
Laurel Wand

Offense
Initiative +3
Freezing Aura: Damage 2, +3 (DC 17)
Glacius: Damage 11, +7 (DC 26)
Grab, +3 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Complications
- Curse Sworn: Although she isn't aware of the fact just yet, the truth of the matter is that Daphne is the host for the Kryptonian Deity known as the Flamebird. It is partially for this reason that she has decided that no male is appropriate for her just yet, because she is waiting for the right male to find her.
- Motivation: Legacy: As a descendant of the Royal Family of Arendelle, Daphne has a great deal of responsibility that she has to deal with, one of the most important of which is finding a suitable husband that will allow her to continue the family legacy by granting her children her maiden name, rather than demanding her children take his name.
- Relationship: Daphne is especially close with her younger sister, Astoria, due to the curse that Astoria is forced to live under. She is also good friends with Tracey Davis, and is chiefly responsible for protecting the latter from the disatisfaction of the other Slytherin Students at having a Half-Blood in their House.
- Reputation: Daphne has something of a reputation for viciously freezing certain parts of the male anatomy whenever someone decides to make a pass at her using the Glacius Charm. This has therefore earned her the epithet of "Slytherin's Ice Queen" which is funny considering one of her Aunts a while back was Queen Elsa of Arendelle, with Daphne being descended from Elsa's sister.

Languages
English

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

Power Points
Abilities 34 + Powers 69 + Advantages 4 + Skills 8 (16 ranks) + Defenses 20 = 135
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Build Comments: I once again provided a PC version, though in this case it is a Daphne who hasn't awoken her status as the Flamebird. Also, assume the stats for the PL9 version of Daphne are viable for both Tracey and Astoria in this setting, as I don't feel like building independent stat blocks for each of them. Both of the latter two are pictured below, use your best guess as to which is which:
Image Image
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Kara Zor-El / Virtute Duce Comite Fortuna

Post by DalkonCledwin »

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"For you-- And I don't say this to hurt you-- for you, Krypton is theoretical and Earth is your home. You forget, cousin, that technically, I am older than you. I grew up on Krypton."
— Kara speaking to Clark

Kara Zor-El (NPC) - PL 12
Age: 14 / Height: 5' 5" / Weight: 120 lbs
Hair Color: Blonde / Eye Color: Blue
Measurements: 30 / 22 / 27 in.

Strength 12/1, Stamina 10/1, Agility 11/3, Dexterity 10/3, Fighting 6, Intellect 3, Awareness 4, Presence 3

Advantages
Benefit, Status: Last Daughter of Krypton, Benefit, Wealth 2 (independently wealthy), Defensive Attack, Extraordinary Effort, Languages 1, Move-by Action

Skills
Close Combat: Unarmed 5 (+11), Expertise: Kryptonian Lore 10 (+13), Perception 8 (+12), Persuasion 6 (+9), Technology 8 (+11)

Powers
Kryptonian Powers: Array
. . Heat Vision: Damage 14 (heat, DC 29; Increased Range: ranged)
. . Hyper Breath: Cone Area Damage 10 (cold, DC 25; Cone Area: 60 feet cone, DC 20)
. . Hyper Speed: Quickness 17 (talent, Perform routine tasks in -17 time ranks)
. . Superhuman Senses: Senses 21 (talent, Acute: Hearing, Extended: Hearing 6: x1m, Extended: Vision 4: x10k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing; Limited: X-Ray Vision can't penetrate lead or radiation shielding [4 ranks only])
Kryptonian Powers: Talents
. . Power-Lifting: Enhanced Strength 6 (talent, +6 STR; Limited to Lifting)
. . Solar Powered: Enhanced Trait 70 (talent, Strength +11 (+12), Stamina +9 (+10), Agility +8 (+11), Dexterity +7 (+10))
. . Super-Endurance: Immunity 10 (talent, Life Support; Quirk: limited to approximately 30 minutes at a time)
. . Superhuman Physiology: Immunity 10 (talent, Damage Effect: Corrosive Damage, Disease, Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Background Radiation, Poison)
. . Superior Stamina: Immunity 6 (talent, Fatigue Effects, Sleep; Limited - Half Effect)
. . True Flight: Flight 14 (talent, Speed: 32000 miles/hour, 60 miles/round)
. . . . Faster Than Light: Movement 2 (Alternate; talent, Space Travel 2: other solar systems)
. . . . Hyper Running: Speed 14 (Alternate; talent, Speed: 32000 miles/hour, 60 miles/round)
. . True Invulnerability: Protection 3 (talent, +3 Toughness; Impervious [10 extra ranks])

Offense
Initiative +11
Grab, +11 (DC Spec 22)
Heat Vision: Damage 14, +10 (DC 29)
Hyper Breath: Cone Area Damage 10 (DC 25)
Throw, +10 (DC 27)
Unarmed, +11 (DC 27)

Complications
Motivation: Responsibility: Kara feels a strong sense of responsibility to use her powers for the benefit of all.
- Power Loss: All of Kara's powers are reliant on the light of a G2V Main Sequence Star, like the one that Earth orbits. If she is deprived of such sunlight for too long, she begins losing the ranks of her powers at an astounding rate until she is little different from an ordinary, if physically fit, human being.
- Secret Identity: When not acting as Supergirl, Kara usually goes by the name of either Kara Danvers or Kara Kent.
- Vulnerability: There are a number of types of Kryptonite on the planet Earth, each of which has a different effect upon those Kryptonians who encounter them.
- Weakness: Kara is vulnerable to magic. Her Toughness is not Impervious against magical attacks.

Languages
English, Kryptonian

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

Power Points
Abilities 48 + Powers 175 + Advantages 7 + Skills 19 (37 ranks) + Defenses 15 = 264

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For Sake of Comparison When Harry is using the "Strength of the Nightwing" power, he can effectively lift 50 tons. Meanwhile, Kara here, is capable of lifting 6,000 tons without pulling on her Extraordinary Effort advantage.

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Build Comments: Okay, first things first... this is not the Kara from the Supergirl TV Series. This is an attempt to depict the Kara from the New 52 Comics, which is the universe I intend to draw inspiration from for my "Virtute Duce Comite Fortuna" setting. One thing of note here, is that I decided to handle her strength, stamina, agility and dexterity differently than other sources would... that is because I modeled this statblock using Ben Riley's New 52 MSHRPG stuff.
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Re: Dalkon's Potterverse Archive

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"▂▂▃▃▄▄▅▅!"
— Berserker, Fate/Stay Night

Bleez of Havania (NPC) - PL 12
Age: 23 / Height: 6' 0" / Weight: 145 lbs
Hair Color: Black / Eye Color: Yellow
Measurements: 34 / 23 / 36 in.

Strength 12/2, Stamina 10, Agility 3, Dexterity 6/4, Fighting 8/6, Intellect 3, Awareness 4, Presence 2

General Advantages
All-out Attack, Assessment, Attractive 2, Daze (Deception), Diehard, Equipment 1, Fascinate (Deception), Fast Grab, Fearless, Improved Initiative, Inspire 2, Power Attack, Ritualist, Second Chance: Resisting Domination, Skill Mastery: Deception, Startle, Taunt

Enhanced Advantages
Agile Feint, Evasion, Favored Environment: Aerial, Improved Defense,

Skills
Acrobatics 4 (+11/+7), Athletics 2 (+14), Close Combat: Power Ring 4 (+12), Deception 8 (+10), Expertise: Astrogation 4 (+7), Expertise: Magic 10 (+13), Expertise: Torture 4 (+7), Insight 6 (+10), Intimidation 6 (+8), Investigation 4 (+7), Perception 4 (+8), Persuasion 8 (+10), Ranged Combat: Power Ring 4 (+10), Sleight of Hand 2 (+8), Stealth 2 (+5), Technology 2 (+5), Vehicles 2 (+8)

Powers
Havanian Physiology
. . Aerial Mastery: Enhanced Trait 9 (talent, Dodge +2 (+10), Parry +2 (+10), Acrobatics +4 (+11), Advantages: Agile Feint, Evasion, Improved Defense; Limited: to While Flying)
. . At Home in the Air: Movement 1 (talent, Environmental Adaptation: Aerial, Advantages: Favored Environment: Aerial)
. . Broken Wing Strike: Strength-based Damage 4 (piercing, DC 31; Reach (melee) 2: 10 ft., Split: 2 targets)
. . Havanian Senses: Senses 2 (talent, Extended: Vision 1: x10, Extended: Hearing 1: x10)
Red Lantern Power Battery
. . Dimensional Storage: Feature 1 (cosmic, Notes: Red Lantern Power Batteries can be stored inside of an extradimensional pocket space that any Red Lantern Power Ring can access by means of the A.I. and Database feature.)
. . Energy Source: Feature 2 (cosmic, Notes: Capable of recharging Red Lantern Power Rings. This energy is recharged on a near constant basis by means of a direct link to the Central Power Battery on the planet of Ysmault.)
Red Lantern Ring (Removable)
. . A.I. and Database: Feature 2 (cosmic, Notes: Red Lantern Rings possess an Artificial Intelligence, allowing them to answer questions for their wielder from a database located on the planet Ysmault (the GM largely gets to determine what information the ring can provide).)
. . Berserker Rage
. . . . Impervious to Stuns: Immunity 2 (Linked; fury, Uncommon Descriptor: Stunned Condition)
. . . . Mental Resistance: Impervious Will 14 (Linked; fury; Sustained)
. . . . Very Good Aim: Enhanced Trait 8 (Linked; fury, Dexterity +2 (+6), Fighting +2 (+8))
. . Crimson Fire: Array
. . . . Burning Blood: Damage 12 (cosmic, fire, DC 27; Increased Duration: concentration, Reach (melee) 2: 10 ft., Notes: extinguished by a cessation of rage or the Blue Light of Hope)
. . . . Burning Kiss: Cumulative Affliction 10 (cosmic, fire, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Duration 2: sustained, Insidious, Subtle 2: undetectable; Grab-based, Instant Recovery)
. . . . Fires of Rage: Damage 10 (cosmic, fire, DC 25; Increased Range: ranged, Penetrating 6)
. . . . Haemopotent Replication: Variable 6 (cosmic; Custom 2: Close Range, Limited: Red Lanterns whose blood Bleez has consumed, Notes: 30 pts of Traits for replicating unique powers possessed by Catalyst (i.e. the Red Lantern whose blood Bleez has consumed))
. . . . Rage Constructs: Shapeable Area Damage 4 (cosmic, fire, DC 19; Shapeable Area 2: 60 cft., DC 14, Increased Duration: concentration, Increased Range: ranged, Selective)
. . . . Strength Empowerment: Enhanced Strength 14 (cosmic, +14 STR; Feature: Able to Exert Strength Without Moving; Limited to Lifting [4 ranks only])
. . Detect Rage: Senses 3 (cosmic, Acute: Detect Rage, Detect: Rage [Mental] 2: ranged)
. . Energy Sheath
. . . . Force Field: Protection 4 (Linked; cosmic, +4 Toughness; Impervious [10 extra ranks], Sustained)
. . . . Life Support: Immunity 10 (Linked; cosmic, Life Support; Sustained; Quirk 2: Doesn't defend against diseases & poisons with the "Injected" flaw)
. . Heartless: Regeneration 1 (cosmic, Every 10 rounds; Feature: Heart of equivalent vital organs are no longer essential to survival)
. . Power of Rage: Feature 1 (cosmic, Notes: Lanterns other than Blue lose ring power more quickly than normal defending against the Red Light.)
. . True Flight: Flight 8 (cosmic, Speed: 500 miles/hour, 1 mile/round)
. . . . Faster Than Light: Movement 4 (Alternate; cosmic, Environmental Adaptation: Zero-G, Space Travel 3: other galaxies)
. . Universal Translation: Comprehend 4 (cosmic, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)

Equipment
Red Lantern Power Battery

Offense
Initiative +7
Broken Wing Strike: Strength-based Damage 4, +8 (DC 31)
Burning Blood: Damage 12, +12 (DC 27)
Burning Kiss: Cumulative Affliction 10, +12 (DC Will 20)
Fires of Rage: Damage 10, +10 (DC 25)
Grab, +8 (DC Spec 22)
Rage Constructs: Shapeable Area Damage 4 (DC 19)
Throw, +6 (DC 27)
Unarmed, +8 (DC 27)

Complications
- Hatred: Much like every other member of the Red Lantern Corps, Bleez has something which causes her to feel absolute fury and hatred. In Bleez's case her hatred is directed at both the Yellow Lantern Corpsmen who raped her and killed her family, and also at the politicians on Havania who sold her and her family out.
- Motivation: Thrills: There isn't really a better way to describe what motivates a Red Lantern Corps Member other than to say that they are motivated by thrills since most of them are mindless animals that live only to fulfill their fury and frustration with the world. Bleez is unique in that she has been granted her mind back by Atrocitus.
- Power Loss: Like virtually all other Lantern Rings, a Red Lantern Ring will occasionally need to be recharged. It will issue a warning before it runs completely out of energy so that Bleez knows to seek out a Power Battery in time to recharge it.
- Reputation: Not only is Bleez a Red Lantern, but she has something of a reputation as a Scarlet Woman. Worse still, she tends to use her dalliances in order to so discord and strife by causing rulers that take a fancy in her to wage wars against other rulers on their planets.

Languages
Havanian

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

Power Points
Abilities 68 + Powers 108 + Advantages 19 + Skills 38 (76 ranks) + Defenses 15 = 248

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Also for Comparison Under normal circumstances, Bleez can only lift about 200 lbs. However when using her Strength Empowerment ability, that jumps up to 1,600 tons.

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Build Comments: The Burning Kiss thing was inspired by something Gamebook did on his version of Bleez, but I have adjusted it to be more in line with the typical "Eldritch Kiss" found on numerous builds for characters such as Amora the Enchantress. This particular version is virtually identical to the version used in Rogue Genius Games' "Super Powered Legends" sourcebook for the Spellbinder character.
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Pansy / Virtute Duce Comite Fortuna

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"Does it hurt terribly, Draco?"
— Harry Potter and the Prisoner of Azkaban

Pansy P. Parkinson (PC) - PL 10
Age: 15 / Height: 5' 7" / Weight: 127 lbs
Hair Color: Black / Eye Color: Brown
Measurements: 30 / 21 / 33 in.

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

Advantages
Artificer, Assessment, Attractive 2, Benefit, Wealth 2 (independently wealthy), Connected, Contacts, Daze (Intimidation), Defensive Attack, Equipment 1, Fascinate (Intimidation), Favored Foe: Hermione Granger, Languages 2, Power Attack, Ranged Attack 5, Ritualist, Startle, Taunt, Trance, Well-informed

Skills
Acrobatics 4 (+5), Athletics 2 (+2), Deception 6 (+8), Expertise: Magic 8 (+9), Insight 6 (+11), Intimidation 4 (+6), Investigation 4 (+5), Perception 4 (+9), Persuasion 4 (+6), Stealth 4 (+5), Treatment 2 (+3)

Powers
Wizarding Magic: Array
. . Avada Kedavra: Progressive Affliction 7 (unforgivable, magical, 3rd degree: Dying, Resisted by: Fortitude, DC 17; Custom: Fourth Degree: Dead, Feature: Automatically kills Minions, Increased Range: ranged, Penetrating 7, Progressive; Check Required 4: DC 13 - Will, Diminished Range, Limited: to Once per Encounter, Limited Degree (third only))
. . Crucio: Cumulative Affliction 12 (unforgivable, magical, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, Resisted by: Will, DC 22; Cumulative, Extra Condition, Increased Range: ranged, Penetrating 7; Check Required 4: DC 13 - Will, Diminished Range, Distracting, Limited: to Once per Encounter, Limited Degree)
. . Imperio: Progressive Affliction 6 (unforgivable, magical, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Increased Duration 2: sustained, Increased Range: ranged, Insidious, Penetrating 4, Progressive; Distracting, Instant Recovery, Limited: to Once per Encounter)
. . Incendio: Damage 12 (fire, magical, DC 27; Increased Range: ranged)
. . Protego: Protection 12 (magical, +12 Toughness; Impervious [6 ranks only], Sustained)
. . Wizarding Magic: Variable 4 (magical; Action 2: free; Check Required 6: DC 15 - Expertise: Magic, Limited: Must have an appropriate focusing implement to utilize this ability)
Wizarding Magic: Talents
. . Lightning Flight: Teleport 8 (unlicensed, magical, 1 mile in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Extended: 250 miles in 2 move actions, Turnabout; Custom: Can Teleport Blind (Complete Power Profiles p. 197), Distracting, Limited: must pass through intervening space in gaseous form, Noticeable: departure and arrival are accompanied by a loud cracking noise)
. . Magical Awareness: Senses 3 (talent, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
. . The Dark Mark: Auditory Communication 4 (bestowed, talent, Sense Type: Magical; Concentration, Distracting, Limited: to Voldemort & other Death Eaters)

Equipment
Birch Wand

Offense
Initiative +1
Avada Kedavra: Progressive Affliction 7, +8 (DC Fort 17)
Crucio: Cumulative Affliction 12, +8 (DC Will 22)
Grab, +4 (DC Spec 10)
Imperio: Progressive Affliction 6, +8 (DC Will 16)
Incendio: Damage 12, +8 (DC 27)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Complications
- Curse Sworn: Pansy has voluntarily and rather foolishly, allowed herself to be branded with the Mark of the Dark Lord known as Voldemort. This means he has at his disposal a method by which to punish her should her actions ever in any way displease him, even if he isn't even in the same room as her, as such a thing is possible through her Dark Mark. If such were to occur, it is treated in all the same ways as if Voldemort had used his Crucio spell on Pansy.
- Motivation: Patriotism: Pansy truly believes that the act of having joined the Death Eaters was the single most patriotic thing she could have done. She doesn't understand that her decision is actually about as unpatriotic as one can get, if she did she would never have done such a thing.
- Rivalry: Pansy's primary rivalry is with Hermione Granger, but as a byproduct of her longstanding friendship with Draco Malfoy, she can also be said to be rivals with Ron Weasley and Harry Potter as well.
- She of the Illegal Spellwork: Those spells which Pansy can cast that are tagged with the "Unforgivable" descriptor come with a one-way ticket to Azkaban's high security detention ward if Pansy were to get caught casting them. The ability to perform Apparition without a license and actually get caught doing so is heavily fined as well.

Languages
English, German, Latin

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12 (Imp. 6), Will 12

Power Points
Abilities 32 + Powers 44 + Advantages 26 + Skills 24 (48 ranks) + Defenses 24 = 150

--------------------
Build Comments: Part of the reason I designed Pansy as part of this group, is because I wanted a Death Eater in the pairing, and because I needed to update my build for the Killing Curse to reflect how I feel it should actually be handled. Which naturally means I am going to likely need to build Voldemort all over again at some point.

Also, regarding the Dark Mark... I could have handled it in a number of ways, including giving it one of the Perception extras that the Communication power effect was given in... Cosmic Handbook I think it was, however in the end I decided to go with it being a Complication since it is more useful to me as such, however it does have the practical purpose of being a communication system so I made it a power as well. I also decided to go with the Communication power effect here, rather than the Communication Link aspect of the Senses Power Effect mainly because I find it hard to believe that the Dark Mark would enable Voldemort to communicate with a Death Eater if said Death Eater happens to be on Ysmault or Oa or any other number of planets other than Earth.

Oh! I forgot to mention why I gave the Killing and Torture Curse a Will Check Required flaw... that is because all evidence in the novels seems to point to the conclusion that it takes extreme will power, usually in the form of hatred, anger and/or complete and utter apathy, in order to cast those spells successfully.
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DalkonCledwin
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Superman (Prime Earth) / Virtute Duce Comite Fortuna

Post by DalkonCledwin »

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"His whole planet was destroyed. He's the last of a holocaust. He grew up in the dirt. Finding out slowly how different he was. A stranger discovering every day how strange he was. He has the power to tear the world apart. And he could. With a pinkie. It's not his world. We're not his people. We should be ants to him. Imagine that. Always being on the outside. The pain that would come from always being on the outside. And yet, he took that pain and became the symbol of hope."
— Batman on the subject of Superman

Clark Kent (Prime Earth) - PL 16
Age: 26 / Height: 6' 3" / Weight: 235 lbs
Hair Color: Black / Eye Color: Blue

Strength 12, Stamina 15, Agility 11, Dexterity 11, Fighting 10, Intellect 5, Awareness 6, Presence 4

General Advantages
Benefit, Status 6: Earth's Mightiest Defender, Connected, Equipment 5, Extraordinary Effort, Fighting Style: Aikido, Fighting Style: Jujutsu, Inspire 3, Leadership, Ultimate Effort: Toughness Checks

Fighting Style Advantages
Accurate Attack, Defensive Attack, Evasion, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Uncanny Dodge

Skills
Close Combat: Unarmed 3 (+13), Expertise: Astrogation 6 (+11), Expertise: Computers 6 (+11), Expertise: Farming 4 (+9), Expertise: Journalism 10 (+15), Expertise: Kryptonian Lore 8 (+13), Perception 8 (+14), Persuasion 8 (+12), Ranged Combat: Heat Vision 7 (+18), Technology 12 (+17), Treatment 4 (+9)

Powers
Kryptonian Armor (Removable (indestructible))
. . Armored Garment: Impervious Toughness 5 (armor; Feature: Summonable)
Kryptonian Powers: Array
. . Heat Vision: Damage 14 (heat, DC 29; Increased Range: ranged)
. . Hyper Speed: Quickness 19 (Perform routine tasks in -19 time ranks)
. . Hyper-Breath: Cone Area Damage 10 (cold, DC 25; Cone Area 3: 250 feet cone, DC 20)
. . Superhuman Senses: Senses 21 (talent, Acute: Hearing, Extended: Hearing 6: x1m, Extended: Vision 4: x10k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing; Limited: X-Ray Vision can't penetrate lead or radiation shielding [4 ranks only])
Kryptonian Powers: Talents
. . More powerful than a locomotive: Enhanced Strength 11 (talent, +11 STR; Limited to Lifting)
. . Super-Endurance: Immunity 10 (talent, Life Support; Quirk: limited to approximately 30 minutes at a time)
. . Superhuman Physiology: Immunity 10 (talent, Damage Effect: Corrosive Damage, Disease, Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Background Radiation, Poison)
. . Superior Stamina: Immunity 6 (talent, Fatigue Effects, Sleep; Limited - Half Effect)
. . True Flight: Flight 14 (talent, Speed: 32000 miles/hour, 60 miles/round)
. . . . Able to leap tall buildings in a single bound: Leaping 10 (Alternate; talent, Leap 1 mile at 250 miles/hour in 12 seconds, Notes: in 2020 the Jeddah Tower of Saudi Arabia will open it's doors to the public. This building is projected to have a completed maximum height of 3,280 feet, which translates to 0.62 miles. In order to accomodate that I had to go with a Rank 10 Leaping power for Clark here if I wanted to stay true to the meme.)
. . . . Faster than a speeding bullet: Speed 14 (Alternate; talent, Speed: 32000 miles/hour, 60 miles/round)
. . . . Faster Than Light: Movement 3 (Alternate; talent, Space Travel 3: other galaxies)
. . True Invulnerability: Protection 4 (talent, +4 Toughness; Impervious [10 extra ranks])
Tricks of the Trade: Talents
. . Master Linguist: Comprehend 3 (skill, Languages - Read All, Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language, Notes: Assume Clark knows all non-magical terrestrial languages, some extraterrestrial languages and Kryptonian, as well as being capable of learning more.)

Equipment
The Fortress of Solitude

Offense
Initiative +11
Grab, +10 (DC Spec 21)
Heat Vision: Damage 14, +18 (DC 29)
Hyper-Breath: Cone Area Damage 10 (DC 25)
Throw, +11 (DC 27)
Unarmed, +13 (DC 27)

Complications
- Motivation: Responsibility: Clark feels a strong sense of responsibility to use his powers for the benefit of all.
- Power Loss: Clark's powers are reliant on the light of a G2V Main Sequence Star, however unlike Kara he has undergone extensive training in a chamber of his Fortress of Solitude to allow himself to retain at least some of his powers while in situations where he lacks such light. In such situations, refer to the "Clark Depowered" stat block for what he can and can't do.
- Relationship: While Clark's origin story is basically the same as that of his New Earth counterpart, one startling and devastating difference is that Jonathan and Martha Kent both died in a car accident on the night of Clark's high school prom. This one difference changed so much about who Clark would become it isn't even funny. It is worth noting, that he is still the 'technically younger' cousin of Kara Zor-El, and thus one of the world's most terrifying Shovel Salesmen. Clark has also cultivated numerous other relationships, some of which may or may not bite him in the arse one day.
- Rivalry: Apollo: When he first meets Apollo, the Sun God may or may not bitch slap Clark half way across Olympus. Unfortunately for Apollo he may also follow that up by slamming a ball of solar energy into Clark, which results in Clark kicking Apollo's arse six ways to Sunday (pun totally intended).
- The Many Faces of Clark: The Clark Kent of Prime Earth has the potential to go through many iterations, including but not limited to the form presented in this stat block, a version that has been infected with the Doomsday Virus, one which has been granted membership in the Sinestro Corps (though that one appears to be based on the Clark Depowered stat block), and one that might very well be on par with Superman Prime of DC One Million. Of those other iterations, only the Sinestro Superman is below the point of being a PL X character.
- True Identity: Clark Kent is really the Kryptonian known as Superman whose real name is Kal-El.
- Vulnerability: There are a number of types of Kryptonite on the planet Earth, each of which has a different effect upon those Kryptonians who encounter them.
- Weakness: Clark is vulnerable to magic. His Toughness is not Impervious against magical attacks. Although, he still benefits from the Impervious Toughness granted by his Kryptonian Armor if he is actively wearing it when defending against such attacks.

Languages
English

Defense
Dodge 13, Parry 13, Fortitude 15, Toughness 19 (Imp. , Will 16

Power Points
Abilities 148 + Powers 136 + Advantages 29 + Skills 38 (76 ranks) + Defenses 15 = 366

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Clark Depowered (Prime Earth) - PL 12

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

General Advantages
Attractive, Benefit, Status 6: Earth's Mightiest Defender?, Connected, Extraordinary Effort, Fighting Style: Aikido, Fighting Style: Jujutsu, Inspire 3, Leadership

Fighting Style Advantages
Accurate Attack, Defensive Attack, Evasion, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Uncanny Dodge

Skills
Close Combat: Unarmed 3 (+11), Expertise: Astrogation 6 (+11), Expertise: Computers 6 (+11), Expertise: Farming 4 (+9), Expertise: Journalism 10 (+15), Expertise: Kryptonian Lore 8 (+13), Perception 8 (+14), Persuasion 8 (+12), Technology 12 (+17), Treatment 4 (+9)

Powers
Kryptonian Powers: Talents
. . Able to Leap Tall Buildings in a Single Bound: Leaping 10 (talent, Leap 1 mile at 250 miles/hour in 12 seconds)
. . True Invulnerability: Protection 5 (talent, +5 Toughness; Impervious)
Tricks of the Trade
. . Master Linguist: Comprehend 3 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language, Notes: Assume Clark knows all non-magical terrestrial languages, some extraterrestrial languages and Kryptonian, as well as being capable of learning more.)

Offense
Initiative +2
Grab, +8 (DC Spec 13)
Throw, +3 (DC 23)
Unarmed, +11 (DC 23)

Complications
- All the Same: Clark has mostly all the same complications in this form as he does in his default form.
- Reputation: The one additional complication this form has that his other doesn't is that he would be utterly despised if it became known he had lost almost all of the qualities that made him Earth's Mightiest Defender.

Languages
English

Defense
Dodge 2, Parry 8, Fortitude 8, Toughness 13 (Imp. 5), Will 16

Power Points
Abilities 88 + Powers 25 + Advantages 23 + Skills 35 (69 ranks) + Defenses 10 = 181
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The Fortress of Solitude - PL 16

Toughness 20, Size Huge

Features:
Communications, Computer, Concealed 3, Defense System, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 1

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
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Superman (New Earth) / Virtute Duce Comite Fortuna

Post by DalkonCledwin »

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"Look! Up in the sky! It's a bird! It's a plane! It's Superman!"
— Opening Credits of the Adventures of Superman, 1952-58

Clark Kent (New Earth) - PL 15
Age: 43 / Height: 6' 3" / Weight: 235 lbs
Hair Color: Black / Eye Color: Blue

Strength 11/2, Stamina 13/3, Agility 10/2, Dexterity 11/3, Fighting 9/3, Intellect 4, Awareness 5, Presence 4

General Advantages
Assessment, Attractive, Equipment 6, Extraordinary Effort, Favored Foe: Darkseid, Fighting Style: Aikido, Fighting Style: Jujutsu, Inspire 3, Leadership, Power Attack, Seize Initiative, Ultimate Effort: Toughness Checks

Fighting Style Advantages
Accurate Attack, Defensive Attack, Evasion, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Uncanny Dodge

Skills
Close Combat: Unarmed 6 (+15), Expertise: Astronavigation 6 (+10), Expertise: Farming 8 (+12), Expertise: Journalism 15 (+19), Expertise: Kryptonian Lore 8 (+12), Insight 6 (+11), Investigation 4 (+8), Perception 8 (+13), Persuasion 8 (+12), Ranged Combat: Heat Vision 5 (+16), Technology 12 (+16), Treatment 4 (+8)

Powers
Kryptonian Powers: Array
. . Heat Vision: Damage 14 (heat, DC 29; Increased Range: ranged)
. . Hyper Speed: Quickness 15 (talent, Perform routine tasks in -15 time ranks)
. . Hyper-Breath: Cone Area Damage 10 (cold, DC 25; Cone Area 2: 120 feet cone, DC 20)
. . Superhuman Senses: Senses 21 (talent, Acute: Hearing, Extended: Hearing 6: x1m, Extended: Vision 4: x10k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing)
Kryptonian Powers: Talents
. . More Powerful Than a Locomotive: Enhanced Strength 12 (talent, +12 STR; Limited to Lifting)
. . Solar Powered: Enhanced Trait 88 (talent, Will +6 (+15), Fighting +6 (+9), Agility +8 (+10), Dexterity +8 (+11), Strength +9 (+11), Stamina +10 (+13))
. . Super-Endurance: Immunity 10 (talent, Life Support; Quirk: limited to approximately 30 minutes at a time)
. . Super-Stamina: Immunity 6 (talent, Fatigue Effects, Sleep; Limited - Half Effect)
. . Superhuman Physiology: Immunity 11 (talent, Aging, Damage Effect: Corrossive Damage, Disease, Environmental Condition: Background Radiation, Environmental Condition: Cold, Environmental Condition: Heat, Poison)
. . Torquasm Vo: Impervious Will 10 (talent)
. . True Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
. . . . Able to Leap Tall Buildings in a Single Bound: Leaping 10 (Alternate; talent, Leap 1 mile at 250 miles/hour in 12 seconds)
. . . . Faster Than a Speeding Bullet: Speed 14 (Alternate; talent, Speed: 32000 miles/hour, 60 miles/round)
. . . . Faster Than Light: Movement 3 (Alternate; talent, Space Travel 3: other galaxies)
. . True Invulnerability: Protection 5 (talent, +5 Toughness; Impervious [9 extra ranks])
Tricks of the Trade: Talents
. . Master Linguist: Comprehend 3 (Languages - Read All, Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language, Notes: Assume that this particular Clark knows pretty much every language in existence that isn't inherently magical.)

Equipment
Fortress of Solitude

Offense
Initiative +10
Grab, +9 (DC Spec 21)
Heat Vision: Damage 14, +16 (DC 29)
Hyper-Breath: Cone Area Damage 10 (DC 25)
Throw, +11 (DC 26)
Unarmed, +15 (DC 26)

Complications
- From Infinite Earths to Flashpoint: During the event known as "Infinite Crisis" a group of intrepid adventures consisting of Supergirl, the Flash, Hal Jordan, Superman, Lois Lane and the latter pair's young son Jonathan S. Kent travel through time to the "First Crisis" in order to avert the disaster. They succeed, but it is unknown what happened to everyone of those individuals save for Superman, Lois and John. Those three however, wound up on Prime Earth a full nine years before the events that formed the Justice League, and have been living in anonymity since then.
- Motivation: Responsibility: Clark feels a strong sense of responsibility to use his powers for the benefit of all.
- Power Loss: All of Clark's powers are reliant on the light of a G2V Main Sequence Star, like the one that Earth orbits. If he is deprived of such sunlight for too long, he begins losing the ranks of his powers at an astounding rate until he is little different from an ordinary, if physically fit, human being.
- Relationship: As far as Kara is concerned, this Clark is the Clark she would have wanted to meet when she first arrived on Earth, because this is the Clark who would have managed to avoid having a continent shattering throw down with his temperamental cousin right after she discovered she missed his formative years. Harry also likes this Clark better due to his wiser and less egocentric personality.
- True Identity: Clark Kent is really the Kryptonian known as Superman whose real name is Kal-El.
- Vulnerability: Theoretically, because Clark is not from this reality, he shouldn't be affected by the Kryptonite native to the Prime Earth reality... however due to just how absurdly broken such an advantage would be, the writers have decided that such Kryptonite still does affect him.
- Weakness: Clark is vulnerable to magic. His Toughness is not Impervious against magical attacks.

Languages
English

Defense
Dodge 12, Parry 12, Fortitude 15, Toughness 18 (Imp. 14), Will 15/9 (Imp. 10)

Power Points
Abilities 52 + Powers 221 + Advantages 27 + Skills 45 (90 ranks) + Defenses 11 = 356

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Fortress of Solitude - PL 15

Toughness 20, Size Huge

Features:
Communications, Computer, Concealed 3, Defense System, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Movable, Power System, Security System 1

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 16 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 26
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For Comparison: When you get right down to it, neither of these two Supermen is any stronger or weaker than the other in terms of how much they can actually bench press. However the one who is native to Prime Earth tends to put substantially more force behind his punches and has substantially more innate stamina than the one from New Earth. Also, while the phrase "New Earth" might lead one to believe it is the newer of the two realities, that isn't the case... I don't really know why it is called New Earth though, so don't ask me.
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H'El / Virtute Duce Comite Fortuna

Post by DalkonCledwin »

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"Why'd they have to revoke my face-claim???"
— Superboy-Prime's reaction to learning about this guy from Deadpool.

H'El (Prime Earth) - PL 17
Age: 30 / Height: 6' 4" / Weight: 232 lbs
Hair Color: Black / Eye Color: White

Strength 15, Stamina 15, Agility 11, Dexterity 12, Fighting 12, Intellect 7, Awareness 6, Presence 2

General Advantages
Daze (Intimidation), Extraordinary Effort, Fighting Style: Aikido, Fighting Style: Escrima, Fighting Style: Jujutsu, Fighting Style: Ninjutsu, Fighting Style: Tae Kwon Do, Leadership, Seize Initiative, Ultimate Effort: Toughness Checks

Fighting Style Advantages
Accurate Attack, All-Out Attack, Chokehold, Defensive Attack, Defensive Roll, Evasion, Fast Grab, Grabbing Finesse, Hide in Plain Sight, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Improvised Weapon, Power Attack, Quickdraw, Startle, Takedown, Uncanny Dodge, Weapon Bind

Skills
Deception 6 (+8), Expertise: Astrogation 10 (+17), Expertise: Kryptonian Lore 10 (+17), Intimidation 8 (+10), Perception 6 (+12), Ranged Combat: Heat Vision 9 (+21), Technology 8 (+15)

Powers
Kryptonian Übermensch: Array
. . Heat Vision: Damage 13 (heat, DC 28; Increased Range: ranged)
. . Hyper Speed: Quickness 20 (talent, Perform routine tasks in -20 time ranks)
. . Hyper-Breath: Cone Area Damage 10 (cold, DC 25; Cone Area 4: 500 feet cone, DC 20)
. . Superhuman Senses: Senses 20 (talent, Extended: Hearing 6: x1m, Extended: Vision 4: x10k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing; Limited: X-Ray Vision can't penetrate lead or radiation shielding [4 ranks only])
Kryptonian Übermensch: Talents
. . Artificial Lifeform: Immunity 22 (talent, Aging, Damage Effect: Corrosive damage, Fatigue Effects, Life Support, Sleep)
. . Omniglot: Comprehend 4 (talent, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Power-Lifting: Enhanced Strength 12 (talent, +12 STR; Limited to Lifting)
. . True Flight: Flight 16 (talent, Speed: 125000 miles/hour, 250 miles/round)
. . . . Faster Than Light: Movement 3 (Alternate; talent, Space Travel 3: other galaxies)
. . . . Hyper Running: Speed 14 (Alternate; talent, Speed: 32000 miles/hour, 60 miles/round)
. . True Invulnerability: Protection 4 (talent, +4 Toughness; Impervious [10 extra ranks])
Phenomenal Cosmic Power: Array
. . Astral Projection: Remote Sensing 14 ([0 active, 0/86 PP, 2/r+3], cosmic, Affects: 3 Types, inc. Visual - Visual, Aural, and Mental, Range: 60 miles; Dimensional 3: any dimension; Side Effect 2: always - physical body is defenseless and immobile)
. . Cosmic Transmutation: Transform 14 ([0 active, 0/86 PP, 5/r], cosmic, Affects: Anything, Transforms: 6 tons, DC 24)
. . Language Transplant: Variable 2 ([0 active, 0/86 PP, 10/r], cosmic; Action 2: free, Affects Others, Increased Range 2: perception; Limited: to Languages, Sense-dependent: Mental Contact with Subject(s))
. . Shapeshifting: Morph 4 ([0 active, 0/86 PP, 5/r], cosmic, +20 Deception checks to disguise; Any form)
. . Telekinesis: Move Object 16 ([0 active, 0/86 PP, 3/r+3], cosmic, 1600 tons; Increased Range: perception, Precise, Subtle 2: undetectable)
. . Teleportation: Teleport 14 ([0 active, 0/86 PP, 5/r+16], cosmic, 60 miles in a move action, carrying 200 tons; Accurate, Change Direction, Change Velocity, Easy, Extended: 16000 miles in 2 move actions, Increased Mass 13, Turnabout)

Offense
Initiative +11
Cosmic Transmutation: Transform 14, +12 (DC Dog 24)
Grab, +12 (DC Spec 22)
Heat Vision: Damage 13, +21 (DC 28)
Hyper-Breath: Cone Area Damage 10 (DC 25)
Telekinesis: Move Object 16 (DC 26)
Throw, +12 (DC 30)
Unarmed, +12 (DC 30)

Complications
- Hatred: For anything other than himself which has Kryptonian abilities but which is not a pure-Kryptonian. Such individuals can expect for H'El to go to elaborate lengths to plot their demise.
- I'm a Real Boy, Pa!: H'El truly believes himself to be a Kryptonian, but in reality he is nothing more than an artificial entity and not even one that was cloned from any single or specific prior Kryptonian.
- Obsession: With bringing Krypton back from the grave, no matter the cost to innocent lives.
- Relationship: H'El is the person who is responsible for giving Kara the ability to speak and understand English.
- Weakness: The only exploitable weakness that H'El possesses that he shares in common with other Kryptonians, is that he loses the Impervious quality on his Toughness defense when defending against magical attacks.

Languages
Kryptonian

Defense
Dodge 14, Parry 14, Fortitude 16, Toughness 20/19 (Imp. 14), Will 18

Power Points
Abilities 160 + Powers 244 + Advantages 26 + Skills 29 (57 ranks) + Defenses 18 = 477

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Walking Shirtless Scene: Um... yeah, not even the official art for this guy has him with a shirt on... and I have to question Kara's taste in men, since she canonically has a crush on this guy...

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Build Notes: H'El and Darkseid probably rank as the two most powerful villains that can actually formulate complex long term strategies that exist in the entirety of the New 52 that will actually play a major part in the "Virtute Duce Comite Fortuna" setting. Parallax comes in a close second to these guys, but his actual power is largely reliant upon how much he can scare the crap out of his victims, and is also limited by his host body.

Another thing of note, this build actually gives us a good idea of how strong "Superman, the God of Strength" happens to be, since while he is the God of Strength, Clark duplicates a huge chunk of this stat block.

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For Comparison: H'El here, is able to bench 3,200,000 tons. The two Boy Scouts can bench 200,000 tons. Meanwhile, the Kal-El who basically started the whole Infinite Crisis debacle in the first place is able to bench 800,000,000 tons.
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Maxima / Virtute Duce Comite Fortuna

Post by DalkonCledwin »

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"The only potential my family sees in me is my ability to bear children."
— Maxima on the subject of her family

Maxima (Prime Earth) - PL 13
Age: 17 / Height: 6' 2" / Weight: 164 lbs
Hair Color: They say it's red... / Eyes: Green
Measurements: 36 / 24 / 36 in.

Strength 12, Stamina 10, Agility 7, Dexterity 7, Fighting 8, Intellect 3, Awareness 8, Presence 5

Advantages
Attractive 2, Benefit, Status 2: Almeracian Nobility, Benefit, Wealth 2 (independently wealthy), Inspire 3, Languages 2, Leadership, Startle

Skills
Athletics 6 (+18), Close Combat: Weapon Training 3 (+11), Deception 6 (+11), Expertise: Galactic Empires & Races 6 (+9), Expertise: Politics 8 (+11), Intimidation 6 (+11), Ranged Combat: Energy Blasts 4 (+11), Ranged Combat: Throwing 3 (+10), Technology 6 (+9), Vehicles 6 (+13)

Powers
Energy Construct Creation: Array
. . Energy Arsenal: Strength-based Damage 3 (force, DC 30; Custom: Can be used to add any modifiers up to the value of this extra in pp, Variable Descriptor: close group - Bludgeoning, Piercing or Slashing)
. . Energy Constructs: Create 13 (force, Volume: 8000 cft., DC 23)
. . Kinetic Blast: Damage 15 (force, DC 30; Increased Range: ranged)
. . Mobile Constructs: Create 9 (force, Volume: 500 cft., DC 19; Movable)
Energy Construct Creation: Talents
. . Environmental Field: Immunity 10 (force, Life Support; Sustained; Quirk 2: Doesn't defend against diseases & poisons with the "Injected" flaw)
. . Force Field: Protection 8 (force, +8 Toughness; Impervious [6 extra ranks], Sustained)

Offense
Initiative +7
Energy Arsenal: Strength-based Damage 3, +11 (DC 30)
Grab, +8 (DC Spec 22)
Kinetic Blast: Damage 15, +11 (DC 30)
Throw, +10 (DC 27)
Unarmed, +8 (DC 27)

Complications
- I Kissed a Girl and I liked It: Despite the wishes of her family and her kingdom, Maxima is not at all interested in marrying a male of their choosing. In fact she seems to exhibit far more interest in the fairer gender.
- Motivation: Thrills: Maxima lives for the thrill of battle.
- Responsibility: Maxima is one of the most respected students attending Crucible Academy, and with that comes staggering levels of responsibility. If Crucible Academy were Hogwarts, then Maxima would likely be a sixth or seventh year Prefect, if not in fact being the Head Girl.

Languages
Almeracian Royal Tongue, English, Interlac

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 18 (Imp. 14), Will 16

Power Points
Abilities 120 + Powers 63 + Advantages 13 + Skills 27 (54 ranks) + Defenses 9 = 232

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Builder's Rant I can safely say I preferred the Maxima from the New Earth continuity when compared to this one. She hit all the same general milestones in my personal 'date or date not' book as Jean Grey and Maddie Pryor do. This one though... how does what is obviously a shade of pink qualify as 'red hair'? And what happened to all her telepathy and telekinesis? Why would you get rid of such a useful skill set in favor of something that is just a less diverse set of Lantern Ring powers? About the only redeeming thing about this is her apparent interest in Kara as a romantic partner at one point in the Supergirl comics of the New 52, as opposed to who her counterpart usually crushes on.

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Build Comments: I think, but I'm not sure, that I might be the first person to build a stat block for the Maxima from the New 52. This wasn't easy to figure out as I've not got a full understanding of what she can do thanks to not having gotten to the Crucible Academy Arc yet. I hope she looks appropriate? Oh, and while this Maxima likely does have some Martial Arts skills, I wouldn't even know where to begin with assigning her appropriate advantages for such.

I also saw no indication that the Almeracians of the New 52 are as obsessed with engineering the perfect genome as the ones who live in the New Earth continuity, and as such I did not include the Royal Breeding suite of effects from Maxima's DC Adventures stat block.

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For Comparison Sake: While getting hit in the face by Maxima will suck just as much as if Clark Kent of Prime Earth had been the one hitting your face, she is only able to bench press 100 tons in comparison to even just Kara's 6,000 tons. So she's stronger overall than Harry or Daphne, but way weaker than anyone from Krypton when they are under yellow sunlight.
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DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Lex Luthor / Virtute Duce Comite Fortuna

Post by DalkonCledwin »

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"So instead of walking into the unknown ... I didn't do anything. [...] I never again let the fear of failure stop me."
— The Lex Luthor Memoirs

Alexander 'Lex' Joseph Luthor - PL 14
Age: 30 / Height: 6' 2" / Weight: 210 lbs
Hair Color: Bald (frm. Red) / Eye Color: Green

Strength 11/2, Stamina 11/2, Agility 5/3, Dexterity 5/4, Fighting 8/6, Intellect 9, Awareness 8, Presence 4

Advantages
Benefit 8: Resources (Various LexCorp Technology), Benefit, Status: World Class Businessman, Benefit, Wealth 5 (billionaire), Connected, Defensive Attack, Defensive Roll 2, Eidetic Memory, Equipment 6, Inspire 2, Languages 2, Leadership, Seize Initiative, Set-up, Skill Mastery: Expertise: Science, Skill Mastery: Technology, Ultimate Effort: Technology checks, Well-informed

Skills
Deception 8 (+12), Expertise: Business 8 (+17), Expertise: Computers 4 (+13), Expertise: Crime 4 (+13), Expertise: Politics 4 (+13), Expertise: Science 14 (+23), Insight 8 (+16), Intimidation 4 (+8), Investigation 8 (+17), Perception 6 (+14), Persuasion 6 (+10), Ranged Combat: Guns 4 (+9), Technology 13 (+22), Vehicles 6 (+11)

Powers
The Mk III Warsuit (Removable)
. . Alter-Ego: Enhanced Trait 46 (armor, Fighting +2 (+8), Dexterity +1 (+5), Agility +2 (+5), Strength +9 (+11), Stamina +9 (+11))
. . Body Armor: Protection 5 (armor, +5 Toughness; Impervious [5 extra ranks])
. . Combat Computer: Enhanced Trait 6 (technological, Close Combat +9 (+17), Ranged Combat +3 (+8))
. . Containment Field: Immunity 13 (armor, Damage Effect: Corrosive Damage, Damage Effect: Electricity Damage, Environmental Condition: Background Radiation, Environmental Condition: Heat, Environmental Condition: Cold)
. . Rocket Flight: Flight 9 (fire, Speed: 1000 miles/hour, 2 miles/round)
. . Warsuit Arsenal: Array
. . . . Electrical Discharge: Damage 4 (electricity, DC 19; Reaction 3: reaction)
. . . . Fold Out Knife: Strength-based Damage 6 (slashing, DC 32; Dangerous)
. . . . Force Field Generation: Create 12 (force, Volume: 4000 cft., DC 22; Impervious; Limited: Walls)
. . . . Kinetic Blast: Damage 14 (force, DC 29; Increased Range: ranged)
. . . . Solar Gun: Cumulative Affliction 10 (radiant, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: Vision)

Equipment
Hold-out Pistol, LexCorp Tower

Offense
Initiative +5
Electrical Discharge: Damage 4, +8 (DC 19)
Fold Out Knife: Strength-based Damage 6, +8 (DC 32)
Grab, +8 (DC Spec 21)
Hold-out Pistol, +9 (DC 17)
Kinetic Blast: Damage 14, +8 (DC 29)
Solar Gun: Cumulative Affliction 10, +8 (DC Dog/Fort/Will 20)
Throw, +5 (DC 26)
Unarmed, +17 (DC 26)

Complications
- Arrogance: Luthor is supremely arrogant and confident in his own abilities, but he needs recognition for his achievements.
- Honor: Luthor is actually quite sincere about how he treats his employees, and he has respect for blue-collar people who go beyond their means to get ahead (since he used to be one as well).
- Motivation: Greed: Luthor has always been driven by a desire to have everything he wants, no matter what he has to do to get it.
- Obsession: Luthor is obsessed with humbling and destroying Superman.
- Relationship: Luthor has a sister who he cherishes more than anything else in the world. Unfortunately, she suffers from an unknown illness, and it is mostly his desire to cure that illness that has led him down the path of villainy.
- Rivalry: With Superman, no matter which Superman it happens to be. It is even possible to convince Luthor to do heroic things if it is done in the name of getting the better of Superman at something.

Languages
Choose any 2 languages, English

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 18/16 (Imp. 10), Will 16

Power Points
Abilities 76 + Powers 104 + Advantages 36 + Skills 49 (97 ranks) + Defenses 16 = 281

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LexCorp Tower - PL 14

Toughness 16, Size Gargantuan

Features:
Communications, Computer, Deathtraps, Fire Prevention System, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 5, Workshop

Power Points
Abilities 4 + Powers 0 + Advantages 0 + Features 16 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
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Builder's Query: Does anyone actually know who got the idea to do the 'billionaire in a mechanized battlesuit' first as far as comic books go? Marvel has Stark, and DC has Luthor... who did it first is what I want to know.

Edit: found my answer. Marvel got there first. Lex didn't get his armor till the 1980's, long after Ironman's official debut.

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Build Comments: With regards to the languages that Luthor knows? I don't give a damn which ones they are cause I only ever see or hear him using English. This is will also look frightfully similar to the DC Adventures Heroes & Villains Vol. 2 stat block for Luthor, and that is what tends to happen when trying to convert a FASERIP stat block for someone who has no superpowers outside of his mechanized battle suit.

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For Comparison Sake: Luthor is able to bench a staggering 200 lbs without his Warsuit. With it, he can manage 50 tons, which is about the same as Harry can achieve.
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DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Lobo / Virtute Duce Comite Fortuna

Post by DalkonCledwin »

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"You've gotta ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?"
— Dirty Harry

Li'asusi'asu Osuhsusi'asu Duhrunazs Ousssaz - PL 13
Age: **Builder blinks at audience owlishly** / Height: 5' 11" / Weight: 227 lbs
Hair Color: Black / Eye Color: Red

Strength 11, Stamina 11, Agility 7, Dexterity 7, Fighting 10, Intellect 3, Awareness 6, Presence 0

Advantages
All-out Attack, Close Attack 2, Daze (Intimidation), Equipment 10, Fearless, Improved Aim, Improved Critical: Unarmed, Improved Initiative, Languages 2, Ranged Attack 5, Startle, Weapon Bind

Skills
Deception 10 (+10), Expertise (AWE): Streetwise 12 (+18), Expertise: Astrogation 10 (+13), Intimidation 20 (+20), Perception 14 (+20), Stealth 6 (+13), Technology 10 (+13), Vehicles 10 (+17)

Powers
Czarnian Physiology
. . Hard to Frag: Regeneration 6 (talent, Every 1.66 rounds; Persistent)
. . I Can Smell Ya From Clear Across the Galaxy: Senses 22 (talent, Accurate: Olfactory, Acute: Olfactory, Direction Sense, Distance Sense, Extended: Olfactory 15: x1000tr, Tracking: Olfactory 2: full speed)
. . No Place Like Space: Immunity 24 (talent, Common Descriptor: Cold Effects, Common Descriptor: Heat Effects, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Quirk: Lobo has to visit a planet with a Earth-like atmosphere once every 30 days)
. . Nothing's Unfraggable (talent; Penetrating 14, Variable Descriptor: close group - All Attacks; Quirk: Lower of Attack or Extra's Rank)
. . Power-Lifting: Enhanced Strength 9 (talent, +9 STR; Limited to Lifting)
. . Why're Ya Hitting Yerself?: Protection 5 (talent, +5 Toughness; Impervious [9 extra ranks])
Lobo's Arsenal: Array (Removable)
. . Badass Katana: Strength-based Damage 3 (slashing, DC 29; Dangerous 4)
. . Bolter Gun: Damage 14 (ballistic, DC 29; Increased Range: ranged, Multiattack)
. . Frag Grenades: Burst Area Damage 10 (ballistic, DC 25; Burst Area: 30 feet radius sphere, DC 20, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged)

Equipment
Cosmic Chopper

Offense
Initiative +11
Badass Katana: Strength-based Damage 3, +12 (DC 29)
Bolter Gun: Damage 14, +12 (DC 29)
Frag Grenades: Burst Area Damage 10 (DC 25)
Grab, +12 (DC Spec 21)
Throw, +12 (DC 26)
Unarmed, +12 (DC 26)

Complications
- Accept No Substitues: Lobo's been demolishing the Fourth Wall for far longer than Putzpool has!
- Clone Wars: One of Lobo’s clones might come calling, or maybe the clone is the real Lobo, or maybe they’re all clones and the real Lobo is elsewhere, or maybe …
- Feetal's Gizz!: Lobo’s got a temper.
- Honor: Lobo’s word is his bond, but you have to ask yourself: is the guy in front of you who is giving you his word, really Lobo?
- My Fishies!: Lobo has a soft spot for his space dolphins.
- The Main Man: Lobo’s reputation and a trail of dead bodies precede him.

Languages
Czarnian, English, Interlac

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

Power Points
Abilities 110 + Powers 141 + Advantages 27 + Skills 46 (92 ranks) + Defenses 12 = 336

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Cosmic Chopper - PL 13

Strength 6, Defense 10, Toughness 10, Size Medium

Features:
Navigation System 1

Powers
Propulsion Systems
. . Levitation: Flight 12 (Speed: 8000 miles/hour, 16 miles/round)
. . . . Faster Than Light: Movement 3 (Alternate; Space Travel 3: other galaxies)
. . . . Wheels: Speed 12 (Alternate; Speed: 8000 miles/hour, 16 miles/round)

Power Points
Abilities 6 + Powers 26 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 15 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 48
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Regarding the Incomprehensible Name: The wikia article for the Lobo of Prime-Earth says his birth name is unpronounceable... can you think of how you might go about pronouncing what I listed as his birth name? Wouldn't it just be easier to use the acronym of L.O.B.O.?
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