Dalkon's Potterverse Archive

Where in all of your character write ups will go.
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Amora the Enchantress / In Somnis Veritas

Post by DalkonCledwin »

Image
Amora the Enchantress - PL 12
Age: 1,732 / Height: 6' 3" / Weight: 450 lbs
Hair Color: Blonde / Eye Color: Green
Measurements: 38 / 22 / 36 in.

Strength 7, Stamina 8, Agility 2, Dexterity 3, Fighting 6, Intellect 4, Awareness 7, Presence 8

Advantages
Accurate Attack, Artificer, Assessment, Attractive 2, Bad Girl, Beloved: Harry, Benefit, Wealth 3 (millionare), Connected, Daze (Deception), Defensive Attack, Eidetic Memory, Fascinate (Deception), Favored Foe: Thor, Power Attack, Ranged Attack 3, Ritualist, Skill Mastery: Deception, Trance, Ultimate Effort: Expertise: Magic, Well-informed

Skills
Acrobatics 4 (+6), Close Combat: Eldritch Kiss 4 (+10), Deception 8 (+16), Expertise: Asgard 8 (+12), Expertise: Magic 14 (+18), Insight 4 (+11), Perception 4 (+11), Persuasion 8 (+16), Ranged Combat: Magic 4 (+7), Technology 2 (+6), Treatment 2 (+6), Vehicles 2 (+5)

Powers
Aesir Physiology
. . All-Tongue: Comprehend 3 (racial, Languages - Read All, Languages - Understand All, Languages - You're Understood; Subtle: subtle)
. . Dense Flesh: Impervious Toughness 8 (racial)
. . Fast Healing: Regeneration 2 (racial, Every 5 rounds)
. . Heavy-Weight Champion: Density Growth 2 (racial, +2 STR, +2 STA, +2 mass ranks; Density)
. . Mystic Senses: Senses 5 (racial, Analytical: Magic Awareness, Awareness: Magic [Mental], Detect: Spirits [Visual] 2: ranged, Radius: Magic Awareness)
. . Power-Lifting: Enhanced Strength 3 (racial, +3 STR; Limited to Lifting, Notes: Lifts 25 Tons)
. . Running Speed: Speed 2 (racial, Speed: 8 miles/hour, 120 feet/round)
. . Self-Sustenance: Immunity 4 (racial, Disease, Poison, Suffocation (All); Feature 2: Extreme Longevity; Limited: to Non-Magical Diseases & Poisons [2 ranks only])
. . Spirit Medium: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
Magical Might Dynamic Array
. . Baneful Transformation: Cumulative Affliction 9 ([0 active, 0/30 PP, 3/r+3], magical, 1st degree: Hindered, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 19; Cumulative, Dimensional 3: any dimension, Increased Range: ranged)
. . Hypnotic Voice: Concentration Cumulative Perception Area Affliction 10 ([0 active, 0/30 PP, 3/r], magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Hearing, Concentration, Cumulative; Instant Recovery)
. . Look Manipulation: Morph 4 ([0 active, 0/30 PP, 5/r], magical, +20 Deception checks to disguise; Any form)
. . Magikinesis: Move Object 14 ([0 active, 0/30 PP, 2/r+2], magical, 1600 tons; Increased Mass 2)
. . Mystic Bolt: Damage 14 ([0 active, 0/30 PP, 2/r+2], magical, DC 29; Increased Range: ranged, Variable Descriptor 2: broad group - Any Magical)
. . Mystic Portal: Teleport 7 ([0 active, 0/30 PP, 4/r+2], magical, Carry 50 lbs.; Accurate, Change Direction, Extended: 120 miles in 2 move actions, Portal, Turnabout; Limited to Extended, Unreliable (5 uses))
. . Necromancy: Summon 2 ([0 active, 0/30 PP, 14/r], magical; Controlled, Horde, Multiple Minions 5: 32 minions, Notes: 30 pts for Summoning Skeletons or Zombies as per the Templates on pages 144 & 145 of the Game Master's Guide.)
. . Paralyzation Burst: Progressive Burst Area Affliction 5 ([0 active, 0/30 PP, 6/r], magical, 1st degree: Dazed, Impaired, 2nd degree: Defenseless, Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 15; Burst Area: 30 feet radius sphere, DC 15, Extra Condition, Increased Range: ranged, Progressive)
. . Phantasms: Illusion 6 ([0 active, 0/30 PP, 5/r], magical, Affects: All Sense Types, Area: 60 cft., DC 16; Selective; Resistible: Will)
. . The Old Paths: Movement 2 ([0 active, 0/30 PP, 4/r], magical, Space Travel 2: other solar systems; Portal)
. . Thought Casting: Mental Communication 5 ([0 active, 0/30 PP, 4/r+2], magical; Dimensional 2: group - Mystical Dimensions)
Magical Might Talents
. . Eldritch Kiss: Cumulative Affliction 14 (magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Cumulative, Increased Duration 2: sustained, Insidious, Subtle 2: undetectable; Grab-based, Instant Recovery)
. . Levitation: Flight 7 (magical, Speed: 250 miles/hour, 0.5 miles/round)
. . Mind Shield: Immunity 10 (magical, Common Descriptor: Mental Powers; Sustained)
. . Mystic Shield: Protection 6 (magical, +6 Toughness; Impervious [3 ranks only], Sustained)

Offense
Initiative +2
Baneful Transformation: Cumulative Affliction 9, +10 (DC Will 19)
Eldritch Kiss: Cumulative Affliction 14, +10 (DC Will 24)
Grab, +6 (DC Spec 17)
Hypnotic Voice: Concentration Cumulative Perception Area Affliction 10 (DC Will 20)
Magikinesis: Move Object 14, +10 (DC 24)
Mystic Bolt: Damage 14, +10 (DC 29)
Paralyzation Burst: Progressive Burst Area Affliction 5 (DC Fort 15)
Throw, +6 (DC 22)
Unarmed, +6 (DC 22)

Complications
- Motivation: Thrills: Amora lives primarily for the enjoyment that she can squeaze from even the most simple of things in life. She is also one of the least discriminating individuals when it comes to who she is willing to kiss, and has been known to kiss anything from the Hulk to a garden variety Mountain Troll, to a handsome prince in shining armor.
- Power Loss: Amora is unable to utilizee her magic when she is unable to speak, or perform the proper gestures.
- Relationship: While her relationship with Harry started as a teacher-student relationship, it has long since progressed to the point where it is now more of a romantic connection.
- Reputation: For the longest time, Amora had sought to dominate Thor and have him become her lover. While that is no longer the case, there are still those who view Amora with suspicion because of her past actions.
- Weakness: While they never go away entirely, Her really aren't as effective outside of Asgard as they are therein. This means that the effect ranks of Amora's spells will become Impaired after one week away from Asgard, and then Disabled after an additional two weeks away. All conditions immediately reset the instant she returns to Asgard.

Languages
Ancient Norse

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 14 (Imp. 11), Will 15

Power Points
Abilities 82 + Powers 155 + Advantages 25 + Skills 32 (64 ranks) + Defenses 21 = 315
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Magic in Marvel Comics & How it Relates to Potterverse

Post by DalkonCledwin »

I felt it was probably necessary to explain how magic functions within Marvel Comics and how it relates to Potterverse...

The first thing one has to understand with regards to magic in Marvel is that there are three primary sources of power, four if you include Items of Power, that a spellcaster can draw forth the energy necessary to create their spells. Those forms of energy are defined as follows:
  • Personal Energies: which are the mental and spiritual energy of the spellcaster him or herself. This form of energy is best used for magic that manipulates the spellcaster and only the spellcaster, making it very effective for things such as mental shields and levitation spells, as well as general shield spells.
  • Universal Energies: this energy comes from the world around the spellcaster, usually this means the same planet that they happen to be on. This can include drawing energy from things such as Leylines and other sources of power. This energy is best used for the more destructive spells, such as Mystic Bolts, and also for things such as Teleportation.
  • Extradimensional Energies: this energy comes from sources OTHER than the world the spellcaster originates from. These spells tend to be incredibly powerful, but tend to be reliant on the whims of various extradimensional entities.
Now, in Amora's case, her spells are technically primarily of the Universal and Personal Energy variety, however due to her primary world being Asgard, it limits her in where she is most effective. Harry learned how to draw energy from both Asgard and from Earth, and as such is not as limited as she is.

Now in regards to Wizarding Magic, it is by and large Personal Energy, but Personal Energy which is being channeled through a focusing device (the wand), which is why it can have effects which oftentimes resemble Universal Energy spells. It is also why most Witches and Wizards aren't going to be capable of feats like building another Hogwarts, since that basically required honest to goodness Universal Energy.

P.S. this was included primarily for those people wondering why Amora has the weakness she does, while Harry doesn't have a similar weakness, and because I know some of my readers aren't as well studied on Marvel Comics as other people on this forum are.
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Sue Li, v1 / In Somnis Veritas

Post by DalkonCledwin »

Image
Sue Li, v1 - PL 10
Age: 16 / Height: 5' 2" / Weight: 121 lbs
Hair Color: Brunette / Eye Color: Amber
Measurements: 40 / 24 / 36 in.

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

Advantages
Agile Feint, Artificer, Attractive, Benefit, Wealth 3 (millionare), Chokehold, Connected, Defensive Attack, Defensive Roll 5, Equipment 4, Fast Grab, Favored Environment: Forests, Grabbing Finesse, Hide in Plain Sight, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Languages 1, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Ranged Attack 6, Takedown, Teamwork, Trance, Weapon Bind, Well-informed

Skills
Acrobatics 4 (+7), Athletics 4 (+6), Close Combat: Unarmed 2 (+10), Deception 6 (+9), Expertise (DEX): Quidditch 4 (+8), Expertise: Magic 8 (+10), Expertise: Philosophy 6 (+8), Insight 6 (+13), Intimidation 4 (+7), Investigation 4 (+6), Perception 6 (+13), Persuasion 6 (+9), Sleight of Hand 4 (+8), Stealth 4 (+7), Treatment 6 (+8)

Powers
Martial Talents
. . Missile Redirection: Immunity 5 (skill, Damage Effect: Thrown Weapons; Redirect, Reflect; Concentration)
. . Perfect Serenity: Immunity 5 (skill, Interaction Skills; Sustained)
Wizarding Magic Array
. . Accio / Depulso: Teleport Attack 4 (magical, Carry 50 lbs., DC 14; Accurate, Affects Others Only, Attack: Dodge, Extended: 16 miles in 2 move actions, Extended Range 6, Increased Range: ranged; Limited to Extended, Transit Time 5: 1 minute)
. . Expelliarmus: Move Object 10 (magical, 25 tons; Diminished Range, Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . Finite Incantatem: Burst Area Nullify 5 (magical, Counters: Magic, DC 15; Burst Area: 30 feet radius sphere, DC 15, Broad, Simultaneous; Diminished Range)
. . Fumos: Environment 9 (magical, Visibility (-2), Radius: 1 mile; Selective)
. . Incendio: Damage 10 (fire, magical, DC 25; Increased Range: ranged; Diminished Range)
. . Petrificus Totalus: Affliction 6 (magical, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, 3rd degree: Paralyzed, Resisted by: Dodge, Overcome by Strength, DC 16; Extra Condition, Increased Range: ranged, Reversible; Diminished Range)
. . Protego: Burst Area Deflect 9 (magical; Burst Area: 30 feet radius sphere, DC 19, Increased Duration: concentration, Reflect; Limited: Can't Deflect the Unforgivables, Reduced Range: close)
. . Stupefy: Cumulative Affliction 6 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged; Diminished Range)
Wizarding Physiology
. . Mystic Senses: Senses 5 (racial, Analytical: Magic Awareness, Awareness: Magic [Mental], Detect: Spirits [Visual] 2: ranged, Radius: Magic Awareness)
. . Spirit Medium: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Tough: Protection 3 (racial, +3 Toughness)

Equipment
Mistletoe Wand 1, Nimbus 2000

Offense
Initiative +7
Accio / Depulso: Teleport Attack 4, +10 (DC Dog 14)
Expelliarmus: Move Object 10, +10 (DC 20)
Finite Incantatem: Burst Area Nullify 5 (DC Will 15)
Grab, +8 (DC Spec 14)
Incendio: Damage 10, +10 (DC 25)
Petrificus Totalus: Affliction 6, +10 (DC Fort/Will 16)
Stupefy: Cumulative Affliction 6, +10 (DC Fort 16)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)

Complications
- Honor: Sue will not break her word, and she will not take unfair advantage of an opponent as she woud prefer to win through as fair a test of mettle as possible. She can often count on less honorable foes trying to take advantage of her honor, and must rely on being more capable than them to ensure she wins in a contest of might and magic.
- Motivation: Responsibility: Sue has sworn certain oaths to her Masters in the Martial Arts, never to cause undue harm, and to always strive to help her fellows.
- Power Loss: Sue is unable to utilize her magic if she can't speak, unable to perform the necessary gestures or has lost hold of her wand.

Languages
English, Latin

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10/5, Will 12

Power Points
Abilities 62 + Powers 53 + Advantages 41 + Skills 37 (74 ranks) + Defenses 20 = 213

--------------------
Nimbus 2000 - PL 10
Strength 2, Defense 0, Toughness 8, Size Medium
Powers
Levitation: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Power Points
Abilities 2 + Powers 12 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Oderint Dum Metuant Important Notes

Post by DalkonCledwin »

Oderint Dum Metuant
Premise: When he was younger, everyone he knew always told Harry how much of a “Freak” that he was, so one day, when it all got to be just a little bit too much, young Harry made wish. Oh to be sure, normally such wishes do not come true, but since when has anything to do with Harry Potter ever been “Normal”?

--------------------
Important Notes:
- While Templates exist for Magi, Homunculi, and Wizards, the Servants will almost certainly need to be built on a case-by-case basis.
- Dead Apostles, Dead Apostle Ancestors and True Ancestors utilize a variant of the Vampire Template as presented Rogue Genius Games' Super Powered Bestiary.
- Also, I probably need to explain what conversion rate I use between Nasuverse's Parameter Rules and Effect Ranks:
  • EX Rank = 12 or 6 Ranks
  • A Rank = 10 or 5 Ranks
  • B Rank = 8 or 4 Ranks
  • C Rank = 6 or 3 Ranks
  • D Rank = 4 or 2 Ranks
  • E Rank = 2 or 1 Ranks
  • + Modifier = 1 Rank straight up, multiple + modifiers stack, a + modifier on Strength translates to 2 ranks of Limited to Lifting
A power that manifests as a Variable Effect, will grant points equal to double the first number listed for the Parameter Rank
The second listed number is almost always used in the case of powers that are best represented as Advantages, such as Territory Creation
--------------------
Templates:
Magi Template 20 pp
Attributes (2 pp): Strength -1, Intellect +1, Awareness +1
Skills (2 pp): Expertise (Magecraft) +4
Advantages (2 pp): Attractive or Trance (Choose One), Ritualist
Powers (14 pp): Senses 1 (Magic Awareness), Magecraft 4 (Select 5 Alternate Effects)
Notes: Magecraft is basically the same thing as magic from a rules perspective

Homunculus Template 17 pp
Attributes (0 pp): +1 Stamina, -1 Agility
Skills (2 pp): Expertise (Magecraft) +4 or Close Combat +4 (Choose One)
Advantages (1 pp): Ultimate Effort (Choose either Toughness or Expertise: Magecraft)
Powers (14 pp): Senses 1 (Magic Awareness), and either Magecraft 4 (Select 5 Alternate Effects) or a Device worth the same points

Wizard Template 19 pp
Attributes (2 pp): Presence +1
Skills (2 pp): Expertise (Wizardry) +4
Advantages (1 pp): Artificer
Powers (14 pp): Senses 1 (Magic Awareness), Magic 4 (Select 5 Alternate Effects)
Complications: Power Loss (Can't use magic when unable to speak or utilize the proper magical focus)
Last edited by DalkonCledwin on Fri Dec 07, 2018 11:15 am, edited 3 times in total.
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Harry James Potter, v1 / Oderint Dum Metuant

Post by DalkonCledwin »

Image
Harry James Potter, v1 - PL 8
Age: 10 / Height: 4' 8" / Weight: 97 lbs
Hair Color: Dark Brown / Eye Color: Green

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

Advantages
Accurate Attack, Adorable, Assessment, Beginner's Luck, Diehard, Languages, Power Attack, Ranged Attack 2, Second Chance: Resisting Mind Control, Taunt, Uncanny Dodge

Skills
Acrobatics 2 (+5), Athletics 2 (+2), Deception 2 (+6), Expertise (AWE): Home Economics 4 (+10), Expertise (AWE): Streetwise 4 (+10), Expertise (DEX): Quidditch 2 (+6), Expertise: Wizardry 4 (+6), Insight 4 (+10), Investigation 2 (+4), Perception 4 (+10), Persuasion 4 (+8), Stealth 4 (+9), Treatment 2 (+4)

Powers
A Potter's Luck
. . Defensive Luck: Protection 5 (luck, +5 Toughness; Impervious, Sustained)
. . Ease of Movement: Movement 2 (luck, Sure-footed 2)
. . Gambler: Feature 1 (luck, Notes: Harry can automatically win at games of chance, unless pitted against an opponent with this Feature (in which case, resolve the game normally). The GM may wish to require ranks of Benefit if Harry uses this ability to become especially wealthy or influential, although a known Gambler is likely to be quickly banned from casinos and the like.)
. . Lucky Dodge: Enhanced Trait 3 (luck, Dodge +1 (+7), Parry +1 (+7), Advantages: Uncanny Dodge)
Magical Power Array
. . Ball Lightning: Burst Area Damage 7 (electricity, magical, DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
. . Chain Lightning: Damage 7 (electricity, magical, DC 22; Dangerous, Increased Range: ranged, Multiattack)
. . Electro-Shock: Cumulative Affliction 7 (electricity, magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
. . Lightning Bolt: Damage 10 (electricity, magical, DC 25; Dangerous 2, Increased Range: ranged)
. . Lightning Flight: Teleport 7 (electricity, magical, 0.5 miles in a move action, carrying 12 tons; Accurate, Change Velocity, Extended: 120 miles in 2 move actions, Increased Mass 9, Turnabout; Distracting, Limited: must pass through intervening space in lightning form, Transit Time 3: 12 seconds)
. . Static Electricity: Move Object 3 (electricity, magical, 400 lbs., DC 25; Damaging, Penetrating 6, Throwing Mastery 7)
Magical Power Talents
. . Command Spells: Feature 3 (mystic, Notes: This feature basically operates in many respects like the Luck advantage. However, unlike the Luck advantage, it allows the person with this feature to use any of the aspects of the Hero Point Rules. Unfortunately, in exchange for such versatility, once a person uses this feature a number of times equal to the number of Ranks that they have in the feature, they lose the ability to utilize it ever again, unless they are granted additional Command Spells, or harvest Command Spells from an enemy Master. Harry currently has 3 / 3 uses left.)
Wizarding Physiology
. . Mystic Senses: Senses 3 (racial, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Still a Child: Shrinking 2 (age, -1 Intimidate, +2 Stealth, +1 active defenses; Innate; Permanent)
. . Tough: Protection 3 (racial, +3 Toughness)

Offense
Initiative +3
Ball Lightning: Burst Area Damage 7 (DC 22)
Chain Lightning: Damage 7, +6 (DC 22)
Electro-Shock: Cumulative Affliction 7, +6 (DC Fort 17)
Grab, +3 (DC Spec 10)
Lightning Bolt: Damage 10, +6 (DC 25)
Static Electricity: Move Object 3, +6 (DC 25)
Throw, +6 (DC 15)
Unarmed, +3 (DC 15)

Complications
- Accident: Harry tends to use his spells to augment Eve's Galvanism ability. Unfortunately, while Eve is more than capable of surviving being struck by even the most powerful lightning bolt, her clothing tends to be an entirely other matter.
- Motivation: Doing Good: Harry tries very hard to do the right thing in most circumstances, however he isn't simply going to roll over and die in a gutter just because it isn't 'nice' to steal food.
- Power Loss: While he doesn't need to speak or use a wand in order to perform his spells, he does need to make the appropriate gestures in order to channel his magic. As such, binding Harry's hands is a very effective way of preventing him from using his magic.
- Relationship: Harry is the "Master" of the Berserker-class Servant whose true identity is that of the Monster of Frankenstein. Harry has quite understandably taken to calling the cute older girl "Eve" rather than burdening her with the name "Fran."
- Why's Everyone Out to Get Me???: One of the first things that happened in the aftermath of Eve showing up, was that she had to take Harry and leave the Dursley residence in fear of them being attacked by unknown hostiles. This fear hasn't really let up in all the months since he first met Eve.

Languages
English, Parseltongue

Defense
Dodge 7/6, Parry 7/6, Fortitude 5, Toughness 9, Will 11

Power Points
Abilities 46 + Powers 59 + Advantages 11 + Skills 20 (40 ranks) + Defenses 13 = 149
Last edited by DalkonCledwin on Fri Dec 07, 2018 10:19 am, edited 1 time in total.
User avatar
Gabriel Herrol
Posts: 53
Joined: Wed Nov 21, 2018 3:55 am
Location: La Baie, Province of Quebec
Contact:

Re: Dalkon's Potterverse Archive

Post by Gabriel Herrol »

Huh, elemental powers toward lightning. Nice! I haven't thought that one for this challenge, but hey! It's why I only write the bare bones in a challenge and leave the rest to the author's imagination. :)
Haven't you lot ever seen a feller with an armload of woman before?
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Berserker ~ Eve / Oderint Dum Metuant

Post by DalkonCledwin »

Image
Eve (Frankenstein's Monster) - PL 12
Apparent Age: 18 / Height: 5' 8" / Weight: 106 lbs
Hair Color: Pink / Eye Color: Heterochromia (Yellow & Blue)
Measurements: 29C / 21 / 28 in.

Strength 8/6, Stamina 10/8, Agility 4, Dexterity 4, Fighting 6, Intellect 0/2, Awareness 8, Presence 0/2

Advantages
All-out Attack, Attractive, Chokehold, Daze (Intimidation), Defensive Attack, Diehard, Eidetic Memory, Evasion, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Grab, Improvised Tools, Improvised Weapon, Interpose, Move-by Action, Power Attack, Second Chance: Intimidation checks, Skill Mastery: Intimidation, Takedown

Skills
Acrobatics 6 (+10), Athletics 2 (+10), Close Combat: Bridal Chest 4 (+10), Deception 2 (+2), Expertise (AWE): Streetwise 6 (+14), Expertise: Electrical Lore 14 (+14), Insight 4 (+12), Intimidation 10 (+10), Perception 2 (+10), Persuasion 4 (+4), Stealth 6 (+10), Technology 4 (+4), Treatment 8 (+8)

Powers
Bridal Chest (Easily Removable (indestructible))
. . Noble Phantasm Array
. . . . A Maiden's Chastity: Strength-based Damage 6 (c rank, bludgeoning, DC 29; Aura: Electricity, Breaking, Impressive, Personal, Smashing)
. . . . Blasted Tree, Stage 1: Burst Area Damage 4 (d rank, electricity, DC 19; Burst Area 5: 500 feet radius sphere, DC 14; Tiring)
. . . . Blasted Tree, Stage 2: Burst Area Damage 6 (c rank, electricity, DC 21; Burst Area 5: 500 feet radius sphere, DC 16; Side Effect 2: always - Suffer Affliction 10 (Excruciating Pain; Resisted by Will [Dazed & Dodge Impaired]), Unreliable (5 uses))
. . . . Blasted Tree, Stage 3: Burst Area Damage 8 (b rank, electricity, DC 23; Burst Area 5: 500 feet radius sphere, DC 18; Limited: Only usable once, Side Effect 2: always - She effectively dies)
Class Skills
. . Mad Enhancement: Enhanced Trait 1 (d rank, Strength +2 (+8), Stamina +2 (+10), Presence -2 (+0), Intellect -2 (+0), Advantages: Fearless)
Galvanism: Personal Skill
. . Galvanism: Healing 8 (b rank; Custom: Can counter Extra Effort Fatigue, Reaction 3: reaction; Limited: to Self, Limited: to Absorbed Electricity Rank, Source: Electricity)
. . Power Immunity: Immunity 20 (b rank, Very Common Descriptor: Energy effects)
Personal Skill Array
. . Lament of the Falsely Living: Cumulative Perception Area Affliction 6 (c rank, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Perception Area: DC 16 - Hearing, Cumulative, Feature: Eve gains the benefits of Ultimate Effort: Intimidate for this power if Mad Enhancement is active; Check Required: DC 10 - Intimidate)
. . Overload: Enhanced Extra 6 (c rank; Penetrating 6, Variable Descriptor: close group - All Attacks; Quirk: Lower of Attack or Extra's Rank, Side Effect 2: always - Suffer Affliction 10 (Excruciating Pain; Resisted by Will [Dazed & Dodge Impaired]), Source: Electricity)
Servant Container Physiology
. . Astralization
. . . . Intangible: Movement 3 (Linked; Permeate 3: full speed; Custom: Passive)
. . . . Invisibility: Concealment 6 (Linked; All Visual Senses, Other Sense: Remote Sensing; Partial [1 rank only], Passive)
. . Modern Understanding: Comprehend 3 (Languages - Read All, Languages - Understand All, Languages - You're Understood; Subtle: subtle; Limited: to Modern Dialects)
. . Spiritual Body: Immunity 20 (Very Common Descriptor: Completely mundane weaponry & attacks)

Offense
Initiative +4
A Maiden's Chastity: Strength-based Damage 6, +10 (DC 29)
Blasted Tree, Stage 1: Burst Area Damage 4 (DC 19)
Blasted Tree, Stage 2: Burst Area Damage 6 (DC 21)
Blasted Tree, Stage 3: Burst Area Damage 8 (DC 23)
Grab, +6 (DC Spec 18)
Lament of the Falsely Living: Cumulative Perception Area Affliction 6 (DC Will 16)
Throw, +4 (DC 23)
Unarmed, +6 (DC 23)

Complications
- Hatred: For her father, Victor Frankenstein, and what it is that he effectively did to her. Her relationship with him is largely responsible for the fact that she got tagged with the Berserker-class and the associated Mad Enhancement quality.
- Monstrous: Eve has a large metallic horn-like structure sticking out from the middle of her forehead, as well as two large metallic bolts where her ears should be. It isn't very hard to recognize her as something other than entirely human, and it isn't all that much harder to identify her for who she actually is if you watch any TV.
- Motivation: Happily Ever After: Eve is absolutely determined to get married to her Master, and to live a long and happy life together with him one of these days. It should be noted that while she doesn't understand why Harry told her that she has to wait a few years before that happens, she is willing to listen to him on that matter.
- Mythic Weakness: Bridal Chest serves as Eve's Reactor Core. For every five rounds that she is not within Perception Range of the Mace, she first becomes Impaired, then Disabled, and finally Incapacitated. This is why she rarely ever puts the thing down.
- Quirk: While Eve is both capable of talking and also very intelligent, she isn't a very sociable individual, preferring tto simply enjoy being in her Master's company and doing as he asks of her, rather than talking at great length.
- Weakness: While you might think her immunity to energy and mundane attacks makes her pretty much invincible, the fact of the matter is that leaves a glaring weakness known as 'non-energy magical attacks' such as magical swords and enchanted bows and arrows. She is however, really effective in battle when fighting against spellcasters and ordinary humans...

Languages
German

Defense
Dodge 14, Parry 14, Fortitude 12, Toughness 10, Will 12

Power Points
Abilities 80 + Powers 114 + Advantages 20 + Skills 36 (72 ranks) + Defenses 24 = 274
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Foreigner ~ Hokusai / Oderint Dum Metuant

Post by DalkonCledwin »

Image
Katsushika Hokusai - PL 13
Apparent Age: 18 / Height: 5' 4" / Weight: 112 lbs
Hair Color: Black / Eye Color: Blue
Measurements: 36C / 25 / 35 in.

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

Advantages
Artificer, Attractive 2, Beginner's Luck, Benefit, Status 4: Avatar to an Eldritch God, Daze (Deception), Eidetic Memory, Equipment 2, Fascinate (Expertise: Visual Arts), Skill Mastery: Expertise (DEX): Visual Arts

Skills
Close Combat: Curse 6 (+13), Deception 4 (+8), Expertise (AWE): Research 8 (+18), Expertise (DEX): Visual Arts 12 (+22), Expertise: Magecraft 6 (+20/+16), Insight 6 (+16), Perception 10 (+20), Persuasion 6 (+10), Sleight of Hand 6 (+16)

Powers
Class Skills
. . Divinity: Perception Area Weaken 4 (b rank, Affects: Toughness, Resisted by: Fortitude, DC 14, Advantages: Benefit, Status 4: Avatar to an Eldritch God; Perception Area: DC 14 - Visual, Reaction 3: reaction, Selective)
. . Existence Outside the Domain: Immunity 60 (ex rank, Fortitude Effects, Will Effects; Limited - Half Effect)
. . Item Construction: Enhanced Trait 3 (b rank, Expertise +4 (+20), Advantages: Artificer; Limited: to the creation of magically active paintings)
Fugaku Sanjūrokkei (Easily Removable)
. . Thirty-Six Views of Mount Fiji: Cone Area Damage 10 (a rank, preternatural, DC 25; Cone Area 2: 120 feet cone, DC 20, Selective; Bane: Humans & "Human" Servants)
Personal Skills
. . All Things in Nature: Protection 12 (a+ rank, +12 Toughness; Impervious [6 ranks only], Sustained)
. . Father-Daughter Bond: Variable 4 (a rank; Limited: to granting Advantages & Skill Ranks, Slow, Notes: 20 pts of Traits for duplicating the effects of Teamwork)
. . Nom de Plume: Extraterrestrial Octopus: Cumulative Affliction 8 (b rank, 1st degree: Impaired, 2nd degree: Defenseless, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited Degree)
Preternatural Words Array
. . Cirka uk sra Sarvams Gud: Progressive Affliction 13 (preternatural, 1st degree: Dazed, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 23; Progressive, Notes: Translation: Curse of the Serpent God)
. . Draok Samdems uk sra Abaekk: Affliction 13 (preternatural, Resisted by: Will, DC 23; Increased Range 2: perception, Variable Condition (All), Variable Descriptor: close group - nightmares; Limited: Sleeping Targets, Notes: Translation: Dream Sending of the Abyss)
. . Kekk uk sra Abaekk: Damage 16 (preternatural, DC 31; Increased Range: ranged, Indirect 4: any point, any direction; Limited: to Water-Bound Targets, Notes: Translation: Kiss of the Abyss)
Servant Container Physiology
. . Astralization
. . . . Intangible: Movement 3 (Linked; Permeate 3: full speed; Custom: Passive)
. . . . Invisible: Concealment 5 (Linked; All Visual Senses, Other Sense: Remote Sensing; Partial [1 rank only], Passive)
. . Modern Understanding: Comprehend 3 (Languages - Read All, Languages - Understand All, Languages - You're Understood; Subtle: subtle; Limited: to Modern Dialects)
. . Spiritual Body: Immunity 20 (Very Common Descriptor: Completely Mundane Weapons & Attacks)

Equipment
Painter's Workshop (Territory Creation D Rank)

Offense
Initiative +8
Cirka uk sra Sarvams Gud: Progressive Affliction 13, +13 (DC Fort 23)
Divinity: Perception Area Weaken 4 (DC Fort 14)
Draok Samdems uk sra Abaekk: Affliction 13 (DC Will 23)
Grab, +7 (DC Spec 14)
Kekk uk sra Abaekk: Damage 16, +10 (DC 31)
Nom de Plume: Extraterrestrial Octopus: Cumulative Affliction 8 (DC Will 18)
Thirty-Six Views of Mount Fiji: Cone Area Damage 10 (DC 25)
Throw, +10 (DC 19)
Unarmed, +7 (DC 19)

Complications
- Curse Sworn: At some point in their original lifetime, Hokusai came into contact with an Outer God, and specifically the Outer God known as the Evil God of the Abyss (who is implied to be one and the same with Great Cthulhu). Such a momentous event has naturally changed Hokusai's life, and not for the better. There will be times when the Evil God of the Abyss causes Hokusai to act in ways in which s/he may not normally have behaved so as to help further the God's own ambitions.
- Gender Confusion: The body you are looking at when you look at the Servant known as Katsushika Hokusai, is really Hokusai's daughter, Katsushika Oui. The actual Hokusai is the small octopus-like thing which is constantly in Oui's presence. However, both it will be Oui who answers, regardless of if you are talking to her or her father, the two see no real difference between each other.
- Monstrous: More in a sense of what she actually represents, rather than in the sense of her looking monstrous. Outer Gods are beings who come from another universe, one which does not obey the Common Sense of Mankind, and as such, do not follow any sense of morality or ethics that humans would understand, nor are they usually something which humans would find pleasing to look at.
- Motivation: Thrills: If you were to try and use a single word to define what motivates Hokusai, the word "Thrills" would likely be the best word to use, however as is typical for such a Foreigner to a human's mindset, it isn't really possible to define their motivation in such simple terms.
- Mythic Weakness: As s/he is the Avatar of an Outer God, s/he is vulnerable to many of the things that an Outer God would be vulnerable to. The most notable of these being the Chains of Enkidu, which tend to affect them as though the chains were a Rank 22 Snare, even if their normal rank is nowhere close to that level.
- Obsession: Hokusai is obsessed with everything that has to do with artistic skill, and will gleefully attempt to learn everything s/he can about the subject now that s/he has been revived in the modern world.

Languages
Japanese

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 16, Will 18

Power Points
Abilities 114 + Powers 227 + Advantages 9 + Skills 32 (64 ranks) + Defenses 17 = 399

--------------------
Painter's Workshop (Territory Creation D Rank) - PL 13
Toughness 10, Size Large
Features:
Concealed 1, Deathtraps, Library, Living Space, Security System 1, Workshop
Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

Build Comments: Okay a couple things to note here. First, Territory Creation as a power is a bit confusing, it can manifest in a couple different ways, but primarily has to do with creating a "Workshop" for whoever has the ability so that they can perform their Magecraft without being interrupted. With that in mind, and given that is the primary purpose for it, I decided to handle it by making the power the Equipment Advantage in the form of a Headquarters.

Next thing to note... Foreigners as a Servant Class are rather hefty in terms of their abilities. Almost all of their abilities are at LEAST a B Rank, if not falling in the A or EX rank, AND they tend to have a veritable crapton of abilities to boot. Therefore it is no real surprise that her cost in Power Points is a staggering 399 points, but since I tend not to care about Power Points when building characters, I tend to just ignore the value she came in as. To me, it is more important to fit the concept of the character rather than caring about whether they are actually playable.

Lastly, no, those spell names are not authentic R'lyehian. I wasn't even going to try to come up with incantations using authentic R'lyehian. I got them from the Cthulhu translator on this site: http://chaoticshiny.com/langreplace.php
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Gabrielle Delacour, v1 / Oderint Dum Metuant

Post by DalkonCledwin »

Image
Gabrielle Marie Delacour - PL 8
Age: 9 / Height: 4' 7" / Weight: 95 lbs
Hair Color: Silvery-Blonde / Eye Color: Blue

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

Advantages
Adorable 2, Assessment, Benefit, Wealth (well-off), Daze (Deception), Equipment 1, Evasion, Power Attack, Ranged Attack 4, Set-up, Teamwork, Trance, Well-informed

Skills
Acrobatics 4 (+6), Athletics 2 (+2), Deception 2 (+5), Expertise (AWE): Research 2 (+8), Expertise: History 2 (+4), Expertise: Wizardry 4 (+6), Insight 4 (+10), Intimidation 2 (+4), Perception 4 (+10), Persuasion 2 (+5), Treatment 2 (+4)

Powers
Veela Magic
. . Sing!: Concentration Cumulative Perception Area Affliction 8 (veela, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Perception Area: DC 18 - Hearing, Concentration, Cumulative; Uncontrolled)
. . Ultimate Cuteness: Protection 8 (veela, +8 Toughness; Impervious; Resistible: Will)
Veela Physiology
. . Hard to Sway: Immunity 7 (veela, racial, Emotion Effects, Uncommon Descriptor: Persuasion)
. . Mystic Senses: Senses 3 (racial, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Still a Child: Shrinking 2 (age, -1 Intimidate, +2 Stealth, +1 active defenses; Innate; Permanent)

Equipment
Tube of Guerlain Lipstick 1

Offense
Initiative +2
Grab, +3 (DC Spec 10)
Sing!: Concentration Cumulative Perception Area Affliction 8 (DC Fort 18)
Throw, +6 (DC 15)
Unarmed, +3 (DC 15)

Complications
- Aren't You Just the Cutest Thing!: Veela as young as Gabi happens to be, project an aura of cuteness rather than the standard allure that adult Veela possess. While this is intended to protect the Veela from unwanted sexual advances until she is old enough to understand them, it does diddly squat to protect her from having her cheeks pinched when someone finds her to be "Just so darn cute!"
- Motivation: Doing Good: Gabi truly believes in doing the right thing with her abilities, but oftentimes her temper tends to get between her and actually succeeding in doing that.
- Mythic Weakness: If Gabrielle's hair is ever cut using metal shears, then she will immediately lose access to any ability that has the "Veela" descriptor attached to it. She will still retain those abilities that do not possess said descriptor, as she will have become a normal human witch.
- Pre-Beauxbatons Witch: Gabi hasn't yet started attending the Magic School in her region, and as such, doesn't actually know how to use any magic that isn't part and parcel with her species.
- Prejudice: Veela are viewed as man-stealing whores by the vast majority of the world's non-Veela women and by the same token, as god's gift to mankind by most men who encounter them. No one really cares to ask what it is the Veela actually desire in a husband or anything, too busy are they focusing on the fact that Veela could 'literally' have any man they desire eating out of their hands.
- Temper: Falling asleep while Gabi is singing is simply going to result in her using a stolen tube of her mother's favorite lipstick to scribble on your face for being such an annoying prat! Unfortunately her nature as a Veela is working against her by making her singing into a hypnotic sound that induces sleep.

Languages
French

Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 7, Will 11

Power Points
Abilities 34 + Powers 47 + Advantages 16 + Skills 15 (30 ranks) + Defenses 22 = 134

Build Comment: okay, I admit, I borrowed the image from Little Busters, but can you deny that Kudryavka looks a heck of a lot like what an anime version of Gabrielle Delacour would look like at a young age?
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Fleur Delacour, v1 / Oderint Dum Metuant

Post by DalkonCledwin »

Fleur Isabelle Delacour - PL 8
Age: 13 / Height: 5' 0" / Weight: 105 lbs
Hair Color: Silvery-Blonde / Eye Color: Blue

Strength 0, Stamina 0, Agility 2, Dexterity 3, Fighting 4, Intellect 2, Awareness 7, Presence 4

Advantages
Adorable 2, Agile Feint, Artificer, Assessment, Beginner's Luck, Benefit, Wealth (well-off), Daze (Deception), Defensive Attack, Equipment 1, Evasion, Fascinate (Deception), Languages 1, Leadership, Power Attack, Ranged Attack 3, Ritualist, Well-informed

Skills
Acrobatics 4 (+6), Athletics 4 (+4), Deception 4 (+8), Expertise (AWE): Research 4 (+11), Expertise: Popular Culture 4 (+6), Expertise: Wizardry 6 (+8), Insight 4 (+11), Intimidation 2 (+6), Perception 4 (+11), Persuasion 2 (+6), Treatment 2 (+4)

Powers
Magical Power Array
. . Expelliarmus: Move Object 10 (magical, 25 tons; Limited 2: to Disarm checks, Limited Direction: Towards Caster)
. . Finite: Nullify 10 (magical, Counters: Magic, DC 20; Broad; Diminished Range)
. . Flippendo: Move Object 10 (force, magical, 25 tons; Diminished Range 2, Limited Direction: Away from Caster)
. . Incendio: Damage 10 (fire, magical, DC 25; Increased Range: ranged; Diminished Range)
. . Orbis: Burst Area Move Object 6 (gravity, magical, 3200 lbs., DC 21; Burst Area 2: 60 feet radius sphere, DC 16, Damaging, Increased Range: perception; Distracting, Limited: Pulling Downwards, Reduced Range: ranged)
. . Petriicus Totalus: Affliction 6 (magical, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, 3rd degree: Paralyze, Resisted by: Dodge, Overcome by Strength, DC 16; Extra Condition, Increased Range: ranged, Reversible; Diminished Range)
Veela Magic Talents
. . Sing!: Concentration Cumulative Perception Area Affliction 8 (veela, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Perception Area: DC 18 - Hearing, Concentration, Cumulative)
. . Ultimate Cuteness: Protection 8 (veela, +8 Toughness; Impervious; Resistible: Will)
Veela Physiology
. . Hard to Sway: Immunity 7 (veela, racial, Emotion Effects, Uncommon Descriptor: Persuasion)
. . Mystic Senses: Senses 3 (racial, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Still a Child: Shrinking 1 (age, +1 Stealth; Innate; Permanent)

Equipment
Rosewood Wand 1

Offense
Initiative +2
Expelliarmus: Move Object 10, +6 (DC 20)
Finite: Nullify 10, +6 (DC Will 20)
Flippendo: Move Object 10, +6 (DC 20)
Grab, +4 (DC Spec 10)
Incendio: Damage 10, +6 (DC 25)
Orbis: Burst Area Move Object 6 (DC 21)
Petriicus Totalus: Affliction 6, +6 (DC Fort/Will 16)
Sing!: Concentration Cumulative Perception Area Affliction 8 (DC Fort 18)
Throw, +6 (DC 15)
Unarmed, +4 (DC 15)

Complications
- Like Brother and Sister: While her sister is definitely planning on worming her way into Harry's bed, Fleur herself doesn't have any intention of doing so, as she views the young man as though he were her brother.
- Lovable Alpha Bitch: Fleur is adorable, rather popular, manipulative, uninterested in boys and... not all that bad of a person once you get to know her.
- Motivation: Recognition: Fleur wants to be recognized as more than just another pretty face, and will do all she can to achieve that goal.
- Mythic Weakness: If Fleur's hair is ever cut using metal shears, then she will immediately lose access to any ability that has the "Veela" descriptor attached to it. She will still retain those abilities that do not possess said descriptor, as she will have become a normal human witch.
- Power Loss: If she is incapable of speaking, performing the necessary gestures or else loses access to her wand, Fleur will be incapable of using any of the powers in her Magical Power Array until she resolves that situation.
- Prejudice: Veela are viewed as man-stealing whores by the vast majority of the world's non-Veela women and by the same token, as god's gift to mankind by most men who encounter them. No one really cares to ask what it is the Veela actually desire in a husband or anything, too busy are they focusing on the fact that Veela could 'literally' have any man they desire eating out of their hands.

Languages
French, Latin

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 8, Will 11

Power Points
Abilities 44 + Powers 77 + Advantages 20 + Skills 20 (40 ranks) + Defenses 19 = 180

Build Notes: There is no real difference in terms of appearance at this point, between Gabrielle and Fleur, so I'm not duplicating the image that is already in Gabi's portfolio directly above this one.
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Illyasviel von Einzbern (ca. 2004) / Oderint Dum Metuant

Post by DalkonCledwin »

Image
Illyasviel von Einzbern - PL 9
Apparent Age: 11 / Actual Age: 18 / Height: 4' 4" / Weight: 75 lbs
Hair Color: Off-White / Eye Color: Wine-Red

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

Advantages
Adorable 2, Artificer, Assessment, Bad Girl, Beginner's Luck, Benefit, Wealth 3 (millionare), Connected, Contacts, Daze (Deception), Eidetic Memory, Extraordinary Effort, Fascinate (Deception), Favored Foe: Emiya Shirou, Fearless, Holding Back 3, Languages 2, Ranged Attack 4, Ritualist, Speed of Thought, Trance, Ultimate Effort: Expertise: Magecraft

Skills
Athletics 4 (+3), Deception 10 (+14), Expertise (AWE): Research 10 (+16), Expertise: Greek Mythology 6 (+9), Expertise: Magecraft 12 (+15), Expertise: Politics 8 (+11), Expertise: Torture 2 (+5), Insight 6 (+12), Intimidation 8 (+11), Perception 4 (+10), Persuasion 2 (+6), Stealth 2 (+5), Treatment 4 (+7)

Powers
Engel Note Array
. . Storch Ritter, Degen: Damage 8 (mystic, DC 23; Increased Range: ranged, Indirect 4: any point, any direction, Penetrating 8, Precise, Split 3: 4 targets)
. . Storch Ritter, Zelle: Damage 11 (mystic, DC 26; Homing 2: 2 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Precise, Split 3: 4 targets)
Homunculi Physiology
. . Child of Nature: Protection 10 (racial, mystic, +10 Toughness; Impervious, Sustained)
. . Child-Shaped Thing: Shrinking 2 (racial, -1 Intimidate, +2 Stealth, +1 active defenses)
Magecraft Talents
. . Command Spell: Feature 1 (mystic; Noticeable: When activated, Illya's entire body flares in crimson colored light, Notes: Unlike a normal Command Spell, this one never permanently goes away, however it isn't nearly as versatile as the normal versions of Command Spells, as she can only use it to perform the Edit Scene function of Hero Points, and may only use it once per 24 hour period.)
. . Mystic Eyes of Binding: Affliction 9 (mystic, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, Resisted by: Will, DC 19; Extra Condition, Increased Range 2: perception; Limited Degree, Sense-dependent: Visual)
. . Unlimited Prana Supply: Healing 6 (mystic; Energizing, Increased Range 2: perception; Limited: Energizing Only, Quirk: Can only be used on herself, or Heracles)

Offense
Initiative +3
Grab, +4 (DC Spec 9)
Mystic Eyes of Binding: Affliction 9 (DC Will 19)
Storch Ritter, Degen: Damage 8, +7 (DC 23)
Storch Ritter, Zelle: Damage 11, +7 (DC 26)
Throw, +7 (DC 14)
Unarmed, +4 (DC 14)

Complications
- Awesome but Impractical: Illya has an infinite supply of mana, and in theory that woud mean she could maintain her Berserker's full Mad Enhancement Rank indefinitely, but controlling him when he is in such a state without having a battle to direct him towards is nearly impossible, so Illya usually uses the power of her Command Spell to drastically reduce his Mad Enhancement so he is more manageable. This incidentally, just makes him more dangerous in battle.
- Creepy Child-shaped Thing: Chronologically and mentally speaking, Illya is an 18 year old woman. Physically, emotionally and hormonally however, she hasn't progressed a day past eleven, however she has entered puberty, which tends to bring all sorts of problems along with it.
- Enemy: Sakura Matou is the Black Holy Grail to Illya's White. The two do not at all get along, and to make matters worse, Sakura is basically the Big Bad of the current Fuyuki Holy Grail War.
- Motivation: Justice: Illya seeks to right what in her mind is a tragic miscarriage of justice, and wipe Emiya Kiritsugu off the face of the Earth for the capital offense of stealing her Daddy from her. Unfortunately, she has been gravely misinformed as to the fact that Kiritsugu never gave up trying to get back to her until he finally died, not from the curses he was plagued with, but from the heartbreak he suffered when he realized he was never going to see his little girl again.
- Power Loss: Illyasviel is only able to benefit from her Child of Nature ability if she is in either a completely natural environment, or else is within one of the bounded fields established by her maternal family.
- Vessel of the Grail: As she is the recepticle into which the energy from dying Servants is sent in preparation for the completion of the Heaven's Feel Ritual, it is unlikely that Illya will survive the Grail War. Indeed, she isn't likely to survive very long after the 4th servant is killed, and will almost certainly die if a fifth servant dies. Once she dies, her body will transform into the manifestation of the Lesser Grail, which is to say, a giant and horrendously ornate golden chalice.

Languages
English, German, Japanese

Defense
Dodge 7, Parry 7, Fortitude 5, Toughness 11, Will 13

Power Points
Abilities 42 + Powers 99 + Advantages 30 + Skills 39 (78 ranks) + Defenses 18 = 228

Build Comments: I didn't include the Einzbern Castle in her stat block since it technically isn't hers, even if that is where her base of operations is. It belongs to Jubstacheit von Eizbern, and would appear on his stat block, along with the duplicate castle in Germany.
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Berserker ~ Herakles / Oderint Dum Metuant

Post by DalkonCledwin »

Image
Berserker ~ Herakles - PL 14
Apparent Age: Indeterminate / Height: 8' 4" / Weight: 686 lbs
Hair Color: Grey / Eye Color: Glowing Red Embers

Strength 12/10, Stamina 12/10, Agility 12/10, Dexterity 9/7, Fighting 12/10, Intellect 0/2, Awareness 8, Presence 2/4

Advantages
Accurate Attack, Assessment, Benefit, Status 5: Son of Zeus, Defensive Attack, Diehard, Equipment 2, Favored Foe: Previously Assessed, Fearless, Fighting Style: Rough Housing, Great Endurance, Improved Disarm, Improved Hold, Interpose, Move-by Action, Power Attack, Quick Draw, Redirect, Startle, Uncanny Dodge, Weapon Bind, Weapon Element: Stone Slab

Skills
Acrobatics 4 (+16), Athletics 8 (+20), Expertise (AWE): Animal Handling 6 (+14), Expertise (AWE): Survival 10 (+18), Expertise: Tactics 6 (+6), Insight 6 (+14), Intimidation 20 (+23), Perception 6 (+14)

Powers
Class Skills
. . Divinity: Perception Area Weaken 5 (a rank, Affects: Toughness, Resisted by: Fortitude, DC 15, Advantages: Benefit, Status 5: Son of Zeus; Perception Area: DC 15 - Visual, Reaction 3: reaction, Selective)
. . Mad Enhancement: Enhanced Trait 13 (b rank (c rank), Strength +2 (+12), Stamina +2 (+12), Agility +2 (+12), Dexterity +2 (+9), Fighting +2 (+12), Intellect -2 (+0), Presence -2 (+2), Advantages: Fearless)
. . . . Bravery: Immunity 10 (Alternate; a+ rank, Common Descriptor: Mental Effects; Sustained)
God Hand
. . Adaptive Immunity: Immunity 140 (b rank, Fortitude Effects, Toughness Effects, Will Effects; Limited: Effects which were previously used to kill him)
. . Power Immunity: Immunity 20 (b rank, Very Common Descriptor: Attacks ranked B or less)
. . Twelve Labors: Immortality 17 (b rank, Return after 30 seconds; Limited: Only works 12 times before he can be permanently killed)
Giant Stone Slab: Strength-based Damage 4 (bludgeoning, DC 31; Breaking, Impressive, Personal, Smashing)
Personal Skills
. . Battle Continuation: Regeneration 10 (a rank, Every 1 round; Limited: A Decisively Fatal Wound will Negate)
. . Eye of the Mind (False): Senses 1 (b rank, Danger Sense: Visual, Advantages: Assessment, Favored Foe: Previously Assessed, Uncanny Dodge)
Servant Container Physiology
. . Astralization
. . . . Intangible: Movement 3 (Linked; Permeate 3: full speed; Custom: Passive)
. . . . Invisible: Concealment 5 (Linked; All Visual Senses, Other Sense: Remote Sensing; Partial [1 rank only], Passive)
. . Giant of a Man: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
. . Modern Understanding: Comprehend 2 (Languages - Read All, Languages - Understand All)
. . Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
. . Spiritual Body: Immunity 20 (Very Common Descriptor: Completely Mundane Weapons & Attacks)

Equipment
Giant Stone Slab

Offense
Initiative +12
Divinity: Perception Area Weaken 5 (DC Fort 15)
Giant Stone Slab: Strength-based Damage 4, +12 (DC 31)
Grab, +12 (DC Spec 22)
Throw, +9 (DC 27)
Unarmed, +12 (DC 27)

Complications
- Demigod: Herakles is a Demigod, and like all Divine beings, he is susceptible to attacks which are specifically intended to target Deities. The most notable of these are the Chains of Enkidu, which against Herakles are treated as a Rank 18 Snare.
- Disability: For reasons unknown, and probably also rather childish reasons at that, Illya used her Command Spell to make it so Herakles is incapable of forming articulate words. That isn't to say he is stupid by any means, he is quite intelligent, at least as far as Berserker's are concerned.
- Enemy: Herakles is the natural enemy to Medea of Colchis, while also having Gilgamesh of Uruk as his own natural enemy. He is also someone who is from the same region and general time frame as Medusa the Gorgon, and thus probably rates as her current Natural Enemy too.
- Grim Loyalty: Herakles will continue attacking someone that has directly threatened Illya's life until either that target is a mass of bloody pulp, or Herakles himself is no longer alive. He is single minded in his protection of the girl he views as his own daughter... woe be any who dare court the wee lass.
- Motivation: Doing Good: Well in a round about manner. Herakles' primary motivation is to protect his precious Illya-chan from all harm or else to die trying. He doesn't so much care that she is technically not a very nice person, so long as he can make her happy and keep her safe.
- Mythic Weakness: The one surefire way to kill Herakles, without having to worry about the effects of God Hand, is to attack him with a weapon that is coated in the blood of the Lernaean Hydra. The problem is that the blood itself is the Noble Phantasm, not the weapon, so neither of Shirou's incarnations can project it, and because the blood of a Phantasmal Beast isn't a product of mankind's ingenuity, it dosn't exist within the Gate of Babylon, making this about the least exploitable of mythic weaknesses that could possibly exist on a Servant.
- Weakness: Oddly enough, the Veela Allure has a pacifying effect on Herakles, or at least it does when he is actually using his Mad Enhancement. He doesn't even notice it if he is using his Bravery instead. More troubling from Illya's perspective, is their Allure bypasses the defenses of God Hand due to the fact that Nymphs, which Veela are a subspecies of, played such a huge role in Greek Mythology.

Languages
Ancient Greek

Defense
Dodge 16, Parry 16, Fortitude 15, Toughness 12, Will 13

Power Points
Abilities 114 + Powers 204 + Advantages 16 + Skills 33 (66 ranks) + Defenses 18 = 385
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Typical Auror or OotP Member / General Potterverse

Post by DalkonCledwin »

Typical Auror or OotP Member - PL 10
Minion Rank: 10 / Sidekick Rank: 28

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

Advantages
Artificer, Connected, Equipment 1, Languages 1, Power Attack, Ranged Attack 5, Trance, Well-informed

Skills
Athletics 4 (+5), Expertise: Wizardry 8 (+9), Insight 6 (+11), Investigation 4 (+5), Perception 4 (+9), Persuasion 4 (+8)

Powers
Combat Robes (Removable)
. . Enchanted Weave: Protection 8 (magical, +8 Toughness; Impervious [4 ranks only])
Wizarding Might Array
. . Apparition: Teleport 7 (magical, 0.5 miles in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Extended: 120 miles in 2 move actions, Turnabout; Distracting, Limited: must pass through intervening space as a cloud of smoke)
. . Expelliarmus: Move Object 12 (magical, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . Incarcerous: Cumulative Affliction 8 (magical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Diminished Range, Limited Degree)
. . Mystic Bolt: Damage 12 (magical, DC 27; Increased Range: ranged, Variable Descriptor: close group - Fire, Ice or Lightning; Diminished Range)
. . Protego: Burst Area Deflect 8 (magical; Burst Area: 30 feet radius sphere, DC 18, Increased Duration: concentration, Reflect; Distracting, Limited: Can't deflect the Unforgivables, Reduced Range: close)
. . Stupefy: Cumulative Affliction 8 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Diminished Range)
Wizarding Physiology
. . Mystic Senses: Senses 3 (racial, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Tough: Protection 3 (racial, +3 Toughness)

Equipment
Auror / Order Badge (Commlink) 1, Wand 1

Offense
Initiative +3
Expelliarmus: Move Object 12, +8 (DC 22)
Grab, +4 (DC Spec 11)
Incarcerous: Cumulative Affliction 8, +8 (DC Fort/Will 18)
Mystic Bolt: Damage 12, +8 (DC 27)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +8 (DC 16)
Unarmed, +4 (DC 16)

Complications
Motivation: Patriotism: Whether they are an actual Auror or a member of the Order of the Phoenix, these fine upstanding people are united in their wish to protect the magical half of the British Commonwealth.
Power Loss: It is usually very hard for a Witch or Wizard to learn to perform wandless magic if they didn't go straight from accidental into controlled wandless magic without picking up a wand at Olivanders. As such, removing a Witch or Wizard's wand from their person is the easiest way to disable them in a fight as very few learn what they refer to as "Muggle Fighting Styles" due to a false sense of superiority

Languages
English, Latin

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12, Will 14

Power Points
Abilities 44 + Powers 45 + Advantages 12 + Skills 15 (30 ranks) + Defenses 23 = 139
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Typical Enforcer / General Nasuverse

Post by DalkonCledwin »

Typical Enforcer - PL 10
Minion Rank: 10 / Sidekick Rank: 30

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

Advantages
Artificer, Close Attack 2, Contacts, Defensive Attack, Defensive Roll 2, Improved Initiative, Jack-of-all-trades, Languages 3, Power Attack, Ranged Attack 7, Ritualist, Skill Mastery: Expertise: Magecraft, Skill Mastery: Investigation, Tracking, Uncanny Dodge, Well-informed

Skills
Close Combat: Unarmed 6 (+14), Expertise (AWE): Streetwise 4 (+8), Expertise: Magecraft 8 (+13), Insight 5 (+9), Investigation 6 (+11), Perception 11 (+15), Treatment 6 (+11)

Powers
Retrieval Codes (Easily Removable)
. . Mystic Code Array
. . . . Magic Gun: Damage 5 (mystic, DC 20; Accurate: +2, Increased Range: ranged)
. . . . Mystic Tranq Gas: Cloud Area Affliction 3 (mystic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cloud Area: 15 feet radius sphere, DC 13, Increased Range: ranged)
. . . . Swing Line: Movement 2 (mystic, Safe Fall, Swinging)

Offense
Initiative +8
Grab, +10 (DC Spec 13)
Magic Gun: Damage 5, +13 (DC 20)
Mystic Tranq Gas: Cloud Area Affliction 3 (DC Fort 13)
Throw, +11 (DC 18)
Unarmed, +16 (DC 18)

Complications
Variable: Magi in general tend to have such tangled webs of intrigue in their lives that trying to come up with any single unifying complications to define an archetype composed entirely of Magi is extremely futile.

Languages
Choose any 4 languages, English

Defense
Dodge 13, Parry 13, Fortitude 8, Toughness 6/4, Will 12

Power Points
Abilities 68 + Powers 7 + Advantages 26 + Skills 23 (46 ranks) + Defenses 26 = 150
User avatar
DalkonCledwin
Posts: 6970
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

A Tale of Two Lilies Introduction

Post by DalkonCledwin »

A Tale of Two Lilies
Premise: A young girl finds herself living her life over again, only this time it is in a period of history long before she had ever been born. What’s more, is that she discovers that she is now the sole living member of a long thought extinct family, and that the woman who had been her mother in her original lifetime is in desperate need of a guidance that only this newly awakened time traveler can offer…
Post Reply