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DalkonCledwin
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The Alluring Tides Brainstorm & Notes

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The Alluring Tides
Premise: There had always been something about Lily Evans and her son that wasn’t quite as normal as the average Witch or Wizard. Now, decades after Lily herself passed from the world, her son, Harry Potter, will make his influence on the world felt in more than just the Wizarding communities. This day marks the coronation of a new King of Atlantis, and he is on a warpath that is necessary to take back his Throne!
Required Inclusions:
- Lily Evans-Potter was the last royal blooded Atlantean left alive, and was forced to flee Poseidonis as a child. Once in Britain, the Evans family took her in.
- Harry is half-Atlantean / half-Wizard, and discovers his true nature while on the trip to the zoo with the Dursley’s when at the aquarium he is able to talk to the fish.
- Harry is able to communicate with all aquatic beings, even the most ancient and mythic ones. This also includes Merfolk (both Kelpies and Sirens), as well as all forms of Serpents.
- Harry also possesses the abilities typically associated with Xebelians, along with all the normal powers associated with Atlanteans and Wizardkind.
- Harry will eventually need a Queen, but it must wait until at least 4th year at Hogwarts at the absolute earliest. It is also advisable that the Queen be politically powerful and/or be able to breathe underwater.
Preferred Inclusions:
- It is preferred that Harry’s moral alignment be Light or Grey.
- Harry having some manner of weapon other than a trident… although the Trident of Poseidon still being a factor in the story if the author wishes for it to be.
- In the event that Harry’s Queen can’t breathe underwater, then Harry might opt to bring Atlantis back to the surface, just for her!
Optional Inclusions:
- Harry having more than one Queen (i.e. a Harem).
Forbidden Things:
- Crossovers with the recent Aquaman movie, or really any of the mainstream Aquaman stuff. This is meant to be a retelling of Aquaman where Harry is the King of Atlantis instead of Arthur.
- Harry in a relationship with another male.
- Harry the Emo Doormat.

--------------------
Important Notes
- Okay yes, I admit it, this is basically a rehash of an earlier idea. However in this case I hope to actually have it amount to something thanks to my earlier discovery of how to handle Eldritch Horrors correctly, and my decision not to have any 'friendly Horrors' this time.
- Also of note, is the fact that there won't really be any direct crossover with the mainline DC characters. Rather, there will be several heroes with similar abilities, but who have vastly different backstories. Case in point, Harry being the Aquaman of this setting. The exception to that rule is in the case of the Gods of Olympus and other non-Mortal existences, such as the Endless.
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Harry Potter / The Alluring Tides

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Harry James Potter - PL 11
Age: 23 / Height: 5' 10" / Weight: 190 lbs
Hair Color: Jet Black / Eye Color: Bottle Green

Strength 12, Stamina 9, Agility 6, Dexterity 6, Fighting 6, Intellect 2, Awareness 6, Presence 6

General Advantages
All-out Attack, Animal Empathy, Artificer, Attractive, Benefit, Status: King of Atlantis, Benefit, Wealth 3 (millionaire), Equipment 6, Improved Initiative, Languages 2, Power Attack, Precise Attack (Close, Concealment), Ranged Attack 3

Enhanced Advantages
Benefit, Diplomatic Immunity, Benefit, Status: Celebrity, Favored Environment: Aquatic

Skills
Acrobatics 4 (+10), Close Combat: Swords 2 (+8), Close Combat: Unarmed 2 (+8), Deception 4 (+10), Expertise (AWE): Cooking 6 (+12), Expertise: Atlantean Lore 4 (+6), Expertise: Magic 12 (+14), Insight 6 (+12), Investigation 4 (+6), Perception 6 (+12), Persuasion 6 (+12), Sleight of Hand 2 (+8), Stealth 4 (+10), Technology 2 (+4), Treatment 2 (+4), Vehicles 6 (+12)

Powers
Atlantean Short Swords
. . Dual Strike: Strength-based Damage 2 (slashing, DC 29; Dangerous, Split: 2 targets)
. . Magical Focus: Feature 1 (magical, Notes: Harry can use these swords in much the same way other Wizards would use their wands. They even double as "Water Bearers" for the purpose of channeling the other powers in his King of Atlantis array.)
Half-Atlantean Traits
. . Amphibious: Immunity 3 (talent, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Aquatic Freedom: Movement 1 (talent, Environmental Adaptation: Aquatic, Advantages: Favored Environment: Aquatic)
. . Atlantean Senses: Senses 3 (talent, Darkvision, Ultra-hearing)
. . Dense Flesh: Impervious Toughness 6 (talent)
Half-Wizard Traits
. . Magic Awareness: Senses 2 (talent, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Most Famous Living Wizard: Enhanced Trait 2 (bestowed, Advantages: Benefit, Diplomatic Immunity, Benefit, Status: Celebrity; Limited: to Wizarding Communities)
. . Tough: Protection 3 (talent, +3 Toughness)
Hyper-Swimming
. . Speed-Swimming: Swimming 8 (talent, Speed: 120 miles/hour, 1800 feet/round)
. . Strong Swimmer: Enhanced Trait 4 (talent, Athletics +8 (+20); Limited: to Swimming)
King of Atlantis: Dynamic Array
. . Apparition: Teleport 9 ([0 active, 0/26 PP, 1/2r+6], magical, 2 miles in a move action, carrying 400 lbs.; Change Direction, Change Velocity, Extended: 500 miles in 2 move actions, Feature: Can use 12 Grimmauld Place's Teleport Lock, Increased Mass 3, Turnabout; Custom: Can Teleport Blind (Complete Power Profiles p. 197), Distracting, Limited: must pass through intervening space in a gaseous form, Noticeable: departure and arrival are accompanied by a loud cracking noise)
. . Electrical Blast: Damage 13 ([0 active, 0/26 PP, 2/r], electricity, DC 28; Increased Range: ranged)
. . Electrical Shock: Cumulative Affliction 13 ([0 active, 0/26 PP, 2/r], electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 23; Cumulative)
. . Hydrokinesis: Move Object 11 ([0 active, 0/26 PP, 2/r], water, 50 tons; Increased Range: perception; Limited: Water)
. . Wall of Water: Create 11 ([0 active, 0/26 PP, 1/r], water, Volume: 2000 cft., DC 21; Limited: to Walls)
. . Water Cannon: Cumulative Line Area Affliction 8 ([0 active, 0/26 PP, 3/r], water, 1st degree: Dazed, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Line Area 2: 5 feet wide by 60 feet long, DC 18, Cumulative; Limited Degree)
. . Wizarding Magic: Variable 4 ([0 active, 0/26 PP, 8/r-7], magical; Action 2: free; Check Required 6: DC 15 - Expertise: Magic, Distracting, Quirk: Requires an appropriate mystical focus, Notes: 5 to 20 pts of Traits for Magical effects with the "Wizarding" descriptor)
Marine Telepathy: Array
. . Marine Mastery I: Summon 4 (talent; Horde, Mental Link, Multiple Minions 4: 16 minions, Type (General): Marine Life; Limited: In or Near Water, Self-Powered)
. . Marine Mastery II: Summon 8 (talent; Horde, Mental Link, Multiple Minions 2: 4 minions, Type (General): Marine Life; Limited: In or Near Water, Self-Powered)
. . Marine Mastery III: Summon 10 (talent; Heroic, Mental Link, Type (General): Marine Life; Limited: In or Near Water, Self-Powered)
. . Marine Telepathy: Mental Communication 4 (talent; Limited: to Marine Life)
Marine Telepathy: Talents
. . Marine Translation: Comprehend 2 (talent, Animals - Speak To, Animals - Understand; Feature: Includes Serpents; Limited: Marine Life)

Equipment
12 Grimmauld Place, Atlantean Short Swords

Offense
Initiative +10
Dual Strike: Strength-based Damage 2, +8 (DC 29)
Electrical Blast: Damage 13, +9 (DC 28)
Electrical Shock: Cumulative Affliction 13, +6 (DC Fort 23)
Grab, +6 (DC Spec 22)
Hydrokinesis: Move Object 11 (DC 21)
Throw, +9 (DC 27)
Unarmed, +8 (DC 27)
Water Cannon: Cumulative Line Area Affliction 8 (DC Dog/Fort/Will 18)

Complications
- Fame: Harry is known as the Boy Who Lived, and the Man Who Conquered. This is in addition to the fact that he is the so-called "Master of Death" and also the newly appointed King of Atlantis.
- Honor: Harry adheres to a strict code of honor. He always keeps his given word.
- Motivation: Responsibility: Harry is devoted to the protection of both Atlantis and the Wizarding World, as well as to their respective peoples.
- Relationship: Harry retains a firm loyalty to past friends, such as Hermione Granger. His romantic prospects however, have recently opened up due to the discovery that Ginevra Weasley had been cheating on him.
- Weakness: Harry will become Impaired after going 24 hours without being totally immersed in water for at least an hour. For every 2 hours beyond that point he will become Disabled, then Incapacitated before finally Dying. Submersion in water immediately negates all accumulated conditions, except for the last one.

Languages
Atlantean, English [Native], Latin

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

Power Points
Abilities 106 + Powers 125 + Advantages 22 + Skills 36 (72 ranks) + Defenses 15 = 304
Last edited by DalkonCledwin on Wed Jan 30, 2019 10:44 pm, edited 1 time in total.
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Gabrielle Delacour / The Alluring Tides

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Gabrielle Marie Delacour - PL 11
Age: 18 / Height: 5' 3" / Weight: 108 lbs
Hair Color: Blonde / Eye Color: Blue
Measurements: 34D / 21 / 32 in.

Strength 4/0, Stamina 6/0, Agility 8/1, Dexterity 3, Fighting 8/4, Intellect 3, Awareness 6, Presence 4

General Advantages
Artificer, Attractive 2, Daze (Intimidation), Equipment 1, Fascinate (Persuasion), Inspire, Interpose, Languages 3, Leadership, Ranged Attack 6, Ritualist, Trance

Enhanced Advantages
Chokehold, Great Endurance, Improved Grab, Improved Hold

Skills
Acrobatics 6 (+16/+14), Athletics 6 (+12/+10), Expertise: Magic 12 (+15), Insight 8 (+14), Intimidation 6 (+12/+10), Investigation 8 (+11), Perception 6 (+14/+12), Persuasion 6 (+5/+10), Stealth 6 (+16/+14), Technology 8 (+11)

Powers
Baseline Veela Traits
. . Metamorphic Regeneration: Regeneration 2 (talent, Every 5 rounds, Advantages: Great Endurance)
. . Veela Allure: Progressive Burst Area Affliction 7 (magical, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Insidious, Progressive; Limited: to feelings of lust & desire, Sense-dependent: Visual)
. . Veela Senses: Senses 5 (talent, Awareness: Magic [Mental], Extended: Vision 2: x100, Radius: Magic Awareness, Rapid: Vision 1)
Veela Battle Form (Activation: Move Action)
. . Bird of Prey: Enhanced Trait 45 (talent, Strength +4 (+4), Stamina +6 (+6), Agility +7 (+8), Fighting +4 (+8), Acrobatics +2 (+16), Athletics +2 (+12), Perception +2 (+14), Stealth +2 (+16), Deception -5 (-1), Persuasion -5 (+5), Intimidation +2 (+12), Advantages: Chokehold, Improved Grab, Improved Hold)
. . Harpy-like Wings: Flight 6 (talent, Speed: 120 miles/hour, 1800 feet/round; Gliding, Wings)
. . PassionFyre: Damage 8 (extradimensional, DC 23; Alternate Resistance: Will, Feature: Works underwater due to not actually being fire, Increased Range: ranged; Diminished Range 2)
. . Talons: Strength-based Damage 1 (slashing, DC 20; Accurate: +2, Grabbing)
Wizarding Magic: Array
. . Apparition: Teleport 8 (magical, 1 mile in a move action, carrying 400 lbs.; Change Direction, Change Velocity, Extended: 250 miles in 2 move actions, Increased Mass 3, Turnabout; Custom: Can Teleport Blind (Complete Power Profiles p. 197), Distracting, Limited: must pass through intervening space in a gaseous form, Noticeable: departure and arrival are accompanied by a loud cracking noise)
. . Expelliarmus: Move Object 13 (magical, 200 tons; Check Required: DC 10 - Expertise: Magic, Limited 2: to Disarm Checks, Limited Direction: Towards Caster, Quirk: Requires an appropriate magical focus)
. . Incendio I: Damage 13 (fire, magical, DC 28; Increased Range: ranged; Check Required: DC 10 - Expertise: Magic, Quirk: Requires an appropriate magical focus)
. . Incendio II: Line Area Damage 8 (fire, magical, DC 23; Line Area 2: 5 feet wide by 60 feet long, DC 18; Check Required: DC 10 - Expertise: Magic, Quirk: Requires an appropriate magical focus)
. . Incendio III: Cone Area Damage 8 (fire, magical, DC 23; Cone Area 3: 250 feet cone, DC 18, Feature: Extraordinary Effort for +2 effect rank; Check Required: DC 10 - Expertise: Magic, Quirk: Requires an appropriate magical focus, Tiring)
. . Protego: Protection 2 (magical, +2 Toughness; Impervious [2 extra ranks], Sustained; Check Required: DC 10 - Expertise: Magic, Quirk: Requires an appropriate magical focus)
. . Stupefy: Cumulative Affliction 8 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Check Required: DC 10 - Expertise: Magic, Quirk: Requires an appropriate magical focus)
. . Wizarding Cantrips: Variable 1 (magical; Quirk: Requires an appropriate magical focus, Notes: 5 pts of Traits for Magical effects with the "Wizarding" descriptor)

Equipment
Elm Wand 1

Offense
Initiative +8
Expelliarmus: Move Object 13, +9 (DC 23)
Grab, +8 (DC Spec 14)
Incendio I: Damage 13, +9 (DC 28)
Incendio II: Line Area Damage 8 (DC 23)
Incendio III: Cone Area Damage 8 (DC 23)
PassionFyre: Damage 8, +9 (DC Will 23)
Stupefy: Cumulative Affliction 8, +9 (DC Fort 18)
Talons: Strength-based Damage 1, +10 (DC 20)
Throw, +9 (DC 19)
Unarmed, +8 (DC 19)
Veela Allure: Progressive Burst Area Affliction 7 (DC Will 17)

Complications
- Enemies: Certain aquatic species tend to react very negatively to being exposed to a Veela's allure. This can lead to all manner of problems for a Veela if they desire to go for a swim.
- Motivation: Recognition: Gabrielle wants to be recognized by Harry Potter as a viable mate. Now that she knows that he has divorced Ginevra, she plans on making a move on the boy when she next sees him, presuming someone else doesn't beat her to it.
- Mythic Weakness: Veela are actually a type of Fey, and are therefore vulnerable to iron. Such objects inflict a Rank 5 Fortitude resisted Affliction that has a 1st Degree of Dazed, a 2nd Degree of Stunned and a 3rd Degree of Incapacitated when used against a Veela. This is in addition to anything else the iron in question might otherwise be capable of doing to them.
- Power Loss: Veela lose the ability to enter their Battle Form and project their Allure if they are in physical contact with something made from iron.
- Relationship: Gabrielle is the younger daughter of Jacques and Apolline Delacour. Her sister's name is Fleur Weasley, née Delacour, and the two are close enough that one could have said they were inseparable up until Fleur got married. She is also the doting Auntie to little Victoire Weasley.
- Reputation: Veela have a rather nasty and largely undeserved reputation for being insatiable sex fiends. It's undeserved for the simple fact that it isn't their fault that humans lack the ability to regulate their biology in such a way as to largely negate fatigue toxins like Veela can do.

Languages
English, French [Native], Latin, Veelan

Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 8 (Imp. 4), Will 12

Power Points
Abilities 42 + Powers 134 + Advantages 20 + Skills 36 (72 ranks) + Defenses 22 = 254
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Green Lantern of Sector 2814 / The Alluring Tides

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Irine Zan - PL 13
Age: 166 / Height: 5' 9" / Weight: 141 lbs / Species: Ungaran
Hair Color: Crimson / Eye Color: Bottle Green / Skin Color: Light Pink
Measurements: 36E / 26 / 34 in.

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

Advantages
Accurate Attack, Agile Feint, Attractive 2, Benefit, Status: Green Lantern Corps Member, Daze (Intimidation), Defensive Attack, Diehard, Evasion, Fearless, Great Endurance, Leadership, Skill Mastery: Athletics, Skill Mastery: Intimidation, Skill Mastery: Investigation, Startle, Tracking, Ultimate Effort: Will Checks

Skills
Acrobatics 12 (+17), Athletics 8 (+11), Close Combat: Unarmed 6 (+13), Expertise: Green Lantern Lore 6 (+9), Expertise: Military 6 (+9), Expertise: Ungaran History 10 (+13), Insight 8 (+14), Intimidation 8 (+9), Investigation 4 (+7), Persuasion 8 (+9), Ranged Combat: Ring Powers 6 (+11), Technology 6 (+9), Treatment 2 (+5), Vehicles 6 (+11)

Powers
Green Lantern Ring (Removable)
. . Cosmic Communicator
. . . . Commlink: Senses 2 (cosmic, Communication Link: Oa, Communication Link: Other Green Lanterns)
. . . . Universal Translation: Comprehend 4 (cosmic, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Energy Conversion: Immunity 10 (cosmic, Life Support)
. . Energy Field: Protection 10 (cosmic, +10 Toughness; Impervious, Sustained)
. . Force Manipulation: Dynamic Array
. . . . Force Blast: Damage 15 ([0 active, 0/30 PP, 2/r], force, DC 30; Increased Range: ranged)
. . . . Force Constructs: Create 13 ([0 active, 0/30 PP, 2/r], force, Volume: 8000 cft., DC 23)
. . . . Force Lifting: Move Object 15 ([0 active, 0/30 PP, 2/r], force, 800 tons)
. . . . Movable Constructs: Create 9 ([0 active, 0/30 PP, 3/r+1], force, Volume: 500 cft., DC 19; Movable, Tether)
. . Ring Flight
. . . . Faster Than Light: Movement 3 (cosmic, Environmental Adaptation: Zero-G, Space Travel 2: other solar systems)
. . . . Lightflight: Flight 13 (cosmic, Speed: 16000 miles/hour, 30 miles/round)

Offense
Initiative +5
Force Blast: Damage 15, +11 (DC 30)
Force Lifting: Move Object 15, +11 (DC 25)
Grab, +7 (DC Spec 13)
Throw, +5 (DC 18)
Unarmed, +13 (DC 18)

Complications
- Enemies: As one of the more long-lived Green Lanterns, Irine has made many enemies over the years. None of these is more noteworthy than her now grown daughter, Irenn Zan, who blames her mother for abandoning her in favor of the Green Lantern Corps.
- Motivation: Responsibility: Irine is the Green Lantern currently assigned to act as the custodian and peace keeper within Space Sector 2814. She takes her responsibilities very seriously.
- Power Loss: Green Lantern rings occasionally need to be recharged. They will however, issue a warning when they are close to running out of energy so that their Ring Bearer can seek out the nearest Green Lantern Power Battery.
- Rivalry: Irine is vying with Thaal Sinestro for the honor of being named the 'leader' of the Green Lantern Corps, second only to the Guardians of the Universe themselves.
- Secret: Irine knows the secret of the Blackest Night prophecy. Her knowledge of it also comes with a secondary prophecy that supposedly states the hour of her demise.

Languages
Ungaran

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 14 (Imp. 10), Will 18

Power Points
Abilities 68 + Powers 87 + Advantages 18 + Skills 48 (96 ranks) + Defenses 28 = 249

--------------------
Build Comments: So yeah... this is a thing. I don't think I need to tell the more devoted fans what I just did here. No, I will not be doing the same thing with the successor to who this would normally have been. Nor will said successor actually be necessary here (thank god).
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The Batwoman / The Alluring Tides

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Beatrice Martha Wayne - PL 10
Age: 26 / Height: 5' 9" / Weight: 159 lbs
Hair Color: Black / Eye Color: Blue
Measurements: 34E / 24 / 32 in.

Strength 3, Stamina 4, Agility 6, Dexterity 6, Fighting 11, Intellect 5, Awareness 4, Presence 4

Advantages
Accurate Attack, Assessment, Attractive 2, Benefit, Wealth 5 (billionaire), Close Attack 3, Connected, Defensive Attack, Defensive Roll 3, Equipment 23, Evasion, Grabbing Finesse, Hide in Plain Sight, Improvised Tools, Instant Up, Languages 4, Move-by Action, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 3, Redirect, Seize Initiative, Takedown, Tracking, Uncanny Dodge, Well-informed

Skills
Acrobatics 9 (+15), Athletics 10 (+13), Close Combat: Unarmed 1 (+12), Deception 8 (+12), Expertise (AWE): Streetwise 10 (+14), Expertise: Criminology 10 (+15), Insight 8 (+12), Intimidation 6 (+10), Investigation 9 (+14), Perception 10 (+14), Persuasion 8 (+12), Ranged Combat: Throwing 6 (+12), Sleight of Hand 5 (+11), Stealth 10 (+16), Technology 6 (+11), Treatment 6 (+11), Vehicles 9 (+15)

Powers
Cowl & Armor
. . Armor Plating: Protection 1 (armor, +1 Toughness)
. . Cowl: Senses 4 (Darkvision, Tracking: Visual 2: full speed)
. . Flashlight: Environment 1 (armor, Light, Radius: 30 feet)
. . Gauntlets: Strength-based Damage 1 (bludgeoning, DC 19)
. . . . Gauntlet Spikes: Enhanced Trait 2 (Alternate; piercing, Athletics +4 (+17); Limited: to Climbing)
Utility Belt: Array
. . Batarangs: Strength-based Damage 2 (bludgeoning, DC 20; Increased Range: ranged)
. . Explosives: Burst Area Damage 4 (ballistic, DC 19; Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged)
. . Flash Bangs: Cumulative Cloud Area Affliction 4 (light, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Cumulative, Increased Range: ranged; Limited: Visual)
. . Sleep Gas Pellets: Cloud Area Affliction 4 (chemical, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Increased Range: ranged)
. . Smoke Bombs: Cloud Area Concealment Attack 4 (chemical, All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Attack: Fortitude)
. . Tear Gas Pellets: Cloud Area Affliction 3 (chemical, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cloud Area: 15 feet radius sphere, DC 13, Extra Condition, Increased Range: ranged)

Equipment
Cowl & Armor, The Batboat, The Batcave, The Batmobile, The Batplane, Utility Belt, Wayne Manor

Offense
Initiative +6
Batarangs: Strength-based Damage 2, +15 (DC 20)
Explosives: Burst Area Damage 4 (DC 19)
Flash Bangs: Cumulative Cloud Area Affliction 4 (DC Fort 14)
Gauntlets: Strength-based Damage 1, +14 (DC 19)
Grab, +14 (DC Spec 16)
Sleep Gas Pellets: Cloud Area Affliction 4 (DC Fort 14)
Smoke Bombs: Cloud Area Concealment Attack 4 (DC Fort 14)
Tear Gas Pellets: Cloud Area Affliction 3 (DC Fort 13)
Throw, +15 (DC 18)
Unarmed, +15 (DC 18)

Complications
- Flashbacks: Beatrice is sometimes stunned by traumatic flashbacks to the night her parents and little brother were murdered, especially when confronted with something from Crime Alley, where the killings took place.
- Nemesis: Beatrice has a number of recurring foes, several of whom are rather yandere about showering her with "affection."
- Obsession: Beatrice is obsessed with getting criminals off the streets. She doesn't really care if they stay off the streets because she's always ready and willing to track them down when they re-offend. She also chooses to blatantly ignore the fact that vigilantism is illegal, and thus she is herself a criminal.
- Relationship: Beatrice's closest relationship is with Alfred Pennyworth, who is the closest thing she has to a father figure these days. She also has a working relationship with Police Commissioner Gordon.
- Responsibility: Beatrice considers Gotham to be her city and her responsibility, but is always willing to assist other heroes with protecting their own protectorates if they ask for the assistance.

Languages
American Sign Language, Dhari, Dzongkha, English [Native], Greek, Japanese, Latin, Portuguese, Spanish

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

Power Points
Abilities 86 + Powers 0 + Advantages 61 + Skills 66 (131 ranks) + Defenses 19 = 232

--------------------
Build Comments: The mainline "Earth-11" setting is a gender flip world, where "Batman" is actually "Batwoman" and has a civilian name of Helena Wayne. Meanwhile, in the Dark Multiverse's counterpart to Earth-11, you have an entity called "The Drowned" who is the Aquatic Zombie Apocalypse version of a woman named Bryce Wayne, the Batwoman of the Dark Multiverse's Earth-11. I decided to name my Batwoman something that I feel is somewhat original, even if it still follows the general pattern of having a B at the start of the name.

You will note, there was a younger brother in this scenario. That was basically Bruce.

Incidentally, I will not be posting stats for the various vehicles and buildings in Beatrice's arsenal. If you wish to know what they do, I suggest you pick up DC Adventures Heroes & Villains Volume 1, as that is the book where they are found. The only exception to that, is in the case of Wayne Manor, which is a modified version of the "Stately Manor" described on the d20herosrd.
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Elder Influence of Icthultu / The Alluring Tides

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Elder Influence of Icthultu - PL 15
Age: Ancient / Nucleus Height: 6' 4" / Nucleus Weight: 300 lbs
Nucleus Hair Color: Bald / Nucleus Eye Color: Glowing

Strength -, Stamina -, Agility -, Dexterity 11, Fighting 15, Intellect 8, Awareness 9, Presence 8

Advantages
Artificer, Favored Environment: Aquatic, Improved Aim, Improved Critical: Devouring, Improved Critical: Tentacles, Improved Grab, Improved Smash, Languages 4, Power Attack, Ritualist, Takedown, Weapon Break

Skills
Expertise: Elder Lore 12 (+20), Expertise: Engineering 12 (+20), Expertise: History 12 (+20), Expertise: Magic 15 (+23), Expertise: Religion 12 (+20), Insight 13 (+22), Perception 13 (+22)

Powers
Elder Influence Physiology
. . Hard to Kill: Immortality 17 (preternatural, Return after 30 seconds; Limited: Must defeat multiple times to negate Immortality (see notes), Side Effect 2: always - Special (See Notes), Notes: After defeating the Elder Influence once, it will return to life 30 seconds later with the Impaired condition affecting all traits that it possesses. If it is defeated again, it will return 30 seconds later with the Disabled condition replacing the Impaired. The third and final defeat is the one that will finally banish it back to the Dreamlands from which it came, on a more or less permanent basis.)
. . Has Eyes & Ears on Every Tentacle: Remote Sensing 12 (preternatural, Affects: 3 Types, inc. Visual - Visual, Aural, Mental, Range: 16 miles)
. . Non-Euclidean Geometry: Environment 13 (preternatural, Impede Movement (2 ranks), Radius: 16 miles; Innate, Selective; Permanent)
. . Sub-dermal Armor: Protection 15 (preternatural, +15 Toughness; Impervious [7 ranks only])
Elder Influence Powers: Array
. . Creepy Tentacles: Move Object 19 ([0 active, 0/81 PP, 4/r+5], preternatural, 12 ktons, DC 34; Damaging, Extended Range 5, Multiattack)
. . Devouring
. . . . Vile Maw of Icthultu: Progressive Weaken 15 (Linked; [0 active, 0/81 PP, 2/r+1], preternatural, Affects: Intellect, Resisted by: Will, DC 25; Progressive, Variable Descriptor: close group - Weakens Awareness after Intellect reaches 0; Grab-based)
. . . . Your Souls are Mine!: Healing 1 (Linked; [0 active, 0/81 PP, 4/r], preternatural; Custom 2: Can "reset" Immortality)
. . Telepathic Assault: Progressive Perception Area Affliction 15 ([0 active, 0/81 PP, 3/r], preternatural, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 25; Perception Area: DC 25 - Visual, Progressive; Limited: Causing erratic or insane behavior)
. . Weather Control: Environment 13 ([0 active, 0/81 PP, 4/r], preternatural, Cold, Visibility (-5), Radius: 16 miles; Selective)
Immunity to Fortitude Effects

Offense
Initiative -
Creepy Tentacles: Move Object 19, +11 (DC 34)
Telepathic Assault: Progressive Perception Area Affliction 15 (DC Will 25)
Vile Maw of Icthultu: Progressive Weaken 15, +15 (DC Will 25)

Complications
- Ancient: Icthultu is bound by certain ancient covenants, conventions and rules
- Death Star Trench Battle: Much like the Death Star, Icthultu's Elder Influence has a massive weakspot in the form of the central nucleus. Attacking this Nucleus will allow his enemies to immediately disregard the normal methods of defeating the Elder Influence and get it done on the first go. The trick is you have to first locate the Nucleus, and then reach it, and given that the tentacles are stretched out over the entire 10 mile radius of the location that the Elder Influence has been summoned into, and can attack anything inside of that area at any given moment, you will have a very difficult journey ahead of you.
- Monstrous: There really is no disguising what this thing actually happens to be, is there?
- Weakness: Icthultu suffers an additional degree of failure against Axiomatic and Lawful effects due to his own innate Anarchic nature. This extends to his Elder Influence as well.

Languages
Aklo, Atlantean, English, Thanagarian, 5 Other Languages

Defense
Dodge None, Parry 15, Fortitude Immune, Toughness 15 (Imp. 7), Will 15

Power Points
Abilities 72 + Powers 234 + Advantages 15 + Skills 45 (89 ranks) + Defenses 6 = 372

--------------------
Build Comments: Okay, much like my other Elder Influence, this one is more or less immobile. The trick with it, is I've added in the Immortality power to replicate the Influence Stages from Sandy Petersen's Cthulhu Mythos supplement for the Pathfinder RPG. That wasn't really necessary with a Nyarlathotep build since Nyarlathotep doesn't really have more than the one stage of influence, and the fact that actually banishing Nyarlathotep is generally a bad thing to do if you've gone out of your way to attract the Thousand-Faced God's attention for some reason, as it will likely piss off Azathoth, who is more often than not, the Entity you would have needed to call Nyarlathotep into your presence to help you placate to begin with.

Next up, I have reduced this guy's Power Level by 1 from where it was in my other attempt at a response to this challenge. This is because I actually found a guide to building appropriately scaled challenges, and given the Power Levels of my "Party" a PL 16 challenge would have been a bit too much for them, while a PL 16 challenge would be a bit more manageable, though still challenging.

And yes, there will need to be some thought put into by these guys to allow both Beatrice and Gabrielle to function in the water well enough to contribute to this battle.
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DalkonCledwin
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With Lion's Heart and Soul of Steel Brainstorm & Notes

Post by DalkonCledwin »

With Lion’s Heart and Soul of Steel
Premise: "With lion's heart and soul of steel, know that I shall never kneel. Let those who try to stop what's right, burn like my power--Green Lantern’s light!"
Required Inclusions:
- The story must include the events of Green Lantern: Emerald Knights
- The destruction of the horcrux within Harry damages his magic to the point that the only way for him to perform magic is by channeling it through a Green Lantern Ring.
- Harry must still meet Dumbledore and decide to return and face Voldemort despite being unable to use magic, overcoming his fears which results in attracting a green power ring
- Following the defeat of Voldemort, Harry must be transported to Oa to begin training
- During the events of Green Lantern: Emerald Knights, one of the stories told to Arisia must revolve around Harry
- Harry must at some point join the Green Lantern Honour Guard
- Harry must act as Arisia's mentor when she joins the Green Lanterns, eventually developing a brother/sister relationship with her
- Andromeda Tonks must die before Teddy Lupin becomes an adult, leaving him in Harry's custody
- The final pairing must include Harry Potter/Laira Omoto
Preferred Inclusions:
- The story being based in one of the following universes: Justice League Unlimited, Young Justice, Green Lantern: The Animated Series
- Harry having an antagonistic relationship with one of the other human Green Lanterns
- Harry joining the Justice League eventually
- Harry having a close friendship with Sinestro prior to the creation of the Sinestro Corp and retaining a civil relationship afterwards
- Harry personalizing his uniform
Forbidden Things:
- Harry being in a romantic relationship with another male.
- Harry the Emo Doormat.

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Default Assumption for Cosmic Characters
- My default assumption when dealing with characters that regularly go into space, is that when they are actually in outer space all of their attacks have an extra 0 tacked onto the three range categories as well as onto the areas of their AoE attacks. These assumptions do not apply when those characters are operating within a terrestrial atmosphere.

--------------------
Credit Where Credit is Due
- Many of the builds for this next setting will have been inspired by the builds that Gamebook did for Earth-27, as I find those builds to be some of the most balanced, and also the most entertaining. I will therefore be using his principles for character design as described here when building these characters, or at least trying to do so at any rate. I probably won't get anywhere close to the point totals he likely prefers to aim for though.
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DalkonCledwin
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Harry Potter / Lion's Heart

Post by DalkonCledwin »

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Harry James Potter - PL 14
Age: 19 / Height: 5' 11" / Weight: 173 lbs
Hair Color: Black / Eye Color: Bottle Green (Lime Green when channeling Ring Energy)

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

General Advantages
Artificer, Assessment, Attractive, Benefit, Status: Green Lantern Corps Member, Benefit, Wealth 3 (millionaire), Defensive Attack, Defensive Roll, Equipment 5, Extraordinary Effort, Fascinate (Expertise: Quidditch), Fearless, Improved Initiative, Inspire 3, Languages 3, Leadership, Luck 3, Move-by Action, Quick Draw, Ranged Attack 8, Set-up, Taunt, Teamwork, Trance, Ultimate Effort: Will Checks, Well-informed

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

Skills
Acrobatics 4 (+12/+8), Athletics 4 (+10/+6), Close Combat: Swords 6 (+14), Deception 8 (+12), Expertise (AWE): Cooking 10 (+15), Expertise (DEX): Quidditch 8 (+12), Expertise: Magic 12 (+15), Insight 8 (+13), Investigation 8 (+11), Perception 6 (+11), Persuasion 8 (+12), Ranged Combat: Magic 2 (+6), Stealth 4 (+8)

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. & Database: Feature 2 (cosmic, Notes: A Green Lantern Ring has an advanced Artificial Intelligence, and is linked to a central database on Oa. It can concievably answer any question posited to it by the Ring Bearer. This basically functions identically to the Luck (Inspiration) and the Eidetic Memory advantages, although it only counts as one Rank of the Luck advantage.)
. . Cosmic Communicator
. . . . Cosmic Commlink: Senses 2 (cosmic, Communication Link: Oa, Communication Link: Other Green Lanterns)
. . . . Universal Translation: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communicator: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Rapid, Subtle: encrypted)
. . . . Cosmic Communication: Other Area Cosmic Communication 4 (Alternate; cosmic, Sense Type: Subspace Audiovisual Projection; Area, Rapid, Subtle: encrypted)
. . Cosmic Flight
. . . . Astroport: Movement 3 (cosmic, Space Travel 3: other galaxies; Feature: Can hitchhike on the Astroport ability of other Ringbearers; Limited: to Travel between Oa and Sector 2814)
. . . . Faster Than Light: Movement 3 (cosmic, Environmental Adaptation: Zero-G, Space Travel 2: other solar systems)
. . . . Lightflight: Flight 14 (cosmic, Speed: 32000 miles/hour, 60 miles/round)
. . Cosmic Shield: Protection 12 (cosmic, +12 Toughness; Impervious, Sustained)
. . Cosmic Sustenance: Immunity 10 (cosmic, Life Support; Sustained)
. . Eldritch Energy Channeling: Array
. . . . Apparition
. . . . . . Apparition Sickness: Affliction 9 (Linked; magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Limited: to Apparition Passengers, Uncontrolled)
. . . . . . Apparition: Teleport 9 (Linked; magical, Carry 400 lbs.; Change Direction, Change Velocity, Custom: Can Teleport Blind (Complete Power Profiles p. 197), Extended: 500 miles in 2 move actions, Increased Mass 3, Turnabout; Check Required 5: DC 14 - Expertise: Magic, Limited: must pass through intervening space in a gaseous form, Limited to Extended, Noticeable: departure and arrival are accompanied by a loud cracking noise, Side Effect: on failure - Affliction 9 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated))
. . . . Expelliarmus: Move Object 14 (magical, 400 tons; Check Required: DC 10 - Expertise: Magic, Diminished Range 2, Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . . . Incendio: Damage 14 (fire, magical, DC 29; Increased Range: ranged; Check Required: DC 10 - Expertise: Magic, Diminished Range 2)
. . . . Stupefy: Cumulative Affliction 9 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged; Check Required: DC 10 - Expertise: Magic, Diminished Range 2)
. . Green Light Manipulation: Array
. . . . Gattling Cannon: Damage 13 (force, DC 28; Dangerous 2, Increased Range: ranged, Multiattack)
. . . . Paging Dr. Winner: Healing 9 (cosmic; Extended Range 3, Increased Range: ranged, Persistent, Restorative, Stabilize)
. . . . Space Elevator: Burst Area Move Object 13 (cosmic, 800 tons; Burst Area: 30 feet radius sphere, DC 23, Increased Mass 2)
. . . . Twin Beam Saber: Strength-based Damage 12 (slashing, DC 29; Penetrating 4, Split: 2 targets)
. . . . Twin Buster Rifle: Damage 16 (force, DC 31; Increased Range: ranged, Penetrating 8, Split: 2 targets)
. . . . Wing Shield: Create 13 (force, Volume: 8000 cft., DC 23; Impervious, Movable, Tether; Limited: to Walls)
. . Quick Change: Feature 1 (cosmic, Notes: Harry can change into and out of his Green Lantern uniform as a Free Action.)
. . Scanning Beam: Senses 20 (cosmic, Analytical (Type): Auditory Senses, Analytical (Type): Chemical Senses, Analytical (Type): Visual Senses, Awareness: Chemical Senses, Darkvision, Extended: Visual Senses 5: x100k, Microscopic Vision 4: atom-size, Tracking: Chemical 2: full speed)
Wizardkind Traits
. . Magical Awareness: Senses 2 (talent, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Tough: Protection 3 (talent, +3 Toughness)
. . Youngest Seeker in a Century!: Enhanced Trait 12 (skill, Dodge +2 (+10), Parry +2 (+10), Acrobatics +4 (+12), Athletics +4 (+10), Advantages: Agile Feint, Evasion, Favored Environment: Aerial, Improved Defense; Limited: to while flying)

Equipment
12 Grimmauld Place, Oan Power Battery

Offense
Initiative +8
Apparition Sickness: Affliction 9, +8 (DC Fort 19)
Expelliarmus: Move Object 14, +14 (DC 24)
Gattling Cannon: Damage 13, +12 (DC 28)
Grab, +8 (DC Spec 12)
Incendio: Damage 14, +14 (DC 29)
Space Elevator: Burst Area Move Object 13 (DC 23)
Stupefy: Cumulative Affliction 9, +14 (DC Fort 19)
Throw, +12 (DC 17)
Twin Beam Saber: Strength-based Damage 12, +14 (DC 29)
Twin Buster Rifle: Damage 16, +12 (DC 31)
Unarmed, +8 (DC 17)

Complications
- Fame: Harry is famous as the one responsible for bringing an end to Voldemort's second reign of terror, and is also is famous for the incident in which his mother brought an end to Voldemort's first reign of terror due to the fact that most people assume that it was Harry's doing and not hers.
- Motivation: Responsibility: Harry is one of the Green Lantern's tasked with protecting Space Sector 2814 from cosmic-scale threats. This is a very dangerous occupation that offers very little in the way of worker's compensation, but someone's got to do it or else we're all going to be up a certain creek without a paddle!
- Power Loss: Lantern Energy: Oan Power Rings, like most other Power Rings, require regular recharging at an Oan Power Battery. They will issue a warning when their charge is about to run out so that their Ring Bearer knows to locate the nearest Oan Power Battery.
- Power Loss: Magic: Harry is now completely incapable of performing magic the way his fellow Witches and Wizards would do without the assistance of his Oan Power Ring. This is compounded by the fact that without that ring he can't really do much in a fight aside from stand around and look pretty.
- Quirk: Harry is a bit of an anime otaku, or at least he is when he can manage to get ahold of the stuff without anyone (namely the Dursley's) finding out about it. He has quite obviously patterned the more offensive abilities of his Oan Power Ring after his favorite installment of a rather anime famous franchise.
- Relationship: Shortly after defeating the Dark Lord Voldemort, Harry's newly acquired Green Lantern Ring forced him to make the journey to the planet known as Oa. While there, he trained in the use of his Lantern Ring under the tutelage of newly graduated Green Lantern, Laira Omoto. He has since grown to greatly admire Laira, and even could be said to have romantic feelings for the woman.

Languages
English, Japanese, Latin, Parseltongue

Defense
Dodge 10/8, Parry 10/8, Fortitude 6, Toughness 18/5 (Imp. 12), Will 16

Power Points
Abilities 64 + Powers 174 + Advantages 44 + Skills 44 (88 ranks) + Defenses 19 = 345

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12 Grimmauld Place - PL 14

Toughness 8, Size Huge

Features:
Deathtraps, Dual Size: Medium, Garage, Holding Cells, Laboratory, Library, Living Space, Personnel, Sealed, Secret 3 (DC 30), Security System 1 (DC 20), Trophy Room, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
--------------------
Build Comments: While he has access to them, I did not include either the Marauder's Map or the Cloak of Invisibility in this build due to the fact that both would be highly impractical from the perspective of a character that spends a lot of time in outer space, yeah?
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DalkonCledwin
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Laira Omoto / Lion's Heart

Post by DalkonCledwin »

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Laira Omoto - PL 13
Age: 22 / Height: 5' 8" / Weight: 137 lbs / Species: Jaydian
Hair Color: Auburn / Eye Color: White (Normally) / Skin Color: Light Purple
Measurements: 38E / 26 / 34 in.

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

General Advantages
Agile Feint, Attractive 2, Benefit, Status: Green Lantern Corps Member, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Diehard, Equipment 1, Fearless, Great Endurance, Improved Critical: Unarmed, Improved Initiative, Improved Smash, Improvised Weapon, Quick Draw, Ranged Attack 3, Skill Mastery: Athletics, Startle, Takedown 2, Weapon Break

Enhanced Advantages
All-out Attack, Evasion, Move-by Action, Power Attack

Skills
Acrobatics 8 (+16), Athletics 8 (+11), Close Combat: Unarmed 6 (+16), Expertise: Tactics 8 (+11), Intimidation 8 (+14/+10), Perception 8 (+11), Ranged Combat: Power Ring 4 (+8), Stealth 8 (+16), Technology 4 (+7), Vehicles 6 (+10)

Powers
Jaydian Physiology
. . Claws: Strength-based Damage 2 (slashing, DC 20)
. . Fast Runner: Speed 3 (talent, Speed: 16 miles/hour, 250 feet/round)
. . Racial Modifiers: Enhanced Trait 18 (talent, Agility +4 (+8), Fighting +2 (+10), Intimidation +4 (+14), Advantages: All-out Attack, Evasion, Move-by Action, Power Attack)
. . Strong Legs: Leaping 3 (talent, Leap 60 feet at 16 miles/hour)
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. & Database: Feature 2 (cosmic, Notes: A Green Lantern Ring has an advanced Artificial Intelligence, and is linked to a central database on Oa. It can concievably answer any question posited to it by the Ring Bearer. This basically functions identically to the Luck (Inspiration) and the Eidetic Memory advantages, although it only counts as one Rank of the Luck advantage.)
. . Cosmic Communicator
. . . . Cosmic Commlink: Senses 2 (cosmic, Communication Link: Oa, Communication Link: Other Green Lanterns)
. . . . Universal Translator: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Communicator: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Rapid, Subtle: encrypted)
. . . . Cosmic Communication: Other Area Cosmic Communication 4 (Alternate; cosmic, Sense Type: Subspace Audiovisual Projection; Area, Rapid, Subtle: encrypted)
. . Cosmic Flight
. . . . Astroport: Movement 3 (cosmic, Space Travel 3: other galaxies; Feature: Can hitchhike on the Astroport ability of other Ringbearers; Limited: to Travel between Oa and Sector 112)
. . . . Faster Than Light: Movement 3 (cosmic, Environmental Adaptation: Zero-G, Space Travel 2: other solar systems)
. . . . Lightflight: Flight 13 (cosmic, Speed: 16000 miles/hour, 30 miles/round)
. . Cosmic Shield: Protection 10 (+10 Toughness; Impervious, Sustained)
. . Cosmic Sustenance: Immunity 10 (cosmic, Life Support; Sustained)
. . Green Light Manipulation: Array
. . . . Green Energy Blast: Damage 15 (force, DC 30; Extended Range, Increased Range: ranged, Penetrating 7)
. . . . Green Energy Cutlasses: Strength-based Damage 7 (slashing, DC 25; Accurate 3: +6, Split: 2 targets)
. . . . Green Energy Lift: Burst Area Move Object 8 (force, 6 tons; Burst Area: 30 feet radius sphere, DC 18, Extended Range 5, Selective)
. . . . Green Energy Shelter: Create 9 (force, Volume: 500 cft., DC 19; Extended Range, Impervious, Selective)
. . . . Green Energy Sword: Strength-based Damage 13 (slashing, DC 31; Dangerous)
. . . . Motivate: Burst Area Healing 7 (cosmic; Burst Area: 30 feet radius sphere, DC 17, Extended Range, Increased Range: ranged, Selective, Stabilize)
. . Quick Change: Feature 1 (cosmic, Notes: Laira can change into and out of her Green Lantern uniform as a Free Action.)
. . Scanning Beam: Senses 20 (cosmic, Analytical (Type): Auditory Senses, Analytical (Type): Chemical Senses, Analytical (Type): Visual Senses, Awareness: Chemical Senses, Darkvision, Extended: Visual Senses 5: x100k, Microscopic Vision 4: atom-size, Tracking: Chemical 2: full speed)

Equipment
Oan Power Battery

Offense
Initiative +12
Claws: Strength-based Damage 2, +16 (DC 20)
Grab, +10 (DC Spec 13)
Green Energy Blast: Damage 15, +11 (DC 30)
Green Energy Cutlasses: Strength-based Damage 7, +16 (DC 25)
Green Energy Lift: Burst Area Move Object 8 (DC 18)
Green Energy Sword: Strength-based Damage 13, +10 (DC 31)
Throw, +7 (DC 18)
Unarmed, +16 (DC 18)

Complications
- Honor: Jaydians in general follow along the lines of typical "Proud Warrior Races" and Laira is no exception to this in that she wishes to uphold the traditions of her people and prefers fighting her enemies in single combat rather than mass battles.
- Motivation: Responsibility: Laira believes very strongly in the ideals of the Green Lantern Corps and wishes to uphold their mission with all of her heart.
- Power Loss: Oan Power Rings, like most other Power Rings, require regular recharging at an Oan Power Battery. They will issue a warning when their charge is about to run out so that their Ring Bearer knows to locate the nearest Oan Power Battery.
- Relationships: Laira is a very skilled martial artist who was personally trained by her father, Kentar Omoto, who was himself a Green Lantern. However she was later named his successor in the Corps and upon completing her training as a final sign of her graduation, she was tasked with putting down a rebellion on her homeworld, only to discover the leader of which was her very own father. She also secretly harbors a crush on her instructor as a Green Lantern, Ke'Haan, and is aware of the crush that her own protege, Harry Potter, harbors for her.
- Weakness: Laira always chooses to lose her Perception check to determine if she is surprised or not at the start of battle, leading to her more often than not being the target of a variety of unfortunate attacks when her enemies realize this trait of hers.

Languages
Jaydian

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 15/3 (Imp. 10), Will 15

Power Points
Abilities 60 + Powers 160 + Advantages 25 + Skills 34 (68 ranks) + Defenses 20 = 299

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Build Comments: This is a slightly different take on Laira from my last couple of attempts at building her. I hope she looks more... down to earth, so to speak.

Regarding her species traits, I decided to give her some characteristics that aren't entirely human, as her people strike me to be a bit different from humans, even if not quite entirely unique... plus, look at those thighs!!!
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DalkonCledwin
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Bellatrix Lestrange / Lion's Heart

Post by DalkonCledwin »

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Bellatrix Alya Lestrange, née Black - PL 14
Age: 26 (48) / Height: 5' 9" / Weight: 129 lbs
Hair Color: Black / Eye Color: Violet
Measurements: 38F / 24 / 33 in.

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

Advantages
Artificer, Attractive 2, Benefit, Status: Star Sapphire Corps Member, Chokehold, Close Attack 2, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Diehard, Equipment 1, Fascinate (Intimidation), Great Endurance, Improvised Weapon, Languages 2, Leadership, Ranged Attack 9, Ritualist, Set-up, Startle, Taunt, Trance, Well-informed

Skills
Deception 12 (+16), Expertise: Magic 16 (+19), Insight 12 (+15), Intimidation 12 (+16), Perception 8 (+11), Ranged Combat: Magic 2 (+5), Sleight of Hand 12 (+15), Stealth 12 (+15), Vehicles 8 (+11)

Powers
Wizardkind Traits
. . Magical Awareness: Senses 2 (talent, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Tough: Protection 3 (talent, +3 Toughness)
Zamaron Power Battery
. . Dimensional Storage: Feature 1 (cosmic, Notes: Zamaron Power Batteries can be stored inside of an extradimensional pocket space that any Zamaron Power Ring can access by means of the A.I. and Database feature.)
. . Energy Source: Feature 2 (cosmic, Notes: Capable of recharging Zamaron 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 Zamaron.)
Zamaron Power Ring (Removable)
. . A.I. & Database: Feature 2 (cosmic, Notes: A Star Sapphire Ring has an advanced Artificial Intelligence, and is linked to a central database on Zamaron. It can concievably answer any question posited to it by the Ring Bearer. This basically functions identically to the Luck (Inspiration) and the Eidetic Memory advantages, although it only counts as one Rank of the Luck advantage.)
. . Cosmic Communication: Other Area Cosmic Communication 4 (cosmic, Sense Type: Subspace Audiovisual Projection; Area, Rapid, Subtle: encrypted)
. . Cosmic Communicator
. . . . Cosmic Commlink: Senses 2 (cosmic, Communication Link: Zamaron, Communication Link: Other Star Sapphires)
. . . . Universal Translation: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Cosmic Shield: Protection 12 (cosmic, +12 Toughness; Impervious, Sustained)
. . Cosmic Sustenance: Immunity 10 (cosmic, Life Support; Sustained)
. . Eldritch Energy Channeling: Array
. . . . Causa Gaudens: Progressive Affliction 6 (magical, 1st degree: Dazed, Fatigued, 2nd degree: Stunned, Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 16; Extra Condition, Increased Range: ranged, Progressive; Check Required: DC 10 - Expertise: Magic, Diminished Range 2)
. . . . Incendio: Damage 14 (fire, magical, DC 29; Increased Range: ranged; Check Required: DC 10 - Expertise: Magic, Diminished Range 2)
. . . . Vitreus Virilis: Progressive Affliction 6 (magical, 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Extra Condition, Feature: Male targets are Fortitude Impaired against this effect, Increased Range: ranged, Progressive; Check Required: DC 10 - Expertise: Magic, Diminished Range 2)
. . Magic Carpet Ride
. . . . Carpet Warp: Movement 3 (cosmic, Space Travel 3: other galaxies; Feature: Can hitchhike on the Astroport ability of other Ringbearers, Increased Mass 3, Portal; Limited: to Travel between Sector 2814 and Zamaron, Platform)
. . . . Luminescent Carpet: Flight 7 (cosmic, Speed: 250 miles/hour, 0.5 miles/round; Affects Others, Increased Mass 3; Platform)
. . . . O.M.G. We're Going too Fast!!!: Movement 2 (cosmic, Space Travel 2: other solar systems; Affects Others, Increased Mass 3; Platform)
. . Quick Change: Feature 1 (cosmic, Notes: Bella can change into and out of her Star Sapphire uniform as a Free Action.)
. . True Love Sight: Senses 9 (cosmic, Acute: Detect Love, Analytical: Detect Love, Awareness: Love [Mental], Detect: Love [Visual] 2: ranged, Penetrates Concealment: Detect Love)
. . Violet Energy Manipulation: Array
. . . . Can You Feel The Love Tonight?: Cumulative Affliction 16 (cosmic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 26; Cumulative, Increased Range: ranged; Limited: to inducing "Love")
. . . . Heart Shoot: Damage 16 (force, DC 31; Extended Range 2, Increased Range: ranged)
. . . . Love Cognizance: Senses 29 (cosmic, Accurate: Detect Love in Jeopardy, Acute: Detect Love in Jeopardy, Detect: Love in Jeopardy [Mental] 2: ranged, Direction Sense, Distance Sense, Extended: Detect Love in Jeopardy 20: x100000000tr, Tracking: Detect Love in Jeopardy 2: full speed)
. . . . Star Sapphires Are Forever: Progressive Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Transformed, Resisted by: Will, DC 20; Increased Range: ranged, Progressive)
. . . . Undying Love: Healing 6 (cosmic; Increased Range 2: perception, Resurrection; Source: the deceased's True Love must be within perception range)
. . . . Violet Energy Constructs: Create 14 (force, Volume: 15000 cft., DC 24)
. . . . Violet Energy Lifting: Move Object 16 (cosmic, 50 ktons; Increased Mass 5)

Equipment
Zamaron Power Battery

Offense
Initiative +3
Can You Feel The Love Tonight?: Cumulative Affliction 16, +12 (DC Will 26)
Causa Gaudens: Progressive Affliction 6, +14 (DC Fort 16)
Grab, +7 (DC Spec 10)
Heart Shoot: Damage 16, +12 (DC 31)
Incendio: Damage 14, +14 (DC 29)
Star Sapphires Are Forever: Progressive Affliction 10, +12 (DC Will 20)
Throw, +12 (DC 15)
Unarmed, +7 (DC 15)
Violet Energy Lifting: Move Object 16, +12 (DC 26)
Vitreus Virilis: Progressive Affliction 6, +14 (DC Fort 16)

Complications
- Curse Sworn: The Zamaron's like to claim that they help people discover the love that has always existed within their hearts. The problem with this, as any Witch or Wizard who had sat in a NEWT level Potions class would freely tell you, you can't force someone to feel love for someone else unless they truly want to feel that love of their own free will. Therefore, all that the Zamarons really do, is to mind control people into doing their bidding, for better or worse. Bellatrix is no different in this regard, and worst of all, the Zamarons seem amused by the obsessive romantic feelings for Harry Potter that they inadvertantly ignited in her. and plan on letting her pursue those feelings, consequences bedamned.
- Motivation: Marrying Harry Potter: Bellatrix is utterly obsessed with Harry Potter. However, her conditioning as a Star Sapphire has managed to turn what would have otherwise been a homicidal obsession into more of a romantic one, just a romantic obsession that falls into the territory of a dangerously yandere crush.
- Power Loss: Zamaron Power Rings, like most other Power Rings, require regular recharging at a Zamaron Power Battery. They will issue a warning when their charge is about to run out so that their Ring Bearer knows to locate the nearest Zamaron Power Battery.
- Star Sapphire's Are Forever: In some cases, when a Star Sapphire finally gets ahold of the guy they've identified as their one true love, they will use the Star Sapphire's Are Forever power to crystalize not just that man, but the entire world that man happens to be on, themselves included so as to never be parted from them. This is what Bella ultimately plans on doing with Harry at the current point in time, the question really is whether anyone can disuade her from that goal.
- Wanted Criminal: Bellatrix is an Azkaban escapee, as well as a known associate of the late Dark Lord Voldemort. She is wanted dead or alive by pretty much every magical law enforcement agency on the planet Earth, and more than a few civilians would kindly kill her themselves if given the chance.

Languages
English, French, Latin

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 18/4 (Imp. 12), Will 16

Power Points
Abilities 44 + Powers 157 + Advantages 35 + Skills 47 (94 ranks) + Defenses 29 = 312
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The Entity / Lion's Heart

Post by DalkonCledwin »

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Entity, the White Lantern Entity - PL 14
Age: Appears 21 / Height: 5' 7" / Weight: 160 lbs
Hair Color: Auburn / Eye Color: Bottle Green
Measurements: 34C / 23 / 31 in.

Strength 17/2, Stamina 12, Agility 6, Dexterity 2, Fighting 11, Intellect 3, Awareness 6, Presence 6

Advantages
All-out Attack, Assessment, Attractive 2, Fascinate (Persuasion), Fearless, Improved Initiative 2, Inspire 5, Interpose, Leadership, Ranged Attack 2, Takedown 2, Teamwork

Skills
Acrobatics 5 (+11), Expertise: Astrogation 3 (+6), Insight 5 (+11), Investigation 2 (+5), Perception 5 (+11), Persuasion 5 (+11), Ranged Combat: White Light 9 (+11), Treatment 5 (+8)

Powers
Attuned to the Cosmos
. . Cosmic Awareness: Senses 4 (talent, Awareness: Cosmic Events [Mental], Extended: Cosmic Awareness 3: x1k)
. . Cosmic Resonance: Senses 2 (cosmic, Postcognition (Limited): to the Life of Lily Evans)
. . Low-Level Telepathy: Mental Communication 1 (talent)
. . Unified Language: Comprehend 4 (talent, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
Born of the Stars
. . Spaceborn: Immunity 11 (talent, Aging, Life Support)
. . Super-Toughness: Protection 2 (talent, +2 Toughness; Impervious [12 extra ranks])
Cosmic Traveler: Array
. . Cosmic Wings: Flight 10 (cosmic, Speed: 2000 miles/hour, 4 miles/round; Wings)
. . Interstellar Transport: Burst Area Movement 3 (cosmic, Space Travel 3: other galaxies; Affects Others, Burst Area: 30 feet radius sphere, DC 13, Custom: Accurate (able to precisely pick arrival point even on the surface of other planets), Custom: Instantaneous ((occurs instantly each time used), Selective; Tiring)
White Light of Creation: Array
. . Burning Kiss: Cumulative Affliction 10 (cosmic, fire, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Duration 2: sustained, Insidious, Subtle 2: undetectable; Grab-based, Instant Recovery)
. . Cosmic Blast: Damage 15 (cosmic, DC 30; Increased Range: ranged)
. . Cosmic Gaze: Senses 20 (Extended: Vision 20: x100000000tr; Limited: to Visual Only, Notes: Uses Long-Range Sensing sidebar from Cosmic Handbook p. 24)
. . Cosmic Might: Enhanced Trait 30 (cosmic, Strength +15 (+17))
. . Create White Lantens: Summon 13 (cosmic; Controlled, Heroic, Type (General): White Lantern Candidates; Attitude: indifferent, Source: Sentient Beings (Living or Dead, it doesn't matter))
. . Empathic Attack: Affliction 15 (cosmic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 25; Increased Range: ranged; Limited: Only useable against those who have caused great pain or lack empathy)
. . Hope Burns Bright: Nullify 15 (cosmic, Counters: Orange, Red, or Yellow power ring effects, DC 25; Limited: to when a Green Lantern is within Perception range)
. . Orange Consumption: Nullify 15 (cosmic, Counters: Yellow and Green Energy Manipulation and Magic, DC 25)
. . Star Sapphires Are Forever: Progressive Affliction 7 (cosmic, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Transformed, Resisted by: Will, DC 17; Increased Range: ranged, Progressive)
. . Sub-luminal Flight: Flight 15 (cosmic, Speed: 64000 miles/hour, 120 miles/round; Stacks with: Cosmic Wings: Flight 10)
. . White Light of Rebirth: Healing 7 (cosmic; Persistent, Restorative, Resurrection)

Offense
Initiative +14
Burning Kiss: Cumulative Affliction 10, +11 (DC Will 20)
Cosmic Blast: Damage 15, +13 (DC 30)
Empathic Attack: Affliction 15, +13 (DC Will 25)
Grab, +11 (DC Spec 27)
Hope Burns Bright: Nullify 15, +13 (DC Will 25)
Orange Consumption: Nullify 15, +13 (DC Will 25)
Throw, +4 (DC 32)
Unarmed, +11 (DC 32)

Complications
- A Form You're Comfortable With: Within the span of two decades Lily Julia Potter, née Evans and her son Harry James Potter both performed a miracle where they intentionally allowed themselves to be hit with a curse that should have killed both of them in order to save the lives of others. While it did kill Lily, her son lived on after his own encounter with the curse, and in doing so, drew the attention of The Entity onto his personage. It is now only a matter of time before the Entity decides to visit Harry in the form of his dearly departed mother to figure out what it is about him that draws 'her' attention towards him so insistently.
- Good is Not Nice: The Entity likely will not admit to the fact that those White Lanterns created from the deceased will return to being deceased once their service to the Entity has drawn to a close... at least not without it being dragged out of her against her better judgement. She also has no problem manipulating people into doing things for "The Greater Good" in much the same way that Dumbledore tended to do, but generally has a better idea of what the Greater Good actually is than Dumbledore tended to have.
- Motivation: Doing Good: The Entity is the source of all life in the universe, and is as such devoted to preserving the continuation of life. She is therefore directly opposed to anything which would try to end life, despite being able to draw upon the powers of the more violent Lantern Corps, such as the Red, Yellow and Orange Lanterns. If ever there were a "Big Good" in the cosmos, the Entity would probably qualify.
- Rivalry: Nekron really can't be classified as the Entity's enemy since the two never directly interact with one another. It's more a situation where one will mobilize their troops, and the other will follow suit not too long afterwards. They then tend to sit back and let said troops do all the fighting while they stay out of the way until someone decides to try and attack one or the other cosmic entity, and let's just all hope they don't ever go after the one clad in white!

Languages
Aklo

Defense
Dodge 14, Parry 14, Fortitude 13, Toughness 14 (Imp. 14), Will 15

Power Points
Abilities 96 + Powers 126 + Advantages 20 + Skills 20 (39 ranks) + Defenses 21 = 283

--------------------
Build Comments: Well now, this build basically sets the framework for what I want to do from here on with the various Lantern Entities. This is made using the Strange Visitor archetype from page 44 of the Cosmic Handbook as a basis for the entire build. I of course modified it quite a bit to allow it to do what the Entity is supposed to be capable of doing. You will note that I did not include any powers that were distinctly attuned to Green or Yellow Lanterns... well that is because those two Lantern Colors are about as vanilla as you can get as far as the various Lantern Corps are concerned. Unless an individual Lantern in either of those two corps goes out of his or her way to develop a unique use for their Lantern Ring, they don't get any special powers at the outset.
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Galatea / Lion's Heart

Post by DalkonCledwin »

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Galatea 'Tea' Hamilton - PL 13
Age: Physically 26 / Height: 5' 11" / Weight: 180 lbs
Hair Color: Blonde / Eye Color: Blue
Measurements: 36D / 23 / 36 in.

Strength 16, Stamina 10, Agility 3, Dexterity 2, Fighting 6, Intellect 2, Awareness 5, Presence 2

Advantages
Agile Feint, All-out Attack, Attractive 2, Beginner's Luck, Benefit, Cipher, Daze (Intimidation), Fascinate (Intimidation), Fearless, Improved Critical: Unarmed, Languages 1, Power Attack, Takedown

Enhanced Advantages
Eidetic Memory, Improved Initiative 3, Move-by Action

Skills
Acrobatics 8 (+11), Athletics 6 (+22), Expertise: Tactics 8 (+10), Insight 6 (+11), Intimidation 8 (+10), Perception 8 (+13), Ranged Combat: Heat Vision 8 (+10)

Powers
Cloned Physiology
. . Maid of Steel: Protection 6 (talent, +6 Toughness; Impervious [10 extra ranks])
. . Psychic Rapport: Senses 1 (Communication Link: Kara Zor-El; Limited: to While Sleeping, Quirk: Shares her body with Kara in the Dreaming)
. . Quicker Than Any Mortal Woman: Quickness 6 (talent, Perform routine tasks in -6 time ranks, Advantages: Eidetic Memory, Improved Initiative 3, Move-by Action)
. . Solar Sustenance: Immunity 16 (talent, Aging, Fatigue Effects, Life Support)
. . Superhuman Durability: Enhanced Stamina 7 (talent, +7 STA)
. . Superhuman Senses: Senses 26 (talent, Accurate (Type): Auditory Senses, Acute (Type): Olfactory Senses, Analytical (Type): Auditory Senses, Analytical (Type): Visual Senses, Darkvision, Extended: Auditory Senses 3: x1k, Extended: Visual Senses 4: x10k, Extended: Olfactory Senses 2: x100, Microscopic Vision 4: atom-size, Ultra-hearing)
. . Superhuman Strength: Enhanced Strength 28 (talent, +28 STR; Limited to Lifting [14 ranks only], Notes: Able to lift 25,000,000 tons)
. . X-Ray Vision: Senses 4 (talent, Penetrates Concealment: Vision; Limited: Can't penetrate lead or radiation shielding)
Offensive Powers: Array
. . Concussive Heat Vision: Damage 14 (heat, DC 29; Accurate: +2, Increased Range: ranged, Penetrating 9, Precise)
. . Freeze Breath: Cumulative Cone Area Affliction 11 (cold, 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Fortitude, DC 21; Cone Area: 60 feet cone, DC 21, Cumulative, Extra Condition; Limited Degree)
. . Super Breath: Cone Area Move Object 13 (force, 25 ktons; Cone Area 2: 120 feet cone, DC 23, Increased Mass 7; Limited Direction: Towards or Away, Reduced Range: close)
Superhuman Movement
. . Running Speed: Speed 13 (Speed: 16000 miles/hour, 30 miles/round)
. . Space Travel: Movement 1 (talent, Space Travel 1: within solar system)
. . Super-Leaping: Leaping 8 (talent, Leap 1800 feet at 250 miles/hour in 3 seconds)
. . True Flight: Flight 13 (talent, Speed: 16000 miles/hour, 30 miles/round)

Offense
Initiative +15
Concussive Heat Vision: Damage 14, +12 (DC 29)
Freeze Breath: Cumulative Cone Area Affliction 11 (DC Fort 21)
Grab, +6 (DC Spec 26)
Super Breath: Cone Area Move Object 13 (DC 23)
Throw, +2 (DC 31)
Unarmed, +6 (DC 31)

Complications
- Berserk Button: Tea does not like it when she is reminded of the fact that she is a clone of Kara Zor-El. She especially dislikes it when it is Kara doing the reminding. She will drop everything to eradicate whoever it is that has just reminded her of this fact, ESPECIALLY if it is Supergirl! This also frequently leads to the chip in her head getting activated as she tends to ignore orders when she is in such a state.
- Curse Sworn: Tea was created by Professor Hamilton for the purpose of protecting humans from the likes of Superman. However for all the hatred she might possess for the original Kara Zor-El, Galatea actually isn't really all that interested in performing the function she was created for. To that end, she has been surgically implanted with a chip that will cause her severe pain if she directly violates an order from one of the leaders of Project Cadmus.
- Demeaning Perception: Galatea is not afraid to flaunt her female attributes, which sometimes causes unwanted distraction and allows others to make ill-informed judgments of her character.
- Motivation: Happily Ever After: Tea would be quite happy to ignore the entire world if she could just live happily ever after with her father (Professor Hamilton) and with whomever it is she decides to get hitched to one of these days.
- Power Loss: being under the light of either an M or K-type Main Sequence star, or any type of Red Giant, will cause Tea to lose her entire suite of powers, which leaves her with a Strength of 2 and a Stamina of 3 as well as her skills and advantages that aren't derived from her powers, but absolutely nothing else.
- Quirk: Tea prefers to use her heat vision against her enemies rather than closing to fisticuff range. This is a problem since her heat vision is both far more accurate, and also has more penetrating power than Kara's heat vision, even if it isn't necessarily more powerful than the original version.
- Vulnerability: Tea's Toughness is not impervious when defending against magical effects.
- Weaknesses: It would appear that Tea has a crippling weakness to electricity-based attacks that Kryptonians don't normally possess under the light of a G2V Main Sequence Star. She is also vulnerable to Kryptonite in all the same ways that any other Kryptonian would be.

Languages
English, Kryptonian

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

Power Points
Abilities 50 + Powers 204 + Advantages 13 + Skills 26 (52 ranks) + Defenses 22 = 315
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DalkonCledwin
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Sodam Yat / Lion's Heart

Post by DalkonCledwin »

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Sodam Yat (Pre-Ascension) - PL 10
Age: 16 / Height: 5' 9" / Weight: 164 lbs
Hair Color: Black / Eye Color: Green

Strength 14, Stamina 8, Agility 5, Dexterity 2, Fighting 6, Intellect 2, Awareness 3, Presence 2

General Advantages
Accurate Attack, All-out Attack, Extraordinary Effort, Fearless, Improvised Tools, Interpose, Inventor, Power Attack, Ranged Attack 3, Tracking, Ultimate Effort: Will Checks

Enhanced Advantages[/u]
Eidetic Memory, Improved Initiative, Move-by Action, Ultimate Effort: Toughness Checks

Skills
Athletics 4 (+18), Expertise: Daxamite Lore 4 (+6), Expertise: Mechanical Engineering 6 (+8), Expertise: Tactics 4 (+6), Insight 6 (+9), Investigation 6 (+8), Perception 8 (+11), Persuasion 6 (+8), Technology 6 (+8), Treatment 4 (+6)

Powers
Daxamite Movement: Array
. . Faster Than Light: Movement 3 (talent, Space Travel 3: other galaxies)
. . Running Speed: Speed 10 (talent, Speed: 2000 miles/hour, 4 miles/round)
. . Super-Leaping: Leaping 6 (talent, Leap 500 feet at 120 miles/hour)
. . True Flight: Flight 10 (talent, Speed: 2000 miles/hour, 4 miles/round)
Daxamite Offenses: Array
. . Freeze Breath I: Cumulative Cone Area Affliction 7 (cold, 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Fortitude, DC 17; Cone Area: 60 feet cone, DC 17, Cumulative, Extra Condition; Limited Degree)
. . Freeze Breath II: Cumulative Affliction 7 (cold, 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 17; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Freeze Breath III: Create 10 (ice, Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate; Source: Water)
. . Freeze Breath IV: Burst Area Nullify 10 (cold, Counters: Fire & Heat, DC 20; Burst Area: 30 feet radius sphere, DC 20, Precise)
. . Heat Vision: Damage 10 (heat, DC 25; Increased Range: ranged, Precise)
. . Super Breath: Cone Area Move Object 10 (force, 25 tons; Cone Area 2: 120 feet cone, DC 20, Precise; Limited Direction: Towards or Away, Reduced Range: close)
Daxamite Physiology
. . Accelerated Healing: Regeneration 3 (talent, Every 3.33 rounds, Advantages: Ultimate Effort: Toughness Checks)
. . Quicker Than Any Mortal Man: Quickness 4 (talent, Perform routine tasks in -4 time ranks, Advantages: Eidetic Memory, Improved Initiative, Move-by Action)
. . Solar Sustenance: Immunity 16 (Aging, Fatigue Effects, Life Support)
. . Superhuman Durability: Enhanced Stamina 6 (talent, +6 STA)
. . Superhuman Senses: Senses 18 (talent, Accurate (Type): Auditory Senses, Acute (Type): Olfactory Senses, Darkvision, Extended: Auditory Senses 2: x100, Extended: Visual Senses 3: x1k, Extended: Olfactory Senses 2: x100, Microscopic Vision 2: cell-size, Ultra-hearing)
. . Superhuman Strength: Enhanced Strength 18 (talent, +18 STR; Limited to Lifting [6 ranks only], Notes: Can lift 25,000 Tons)
. . Yet Another Man of Steel: Protection 6 (talent, +6 Toughness; Impervious [14 extra ranks])
Oan Power Ring (Removable)
. . A.I. & Database: Feature 1 (cosmic, Notes: A Green Lantern Ring has an advanced Artificial Intelligence, and is linked to a central database on Oa. It can concievably answer any question posited to it by the Ring Bearer. This basically functions identically to the Luck (Inspiration) and the Eidetic Memory advantages, although it only counts as one Rank of the Luck advantage.)
. . Anti-Lead Filtration Field: Immunity 20 (cosmic, Very Common Descriptor: Lead-based effects; Sustained)
. . Cosmic Communicator
. . . . Cosmic Commlink: Senses 2 (cosmic, Communication Link: Oa, Communication Link: Other Green Lanterns)
. . . . Universal Translation: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Quick Change: Feature 1 (cosmic, Notes: Yat can change into and out of his Green Lantern uniform as a Free Action.)
. . Scanning Beam: Senses 5 (cosmic, Analytical (Type): Chemical Senses, Awareness: Chemical Senses, Tracking: Chemical 2: full speed)

Offense
Initiative +9
Freeze Breath I: Cumulative Cone Area Affliction 7 (DC Fort 17)
Freeze Breath II: Cumulative Affliction 7, +5 (DC Fort 17)
Freeze Breath IV: Burst Area Nullify 10 (DC Will 20)
Grab, +6 (DC Spec 24)
Heat Vision: Damage 10, +5 (DC 25)
Super Breath: Cone Area Move Object 10 (DC 20)
Throw, +5 (DC 29)
Unarmed, +6 (DC 29)

Complications
- Chosen One: Sodam Yat, like Harry Potter, has been spoken of in at least one prophecy. The difference between them, is that Yat's prophecy has yet to come to pass, and may now turn out differently than it would have, had Harry Potter never been granted a Green Lantern Ring.
- Hatred: Sodam absolutely despises his people for the fact that they are willing to brainwash their citizenry, himself included, of any knowledge that they have encountered extraterrestrial life, while simultaneously killing said lifeforms and using the remains to perform xenophobic propoganda demonstrations. The Green Lantern Ring couldn't get him off his world fast enough as far as he was concerned!
- Hi! My name is (What?): There were never two cities more reviled in all of Earth's history than Gomorrah and (What?). Imagine what the reaction will be when this guy is introduced to some people from said planet!
- Motivation: Doing Good: Sodam is comitted to Protecting Truth, Justice and... well, certainly not the Daxamite Way, that's for sure!
- Power Loss: It isn't as big an issue for him as it is with other Lanterns, but Sodam does occasionally need to recharge his Green Lantern Ring. It will issue warnings when the charge is running low. He also loses all of his Non-GL powers when under the light of a Red sun.
- Weakness: Daxamite's are virtually indistinguishable from Kryptonians when under the light of a G2V Main Sequence Star. The one way that they are distinguishable however, is that they are fatally weakened by lead instead of by Kryptonite. Yes, that is correct, the same stuff you can find virtually everywhere in the entire universe is a lethally toxic poison to Sodam Yat's people. That is why Sodam uses the vast majority of his Green Lantern Ring's processing capabilities to ensure he never comes into contact with any of the stuff. This naturally restricts his patrol route to the worlds in his Space Sector with G2V Stars.

Languages
Daxamite

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

Power Points
Abilities 48 + Powers 193 + Advantages 13 + Skills 27 (54 ranks) + Defenses 10 = 291

--------------------
Weaksauce Weakness: In space, if confined to our own Solar System, Lead is seventeen times more common than gold. This is because most heavier atoms (all of which are unstable) will gradually decay into lead. Meanwhile, on the planet's surface, it is the 38th most abundant mineral in the planetary crust. It is truly incomprehensible to me that Daxam Prime can exist in the same universe as Earth without having any lead in it's atmosphere or crust AT ALL, yet that is what the creators of the Daxamite species claim happens to be the nature of the environment on that planet.

Incidentally, a friend of mine once posited that the Flamel's were Daxamites, and that the Philosopher's Stone was just a very crudely designed cure for their weakness.

--------------------
Build Comments: This is Sodam Yat before he gets the "Phenomenal Cosmic Power" upgrade.
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Re: Dalkon's Expanded Potterverse Archives

Post by DalkonCledwin »

The Hraesvelgr Chronicles
Premise: Early on in her marriage Lily Potter is kidnapped by Trigon, who later releases her when she is pregnant with his child. How would the stories of Harry Potter and the Justice League change if Raven had another half-brother?
Required Inclusions:
- Harry must be the half-demon son of Trigon the Terrible.
- Harry must be at least two years older than Raven due to temporal shenanigans between different dimensions.
- Harry must have some demonic traits (eg. grey or purple skin, a 2nd pair of eyes, etc...)
- Unless he is around people who know of his half-demonic nature, Harry must have a way of disguising his demonic traits.
- Harry must possess all the powers that Raven does, only at a higher degree due to starting his training ‘before’ she did.
- In addition to the powers he shares with Raven, Harry must also possess enhanced strength, durability, speed, and intelligence.
- Harry must start off as a solo hero before later joining the Justice League soon after it is founded. Please note, when I said Raven was in a different dimension, I meant Azarath.
- Trigon must at some point attempt to use Harry as a means of conquering Earth, and only after he fails will he turn his attention towards Raven.
- After Trigon fails, Harry must track down Raven and take her under his wing (both as legal guardian, and as a superhero mentor).
- Harry must be one of the more ruthless heroes towards supervillains.
- Harry must be paired with at least one of the following: Wonder Woman, Hawkgirl, Zatanna, or Black Canary.
Preferred Inclusions:
- Including the events of some of the DC Movies (eg. Crisis on Two Earths, or Justice League: Doom), or else including the events of Injustice: Gods Among Us.
- Using one or two of the TV Series (eg. Justice League Unlimited, Young Justice, Teen Titans) and/or any comic series based on the aforementioned TV Series.
- Harry picking a codename that is based on a type of bird (I chose to go with Hraesvelgr, which while not a bird, is said to take the form of a bird).
- Harry being taken under the wing of one of the heroic magic users.
- Wonder Woman and Raven wearing their Injustice: Gods Among Us costumes (though I will accept the mobile versions of said games as sources).
- Harry’s superhero outfit being some sort of armor.
- Harry’s emotional control being worse than Raven’s.
- Harry dropping out of Hogwarts in order to care for his sister.
- Bashing of Dumbledore, Snape, Ron, Molly, Ginny, Fudge, Umbridge and Voldemort.
Forbidden Things:
- Harry being in a relationship with another male character.
- Harry and Raven getting along with their other brothers.
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The Curse of Wizarding Travel (New House Rule)

Post by DalkonCledwin »

The Curse of Wizarding Travel
- When someone experiences any type of Wizarding Travel for the first time, no matter what it is (even Brooms), they must roll a d20, on a roll of 10 or less they suffer a Fortitude Affliction equal to their Power Level that has the degrees of Dazed, Stunned and then Incapacitated.
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