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DalkonCledwin
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Hal Jordan of Sector 2814.0.1 / The Moment to Fight

Post by DalkonCledwin »

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Harold 'Hal' Jordan - PL 14
Age: 24-28 / Height: 6' 2" / Weight: 186 lbs
Hair Color: Brown / Eye Color: Brown

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

General Advantages
Attractive, Beginner's Luck, Benefit, Galactic Authority 2, Benefit, Security Clearance: Ferris Aircraft Base, Equipment 24, Favored Environment: Aerial, Fearless, Fighting Style: Aikido, Teamwork, Ultimate Effort: Will checks

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

Skills
Acrobatics 4 (+9), Athletics 4 (+6), Close Combat: Power Ring 4 (+8), Close Combat: Unarmed 3 (+7), Deception 4 (+7), Expertise: Law Enforcement 8 (+10), Expertise: Military 8 (+10), Insight 8 (+11), Intimidation 2 (+5), Investigation 4 (+6), Perception 4 (+7), Persuasion 6 (+9), Ranged Combat: Power Ring 5 (+10), Technology 6 (+8), Treatment 2 (+4), Vehicles 10 (+15)

Powers
Oan Power Battery
. . Dimensional Storage: Feature 1 (cosmic, Notes: Oan Power Batteries can be stored inside of an extradimensional pocket space that any Oan Power Ring can access by means of the A.I. and Database feature.)
. . Energy Source: Feature 2 (cosmic, Notes: Capable of recharging Oan 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 Oa.)
Oan Power Ring (Removable)
. . A.I. and Database: Feature 2 (cosmic, Notes: Oan Power Rings possess an Artificial Intelligence, allowing them to answer questions for their wielder from a database located on the planet Oa (the GM largely gets to determine what information the ring can provide))
. . Communications: Senses 1 (cosmic, Communication Link: Green Lantern Corps)
. . Environmental Field: Immunity 10 (cosmic, Life Support; Sustained; Quirk 2: Doesn't defend against diseases & poisons with the "Injected" flaw)
. . Force Manipulation: Dynamic Array
. . . . Cosmic Communication: Other Area Cosmic Communication 4 ([0 active, 0/40 PP, 6/r], cosmic, Sense Type: Subspace Audiovisual Projection; Area, Selective)
. . . . Force Blast: Damage 18 ([0 active, 0/40 PP, 2/r], cosmic, force, DC 33; Increased Range: ranged)
. . . . Force Bubble: Burst Area Immunity 10 ([0 active, 0/40 PP, 4/r], cosmic, force, Life Support; Affects Others, Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . . . Force Constructs: Create 14 ([0 active, 0/40 PP, 2/r], cosmic, force, Volume: 15000 cft., DC 24)
. . . . Force Lifting: Move Object 18 ([0 active, 0/40 PP, 2/r], cosmic, force, 6 ktons)
. . . . Force Weapons: Strength-based Damage 3 ([0 active, 0/40 PP, 1/r+1], cosmic, force, DC 20; Variable Descriptor: close group - Bludgeoning, Piercing or Slashing)
. . . . Mobile Constructs: Create 12 ([0 active, 0/40 PP, 3/r], cosmic, force, Volume: 4000 cft., DC 22; Movable)
. . Force Shield: Protection 12 (cosmic, force, +12 Toughness; Impervious, Sustained)
. . Lightflight: Flight 14 (cosmic, Speed: 32000 miles/hour, 60 miles/round)
. . . . Faster Than Light: Movement 4 (Alternate; cosmic, Environmental Adaptation: Zero-G, Space Travel 3: other galaxies)
. . Scanning Beam: Senses 6 (cosmic, Analytical (Type): All Auditory, Analytical (Type): All Chemical, Analytical (Type): All Visual)
. . Universal Translation: Comprehend 3 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood)

Equipment
Oan Power Battery, The Interceptor

Offense
Initiative +5
Force Blast: Damage 18, +10 (DC 33)
Force Lifting: Move Object 18, +10 (DC 28)
Force Weapons: Strength-based Damage 3, +8 (DC 20)
Grab, +4 (DC Spec 15)
Throw, +5 (DC 17)
Unarmed, +7 (DC 17)

Complications
- Motivation: Responsibility: Hal takes his responsibilities as a ring-slinger very seriously.
- Power Loss: Oan Power Rings need periodic recharging and will issue warnings as their power runs low. When this happens, it is highly advisable that Hal seek out the nearest Oan Power Battery so that he can recharge his Ring.
- Reputation: Hal is a maverick in nearly all aspects of his life and known for having issues with authority.

Languages
English

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

Power Points
Abilities 56 + Powers 103 + Advantages 41 + Skills 41 (82 ranks) + Defenses 36 = 277

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The Interceptor - PL 14
Strength 13, Defense 5, Toughness 14, Size Gargantuan
Features:
Communications, Computer, Fire Prevention System, Holding Cells, Infirmary, Living Space, Navigation System 1, Security System 3
Powers
Communications: Senses 2 (Communication Link: Aya, Communication Link: Green Lantern Corps)
Deflector Shields
. . Enhanced Trait: Enhanced Trait 7 (Traits: Defense +7 (+5))
. . Impervious Defense: Impervious Toughness 10
. . Protection: Protection 3 (+3 Toughness)
Graviton Drive: Flight 16 (Speed: 125000 miles/hour, 250 miles/round)
. . Hyperspace Drive: Movement 3 (Alternate; Space Travel 3: other galaxies)
Turbo Power Battery: Feature 2 (Notes: Capable of recharging Oan Power Rings, and grants the next Force Manipulation Array effect used by such a Power Ring a free use of the Untapped Potential advantage without incurring fatigue.)
Weapon Systems
. . Anti-Matter Torpedoes: Burst Area Damage 14 (DC 29; Burst Area: 30 feet radius sphere, DC 24 [4 ranks only], Homing 3: 3 extra attempts, Increased Range: ranged)
. . Beam Cannon: Damage 15 (DC 30; Increased Range: ranged, Penetrating 10)
Offense
Anti-Matter Torpedoes: Burst Area Damage 14 (DC 29)
Beam Cannon: Damage 15, +5 (DC 30)
Power Points
Abilities 4 + Powers 98 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 116
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DalkonCledwin
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Kilowog of Sector 674.0.1 / The Moment to Fight

Post by DalkonCledwin »

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Kilowog - PL 13
Age: 48 / Height: 8' 3" / Weight: 720 lbs
Hair Color: Bald / Eye Color: Red

Strength 10, Stamina 9, Agility 2, Dexterity 3, Fighting 6, Intellect 4, Awareness 4, Presence 2

Advantages
All-out Attack, Benefit, Galactic Authority 3, Benefit, Status: GLC Drill Instructor, Close Attack 4, Equipment 1, Favored Environment: Aerial, Fearless, Improvised Tools, Interpose, Inventor, Move-by Action, Power Attack, Second Chance: Resisting Mind Control, Ultimate Effort: Technology checks, Ultimate Effort: Will checks

Skills
Expertise: GL Foot Drill 4 (+8), Expertise: Medicine 8 (+12), Expertise: Military 4 (+8), Expertise: Science 4 (+8), Intimidation 6 (+9), Perception 4 (+8), Ranged Combat: Power Ring 7 (+10), Technology 8 (+16/+12), Treatment 6 (+10), Vehicles 6 (+9)

Powers
Bolovaxian Physiology
. . Iron Stomach: Feature 2 (talent, Notes: Kilowog can eat anything without ill effects, no matter how unpleasant it may be: spoiled or particularly gross or spicy food, for example.)
. . Large & In Charge: Growth 2 (talent, +2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
. . Mechanical Intuition: Enhanced Trait 3 (talent, Technology +4 (+16), Advantages: Ultimate Effort: Technology checks)
. . Protective Hide: Protection 4 (talent, +4 Toughness)
. . Resurrectable: Feature 1 (talent, Notes: Upon death, Kilowog’s life essence lingers and may be used to resurrect him)
. . Telepathy: Senses 1 (talent, Communication Link: Other Bolovaxians)
Oan Power Battery
. . Dimensional Storage: Feature 1 (cosmic, Notes: Oan Power Batteries can be stored inside of an extradimensional pocket space that any Oan Power Ring can access by means of the A.I. and Database feature.)
. . Energy Source: Feature 2 (cosmic, Notes: Capable of recharging Oan 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 Oa.)
Oan Power Ring (Removable)
. . A.I. and Database: Feature 2 (cosmic, Notes: Oan Power Rings possess an Artificial Intelligence, allowing them to answer questions for their wielder from a database located on the planet Oa (the GM largely gets to determine what information the ring can provide))
. . Communications: Senses 1 (cosmic, Communication Link: Green Lantern Corps)
. . Create Lab Equipment: Enhanced Trait 1 (cosmic, Advantages: Improvised Tools)
. . Force Field Creation: Dynamic Array
. . . . Environmental Field: Immunity 10 ([10 active, 22/30 PP, 1/r-2], Life Support; Sustained; Quirk 2: Doesn't defend against diseases & poisons with the "Injected" flaw)
. . . . Extended Force Shield: Burst Area Protection 6 ([0 active, 22/30 PP, 5/r], cosmic, force, +6 Toughness; Burst Area 2: 60 feet radius sphere, DC 16, Impervious, Selective)
. . . . Force Shield: Protection 7 ([7 active, 22/30 PP, 2/r], cosmic, force, +7 Toughness; Impervious, Sustained)
. . Force Manipulation: Dynamic Array
. . . . Force Blast: Damage 15 ([0 active, 0/32 PP, 2/r+2], cosmic, force, DC 30; Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . . . Force Constructs: Create 13 ([0 active, 0/32 PP, 2/r], cosmic, force, Volume: 8000 cft., DC 23)
. . . . Force Lifting: Move Object 16 ([0 active, 0/32 PP, 2/r], cosmic, force, 1600 tons)
. . . . Healing Light: Burst Area Healing 6 ([0 active, 0/32 PP, 5/r], cosmic; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged, Selective)
. . Lightflight: Flight 13 (cosmic, Speed: 16000 miles/hour, 30 miles/round)
. . . . Faster Than Light: Movement 4 (Alternate; cosmic, Environmental Adaptation: Zero-G, Space Travel 3: other galaxies)
. . Scanning Beam: Senses 13 (cosmic, Analytical (Type): All Auditory, Analytical (Type): All Chemical, Analytical (Type): All Visual, Microscopic Vision 3: molecule-size, Penetrates Concealment: Visual; Limited: Microscopic and Penetrating Vision only usable on biological material [7 ranks only])
. . Universal Translation: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)

Equipment
Oan Power Battery

Offense
Initiative +2
Force Blast: Damage 15, +10 (DC 30)
Force Lifting: Move Object 16, +10 (DC 26)
Grab, +10 (DC Spec 20)
Throw, +3 (DC 25)
Unarmed, +10 (DC 25)

Complications
- Compliant: Kilowog is overly trusting of authority figures such as the Oans, or leaders who espouse the egalitarian ideals of his extinct people.
- Enemy: Kilowog has sworn vengeance against Sinestro.
- Motivation: Patriotism: Kilowog views the Guardians and Green Lanterns as being his people now that his own native world is no more. As such he views his actions in their defense and service to be his highest calling.
- Power Loss: Oan Power Rings need periodic recharging and will issue warnings as their power runs low. When this happens, it is highly advisable that Kilowog seek out the nearest Oan Power Battery so that he can recharge his Ring.
- Relationship: Kilowog is quite fond of his protege, Hal Jordan.

Languages
Bolovaxian

Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 20 (Imp. 7), Will 16

Power Points
Abilities 72 + Powers 116 + Advantages 18 + Skills 29 (57 ranks) + Defenses 19 = 254

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Death Battle: Kilowog vs. Superman... FIGHT: Okay in all seriousness, Superman likely wins this fight due to being faster and capable of dealing heavier blows in melee range. However, Kilowog is unique out of all the stat blocks I've actually had a chance to look at in the assorted DC Adventures books, in that he actually has a Toughness Defense that is a whole TWO points higher than that which Superman possesses, meaning he is a bit harder to actually knock out in a straight up fist fight, and that Resurrectable quality means he isn't likely to stay in the grave for very long either!
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DalkonCledwin
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Aya of Sector 0.0.1 / The Moment to Fight

Post by DalkonCledwin »

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Aya - PL 14
Age: Ph. 18 / Height: 5' 6" / Weight: 118 lbs
Hair Color: ??? / Eye Color: Fremen
Measurements: 36 / 25 / 33 in.

Strength 10, Stamina -, Agility 3, Dexterity 4, Fighting 4, Intellect 15, Awareness 6, Presence 2

Advantages
Eidetic Memory, Fearless, Inventor, Ranged Attack 10, Skill Mastery: Technology, Ultimate Effort: Toughness checks, Ultimate Effort: Will Checks, Well-informed

Skills
Investigation 9 (+24), Perception 10 (+16), Persuasion 8 (+10), Technology 9 (+24)

Powers
Armor Plating (Removable)
. . Deflective Plating: Enhanced Trait 8 (armor, Dodge +6 (+16), Parry +2 (+16))
. . Reinforced Plating: Protection 4 (armor, +4 Toughness; Impervious)
Computer Mind
. . Almost Human: Enhanced Trait 7 (talent, Will +5 (+14), Advantages: Fearless, Ultimate Effort: Will Checks)
. . Fast Computations: Quickness 10 (talent, Perform routine tasks in -10 time ranks, Advantages: Eidetic Memory; Limited to One Type: to Mental Tasks)
. . Mass Communication: Other Area Cosmic Communication 4 (talent, Sense Type: Subspace Audiovisual Projection; Area, Selective)
. . Universal Translation: Comprehend 5 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
Construct Physiology
. . Damage Resistance: Protection 8 (talent, +8 Toughness; Impervious)
. . Unliving: Immunity 38 (talent, Aging, Critical Hits, Fortitude Effects, Sensory Affliction Effects)
Green Energy Manipulation: Dynamic Array
. . Computer Virus Generation: Progressive Affliction 7 ([0 active, 0/29 PP, 4/r], cosmic, technological, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Affects Objects Only, Increased Range 2: perception, Progressive; Limited: Causing erratic or insane behavior)
. . Force Blasts: Damage 14 ([0 active, 0/29 PP, 2/r+1], cosmic, force, DC 29; Increased Range: ranged, Split: 2 targets)
. . Force Constructs: Create 14 ([0 active, 0/29 PP, 2/r], cosmic, force, Volume: 15000 cft., DC 24)
. . Force Field Generation: Create 9 ([0 active, 0/29 PP, 3/r], cosmic, force, Volume: 500 cft., DC 19; Impervious)
. . Holographic Projection: Illusion 4 ([0 active, 0/29 PP, 2/r], cosmic, Affects: Two Sense Types - Visual, Area: 15 cft., DC 14)
. . Light Projection: Environment 6 ([0 active, 0/29 PP, 2/r], cosmic, Light (Bright), Radius: 900 feet)
. . Rocket Flight: Flight 14 ([0 active, 0/29 PP, 2/r], cosmic, Speed: 32000 miles/hour, 60 miles/round)
Swarming Robots (Activation: Standard Action)
. . Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
. . Insubstantial: Insubstantial 2 (Gaseous)
. . Movement: Movement 2 (Slithering, Wall-crawling 1: -1 speed rank)

Offense
Initiative +3
Computer Virus Generation: Progressive Affliction 7 (DC Will 17)
Force Blasts: Damage 14, +14 (DC 29)
Grab, +4 (DC Spec 20)
Throw, +14 (DC 25)
Unarmed, +4 (DC 25)

Complications
- Motivation: Recognition: Aya yearns to become a Green Lantern someday, and does everything in her power to assist those Green Lanterns serving as crewmen aboard the Interceptor that she is herself, the Artificial Intelligence for.
- Plot Device: Aya can theoretically reach an absolutely staggering level of power based on the amount of Green Energy she has absorbed, however allowing her the use of such levels of power is purely a plot device and should be considered to be under the complete control of the GM rather than the player.
- Real Emotion: The Oan Science Director created Aya using a sliver of the Entity that acts as the source of all Green Lantern Energy in the cosmos. This means that despite her status as a construct, Aya is actually a sentient and sapient lifeform, and thus capable of true emotions the way other lifeforms would be. This of course comes with all the drawbacks that can be expected of being an emotional being, such as having one's heart broken.
- Rivalry: Though she doesn't acknowledge it, the fact is that Aya perfectly capable of keeping up with Brainiac in a contest of how smart they happen to be, and is one of the few technologies that Brainiac might actually have a hard time corrupting.

Languages
Maltusian

Defense
Dodge 16/10, Parry 16/14, Fortitude Immune, Toughness 12 (Imp. 12), Will 14/9

Power Points
Abilities 78 + Powers 170 + Advantages 14 + Skills 18 (36 ranks) + Defenses 20 = 300

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Build Comments: This is pretty much an original build for this particular character as I had no source material on which to base it. I hope it looks reasonable?
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DalkonCledwin
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Balance of the Force Brainstorm & Notes

Post by DalkonCledwin »

Balance of the Force
Premise: What if there was a third side in the Clone Wars lead by someone long thought dead, who belongs to neither the light or the dark, but to the force as a whole. This day marks the return of Revan!
Required Inclusions:
- Revan must be powerful, but not godlike.
- Revan must be a Grey-sided Force User following the tenets of his own personal code (see Revan's complications), rather than the tenets of either the Sith or the Jedi.
- Revan must have been reborn/reincarnated about 15 to 20 years prior to the Phantom Menace.
- Revan’s gender can be determined by the author.
- The events of the Star Wars timeline must be altered based upon how Revan was reborn (This basically means that since I am making Revan be Harry Potter, that Earth is part of the Star Wars universe, and that there is actually a starship located on Earth).
- Revan must be the true chosen one of the Force Prophecy.
- Revan must not interfere in the events of the Star Wars timeline until the events of Phantom Menace at the absolute earliest.
- The Star Forge must have survived and be rebuilt, and it must serve as Revan’s main base.
- Revan’s Lightsaber(s) must not be Sith Red.
- Revan must have an apprentice.
- The vast majority of people must believe Anakin is the chosen one, in spite of whatever Revan may say or do to the contrary.
Preferred Inclusions:
- Suggestions for Revan’s apprentice: Bastila Shan, Satele Shan, Aayla Secura, Ahsoka Tano, or any other of the numerous Potterverse characters.
- Suggestions for Revan’s pairing: Bastila Shan, Aayla Secura, Aurra Sing, Asajj Ventress, Riyo Chuchi, or any of the numerous Potterverse characters.
- Bashing of Anakin Skywalker.
- Revan allying with the Jedi Order.

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Power Level Notes
Power Levels for Clone Wars & Old Republic Era:
  • Jedi Younglings & Normal Mundanes = PL 3-5
  • Jedi Padawans & Exceptional Mundanes = PL 6-9
  • Jedi Knights & Legendary Mundanes = PL 10-11
  • Jedi Masters & Some Gamemaster Characters = PL 12-14
  • Gamemaster Characters (Yoda & Palpatine) = PL 15-16
Power Levels for New Republic & Disney Movies:
  • Inexperienced Heroes = PL 3-4
  • Experienced Heroes = PL 5-6
  • Heroes at Peak of Achievement = PL 7-8
  • Gamemaster Characters = PL 9+
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Veela / Zeltron: 7 pp
Attributes (0 pp): -1 Sta, -1 Awe, +2 Pre
Advantages (1 pp): Uncanny Dodge
Skills (2 pp): Expertise: Entertain 4 (Pre)
Powers (4 pp): Empathy: Senses 3 (Detect Emotion [Acute, Ranged]) & Pheromones: Feature 1 (Provides a +2 circumstance bonus to attempts made to charm, seduce or romance other characters)
Species Notes: Rather than have a half dozen skills representing the sorts of things someone like Oola might have known, I instead boiled it down to a single skill known as "Expertise: Entertain" which is a Presence-based Expertise. Also, instead of making the Allure be an actual form of magic, I decided it will be handled as a type of pheromones in this setting, which is how most races like the Zeltron and the Falleen tend to handle it, and those seem to be the main counterparts to Veela in Star Wars.

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Source References
- I will be using a number of sources of reference for my builds, including Jab's Star Wars stuff, as well as Star Wars 3e by Task, and also to some extent Star Wars in M&M 3e which is a blog written by someone I met after reading his stuff on a similar forum. I will also be basing some stuff on the Star Wars entries in the Omniverse sourcebooks for M&M 3e as well.

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Lightsaber Crystals
- The specific Lightsaber Crystals used to focus Revan and Gabrielle's blades are from Earth, and I have chosen such crystals due to the fact that they were firstly available, and secondly because in the book "Young Jedi Knights: Lightsabers" Luke Skywalker says the following to his students:
"One of the other crucial pieces is a focusing crystal. The most powerful and sought-after gems are rare Kaiburr crystals. However, though lightsabers are powerful weapons, their design is so flexible that practically any kind of crystal can be used."
Now I understand that this is likely considered extra-canonical with the update to Disney Canon, but frankly, I don't care!
Last edited by DalkonCledwin on Sun Jan 13, 2019 8:17 am, edited 3 times in total.
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DalkonCledwin
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Revan / Balance of the Force

Post by DalkonCledwin »

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Revan the Wanderer - PL 12
Age: 20 / Height: 5' 10" / Weight: 168 lbs
Hair Color: Dark Brown / Eye Color: Bottle Green

Strength 4, Stamina 2, Agility 8, Dexterity 8, Fighting 8, Intellect 3, Awareness 10, Presence 7

Advantages
Agile Feint, Animal Empathy, Artificer, Attractive, Benefit, Alternate Identity: Harry James Potter, Benefit, Ambidexterity, Benefit, Athletics Based on Agility, Benefit, Status: Master of Death, Benefit, Wealth 4 (multimillionare), Defensive Roll 3, Equipment 14, Extraordinary Effort, Favored Environment: Aerial, Favored Foe: Dark Lords (Sith or Otherwise), Improved Initiative, Inspire 3, Languages 3, Leadership, Luck (Inspiration), Ranged Attack 2, Ritualist, Second Chance: Resisting Mind Control, Teamwork, Trance, Uncanny Dodge

Skills
Acrobatics 6 (+14), Athletics 6 (+14), Close Combat: Lightsaber 6 (+16/+14), Deception 4 (+11), Expertise (AWE): Home Economics 4 (+14), Expertise: Astrogation 8 (+11), Expertise: Tactics 4 (+7), Expertise: The Force 14 (+17), Insight 8 (+18), Intimidation 4 (+11), Investigation 6 (+9), Perception 8 (+18), Persuasion 10 (+17), Stealth 6 (+14), Technology 4 (+7), Treatment 4 (+7), Vehicles 8 (+16)

Powers
Ametrine Lightsaber (Easily Removable)
. . Weapon Training: Array
. . . . Melting Heat: Concentration Weaken 6 (plasma, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Concentration)
. . . . Multi Strike: Strength-based Damage 4 (plasma, DC 23; Multiattack [5 extra ranks])
. . . . Saber Deflection: Deflect 10 (training; Increased Duration: concentration, Reflect; Limited: to Projectiles, Reduced Range: close)
. . . . Saber Strike: Strength-based Damage 4 (plasma, DC 23; Penetrating 9)
Deathly Armor & Cloak (Removable)
. . Armored Plating: Protection 6 (armor, +6 Toughness)
. . Ghost Shield: Impervious Toughness 8 (necromantic; Sustained)
. . Helmet & Facemask: Feature 2 (technological, Notes: Hands Free Commlink & Perception Package (+2 Circumstance Bonus to Perception checks))
. . Hide Thyself from Death: Immunity 5 (magical, Damage Effect: Death Effects)
. . Insulation: Immunity 2 (Environmental Condition: Cold, Environmental Condition: Heat; Limited - Half Effect)
. . It's an Invisibility Cloak!: Concealment 4 (magical, All Visual Senses; Passive)
. . Rejuvenation: Regeneration 2 (mystic, Every 5 rounds)
. . Strength Enhancement: Enhanced Strength 2 (armor, +2 STR)
Force Manipulation: Dynamic Array
. . Farseeing: Mental Cosmic Communication Perception (Visual) Perception (One Sense) 4 ([0 active, 0/32 PP, 6/r-3], the force; Perception (One Sense): Auditory, Perception (Visual): Visual; Activation 2: standard action, Check Required: DC 10 - Perception, Limited: Must be familiar with the target to interact with them this way)
. . Force Domination: Cumulative Affliction 10 ([0 active, 0/32 PP, 3/r+2], the force, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception, Insidious, Subtle: subtle; Limited to Minds)
. . Force Lightning: Damage 16 ([0 active, 0/32 PP, 1/r-3], the force, electricity, DC 31; Increased Range: ranged; Diminished Range 2, Distracting, Inaccurate: -2)
. . Force Rebuke: Immunity 20 ([0 active, 0/32 PP, 1/2r-1], the force, Very Common Descriptor: Force Powers; Reflect; Activation: move action, Distracting, Limited - Half Effect)
. . Force Sense: Senses 6 ([0 active, 0/32 PP, 1/r+2], the force, Detect: the Force [Mental] 2: ranged, Precognition, Advantages: Assessment; Feature: Assessment and Senses use Expertise: The Force instead of their usual skills, Sustained)
. . Force Sight: Senses 9 ([0 active, 0/32 PP, 1/r-2], the force, Accurate: Mental Senses, Acute: Mental Senses, Penetrates Concealment: Force Awareness [Mental], Radius: Mental Senses, Ranged: Mental Senses; Sustained; Check Required 2: DC 11 - Expertise the Force)
. . Force Storm: Damage 16 ([0 active, 0/32 PP, 2/r], the force, electricity, DC 31; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack; Diminished Range 2, Distracting, Inaccurate: -2, Notes: From any point above)
. . Mind Probe: Cumulative Mind Reading 7 ([0 active, 0/32 PP, 2/r], the force, DC 17; Cumulative; Limited to Minds)
. . Telekinesis: Move Object 12 ([0 active, 0/32 PP, 3/r-5], the force, 100 tons; Increased Range: perception; Check Required 5: DC 14 - Expertise: The Force)
. . Wizarding Magic: Variable 4 ([0 active, 0/32 PP, 8/r-1], the force; Action 2: free; Distracting, Quirk: Requires an appropriate focusing implement, Notes: 5 to 20 pts of Traits; Magical or The Force descriptors)
Force Manipulation: Talents
. . Force Comprehension: Comprehend 5 (skill, Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Understand All, Languages - You're Understood; Limited: Must use Mind Probe on someone who knows a desired language to learn it, Narrow Type: Comprehend Animals is limited to Snakes [2 ranks only])
. . Force Sensitivity: Senses 6 (talent, Analytical: Magic Awareness, Analytical: Force Awareness, Awareness: the Force [Mental], Awareness: Magic [Mental], Radius: Magic Awareness, Radius: Force Awareness, Advantages: Improved Initiative, Luck (Inspiration), Uncanny Dodge)
Grappling Hook
. . Grappling Line: Movement 1 (technological, Swinging)
Lightsaber Forms: Array
. . Form I (Shii-Cho): Enhanced Trait 7 (training, Close Combat +2 (+16), Advantages: All-out Attack, Daze (Intimidation), Improved Defense, Improved Disarm, Power Attack, Quick Draw)
. . Form II (Makashi): Enhanced Trait 7 (training, Close Combat +2 (+16), Advantages: Accurate Attack, Defensive Attack, Precise Attack (Close, Concealment), Second Chance: Resisting Disarm Attempts, Taunt, Weapon Bind)
. . Form VII (Juyo): Enhanced Trait 11 (training, Strength +1 (+5), Dodge -1 (+12), Parry -1 (+12), Toughness +1 (+12), Advantages: Accurate Attack, All-out Attack, Close Attack, Daze (Intimidation), Defensive Attack, Fearless, Improved Critical, Improved Defense, Move-by Action, Power Attack)

Equipment
Ravenclaw's Starship, Utility Belt (Grappling Hook, Holly Wand, Holomap, Holoprojector, Ration Capsules, Rebreather)

Offense
Initiative +12
Force Domination: Cumulative Affliction 10 (DC Will 20)
Force Lightning (Bolt): Damage 16, +8 (DC 31)
Force Lightning (Chain): Damage 16, +8 (DC 31)
Grab, +8 (DC Spec 14)
Melting Heat: Concentration Weaken 6, +16 (DC Fort 16)
Mind Probe: Cumulative Mind Reading 7 (DC Will 17)
Multi Strike: Strength-based Damage 4, +16 (DC 23)
Saber Strike: Strength-based Damage 4, +16 (DC 23)
Telekinesis: Move Object 12 (DC 22)
Throw, +10 (DC 19)
Unarmed, +8 (DC 19)

Complications
- Fame: Revan, or Harry as he is known on Earth, is famous within the magical community therein as being the one who ultimately defeated the Dark Lord known as Voldemort. Though calling Voldemort a 'Dark Lord' was insulting as far as Revan is concerned. Dark Lord of one miserable planet? Pfft, how lame!
Honor: Code of the Revanchist: Peace and passion give me strength. Strength and knowledge give me power. Power and serenity give me harmony. Through harmony I gain victory. Through balance, the Force sets me free!
- Motivation: Responsibility: Revan feels a deep sense of responsibility to live up to the ideals of his long lost friends and loved ones, but most importantly... to the memories of those who managed to convince him to turn fully onto a path of redemption and away from the wallowing he had been doing within the Dark Side in his past life.
- Relationship: Revan has a very close relationship with his Apprentice, one Gabrielle Delacour, though the two of them are open to the possibility of Revan adding other girls to their relationship.
- Reputation: The memory of "Darth Revan" is not so forgotten as to make it impossible for Revan to come up against it in his new life, but it is something which won't be very likely to be too huge of an issue.

Languages
Binary, English, Galactic Basic, Latin

Defense
Dodge 13, Parry 13, Fortitude 10, Toughness 11/8 (Imp. 8), Will 14

Power Points
Abilities 96 + Powers 112 + Advantages 45 + Skills 55 (110 ranks) + Defenses 22 = 330

--------------------
Ravenclaw's Starship - PL 12

Strength 12, Defense 5, Toughness 11, Size Gargantuan

Features:
Cargo Hold 1, Communications 1, Computer, Hidden Compartments 1, Living Space, Navigation System 1

Powers
Sensor Grid
. . Radar: Senses 4 (technological, Detect: Spacecraft 2: ranged, Extended: Detect Spacecraft 1: x10, Radius: Detect Spacecraft)
Stardrive System: Array
. . Hyperdrive Engines: Movement 2 (technological, Space Travel 2: other solar systems; Check Required 2: DC 11 - Expertise: Astrogation, Custom: 2 degrees of success on Astrogation check needed to activate Hyperdrive)
. . Sublight Engines: Flight 10 (technological, Speed: 2000 miles/hour, 4 miles/round)
Weapons System
. . Laser Cannons: Damage 8 (technological, DC 23; Accurate: +2, Increased Range: ranged, Split: 2 targets; Quirk: Requires two gunners to use Split extra)

Offense
Laser Cannons: Damage 8, +12 (DC 23)

Power Points
Abilities 3 + Powers 42 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 11 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 62
--------------------
Build Comments: My decision regarding the Lightsaber forms being an array, is because to my knowledge they only ever use one form at a time, rather than mixing and matching the various forms when engaged in Lightsaber combat. If someone can point me to somewhere that this isn't the case, I'll gladly change it, but this is in my opinion the easiest way to handle the forms in terms of mechanics, rather than giving them a crap ton of advantages that often overlap with each other.
Last edited by DalkonCledwin on Sun Jan 13, 2019 8:53 am, edited 3 times in total.
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Gabrielle / Balance of the Force

Post by DalkonCledwin »

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Gabrielle Marie Delacour - PL 10
Age: 17 / Height: 5' 8" / Weight: 152 lbs
Hair Color: Sandy Blonde (Dyed) / Eye Color: Sapphire Blue
Measurements: 33 / 24 / 32 in.

Strength 1, Stamina 1, Agility 7, Dexterity 7, Fighting 9, Intellect 3, Awareness 3, Presence 5

Advantages
Animal Empathy, Artificer, Attractive 2, Beginner's Luck, Benefit, Wealth 2 (independently wealthy), Defensive Roll 3, Equipment 2, Extraordinary Effort, Improved Initiative, Inspire 2, Languages 3, Luck (Inspiration), Luck (Instant Counter), Ranged Attack, Ritualist, Second Chance: Seduction Attempts, Set-up, Takedown, Teamwork, Trance, Uncanny Dodge

Skills
Acrobatics 6 (+13), Athletics 6 (+7), Close Combat: Lightsabers 6 (+15), Expertise (PRE): Entertain 4 (+9), Expertise: Astrogation 2 (+5), Expertise: The Force 8 (+11), Insight 6 (+9), Intimidation 2 (+7), Investigation 4 (+7), Perception 6 (+9), Persuasion 6 (+11), Stealth 4 (+11), Technology 2 (+5), Vehicles 2 (+9)

Powers
Amethyst Lightsaber (Easily Removable)
. . Weapon Training: Array
. . . . Melting Heat: Concentration Weaken 4 (plasma, Affects: Toughness, Resisted by: Fortitude, DC 14; Affects Objects Only, Concentration)
. . . . Saber Deflection: Deflect 9 (training; Increased Duration: concentration, Reflect; Limited: to Projectiles, Reduced Range: close)
. . . . Saber Strike: Strength-based Damage 4 (plasma, DC 20; Penetrating 5)
Force Manipulation: Dynamic Array
. . Force Sense: Senses 6 ([0 active, 0/31 PP, 1/r+2], the force, Detect: the Force 2: ranged, Precognition, Advantages: Assessment; Feature: Assessment and Senses use Expertise: The Force instead of their usual skills, Sustained)
. . Force Shock: Cumulative Affliction 8 ([0 active, 0/31 PP, 3/r], the force, electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . Mind Trick: Cumulative Affliction 10 ([0 active, 0/31 PP, 2/r-3], the force, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception, Subtle: subtle; Check Required 4: DC 13 - Expertise: the Force, Limited Degree, Limited to Minds)
. . Telekinesis: Move Object 10 ([0 active, 0/31 PP, 3/r-5], the force, 25 tons; Increased Range: perception; Check Required 5: DC 14 - Expertise: The Force)
. . Wizarding Magic: Variable 4 ([0 active, 0/31 PP, 8/r-1], the force; Action 2: free; Distracting, Quirk: Requires an appropriate focusing implement, Notes: 5-20 pts of Traits; Magical or The Force descriptors)
Force Manipulation: Talents
. . Force Defense: Protection 5 (the force, +5 Toughness; Impervious, Sustained)
. . Force Sensitivity: Senses 6 (talent, Analytical: Magic Awareness, Analytical: Force Awareness, Awareness: Magic [Mental], Awareness: The Force [Mental], Radius: Magic Awareness, Radius: The Force, Advantages: Improved Initiative, Luck (Inspiration), Luck (Instant Counter))
Grappling Hook
. . Grappling Line: Movement 1 (Swinging)
Lightsaber Forms: Array
. . Form I (Shii-Cho): Enhanced Trait 6 (training, Advantages: All-out Attack, Daze (Intimidation), Improved Defense, Improved Disarm, Power Attack, Quick Draw)
. . Form II (Makashi): Enhanced Trait 6 (training, Advantages: Accurate Attack, Defensive Attack, Precise Attack (Close, Concealment), Second Chance: Resisting Disarm Attempts, Taunt, Weapon Bind)
Veela Physiology
. . Empathy: Senses 3 (talent, Acute: Detect Emotion, Detect: Emotion 2: ranged)
. . Pheromones: Feature 1 (talent, Notes: Provides a +2 circumstance bonus to attempts made to charm, seduce or romance other characters.)

Equipment
Utility Belt (Commlink, Elm Wand, Grappling Hook, Holomap, Holoprojector, Ration Capsules, Rebreather)

Offense
Initiative +11
Force Shock: Cumulative Affliction 8, +8 (DC Fort 18)
Grab, +9 (DC Spec 11)
Melting Heat: Concentration Weaken 4, +15 (DC Fort 14)
Mind Trick: Cumulative Affliction 10 (DC Will 20)
Saber Strike: Strength-based Damage 4, +15 (DC 20)
Telekinesis: Move Object 10 (DC 20)
Throw, +8 (DC 16)
Unarmed, +9 (DC 16)

Complications
- Motivation: Recognition: Gabi's motivation is to be recognized as a better apprentice than Bastila Shan had been for Revan, and therefore a better future wife.
- Mythic Weakness: Veela lose their racial abilities if their hair is ever cut using metal sheers. However, that doesn't stop them from using magic, the force, or a highly concentrated beam of coherent plasma, to achieve the same effect, so the question is, how much of a weakness is this really? The answer is that it is more of a mild inconvenience than anything else.
- Relationship: The main reason Gabi agreed to join Harry on his journey to another world, and even willingly submitted to his rather tedious training regime, was because it would allow her to differentiate herself from other Veela and especially her sister. It also allowed her to spend a considerable amount of time with her hero, Harry Potter, or as he prefers to be called, Revan.
- Rivalry: With Ginevra Weasley, and boy was Ginny not happy when she learned that she would be losing any chance with Harry because she didn't want to leave her family and world behind to follow him into the stars the way Gabi was willing to do for him.

Languages
English, French, Galactic Basic, Latin

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 9/1 (Imp. 5), Will 13

Power Points
Abilities 72 + Powers 77 + Advantages 26 + Skills 32 (64 ranks) + Defenses 22 = 229
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Aayla Secura / Balance of the Force

Post by DalkonCledwin »

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Aaylas'ecura - PL 9
Age: 16 / Height: 5' 7" / Weight: 121 lbs
Hair Color: Um.... / Eye Color: Hazel
Measurements: 34 / 23 / 34 in.

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

Advantages
Attractive 2, Beginner's Luck, Benefit, Galactic Authority, Connected, Defensive Roll 4, Equipment 2, Improved Initiative, Languages 2, Luck (Inspiration), Ranged Attack 3, Set-up, Teamwork, Trance, Uncanny Dodge

Skills
Acrobatics 6 (+11), Athletics 10 (+13), Close Combat: Lightsabers 2 (+10), Deception 2 (+4), Expertise: Astrogation 4 (+7), Expertise: The Force 10 (+13), Insight 3 (+6), Investigation 2 (+5), Perception 6 (+9), Persuasion 2 (+4), Stealth 2 (+7), Technology 2 (+5), Vehicles 4 (+8)

Powers
Dual Lightsabers (Easily Removable)
. . Weapon Training: Array
. . . . Saber Deflection: Deflect 11 (training; Increased Duration: concentration, Reflect; Limited: to Projectiles, Reduced Range: close)
. . . . Saber Strike: Strength-based Damage 4 (plasma, DC 22; Penetrating 6, Split: 2 targets)
Force Manipulation: Dynamic Array
. . Force Sense: Senses 6 ([0 active, 0/22 PP, 1/r+2], the force, Detect: the Force 2: ranged, Precognition, Advantages: Assessment; Feature: Assessment and Senses use Expertise: The Force instead of their usual skills, Sustained)
. . Telekinesis: Move Object 9 ([0 active, 0/22 PP, 3/r-5], the force, 12 tons; Increased Range: perception; Check Required 5: DC 14 - Expertise: the Force)
. . Telekinetic Wave: Cone Area Damage 9 ([0 active, 0/22 PP, 2/r+1], the force, DC 24; Cone Area: 60 feet cone, DC 19, Variable Descriptor: close group - bludgeoning, force, or piercing)
Force Manipulation: Talents
. . Force Sensitivity: Senses 3 (talent, Analytical: Force Awareness, Awareness: The Force [Mental], Radius: Force Awareness, Advantages: Improved Initiative, Luck (Inspiration), Uncanny Dodge)
Grappling Hook
. . Grappling Line: Movement 1 (Swinging)
Lightsaber Forms: Array
. . Dual-Wield Catchall (Jar'Kai): Enhanced Trait 5 (training, Advantages: Accurate Attack, Improved Disarm, Power Attack, Quick Draw, Weapon Bind)
. . Form I (Shii-Cho): Enhanced Trait 6 (training, Advantages: All-out Attack, Daze (Intimidation), Improved Defense, Improved Disarm, Power Attack, Quick Draw)
. . Form IV (Ataru): Enhanced Trait 7 (training, Strength +1 (+3), Advantages: Agile Feint, All-out Attack, Close Attack, Improved Critical, Move-by Action)
. . Form V (Shien / Djem So): Enhanced Trait 6 (training, Advantages: All-out Attack, Close Attack, Improved Defense, Improved Smash, Power Attack, Weapon Break)
Twi'lek Physiology
. . Lekku Language: Visual Communication 1 (talent, Sense Type: Lekku; Subtle: encrypted)

Equipment
Utility Belt (Commlink, Grappling Hook, Holomap, Holoprojector, Ration Capsules, Rebreather)

Offense
Initiative +9
Grab, +9 (DC Spec 13)
Saber Strike: Strength-based Damage 4, +11 (DC 22)
Telekinesis: Move Object 9 (DC 19)
Telekinetic Wave: Cone Area Damage 9 (DC 24)
Throw, +7 (DC 18)
Unarmed, +9 (DC 18)

Complications
- Dark Temptations: Aayla is still young and has not fully completed her training as a Jedi. This leaves her extremely vulnerable to temptations such as romantic feelings and even the desire for vengeance if something occurs that invokes such feelings in her heart, all of which could send her on a downward spiral into the Dark Side of the Force if she isn't particularly careful.
- Enemies: The Jedi have long been the enemies of the Sith, and to this day that enmity remains. Worse still, is the fact that there is a palpable sense of impending doom that the Jedi, Aayla included, can feel. It is as if the Sith have somehow managed to conceal their presence within the universe from the Jedi.
Honor: The Code of the Jedi: There is no emotion, there is peace. There is no ignorance, there is knowledge. There is no passion, there is serenity. There is no chaos, there is harmony. There is no death, there is the Force.
- Motivation: Responsibility: Aayla deeply desires to live up to the example put forth by her role models, Jedi Master's Quinlan Vos and Tholme, both of whom were directly responsible for her being inducted into the Jedi Order and the former of which is her personal instructor now that she has achieved the rank of Padawan.
- Reputation: Despite being a Jedi Padawan, Aayla is also a former slave and isn't highly thought of on worlds that are aware of her status as such, which is usually worlds that are connected to the Hutt that she was previously a slave of.

Languages
Galactic Basic, Huttese, Ryl

Defense
Dodge 12, Parry 12, Fortitude 5, Toughness 6/2, Will 13

Power Points
Abilities 58 + Powers 56 + Advantages 19 + Skills 28 (55 ranks) + Defenses 24 = 185
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Igne et Glacie Brainstorm & Notes

Post by DalkonCledwin »

Igne et Glacie Natura Renovatur Integra
Premise: When she was just a wee lass, Ravel Phenex met a curious boy who would go on to change everything for her. She would then go through the effort of securing a set of Evil Pieces, and not long after securing those pieces, have cause to locate that boy so as to turn him into her Queen…
Required Inclusions:
- Prior to Ravel joining Riser's peerage, Ravel must meet Harry Potter
- Ravel must, somehow, end up befriending Harry
- Due to her meeting Harry, Ravel must decide to build her own peerage rather than join her brother’s peerage the way she did in canon.
- Ravel must, whether due to their friendship, being in love with him, or to save his life, turn Harry into a devil with one of her evil pieces
- Harry must be protective of Ravel
- Eventual Harry/Ravel OR Harry/Ravel/Multi pairing
Preferred Inclusions:
- Harry having no Sacred gear
- Fem!Harry and Fem!Slash
- Ravel befriend Harry prior to Hogwarts, and turns him into a devil after he's gravely wounded during one of his Hogwarts adventures
- Harry as Ravel's Queen
- Harry, unknown to himself, already connected to one of the Three Factions when Ravel makes him part of her peerage
- (somehow) Creature Harry
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Ravel Phenex / Igne et Glacie

Post by DalkonCledwin »

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Ravel Phenex - PL 10
Age: 14 / Height: 5' 0" / Weight: 104 lbs
Hair Color: Blonde / Eye Color: Dark Blue
Measurements: 33 / 23 / 33 in.

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

Advantages
Artificer, Attractive 2, Benefit, Status 5: King of a Peerage, Benefit, Wealth 2 (independently wealthy), Contacts, Daze (Intimidation), Diehard, Equipment 2, Fascinate (Intimidation), Favored Foe: Angels, Great Endurance, Inspire, Languages 3, Leadership, Power Attack, Ritualist, Skill Mastery: Expertise: Tactics

Skills
Acrobatics 4 (+6), Deception 4 (+6), Expertise: Fire 4 (+6), Expertise: Magic 10 (+12), Expertise: Phenex Clan Lore 8 (+10), Expertise: Tactics 4 (+6), Insight 6 (+11), Intimidation 10 (+12), Perception 6 (+11), Persuasion 4 (+6), Ranged Combat: Magic 6 (+8), Sleight of Hand 4 (+6)

Powers
Phenex Clan Magic: Array
. . Asphyxiate: Progressive Burst Area Affliction 6 (heat, magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged, Progressive; Distracting)
. . Dimensional Portal: Movement 1 (magical, Dimensional: Mortal World (Earth) 1: one dimension, 50 lbs.; Portal, Notes: The Underworld is considered Ravel's native dimension)
. . Fire Blast: Damage 12 (fire, magical, DC 27; Increased Range: ranged)
. . Fire Burst: Burst Area Damage 10 (fire, magical, DC 25; Burst Area: 30 feet radius sphere, DC 20, Penetrating 4)
. . Fire Shield: Protection 5 (fire, magical, +5 Toughness; Impervious, Sustained; Limited: Impervious is restricted to Flammable Weapons & Attacks)
. . Flame Aura: Damage 4 (fire, magical, DC 19; Reaction 3: reaction)
. . Hypnosis: Progressive Burst Area Affliction 5 (magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Burst Area 2: 60 feet radius sphere, DC 15, Insidious, Progressive, Selective; Distracting, Sense-dependent: Visual)
. . Mental Probe: Cumulative Effortless Mind Reading 6 (magical, DC 16; Cumulative, Effortless)
. . Mystic Passage: Teleport 6 (magical, Carry 50 lbs.; Easy, Extended: 60 miles in 2 move actions, Portal; Limited Location: set of loctions - Places with a Teleportation Array, Limited to Extended)
Phenex Clan Magic: Talents
. . Fire Resistant: Immunity 5 (talent, Damage Effect: Fire Damage)
. . Flaming Wings: Flight 4 (fire, magical, Speed: 30 miles/hour, 500 feet/round; Noticeable: Appears as wings made of fire)
Phenex Immortality: Talents
. . Immortality: Immunity 3 (talent, Aging, Disease, Poison; Feature 2: Extreme Longevity; Limited - Half Effect, Notes: Ordinarily Devils live for about 10,000 years, however members of the Phenex clan can live for about 15,000 years due to their regenerative capabilities)
. . Regrowth: Regeneration 10 (talent, Every 1 round, Advantages: Diehard, Great Endurance; Persistent; Limited: Radiant Damage and Holy Objects negate)
Phenex Tears
. . Tears of the Phoenix: Healing 8 (bestowed; Stabilize, Triggered: 1 use - upon suffering an 'incapacitating' attack; Limited: Self Only)
Pure Devil Physiology
. . Devilish Senses: Senses 3 (talent, Awareness: Magic [Mental], Detect: Supernatural Beings [Visual] 2: ranged)
. . Devilish Toughness: Protection 3 (talent, +3 Toughness)
. . Unified Language: Comprehend 3 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood; Sustained)

Equipment
Phenex Tears

Offense
Initiative +2
Asphyxiate: Progressive Burst Area Affliction 6 (DC Fort 16)
Fire Blast: Damage 12, +8 (DC 27)
Fire Burst: Burst Area Damage 10 (DC 25)
Flame Aura: Damage 4, +5 (DC 19)
Grab, +5 (DC Spec 16)
Hypnosis: Progressive Burst Area Affliction 5 (DC Will 15)
Mental Probe: Cumulative Effortless Mind Reading 6 (DC Will 16)
Throw, +2 (DC 21)
Unarmed, +5 (DC 21)

Complications
- Accident: Ravel's head has a tendency to spontaneously combust when she is surprised, flustered or otherwise embarrased. This is entirely outside of her ability to control at the current point in time.
- Motivation: Recognition: Ravel wishes to be recognized as a valuable contribution to Devil Society, which is why she has gone through the effort of obtaining a set of Evil Pieces for her very own, and has gone to extreme lengths to find and recruit the boy who stole her heart at a young age as her Queen. Boy was she right to do so!
- Mythic Weakness: Devils become Impaired when exposed to holy symbols or prayers of or to the Biblical God, and suffer an additional degree of failure against Radiant Damage. They also require special healing methods to recover from damage inflicted by Radiant attacks.
- Power Loss: The Phenex Clan as a whole, suffers a reduction in the rank of their Fire-based powers equal to half of the rank of any Ice or Water based powers that they are exposed to. Such powers also immediately douse the flames conjured by Ravel's Accident complication.
- Quirk: Ravel is a rather blatant example of the Tsundere trope. Her cold aspect is directed towards pretty much everyone, but in private settings with those she truly has affection towards, she will show them her warm side. She is especially fond of her Harry.
- Responsibility: Ravel feels it is her solemn duty to micromanage her older brother's harem so that he does not overwhelm himself with having too many girls to deal with all at one time. She is fully aware of the fact that despite her brother's opinion on the matter, it is his Perage who are in charge of the situation and not him.

Languages
English, French, Japanese, Latin

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 12 (Imp. 5), Will 14

Power Points
Abilities 56 + Powers 72 + Advantages 24 + Skills 35 (70 ranks) + Defenses 20 = 207

--------------------
Build Comments: I borrowed the effects for the Phoenix Immortality from what I assume to be a more recent Deadpool build on the main J-Mart thread. I hope that won't be a huge problem? I was having a hard time trying to decide how best to model that particular ability, and this was the best way I could think of for doing so without going to extreme lengths to pull it off.
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Silence Will Fall Brainstorm & Notes

Post by DalkonCledwin »

Silence Will Fall
Premise: The scream of pain from baby Harry was the last sound he ever made: no, he's not dead. In fact, he's very much alive, but not as everyone expects and, you know what they say, it's the quiet ones you need to watch out for most of all.
Required Inclusions:
- All alignments are allowed, however Harry must technically be a mute.
- Because he doesn’t make a sound, the Dursley family are actually civil towards Harry.
- Despite his lack of a voice, Harry is still able to wield magic, it just works differently than how the magic used by a typical witch or wizard would work.
- Despite his lack of a voice, Harry can still think in a verbal context as well as with imagery, and he can both read and write.
- Upon reaching Hogwarts, if the story goes in that direction, Harry can be sorted into any House.
- Some of the people at Hogwarts find his lack of conversational skills to be either unnerving or annoying. This is especially true of Severus Snape.
- Harry must possess an artistic talent that he uses to express his emotions or else to burn off excess energy. Suggestions include the playing of an instrument, drawing or painting.
- All pairings are welcome for this fic.
Preferred Inclusions:
- The fic being a crossover with Lyrical Nanoha.
- Harry actually being capable of talking, but he only ever does so ‘when the gloves come off’ so to speak, as his being a mute is a form of power limiter on his magic (ala Eucliwood Hellscythe).
- Harry being able to utilize telepathy in order to convey his thoughts. And also along the same lines, Harry being a Natural Occlumens.
- Harry being extremely skilled at both Arithmancy and Runology due to the fact that neither practice requires verbal communication.
- Going hand-in-hand with this being a Lyrical Nanoha crossover, Harry channels his magic using an Intelligent Device or something at least as advanced as such a device.
- Other characters in the story having some form of disability or impediment (Moody & Hayate take the cake here, I think… even if Hayate does eventually recover).
Optional Inclusions:
- Harems and Multi-Pairings.
- Harry figuring out a way to use “Inscription Casting” like the main protagonist from “World Break: Aria of Curse for a Holy Swordsman” (aka Seiken Tsukai no World Break).
- Harry having a pet/familiar that is capable of talking for him.
Forbidden Things:
- Harry verbally speaking at any point except for the most dire of circumstances.
- Harry failing to find a way to utilize magic that avoids being termed ‘foolish wand waving’ or failing to stop himself from needing ‘silly incantations.’
- An abusive Dursley family (as far as they are concerned, Harry is seen, but never heard).

--------------------
Setting Notes
- On the urging of Squirrely-Sama, I have decided to set for myself the challenge of actually trying to stay within budget for each of the characters in this particular setting, provided that they are actually intended to last more than a single story arc. That's not to say their abilities won't evolve as they achieve certain milestones, but these stat blocks will be the baseline settings for each character.
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Harry Potter / Silence Will Fall

Post by DalkonCledwin »

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"Oh god, why didn't I listen?!"
— Pretty much everyone's reaction to Harry's use of his "And I Must Scream" form

Harry James Potter - PL 10
Age: 9 / Height: 4' 10" / Weight: 100 lbs
Hair Color: Dark Brown / Eye Color: Bottle Green

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

Advantages
Adorable, Animal Empathy, Benefit: Child-Sized, Defensive Attack, Defensive Roll 2, Diehard, Evasion, Holding Back, Improved Grab, Improved Initiative, Languages 2, Move-by Action, Power Attack, Ranged Attack 6, Ultimate Effort: Toughness Checks, Ultimate Effort: Will Checks

Skills
Athletics 5 (+5), Expertise: Magic 10 (+12), Insight 4 (+8), Intimidation 4 (+7), Investigation 4 (+6), Perception 6 (+10), Persuasion 6 (+9), Stealth 2 (+4)

Powers
Echo: Device Form (Easily Removable)
. . Intelligent Device Array
. . . . Magic Blasts: Damage 8 (magical, DC 23; Accurate: +2, Homing: 1 extra attempt, Increased Range: ranged, Multiattack; Activation: move action)
. . . . Reality Breaker: Perception Area Damage 10 (magical, sonic, DC 25; Alternate Resistance: Will, Perception Area: DC 20 - Aural, Selective, Variable Descriptor 2: broad group - illusory effects; Activation 2: standard action, Distracting, Limited to Minds, Tiring, Unreliable (5 uses))
. . . . Resonant Buster: Damage 12 (magical, sonic, DC 27; Increased Range: ranged, Insidious, Secondary Effect, Subtle: subtle; Activation: move action, Distracting, Sense-dependent: Hearing)
. . . . Rock'n'Roll: Burst Area Affliction 5 (magical, vibration, 1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 15; Burst Area 3: 120 feet radius sphere, DC 15, Extra Condition, Homing: 1 extra attempt, Increased Range: ranged, Secondary Effect; Activation 2: standard action, Limited: Along the ground, Limited Degree)
. . . . Sonic Shooter: Cumulative Affliction 12 (magical, sonic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Increased Range: ranged, Insidious, Multiattack, Subtle: subtle; Activation: move action, Distracting, Sense-dependent: Hearing)
. . Sentient Device: Feature 1 (magical, Notes: As an Intelligent Device, Echo has an incredibly advanced Artificial Intelligence. This means it can answer questions that Harry might have via his basic telepathy as Echo does technically count as a familiar for him. Unfortunately it still needs him to manually input spell commands as those are far more advanced than mere thoughts can convey. It also lacks a connection to an offworld database, so the information it can supply Harry is rather limited.)
Echo: Secret of Faded Memories (Removable)
. . Defensive Barrier: Impervious Toughness 11 (force, magical, Advantages: Ultimate Effort: Toughness Checks; Affects Others, Increased Range: ranged, Sustained; Distracting, Increased Action: move, Limited: to One Direction at a Time)
. . Echo, Set-Up! (Activation: Standard Action)
. . . . Barrier Jacket: Protection 8 (Removable, armor, +8 Toughness)
. . . . Combat Support: Enhanced Trait 5 (magical, Dodge +2 (+9), Parry +2 (+9), Advantages: Improved Initiative)
. . . . Spaceworthy: Immunity 5 (magical, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Limited: to 30 minutes of operation outside of an Earth-like atmosphere)
. . Levitation: Flight 6 (magical, Speed: 120 miles/hour, 1800 feet/round; Activation: move action)
Innate Talents
. . Basic Telepathy: Mental Cosmic Communication 1 (talent; Concentration, Limited: to Mages and their Familiars, Notes: The Witches and Wizards of Earth do not normally count as "Mages" for the purposes of this power)
. . Ludicrous Speed: Feature 1 (talent, Notes: Once per scene, Harry can gain a +5 circumstance bonus to any skill check made during a chase, mission or race when Speed is a factor (as if his Speed rank, or that of his vehicle, were three or more ranks higher than his opponents’).)
. . Magical Awareness: Senses 4 (talent, Awareness: Magic [Mental], Detect: Lost Logia [Mental] 2: ranged, Radius: Mental Senses)
. . The Quill is Mightier Than the Sword: Quickness 3 (talent, Perform routine tasks in -3 time ranks; Limited to One Task: Writing)

Offense
Initiative +6
Grab, +3 (DC Spec 10)
Magic Blasts: Damage 8, +10 (DC 23)
Reality Breaker: Perception Area Damage 10 (DC Will 25)
Resonant Buster: Damage 12, +8 (DC 27)
Rock'n'Roll: Burst Area Affliction 5 (DC Fort/Will 15)
Sonic Shooter: Cumulative Affliction 12, +8 (DC Fort 22)
Throw, +8 (DC 15)
Unarmed, +3 (DC 15)

Complications
- Accident: While Harry has all the hallmarks of a Midchildan Mage, he is also noteworthy for being an Earth-born Wizard. Unfortunately with that fact comes the drawback of having a wildly overactive Linker Core that will occasionally cause completely random shite to occur when Harry feels especially strong emotions.
- Disability: Harry consciously chooses not to verbally communicate as doing so allows him to amplify his magical abilities to an absurd degree. If he ever finds himself falling into a 'despair event horizon', he can spend a Hero Point, and make a DC 24 Will check to allow himself the ability to speak, and thereby increase his combat potential for the duration of that conflict.
- Fame: Harry's fame is largely undeserved and also limited to a single small subculture on the planet Earth, and even more limited in that it only really applies to the section of that subculture residing in the United Kingdom. Harry is inadvertently famous for his mother's efforts in dethroning the British Dark Lord known as Voldemort, even if only temporarily.
- Motivation: Responsibility: Harry's Device, Echo, was originally the personal Device of his mother, having belonged to her during her rather short lived career as a Contract Mage for the TSAB. He has worn it on his person ever since she placed it in his care the day she died, and from Echo he has learned a great deal about his mother, and wishes to continue her efforts towards helping Earth reach the point where it will be admitted into the TSAB as an Administrated World.
- Overly Complicated Magic: The reason almost all of Harry's magical effects have either the "Activation" or the "Increased Action" flaws, is because he has to use his personal magic to actively inscribe his wishes into the air, and then 'inject' those wishes into his device before the device will properly understand what it is he wants it to do. This naturally slows his response time to enemy attacks down CONSIDERABLY and makes him by far the slowest Mage in terms of performing spells, but by no means is he the weakest.
- Relationship: While his relationship with the Dursley family isn't the best in the world, they are at least cordial with Harry due to the fact that he is never outspoken and rarely has magical outbursts where they can observe it or hear about it.

Languages
English, Japanese, Parseltongue

Defense
Dodge 9/7, Parry 9/7, Fortitude 6, Toughness 11/9 (Imp. 11), Will 14

Power Points
Abilities 34 + Powers 50 + Advantages 21 + Skills 21 (41 ranks) + Defenses 24 = 150

--------------------
Harry's "And I Must Scream" Form - PL 14

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

Advantages
Adorable, Animal Empathy, Benefit: Child-Sized, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Diehard, Evasion, Improved Grab, Improved Initiative, Languages 2, Move-by Action, Power Attack, Ranged Attack 6, Startle, Takedown 2, Ultimate Effort: Toughness Checks, Ultimate Effort: Will Checks

Skills
Athletics 7 (+7), Expertise: Magic 10 (+12), Insight 4 (+10), Intimidation 4 (+7), Investigation 4 (+6), Perception 6 (+12), Persuasion 6 (+9), Ranged Combat: Magic 3 (+6), Stealth 2 (+5)

Powers
Echo: Device Form (Easily Removable)
. . Intelligent Device Array
. . . . Magic Blasts: Damage 14 (magical, DC 29; Accurate: +2, Homing: 1 extra attempt, Increased Range: ranged, Multiattack)
. . . . Reality Breaker: Perception Area Damage 14 (magical, sonic, DC 29; Alternate Resistance: Will, Perception Area: DC 24 - Aural, Selective, Variable Descriptor 2: broad group - illusory effects; Distracting, Limited to Minds, Tiring, Unreliable (5 uses))
. . . . Resonant Buster: Damage 16 (magical, sonic, DC 31; Increased Range: ranged, Insidious, Secondary Effect, Subtle: subtle; Distracting, Sense-dependent: Hearing)
. . . . Rock'n'Roll: Burst Area Affliction 9 (magical, vibration, 1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 19; Burst Area 5: 500 feet radius sphere, DC 19, Extra Condition, Homing: 1 extra attempt, Increased Range: ranged, Secondary Effect; Limited: Along the ground, Limited Degree)
. . . . Sonic Shooter: Cumulative Affliction 16 (magical, sonic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 26; Cumulative, Increased Range: ranged, Insidious, Multiattack, Subtle: subtle; Distracting, Sense-dependent: Hearing)
. . Sentient Device: Feature 1 (magical, Notes: As an Intelligent Device, Echo has an incredibly advanced Artificial Intelligence. This means it can answer questions that Harry might have via his basic telepathy as Echo does technically count as a familiar for him. Unfortunately it still needs him to manually input spell commands as those are far more advanced than mere thoughts can convey. It also lacks a connection to an offworld database, so the information it can supply Harry is rather limited.)
Echo: Secret of Faded Memories (Removable)
. . Defensive Barrier: Impervious Toughness 15 (force, magical, Advantages: Ultimate Effort: Toughness Checks; Affects Others, Increased Range: ranged, Sustained; Distracting, Limited: to One Direction at a Time)
. . Echo, Set-Up! (Activation: Standard Action)
. . . . Barrier Jacket: Protection 12 (Removable, armor, +12 Toughness)
. . . . Combat Support: Enhanced Trait 9 (magical, Dodge +4 (+13), Parry +4 (+13), Advantages: Improved Initiative)
. . . . Spaceworthy: Immunity 5 (magical, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Limited: to 30 minutes of operation outside of an Earth-like atmosphere)
. . Levitation: Flight 6 (magical, Speed: 120 miles/hour, 1800 feet/round)
Innate Talents
. . Basic Telepathy: Mental Cosmic Communication 1 (talent; Concentration, Limited: to Mages and their Familiars, Notes: The Witches and Wizards of Earth do not normally count as "Mages" for the purposes of this power)
. . Ludicrous Speed: Feature 1 (talent, Notes: Once per scene, Harry can gain a +5 circumstance bonus to any skill check made during a chase, mission or race when Speed is a factor (as if his Speed rank, or that of his vehicle, were three or more ranks higher than his opponents’).)
. . Magical Awareness: Senses 4 (talent, Awareness: Magic [Mental], Detect: Lost Logia [Mental] 2: ranged, Radius: Mental Senses)
. . The Quill is Mightier Than the Sword: Quickness 3 (talent, Perform routine tasks in -3 time ranks; Limited to One Task: Writing)

Offense
Initiative +7
Grab, +4 (DC Spec 10)
Magic Blasts: Damage 14, +14 (DC 29)
Reality Breaker: Perception Area Damage 14 (DC Will 29)
Resonant Buster: Damage 16, +12 (DC 31)
Rock'n'Roll: Burst Area Affliction 9 (DC Fort/Will 19)
Sonic Shooter: Cumulative Affliction 16, +12 (DC Fort 26)
Throw, +9 (DC 15)
Unarmed, +4 (DC 15)

Complications
- Accident: While Harry has all the hallmarks of a Midchildan Mage, he is also noteworthy for being an Earth-born Wizard. Unfortunately with that fact comes the drawback of having a wildly overactive Linker Core that will occasionally cause completely random shite to occur when Harry feels especially strong emotions.
- Fame: Harry's fame is largely undeserved and also limited to a single small subculture on the planet Earth, and even more limited in that it only really applies to the section of that subculture residing in the United Kingdom. Harry is inadvertently famous for his mother's efforts in dethroning the British Dark Lord known as Voldemort, even if only temporarily.
- Motivation: Responsibility: Harry's Device, Echo, was originally the personal Device of his mother, having belonged to her during her rather short lived career as a Contract Mage for the TSAB. He has worn it on his person ever since she placed it in his care the day she died, and from Echo he has learned a great deal about his mother, and wishes to continue her efforts towards helping Earth reach the point where it will be admitted into the TSAB as an Administrated World.
- Overly Complicated Magic: The reason almost all of Harry's magical effects have either the "Activation" or the "Increased Action" flaws, is because he has to use his personal magic to actively inscribe his wishes into the air, and then 'inject' those wishes into his device before the device will properly understand what it is he wants it to do. This naturally slows his response time to enemy attacks down CONSIDERABLY and makes him by far the slowest Mage in terms of performing spells, but by no means is he the weakest.
- Power Unleashed: The major drawback Harry faces when actually speaking, is that his voice is too powerful to properly control. When he undergoes the process to use his full unrestrained power, it will also force him to attack an entirely random target with his strongest offensive ability, usually his Resonant Buster, every round without his ability to stop himself from doing so. This is in addition to any other actions he may make. He has absolutely no control over who is targeted by this attack regardless of if it is friend or enemy. This continues happening at full force for the attack until he is rendered unconscious.
- Relationship: While his relationship with the Dursley family isn't the best in the world, they are at least cordial with Harry due to the fact that he is never outspoken and rarely has magical outbursts where they can observe it or hear about it.

Languages
English, Japanese, Parseltongue

Defense
Dodge 13/9, Parry 13/9, Fortitude 10, Toughness 15/13 (Imp. 15), Will 18

Power Points
Abilities 44 + Powers 87 + Advantages 24 + Skills 23 (46 ranks) + Defenses 32 = 210
--------------------
Build Comments: The Ludicrous Speed feature (named in honor of the fact that I found it on the aforementioned blog detailing Star Wars conversions), is apparently a conversion of something that was mentioned in the Mecha and Manga supplement for Mutants and Masterminds 2nd Edition, and in my opinion it is the most ideal way for handling Harry's rather remarkable ability to always manage to be just that tinsy bit faster than anyone else in any contest of speed, whether that be during games of Harry Hunting, or as a Seeker in Quidditch.

Also, regarding the "Natural Occlumens" thing in the challenge... rather than giving him an immunity to mental effects due to how costly such a thing would be, I instead gave him Ultimate Effort: Will Checks, as that basically achieves the same result when combined with a naturally high Will bonus.

Also, it should likely be noted that the spells Harry uses were named by Nanoha, not by Harry... which should have been obvious. Their actual names are virtually indecipherable to anyone save Voldemort, Harry and Echo due to the fact that they are encoded using Parseltongue.
Last edited by DalkonCledwin on Mon Jan 14, 2019 11:26 pm, edited 2 times in total.
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Nanoha / Silence Will Fall

Post by DalkonCledwin »

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"I'm fine with being a devil... I'll just use my hellish tools to get you to listen!"
— Magical Girl Lyrical Nanoha A's, episode 9

Takamachi Nanoha - PL 10
Age: 9 / Height: 4' 6" / Weight: 83 lbs
Hair Color: Chestnut / Eye Color: Violet

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

Advantages
Adorable 2, All-out Attack, Animal Empathy, Attack Feint, Beautiful Voice: Persuasion, Befriending, Benefit: Child-Sized, Connected, Defensive Roll 2, Equipment 1, Improved Aim, Improved Critical: Magic, Improved Initiative, Inspire 2, Leadership, Ranged Attack 4, Talk Them Down, Ultimate Effort: Intimidation, Ultimate Effort: Toughness Checks

Skills
Acrobatics 2 (+4), Expertise: Magic 10 (+12), Insight 4 (+8), Intimidation 4 (+10), Perception 4 (+8), Persuasion 8 (+14), Ranged Combat: Magic 4 (+4), Sleight of Hand 4 (+4), Stealth 2 (+4)

Powers
Innate Talents
. . Basic Telepathy: Mental Cosmic Communication 1 (talent; Concentration, Limited: to Mages & Familiars)
. . Magical Awareness: Senses 4 (talent, Awareness: Magic [Mental], Detect: Lost Logia [Mental] 2: ranged, Radius: Mental Senses)
Raising Heart: Device Form (Easily Removable)
. . Intelligent Device Array
. . . . Divine Buster: Damage 12 (force, magical, DC 27; Extended Range 2, Increased Range: ranged, Penetrating 12; Custom: Nonlethal, Distracting, Unreliable (5 uses))
. . . . Divine Shooter: Damage 12 (force, magical, DC 27; Extended Range 2, Increased Range: ranged, Multiattack, Precise; Custom: Nonlethal, Distracting)
. . . . Magic Blasts: Damage 8 (magical, DC 23; Accurate 2: +4, Homing: 1 extra attempt, Increased Range: ranged, Multiattack; Custom: Nonlethal)
. . . . Restrict Lock: Affliction 8 (magical, 1st degree: Hindered & Vulnerable, 2nd degree: Defenseless & Immobile, Resisted by: Dodge; Overcome by Damage or Sleight of Hand, DC 18; Accurate 2: +4, Extra Condition, Homing: 1 extra attempt, Increased Range: ranged, Indirect 4: any point, any direction, Insidious, Reversible, Triggered: 1 use - by a mental impulse from Nanoha; Limited Degree)
. . . . Starlight Breaker: Cone Area Damage 10 (force, magical, DC 25; Cone Area 4: 500 feet cone, DC 20, Feature: Untapped Potential for +3 Effect Ranks; Activation 2: standard action, Check Required: DC 10 - Expertise: Magic, Custom: Nonlethal, Distracting, Tiring)
. . Sentient Device: Feature 2 (Notes: Unlike Harry's device, Raising Heart is both sentient and keyed in to a database that can act to provide it with the necessary information to answer any number of questions Nanoha might request insight on.)
Raising Heart: The Unyielding Soul (Removable)
. . Defensive Barrier: Impervious Toughness 12 (magical, Advantages: Ultimate Effort: Toughness Checks; Affects Others, Increased Range: ranged, Sustained; Distracting, Limited: to One Direction at a Time)
. . Flier Fin: Flight 6 (magical, Speed: 120 miles/hour, 1800 feet/round; Distracting)
. . Raising Heart, Set-Up! (Activation: Standard Action)
. . . . Barrier Jacket: Protection 8 (Removable, armor, +8 Toughness)
. . . . Combat Support: Enhanced Trait 5 (magical, Dodge +2 (+8), Parry +2 (+8), Advantages: Improved Initiative)
. . . . Spaceworthy: Immunity 5 (magical, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Limited: to 30 minutes of operation outside of an Earth-like atmosphere)

Equipment
Cell Phone

Offense
Initiative +6
Divine Buster: Damage 12, +8 (DC 27)
Divine Shooter: Damage 12, +8 (DC 27)
Grab, +2 (DC Spec 9)
Magic Blasts: Damage 8, +12 (DC 23)
Restrict Lock: Affliction 8, +12 (DC Fort/Will 18)
Starlight Breaker: Cone Area Damage 10 (DC 25)
Throw, +4 (DC 14)
Unarmed, +2 (DC 14)

Complications
- All Loving Heroine: Nanoha's attacks all possess the nonlethal flaw, and as such they can only inflict lethal consequences upon an opponent as the result of a critical hit. However, should a situation arise where lethal force is actually necessary, Nanoha can opt to spend a Hero Point to deactivate that flaw for the ensuing battle. However if she does that, she can't gain Hero Points from any of her complications during the same conflict, and it won't stop enemies from using those complications against her.
- Motivation: Doing Good: This could have also been done as honor, but to Nanoha there is no distinction. She is someone who is extraordinarily self-sacrificing and who will go out of her way to save/help whomever she can, even if that puts her in a lot of danger. She also won't stop helping someone after they tell her she's done more than enough, because to Nanoha there is no quiting until the job is well and truly finished.
- Obsession: Once Nanoha identifies you as needing her help, no amount of telling her to back off and stay away or stop interfering is going to stop her from helping you. And heaven help you happen to be a Mage, because then she'll prove just how superior her firepower is.
- Phobia: Despite her cheerful persona and her tendency to befriend people with a metric tonne of ass whoop, Nanoha is deathly afraid of being left behind or forgotten by those she has come to cherish.
- Reputation: White Devil: The scariest thing about someone who has consciously made the decision to make all their attacks nonlethal by default? It means they have nothing stopping them from hitting you with the equivalent explosive force to a "GBU-43/B Massive Ordinace Blast" at point blank range. That is what makes Nanoha the scariest magical girl in the entire Omniverse!
- Temper: Good golly and how! It says something that as a nine year old girl the vast majority of the students attending the affiliated high school to her middle school are terrified of Nanoha. Or the fact that she made her first two friends by bitch slapping common sense into one of them, not to mention she seems to believe the best way to make friends is to kick their arses into submission.

Languages
Japanese

Defense
Dodge 8/6, Parry 8/6, Fortitude 7, Toughness 12/10 (Imp. 12), Will 13

Power Points
Abilities 34 + Powers 50 + Advantages 23 + Skills 21 (42 ranks) + Defenses 22 = 150

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New Custom Advantages
- Attack Feint: Allows Nanoha to use the accuracy of her current attack to Feint in combat.
- Beautiful Voice - Persuasion: I believe I explained Beautiful Voice in an earlier stat block, just not sure which one. Anyways rather than look it up, I will explain. It basically lets Nanoha make a Persuasion check vs. the target's Insight or Will save (whichever is higher) and if she is successful, they will be willing to stall a battle in order for negotiations to be heard, but only for so long as no hostile actions are taken towards that target. This advantage can only be used once per target.
- Befriending: This was an advantage Squirrely-Sama came up with specifically for Nanoha. This is really what makes Nanoha who she is. It actually allows her to use Interaction skills in order to improve how someone feels about her both during and after an armed conflict. Normally such things are either difficult or outright forbidden in M&M.
- Talk Them Down: This does the same thing that Taunt does, except it uses Persuasion instead of Deception.
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Nanoha Edits

Post by DalkonCledwin »

I realized while I was falling asleep last night that I had badly mishandled how Starlight Breaker was built. I feel much happier with what I did to edit the build for it this time as it truly displays just how absurdly overpowered the ability is, but also displays the fact that it can only really be safely used at the conclusion of a battle, and explains that it is powered by pre-existing magic via the Check Required flaw.
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Fate / Silence Will Fall

Post by DalkonCledwin »

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"She has such beautiful, kind eyes... Yet, for some reason, she really looks... incredibly sad."
— Nanoha's assessment of Fate

Fate Testarossa - PL 10
Age: 9? / Height: 4' 5" / Weight: 80 lbs
Hair Color: Golden Blonde / Eye Color: Warm Red

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

Advantages
Adorable 2, Animal Empathy, Benefit: Child-Sized, Defensive Roll 2, Improved Initiative, Languages 1, Ranged Attack 4, Ritualist, Ultimate Effort: Toughness Checks

Skills
Acrobatics 5 (+9), Deception 2 (+4), Expertise: History 5 (+7), Expertise: Magic 5 (+7), Insight 3 (+6), Intimidation 3 (+5), Investigation 3 (+5), Perception 3 (+6), Ranged Combat: Magic 4 (+6), Sleight of Hand 3 (+5)

Powers
Bardiche: Device Form (Easily Removable)
. . Intelligent Device Array
. . . . Magic Blasts: Damage 8 (magical, DC 23; Accurate: +2, Homing: 1 extra attempt, Increased Range: ranged, Multiattack)
. . . . Photon Lancer: Damage 10 (electricity, magical, DC 25; Extended Range 2, Increased Range: ranged, Multiattack, Precise; Distracting)
. . . . Scythe Slash: Strength-based Damage 3 (magical, slashing, DC 17; Aura: Electricity, Reach (melee): 5 ft., Tripping)
. . . . Thunder Rage: Burst Area Affliction 9 (lightning, magical, 1st degree: Dazed, Hindered, 2nd degree: Stunned, Immobile, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Burst Area 2: 60 feet radius sphere, DC 19, Extra Condition, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Activation: move action, Tiring, Unreliable (5 uses), Notes: Any point from above)
. . . . Thunder Smasher: Damage 10 (lightning, magical, DC 25; Extended Range 2, Increased Range: ranged, Penetrating 10; Distracting, Unreliable (5 uses))
. . Sentient Device: Feature 2 (magical, Notes: Unlike Harry's device, Bardiche is both sentient and keyed in to a database that can act to provide it with the necessary information to answer any number of questions Fate might request insight on.)
Bardiche: The Lightning Baron (Removable)
. . Bardiche, Set-Up! (Activation: Standard Action)
. . . . Barrier Jacket: Protection 8 (Removable, armor, +8 Toughness)
. . . . Combat Support: Enhanced Trait 5 (magical, Dodge +2 (+9), Parry +2 (+9), Advantages: Improved Initiative)
. . . . Spaceworthy: Immunity 5 (magical, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Limited: to 30 minutes of operation outside of an Earth-like atmosphere)
. . Defensive Barrier: Impervious Toughness 11 (force, magical, Advantages: Ultimate Effort: Toughness Checks; Affects Others, Increased Range: ranged, Sustained; Distracting, Limited: to One Direction at a Time)
. . Levitation: Flight 6 (magical, Speed: 120 miles/hour, 1800 feet/round; Feature: Extraordinary Effort for +2 Effect Ranks)
Innate Abilities
. . Basic Telepathy: Mental Cosmic Communication 1 (talent; Concentration, Limited: to Mages & Familiars)
. . Dimensional Transfer: Movement 3 (magical, Dimensional: Earth 1: one dimension, 50 lbs., Space Travel 2: other solar systems; Portal; Limited: Must be used outside of Action Time, Tiring, Notes: For purposes of this ability, the Garden of Time counts as Fate's native dimension)
. . Magical Awareness: Senses 4 (talent, Awareness: Magic [Mental], Detect: Lost Logia [Mental] 2: ranged, Radius: Mental Senses)

Offense
Initiative +8
Grab, +4 (DC Spec 9)
Magic Blasts: Damage 8, +12 (DC 23)
Photon Lancer: Damage 10, +10 (DC 25)
Scythe Slash: Strength-based Damage 3, +4 (DC 17)
Throw, +6 (DC 14)
Thunder Rage: Burst Area Affliction 9 (DC Fort 19)
Thunder Smasher: Damage 10, +10 (DC 25)
Unarmed, +4 (DC 14)

Complications
- Enemies: Fate is currently acting in ways that run counter to the goals of the Time-Space Administration Bureau, and as such is to be considered their enemy for the time being.
Motivation: Responsibility: Fate has been tasked by her 'mother' to collect the Jewel Seeds, no matter the cost to her own wellbeing.
- Obsession: Fate is obsessed with rekindling the loving relationship she believes she used to share with her mother, and will do nearly anything to achieve that goal.
- Phobia: Funnily enough, Fate is the character whose image is on the "Dark Magician Girl" TV Trope article. As goes along with that trope, Fate's greatest fear is to die alone and unwanted by anyone.
- Secret: Although she does not know this yet herself, Fate is the clone of Alicia Testarossa, and thus does not even technically count as Precia Testarossa's daughter, making her situation all the sadder.

Languages
Japanese, Midchildan

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

Power Points
Abilities 34 + Powers 64 + Advantages 12 + Skills 18 (36 ranks) + Defenses 22 = 150

--------------------
Build Comments: Fitting in the Dimensional Transfer ability and the Thunder Rage ability cost a crap ton of points, and I was still trying to remain within budget while fitting her theme. Therefore Fate wound up having far fewer Advantages than Nanoha and also fewer than Harry, since while he too has more innate abilities than Nanoha, his flaws on many of his abilities cut down the cost of his powers quite significantly.
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Arf / Silence Will Fall

Post by DalkonCledwin »

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Arf - PL 10
Age: 2 (16) / Height: 5' 5" / Weight: 121 lbs
Hair Color: Foxy Red / Eye Color: Blue
Measurements: 32 / 22 / 33 in.

Strength 7, Stamina 6, Agility 4, Dexterity 1, Fighting 9, Intellect 0, Awareness 3, Presence 1

Advantages
Attractive, Daze (Deception), Fascinate (Deception), Inspire, Languages 1, Ultimate Effort: Toughness Checks

Skills
Close Combat: Unarmed 4 (+13), Deception 8 (+9), Expertise: Magic 4 (+4), Insight 6 (+9), Perception 4 (+7), Ranged Combat: Magic 8 (+9)

Powers
Innate Talents
. . Basic Telepathy: Mental Cosmic Communication 1 (talent; Concentration, Limited: to Mages and Familiars)
. . Protective Hide: Protection 3 (talent, +3 Toughness)
. . Wolf Transformation: Morph 1 (talent, +20 Deception checks to disguise; Single form)
. . Wolfish Senses: Senses 7 (talent, Acute: Olfactory, Awareness: Magic [Mental], Detect: Lost Logia [Mental] 2: ranged, Low-light Vision, Radius: Mental Senses, Tracking: Olfactory 1: -1 speed rank)
Loping Movement
. . Running Speed: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round)
. . Super-Leaping: Leaping 1 (talent, Leap 15 feet at 4 miles/hour)
Personal Magic Array
. . Defensive Barrier: Impervious Toughness 9 (force, magical, Advantages: Ultimate Effort: Toughness Checks; Affects Others, Increased Range: ranged, Sustained; Distracting, Limited: to One Direction at a Time)
. . Dimensional Transfer: Movement 6 (magical, Dimensional 3: any dimension, 50 lbs., Space Travel 3: other galaxies; Portal; Distracting, Limited: Must be used outside of Action Rounds, Tiring)
. . Photon Lancer: Damage 10 (DC 25; Extended Range 2, Increased Range: ranged, Multiattack, Precise; Distracting)
. . Temporal Force Field: Perception Area Movement 1 (magical, Dimensional: Dimensional Isolation Field 1: one dimension, 50 lbs.; Affects Others, Perception Area: DC 11 - Visual, Selective)

Offense
Initiative +4
Grab, +13 (DC Spec 17)
Photon Lancer: Damage 10, +9 (DC 25)
Throw, +1 (DC 22)
Unarmed, +13 (DC 22)

Complications
- Little Bit Beastly: In her humanoid form, Arf has the ears and tail of her normal wolf-like form, however she can hide those features if she truly needs to, but usually doesn't bother to do so unless stealth is the order of the day.
- Motivation: Thrills: Arf is both very protective of Fate, and also incredibly hedonistic. She will do whatever it is she can to help Fate, but also tries to have fun doing that.
- Power Loss: Not quite what this complication is normally meant to mean, but most of Arf's abilitie are fueled by Fate's inherent mana from her Linker Core, and maintaining her full adult size and maximum strength levels is exceedingly taxing on Fate. This can be mitigated by having Arf reduce herself to a physical age of around the age of 5 years old, and subsequently reduce her Power Level to half of it's normal levels with all the limitations that such a reduction would impose on her abilities.
- Quirk: Arf has an absolutely insatiable urge to consume large amounts of food.
- Relationship: Arf is Fate's familiar and was actually created by Fate to serve in such a capacity. She is understandably incredibly protective of Fate and will do whatever she can to ensure Fate is both happy and safe, even if that means effectively betraying the girl.
Species Identity: Arf's animal form is classified as a wolf, but looks like a giant fox. However, she is often confused for a dog while on Earth.

Languages
Japanese, Midchildan

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

Power Points
Abilities 62 + Powers 46 + Advantages 5 + Skills 17 (34 ranks) + Defenses 20 = 150
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